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Make Your Move 17: Next contest begins March the 24th; get your Iron MYM'er 1st day sets ready!

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia


The Fantasy Moveset Design Contest



Make Your Move? What's that? It's a place where we make hypothetical Smash Bros movesets! You've seen them in action, but were you satisfied with Smash 4's selection and movesets? Then the movesetting gods are calling for you. Want Roy? Want Rool? Cool! Kick that brain into overdrive and show us your moves! Show us your love, and show us who you are. You might have come here for Nintendo, but that's not to say you're limited to games - you can make anything you want! Books, films, TV, fanfictions, toys, manga, anime or even stuff from real life! It's like we're making our very own Smash game, only we get to do whatever we want with it. And once we're finished, we have all the boys (and girls) square off against each other in a Top 50! We've been doing this for over 8 years now, and we're not sick of it yet!​


Moveset Creation
Movesets are made up of a 23 mandatory inputs: 4 specials, jab, dash attack, 3 tilts, 3 smashes, 5 aerials and the grab/pummel plus 4 throws. You will need these and a picture of your character at the very least, or else we totally unfortunately won't be able to count your set (and we like to have lots of movesets on our list!). We also urge you to provide a brief summary of your character, their stats and -possibly- a Final Smash, but these aren't absolutely necessary to making the list. Note that Custom Specials are entirely optional, as are situtional attacks such as ledge attacks or get-up attacks, though most people won't care whether you include them or not. If you're having trouble with your moves for whatever reason, be sure to send us leaders a Private Message.

Below are our funkiest, lengthiest movesets to date. Most of them are really long and complex.
Oh, and for those having trouble figuring out the right numbers or feel for their character's stats (size and weight and what have you), there exists a [LIST] that compares Brawl characters' stats with numerical values between 1-10 which are generally used to portray a character's stats in movesets. Or you could just compare a character's stats to those of an existing Smash character.

Comments
While not obligatory, it is generally polite to give your critique on a moveset you've read. This not only helps others to improve, it's also a helpful exercise that provides stimulation for one's self. A great man once said: "Famous writers got to where they are due to reading a large amount of literature, and it’s the same with movesets. Commenting forces you to articulate that knowledge and put it to word; the helpfulness of this exercise cannot be overstated.". If you're not sure what to say, just try your best!

If you liked a moveset, be sure to click the Like button. That tells people you read their moveset and liked it, even without a comment. But do try to comment, because no one likes being neglected.

Rankings
Some movesetters take commenting a step further (or outright skip it) and actually rank the movesets they've read, usually posting these lists on the opening page. These rankings can give you a good idea of what's hot and usually come with funny pictures, but don't be offended if your set is ranked low - that just means there's room for improvement. Can you win the Warlord Challenge and top his rankings list? (because that's really tough, man)

MasterWarlord, FrozenRoy, ForwardArrow and ChaosKiwi all run their own rankings, but anyone can really if they're feeling like an entrepreneur. All rankings posted in this thread are advised to be put in collapse tags to not only prevent unnecessary page-stretching (we get enough of that with movesets), but also because the collapse tags will automatically reduce the size of images to make them look more consistent.

Aside from your typical rankings, FrozenRoy also runs the User Rankings which tally the thread activity of all users in sort-of mini competition, a concept originally created by Smash Daddy. These come with sweet banners specialized for each user, and may provide you with incentive as either your first or highest-placing set is the character who represents you on the banner.

Deadline
After a bunch of months, we end the submission period and get to everyone's favorite part of the contest - the voting period! The end date is usually announced a week or month in advance, contesting normally ending with 100+ sets.

Voting
This the part where you vote for other people's sets and feel awesome when yours gets lots of votes. A vote is the best compliment you could give, but be sure to put some thought into it and take every set in the contest into account when doing so. Also, no voting for your own set, because otherwise everyone would do that.

To actually vote, you have to show us an understanding of movesetting by advertising 3 movesets you liked in your own words, lest Fred and his friends all come in and vote thoughtlessly. This "advertising period" occurs right after the submission period ends and lasts for a week, after which you will be allowed to vote within the week that follows.

When voting, you get 40 votes:

8 Super Votes - 9 points
16 Regular Votes - 5 points
16 Weak Votes - 2 points

Which are then distributed accordingly to the sets you thought were super-totally-fabulously-awesome, and those you thought were kinda cool. You don't have to use all your votes, but try to use at least half of them. Once you're done voting, send your list to BOTH FrozenRoy AND MasterWarlord, the Vote Gurus, through Private Message/Conversation.

Top Fifty
As the name implies, this is a list of the 50 most popular movesets in the contest, as chosen by collective votes. Getting into the Top 10 is fabulous, but actually winning is even better, of course. Leadership does make some changes to the list such as tiebreaking and shifting, but nothing too major. A raw Top 50, along with everyone's votelists, is posted on The Stadium as well, though you may request your votelist be kept private.

Beyond the Thread
There's more to Make Your Move than meets the eye: as a longstanding community, we've taken the liberty of establishing a few sites to meet our movesetting needs, so if you really wanna get in on the action you'll want to take a gander at these...


Skype is where we chat; better than XAT. We talk about One Piece, JoJo's Bizarre Adventure, Nintendo-related stuff and even movesetting...maybe. We'll scout you if you show commitment to moveset making, but otherwise feel free to give us leaders a PM if you want to be added. Be sure to bring your Smashboards username (or something similar to identify yourself with) and a picture of a fictional character you want to be associated with.


The Stadium is the home page of Make Your Move where you'll find the current contest's moveset list, raw Top 50 data and MasterWarlord's set rankings. Announcements may pop up from time to time, but these rarely show up nowadays.


The Bunker is more or less the encylopedia of Make Your Move, filled to the brim with links to past movesets, contests and even useful articles to make you smarter. I hold administrative power over this site as of now, so just shoot me a message if you wanna become a member.


The Whiteboard is where you go to preview movesets or look up sets that couldn't be finished. It also contains image sets that were unfortunately shrunk down by the advent of Xenforo.

Leadership
This is generally seen as the personified elite of the contest and those people who actually do have some limited responsibilities in running this business. If you ever want to talk to us, just give us a ring via Smashboard's Conversation system or through Skype!


KATAPULTAR
Kat is a bit eccentric and has some obscure tastes, but is able to hold up the fort when there's nobody else to fill the gap. Master of female anime characters, comical JRPGs and doing stuff that other people don't.


SMASH DADDY
Smady is the most dignified of all the leaders (you can totally tell from his avatar), yet is friendly and supportive to the point where he's surprisingly easy to approach. Master of the User Rankings, big bads, poison and cheesy b-horror. Expect to see this guy leading the pack when it comes to big community-based moveset projects.


MASTERWARLORD
Old Man Warlord is very direct, and has a snarky sense of humor that makes him surprisingly funny - especially when it comes to his comment titles and ranking pictures. Master of Heavyweight Male Antagonists, boulders, pits, ground chunks, pummel KOs, 3v1 boss sets and many, many other movesetting tropes buried in his deep history that don't involve female characters whatsoever. Is the only known MYM'er to have died and come back from the pit.


FORWARDARROW
He can be uncertain at times and hates the majority of pop culture, but FA is always there to comment and help people with their sets. Master of darkness, eldrictch abominations, trading cards and final bosses that start off in their final form. Expect serious sets for serious characters.


FROZENROY
Froy is our casual boy who is friendly and easy to approach, both person and set-wise, and it -Shos- in his avatar! Master of Touhou and all the popular Western MMORPGs, but is also known to do a little bit of everything. Usually posts more sets than any other leader.

Rules
There are [RULES] out there set by the powers that be, and should be followed so you don't get sent to the naughty corner. Please remember to report before replying to posts that break the rules.



And with that, have fun everybody! No seriously dude, Make Your Move is meant to be fun...and also educational if you read a set for a character you've never heard of. With that in mind, go on out and carve your own legacy!​
 
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ChaosKiwi

Smash Apprentice
Joined
Feb 1, 2014
Messages
104
NNID
ChaosKiwi
Alright boys, it's time for Rankiwis II: The Rankiwing. Try to keep up.

10- If your set gets a 10, it is basically a perfect. Good job, you are a cool kid.
9- These sets are just shy of being perfect, with maybe one or two flaws holding it back from that coveted 10.
8- Overall I like these sets, but they've got a few problems that I just can't overlook.
7- These sets are good, don't get me wrong, but they could be better.
6- These sets are okay. I don't really think they're that good, but they're not bad.
5- The exact midpoint of set quality. Not good, not bad just sort of... there.
4- At this point, I stop actively liking sets, as their flaws outweigh their good points.
3- A set that gets a 3 needs a lot of improvement, but it at least shows that the setmaker has some kind of potential.
2- These sets are bad. So, so bad.
1- You should feel terrible.


BLOCKS

8/10

SEALSDRAMON

6/10

NIGHTSHADE

4.5/10

CAT MARIO

3/10

FLYGON

3/10

EXEGGUTOR

3/10

STEVEN UNIVERSE

2/10

PLUSLE AND MINUN

2/10

NiGHTS

2/10

SPRINGTRAP

1/10

PUGGLY

1/10

DARKSEID

1/10
 
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Reiga

He sold diddy for a switch
Joined
Dec 8, 2014
Messages
1,256
Location
White Noise
3DS FC
1461-7646-7368
Reigaranks
It's like normal rankings, except Reiga-y-er!

Table of possible rankings:

10 You just made a fantastic masterpiece of a set, which has a virtually perfectly balanced gameplay, playstyle, etc. Good job kiddo.
9 Your set sure is amazing, not gonna lie at all, but there are some tiny specs of problems which impede these sets from getting a perfect ten. Even then, these sets are at my all time top favorites.
8 The set is great and all, but there are some flaws which might hurt it's ranking.
7 You got a good set here pal, but there are some problems with the moveset which are fairly noticable and you got some room to improve on this set.
6 The set is great and all, but it's not with some flaws which make me feel like it's more of a somewhat-great set.
5 Here we get to the mid-point in the rankings, a set in the five is somewhat in the balance of being like the sets above, or being like the sets below, so there is lotsa room for improvement.
4 By now I start disliking a bit the set, as the flaws start being a big problem in the moveset
3 A set with a 3 needs a lot of improvement, but there are a good chunk of nice aspects, so they are not really terrible.
2 I wouldn't say these sets are terrible per-say, they do have some big flaws, but they do have some nice aspects which make it not seem as bad as a 1.
1 The worst of the worst, a set who got a 1 can be unbalanced, not make any sense with the character at hand or overall be an unpleasant read.

Bonus:

0-Can this even be considered a moveset?
11-The perfect moveset, only appearing once a millenia, it's creator will be known in history as the MYM god.

Now here are some listed sets or whatever:

Number of Sets ranked: 77

Mr. Badd

10/10

Forlorn Junk Heap

9/10

King Korol

9/10
Korol brings in tons of interesting ideas and succesfully binds them together into a good looking playstyle that fairly uses all of the elements, Our Dear Leader surely deserves such ranking!

Fassad

9/10

Slon

9/10

Morgan

8/10

Caribou

8/10

Ladja

8/10

The Mountain

8/10
With a character that's already super-Warlordian, being a super-heavyweight with a stall-and-fall finisher move, this set is a pretty good read, with solid mechanics that are greatly built upon and a pleasant writing style that makes it easy to read but not incomplete. This set is pretty solid. Solid like a mountain.

Dr. Marcus

8/10

Birkin

8/10

Blocks

7/10

Kon

7/10
As kind of an opposite to Korol, Kon brings in way less features through out the moveset, but brings itself to specialize thoroughly on those mechanics. Kon's momentum-based, super-armor based playstyle is at face value a rather quirky playstyle idea, but at heart is pretty freaking solid.

Count Dooku

7/10

Karthus

NOT HUE/10

Tri Force Heroes

7/10 : (

Polpo

7/10

Parasect

7/10
Overall I liked this set quite a lot, probably more than some people. The set is fun, Parasect is a fun guy, and it has some funky moves, be it good or bad. The set does have an incredibly pokemon-syndrome'd USpec, which looks shoehorned in af.

L'Belle

7/10

Tails

7/10

Trevenant

7/10

Lubba

7/10

Sir Copypaste

7/10

Knuckles

7/10

Regirock

7/10
I freaking love me some Slavic-style writing and Regirock is a pretty solid set, it has well enough constructed and durable playstyle with the rocks and Superpower interactions.
But really, stop having Pokémon-Syndromed standard move names, I could live another day without Regirock knowing slash.

Koenma and Jorge

6/10

Hanasakajii

6/10

Regina Curtis

6/10

Syrma

6/10
As Bion said, it looks more like you wanted to make a set for Mr. Coffin than Syrma. Still a respectable looking set, though Syrma could be a bit less useless.

Inkling

6/10

Sealsdramon

5/10
The stealth and backstabbing mechanics mesh quite together and form a pretty nice looking set that can build upon such ideas (even if the invisibility mechanics could be worked on better). The set does get a bit underdeveloped at times, getting kinda boring and lackluster, but was still enjoyable.

Princess Nautilus

5/10
A decent set, but it also gets a bit underdeveloped at times, trying to pull too much from RosaLuma when it can differ much more than it, since here we aren't controlling a fat star but an eel. While the set isn't too bad on the aspect (for a very bad example, check Captain Toad), accidental attacks can get kinda weird when they are repeatedly used in succession.


Gernenderf

5/10


Pearl

4/10


Daisy

4/10


Lip

4/10

Mario 2.0

4/10

Exeggutor & Exeggcute

4/10

Jolteon

4/10


Hawlucha

4/10

Mordekaiser

HUE/10


Barney

4/10

Ryuchu's Superman

4/10

Octoling

4/10
I actually found the Octoling's playstyle way more interesting than the Inklings, with it kinda building up on their formula and creating a fun looking playstyle. The set is however poor in detail in many places due to it's rush in production, I also think that for the Smashes it be best for either all of them being minions or all of them being the Octoling using octopus-minion weapons, as one sticking out different from the others does seem strange. In general, the set does end up being fundamentally worse than Inkling.
also this set is more original than all clones and a few semiclones if counted together, good job.

Sonic 2.0

4/10

Abnes

4/10

Chibi-Robo

3/10


DJ Octavio

3/10

Splashmaster

3/10

Cat Mario

3/10


Starman (The Earthbound guy, not the wrestler guy)

3/10


Nightshade

3/10

Android 19

3/10

Original the Character Shadow the Hedgehog

3/10

Hoopa


3/10

Rayman

3/10

Serperior

3/10

Plusle and Minun

3/10

Sonic OC Silver the Hedgehog

3/10


Crazy Dave

2/10 (Also, don't question the image I found on Google Images, just don't).

Plague Knight

2/10

AlRex's Superman

2/10

Captain Toad

2/10

Aiden Pearce

2/10

NiGHTS

2/10

Chief Mendez


1.1
(Extra 0.1 points because it gave me a good laugh)


Shovel Knight

1/10


Ryu

1/10

Doc Louis

1/10

Alica Vassin

1/10


Akullotsoa

1/10


Darkseid

1/10

Groudon

1/10


Springtrap

1/10


Franky

1/10

Isaac

1/10

Edward Elric

0/10

Spanish Inquisition

0/10

Junk Warrior and Sychron

0/10
You could say, this set is thrash.
But seriously, the set(s) is very bare bones, doesn't bring anything coherent to the table, and is about as pretty to look at as a thrash bag.

Uggly Dogg
-image link removed- (because the set is bad)

0/10
come on, you can do better than this
 
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ChaosKiwi

Smash Apprentice
Joined
Feb 1, 2014
Messages
104
NNID
ChaosKiwi
First set, losers.



CHIBI-ROBO


Chibi-Robo, a mass produced little robot designed to help people around the world with their daily lives! He was never built for fighting, but that won't stop this rambunctious little automaton from doing his best in the arena that is Super Smash Bros.! Wielding his plug, an assortment of Chibi-Gear, and even everyday household items to devastating effect, Chibi-Robo doesn't let his absolutely adorable minuscule size get in his way when it comes to a rumble!

Chibi-Robo charges in!

STATS
Size-
1
Weight- 2
Jumps- 3
Ground Speed- 7
Air Speed- 4
Fall Speed- 3


SPECIALS

Down Special- Recharge

Chibi-Robo, as you can plainly tell, is an electricity powered robot! As such, he needs electricity to power his body, especially in high effort situations like your average round of Smash! So where does he get power, in the heat of battle?

From that cord on his back, of course!

Through methods unknown to man or ape, Chibi-Robo is capable of plugging his power cord into the ground below him, no matter what it's made of and whether or not it actually has a power outlet. Weird, ain't it? So, while plugged in Chibi-Robo is more or less anchored to that spot, unable to move more than ~1.5 Battlefield platforms away from the point of plugging in any direction. This has benefits, and drawbacks. The benefit is that it will take much more knockback than usual to jostle him from his position (though dealing 10% to the plug itself automatically unplugs him), and the drawback is that he can pursue foes nearly as effectively, and may accidentally anchor himself to a place that isn't so good for him strategically!

But surely, plugging in does more than just anchor the little bugger, right? Well, you're right! When Chibi-Robo is plugged in, he regains health at a rate of 1% per second, though this regen caps at a total of 5%. And that's not all! The power that he absorbs also buffs some of his other moves! The length of time that they're buffed for depends on how long he's plugged in, however, with 1 second of plugin roughly equating to one and a half seconds of buff, and so on. Additionally, while he's buffed up, any attack that Chibi-Robo performs with a cord do an additional 2% electrical damage.

Since this applies to all plug based attacks that make direct contact with foes (that is to say, all except his Down Special), I will not list this boost on the individual attacks' entries, just assume it to be there.

The buff is shown as a power meter above Chibi-Robo's percentage. It fills up green as he charges, and, when he's unplugged, slowly decreases to show how much buff Chibi-Robo has left!

The total amount of time he can be plugged in is 10 seconds, before the plug automatically pops out of place. Chibi-Robo cannot plug himself back in while the buff of a previous plugin is active, and can only plugin when directly touching the ground. He can manually unplug by pressing the input again, but doing so leaves him vulnerable while tugging at his chord, so be careful!

The buff doesn't take effect until Chibi-Robo unplugs, whether it's by choice or not, so keep that in mind! And, once the buff runs out, Chibi-Robo sparks a little bit to signify the decrease in power, a short (less than a second) period of time during which he cannot move or attack, and is vulnerable! This even takes him out of animations, so be careful about where you are and what you're doing when your buff ends!


Neutral Special- Chibi-Blaster

Chibi-Robo's hand becomes a blaster, similar to that of fellow robot hero Mega Man! Upon input, he fires a blast of energy, not much larger than one of Mega Man's jab pellets, and not much faster! They deal 3% on contact and little stun, but travel quite far. He can only have three shots out at once, so don't try to spam the move, kids!

When buffed by a recharge, however, Chibi-Robo's blaster shots increase in power by quite a noticeable margin! They gain speed, power, and size! They about triple in size, and travel at about double their usual speed, turning them into a real threat! They also deal 7% per hit instead of their usual three, and deal more knockback. Golly, they sure do pack a wallop!


Side Special- Squirter

Pulling out an adorable, tiny water gun, Chibi-Robo prepares to blast his enemies away with some liquid refreshment! Upon input, Chibi-Robo fires a small burst of water from the gun, an action that he's able to walk around and jump during. They don't do much, only dealing 1% and no stun with each hit, but the water bursts are able to push foes similar to F.L.U.D.D., making them an excellent keepaway tool! And, to boot, the attack has a 10% chance of causing a flower to pop up on the enemy's head when it hits, allowing you to deal more damage over time if luck's on your side!

When the buff is active, the water shots increase in power-- They now deal 3% on every hit, the attack takes the form of a continuous stream instead of a series of individual bursts. The stream lasts about a half second with each input, and travels 2 Battlefield platforms. Its pushing force is much stronger than the unbuffed versions, and is a very valuable tool in edgeguarding and the like! Additionally, the 10% chance of causing a flower to bloom is boosted to a nifty 15%! Swell!


Up Special- Chibi-Copter

A small propeller pops out of Chibi-Robo's cranium upon input. It's the Chibi-Copter! Acting similar to Snake's up special, Chibi-Robo is quickly carried up, with the player being able to slightly control his horizontal movement. However, the base height of this recovery is only two and a half Battlefield platforms.

Which is where the buff comes in handy! While the buff is active, Chibi-Robo can fly indefinitely... with a catch. Doing so drains the buff's power twice as fast, meaning doing so robs you of its upgrades! Additionally, being hit out of it causes you to lose a full three extra seconds of the buff, and running out of it while flying causes Chibi-Robo to fall helpless. Yikes!


STANDARDS

Jab
Chibi-Robo is not, by any means, known for his hand-to-metal-grasper-claw-thing combat skills, so it makes sense for his character's Jab to be somewhat lacking in terms of... well, everything. So, it's just your simple old everyday punch, nothing to shake a spoon at, I'd say. It deals an abysmal 1% per hit, but since he's so small it's impossibly quick, and he can easily combo into any other of his tilts with it due to its incredibly non-existent knockback.

Side Tilt
Chibi-Robo's plug is good for more than just plugging in to things, you know! It's also effective as a whip like instrument of pain-dealing, as you're about to see! So, upon input of the side tilt, Chibi-Robo grabs the base of his plug and quickly whips it forwards, dealing a quick 8%. It even has a sweetspot: the metal tips at the end, which deal 11% instead and higher knockback!

Due to its speed and pretty high range compare to Chibi-Robo's size, it's a pretty good tool for keeping foes at arm, blaster, or squirter distance as much as possible.

However, due to the nature of his down special, Chibi-Robo cannot use this move while plugged in! Keep that in mind, and resort to other tactics, because attempting this move while plugged in will cause Chibi-Robo to tug at the cord without pulling it out, doing nothing but open you up for attacks!

Up Tilt

So far, I've neglected one very, very important part of Chibi-Robo's arsenal- his spoon! Yep, his spoon. How does he use a spoon to attack, you may ask? Well, it varies from move to move, but this particular use is fairly simple!

You see, within Chibi-Robo's head is a sort of hammerspace. In the metal confines of his cranium, he can store almost anything he can get his hands on! So, when the Up Tilt is input, he pops the lid off and, woah, out juts the trusty, rusty spoon! It extends about half of Chibi-Robo's height upwards, and deals 5%.

When buffed, however, it's fired with much more force! The height of the move doubles, and it deals 10% instead! That's just swell! But, since it comes out twice as fast, the player will need to readjust their timing with the attack if they don't want to whiff it bad!

Down Tilt
Our metallic mild mannered mechanical maestro crouches as low as he can go (which is pretty low considering his stature!), and quickly spins around, using his plug almost like that one toy from your childhood! You know, the one where'd you'd spin it in a circle and everyone would try to jump over it, somewhat like a jump rope? That thing! I'm sure Google will help you remember, you old b*stard.

So, what does this move do? It deals 5% (8% if the tips hits), and trips up any enemies hit by it! That's pretty nifty, even if Chibi-Robo is still vulnerable from above.

This move uses the power cord, which, like the side tilt, means it cannot be used as normal when Chibi-Robo is plugged in. However, it's still usable, just in an altered way! You see, upon input while plugged in, Chibi-Robo will be the thing spun around in a circle, not the chord! His grievous harm with a body technique deals 10% on contact, and high knockback, making this a good defense while plugged in! However, it is much slower, meaning you'll have to time it right! And, he's vulnerable from above, as before, so watch out!

Dash Attack

Seemingly out of thin (or small!) air, Chibi-Robo equips himself with a toothbrush. It may not seem like much to you, but since Chibi-Robo is so miniscule, the toothbrush is actually larger than he is, giving this move some range! So, while this move is active, he scrubs the ground in front of him as if to clean up the grime, and the acts of his enemies! It extends a good bit in front of him and is fast, knocking foes forward over multiple hits to deal a total of 15%!

While buffed, this move doesn't gain a damage boost like several other attack of Chibi-Robo's. The extra power allows Chibi-Robo to do the job more efficiently, giving this move a speed and range boost unlike any seen before! Now that's quality service. He now covers more ground quicker, and even leaves a (purely aesthetic) trail of bubbles and sparkles behind him to show how good of a job he's done cleaning! Ain't that cool?


SMASHES

Side Smash
Time for more spoon shenanigans! Taking a note out of the book of Ness, Chibi-Robo pops out his trusty spoon and holds it in a baseball bat-like stance! When the attack is released, he lets it rip, dealing 14% when uncharged and 17% when fully charged, as well as high knockback!

What does this move do when buffed, you asked? Well, at full charge while buffed, Chibi-Robo actually swings the spoon too hard to keep a handle on, oh no! As such, it flies out of his hand, travelling two Battlefield Platforms before embedding itself in the ground, dealing 10% to anybody who gets in its way! The spoon near immediately disappears after landing, however, allowing Chibi-Robo to use it again pretty quickly!

Up Smash

W-what's this? Drake Redcrest, the legendary hero, in the flesh!? Well, no, not exactly. It's more like, in the plastic.

But yes, it's TV's Drake Redcrest! As an old friend of Chibi-Robo's, the pintsized powerhouse action figure pops out of the little robot's skull, where he had been stored. Why he was in there in the first place... is not for us to know.

Anyway, he pops out and delivers a strong uppercut, dealing 17% uncharged and 20% charged! He then gives a salute, and pops back into his little buddy, while Chibi-Robo is clearly left befuddled by what happened. When the move is buffed, it's even stronger! Drake takes some of Chibi-Robo's excess power for himself, coating his own fist in electricity, dealing 20% electric damage when uncharged, and 24% when fully charged! What a guy, what a hero! I hope I can be like him when I grow up.

Down Smash
Plug in and play time, yet again! Chibi-Robo stabs his plug into the ground with great force. But not to absorb power, no no no! This time, he's dishing it out!

After the charge up is done and the attack is released, Chibi-Robo releases a surge of electricity into the ground below him, dealing electric damage around him, between 8% and 12% depending on how long it's been charged for. It even leaves enemies stunned if they're close enough to him, leaving them open to attack!

When Chibi-Robo has a buff, however, it gains a new level! When the attack is fully charged, Chibi-Robo can keep charging it, past his usual limits! When he does so, the buff meter will drain at triple its normal speed, but it's worth it! For each tenth of his charge meter spent charging the down smash up more, the attack will deal 2% more damage, up to a total of 32% at full charge! It also deals high knockback, able to KO at 90%! The only downside is that it still has very small range, and would leave Chibi-Robo with no charge at all afterwards, and would in fact prevent him from charging again for eight seconds!

The animation for charging this smash is identical to the animation for plugging in in his down special, making this a great fake out for enemies who'd capitalize on your relative helplessness while charging!


AERIALS

Neutral Aerial
Chibi-Robo does a cute little spin, turning his cord into a whip once again, similar to his down special! It deals 8% on both sides and has good range, but does not hit on the top or bottom!

When used while plugged in, only Chibi-Robo's body will spin, and the cord will not move! This turns his body into the hitbox, dealing only 4% with a hit but allowing him to attack on all sides, even above and below!

Up Aerial
Ah, the Chibi-Copter. So many uses! For instance, here, Chibi-Robo pops it out of his scalp and spins it quickly, before popping it back in. Not enough time to achieve liftoff, but certainly enough to use a short range, multi-hit attack dealing 14% to enemies and high knockback, right?

When buffed, Chibi-Robo spins his copter even faster, creating an updraft that windboxes any enemies above him, pushing them high into the sky for a possible KO! Ain't that rad?

Down Aerial
Chibi-Robo... whips out a mug? Yes, a full sized coffee mug, adorned with an image of my hero and yours, Drake Redcrest! Chibi-Robo quickly climbs in, and starts falling at an increased rate! The mug itself is a hitbox, and protects Chibi-Robo from harm! However, ONLY the mug is the hitbox, so his head does not hurt foes and is itself vulnerable to damage!

On contact, the mug deals 13% and can spike foes. However, once it hits a foe or the ground, the mug shatters, leaving Chibi-Robo to fall helpless!

Back Aerial
Chibi-Robo performs an absolutely adorable dropkick to the behind, blasting away foes behind him! Deceptively simple, Chibi-Robo! It deals 12%, high knockback, and can be shorthopped, making it an excellent move.

Forward Aerial
That spoon sure is useful, isn't it? For instance, in this move Chibi-Robo uses it like a shovel-- A very tiny shovel. Made for scooping up people instead of dirt, I guess.

My point! Yes, my point is that the spoon is used in a scooping motion, and in addition to dealing 8% on contact, pushes foes, even earthbound ones, into/farther into the air, allowing Chibi-Robot to, say, hit them with his Up Aerial or some other zany scheme! It's quite fast, too, able to be performed out of a shorthop. That spoon was a great investment!


GRAB GAME

Grab

Chibi-Robo whips out a pair of those... grab claw things. You know, like that other toy from when you were a kid? It's a mid-range grab, and can even be stalled by holding down the input if you so choose. However, he cannot move around like this, so keep that in mind!

Pummel
Chibi-Robo squeezes the grabby thing just a bit, tightening its grip on the foe and dealing 2%.

Down Throw
Drake Redcrest is back for another cameo appearance! Good, this game would have sucked without him!

So what does he do when the Down Throw is activated, you ask? What a stupid question! He kicks ass, of course! So, he pops out of Chibi-Robo's head once more, this time delivering a flurry of punches to his enemy's face or nearest equivalent, before volleyball spiking them into the ground head first, pitfalling the sap! This deals 12% total, ain't that rad?

The pitfall lasts half as long as a normal pitfall, though, so don't get your knickers in a twist.

Back Throw
Chibi-Robo shoves his foe into a mug, and puts it on its side. He then kicks it back, allowing it to roll away! From here, Chibi-Robo has two options!

The mug will travel a maximum of three Battlefield Platforms before shattering, and will also shatter on contact with a wall or another foe. The shattering deals 13% to the enemy in the mug (and to any foes the mug rolls into, if applicable), but almost no knockback at all. But, if Chibi-Robo uses the Chibi-Blaster on the mug while it's rolling, he can make it break apart early! The blast of the blaster is blocked by the mug, but the mug will shatter with more force, causing the foe to be launched upwards, while taking 10% damage instead of the usual amount.

Will you set up the foe for aerial attacks, or let them roll, perhaps to their doom? You decide!

Up Throw
Chibi-Robo chucks his foe straight up, before firing after them with three shots of his blaster, all of which hit! It seems, like a directional throw--- cuz it is! It deals 9% per hit, as much as three Chibi-Blaster shots!

When buffed, the shots are buffed as normal! So, the throw does a staggering 21% instead of nine, though it still does the relatively low knockback. Holy cow!

Forward Throw
The coup de grâce, if you will. Chibi-Robo simply tosses his foe into his head, like he would any common tool or item! Holy cow! Now, he's free to walk around-- similar to how Donkey Kong carries an enemy-- for up to three seconds. After this time, he dumps the foe out, them having taken 14% from being crammed into such a tight space, and they fall prone wherever he leaves them.

When Chibi-Robo is buffed, however, they don't just fall prone! They're fired out of the little bugger's head like a cannon! Much higher knockback! And the throw deals 16% total, all of it electrical damage, in the buffed state. Cool!


FINAL SMASH
GIGA-ROBO

Giga-Robo, a giant robot (relative to the fighters anyway), appears on the side of the screen, and Chibi-Robo plugs into him. The player then controls Giga-Robo, who stomps around the whole stage and can crush opponents. Stomping on foes is hard to do because of his size and slowness, but it deals 25% with each hit, and is almost assuredly a one hit KO!​
 
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Slavic

Ask not the sparrow how the eagle soars
Joined
Jun 5, 2013
Messages
758
Location
taco bell, probablyn't
SLAVIC'S COMPARATIVE AND RELATIVE RANKING SYSTEM!

Because I am the most boring and standard person ever, I have decided to jump on the bandwagon and create my own ranking system. Part of it is for fun, part is to motivate me to read more, and part is for preparing for the end contest voting. I’ve decided to give subrankings of each set based on three different criteria, ranked between 0 and 5, with an overall ranking averaged between them. This gives more meaning to each ranking and can help show movesetters their strong and weak points on a set rather than just say they are subjectively good or bad. The different criteria are described below.

Writing Style
This category determines the raw writing of the set. Sentence structure, flow, grammar, and spelling are all part of this, as well as the formatting of the set (colors, fonts, pictures). 0 is a set fraught with misspelled words, missing punctuation, and no capitalization, while 5 is a set not only pleasant to look at but fun to read.

Creativity
This category looks at the portrayal of the character’s abilities in the moveset. Gimmicks are judged here as well as the uniqueness of a set. 0 would be a set below Sakurai levels with no inspiration and/or missing inputs or information, while 5 is an interesting, totally new idea that has been fully fleshed out.

Gameplay
This category examines how well the moves work and are explained. Damage, knockback, move integration, and especially playstyle determine the ranking here. 0 is a set which fails to create any sort of playstyle or uses completely broken or useless inputs, while a 5 is given to sets with a clear understanding of its gameplay and creates playstyles unique to that character.

*Note, the lowest possible score is 0 and the highest possible score is 5. 2.5 is considered an average score.

Lord Morgan
MasterWarlord


Writing - 4.5
Creativity - 5
Gameplay - 5

Overall - 4.83

Birkin
Smash Daddy

Writing - 4.5
Creativity - 5
Gameplay - 5

Overall - 4.83

Forlorn Junk Heap
FrozenRoy


Writing - 4.5
Creativity - 5
Gameplay - 5

Overall - 4.83

Kon
MasterWarlord


Writing - 4.5
Creativity - 4.5
Gameplay - 5

Overall - 4.67

Trevenant
JOE!


Writing - 4.5
Creativity - 5
Gameplay - 4.5

Overall - 4.67

Karthus
ForwardArrow


Writing - 4.5
Creativity - 4.5
Gameplay - 4.5

Overall - 4.50

King Korol
Smash Daddy


Writing - 4.5
Creativity - 4.5
Gameplay - 4.5

Overall - 4.50

Mr. Badd
Smash Daddy


Writing - 4.5
Creativity - 4.5
Gameplay - 4.5

Overall - 4.50

Fassad
Smash Daddy


Writing - 4
Creativity - 5
Gameplay - 4.5

Overall - 4.50

Slon
MasterWarlord


Writing - 4.5
Creativity - 4.5
Gameplay - 4.5

Overall - 4.50

Polpo
MasterWarlord


Writing - 4
Creativity - 4.5
Gameplay - 4.5

Overall - 4.33

Koenma
Smash Daddy


Writing - 4
Creativity - 4.5
Gameplay - 4.5

Overall - 4.33

Ladja
Smash Daddy


Writing - 4
Creativity - 4.5
Gameplay - 4.5

Overall - 4.33

Count Dooku
FrozenRoy


Writing - 4.5
Creativity - 4
Gameplay - 4.5

Overall - 4.33

Copypaste
Smash Daddy


Writing - 4
Creativity - 4.5
Gameplay - 4.5

Overall - 4.33

Syrma
Katapultar


Writing - 4.5
Creativity - 4.5
Gameplay - 4

Overall - 4.33

Marcus
Smash Daddy


Writing - 4.5
Creativity - 4
Gameplay - 4

Overall - 4.17

Caribou
Smash Daddy


Writing - 4
Creativity - 4.5
Gameplay - 4

Overall - 4.17

Abamasnow
UserShadow7989


Writing - 4
Creativity - 4
Gameplay - 4.5

Overall - 4.17

Sceptile
JOE!

Writing - 4
Creativity - 4
Gameplay - 4.5

Overall - 4.17

Blocks
MasterWarlord


Writing - 4
Creativity - 4.5
Gameplay - 4

Overall - 4.17

Lubba
MasterWarlord


Writing - 4.5
Creativity - 4
Gameplay - 4

Overall - 4.17

Regina
Katapultar


Writing - 4
Creativity - 4
Gameplay - 4

Overall - 4.00

The Mountain
MasterWarlord

Writing - 4
Creativity - 4
Gameplay - 4

Overall - 4.00

L’Belle
Smash Daddy


Writing - 4.5
Creativity - 3.5
Gameplay - 3.5

Overall - 3.83

Abnes
Katapultar


Writing - 4
Creativity - 3.5
Gameplay - 4

Overall - 3.83

Tri-Force Heroes
Munomario777


Writing - 3.5
Creativity - 4
Gameplay - 4

Overall - 3.83

Sealsdramon
FrozenRoy

Writing - 4
Creativity - 3.5
Gameplay - 3.5

Overall - 3.67

Parasect
BridgesWithTurtles


Writing - 3.5
Creativity - 3.5
Gameplay - 4

Overall - 3.67

Undyne
Reigaheres


Writing - 3
Creativity - 3.5
Gameplay - 3.5

Overall - 3.33

Starman (Jack Knight)
ChaosKiwi

Writing - 3
Creativity - 3.5
Gameplay - 3.5

Overall - 3.33

Inkling
Munomario777

Writing - 3.5
Creativity - 3
Gameplay - 3.5

Overall - 3.33

Alakazam
FrozenRoy


Writing - 4
Creativity - 3
Gameplay - 3

Overall - 3.33

Hawlucha
Munomario777


Writing - 3
Creativity - 3
Gameplay - 3.5

Overall - 3.17

Princess Nautilus
ProfPeanut


Writing - 3.5
Creativity - 3
Gameplay - 3

Overall - 3.17

Olimar & Pikmin
PixelPasta


Writing - 3
Creativity - 3
Gameplay - 3.5

Overall - 3.17

Tails
Munomario777


Writing - 3
Creativity - 3.5
Gameplay - 3

Overall - 3.17

Hoopa
Plazzap


Writing - 3
Creativity - 3
Gameplay - 3

Overall - 3.00

Batman
Rychu


Writing - 4
Creativity - 2.5
Gameplay - 2.5

Overall - 3.00

Android 19
ChaosKiwi

Writing - 3
Creativity - 3
Gameplay - 3

Overall - 3.00

Sonic 2.0
Munomario777


Writing - 4.5
Creativity - 2
Gameplay - 2.5

Overall - 3.00

Flygon
MuskratCatcher


Writing - 3
Creativity - 2.5
Gameplay - 3

Overall - 2.83

Octoling
Munomario777


Writing - 3
Creativity - 2.5
Gameplay - 3

Overall - 2.83

Superman
Rychu


Writing - 4.5
Creativity - 2
Gameplay - 2

Overall - 2.83

Shovel Knight
Munomario777


Writing - 3
Creativity - 3
Gameplay - 2.5

Overall - 2.83

Hanasakajii
Bionichute


Writing - 3
Creativity - 2.5
Gameplay - 3

Overall - 2.83

Qbby
Munomario777


Writing - 2.5
Creativity - 3
Gameplay - 3

Overall - 2.83

Mordekaiser
ForwardArrow


Writing - 4
Creativity - 2
Gameplay - 2.5

Overall - 2.83

Mashtooth
Plazzap


Writing - 2.5
Creativity - 3.5
Gameplay - 2.5

Overall - 2.83

Mario & Luigi
PixelPasta

Writing - 3
Creativity - 2.5
Gameplay - 2.5

Overall - 2.67

DJ Octavio
Bionichute


Writing - 3
Creativity - 2.5
Gameplay - 2.5

Overall - 2.67

Jolteon
Rychu


Writing - 3
Creativity - 2.5
Gameplay - 2.5

Overall - 2.67

Accel
Bionichute


Writing - 3
Creativity - 2.5
Gameplay - 2.5

Overall - 2.67

Ganon 2.0
Munomario777


Writing - 3
Creativity - 2.5
Gameplay - 2.5

Overall - 2.67

Amethyst
Reigaheres


Writing - 3
Creativity - 2.5
Gameplay - 2.5

Overall - 2.67

Starman
Rychu


Writing - 2.5
Creativity - 2.5
Gameplay - 3

Overall - 2.67

Chibi-Robo
ChaosKiwi

Writing - 3
Creativity - 3
Gameplay - 2

Overall - 2.67

Rayman
Munomario777


Writing - 3
Creativity - 2.5
Gameplay - 2.5

Overall - 2.67

Peridot
Reigaheres


Writing - 3
Creativity - 2.5
Gameplay - 2.5

Overall - 2.67

Doc Louis
ChaosKiwi


Writing - 3.5
Creativity - 2.5
Gameplay - 2.5

Overall - 2.67

Nightshade

Bionichute

Writing - 3
Creativity - 2.5
Gameplay - 2.5

Overall - 2.67

Starman (Earthbound)
ChaosKiwi


Writing - 2
Creativity - 3.5
Gameplay - 2

Overall - 2.50

Shadow the Hedgehog
Munomario777


Writing - 3
Creativity - 2
Gameplay - 2.5

Overall - 2.50

Steven Universe
Reigaheres


Writing - 3
Creativity - 2.5
Gameplay - 2

Overall - 2.50

Knuckles the Echidna
Munomario777


Writing - 2.5
Creativity - 2.5
Gameplay - 2.5

Overall - 2.50

Splashmaster
ProfPeanut


Writing - 3
Creativity - 2
Gameplay - 2.5

Overall - 2.50

Plusle + Minun

Munomario777

Writing - 3
Creativity - 2
Gameplay - 2.5

Overall - 2.50

Daisy
JamieTheAuraUser


Writing - 3.5
Creativity - 2
Gameplay - 2

Overall - 2.50

Barney
AlRex

Writing - 4
Creativity - 2.5
Gameplay - 1

Overall - 2.50

Fiesta
Bionichute


Writing - 2.5
Creativity - 2.5
Gameplay - 2.5

Overall - 2.50

NiGHTS
StaffOfSmashing & Munomario777

Writing - 2.5
Creativity - 2.5
Gameplay - 2

Overall - 2.33

Big Massif
Bionichute


Writing - 3
Creativity - 2
Gameplay - 2

Overall - 2.33

Silver the Hedgehog
Munomario777


Writing - 2
Creativity - 3
Gameplay - 2

Overall - 2.33

Cat Mario
Munomario777

Writing - 3.5
Creativity - 1.5
Gameplay - 2

Overall - 2.33

Kijin Seija
zero-breaker


Writing - 2.5
Creativity - 2
Gameplay - 2.5

Overall - 2.33

Mario 2.0
Munomario777


Writing - 3.5
Creativity - 1.5
Gameplay - 2

Overall - 2.33

Crazy Dave
ChaosKiwi


Writing - 2.5
Creativity - 2
Gameplay - 2.5

Overall - 2.33

Lip
Conren


Writing - 2.5
Creativity - 2.5
Gameplay - 2

Overall - 2.33

Chief Mendez
Rychu


Writing - 2
Creativity - 3
Gameplay - 2

Overall - 2.33

Jack Krauser
Rychu


Writing - 2
Creativity - 2.5
Gameplay - 2.5

Overall - 2.33

Starman (Wrestler)
ChaosKiwi


Writing - 2.5
Creativity - 2
Gameplay - 2

Overall - 2.17

Horikawa Raiko
Plazzap


Writing - 2.5
Creativity - 2
Gameplay - 2

Overall - 2.17

Fried Ricer
zero-breaker


Writing - 2
Creativity - 2.5
Gameplay - 2

Overall - 2.17

Aibo
Kirby Dragons


Writing - 2
Creativity - 2.5
Gameplay - 2

Overall - 2.17

Aiden Pearce
Munomario777


Writing - 2.5
Creativity - 2
Gameplay - 2

Overall - 2.17


Superman
AlRex


Writing - 2
Creativity - 2
Gameplay - 2

Overall - 2.00

Serperior
MuskratCatcher


Writing - 2
Creativity - 2
Gameplay - 2

Overall - 2.00

Chop Chop
Bionichute


Writing - 2
Creativity - 2
Gameplay - 2

Overall - 2.00

Ryu

ChaosKiwi


Writing - 2
Creativity - 2
Gameplay - 2

Overall - 2.00

Franky
Kirby Dragons


Writing - 2
Creativity - 1.5
Gameplay - 2

Overall - 1.83

Tao Tahu
IvanQuote


Writing - 2
Creativity - 1.5
Gameplay - 1

Overall - 1.50

Alica Vassin
Tocaraca2


Writing - 1.5
Creativity - 1.5
Gameplay - 1

Overall - 1.33

Springtrap
StaffOfSmashing

Writing - 1.5 (not bad writing but the formatting and ads ruin it)
Creativity - 1
Gameplay - 1

Overall - 1.17

Captain Toad
WeirdChillFever


Writing - 1.5
Creativity - 1
Gameplay - 1

Overall - 1.17

Darkseid
Bionichute


Writing - 2
Creativity - .5
Gameplay - .5

Overall - 1.00

Groudon
Woohoo982


Writing - .5
Creativity - .5
Gameplay - 1.5

Overall - 0.83

Akullotsoa
Tocaraca2


Writing - 1
Creativity - .5
Gameplay - 1

Overall - 0.83

Plague Knight
crazya02


Writing - .5
Creativity - 1
Gameplay - 1

Overall - 0.83

Junk Synchron / Junk Warrior

Woohoo982


Writing - .5
Creativity - 1
Gameplay - .5

Overall - 0.67

Isaac
SquidBee


Writing - .5
Creativity - .5
Gameplay - .5

Overall - .5

Puggly
Purin a.k.a Jose


Writing - .5
Creativity - .5
Gameplay - 0

Overall - 0.33

The Spanish Inquisition
Tim the enchanter


Writing - 0
Creativity - 0
Gameplay - 0

Overall - 0.00
Also below is a subjective list of my sets this contest, listed separately from the others to avoid bias. My sets receive no ranking, but instead are listed in order of which ones I believe are best to worst.



Regirock marked my return to the contest after a while, having taken an extensive break after Pearl. While Regirock had its flaws, such as poor input placement, bad numbers, and bad timing, coming after both The Mountain and Copypaste on the same page, Regi was markedly improved from my previous work this contest. Rock manipulation to change Regi's body is the meat and potatoes of this set, and unfortunately what doesn't rely on this can be boring. Hopefully, though, this set is indicative of an increase in set quality for MYM18, and was a relatively pleasant set to end the contest on.




My second set of the contest, Pearl isn't particularly noteworthy. A set made after for the character and a mechanic attempted to be shoehorned in afterwards, there isn't a ton to say about Pearl. There were some weird visuals, and poor use of images, but in general Pearl was neither terribly offensive or particularly clever, and is easily forgotten among the seventy-some other sets, much like my Hitmonchan from last contest.




Oh boy. Exeggutor went horribly, horribly wrong. It was started during the advertisement period of MYM16, and was worked on throughout the break to be ready for opening day. With the announcement of Iron MYMer being nature/plants, it seemed like the perfect time to unveil the fruit of my effort. At first, everything was fine and nobody really thought much of anything for Exeggutor. But then, that rotten egg smell started wafting around, and after MasterWarlord got a hold of it, there was no looking back. This set is embarrassing, rife with Pokemon Syndrome and poor characterization, as well as infanticide. Do not recommend reading.
 
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Reiga

He sold diddy for a switch
Joined
Dec 8, 2014
Messages
1,256
Location
White Noise
3DS FC
1461-7646-7368

Steven Universe

Steven Quartz Universe is the youngest member of the Crystal Gems, and son of the late Rose Quartz, who gave up her physical form to give birth to him. With a show entitled "Steven Universe", we definetly expect a great focus on Steven, be it fighting Gem monsters
or grabbing a donut over at the donut shop. Steven isn't exactly the best fighters, with the other Crystal Gems always protecting him, that's why in this moveset Steven has some extra help in the form of...


Lion!
Lion is Steven's (sort-of) pet lion who aparently has something to do with his mother. In the set Lion always stands at Steven's side, working as a sort of bodyguard-like character. Lion normally does his own thing, but during battle he's sure to help Steven out!
Also, what's that on Steven's back? It looks like a backpack... but also a... cheeseburger?


Introducing the Cheeseburger Backpack, an item from the "Wacky Sack Supply Company" that while cartoony has proven much helpful with it's various pockets, even the cheese has pockets.
So let's dive in on this moveset, alright?



Flavor

Entrance: A pink swirling vortex floats above the ground, from it hops in Steven mounted on Lion, who then lands and dismounts him, then entering battle-stance.

Up-Taunt: Lion does a great howl, sitting on his back paws. Steven reacts by flinching a bit and then says "Lion, you're killing me".
Side-Taunt: Steven grabs out of his cheeseburger packback his ukelele, he then tunes it up a bit.
Down-Taunt: Lion lies on the floor doing a quick cat-like nap, all while Steven tries waking him up saying "Lion! this is not a time for naps!"

Winning Animation A: Steven sits on the results screen floor, next to a sleeping Lion, he then plays a small tune on his ukelele, waking up the half-asleep Lion.
Winning Animation B: Connie is standing in the left of the screen, Steven then enters from the right alongside Lion telling Connie "Connie! You can't guess what happened!"
Winning Animation C: Steven stands closely to the camera holding a hot-dog in his right hand, with Lion sleeping in the back. He then takes a bite on the hot-dog.

Losing Animation: Steven claps with an amazed face and stars in his eys. At least he liked the match!

Winning Theme: A short sound only remix of the "We... Are the Crystal Gems!" part of the Steven
Universe intro

Character Theme: Steven Universe intro

Boxing Ring Alias: The Universe Is His!

Home Stage: Beach City

Alts:
Alt 1: Regular Steven

Alt 2: "Coach" Steven. Wears a sleeveless shirt, shorts, a headband and sunglasses


Alt 3: "Farmer" Steven. Wears a farmer hat and outfit, with a stick of hay on his mouth.


Alt 4: Steven wears a red hoodie


Alt 5: Steven wears a large pink coat


Alt 6: Beach-wear Steven


Alt 7: Steven has light-green pajamas


Alt 8: Steven wears a blue sweatshirt with a star print. He also wears orange pants and tan boots with a light pink scarf.

Kirby Hat: Kirby has Steven's hair and has a small Rose Quartz gemstone on his belly. Kirby also has Steven's shield-type and Neutral-Special.

Stats:
Steven stands at just around the heighr of other child characters of Smash, like Ness and Lucas, though he weights a bit more. when moving in the air and in the ground, Steven doesn't eccel much, though when running or double-jumping Steven laglessly mounts on Lion, increasing his hitboxes, but also increasing moveability.
Lion sort of just tags along Steven in his left side, he's just at the spot where opponnents can't damage him and always goes with Steven with a small distance from him, if he does however get into the range where moves hit him he won't recieve damage, he will only be knocked back a small bit really, and he then immedietly sprints back to Steven, if knocked back in the air he can also go back to Steven by doing his own double jump, and even use Steven's Up Special without him! What a smart guy, err, feline. Attacks that do 9% damage or less won't even faze the cotton candy of the jungle, what a champ!

Steven Stats:

Height: 2/10
Weight: 4/10
Walking Speed: 4/10
Air Speed: 5/10
Falling Speed: 6/10
Jumping Height: 3/10

Lion Stats:

Height: 7/10
Running Speed: 7/10
Aerial Speed: 8/10

Falling Speed: 7/10


Bubble Shield

For his shield, a pink bubble forms from under Steven and Lion and then encases them in it, only barely being big enough to cover both of them. Steven's shield surely looks a lot like the usual Smash Bros character shield, but his actually works differently. First off, it doesn't shrink (which is quite thankful since based on it's size it would be really bad for Steven and Lion if his shield could shrink), instead it will start to darken like Yoshi's shield. It will grow a darker pink before going purple, then *pop* it pops away and Steven is stunned. The shield also works similar to Yoshi's shield, meaning that he has a somewhat slow shield-grab and a much more limited out-of-shield game.
Something to also note is that Steven cannot perfect-shield, as when the bubble degenerates Steven simply cannot attack, for compensation there's always his...



Specials:

Neutral Special: Rose's Shield

Jumping from the shield-talk is... another shield move. In Steven Universe, Steven's main weapon, carried on by his mother Rose Quartz, is a pink spiraling shield. In the show Steven doesn't really have a lot of control over this shield, yet can pretty much on the fly do a Bubble, when he does invoke his shield, it's usually to protect both him and his friends from danger, which is characterized in this moveset.
Normally, on input Steven can only a quick Bubble similar to his shield, which only lasts half a second before automatically popping (though it doesn't stun), making it truly a downgrade to the usual shield.
However, when the attack is used just as an opponent hits Steven, to protect both him and Lion he projects out of his gem his shield, which is a straight circle-shaped shield that is about as tall as Steven and Lion (even a bit bigger) for half second before it dissapears as the opponent is then left open for attacks for a second, letting Steven do a follow-up attack on the now open opponent.

When the attack is used just as a projectile hits Steven, he will once again manifest his shield to protect him and Lion, though it now will deflect the projectile, sending it back with double the power, potencially hitting the opponent.

Steven's shield can work both as a reflector and as a counter, which means it can be a very versitile move for both navigating to a projectile-heavy opponent or shield from a deadly attack so that he himself can have an opening for a powerful attack like, say, a Smash attack to KO the opponent.



Down-Special: Cheeseburger Backpack

Steven grabs from his back his cheeseburger backpack, as he then holds it in front of him and opens it in a nice and quick animation, he then scavanges through it to find something to help him in-battle, with no button input he will get a determined item, though if the button is held he will search harder in his backpack and depending on when the button was released get a certain item. To identify if Steven has found different items while still searching his backpack, it's best to look at Steven's face, as he cicles through in a few miliseconds his expression, starting off at a neutral expression, then a somewhat-disgusted face, then a happy face, and finally an amazed face, with stars in his eyes. Each expression represents the item that Steven will get if he stops holding the button. After using an item Steven can only use the backpack again 4 seconds later, making this move not at all a spammable one.
The items Steven may find in his Cheeseburger Backpack include:


-Mr. Queasy Doll

If Steven hasn't holden the special button or when he has a neutral expression when searching for an item, he will find in his backpack a "Mr. Queasy doll. He then proceeds to shake the doll up and down while doing a good chuckle, while
the Mr. Queasy doll utters frases like "Ooh! I got a medical condition!" or "Ooh! Kid don't shake me!" as Lion then growls at Steven to stop as he then stores away the doll.
This move does virtually nothing of use (except maybe a taunt, I guess), and only leaves Steven open for attacks as he shakes the doll. By shaking the doll Steven only wastes time, about 1 second to be exact.

-Lion Lickers

When searching his backpack one of Steven's expressions is a somewhat disgusted face, when you release the button to see what the item is, he will reveal a pack of Lion Lickers ice cream sandwich, Cookie Cat's main competition. How did this get in there? They're gross, and they don't even look like lions! Steven then, with a displeased expression, opens the pack and takes a bite before storing the snack away.
Lion Lickers will only recover 5% damage, though since they don't need to be charged a lot to get they may work good for a quick heal. There is also a cap on the use of Lion Lickers, as when Steven takes bites, he's slowly consuming the trash ice cream, and by the 8th Lion Licker he can't use more for the rest of the stock.


-Chaaaaps

When scavenging with a happy expression, on release of the special button Steven finds in his backpack a bag of potato chips called "Chaaaaps". He then opens it and grabs a handful and eats them before storing the potato chip bag in his backpack.
Chaaaaps restore 10% health for Steven and can be used up to 6 times before the potato chip bag is emptied.


-Cookie Cat

Even though these frozen treats have been discontinued, when Steven scavanges his backpack with a joyful expression, or when he finished the last search for items without choosing any, Steven still somehow finds a pack of his favorite ice-cream sandwich, Cookie Cat. he then quickly opens the packet and takes a bite off one of the "ears" of the Cookie Cat before storing it for later use.
Cookie Cat's will restore 15% damage and can be used up to 4 times, with the first time Steven eating the left ear, then the right for the second bite, then the left half of the Cookie Cat, finished by the other half.


Up-Special: Portal Roar
When used on the ground, Steven mounts on Lion as his eyes glow white as he then roars out straight forward two pink ring of energy, one is smaller and a lighter shade of pink and is inside of the bigger one. After moving 1/4 of a Battlefield platform the energy blast then forms a swirling pink portal. Lion then runs towards the portal as it dissapears and another one appears 1 Battlefield platform away from the other one and Lion pounces coming out of it, making the portal dissapear.
The energy blasts do 8~9% damage to opponents and have good knockback, though they only KO at 180% damage. The pounce Lion does when exiting the portal does 15% damage to unwary opponents, and can KO them at 140% damage.

On the ground the move is fine and dandy, but the move really shines in the air. When in the air, if Steven isn't already mounted, he will ride on top of Lion as once again his eyes glow white as he roars in a upwards 45 degree angle the same pink rings. After moving the distance of only one Kirby they form a portal, which Lion then pounces into as it dissapears.
With no input, a portal appears 1 standing Battlefield platforms above the first portal's location as Lion then pounces in a 45 degree angle out of the portal facing the same direction as before executing the move. With the input of moving left or right you can change the area where Lion's portal forms, functioning similar to Zelda or Shiek's Up Special. Once again the energy blasts do 8~9% damage and KO at 180% damage, while Lion's pounce still does 15% damage and KOs at 140% damage, though now enemies are knocked back vertically.

As said before, if Lion is recovering without Steven due to being knocked out of the stage, his AI can still use the Up-Special, expect without Steven, though that doesn't change much in the move itself.

Side-Special: Watermelon Steven

Steven puts his Cheeseburger Backpack in front of him and opens it, he then gets a watermelon slice and takes a bite, all of this happening quickly so there is not much lag. Steven then spits out a watermelon seed forward, the seed will travel about 1.5 Battlefield platforms before touching the ground, always falling down a bit. The seed doesn't do any damage to opponents, but when it touches the ground, it quickly grows roots and accelerates it's growth to immedietly become a full watermelon, except this isn't an ordinary watermelon, as it has the shape of Steven's body, it's a Watermelon Steven! (Rose Quartz used to control plants guards, a trait passed down to Steven).
The Watermelon Stevens normally walk around at the speed of Jigglypuff, behaving with a simple AI. When they are in half a Battlefield platform-sized radius from the opponent they then accelerate they're speed to that of Bowser and lunge towards the opponent, doing 15% damage to them and knocking them away horizontally, KOing them at 160% health and then exploding into watermelon chunks.
After spitting a seed, while the watermelon slice is still in Steven's hand, you can spit up to 3 more seeds, which turn into more Watermelon Steven, which automatically go at Bowser's speed to catch up to the other Watermelon Stevens before resuming to they're normal walking speed. When 2 Watermelon Steven attack an opponent they will do 22% damage and KO the opponent at 145% health, while when grouped in 3, they will all lunge onto the opponent and doing
30% damage but only leaving them tossed onto the ground, leaving them open for attacks.
After 4 seconds, the Watermelon Stevens will get darker green and fall onto the ground before dissapearing, they also can only withstand 10% damage before exploding into watermelon chunks.



Standards


Jab Attack
Steven does a straight punch with his right hand for 2% damage, he then does a kick that goes up to a downwards 45 degree angle, which is a somehwat small hitbox that does 2% damage. Steven then looks back with his eyes closed as in front of him he does a flurry of "sissy" slaps, which do 4% damage to opponents hiy by it, it also ranges out to cover the entirety of Steven's front figure, meaning that it can be quite good for defense to get those pesky opponents off of you. After this move, Steven then does a finisher in the form of a straighter and slower slap with his right hand for 5% damage, which KOes when opponents are at 190% damage.

Dash Attack
From the running animation, Lion does a pounce that goes forward about 1 Battlefield platform and makes him go 1 Jigglypuff off the ground before landing on the ground and canceling the run. The attack does 12% damage and knocks back opponents horizontally with a KO potencial at around 165%, but if an opponent is hit under Lion when he's falling back down from the pounce, the attack does 14% damage and slams the opponent onto the ground, being able to KO them at 155% damage. The attack can do a great chunk of damage and has good knockback, but some fighters might just avoid the attack by crouching, like Kirby or WFT, not to mention that if used next to a ledge Lion may just pounce off the stage.

Side Tilt
For the Side Tilt, Lion lunges from Steven's left side to his right side before immedietly creating a portal to go back to Steven's left, which creates a few frames of lag. Opponents hit by Lion will recieve 7% damage and are knocked back onto the ground, being KO'ed at around 185% damage. When Lion uses this move, he will take all damage that was directed to Steven like a champ.

Down-Tilt
From his crouching position, Steven passes his open right palm across the ground in a nice and quick animation without a lot of lag, a pretty straight forward attack, I must say. Opponents hit by Steven's hand will recieve a measly 4~5% damage, but 30% of the time they also trip, giving the opponent an opening for you to attack.

Up-Tilt
Steven looks above him with both his hand behind him, which causes a few frames of lag, he then quickly moves his hands from behind to above in a matter similar to a slap with his right hand before quickly following up with the same action but with his left hand, before resuming to battle stance. The first slap does 5% damage and only knocks back a bit the opponent, while the second slap does 6~7% damage and juggles the opponent a good distance, making it very possible for juggled opponents to be hit twice by the attack, so this attack can be effective if Steven decides to start an aerial combo.

Smash Attacks

Forward Smash: Sonic Roar
On charge, Lion's eyes glows white as he braces himself, on release he then roars out forward, releasing out of his mouth two pink energy blasts in the form of semicircles, which travel 1 Battlefield platform before dissapearing, though at full charge they travel about one and a half Battlefield platforms before dissapating. After roaring out Lion resumes back to normal stance, which process has a few frames of lag.
Opponents hit by an uncharged energy blast in the front they will recieve 16% damage and be knocked back horizontally a good distance, being KO'ed at around 165%, while being hit at the top or bottom of the energy blast will only do 12% damage and do a small vertical knockback, which only starts KOing at 180%.
At full charge, opponents hit in the front recieve 22% damage and are KO'd at around 140% damage, while being hit in the top or battom does 16% damage and KO's at 165% damage.
The attack is less powerful than Steven and Lion's other Smashes, but has great range which can help out in both attacking at a good distance and edge-guarding, not to mention it has even more range if Lion is distant from Steven.


Down Smash: Lion Spin
On charge, Lion gets on a crouch-like stance, where his front half is crouched down. On release, he does a short hop the size of a crouched Kirby and does a quick full spin, with both Lion's head and tail working as hitboxes before the attack ends and they return to battle-stance.
The attack has a somewhat small hurtbox radius, but is Lion's strongest Smash attack, as uncharged it does 19% damage to opponents, KOing them at around 150% damage, while fully charge the attack does 26% damage and KOs opponents at around 130% damage.
When this move is executed, Steven can still move around while Lion spins, so he can work as a hitbox which Steven can knock or trick opponents into! Yay, strategy!


Up Smash: Steven Bomb!
If he isn't next to Steven, Lion immedietly sprints towards him and get's him on his back. On charge, Lion scrunches back into a crouch-like position, with Steven having a surprised expression, on release of the button Lion then sprints back up his back half, launching upwards a surprised Steven with his arms outstreched into the air in the distance of about 1 Jigglypuff (though at full charge it's about the size of Ness) as Steven grunts out a "Wo-o!", with Lion staying immobile waiting for Steven to fall back to the ground.
Opponents hit as he is thrown into the air when the attack is uncharged recieve about 17% damage and are knocked back vertically, being KO'ed at around 160% health, while fully charged Steven does 23% damage and KOes at around 135% health.
The attack compared to the other Smash attacks is mid-way though in damage, it has good range and so can be a good kill move on airbourne opponents.



Aerials


Neutral Aerial

Steven sloppily will change his aerial position to one where he has his arms and legs outstreched, with his left leg going straight forward and his left arm going in an upwards 45 degree angle. Steven's arms and legs all work as a hitbox during the move which lasts long and works to defend Steven and make opponents go away, the attack does 8% damage in the arms and 6% in the legs. If Steven is in his double-jump, he will immedietly mount off of Lion.

Forward Aerial
Lion leans forward a bit and unsheathes his claws (which creates just a few frames of lag), he then claws forward with his left paw, then quickly followed up with his right paw. Both attacks do 7% damage, but the first attack will only make the opponent flinch a bit, with the second one knocking back the opponent horizontally, capable of KOing them at around 160%.
The attack does good damage and can be quite useful, since it can be a good aerial finisher and can combo into itself, though it can leave Lion open just about everywhere that isn't in front of him.


Down Aerial
Lion braces himself for a few frames before unsheathing all his claws and quickly moving his legs, potencially scratching opponents for up to 4 hits, each doing 5% damage to the opponents, with the final scratching knocking down opponents, potencially meteor-smashing them, after doing the attack, Lion sheathes back his claws and returns to his normal-stance, giving off a good chunk of open frames for opponents to hit him and Steven.
The attack can work as a great killmove and ledge-guarding technique, though it has some startup lag and a good chunk of ending lag, so it can be punishable.

Up Aerial
Steven looks up with his arms at his side, he then claps both of them above him (which process has a bit of lag), before returning to normal stance on a dime. Opponents hit by Steven's arms as they clap will recieve 15% damage and be knocked back upwards, being KO'ed if they have endured 150% damage.
The attack has great kill potencial and does great damage, but while it ends quickly, it has a great chunk of startup and can then be easily punished, not to mention that hitting Steven's arms will still do 1.15x damage.


Back Aerial
Steven bends back 45 vertical degrees his upper torso with his arms next to his head with clenched fists in a nice and quick motion, though it does suffer some ending lag. Opponents hit by his hands will recieve 12% damage and can be meteor-smashed. The attack has good startup but bad endlag, but overrall it can be good for getting opponents off his back.


Grab Game
For Steven's grab, Lion leans forward and does horizontal swiping bite, potencially grabbing opponents and holding them at around the body. It's a pretty OK grab with a good reach, not much to say really.

Pummel
Steven stands next to Lion and then holds out his closed right hand and wacks the opponent on the top of the head, doing a solid 3% damage.Overrall the attack is a slow pummel so don't count on it to do a bunch of damage before the enemy escapes from the grab, expect 3~4 hits only.

Forward Throw
Lion holds his head back before throwing out forward the opponent. After the opponent has been tossed out the distance of 1 Battlefield platform, Lion then has his eyes glow white as he roars out, generating a sound wave not unlike his Forward Smash that collides with the opponent and creates an explosion, which knocks the opponent back horizontally and does 10% damage to them, KOing them at around 145% damage.

Back-Throw
Lion throws the opponent upwards, making them go upwards about the distance of 1 Jigglypuff, Lion then has his eyes glow white as he roars and generates two pink circles similar to his Up-Special, which after travelling half a Battlefield platform form a swirling pink portal, as the opponent falls back down, Lion headbutts them into the portal as it dissapears (doing 3% damage), another portal then appears directly behind Lion and Steven and shoots the opponent out a good distance while doing 7% damage. While the attack doesn't knock back much it can KO opponents at 155% damage.

Up-Throw
Lion briefly somersaults directly upwards 1 Jigglypuff into the air, with the opponent still being held in his mouth, he then faces the screen and throws the opponent upwards a good distance, doing 9% damage but only KOing at around 165% damage. Even so, the attack can still work wonders as a juggling move.

Down-Throw
Lion does a brief jump the size of a crouching Kirby before falling back down slamming the opponent under him, doing 5% damage. Lion then unsheathes his claws and proceeds to scratch the opponent with his front claws 3 times, each doing 2% damage, all before the opponent is launched back into the air.

Final Smash: Laser Light Cannons

A group of 4 Laser Light Cannons, three in the back known as the Quartizine Trio, and one in the front once in possesion of Greg materialize in front of Steven and Lion, they then together adjust the cannons to face directly in front of them while Steven utters "If every porkchop were perfect... we wouldn't have hotdogs!", the activation frase for the cannons. The cannons then open up like in the image above and then charge for a brief moment, before releasing a straight beam of light which spans 0.75 of FD, with the tip degenerating in a woman-esque form as 3 of the lasers spin around the main one, like in the image below.

Opponents struck by the laser will recieve a continuous 2% damage before the lasers stop and then each release spherical energy blasts, who then combine into a bigger one which goes on for 0.75 of FD and does 20% damage to opponents, then launching them back and KOing them if they are at atleast 60% health.
Steven and Lion can also lean the cannons from the usual straight shot to up to a 45 degree angle, which can help with dealing with the opponent.


Playstyle
Steven's playstyle is a mostly defense-based game based on resisting as much as possible for a possible opening for attacking the opponent, with Lion there to protect Steven, take hits in attacks like the Side Tilt and overrall help Steven with the moveset. To help with the defensive game is Steven's bubble shield, which always covers Steven and Lion completely, Rose's Shield, which acts as both a reflector and a possible counter-attack as it creates an opening as the opponent's attack is absorbed, the Cheeseburger Backpack, which works to help Steven stay alive and active, though it's best used when you know you can't be attacked by the opponent, as you may be open for attacks when you execute the move. The Watermelon Steven work well as troops to both sponge out hits and as nice projectiles with an AI of they're own. For basic combat Steven's Side-Tilt, Dash Attack and Jab attack are good mid-game damage dealing attacks, while the Down-Tilt can help out by giving oponnents an opening for follow-up attacks, like Steven's grab, which while with mediocre reach, can be followed up with amazing throws. In the air Steven and Lion aren't really that great movement wise, but they can do solid damage with the Uair and Fair in case they need to defend themselves in the air. For launching off opponents your best bet is probably a D-Smash, F-Smash or F-Throw, and to defend the ledge you can use once again the F-Smash or get risky and go into the air itself and do a D-Smash.
So overrall, Steven is a character that specializes in surviving a good while and getting openings to attack the opponent, so he's definetly a capable fighter!

~~~~~~~~~~~
Yay first MYM 17 set hype! Steven was a blast to make and was a good way to start MYM 17, hope you liked the set, and expect more Steven Universe sets in the future!
 
Last edited:

Munomario777

Smash Master
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Basically, this is where I'll post all my sets. Click on a picture to go to that moveset. The ones in the header^ are pretty decent; I'd recommend reading them. For an in-depth commentary on all my sets, see the ranking in the bottom half of the post.


Geez, that's a lotta sets...


Also in this post...



AMAZING!!

OUTSTANDING!
Awesome!
Great!
Good!
OK
Mediocre.

Bad...

^Those are the rankings. They're rather self-explanatory, which is the main reason why I chose this style. other than the sonic colors reference

Anyway, here are my own sets, ranked from worst to best: (new sets won't be added right away, until I form a full opinion on them)

Bad...
NiGHTS. This is, by a rather small margin, probably my worst set this contest. It's got some half-decent concepts I guess, but doesn't expand on them like, at all. Tacky moves, effects, lack of real playstyle... It's basically a newcomer set. I was still in that phase at this point, obviously. So yeah, NiGHTS is Bad. Moving on.


Bad...

Ah, Cat Mario. First off, why the heck did I even do this? At least my other bad sets had some decent (albeit terribly butchered) potential. Anyway, while Cat Mario at least has some sort of coherent playstyle attempt going on with stuff like the lack of landing lag, it's got a bunch of tacky stuff too. Summoning a platform out of nowhere, using a cloning move on a down smash of all things... bleh. Cat Mario gets a Bad rating, for obvious reasons.


Mediocre.

This is one of the rare occasions where I kinda want to redo a set, mostly because of how much wasted potential there is. Granted, it's a one-day set, so if any of my pieces would revert to the terribleness I showcased earlier on, it'd be this one. It doesn't make use of the Relics (which was an attempt to take a different approach, which didn't exactly work at all), instead using a gem bag gimmick. While that's a kinda decent-ish mechanic and compliments some of his other abilities well, there's a lot more that could be done with this guy. I may come back to this character sometime in the future. For now, though, my Shovel Knight moveset is very Mediocre.


Mediocre.

Boxboy's one of several sets I've made with a half-decent concept, and terribad everything else. The mechanic is, he can make boxes that are attached together to make structures that can either be attached to or separate from himself, and they act as solid platforms. That's kinda broken, so the rest of the character ain't too powerful. It also doesn't take advantage of the boxes -- not in a good way, that is. You can't use the three directional specials without first summoning a clump of boxes with the neutral special, which isn't great. Qbby for some reason also acts as a solid platform, which is pretty stupid. The only thing resembling any kind of playstyle is the box mechanic itself, and that's the only thing really keeping it above the likes of Shovel Knight or even Cat Mario. Overall, though, it's Mediocre.


Mediocre.

Shadow, Shadow, Shadow. Bion put it well in his rankings: Shadow is a combo character with a few interesting ways of doing combos. That's it. ...On the good side of things, anyways. Ok, not really. It's got some nice characterization; it's fitting for Shadow.. for the most part (I'll get to that). Some of the moves have neat animations, and it's got some half-decent concepts gameplay-wise. The core focus of the set is very flawed, however. See, Shadow can take off his bracelets to power up, setting them down on the ground. He'll take damage the more he has them off, so he essentially has to get past his foe (who is probably guarding the rings) in order to not kill himself. While it does encourage an aggressive playstyle (which is fitting for Shadow), the mechanic itself is tacky, as is the focus of the set, earning it a ranking of Mediocre.


OK
I find this set better than NiGHTS and Cat Mario that released alongside it (not a huge compliment, but hey), and I still like a lot of the ideas at work here. The tether between the two as a hitbox is a neat dynamic, as is a lot of the stuff involving the two doing their own thing. There's a lack of playstyle of course, but otherwise, it's pretty OK in my books. This is the first truly decent-slash-not-terribad set in this list, so yay!


OK
Rayman is a set where I didn't really know what direction to go in. At first I had the nspec take away certain moves, the power of others, and the jab combo stuff, but I scrapped it for some reason (even though it could've been used to decent effect). So he's just a long-range melee fighter with a couple neat move ideas. Rayman isn't bad by any means, but he's not too great either. He's just OK.
(Then again, I might just be misremembering things. But I did revamp it a bit a while back... Eh, whatever.)


OK
Silver has some cool concepts, and indeed some really neat dynamics and a focused playstyle, but has some balancing issues and a few other weak spots. With Silver, attacking foes puts these psychic "sparks" on them that last X amount of time, and you need those sparks in order to use psychokinesis on the foe. That's rather crucial to Silver too, since he plays a long-ranged game. He can create distant hitboxes on quite a few moves in the form of psychic orbs, Teleport Dash (basically a Melee airdodge) when performing an aerial, and stuff. His non-Teleport Dash recovery relies on sparks, which is where the projectile that applies sparks really helps. While this set does have a bit too much of a reliance on the main mechanic and the potential to be quite overpowered, it's still pretty OK.


OK
Aiden's sort of the "halfway point" between my good sets, and, well, the stuff you've already. (Silver's pretty close to Aiden, by the by.) He's got this nifty mechanic with a cheeky explanation, and if it weren't for the fact that he's from an M-rated game and his gritty, realistic look, it feels like he'd actually fit into Smash Bros. (shots fired :snake:) Anyway, there are some cool dynamics at play here, what with managing your hacking capacity to make barriers, "hack" foes, and the like. There's a lot of martial arts filling out the standard inputs, but there's some pretty dang cool stuff goin' on here. It's not as good as the others, but overall, Aiden is a pretty OK set.

Now for the good stuff.


Good!

Hawlucha is an example of something that I do quite a bit, which is making rather "tame" sets that are supposed to be Smash sets more than they are Make Your Move sets. There's nothing too crazy, or revolutionary about this one, but it's fitting for the character, and a lot like an actual Smash set. Being my first real Pokemon set (Plusle and Minun not counting since they're a Wolf-clone without any actual Pokemon moves), it makes decent use of moves from Hawlucha's learnset, translating the moves' descriptions into Smash without being tacky or anything. Overall, Hawlucha is a pretty Good moveset, if not particularly groundbreaking.


Good!

Ganon 2.0, my Halloween entry, is pretty close to Hawlucha in terms of quality (IMO, of course). He's got a bit more unique stuff, though, and has a sort of foil in the actual Ganondorf Smash Bros. set to contrast with. He's just above Hawlucha. But I digress. This is a pretty decent re-do of Ganon's moveset, and incorporates a lot of his iconic abilities like levitation and the Dead Man's Volley, some old Smash favorites like the Flame Choke and Warlock Punch, and even less iconic Ganon stuff like his swords and dark portals. For the main bad guy of the Zelda series, this is a pretty Good set.

(Man, that pun was forced.)


Great!

This is another "special occasion" set like Shovel Knight, but I actually planned this one ahead of time and didn't rush it as a one-day set. Ergo, it's actually half decent. So yeah, Mario 2.0 takes Mario, and makes him more than a buncha punches, kicks, and maybe a few fire things here or there. And it does a pretty good job at that, with pretty much every move being a reference without devolving into disjointed, tacky props. There's hammers, stomping on enemies, an actual accurate representation of the cape... It's a good capturing of Mario's history after thirty years, and a Great moveset!


Great!

Octoling, my set I put out for the holidays (not at all themed as such though), is a semi-clone of my Inkling set. And for that, it does a pretty decent job. It's essentially a more aggressive version of the Inkling, with shorter-lasting ink and combo-ready moves. The concept is essentially that it wants to make ink for one specific purpose. It was a lot of fun making this set, exploring another angle to the ink mechanic I inktroduced with the Inkling. And while it's not nearly as fleshed-out, detailed, etc as Inkling, it's still a pretty Great set for what it sets out to do.


Awesome!

Sonic 2.0 wasn't made for an anniversary, but everything else about it means it may as well be. It's got references galore, a speed-based core mechanic and playstyle, cool moves, custom GIFs and section headers, the works! Each move is lovingly crafted, with cool callbacks throughout. I've got pretty much only positives to say about this set. Like, how it makes Sonic a combo machine with the ability to cancel ending lag in boost mode, or how he has some trouble KOing until he uses that ability to rack up insane amounts of damage! So yeah, Awesome set.


Awesome!

Sonic 2.0 is pretty awesome, but I find Knuckles to be a bit better. While it doesn't have the fancy headers, it does have a bit better gif-work, more original, interesting mechanics (like the boulder), cool combo tools (like again, the boulder, as well as burrowing, gliding, and drill diving), and a neat playstyle focus. He really is a "momentum character," and fits the archetype of a lightning bruiser with some unique weaknesses to compensate. So yeah, overall, Knuckles is a pretty Awesome set.


Awesome!

Everything in this tier is pretty close, but Inkling earned this spot for a few reasons. First off, I've got a bit of a soft spot for this one. My original Inkling set was back in MYM 16, as my third set ever in MYM. It was pretty bad of course, but I revamped it here (twice), and it's pretty rad if I do say so myself. As for the set itself, though, it's got a bit of a cooler "core" than Sonic, or even Knuckles to a very small degree. The ink is a really unique, simple, yet deep mechanic with the ways it can be utilized, with inkreased mobility, lag canceling, and more if you're inside of ink. It also takes great advantage of the Inkling's unique body shape for physical attacks, while managing to squeeze in the major weapons without feeling too proppy. This set is inkredibly Awesome, but it's just beaten out by...


Awesome!

Tri Force Heroes! Again, these top three are super close, but Tri Force Heroes is my favorite set of mine so far. It's three movesets in one, so I guess that's kinda cheating, but shut up I don't care.

Anyway, right off the bat, we've got the Links' introductions. The personalities, gear, role, and such of each Link were pretty much made up by yours truly, based loosely off of that image you see right up there^. Green's the defensive leader with the Triforce of Courage, Red's the aggressive hothead with the Triforce of Power, and Blue's the long-ranged, Triforce-of-Wisdom-wielding shy guy. :shyguy: Going into the actual moveset itself, there's a really cool mechanic at play here. You can switch between which Link is the leader (the one you control) with the taunt buttons, even during moves. If you switch out during certain actions, then you can "command" that Link with another taunt button to have him do something. So, for example, charge a smash attack, switch, and then command the Link charging the attack, and he'll release it!

This opens up a lot of unique potential for traps, setups, combos, and more if used properly, and I love it to death because of that. The other Links act kinda like minions or constructs, but they'll add to your damage if hit, making for a careful playstyle that focuses around managing your teammates. Each Link has a different moveset and playstyle, too, and could be decent sets on their own (with some balance tweaks of course), but together, there's a lot of cool potential to interact between the Links. Green has a defensive style, with a big shield, hookshot, and Tornado Rod to keep foes at bay, and a big sword with slow attacks but the priority to beat out any attack. Blue has the tools to play a long-ranged game, with a bow, boomerang, ice rod, and fencing sabre with a tipper. Red's Fire Rod magic, Hammer, Power Gloves, Bombs, and fiery sword give him the power for an aggressive, rushdown/combo-based style.

So yeah, Tri Force Heroes is my favorite set of mine. There's a lot of little gimmicks for individual moves, yeah, but they're all tied together by this one awesome universal mechanic that makes everything work. It manages to be diverse in its little nuances without becoming tacky, and it introduces a new, unique, complex gameplay style at the same time. And that's pretty dang Awesome.

(Also this is my longest moveset to date, with about 14,000 words. That's, like, 2,000 away from Chou-Chou, geez. If I'm not mistaken, that's actually a bit longer than some of the "longest sets" mentioned in the OP! But I digress.)

And now for a ranking of everyone else's sets: (these will be listed in order of submission)


Chibi-Robo by ChaosKiwi
Mediocre.

Chibi-Robo is a pretty cool character choice for Smash Bros., and one I'd love to see in the next iteration. And while this set does tap into some of that potential, it doesn't do so in a very interesting or coherent way. Plugging into the ground is all well and good, and reflects the original game, but the rest of the set seems to lack a real, coherent playstyle. You'd think that Chibi-Robo would have some better camping tools to protect himself while plugged in, no? There isn't anything that really plays off of the cord mechanic, other than "plug in to buff your attacks." Other than that, the set is rather proppy, but that is what Chibi-Robo does a lot. The writing is also a bit on the short side, but what is there, I did enjoy reading for the most part. Overall, what this set needs is a real coherent playstyle, a "flow" to it. Otherwise, it's simply Mediocre.
Date Ranked: 11-29-2015


Steven Universe by Reigaheres

OK
Steven's the second set of the contest, and while it's a bit better than Chibi-Robo in terms of having an actual playstyle, it does fall short in some other areas. While the specials and mechanics do a decent job at conveying a defense-based playstyle, not many of the other attacks reflect this well and build on that base. Instead, most of the standards -- besides the ones that involve Steven and Lion cooperating, which are pretty nifty -- are simple punches and kicks, without too much personality being conveyed most of the time. The healing from the backpack is all well and good, but I found the doll to be rather unnecessary -- the cooldown and lag of the move should be enough of a deterrent from spamming it, no? So yeah, the biggest thing I can recommend is reworking some of the more generic, "standard" attacks, and making them reflect the defense aspect. But even with that flaw, I found the moveset to be, for the most part, OK.
Date Ranked: 11-29-2015


Springtrap
by StaffofSmashing

Bad...
Ah, Springtrap. Why oh why, Staffo, did I approve
this when you previewed it to me? Well, probably because I was out making things like Cat
Mario. This set has so much wrong with it, it's not even funny
. The writing is, well, terrible. Or rather, the formatting (although the bits where you pretend
to be other characters don't help the writing itself much). Extensive line breaks, a rather ugly
text color, and the malware don't make this a very enjoyable experience, to say the least.






The set is proppy, and the props
themselves make no sense. Not just even from a canonical standpoint, but from a characterization standpoint. He's supposed to be scary, he has a dead guy in him or somefin (oh, um, spoilers
), he shouldn't be throwing around paper dolls. Blah blah blah lack of playstyle, yadda yadda Bad.


(One-upping Warlord? Check.)
Date
Ranked: 11-29-2015



Nightshade by Bionichute

OK
Nightshade has some cool stuff, but it's rather disjointed. On the one hand, there's neat stuff like going invisible (or unvisibile, even), teleporting during attacks, and per-move gimmicks like that. On the other hand, I'm not picking up much of an actual playstyle here. There's also the problem where every move seems to want to be a special. A jab that makes healing items, a Mario fireball on ftilt, Inkling-style dive on dtilt, counter on dsmash, traps on the other two smashes... it feels very odd. While there is some stuff missing, though, and some odd move placements, I did find what is there to be pretty fun, with neat mechanics, interactions, et cetera throughout. So while it really needs a unified playstyle to truly shine, for now, I think Nightshade is pretty OK.
Date Ranked: 11-30-2015


Puggly by Purin a.k.a Jose

Bad...
Like the character itself, Puggly's formatting is just ugly. Bright, distracting font color, no proper attack headers, no line breaks between attacks... bleh. Onto the set itself, it's pretty overpowered. Nspec has that much reach, with that much damage and no mention of any major lag? Well, that's pretty broken by itself. The recovery is also pretty insane, but unlike say, Villager's, there's no way to interrupt it without Puggly being able to use it again (there's also no mention of a helpless state). The aerials, throws, and smashes are also disproportionately strong. The moves' descriptions are criminally short as well; one-line overviews are a big no-no. Overall, this set needs two things: some semblance of balance, and detail. (And also better presentation.) Until then, it stinks just as much as its neutral special.

Also, I have to shoehorn the word "Bad" in here at some point, because that's kinda how I end off these things.
Date Ranked: 11-30-2015


Android 19 by ChaosKiwi

Mediocre.
What is it with you and robots Kiwi? Geez. :p Anyway, a lot of the fun writing from Chibi-Robo shines through here, and makes it pretty fun to read. But good writing can't make up for problems in the set's content itself. For starters, the absorption stuff is weird in general. Why are there two different moves for absorbing energy? Why can't there just be one move that can power up 19 using projectiles or opponents? Speaking of, he shouldn't be this reliant on his foe having a projectile -- not just from a balancing standpoint, but in terms of making the character interesting, with his actual gimmick being able to be used. I'm also, again, not seeing a whole lotta playstyle here, and unlike Nightshade, there aren't enough cool moves to make up for that (in my opinion). By the way, the up special seems like a pretty odd recovery; can't DBZ characters fly? Why couldn't that be a recovery move? You even use this ability in moves like the utilt. Anyway. It's got some neat ideas, but overall, Android 19 lacks much substance, and has some problems that make it rather Mediocre.
Date Ranked: 11-30-2015


Sealsdramon by FrozenRoy

Great!
Okay, now we're talkin'. This set is pretty cool, and has some really neat interactions and effects. The invisibility and back-stabbing, the two main mechanics, mesh really well together, and it's a really cool way to go about the mechanics. Sealsdramon really feels like a special agent or something, trying to sneak up on foes and take them out from behind. It's a really cool feel for the whole thing. There are quite a few moves with neat individual mechanics, but it's still tied together by a few core mechanics that create a playstyle. The invisibility would probably be pretty aggravating in an actual battle though, for obvious reasons, although the cooldown promotes smart use of it and such. Overall, while Sealsdramon doesn't do much of anything that's revolutionary, it still does some really cool things, making it a very solid and Great moveset.
Date Ranked: 11-30-2015


Flygon by Muskrat Catcher

Mediocre.
Flygon is kinda good in a lot of areas, all things considered. It's great to see a newcomer who puts a lot of effort and detail into their sets right off the bat, and well, Flygon shows that. Good organization, move details, substantial text, it's even got custom moves! That said, this set still falters in other areas. All of Flygon's moves are based on the games, and while that's all well and good, many of them don't reflect its character. The main offender here is the numerous fire-type attacks, which aren't in its actual learnset and don't really fit well at all with the rest of Flygon. The set could also use an actual playstyle, y'know, a "theme" or "gameplan" that ties it all together and makes it more than a simple set of moves. Flygon is Mediocre, but a lot better than a lot of other first movesets I've seen (including my own).
Date Ranked: 11-30-2015


Superman by AlRex

Mediocre.
This set does a lot of things wrong. Superman would never "hold back" like this, and having that as an excuse to make him remotely balanced is out-of-character. You can make him feel super powerful without him being overpowered, or "holding him back." Games like SSF2 do a decent job at that sorta thing. Other than that, there isn't much of an actual playstyle here besides "keep people in the air," and the specials (which usually form the base or foundation of a playstyle) being at the end doesn't help. Superman, at least AlRex's version, is Mediocre.
Date Ranked: 12-1-2015


Superman by Rychu

Mediocre.
Rychu, while your set certainly looks better than AlRex's in terms of formatting, it fails to deliver in terms of substance about equally as much as the other Superman did. There once again isn't that much of a playstyle besides doing stuff in the air. While I mentioned how out-of-character AlRex's set was due to Superman "holding back," at least his moves dealt actual damage. I mean, it'd be fine on moves like specials, but not in aerials, throws, and smashes. Superman isn't a friggin' pacifist, he's a superhero! Not to mention the gameplay problems this brings to the table. So yeah, with its lack of playstyle, bad characterization, and gameplay problems, Rychu's Superman is merely Mediocre.
Date Ranked: 12-4-2015


Darkseid by Bionichute

Granny Goodness, 10/10 best moveset ever
Date Ranked: 12-4-2015



Blocks by MasterWarlord

Awesome!
I'll cut to the chase: Blocks is pretty rad. It's got a nicely-executed core mechanic, and builds off of it in interesting ways. Using your bricks is made into a strategic choice -- you can choose to build structures, put your bricks onto foes, leave them lying on the ground to power up attacks, create clones of your opponent... there's so much here, yet it all merges wonderfully into a coherent playstyle, with cool interactions galore. This is how you do a resource-management set, and it's an Awesome example.
Date Ranked: 12-11-205


Starman by Rychu (Getocoolaid)

Mediocre.
Starman has some kinda cool things going for him, I'll be honest. Having a set based around command grabs is an interesting concept with some decent potential, and the ring ropes -- while super proppy -- are a decent enough mechanic. Sadly, though, not too much is done with the concept. Sure, you've got moves that can ;ut people into prone, or "submission," or whatever, and there's a midair grab, but you don't seem to expand much upon what a grab-based moveset means: shielding is much more dangerous for the foe. His playstyle could've had him bait opponents into shielding with an attack, only to grab them with one of his multiple command grabs. There's not much of a playstyle at all that I can see, actually, and the second set of throws seems a bit unnecessary. So yeah, the first Starman is Mediocre.
Date Ranked: 12-14-2015


Regina Curtis by Katapultar

Awesome!
Right off the bat, lemme just say that Regina's set is a lot of fun. Animated GIFs, cool mechanics, neat interactions, the works. There's a lot of little things at play here, but you do a rather excellent job at giving each one a use, and tying it all together by having gimmicks affect other gimmicks in unique ways. You even manage to get away with stuff like an item-generating jab combo, or a trap dtilt, without it feeling tacky -- since it all intertwines. So nice job Kat, you've made an Awesome moveset!
Date Ranked: 12-14-2015


Edward Elric by Lunchmanalchemist

Bad...
Welcome to MYM Lunchman! Don't mean to sound harsh here, just mean to help you improve. Firstly, I cannot stress this enough: detail is everything. Well, not quite everything, but it is very important. List a move's damage, knockback, animation, lag, whatever else you can think of that'll be useful to the reader in getting to know the moveset. With that out of the way, let's take a look at what is here. There're some neat concepts in the specials, like exchanging an arm for a blade for different attacks, but they're not really mentioned or built upon in the rest of the set. Why not show us the difference between blade and hand-based attacks, or give him some way to lure the foe offstage when he's recovering so that he can use them to gain more height with his recovery move? Stuff like that. While this set shows potential, it's not really built upon in any way, so for now, it's Bad. But, maybe add some detail and cool interactions (and a playstyle while you're at it), and you might just be able to change that! ;)
Date Ranked: 12-11-2015


Mister Badd by Smash Daddy

AMAZING!!
Badd is, funnily enough, a quite "goodd" set. It introduces a fair amount of mechanics such as the minions and the HQ, and then builds upon them in pretty clever ways. Not only that, but the characterization and writing in this set are spot-on -- I found the jabs at Nintendo quite humorous. :p This is an Amazing set, and definitely a Super Vote of mine.
Date Ranked: 2-13-2016


Fassad by Smash Daddy
AMAZING!!
This set is pretty fantastic -- PK Rockin', one might say. It's got cool mechanics, solid interactions, and a whole lotta humor that'll make you chuckle. It conveys a personality quite excellently, and it introduces a lot of mechanics while still keeping it from being overwhelming. Every mechanic is relevant and pops up at some later point in the set, and they're all interwoven together to create a pretty cool playstyle. I also really like how it uses PSI moves that Ness and Lucas do, but in completely different ways -- it's a really fun take on existing PSI users in Smash. And overall, this set is a fun read through and through., and an Amazing set.
Date Ranked: 2-8-2016

Forlon Junk Heap by FrozenRoy
OUTSTANDING!
Forlorn Junk Heap has a lot of stuff going for it: solid mechanics, a nice foundation, some clever uses of stuff... and while it's a pretty excellent set, it's a bit overwhelming for my tastes, what with the super-long item descriptions in the grab game and the like. Still, while it might not be quite my cup of tea, it's still a quite Outstanding set all in all.
Date Ranked: 2-8-2016

Want more of my moveset-related stuff for... some reason? Then check out my theoretical Smash 5 post, where I post moveset stuff that I don't make full movesets for, but is interesting nonetheless. I post newcomer ideas, veteran changes -- heck, there's non-character stuff too like stages, modes, and gameplay changes, and hey, maybe even a hint at my next moveset or somethin'! Probably not though. But sometimes there is. .-.
 
Last edited:

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,253
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114

PLUSLE +- MINUN
So, apparently these guys were supposed to be in Brawl. Or maybe it was just the random button. Either way, these guys are awesome, so I said, "hey, why not make a set for them?" So I did. And here it is. As always, this set is based on Smash 4 as far as balance, stats, etc. go, so yeah. Enjoy.

STATS
Weight: Luigi (about two Pichus from Melee)
Size: Each is the size of Pichu
Ground Speed: Pikachu
Jump Height: Pikachu
Air Speed: Pikachu
Fall Speed: Pichu

ATTRIBUTES

While they may appear to be separate fighters, Plusle and Minun act as one character functionally (i.e. Duck Hunt as opposed to Ice Climbers); opposites attract, after all. However, this doesn't mean that the two-character dynamic is just for aesthetic purposes. In most moves, both Plusle and Minun have separate hitboxes with different properties. Plusle tends to be stronger and slower, and Minun is weaker in attack power and knockback but has unique effects and more speed. In most animations (i.e. running, jumping, etc), Plusle leads in the front while Minun goes behind. Some stronger attacks deal a bit of recoil to the duo, but this is only a few attacks. Also note that this set is a "semi-clone" of Pikachu (and/or Pichu), in the same vein as characters like Lucas and Wolf. Similar concepts for Specials and such, but different execution. Oh, and one last thing. If an electric attack from another fighter hits the electric hitbox of any of the duo's attacks, it'll power up that attack and the next one by 1.5x the original strength, but only for the Pokemon that absorbed the electricity.

SPECIALS

Neutral Special: Electro Ball
Damage: 6% 3%
Plusle and Minun shoot electro balls (similar to those of Pikachu) to either side; Plusle shoots in front and Minun in back. Plusle's are red, deal 6% of damage and moderate knockback, and move 1.5 SBB/second. Minun's are blue, deal 3%, stun opponents for .5 seconds, and travel 3 SBB/second. If a direction is pressed during the .5 second startup, they will be combined into one ball and fired in that direction with no gravity. The effects, damage, and knockback are added together, but it adds another .5 seconds of startup (so the ball is fired a whole second after the initial button press), and it travels at the speed of Plusle's. This combined attack also deals 2% of recoil damage to the duo. However, if the separate electro balls collide (say, on a small platform), they'll turn into the combined version, which will travel perpendicular to the paths of both projectiles without dealing the recoil damage.


Side Special: Lightning Chain Bash
Damage:
5-17% 7%
Plusle enters a stance as if preparing to pounce while Minun charges Plusle with electricity. This charging period lasts up to 1.5 seconds, and is similar to that of Pikachu’s Side Special. Then Plusle launches forward 2-6 SBB, dealing 5-17% and knockback that KOs at 100% at full charge. Minun, meanwhile, was still charging Plusle, and is still connected by a sort of lightning "tether". Thus, Minun is dragged along behind Plusle at a distance of about 1 SBB at an unstable trajectory, going up and down a bit. Minun is also packing an electric attack, and while it's not as strong as Plusle's (dealing a consistent 7% of damage and not too much knockback), this hard-to-hitbox packs a powerful stun effect! It lasts as long as the time the attack was charged for plus .5 seconds, and allows for some devastating follow-ups. At half charge and up, it deals 1% of recoil damage, and at full charge, it deals 2% of recoil.

Up Special: Quick Attack Relay
Damage:
8% 5%
So, as you might expect, this move is somewhat Similar to Pikachu's Quick Attack. However, this version is very different. Firstly, Plusle and Minun attach to each other via a lightning tether, similar to the one found in the Side Special, and like in that move, the tether is about 1 SBB long. Now, when the move is started, Plusle uses its dash (similar to those found in Quick Attack), which is red, deals 8% of damage and moderate knockback, but only travels 1.5 SBB. During this dash, Minun is being dragged along by the tether, which operates on a realistic "bungee jump"-ish physics engine. Usually, though, Minun ends up a bit in front of where Plusle stops dashing. Anyway, after this, Minun dashes from this position. This dash is blue, deals only 5% of damage, but travels 4 whole SBB and has a stunning effect (1 second) followed by a powerful meteor smash, but only if it hits at very end of the attack! This is rather hard to hit, but can be devastating if timed just right! As you might expect, the duo is put into a helpless state at the end of this attack. However, after the second dash, the tether physics often put Plusle in front of Minun, and either Pokemon can grab the ledge, making for a rather long-reaching recovery.

Down Special: Lightning
Damage:
6-16% 4-12%
Plusle and Minun quickly back away from each other, creating about 1.5 SBB of a gap in between them. They face one another and charge up electricity by emitting it from their cheeks and into those of the other Pokemon, and this deals 3% of damage and moderate upwards knockback to any opponent who dares interfere. However, this isn't the main purpose of the attack. After this charge is released (it lasts up to 1.5 seconds), this energy is released into bolts of lightning emitted from the Pokemon that go upwards on the ground and straight down in the air at Sonic's dash speed. Of course, each Pokemon's bolt has different properties. Plusle's deals 6-16% and great knockback, KOing vertically at around 90% when fully charged. Minun's only deals 4-12%, but has a .5 second stun followed by a powerful meteor smash! This allows kills offstage and anti-air attacks on the ground. Due to the high voltage taking place here, using the attack will deal 1-4% of recoil damage to the duo depending on the charge. Also, one more little tidbit about this attack. Since the duo is separated during this attack, when one Pokemon is attacked, it will get launched separately from the other. However, during hitstun, it will gravitate towards the non-launched Pokemon, and when the hitstun ends, the launched Pokemon will automatically Quick Attack back to the non-launched Pokemon. This will deal damage equivalent to their dash in the Up Special. If both Pokemon are launched, they will gravitate towards one another during the hitstun, and when it ends, if they're still separated, they will Quick Attack into the center position. It's not possible to lose either member, since when in separated hitstun, if a Pokemon reaches a blast line, it will Quick Attack to the other Pokemon. This applies for all attacks where the duo is separated, so keep that in mind.

STANDARDS

Jab: Pulse
Damage: 4% 3%
The two Pokemon stand side by side, and lean forward a bit, with their faces looking straight ahead. Plusle emits a pulse of electricity from its cheeks, and then Minun does the same; this can be repeated similarly to Meta Knight’s jab, and it has that same speed since while one Pokemon is attacking, the other charges up the energy needed. Plusle’s deals a bit more damage, but Minun's has a bit more hitstun. This jab has a rather short range, though.

Forward Tilt: Leapfrog
Damage:
8% 5%
Minun jumps over Plusle’s head as if playing leapfrog, with electricity pulsing through its body, and Plusle then does the same. Minun’s deals 5% of damage and is very quick, and Plusle’s is a bit slower but deals more damage and knockback, KOing at around 130%. Minun’s hop combos into Plusle’s very well, and this can be repeated seamlessly (although it’s always an even number of hops).

Up Tilt: Headstand Attack
Damage: 8%
Plusle leaps back onto Minun's head before leaping off at about the height of a full hop, while pulsing with an electric hitbox. This will deal a good amount of damage and good upwards knockback, KOing at around 130%. It's also fairly quick and has a high vertical reach, making it a good anti-air option. As a little bonus, Plusle cheers Minun on with little electric cheerleading pom-poms.

Down Tilt: Double Tail Sweep
Damage:
8% 5%
Plusle grabs Minun by the tail and swings Minun along the ground in front while Minun surges with electricity, and then Minun, now in front, does the same with Plusle. Minun’s hitbox deals 5% of damage and knocks the opponent forwards a tiny bit, right into Plusle’s hitbox. This second hit deals 8% of damage and pops the opponent up into the air for an opportunity to follow up with an aerial. This can be continued seamlessly just like the Forward Tilt.

Dash Attack: Tether Wall
Damage:
10%
While Minun continues running along the ground, Plusle leaps into the air about one full hop above Minun. They then face each other and emit the lightning "tether" between them, which will damage opponents for 10% and deal moderate knockback, at a diagonal-upwards angle in front of the duo. After this, Minun leaps up to Plusle's location and they enter a normal air state. The knockback angle and aerial ending state can make this a nice ground-to-air combo starter, and this can also be used as, quite literally, a wall of pain.

Edge Attack: Swinging Ledge Strike
Damage:
5% 3%
Plusle swings Minun up onto the stage as Minun is surrounded by electricity. Minun then brings Plusle onto the stage as Plusle also attacks with electricity. Minun’s hitbox deals 3% of damage and a bit of paralyzing, and Plusle deals 5% and moderate knockback to finish the job.

SMASHES

Forward Smash: Tether Toss
Damage:
9~18%
Plusle grabs Minun by the tail and flings Minun forwards, sending Minun flying through the air. This serves as the charging period, and while Minun will deal 5% and minor knockback, this isn't the main hitbox. The longer the charge is held, the farther Minun will travel, and will stop in midair when it is released. Minun can travel up to 3.5 SBB with this, and when the charge is released, Plusle and Minun will, after a split second of delay, create a powerful lightning tether between them! This, of course, gets stronger with more charge time, and at full charge, it can KO horizontally at 80%. However, it is rather telegraphed, and while it takes up a large area, there is quite a delay. When the attack is finished, Minun will Quick Attack back to Plusle.

Up Smash: Tether Leap
Damage:
11~22%
At the beginning of the charging period, Minun leaps into the air about the height of a full hop and stays there, spinning rapidly to deal 5% of damage and minor knockback. Once the charge is released, the duo once again creates a powerful lightning tether. This time, the distance between the two won't increase, and this attack is a bit laggier since Minun has to jump up into the air. However, these differences are made up for by the increase in power. This deals more damage than the Forward Smash, and at full charge, it can KO at 70%! Without a charge, however, the knockback is rather low. It only knocks the opponent up a bit, but this can actually be a positive! You see, similarly to the Dash Attack, when this attack is finished, Plusle jumps up to Minun's position and they're ready for a midair combo!

Down Smash: Tether Coverage
Damage:
7~14%
During the charging period, Plusle and Minun run (not dash) away from each other, and when the charge is released, they stop. They can travel anywhere from 1 to 4 SBB away from each other. When this charge is released, they stop, charge for a brief moment, and release a powerful, you guessed it, electric tether! As per usual, this tether stretches all the way between the two, and while it's weaker than the other two smashes, it covers by far the most area. This is great for catching rolls, and it can KO at around 100% at full charge, but it's also good for getting opponents into an aerial combo at low charges and percentages. If either Pokemon reaches a ledge, they will stop at it and the range will be reduced. At the end of the attack, both Pokemon Quick Attack back to the point of origin.

AERIALS

Neutral Aerial: Electric Barrier
Damage:
10% 7%
Plusle and Minun face away from each other in midair, heads facing out. They then emit electricity from their cheeks, creating a half-red half-blue spherical barrier around them to damage opponents. The red half is in front, deals 10% of damage, and KOs at around 130%. The blue half deals 7% of damage, but no knockback or even flinching! Instead, Minun's electromagnetic field uses a windbox about as powerful as a half-charged F.L.U.D.D., making this great for edgeguarding.

Up Aerial: Aerial Tether Toss
Damage:
10%
Plusle grabs Minun by the tail and flings Minun upwards about 1.5 SBB as Minun does a somersault to deal 5% of damage and minor knockback. At the apex of this upwards fling, Plusle and Minun once again create a tether between them, which deals 10% of damage and knocks opponents upwards into Minun's spinning hitbox. Minun will knock opponents downwards a bit, meaning that once Minun comes back down to Plusle (which is very quick), they're ready for a follow-up on the now-close opponent!

Down Aerial: Downwards Tail Swing
Damage:
10%
Plusle grabs Minun by the tail and swings Minun above its head, then in front, below, and back behind. The hitbox starts at the “in front stage” and ends when Minun is behind Plusle again. This attack deals 10% of damage and delivers a powerful meteor smash to opponents, but is a bit laggy.

Forward Aerial: Quick Tether Attack
Damage:
10%
Minun uses a Quick Attack to get about 1 SBB in front of Plusle, and then they create a damaging electric tether. This tether deals 10% of damage and knocks opponents forwards, enough to KO at around 120%. It covers a nice, big area, and its best attribute is its long reach.

Back Aerial: Double Spin
Damage:
3% per hit 2% per hit
Plusle and Minun’s tails latch together via electromagnetic fields (opposites attract, after all), and their feet touch. They then spin around rapidly while emitting electricity from their cheeks, completing 4 180 degree turns; this is similar to Pikachu's Back Aerial. The hits alternate between Plusle and Minun, and those who are brought into the attack at the front stay in the front; same goes for the back. If this hits at the start, it will always deal 10% of damage over 4 hits. If Plusle lands the finishing blow (if the opponent is in the front), the opponent will be knocked forwards and KOd at 120% and up. If Minun gets the last hit in (if the opponent is in the back), the opponent is paralyzed for .75 seconds.

Zair: Other Aerial Tether Toss
Damage:
5%
Plusle tosses Minun forward about 2 SBB while they're attached by an electric tether, although this one is harmless, since it's focused on keeping the duo attached rather than attacking. Minun deals 5% and minor knockback, and can function as a tether recovery as well! The tether recovery has a similar range to Samus's Grapple Beam. Worth noting is that the Up Aerial and Forward Aerial can also serve as a tether recovery, but only if Minun actually comes in contact with the ledge; it won't snap to the ledge automatically. Once Minun hits the ledge, the tether becomes non-damaging.

GRAB GAME

Grab: Paralyze
Plusle ducks as Minun shoots a small stream of electricity forwards over Plusle's head, having the reach of Pikachu's Forward Smash. This paralyzes an opponent, which acts as the grab state. Minun maintains the charge to keep the opponent paralyzed while Plusle pummels. This grab has the unique property of automatically dealing damage over time (1% per half second), but is much easier to break out of due to the lack of a physical grip.

Pummel: Cheek Charge
Damage:
2%
Plusle emits a burst of electricity from its cheeks to damage the grabbed opponent. This deals 2% and is rather quick.

Up Throw: Lightning Strikes Twice
Damage:
5% 4%
Minun releases one powerful surge, which paralyzes the opponent for a bit longer and tosses them up into the air. Plusle then jumps over the opponent and emits lightning down onto them, and Minun does the same but from below. Minun’s hit deals the same meteor smash from the Down Special to bounce the opponent up into Plusle’s hit, which has powerful upwards knockback that KOs at around 100%.

Forward Throw: Volleyball Spike
Damage:
10%
Minun grabs the opponent in place as Plusle jumps up into the air in front of Minun. Minun then tosses the opponent up as Plusle spins around and charges electricity before delivering a volleyball-style spike to the opponent, dealing 10% of damage and downwards-horizontal knockback that is great for forcing the opponent into a low recovery.

Down Throw: Electric Barrage
Damage:
6% 6%
Plusle and Minun jump into the air, point their heads downwards towards the opponent, charge up electricity, and shoot it at the opponent. This deals 12% damage and a bit of upwards knockback to the opponent, which combined with the minimal endlag makes this a great combo starter.

Back Throw: Tandem Toss
Damage:
5% 3%
Minun grabs the opponent and performs a throw similar to Mario's Back Throw, albeit with not nearly as much knockback or damage. However, Plusle, who is now behind Minun by about 2 SBB, catches the opponent and performs a similar motion but with knockback that can KO at around 90% and more damage. This might seem a bit too powerful, but it requires great spacing skill to pull off. See, if there is a ledge behind the duo within 2 SBB (a little leeway is allowed), Plusle will stop at that ledge and likely miss the opponent, leaving you with 3% of damage and pitiful knockback. It's tricky to pull off, but can be a devastating KO move when performed properly!

THE REST

Final Smash: When Opposites Combine
Damage:
15% 10% 40%
Plusle and Minun each use a Quick Attack to either side of the screen, and they stay at the left and right edges; they move with the camera. Then, using the power of the Smash Ball, Plusle and Minun each fire a bolt of electricity towards the other, color-coded to their respective hue. These bolts meet in the center of the screen to form a powerful sweetspot in the form of a white energy sphere. This sweetspot deals 40% of damage and KOs at around 20%. Plusle's bolt, coming from the left, deals 15% of damage and launches opponents to the right, possibly into the sweetspot, but DI can prevent this. It still KOs at around 80% though. Minun's deals 10% of damage and a powerful meteor smash. Plusle and Minun can be moved up and down along the screen borders, and they move at the same time. The sweetspot can also be moved by hitting left and right; this will cause one of the Pokemon to weaken their attack and the other Pokemon to strengthen it. If you hold right, for example, Minun will weaken its bolt and Plusle's will strengthen. This actually has an effect on the strength of the bolt; the damage can go as low as 25% of its original damage and knockback, and up to 175% depending on where it is. If the sweetspot touches either Pokemon, they will be hit with the same damage but no knockback and the Final Smash will end. This can end the Final Smash early, but this isn't recommended unless you're already at ridiculous percentages (i.e. 200%). Otherwise, the Final Smash lasts for about ten seconds.

Entrance Animation:
Plusle and Minun fly onto the stage from either side, their tails propelling them towards each other as if they're magnetically attracted. (That's because they are!)

Up Taunt:
Plusle and Minun use their electrical powers to create red and blue pairs of electric pom-poms (cheerleading fluffy things) respectively. Minun then gets on Plusle's head, and they both wave them in the air before going back to normal.
Side Taunt:
The duo creates the same pom-poms, this time standing side to side. Plusle and Minun then say their names in that order while waving them in the air, similar to Pikachu's side taunt in a way.
Down Taunt:
Plusle and Minun attempt to dash away from each other, but their magnetic attraction prevents them from doing so. They run in place for a second, and then they're pulled together, collide with each other, and get dizzy for a moment before getting back up and returning to normal.

Victory Music:
The standard Pokemon victory theme.

Victory Pose:
Plusle and Minun do a cheer routine with the aforementioned pom-poms.

Miscellaneous:
- Plusle and Minun's alternate costumes follow a specific format. Rather than changing the order of Plusle and Minun akin to the Ice Climbers, in the interest of keeping playstyles intact, the leader is always the same here. The blue and red accents are also unchanged, to keep things from getting confusing. Instead, the base color (which is normally the pale yellow) is changed with each palette. For instance, one costume has both Pokemon be black, but still have the same red and blue accents.

PLAYSTYLE

Wanna play Plusle and Minun? Well, there's some things you need to know. First off, whatever you do, don't play them like you would Pikachu. Some of the moves are similar, but the nuances completely change the playstyle. Secondly, Plusle and Minun are a character about precision. The multiple, small hitboxes mean you need to be very precise to do what you want when you want. Minun's hitboxes are often good for starting combos due to the frequent stunning effect, whereas Plusle is great for racking up damage and KOs. The very end of the Up Special and Minun's version of the Down Special are great meteor smashes, but again, you need to be extremely precise with these; if you're not careful, you could end up sending yourself to the lower blast line! Plusle and Minun are a rather fast and agile character like their fellow electric rat Pokemon, making spacing and recovery a breeze. The electric tether attacks also give the duo excellent range. The main weaknesses of Plusle and Minun are their mediocre weight stat, precise sweetspots, and lacking damage output. With that said, Plusle and Minun's agility, options, and situational strength make them a very formidable fighter! As always, feedback, comments, and criticism are appreciated, and I hope you enjoyed the set! :)

Like what you see? See some more over at my Make Your Move Hub! :D
 
Last edited:

Kaladin

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Something that will make it so I don't have time to finish my move set has come up. Disregard this.
 
Last edited:

Munomario777

Smash Master
Joined
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Messages
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Location
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StaffOfSmashing -&- MUNOMARIO777

-Present-





NiGHTS
Surprise, Sonic Team worked on things other than Sonic! One of those things was Billy Hatcher, a kid with a chicken suit and a giant egg. Another thing they worked on was a franchise that takes place mostly inside the dreams of children, NiGHTS. So I thought I'd colab with Staffo here and make a set for her. Him? It? I'll just avoid using pronouns for the sake of simplicity (and perhaps awkward writing, but whatever). Anyway, this set is made for, of course, Smash 4, and balanced as such. With that said, let's get right into this moveset!

STATS
Weight: Mewtwo
Size: Rosalina-ish
Ground Speed: Charizard
Jump Height: Greninja
Air Speed: Jigglypuff
Fall Speed: Pac-Man
Stance: While standing, NiGHTS hovers a bit above the ground, and while dashing, NiGHTS goes nearly horizontal as if flying. Swimming has NiGHTS's legs turn into sort of a mermaid tail like in the games, and this makes NiGHTS a great swimmer. Holding items is similar to Mewtwo, where they simply hover around NiGHTS. Also similar to Mewtwo is NiGHTS's double jump, which has that unique feel to it (although NiGHTS simply flies upwards rather than doing a flip).

UNIQUE MECHANICS

In the NiGHTS series, the gameplay is always in midair, with full 360 degree (or rather, eight directional) movement in a 2.5d plane. Thus, in Smash, NiGHTS demonstrates this free flight in battle! So, here's the rundown:​

  • Flight is activated by holding the jump button in midair, like Peach's float. Like Peach, it can be initiated from the ground, although with NiGHTS, this is done by tapping the jump button, releasing it, and then holding it. It's basically like double jumping from the ground, but this doesn't use up the double jump. Speaking of the double jump, NiGHTS can choose between that and flying by tapping or holding the jump button, respectively.​
  • While flying, NiGHTS moves through the air at Charizard's dash speed in any direction in a unique state that will from here on out be called "flight". The movement is nice and fluid, and can be cancelled by releasing the jump button.​
  • Flight lasts for up to three seconds, and can be used in multiple spurts (so unlike Peach, NiGHTS can start and stop flying as many times as is desired). If NiGHTS is hit with less than a second of flight time left, it will be restored to one second.​
  • During flight, NiGHTS cannot use any aerials, but rather has an attack made just for flight. This is called the Drill Dash, and is executed by hitting the attack button mid-flight. It is a multi-hit attack that lasts about a second, dealing 5 hits of 3% each and moderate knockback at the end. NiGHTS cannot turn while performing the move, and gains a tiny bit of speed during it. If a Drill Dash is being used while the flight timer runs out, the Drill Dash will continue and NiGHTS will fall normally after it ends.​
  • There's another flight attack as well: Acrobatics. When the special button is pressed mid-flight, NiGHTS releases a thin yellow light from both hands (which are outstretched in front of NiGHTS), almost resembling a ribbon. This functions as a projectile attack, travelling at Sonic's dash speed and reaching to 3.5 SBB. This deals 9% of damage and moderate knockback. During the endlag (which is about .5 seconds), NiGHTS does a somersault in midair, although flight movement isn't at all hampered (flight can still be cancelled during this, but the endlag will continue).​
  • However, flight is good for more than mobility and a couple of attacks. First off, while flying, NiGHTS constantly leaves a trail of sparkles. These sparkles will disappear two seconds after they're created, and deal 1% of non-flinching damage each half second an opponent is in contact with them. However, that's not all; if NiGHTS connects back up to that trail mid-flight, a technique known as "paralooping" will occur. The AOE is the inside of whatever closed shape NiGHTS made with the sparkles. In the NiGHTS series, this sends enemies and collectibles to another dimension to help collect items. However, in Smash, this simply puts opponents inside of the loop into hitstun and pulls them towards NiGHTS (as well as dealing damage proportional to the size of the loop-de-loop, starting at 5% and adding 5% more for each SBB wide it is). They travel at about Mario's dash speed and will keep being pulled for up to one and a half to two seconds depending on the size. Items will also be pulled in (and on contact with NiGHTS they will be picked up if there is no held item already). Enemies' projectiles will be sent to another dimension and neutralized. Anyway, once the opponent is up close, NiGHTS can follow up with an attack. The obvious choice is a Drill Dash or Acrobatics, but NiGHTS can also perform aerials by cancelling the flight! Since the pulled-in opponent travels slower than NiGHTS, there is some time to plan ahead and get an attack out.​
Now that the main functionality of flight is described, let's go into what this can be used for. Of course, flight is a vital part in NiGHTS's recovery, and helps with getting back from virtually anywhere. The paralooping can also be used to good effect in edgeguarding, since it takes some time to set up, but can have a large area of effect. It is rather avoidable in regular scenarios, though.

SPECIALS

Neutral Special: Dream Diamond
Damage: 10%

NiGHTS summons a blue diamond near the torso area, and it fires a powerful laser. It travels at a similar speed to Falco's lasers, and the lasers fire when NiGHTS presses Neutral Special again (similarly to that of Duck Hunt). Uniquely, this diamond won't move with NiGHTS, and NiGHTS can actually move around again almost instantly after deploying the diamond. It will hover wherever it was placed and then disappear after about ten seconds. The laser will aim at enemies, but is rather easy to dodge. If this is paralooped by NiGHTS, it will be dragged along and follow NiGHTS, still firing at enemies, and if NiGHTS stops flying, the diamond will stay in that position.

Side Special: Beep Beep!
Damage: 10/15%

NiGHTS turns into a car from Sonic and All Stars Racing Transformed, where NiGHTS made an appearance as a vehicle and a racer (a Nightopian drove the car). Here, NiGHTS goes into a puff of dream-like smoke and emerges as a car accompanied by the classic "whistle" sound effect (this occurs each time NiGHTS transforms, including other moves etc), which does a few things. First, obviously, NiGHTS no longer has access to the normal moveset. However, jumping and flight are still enabled; flight now takes the form of a plane, and Drill Dashing is now a barrel aileron roll, dealing 15% of damage and good knockback, KOing at around 120%. Acrobatics and Paralooping aren't usable in plane form. In water, NiGHTS turns into a boat, and actually retains full control rather than entering a restricted swimming state. Neat! Anyway, all of these vehicles act as drop-through platforms, and NiGHTS can ram into opponents to deal 10% of damage. The vehicles also move at Sonic's dash speed.

Up Special: Dream Flute
Damage: 0%

NiGHTS holds both hands up as if playing an invisible flute and floats slowly in a direction about 1 SBB (this can be in any direction, even downwards) while playing a song. This takes about two seconds to complete, but is more than just a simple, slow, rather bad recovery move. See, when the flute is played, NiGHTS gains a sparkly purple aura, and this goes away after ten seconds. During this time, NiGHTS's flight speed and duration are doubled! This means that paralooping and recovery are much easier, and since NiGHTS hovers on the ground too, the ground speed is also doubled. However, there is a downside. Whenever this purple aura is surrounding NiGHTS, the weight stat is reduced by half! This makes NiGHTS much easier to launch, and in addition, attacks are weakened to about .75x their original amount of damage and knockback. Finally, NiGHTS takes 1.25x the damage during this. However, this move can be used for edgeguarding, recovery, or aerial combat, but balancing your usage is key here. There's also a windbox surrounding NiGHTS while playing the flute, which will push opponents and even projectiles away to help prevent edgeguarding. It acts like a reflector as far as projectiles are concerned, but it slows them down to .75x their original speed and adds no damage. It can still prove useful, though.

Down Special: Persona Masks
Damage: varies

NiGHTS reaches into an invisible pocket (?) and pulls out one out of three Persona Masks, which are masks that transform the wearer. In the games, NiGHTS is usually the one wearing these, but here, a Nightopian wears them instead! Nightopians are, as you might expect, citizens of Nightopia. These act as summons that will perform basic actions, but can be manipulated by NiGHTS in interesting ways. Exactly which mask is pulled out and which summon appears depends on the direction that is pressed after the initial input. The masks are as follows:
Side: Dolphin Mask
A Nightopian appears in a puff of smoke in front of NiGHTS, and NiGHTS puts the Dolphin Mask onto the Nightopian. Of course, the Nightopian turns into a dolphin, and swims through... the ground. There are waves of water surrounding the dolphin during this, so at least it sort of makes sense. Not really. Then again, neither do dreams, so I guess it fits. Anyway, the dolphin will jump up and down like a dolphin does, dealing 5% of damage and moderate knockback to opponents, although the dorsal fin is a sweetspot that deals 10% of damage and KOs at around 100%. This is good at hitting opponents multiple times, knocking them forwards into the next leap, but there's a bit more potential for the dolphin than this. If NiGHTS paraloops the dolphin (which is easy since it pauses for a moment at the start before starting to swim), the dolphin will follow NiGHTS during flight to damage midair opponents. When flight ends, the dolphin will keep going as normal. Use paraloops to position the dolphin and perhaps keep it from going off of ledges. The paralooping is also useful for making a meat shield, as the dolphin can withstand 15% of damage before disappearing in a puff of smoke.
Up: Rocket Mask
The Nightopian puts on the Rocket Mask and turns into, what else, a rocket! This rocket will, after about a second of charging up, launch upwards, and if it hits a surface, an opponent, or anything else for that matter, it will explode! This deals 15% of damage and KOs at around 90%, but it can also hit NiGHTS. As you might expect, though, NiGHTS can paraloop this too! This will cause the rocket to follow NiGHTS, and it will still explode on opponents. NiGHTS is protected from the blast while it's in the paraloop effect, but once flight is stopped, the rocket flies off in that direction and NiGHTS is no longer protected! This is perhaps NiGHTS's best projectile option, but it's also a very risky one.
Down: Dragon Mask
The Nightopian puts on the Dragon Mask, and turns into a Chinese-style dragon (the ones in the parades with a line of people controlling them). This dragon is about 1.5 SBB long, and will fly forwards in a wavy pattern at around Sonic's dash speed. This dragon is unaffected by wind, and will occasionally breathe fire similarly to Charizard or Bowser at about half charge. This fire deals 8% of damage and minor knockback, and the body deals 5% and minor knockback. When NiGHTS paraloops the dragon, it will fly alongside NiGHTS, still breathing fire. In addition, NiGHTS gains this same windbox resistance, and the dragon acts as a large meat shield. The dragon can withstand 20% of damage from opponents before disappearing in a puff of smoke.

STANDARDS

Jab: Dream Dust
Damage: 3%, 3%, 1% per rapid hit, 4% finisher

NiGHTS sweeps the right arm forward, releasing some sparkly dream dust to damage opponents. The left arm then also does this, and then NiGHTS spins around, swinging both arms for a rapid dream dust jab that hits to both sides, then finishes with a sweep upwards.

Forward Tilt: Acrobatics Spin
Damage: 10%

NiGHTS spins clockwise once, holding a yellow ribbon in the right hand. This arm is also held out and spun around, and the ribbon is outstretched when it's in front of NiGHTS. This attack is a bit slow, but deals good damage and can be angled. It also has great range, reaching about 1.1 SBB.

Up Tilt: Acrobatics Flip
Damage: 10%

NiGHTS once again holds a yellow ribbon in the right hand, but this time does a flying backflip low to the ground, swinging the ribbon in an overhead arc. The ribbon stretches out a good bit and damages opponents nicely, but is a bit slow.

Down Tilt: Acrobatics Sweep
Damage: 7%

NiGHTS once again holds the ribbon, this time crouching down low to the ground, doing a brief spin, and sweeping the ribbon low to the ground. This is quicker than the other tilts.

Dash Attack: Floating Spin
Damage: 10%

NiGHTS, from a hovering dash, continues to hover for a second, and then uses some of the tricks learned from the multiple cameos, crossovers, etc. with Sonic by curling into a ball and spinning rapidly to damage opponents.

Edge Attack: Ascend
Damage: 4%

NiGHTS climbs onto the ledge by flying, almost like a snake, along the ground. NiGHTS then backbends upwards into a standing position, attacking opponents with and being surrounded by dream dust.

SMASHES

Forward Smash: Acrobatics Whip
Damage: 5~12% regular, 9~18% sweetspot, 3~6% sourspot

NiGHTS outstretches the right hand up and behind, and the yellow ribbon slowly grows from it during the charging period. After the charge is released, NiGHTS swings the ribbon forwards in a bit of an overhead arc, and cracks it like a whip at the end of the swing (in front of NiGHTS). The end during this crack is the sweetspot, although the travelling ribbon can still damage opponents above and behind NiGHTS as the sourspot. The ribbon grows in size depending on the charge.

Up Smash: Acrobatics Twirl
Damage: 3~4% per hit, 4 hits, total of 12~16%, 10~15% sweetspot

NiGHTS grows the ribbon again, holding the right hand straight down. After the charge is released, NiGHTS swings the ribbon upwards and twirls it rapidly. This damages opponents, and again, the tip is stronger, and the travelling whip is the sourspot. This one hits four times, but not on the sweetspot. Uniquely, this sweetspot deals less damage, but more knockback (KOs at around 80% at full charge, as opposed to the normal 100% at full charge).

Down Smash: Acrobatics Spin
Damage: 8~17% regular, 3~7% sourspot

NiGHTS once again grows the ribbon, this time extending it down to the ground in front. However, when the charge is released, the ribbon attaches to the ground at one end (about 1 SBB ahead of NiGHTS) with NiGHTS still holding it at the other end. NiGHTS then spins around this axis rapidly, becoming the hitbox (although the ribbon still serves as a sourspot). This doesn't have more range with a longer charge, since the ribbon extends almost instantaneously. This down smash has the unique property of hitting to both sides of an axis that is ahead of NiGHTS, leading for some interesting applications. It doesn't hit multiple times (they don't lead into each other), although it does last a little while.

AERIALS

Neutral Aerial: Dream Dust Somersault
Damage: 10%

NiGHTS curls into a fetal position (like in the dash attack) and emits dream dust from both hands, damaging opponents in a nice, quick somersault attack that also deals moderate knockback. This makes it a good "get off me" move that also covers all angles.

Up Aerial: Acrobatics Twirl
Damage: 10%

NiGHTS throws the right hand upwards and twirls the yellow ribbon that emits from it, damaging opponents above NiGHTS. What this move lacks in speed it makes up for in range, reaching about 2 SBB above NiGHTS, and it KOs at around 130%. This is a good KO move if you can work around the starting lag, although it is tricky to land because of that.

Down Aerial: Acrobatics Swing
Damage: 12% regular, 5% sourspot

NiGHTS holds out the right hand towards the back, emitting the yellow ribbon. NiGHTS then swings this ribbon downwards in an arc, and it extends at the very bottom. This functions as a powerful meteor smash, but only when fully extended; the rest just has moderate knockback and serves as a sourspot. It's a bit slow, though, having similar startup to Mario's forward aerial, so even though the sweetspot extends down 1 SBB, it only stays like that for a split second, and is hard to land.

Forward Aerial: Dream Dust Kick
Damage: 15% sweetspot, 5% sourspot

NiGHTS kicks forwards with one foot, with a hint of dream dust thrown in to add some damage. The dream dust only covers the very tip of the foot, but makes for a tiny yet powerful sweetspot that can KO at around 100%. This is a nice, quick attack that must be spaced properly for best results.

Back Aerial: Dream Dust Double Kick
Damage: 7% sweetspot, 5% sourspot

NiGHTS kicks backwards with one foot, powered up with Dream Dust. This has a small sweetspot similar to that of the Forward Aerial, but this has two kicks. They function somewhat differently. For the first kick, the sweetspot keeps the opponent locked into the attack, whereas the sourspot hits them too far away for the second kick to connect. For the second kick, the sourspot barely launches the opponent, but the sweetspot can KO at around 90%! This requires more precision to land optimally, but can really pay off.

GRAB GAME

Grab: Paraloop
Damage: 0%

NiGHTS starts to fly near the ground and flies forwards in a loop-de-loop that is about one SBB long. This creates a paraloop, which will cause any opponents inside to enter NiGHTS's grab state. The grab is very slow, taking about 3/4 of a second to fully complete, but has great range. Anyway, the grab state is rather unique. During it, NiGHTS circles around the opponent at about one and rotation per 1.5 seconds to maintain the paraloop, going from above to in front to below to behind. NiGHTS can pummel during this, of course, but the throws are interesting. NiGHTS can use any throw at any time, as per usual, but if a throw is used while NiGHTS is in that position (i.e. above the opponent for an up throw), the throw will have 1.5x the damage and much more knockback. NiGHTS's throws are a bit on the weak side normally, so this is a welcome addition. Also unique to this grab is the fact that it can be used in midair, and NiGHTS will still enter the grabbing state. Plus, gravity won't apply during this! Sweet! Lastly, this can act as a paraloop for anything other than opponents. Projectiles will disappear, items will get pulled in, and even the Persona Masks and Dream Diamond are compatible with this! When NiGHTS grabs one of the latter two objects, flight will automatically start, and NiGHTS will be going upwards.

Pummel: Dream Dust
Damage: 1%

NiGHTS shoots a burst of dream dust towards the opponent from both hands to deal a bit of rapid-fire damage.

Up Throw: Dream Flute
Damage: 4%

NiGHTS tosses the opponent up into the air and plays the Dream Flute, which creates a gust of wind upwards to push the opponent up into the air. Deals little damage, but good upwards knockback, KOing at 120% (or 90% if timed right).

Forward Throw: Loop-de-toss
Damage: 5%

NiGHTS keeps circling the opponent, but they are dragged towards NiGHTS. NiGHTS then flies forward about 1 SBB, dragging the opponent forwards, and releases them. This flings the opponent forwards for great knockback (KOing at 130~100%) but not much damage. NiGHTS can instantly enter flight afterwards by holding in the jump button.

Down Throw: Dream Dust Stream
Damage: 12%

NiGHTS pins the opponent to the ground, points at them with both hands, and releases dream dust from both index fingers to damage opponents. This deals great damage, but little knockback (although it can be used for combos).

Back Throw: Acrobatics Spin Sling
Damage: 6%

NiGHTS, while spinning, extends the yellow ribbon from the right hand and latches it onto the opponent. NiGHTS then twirls around rapidly before launching the opponent backwards, for great knockback (KOing at around 140~110%) but mediocre damage.

MISCELLANEOUS

Final Smash: Into Dreams
NiGHTS does a large paraloop, with a radius of 4 SBB (this is coming from NiGHTS's original position). This causes any opponents inside to fall asleep for the duration of the Final Smash (which is about fifteen seconds). The opponent will be asleep even after getting knocked back by attacks, including in midair. This isn't the only effect, though. See, surrounding each opponent will be a field somewhat similar to Negative Zone with a radius of 1 SBB. Rather than inverting colors, though, this will change the stage's (and those of characters other than NiGHTS) skin into that character's worst fear! This is mostly cosmetic, as all characters take double damage and knockback while this field is applied (as will another one of that character that wasn't hit by the Final Smash; for instance, a non-dreaming Mario in Mario's radius also takes more damage). Also, characters have something comically floating above their heads. Of course, these are purely aesthetic, but a few examples include:
:4ganondorf:
Triforces, Master Swords, etc.
:4charizard::
A rainstorm.
:4megaman::
Spikes.
:4olimar:/:4alph::
Bulborbs.
:4peach::
Bowser emblems and his minions.
:4sonic::
Water.
:4pacman::
Ghosts.
:4luigi::
Also ghosts. And spiders. And skulls. And other stereotypical scary things.
:4wario2::
Fruits and vegetables.
:4samus::
Ridley, because he's too big to be playable. :troll: (and to reference Other M, because I want to. ;D)

Entrance Animation:
NiGHTS emerges from a cloud of sparkly dream dust, which then fades away.

Up Taunt:
NiGHTS flies up and performs a mini-paraloop, which will actually pull in fighters and items, albeit with a very weak effect.
Side Taunt:
NiGHTS plays the Dream Flute, which has the same effects here as it does in the Up Special, but with a greatly reduced duration. Sweet!
Down Taunt:
NiGHTS draws a midair Sonic Team logo with Dream Dust, referencing the creators of the franchise and its crossovers with the Sonic series.

Victory Pose:
NiGHTS does some flying acrobatics such as paralooping while an excerpt from this plays.

Miscellaneous:
- Half of NiGHTS's alternate costumes take the form of Reala, or NiGHTS's doppelganger, similarly to Olimar's Alph palettes.

PLAYSTYLE
NiGHTS is, as you'd expect from the NiGHTS series, a fighter all about aerial fighting. Of course, the flight, air speed, etc all help with this. Flight is by far NiGHTS's best mobility tool, and paralooping is perhaps NiGHTS's strongest combo starter except that it's so tricky to pull off. However, it is useful for repositioning the Neutral Special's Dream Diamond, and said diamond can be used to force opponents into jumping into a paraloop. From there, you can follow up with any of NiGHTS's potent aerials, and since flight can be used in multiple bursts, you can chase opponents after knocking them away a bit. The built-in flight attacks are also good for this, particularly Acrobatics. The Dream Flute only further enhances these options, but can only be used every so often. Of course, aerial mobility isn't all NiGHTS has to get around; the Side Special and some of the Down Special options can help NiGHTS get around anywhere, from land to sea to air! NiGHTS isn't without weaknesses though, and of course, they must be worked around in order to master NiGHTS's playstyle. For one, NiGHTS's floaty feel also leads to a very low weight, equivalent to that of Mewtwo. A lot of NiGHTS's attacks are also rather laggy, particularly those involving the Acrobatics ribbon. That said, NiGHTS's great mobility, range, and overall aerial mastery make him/her/whatever more than ready to take on the world of Smash Brothers! As always, feedback is appreciated, and we hope you enjoyed the set! :)

Like what you see? See some more over at my Make Your Move Hub! :D
 
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Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
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Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
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CAT MARIO
“Because I’m a big fan of Meow Meow Mario!”
Oh yes I did. Cat Mario is, of course, the flagship power-up from Super Mario 3D World. Upon obtaining a Super Bell, Mario and co. turn into cats, gaining the ability to climb walls, pounce on enemies, use scratching claw attacks, and somehow still swim effectively. Now, of course, I got this idea from a joke in a Nintendo Direct, so you'd think this would be a joke moveset, right? Well, no. It's a joke character, but this is actually a full moveset, so yay! :D Of course, this set is made for Smash 4 as usual, because it's the latest and my favorite. Anyway, onward to the set!

STATS

Weight: Mario
Size: Mario
Ground Speed: Mario
Jump Height: Mario
Air Speed: Mario
Fall Speed: Mario
As you would probably expect, Cat Mario's stats are the same as regular Mario's. Go figure.

UNIQUE MECHANICS

Cat Mario can wall cling, wall jump, and all, but can also climb up walls! Rather than detaching from the wall after the three seconds are up, Cat Mario simply slides down after scurrying in place for a second, leaving claw marks on the wall. This is pretty much his best vertical recovery option, but he can climb up anything that can be wall jumped off of. If Cat Mario reaches a ledge, he will automatically jump up if the direction is held, or he can grab the ledge if it’s released when he reaches it. The climb has a speed similar to that of Ganon’s dash. The climb cannot be restored by jumping to another wall, but there are some other ways to restore it, which will be listed below. The timer will only refill when Cat Mario touches the ground.

Also, unless otherwise specified, all of Cat Mario's aerials auto-cancel for all frames of the attack, since cats always land on their feet. This only applies to aerial attacks, not specials etc. This trait also allows Cat Mario to tech more easily, with a larger window of time to press the button.

Finally, Cat Mario's dashing is interesting. Normally he dashes at the same speed as regular Mario's dash, but after about three seconds of dashing, a big ring of smoke puffs appears behind Cat Mario and his speed is increased to that of Captain Falcon. This isn't interrupted by turning around, although jumping does mean you have to start over again.

SPECIALS

Neutral Special: Claw Scratch/Dive
Damage: 8~10%

Cat Mario swings his claws in front of him in an overhead arc while doing a front flip, just like in 3D World. This deals 8% of damage and minor knockback but high hitstun, and is very quick, making it a good combo starter. However, if the button is held in midair, Cat Mario will dive downwards and forwards at a 45 degree angle at Charizard’s dash speed, claws extended in front. This will damage opponents for 10% of damage and good knockback, KOing at around 120%, but has quite a bit of start lag (about .75 seconds). This dive can restore about half of the climbing time if less than half is left, but this technique only works once per airtime!

Side Special: Pouncing Slide
Damage: up to 23%

Cat Mario pounces forwards in a similar fashion to the dive from the Neutral Special but along the ground, claws in front at his own dash speed and then stops after 2.75 SBB. This damages opponents for 8% of damage and moderate knockback. In the air, this slows descent a bit. This has a bit of end lag at the end, but this isn’t the only use of this move! If the jump button is pressed during this slide, Cat Mario will jump and do this sort of motion. This is a multi-hit attack, with three hits each dealing 5% of damage and the final hit KOing at around 120%. It too has a bit of end lag (since Cat Mario enters the sliding state again), but it can be used in midair, and doesn’t use up a midair jump! This works wonders for recovery.

Up Special: Cat Wheel Propulsion
Damage: 0%

A small propeller platform from 3D World appears underneath Cat Mario, and it has a steering-wheel like gear with a cat logo that appears in front of Cat Mario. This platform is about the size of a Battlefield platform. The main purpose of this is using the Neutral Special (or hitting Up Special again) to spin the cat wheel, which will make the propeller spin and make the platform ascend about .5 SBB per spin, for a maximum of 1.5 SBB. After that, it disappears, and the platform will also disappear after five seconds of inactivity. Cat Mario can do whatever he wants on the platform, including jumping off for added recovery. Opponents can also stand on this, and of course, they can do whatever they want as well. While it might seem a bit overpowered for Cat Mario to create a platform wherever he wants, this won't actually refresh midair jumps, climbing time, ledge invincibility, etc. However, it can be used to execute grounded attacks in the air, including smash attacks for a devastating aerial KO option! Also, there's a nice downwards windbox created underneath the platform as it rises.

Down Special: Lucky Statue
Damage: 15%

Cat Mario turns into a golden statue with a pose similar to that of a maneki-neko, or a Japanese good luck charm. This form originates from the Lucky Bell power-up from 3D World, which is basically an enhanced Cat Mario form. Anyway, on the ground, this acts sort of like Kirby’s Stone move, and like that, can still be grabbed. It lasts for up to five seconds at a time, but powerful hits will end it prematurely. However, where this gets interesting is in the air. If used in the air, Cat Mario transforms as normal and falls at a Stone-like rate, but like in 3D World, this also creates a trail of Coins on the way down! There are five coins created every SBB that Cat Mario moves down, and each Coin heals .5% of damage. This also deals 15% and a powerful meteor smash to midair opponents, and KOs grounded opponents at 90%. However, there are some drawbacks. First off, this cannot be cancelled midair, so the meteor smash isn’t that useful for killing, especially since Cat Mario can’t even grab the ledge in this state! Also, it has about a second of start lag both in midair and on the ground when Cat Mario is still vulnerable, and this makes it rather easy to react to, opening Cat Mario up for a well-timed grab. That said, this move is still useful for recovering some damage in the downtime between stocks, as well as getting back down to the stage from high up.

STANDARDS

Jab: Claw Swipe
Damage: 5%

Cat Mario brings his arms up from the ground and activates his claws, causing them to emerge from his paws. He then swipes forwards with his right arm and then his left, dealing 5% of damage each. This is rather quick and powerful, but has short range.

Forward Tilt: Tail Swing
Damage: 8%

Cat Mario grips the ground with his front claws and spins around on that point. Cat Mario then smacks opponents in front with his tail, all while still spinning, and then returns to normal. This deals 8% of damage and moderate knockback and is extremely quick at the start, although it does have quite a bit of endlag as Cat Mario tries to regain his footing. Plus, it can be angled up or down.

Up Tilt: Tail Slap
Damage: 12%

Cat Mario raises his back like a cat that is startled, as well as lowering his shoulders and raising his hips. He then raises his tail and swings it back and forth four times for a multi-hit attack that deals 3% of damage per hit over four hits. This attack is rather quick, but lacks a bit in range. You can use this to knock opponents up into the air again to start or continue combos.

Down Tilt: Claw Slide
Damage: 8%

Cat Mario, from a crouching position, slides forward on his belly with his claws extended in front of him similarly to the Side Special. This is quicker than that attack, but travels a shorter distance of only 1.5 SBB and still has a bit of endlag. This deals 8% of damage and moderate knockback, popping the opponent up into the air for aerial combos.

Dash Attack: Pounce
Damage: 10%

Cat Mario, from a dash, leaps forwards off the ground (although not very high) with his claws extended in front. The leap lasts about 1.5 SBB before Cat Mario lands and suffers a bit of end lag, and the attack deals 10% of damage and moderate knockback. Cat Mario can also leap off of ledges with this (and land on other platforms if there are any there).

Edge Attack: Scratch Up
Damage: 3%

Cat Mario uses his claws to scratch up the ledge and the stage he climbs up onto. This normally only deals 3% of damage and tripping for a small hitbox, but if fighting someone on their own stage (i.e. Meta Knight on Halberd), they'll get dizzy for a second if facing Cat Mario for a radius of about 3 SBB (because really, who wouldn't be shocked at a giant yellow Italian mustachioed cat tearing up their home stage?). This doesn't apply to characters who share a universe with but don't really care about the stage in question, such as Bowser on Mushroom Kingdom U.

SMASH ATTACKS

Forward Smash: Pounce
Damage: 9~15%, 8%

During the charging period, Cat Mario lowers his belly down to the ground and raises his tail and posterior, about to pounce. When the charge is released, Cat Mario, of course, pounces. This involves him leaping forwards about 2 SBB low to the ground, dealing about 9~15% and great knockback, KOing at around 110% at full charge. This attack is very quick on startup, although it has quite a bit of endlag in the form of sliding along the ground 1 SBB after landing, similarly to the Side Special. However, this is also a hitbox, dealing a consistent 8% of damage and moderate knockback. This can also be used to go off of the ledge, in which case the endlag is bypassed; Cat Mario can act again as soon as he reaches the height from which he jumped.

Up Smash: Scratch Frenzy
Damage: 4~20%

Cat Mario charges up, belly low to the ground, as if ready to pounce. However, rather than pouncing, when the charge is released, Cat Mario leaps straight up in the air at the height of a short hop and scratches upwards four times. Depending on the charge, these deal anywhere from 1% to 5% each, and at maximum charge, can KO at around 80%. This is a very potent attack, but only when fully charged; when uncharged, it's pretty bad. This requires time, patience, and finding the right opening to fully charge up that attack.

Down Smash: Double Cherry
Damage: 8%

Cat Mario holds his right paw up in the air, and a Double Cherry appears above it. In Super Mario 3D World, the Double Cherry would add a clone of your character that copies your every move, but they can only take one hit. Here, Cat Mario holds the Double Cherry up during the charge, and the Double Cherry can go up to a Quintuple Cherry if fully charged! The effects of the attack depend on the charge. At low charge, or one clone, the clone slides across the ground a short distance in front of Cat Mario to deal 8% of damage and moderate knockback. The clones will always deal this amount of damage for this attack. Anyway, at two clones, they do this to either side of Cat Mario. Three clones will have another clone leap up in the air in front of Cat Mario, and four clones (the maximum, with a Quintuple Cherry) will have two on the ground and two above those. Now, this might seem like a rather weak attack on the surface, but the actual attack isn't the main use for this move. These clones will actually stick around for a bit after the attack is finished, and they attack in unison with Cat Mario! The clones will always move side-by-side, and will use all moves at the same time. Their duration depends on the number of clones; they last the same amount of seconds as the amount of cherries. In other words, one clone lasts two seconds, and four clones last five seconds. They'll also disappear upon taking damage. Yes, any damage at all. The clones' attacks are only three quarters as potent as normal. Damage taken by the clones will add to Cat Mario's percentage total, and when all but one Cat Mario is destroyed, the one that's left will become the "real" Cat Mario. This can be great for overwhelming the opponent with sheer numbers, but the weak attack power and larger hitbox serve as downsides to using this all willy-nilly. Oh, and of course, these clones can't perform the Down Smash.

AERIALS

Neutral Aerial: Scratching Somersault
Damage: 6%

Cat Mario extends his arms, does a somersault in midair, and scratches opponents with his claws. This attack is very quick, and can hit from all angles. If it hits at the very end, the opponent is hit with a weak meteor smash, but otherwise, it deals moderate knockback.

Up Aerial: Jump Punch
Damage; 7%

Cat Mario pulls down his fist for a split second and then thrusts it up with great force, dealing 10% of damage and knockback that KOs at around 100%. This has a startup of about 3/4 of a second, and the hitbox is rather small, but it's rather potent if you can land it just right.

Down Aerial: Ground Pound
Damage: 13%

Cat Mario performs the iconic Mario Ground Pound; he does a quick somersault while freezing in midair, and then rockets downwards in a sitting pose. The startup time is similar to that of the Yoshi Bomb, and like that move (and the Down Special), Cat Mario cannot cancel the descent until hitting the ground. This is the only aerial that doesn't autocancel, and while it does have a bit of endlag upon landing, if the jump button is pressed during this brief period of time, Cat Mario will charge up for a moment and jump upwards for an extra-high leap. If Cat Mario hits an opponent during the descent, they will be dealt 13% of damage and knockback that can KO at around 110%.

Forward Aerial: Frontal Scratch Fury
Damage: 5 hits, 2% per hit, total of 10%

Cat Mario holds his clawed paws up in the air and then slashes them downwards, and after that they start rapidly moving up and down in a yellow-white blur. This multi-hit attack deals 12% of damage if all six hits connect, and the last hit can KO at around 130%. If Cat Mario hits the ground while an opponent is trapped in the hits and the final hit doesn't hit in time, the opponent is still in a bit of hitstun, while the autocancel allows Cat Mario to follow up with an attack, making for a good air-to-ground combo starter.
Back Aerial: Spinning Combo
Damage: 8%/3%

Cat Mario spreads out his legs and arms as if lying down on his belly in midair. He then spins around in two 360 degree spins, with his claws and tail outstretched the whole time. The claws and the tail both have hitboxes, and depending on where the opponent is hit by the attack at the start, it has different uses. If the opponent is hit by the front of Cat Mario, they're hit by the tail first and then the claws. The tail hits for 3%, and the claws hit for 8%. If the claws hit second, they'll put the opponent into quite a bit of hitstun but little knockback, making this version good for combos and such. If the opponent is hit by the back of Cat Mario, the claws and then the tail will hit, and the tail will knock them back to KO at around 120%.

GRAB GAME

Grab: Tail Wrap
Cat Mario spins around quickly, claws in the ground and acting as a swivel, pointing backwards so that his tail is in front. He then grabs an opponent in front of him and wraps his tail around him to enter the grab state. This grab has good range, but it is a bit laggy.

Pummel: Scratch
Damage: 3%

Cat Mario, with his tail and the opponent near his front legs, scratches the opponent with his claws for a rather slow but standard jab combo.

Up Throw: Tail Flip Fling
Damage; 5%

Cat Mario jumps into the air about the height of a full jump, performs a front flip, and at the end, releases the opponent from his tail to fling them upwards. This deals 5% of damage and moderate knockback. Since it leaves Cat Mario in the air after the animation is finished, this can serve as a good aerial combo starter.

Forward Throw: Chasing One's Tail
Damage: 7%

Cat Mario swings the tip of his tail a bit, causing him to become entranced by it. He then spins around in an attempt to catch it; he spins around three times, and each one deals 6% to the opponent. After the third spin, Cat Mario releases the opponent, dealing an extra 1% and moderate knockback to the opponent. Like the Up Throw, this can be a nice combo starter, especially with its low end lag.

Down Throw: Scratch Up
Damage: 12%

Cat Mario gets on top of the opponent, extends his front claws, and scratches the opponent up six times, each scratch dealing 2% of damage. He then pushes them forwards and in the process leaps backwards off of them. It leaves the opponent prone, but this isn't the best combo starter since it sends Cat Mario away from the opponent.

Back Throw: Push Back
Damage: 8%

Cat Mario pounces on top of the opponent and pushes the opponent backwards, sending them sliding along the ground. This leaves the opponent prone, and is better for comboing than the Down Throw since Cat Mario doesn't leap away from the opponent.

MEOW-SCELLANEOUS

Final Smash: Cherry Mania!
Damage: N/A

So, remember that Double Cherry item from the Down Smash? Yeah, that goes kinda nuts here. Cat Mario holds out his hand, and about ten Double Cherries appear! He then uses them, and gets ten clones, five to either side. These can be defeated, of course, but now they won't disappear from a time limit, deal full damage, and won't add to Cat Mario's percentage when they're hit. Basically, there's now eleven of your character on the stage. Go crazy.

Entrance Animation:

A small version of Mario (as if he had taken a hit) jumps onto the stage and picks up a Super Bell, causing him to turn into Cat Mario, do a couple of claw attacks, and meow.

Up Taunt:
Cat Mario jumps up, strikes a pose, and meows, similar to the stage clear animation from 3D World.
Side Taunt:
Cat Mario chases his own tail for a second before falling down. This actually causes Cat Mario to enter a prone state.
Down Taunt:
Cat Mario spots a bird in front of him, and seems determined to catch it. He then crawls close to the ground and pounces forward as the bird flies away, leaving Cat Mario disappointed. This actually deals damage to opponents, specifically 5% and tripping.

Victory Pose:
Cat Mario cheats at Mario by climbing up the flagpole, and when he gets to the top, the flag turns golden and a red "10000" point indicator in Mario-style font shows up. Cat Mario then jumps off of the flagpole as the stage clear music from 3D World plays, and he performs the aforementioned jumping pose while confetti flies onto the screen and the words "COURSE CLEAR!" appear above him. In other words, this.

Miscellaneous:
- As you might expect, Cat Mario's alternate costumes include Cat Luigi, Cat Peach, Cat Toad, and Cat Rosalina.

PLAYSTYLE

Ah, Cat Mario. Where do I begin when trying to write a playstyle for this guy? Well, for starters, I suppose I should emphasize this: Cat Mario can autocancel his aerials at any time during the animation. This is crucial. Cat Mario can keep throwing attacks out like nobody's business, and while some of them do lack in damage output, the speed and autocancels more than make up for it. Cat Mario is great at dragging opponents down to the ground and then instantly following up with a deadly smash attack, grab, etc. Cat Mario is rather good in the air, since his aerials are quick in general, and the Up Special lets him use smashes in midair for a devastating KO option; just make sure to land the hit, or you'll be in a vulnerable helpless state! Of course, the best recovery method for Cat Mario is recovering low and then climbing up the walls. Some stages can remove this option, though. Overall, Cat Mario is a fighter with average stats, great mobility options, and great combo potential, but some stages and players can give him trouble! That said, he's more than ready to scratch up the competition in Super Smash Brothers! As always, feedback, comments, and all that stuff is appreciated, and I hope you enjoyed the set! :)

Like what you see? See some more over at my Make Your Move Hub! :D
 
Last edited:

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,253
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114

INKLING
Homo Squapiens

Greetings, fellow MYMers, scientists, and humankind in general! You may remember from our previous presentation that the Inkling is a unique species of squid that can also transform into a humanoid form, taking part in turf wars, fashion trends, and more. Our latest research has yielded even more details about these fascinating creatures, inkluding -- but not limited to -- their behavior in a one-on-one or free-for-all battle scenario! Their techniques from the ever-so-popular turf wars still hold strong here, but they've also got a few new tricks up their sleeves -- no matter how short said sleeves may be -- intended specifically for hand-to-tentacle combat! This research was conducted in Super Smash Brothers for Wii U and Nintendo 3DS, mind you, so keep that in mind when comparing with other fighters. Without any further ado, let's dive right into the puddle of ink that is this astounding research!

SQUIDDY STATS

The Inkling's mobility in its humanoid form is nothing at all to be proud of. It's just barely above the slowest running speed in all of Smash Brothers, its jumps only take it about two Inkling heights upwards, and in the air, they still move rather slowly in comparison to other aerial speeds. They're pretty floaty too, and have a height comparable to that of Luigi. Inklings are rather light, however, as they are invertebrates. In fact, they lack any bones period! Strange, but I suppose it makes sense, with them being squids and all. The one thing that this creature really has going for it as far as statistics go is its extraordinary traction, thanks in large part to its squid-like suction cups. I suppose sea creatures would have a hard time evolving to walk around on land quickly.

FISHY FLAVOR

We've captured exclusive up-close footage of the Inkling's behavior, which can be found in the aforementioned presentation if you'd like some visual aids for the animations.

Standing:
The Inkling stands in an aggressive pose, showing that it is ready for battle, holding the weapon it last used as its hips sort of sway back and forth. For a bunch of squids, these creatures sure have some 'tude!
Walking/Running/Dashing:
The Inkling's walking patterns are nothing special, just a rather normal walk. As stated above, Inklings are nowhere near fast in humanoid form. However, the Inkling has the interesting ability to transition cleanly from its dash to its crouch. Oh yes, the crouch!
Crouching/Crawling:
The Inkling enters its squid form, with a height similar to Kirby's crouch, and sort of slides along the ground for an average crawl. We've discovered loads of intriguing data regarding this form, but I'll get into that in a minute. Let's pace ourselves, now!http://data:image/jpeg;base64,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
Swimming:
This next tidbit was perhaps the most surprising finding that resulted from our recent research. Strangely enough, the Inkling -- despite being a squid -- cannot swim! Upon entering water during a turf war, it simply struggles for a bit before dissolving! Luckily, it'll then respawn at its team's home base. Anyway, in a traditional combat environment, the Inkling will instead struggle for a bit before dissolving. After the amount of time that would normally result in drowning for other fighters, the Inkling instead dissolves just like it would in a turf war as a little squid ghost flies up into the air. Poor little guy...
Jump:
The Inkling's humanoid form has a rather standard jump, but with a bit of a "click" in the heels as it does so. However, a fascinating factoid about this creature is that it can also jump in its squid form, despite a lack of legs or anything of the sort! Indeed, the squid form can be accessed on the ground, in midair, or anywhere else by simply holding down on the control stick! Intriguing! While the squid form does have a jump, it cannot jump from midair without first transforming back into a humanoid.
Double Jump:
However, the Inkling's humanoid form does, in fact, have a double jump! It's nothing too special, admittedly; the Inkling performs a simple front or back flip, depending on which way you jump of course.
Holding an Item:
Rather than gripping objects in their hands, Inklings tend to hold items with their head tentacles, utilizing the suction cups at the end. This allows them to hold items and still leave their hands open for using their own various weapons, and this also makes it much easier for them to hold items in squid form. However, the Inkling cannot throw or otherwise use items in squid form.
Shielding:
When in a defensive stance, the Inkling tends to hold both hands out to either side -- as if to hold the shield that is formed around it -- and wrap its tentacles around its face, shielding its eyes from the horror that may or may not be in front of them.
Spot Dodge:
The Inkling's dodging techniques are quite interesting. Rather than stepping into the background plane completely, the Inkling's squid-like suction cups somehow allow it to attach firmly to the ground with the bottoms of its feet -- even through the bottoms of its shoes, apparently -- and lean backwards, defying the laws of gravity! It doesn't seem like this species are quite used to this technique, however, as they do wiggle their arms a bit as if losing balance for a split second before regaining composure and standing up straight once again. This has the side effect of allowing it to dodge attacks for a longer period of time, but it also becomes easier for predators to predict and react to this in a combat situation.
Dodge Roll:
While the Inkling's stationary dodging techniques are very unique and intriguing, the rolling dodge maneuver that it demonstrates is a bit more standard. The Inkling simply dodges low to the ground, performing a little somersault. These creatures aren't quick on their feet, but they sure are acrobatic! The roll is still rather slow, however.
Air Dodge:
When dodging an attack in midair, the Inkling spins around 180 degrees as it dodges into the background, looking behind itself to see what it just dodged, and then spins around again, returning to its original orientation.
Ledge Hanging:
An Inkling will grab the ledge with the suction cups on its head tentacles, and use them to hoist itself up onto the stage.
Entrance Animation:
When entering a battle, the Inkling Super Jumps onto the stage, landing in and emerging from a small pool of its own color of ink, changing from squid form to human form. After that, it shakes off the ink, and enters a battle pose. Somehow, the ink in question is there before the Inkling even shows up! Luckily for the squid, it'll stick around for a while, so the Inkling will start off with a bit of turf to expand upon. More on this ink in a bit.
Up Taunt:
The Inkling will sometimes, just for fun, toss whichever weapon it is currently holding up into the air as it flips around a couple of times, and then catch it again. Fancy!
Side Taunt:
Inklings are very cautious of their surroundings, always on the look out for potential predators. They'll often point their currently held weapon left and look that way, slightly squinting both eyes, before doing the same to the right. The exact pose, of course, varies depending on the weapon.
Down Taunt:
An Inkling will enter squid form, stand on the tip of the "head", and spin around, as if performing some sort of breakdance.
Death Animation:
When an Inkling dies -- or rather, gets "splatted" -- rather than the typical colored explosion, a splash of ink flies out from where the Inkling left the screen. This is merely a cosmetic detail, as is the little squid ghost that flies out from said splash. You can also hear a sad little blurbly, gibberish cry. Aww...
Victory Pose:
The Inkling's victory pose varies based on which weapon it's holding -- that is, the one that it last used for an attack. An Inkling will start out holding the standard Splattershot, as seen in the artwork above. Video 1 Video 2 Video 3

UN-INK MECHANICS

One of the Inkling's more prominent traits is its squid-like ability to create ink. By using weapons in humanoid form, an Inkling can lay down ink in its own unique color. In the case of the Inkling pictured above, its ink will be orange, to match its hair tentacles. Ink is stored in a tubular tank on the back of the Inkling's back, and it can be placed on any solid surface, inkluding floors, walls, and even ceilings! There are two types of ink; thick and thin trails. Thick trails are more effective, but the moves that create them tend to be slower than those that create thin trails. Ink does a number of things for the Inkling who laid it down. Firstly, standing in ink -- and being hit by the Inkling's attacks that use ink -- will cause opponents to become "inked." This causes them to take 1% of damage per half second, and each attack has a different duration -- just multiply the duration in second by two to find the total amount of damage. This damage is different from direct damage because it happens over time, so it won't be taken into account by counters, absorbers, reflectors, et cetera, and it also won't be affected by stale move negation! Multiple inking attacks won't stack the effect, but they will replenish it if the new attack's inking time exceeds the current inking time left. Yeah, it's pretty complicated math. Inkage caused by standing in ink can be ended by jumping or walking out of the ink, but thick ink causes the effect to linger for an additional second after that. Also worth noting is the fact that, when an enemy is knocked into an inked surface, it'll take a moment for them to rebound, as they're stuck in the ink for a split second. The window to tech is not inkreased, and the Inkling that placed the ink is immune to both the delayed rebound and the slowdown effects. This rebound gives the Inkling more time to prepare an attack to follow up on meteor smashes above the stage, as well as walls, ceilings, and the like -- especially since the foe cannot act out of the bounce's hitstun right away, as seems to always happen under normal circumstances.

Moving on, while an Inkling is inside of ink, its combat ability is greatly increased, for reasons that you'll see shortly. Attacks that normally don't spread ink tend to splash some off of the ground and expand the territory a bit, and an Inkling inside its own territory can even supercharge its smash attacks past the normal amount for a completely ridiculous attack! This causes the Inkling to don a new, more powerful weapon, but takes a while to charge up. Ink can be destroyed rather easily, however. Any ink created by the Inkling, thick or thin, will dissolve after five seconds, and it will begin to flash a darker color a moment before it does so as an inkdication of its inkpending dissolution. Normally it only goes away after a turf war ends, but the heat of the battle must cause it to evaporate more quickly, I suppose. Ink can also be destroyed by opponents by attacking it -- 12% of stamina for thick sections, and 7% for thin sections. A "section" in this case is 2 SBB wide, for clarification. If another Inkling places ink on an enemy's turf, it'll be overwritten, making any squido-a-squido battle into a fierce turf war! As you can see, the Inkling can lose ink rather easily. Luckily, it has a lot of ways to get it back on the ground!

While creating its special type of ink is a defining trait of the Inkling, what really makes this creature stand out is its ability to swim through it in squid form! By holding down on the control stick to enter squid form, an Inkling can submerge itself in ink, becoming nearly invisible; only its eyes are showing. This is a great way to dodge attacks -- especially since the Inkling's spot dodge and roll are rather lacking -- but, more importantly, they can also swim through ink by using a crawl input at just over twice their normal dashing speed! That's faster than Captain Falcon's dash, folks! While swimming at high speeds, Inklings will close their eyes as ripples appear in the ink, like a speedboat blasting through water. Hm, I wonder how they see where they're going? Well, in any event, this is a great mobility tool, although there is some noticeable lag to entering and exiting a squid swim. Attack, swim. Attack, swim. This is the basic movement pattern of the Inkling, and it's very effective! Speaking of mobility, jumping out of ink while swimming at high speeds allows the Inkling to retain about 3/4 of its current speed while swimming and carry it over to the air, fixing the Inkling's problem of bad air speed -- to a certain extent.

Surprisingly, despite everything I know about gravity, physics, and science in general, the Inkling can also swim up and down walls in ink! Granted, it can only do this for a couple of seconds at a time just like a wall cling, and it's much slower than the regular swim, but it is still a valid tactic to avoid opponents or for edgeguarding. An Inkling may also use this for recovery, as it can swim up walls easily with this, and bypass the ledge entirely if there's ink on the top of the ledge! When the Inkling is hit by an attack whilst submerged in ink -- which can be accomplished by most any attack that hits low to the ground, like a down tilt -- it takes barely any knockback, traveling about 3/4 of a SBB, but sort of "shivers" in place for a full second in a special flinching animation (you'll know what I'm referring to here if you've viewed the previous presentation) allowing the opponent to attack again with ease. Squid swimming is a rewarding technique for sure, but does have some amount of risk to it.

The squid form is good for not only dodging and mobility. For, you see, if an Inkling is on top of its own ink, it has the unique ability to cancel the ending lag of any attack -- inkluding taunt animations -- and landing lag from aerials by simply entering squid form and diving into the ink! It's a great dodging tool to be sure, and can allow the Inkling to chase opponents effectively. However, the normal lag from entering and exiting a squid swim will still apply, so it's possible to catch an Inkling as it performs this technique. It's also great for SHFF'ing aerials, since fast-falling has an Inkling holding down to turn into a squid anyway! We have dubbed this technique "squid lag canceling", or "SLC" for short. It requires tapping down on the control stick after a certain point in an animation, within 1/3 of a second -- the same timeframe as teching. For grounded attacks, inkluding the grab, the window begins when the hitboxes disappear and the ending lag begins, signified by the Inkling's head tentacles becoming brighter for the SLC-able period of the animation. For aerial attacks' landing lag, the same thing will occur, starting when the Inkling touches the ground. Finally, for throws, the window begins when the opponent leaves the Inkling's grasp and enters hitstun. A sort of cheaty way to perform this is to simply hold down on the control stick before the start of the SLC window, although the lag cancel will not occur until the window actually begins. Taunts may be canceled at any time, and as such, this indicator does not appear. An Inkling will often use this technique to get the speed advantage on their opponent, but predators may catch on and use a downwards attack to knock the Inkling out of squid form, enter the drawn-out flinch animation, and then start a devastating chain of attacks! A smart Inkling will mix up whether or not it uses this technique in order to confuse opponents and make them use the wrong attack. Squid lag canceling is a technique that takes some time for Inklings to get the timing right for and should be used wisely, but one that gives an Inkling a great advantage when mastered.

Still with me? Good. Now that we've covered the Inkling's basic behavior, let's see what kind of attacks they tend to use in battle.

SQUIDTASTIC SPECIALS

Neutral Special - Splattershot

No, that's not a water gun. This is, in fact, the classic weapon for turf wars -- the Splattershot! This rapid-fire weapon does a great job at laying down ink, and taking down opponents along the way. By holding down the trigger, an Inkling can fire six shots per second. The shots won't deal much direct damage -- only 0.5% per shot -- but will ink opponents for one second. They won't cause foes to flinch either, so an Inkling should be careful when using this. Luckily, they can still move around at walk speed and also jump -- although not double jump -- while firing. This weapon can also be aimed just like, say, Brawl's fireworks launcher item, and turning around works about the same way. One "bullet" of ink appears to travel about 5 SBB before hitting the ground if shot straight forwards -- they travel in a gradual downwards arc. When it lands, the "bullet" creates a small splotch of thin ink where it hit. While a single splotch may be small, multiple shots can cover a large area fast in the hands of a skilled Inkling! By which, I mean one who knows how to aim up and down. Inklings will often use this for tacking on some damage from afar, covering turf at a distance, and preparing for an approach by inking turf, swimming through said turf, and attacking.

Side Special - Splat Roller

Whereas the Splattershot obviously specializes in ranged combat, the Splat Roller is a mostly up-close weapon. By holding the button, an Inkling can roll this giant paint roller of a weapon along the ground, creating a steady trail of thick ink as they go. Being thick ink, this is more durable and effective than normal ink, but Inklings are slowed down to walking speed while using this weapon, as its weight prevents them from dashing. Inklings might also ram into opponents with this weapon, which will deal 1% of damage and ink them for one second. It'll drag opponents along with the Inkling, pushing them along the ground. It is possible for them to escape by mashing jump, however.

By tapping the button rather than holding it, an Inkling may instead shake the roller forwards in a bit of an overhead swing, going from above the head to the normal rolling position. This has quite a bit of starting lag, but will deal a much improved 10%, ink opponents for one second, and deliver a powerful meteor smash to anyone it hits! This technique will also cause a bit of ink to splatter off of the roller, flying forwards and hitting the ground about 4 SBB away. When it does hit the ground, it'll create a decently sized area of thick ink, as well as dealing moderate knockback, 4% of damage, and inking foes for three seconds. An Inkling can transition from this swing to a roll along the ground by tapping, releasing, and holding in the button again. Inklings tend to use this weapon for laying down turf, dragging opponents into turf, and perhaps netting the occasional meteor smash or two. It truly is fascinating how many ways Inklings manage to use the same weapon!

Up Special - Super Jump

Seeing as how the Inklings mainly partake in team-based sports, it makes sense that they possess a way to get to their teammates quickly. Namely, the Super Jump. In a turf war, this is used to jump straight to a teammate to aid them if they're in trouble, or to get back to the front lines of battle. However, Inklings will also use this technique to recover back to solid ground if they are about to fall. An Inkling will first turn into a squid and face the screen, its tentacles slowly but surely contracting, sort of like a bending knee. During this period of time, a dotted, colored line appears to represent the trajectory of the Super Jump, and can be angled left and right via the control stick. After about a second or so, Inklings will then blast off at high speeds, propelled by ink like a rocket engine, along said trajectory. What a marvel of nature! This bears a resemblance to the Super Dedede Jump, although this has about twice the horizontal range, doesn't go quite as high, and deals no damage. For the most part, that is. That trail of ink that is propelling the Inkling will ink opponents for one-and-a-half seconds, as well as pushing them like a windbox. It is not the ideal edgeguard or anything, though.

Inklings have the ability to use an aerial attack at any point during the jump, which will slow them down to their normal air speed -- as they're no longer propelling themselves with ink -- and will leave them in helpless afterwards. Nevertheless, it has proven to be rather effective. Finally, by holding down on the control stick on the way down, the Inkling can stay in squid form as they land to start swimming in ink. Otherwise, they'll transform into a humanoid with no landing lag at all, ready to leap into action! The Inkling's recovery, in summary, has a long range, but its slow startup and lack of a hitbox make Inklings rather vulnerable whilst recovering.

Down Special - Splat Bomb

Inklings will often carry around a variety of weapons and tools for spreading ink, one of which happens to be a bomb. A triangular, ink-filled, time bomb, to be exact. An Inkling will throw this bomb in an arc; its weight causes this to be rather laggy. Once thrown, the bomb won't really do anything; it'll just sit there if it lands on anything, or keep flying through the air if it doesn't. By inputting Down Special again, however, an Inkling can detonate the Splat Bomb remotely! It will first begin to flash as a rapid beeping sound is heard, and after a half-second of this, it will explode! The explosion is about 1 SBB in radius, and creates a thick spread of ink in that same range. The blast will also deal 10% of damage, ink any poor soul who's hit by it for four seconds, and deal knockback that tends to KO at around 140%. This can be used as a remote trap of sorts, but opponents will often evade it due to its telegraphed explosion. A smart Inkling will instead knock opponents into the bomb, detonating it with the correct timing to extend a string of attacks. Indeed, this weapon does take some serious skill to use effectively. An Inkling may also toss this off a ledge for an edge guard, although this requires some precise timing as well, due to the delayed blast.

SQUIDDIN' STANDARDS

Jab - Dual Tentacle Slap
While Inklings possess a great variety of weaponry to lay down the ink -- and the pain -- they are also rather proficient at fighting empty-handed. In fact, they possess their own unique fighting style that we in the research lab refer to as "squid fu". Very original, I know. It utilizes their tentacles, squid form, and other unique physical attributes to create a varied and very unique fighting style. The most basic example of this is the tentacle slap. When using this particular variation of the tentacle slap, an Inkling will shake their head back and forth, as if shaking off water from one's hair. This will cause the Inkling's head tentacles to flail about; one flies in front of the Inkling, and the other extends backwards. This first hit will deal 4% of damage from either side. The Inkling then shakes its head the other way, causing the tentacles to fly in the other direction, like a stretched rubber band, but even more painful! This time, the tentacles stretch out a bit further, and deal 5% of damage as well as moderate knockback. This two hit combo is fairly versatile, as Inklings can use it and be safe from both the left and the right. While this attack normally has some sizeable ending lag -- for a jab combo, that is -- Inklings will often SLC this if they're on top of ink, allowing for a swift follow-up attack. Fascinating!

Forward Tilt - Tentacle Pivot Kick
A more advanced form of squid fu demonstrated by the Inkling is the tentacle pivot kick. The technique involves an Inkling leaning to the left by about 45 degrees, extending its left head tentacle to the ground, and attaching it firmly to the ground using the suction cup. Fascinatingly, this seems to create some sort of pivoting point, around which the Inkling can then freely rotate! The Inkling will then run forwards around this pivot point and jump, now almost entirely sideways, delivering a powerful kick attack to any foes in front of it! The kick deals 13% of damage, as well as knocking foes back a bit. The attack can actually take out opponents starting at around 150%.

The tentacle pivot kick is quicker than you may think, having similar startup time to Villager's forward tilt attack. It does have its fair share of ending lag, but squid lag canceling allows an Inkling to follow up on the attack with relative ease. The kick also has a lot of range to it, with the kick extending about as far as an Inkling's height plus the length of their tentacle, as you may expect. If the attack is used whilst standing in ink, an Inkling will catch a bit of it on their shoe, and it'll splatter off when the kick occurs. This gives the move even more reach, although the extended hitbox will only ink opponents for one second. But hey, that's 2% of damage that they didn't have before! This splatter of ink will also make a small bit of ink on the ground in front of the Inkling, and while it's not much, every bit counts! Inklings will often use this move for spacing, comboing -- in conjunction with squid lag canceling -- and the occasional high-percentage KO.

Up Tilt - Tentacle Swing Kick
Another advanced use of the Inkling's tentacles is known -- to us researchers, at least -- as the tentacle swing kick. An Inkling will, in order to perform this attack, kneel down close to the ground, bending its knees and crouching. It bows its head downwards, extending its tentacles forwards and attaching them firmly to the ground, similarly to the tentacle pivot kick. From here, the Inkling performs a half tentacle-stand -- a handstand, but with tentacles -- extending its legs once it is completely upside down, standing upright. This serves as a kicking attack, hitting above the Inkling and dealing 13% of damage as well as upwards knockback that begins to KO at around 130%. At lower percentages, the Inkling will often this as an aerial combo starter. After the kick, the Inkling completes the flip, landing gracefully on its feet. The move has a bit of startup lag, and the ending lag is also rather sizeable -- although Inklings will often utilize squid lag canceling to mitigate the latter. The move is slow to start up, but with a slowed-down opponent thanks to ink, Inklings just might be able to land the kick for an aerial combo or a KO!

Down Tilt - Squid Spin
While these past three attacks have utilized the Inkling's tentacles whilst in humanoid form, the squid spin represents the simplest form of squid fu that uses the squid form. For this attack, Inklings turn into squid form -- if they're not already in squid form -- and spin around, attacking in front by spinning both tentacles along the ground. The attack deals 6% of damage, popping opponents up into the air or occasionally causing them to trip. An Inkling may use this whilst swimming in ink as well, which causes only their tentacles to emerge from the ink -- this will happen whenever the Inkling uses this attack on top of ink. The attack effectively has automatic squid lag canceling as well, allowing for enhanced combo ability when the Inkling uses this on top of ink.

Dash Attack - Tentacle Slap Spin
Going back to tentacle-based techniques, this is an altered form of the basic tentacle slap. Whilst running, Inklings may spin around rapidly as their head tentacles, due to centrifugal force, extend outwards for a multi-hit attack. The move is rather similar to Mega Man's Top Spin dash attack, but with more range as the tentacles stretch out further. The move deals 8% of damage across five hits, and at the end, will knock opponents forwards. The move normally has quite a bit of ending lag, but you guessed it, squid lag canceling allows an Inkling to easily follow up on this attack! The Inkling also uses this move in another way, though. Opponents will be dragged along with the Inkling as it spins around, covering quite a distance. This allows Inklings to drag opponents right into their turf from a ways away to get the home field advantage!

Ledge Attack - Tentacle Jump Kick
When hanging from the ledge, Inklings will often make use of their head tentacles to attack whilst hoisting themselves onto the ledge. They accomplish this by lifting their body upwards, leaping up a little bit. An Inkling will then perform a long-ranged kick, leaning into it for fantastic reach. The attack deals 5% of damage and knocks foes back a bit, giving an Inkling an opportunity to reclaim any turf that they may have lost whilst offstage.

Squid Swim Attack - Roll Hop
In addition to the dash attack, Inklings also have an attack for high-speed squid swimming! As such, the attack is only usable while in ink. An Inkling using this attack will leap out of the air about the height of a short hop in squid form while performing multiple barrel aileron rolls, with a spiral of ink surrounding it. This will hit opponents only once, dealing 10% of damage and knocking them forwards. It's much quicker than the regular dash attack, and Inklings can choose to either remain in squid form and dive back into the ink for a follow-up chase, or to transform into a humanoid to attack from a distance by holding or releasing down on the control stick.

SQUIDDISH SMASHES

Forward Smash - Splatterscope

The Splatterscope is a charger-type weapon, which, as you may have guessed, requires a charge to be effective, and then shoots out one powerful shot of ink. The Splatterscope in particular comes with a handy scope built in, allowing for more accurate sniping. Whilst charging, the Splatterscope emits an aiming laser in the Inkling's color, allowing for increased accuracy. With no charge, the Splatterscope simply "spits" out a weak splosh of ink that doesn't deal any direct damage or knockback, merely inking opponents for one second. If an Inkling charges it for at least a quarter second, though -- or one quarter of the maximum charge time -- the Splatterscope will shoot a more powerful blast of ink. It reaches 4~8 SBB, deals 8~11%, inks opponents for 1~3 seconds, and KOs horizontally at 130~90% depending on the charge. That's a lot of variables! This attack can be aimed up and down freely -- as opposed to the three strict up, down, and middle angles for most angled attacks -- and the shot of ink will cover the ground with a thin layer of ink all the way to the end of the range. This is a great long-range KO move, and while it can be tricky to aim, an Inkling who manages to pull it off is rewarded with an extremely powerful attack -- they just have to be careful not to let predators get too close during the lengthy charge!

Overcharged Forward Smash - Inkzooka

Oh, right! Remember those "overcharged smash attacks" I mentioned earlier? Well, here's the first one. While standing in ink, if an Inkling charges the Splatterscope past the regular two-second limit, it will become, in a splash of ink, the much more powerful Inkzooka! This will fire instantly after it gets overcharged, and retains the angle that the Splatterscope was aimed in. The Inkzooka shoots a giant, tall, thin cyclone of ink that will decrease in size as it travels along. Its speed and initial size are about that of a fully charged tornado from the Ore Club item, and it will shrink in height over time until disappearing after traveling 10 SBB. The tornado is also affected by gravity, and it will leave a thin trail of ink wherever it goes, including on walls! The tornado deals 20~3% of damage depending on its current size, and will KO vertically at 60~150%. It'll also ink opponents for a consistent two seconds. The Inkzooka normally has heavy ending lag, but since Inklings will already be in ink to overcharge the move in the first place, squid lag canceling helps out a lot here. While this move is very powerful, it requires an Inkling to have both turf to stand on and time to keep away from opponents. This doesn't occur too often, but when it does, watch out!

Up Smash - Heavy Splatling

The Heavy Splatling is part of the splatling category, which has to be charged like the charger type, but instead of one powerful blast, these weapons let out a barrage of weaker hits, much like a Gatling gun. For this move, the Inkling places the Splatling on the ground, facing upwards -- much like Shulk does for his up smash, although the Splatling is more in front of the Inkling here, and it can be angled left or right. Even while the Inkling is still positioning the Splatling during the starting lag, the barrels are warming up and spinning around. When the charge is released, the Inkling closes its eyes, flinches, and jerks its head backwards, reacting to the sudden burst of ink. There are six hits, one for each barrel. In total, the attack will deal 11~17% of damage, ink opponents for 1~3 seconds, and KO vertically at 110~80% depending on the charge. The attack has a lot of starting lag, and just as much ending lag, but, y'know, squid lag canceling. It's a solid KO move in the Inkling's arsenal, but its startup and ending lag leads Inklings to often use this as a hard read and that sort of things.

Overcharged Up Smash - Inkstrike

When the Splatling is overcharged, it turns into -- surrounded by a splosh of ink -- the giant missile known as the Inkstrike! It will launch off as the Inkling covers its ears and closes its eyes, and it will fly at the same angle that the Splatling was aimed at. It has an arcing trajectory, peaking in height at 7 SBB, and if aimed sideways, it will travel 1.5 SBB sideways before reaching the peak, and 1.5 SBB afterwards. Upon landing, the Inkstrike will emit a giant cyclone of ink 3 SBB wide and 5 SBB tall. The entire cyclone will thickly ink surfaces and ink opponents for four-and-a-half seconds while lasting for about one second, but opponents hit by the center 2 SBB of the cyclone's width will be dealt an additional 10% of damage and upwards knockback that KOs starting at 70%! Needless to say, the Inkstrike is very powerful, but Inklings need to be wary of its drawbacks. Firstly, the missile is rather slow. It takes half of a second to reach the peak of the arc, and another half second to land down on the ground again. This gives opponents an opportunity to attack the Inkling, and makes the move rather hard to hit -- if the missile hits an opponent before hitting the ground, it will deal only 5% and flinching damage, and continue on its way. While the Inkstrike is easy to see coming, it has a huge area of effect and astonishing damage and KO power.

Down Smash - Inkbrush Spin

The Inkbrush may seem like it's more fit in an art studio, but the only art it specializes in is battling! For this particular attack, the Inkling charges up power for a moment, and when this charge is released, it performs a full spin along the ground with a similar radius to what is seen above. This will create a ring of ink around the Inkling, which creates two small areas of thick ink in the playable plane. It will also deal 8~12% of damage, knock opponents away, and ink them for one to two seconds. Inklings won't use this for KOing, as its knockback is very weak. Rather, this quick attack is often used by Inklings who need to get an opponent away from them in order to get some time to lay down turf, and an Inkling may also use this to start combos to great effect.

Overcharged Down Smash - Killer Wail

When the Inkbrush is overcharged, it explodes into a splash of ink and turns into the deadly Killer Wail! This large sound-based weapon fires a concentrated, colored beam of heavy-metal music -- as evidenced by the guitar shredding that can be heard whilst it's being fired -- to deal heavy damage to anyone caught in its wake! This is usually aimed forwards, but here, an Inkling will jump up into the air and hold it below itself, aiming it at the ground. A bit of a strange way to go about it, but whatever works. The sound beam has a width of about 2 SBB, and reaches 1 SBB off of the ground. It won't ink the ground or opponents, but it will deal a whopping 22% of damage and vertical knockback that KOs starting at 60%! Not only that, but aerial opponents are dealt a powerful meteor smash, leading Inklings to use this near the ledge for an edgeguard. This weapon has a heavy startup time, however, so it can be seen coming from a mile away. If an Inkling does manage to somehow land this attack, however, it is a force to be reckoned with!

AERIALS-QUID

Neutral Aerial - Inkbrush Spin
The Inkbrush can also be used in midair. An Inkling, when using this weapon in midair, will often spin it around their body in a similar fashion to Zero Suit Samus's neutral aerial. It's got fantastic range thanks to the brush's length, with the hitbox extending about 1 SBB in front of and behind the Inkling! The move is super quick too, and deals 8% of damage, inks for one second, and knocks opponents away a decent distance. While the attack is quick to start up and end, the landing lag is very severe unless squid lag canceling is used. The brush will place thin ink on any surface it touches, and two small splashes of ink fly off in either direction, covering the ground in ink and inking opponents for one second. Inklings will often use this attack for spacing and approaches, particularly by SHFFSLC'ing (short hop fast fall squid lag cancelng) them, and it is also often used for long-range aerial combat. However, it is only good for combos when the Inkling has a sufficient amount of turf inked and can get around fast enough to follow up on the attack with its sizable knockback.

Forward Aerial - Slosher

The final weapon type -- as of this documentation -- is the Slosher, which is, to put it simply, a bucket-type weapon that unleashes a giant wave of ink! An Inkling grips the bucket with both hands, as seen above, and after holding it back for a second, swings the bucket forwards to unleash a giant splash of ink! The splash reaches about 2 SBB in front of the Inkling, and the tip is thicker than the rest of the "wave". This gives the attack two hitboxes -- the tip, which deals 10% of damage, inks for two seconds, and deals knockback that KOs starting at around 120%; and the rest of the splosh, which doesn't flinch or deal direct damage to opponents, merely inking for two seconds. The splash of ink will then fall down indefinitely, inking surfaces thickly or thinly depending on the hitbox, but after they initially come out and start falling, both hitboxes only ink opponents for two seconds and have no other effect. While this attack is laggy to start up, end, and land during, Inklings can still use this to great effect as a wall of pain, KO option, or spacing tool when combined with squid lag canceling. The Slosher is also good at spreading turf while attacking opponents, and probably the best tool in the Inkling's aerial arsenal at doing so.

Back Aerial - Burst Bomb

Whereas the Slosher is a heavy-damage weapon that's slow but rewarding for long-range combat, the Burst Bombs are pretty much the exact opposite. They're fast, rapid-fire water balloons (but with ink, of course) that aren't that powerful on their own, but get hit by a lot of them and it sure does add up! Inklings will throw these behind them in one quick motion, and they'll travel indefinitely, although they will fall down in a noticeable arc. Upon contact with the ground, they'll burst and ink a small area of it thickly. Opponents who are hit by the balloon are dealt 5% of direct damage, inked for one second, and dealt moderate horizontal knockback. The move has quick startup and ending lag, and the moderate landing lag can be negated by squid lag canceling. Inklings will often use this move for spacing, long-range aerial combat, and edgeguarding. While this move can be used very rapidly, it can still be reflected or jumped over very easily, so predictable Inklings don't tend to make it very far.

Up Aerial - Tentacle Stretch Slap
Moving away from actual weapons for a bit, these next two techniques go back to the squid fu style of combat. For this particular attack, the Inkling pulls its tentacles down with its hands, stretching them a bit, before releasing them, causing them to rubber-band back up at an extremely high velocity! This move has great range, deals 14% of damage, and can KO vertically beginning at around 120%, but has considerable starting and ending lag to it. While the move's slow startup does hinder its use a bit, Inklings have ways to combo into it, as you'll see a bit later on.

Down Aerial - Squid Spin
This squid fu technique utilizes the squid form, as the Inkling performing the attack turns upside-down, so that its tentacles are facing upwards, and faces the screen. The Inkling will then start spinning around rapidly like a drill, its entire body acting as a hitbox. The attack is similar to the squid swim attack, but hits multiple times -- it deals a total of 10% of damage over six hits. The move will also drag opponents along with the Inkling wherever it goes, and Inklings often use this to bring them into their turf and get the home field advantage. The attack normally has heavy ending lag as the Inkling lands on its head and "shivers" -- like when it's hit out of ink -- but like the down tilt, this move has automatic squid lag canceling, solving the problem of landing lag.

PUN-FREE GRAB GAME

Grab - Suction Cup Grab
When grabbing an opponent, the Inkling makes use of its distinct head tentacles and their sticky suction cups as a tether grab. It will stretch its right-hand head tentacle forwards, reaching about the same distance as Lucas's grab. The grab has an average speed for a tether, but squid lag canceling can make the ending lag literally nonexistent. Once an Inkling has caught its prey, it can pummel them using the other head tentacle, slapping them in a similar manner to the jab for a rather slow pummel that deals 2% of damage. The grab state, of course, still uses the right-hand tentacle. An Inkling can also use this in midair, and while it won't grab opponents, the right-hand tentacle still extends out a good distance to deal 5% of damage and moderate knockback, making it great for spacing. If there is a ledge within reach, the Inkling instead extends both of its head tentacles an absolutely absurd distance! While this won't damage opponents, it does allow the Inkling to grab ledges quickly without using the slow and punishable Super Jump. The grab can also be used while swimming in ink as well; the Inkling, in squid form, turns around 180 degrees and extends its tentacle upwards out of the ink, a similar distance to the regular grab. If the grab is successful, the Inkling turns into a humanoid while the tentacle is retracting, spins around 180 degrees once more, and enters the normal grab state. If the grab misses, the Inkling simply retracts the tentacle and continues swimming for a safe out-of-swim option.

Up Throw - Super Jump Slam
For this first throw, the Inkling turns into squid form, wrapping its freshly-caught prey between its two tentacles. It then performs a Super Jump, which cannot be aimed but goes much higher than the regular version; in fact, the Inkling will even leave the screen! It will then come rocketing back down, landing on the highest platform just like Kirby's up throw. This attack deals 10% of damage and vertical knockback that KOs at 150% or higher, although landing on higher platforms obviously makes this more potent for KOing. Inklings tend to use this as a kill option at high damage levels, or to catch opponents off guard when underneath a platform. Sneaky!

Forward Throw - Shove
When throwing their prey forwards, Inklings simply shove them forcefully with both arms, causing their suction cup tentacles to detach. This deals 5% of damage and moderate forwards knockback, often causing the victim to land on the ground before the hitstun ends. While the attack normally has high ending lag as the Inkling flinches in pain -- must be from the suction cup detachment, I suppose -- they will often use squid lag canceling to transition into a tech chase. An Inkling near the ledge may also use this to start an edgeguard or a gimp.

Down Throw - Downwards Slam
An Inkling will sometimes slam its prey into the ground, causing them to bounce back up like many down throws. While this technique is rather standard, the delayed rebound provided by ink gives Inklings more time to prepare a follow-up, such as the rather slow up aerial. The scientific term for this string of attacks is a "hoo-hah", if I'm not mistaken. This technique is rather standard as far as down throws are concerned, but has quite a bit of utility nonetheless.

Back Throw - Reel It In
For the final throwing maneuver, the Inkling has a rather unique technique. First, it "casts" its prey forwards, as if they were the lure on the fishing line that is the Inkling's tentacle. Wait, why would an aquatic creature know how to fish?... Well, in any event, the Inkling's prey travels about 3 SBB before the tentacle rubber-bands back, causing the prey to be slingshotted backwards, dealing 4% of damage and KOing beginning at around 90% near the ledge! That's powerful! The ink on the ground plays a big part here, giving the Inkling the leverage it needs to withstand that force. Without ink on the ground, the Inkling loses its footing, reducing the knockback severely. While this version can still be used to get opponents offstage, it's clearly not desirable. The Inkling's prey can actually damage opponents when they're being slingshotted back towards the Inkling, dealing the same damage and knockback.

OCTOPI AND OTHERS

Final Smash - Rainmaker

Oh, my! This Inkling has managed to obtain the mystical Smash Ball! It appears that Inklings use this power to summon the Rainmaker weapon, and for good reason! It's the most powerful weapon known to squidkind -- like the Inkzooka, it shoots giant tornados of ink, although these must be charged up. With no charge, the tornados are only 1 SBB tall, deal only 5% of damage, moderate knockback, and a second of inking, and disappear after traveling a paltry 4 SBB. Where this weapon really shines is in its fully-charged attack. When the Rainmaker is charged for one full second, it unleashes a giant tornado of ink that is 6 SBB tall, 1.5 SBB wide, thickly inks the ground, travels indefinitely, and deals 30% of damage, inks for five seconds, and KOs vertically starting at 70%! The Rainmaker is super heavy, so Inklings cannot double jump, Super Jump, or do anything really besides charge the Rainmaker, walk, and jump -- all of which can be performed simultaneously, by the way -- but its weight does grant them super armor for the ten seconds that they get to have it. When these ten seconds are up, it will "Inksplode", or explode in a burst of that Inkling's color of ink, covering the immediate area in thick ink and dealing 10% of damage, moderate knockback, and one second of inking to nearby foes. Needless to say, this weapon is a force to be reckoned with!

Alternate Costumes - Shape Shifting

One of our more... interesting discoveries concerning the Inkling is its ability to change appearance at will! Skin color, eye color, even the Inkling's... gender is changeable. Aquatic life will find a way, I suppose. *ahem* Anyway, the Inkling's "hair" color also changes color for battle situations to differentiate between itself and other Inklings, and the color of ink it produces is changed to reflect this. There are also a variety of clothing items and accessories for Inklings to wear into a battle.

When an Inkling is on a team, whether it be with another Inkling or in alliance with another species entirely, their color of ink -- but not their tentacle color! -- will change to reflect this. So if an Inkling is on the red team, their ink will be red, as will the tank of ink on their back and any ink inside of or on weapons, such as the Splat Roller. Ink on the ground will not affect teammates no matter what, but if team attack is on, ink-based attacks can still damage and even ink opponents. One final tidbit -- since the boy Inkling lacks the girl's two long head tentacles, the boy will generate two tentacles made of ink as a substitute in order to mimic the female's attacks whenever needed.

Natural Habitat - Inkopolis Plaza

Image not quite to scale -- fighters should be a bit smaller
Ah, Inkopolis Plaza. This bustling central of squid culture is where every Inkling hangs out, and for good reason -- it's in this plaza where Inklings enter battles, shop for the hottest new fashion statements, practice their inking techniques, and more! They've even installed an arena right above the plaza built specifically for Smashing, and it's a pretty basic one; after all, it seems that the arena was built in order to get new Inklings into the sport. Whilst battling, fighters can see the bustling plaza below, with Inklings strolling about. You see that big screen in the upper right, next to the big tower? This will often just show strange-looking symbols scrolling across the screen, but occasionally, the Squid Sisters news, hosted by Callie and Marie -- who are, strangely enough, not sisters, but cousins -- will come on, as Callie and Marie share their thoughts on the battle, which is shown on the screen-within-a-screen behind them Pokemon Stadium-style! Fascinating! In fact, this screen contains technology such as-- wait, what's this?!

Wait a minute! It's a Splatfest! This celebration takes place on select weekends, and involves two teams of Inkling battling it out over a specific theme -- for instance, cats versus dogs. They take place at night time, and are accompanied by a city-wide party! The heart, however, of this party is definitely here in the plaza, where rather than hosting the news program, Callie and Marie are performing live on stage! This version of the stage has its own unique music, features real Miiverse posts from the event in the background, and appears whenever a Splatfest is actually going on in Splatoon! This can be selected outside of a Splatfest, however, by holding Z whilst selecting the stage, and this also allows you to select the normal stage during a Splatfest. These methods also work for My Music customization. Speaking of music...


Stage Music - Squid Beatz
Perhaps the most intriguing facet of squid culture that we've discovered thus far is their strikingly unique musical style. From heavy metal to relaxing tropical pieces, piano to techno, there's a great variety on display here, and it's all accentuated by their strange lyrical style. While we have yet to fully translate the Inklings' native language, these tunes are still great fun to listen to!

[NORMAL]
Main Theme / VS Theme 1

Research Notes: The quintessential turf war tune, this song is popular among kids and squids alike for any kind of battle. VS Themes 1-5 were performed by the Squid Squad, one of the most popular bands in Inkopolis!
[NORMAL]

VS Theme 2
Research Notes: Another theme often played during turf wars, with many different instruments at play.
[NORMAL]

VS Theme 3
Research Notes: A rather average track, but it still gets you going for a turf war.
[NORMAL]

VS Theme 4
Research Notes: A vocal song that's also very dynamic, which is perfect for the ever-changing landscape of a turf war.
[NORMAL]

VS Theme 5
Research Notes: A hardcore, heavy-metal piece, fit for any serious battle.
[NORMAL]

VS Theme 6
Research Notes: An upbeat, techno song. We're not sure who performed this and the rest of the VS Themes, although there's clearly a much bigger focus on electronic elements as opposed to regular instruments.
[NORMAL]

VS Theme 7
Research Notes: A retro, chiptune piece that's a joy to battle to.
[NORMAL]
VS Theme 8
Research Notes: This tune is all over the place, with chaotic piano sections, vocals, and guitar bits as well.

[NORMAL]
VS Theme 9
Research Notes: A sort of beach-y sounding theme, great for just having fun and splatting some turf.

[NORMAL]
Octo Valley Medley
Research Notes: A medley of three of the songs from the single-player campaign of Splatoon.

[NORMAL]
One Minute Remaining!
Research Notes: This song will play near the end of the match. In a time-based battle, it'll occur when there's less than one minute left. In a stock-based battle, it'll occur whenever there are two fighters left, and one of them is on their last stock. In a battle where both systems are present, it's whichever comes first. It's a lot like the Suzaku Castle stage, in fact. This is definitely an energetic song, and does a great job of representing the hectic frenzy of the last moments of a heated battle!

[SPLATFEST]
Plaza Theme (Splatfest)
Research Notes: Now we move onto the songs that play exclusively during a Splatfest. All of them are performed by the super-celebrity duo, the Squid Sisters! When they're not hosting Inkopolis' local news program, they're performing the hottest new songs in all of Inkopolis! This one, for example, is the traditional Splatfest concert theme, and it really gets all the Inklings around dancing their tentacles off!

[SPLATFEST]
VS Theme (Splatfest)
Research Notes: If you really want an upbeat battle song, though, this one more than fits the bill! This song will play in turf wars during a Splatfest, and it really gets you ready to battle! Great for turf wars and rounds of Smashing alike.

[SPLATFEST]
Final Boss (Squid Sisters Ver.)
Research Notes: This is, however, the Squid Sisters' most popular song. At least, from what our research indicates. It's intense, catchy, and so epic that it plays during the final boss of Splatoon! Apparently, this tune is a fresh new remix of an ancient Inkling melody, used years before we even laid eyes on these creatures!

[SPLATFEST]
One Minute Remaining! (Splatfest)
Research Notes: This is a remix of the normal last-minute song, and serves the same role, but this one will play only during Splatfests. Fits in well with the other Splatfest-exclusive tunes.


OCTO-PLAYSTYLE

The Inkling's overall behavior is very complex and deep, so for the sake of presenting things in an orderly fashion, they'll be separated into five different sections based on the situation.

Starting a Match / Neutral Game
At the beginning of a battle, an Inkling's number one priority is to lay down turf. There are multiple ways to go about this -- quicker ones like the Splattershot cover turf quickly and efficiently but only leave a thin trail, and slower options such as the Splat Roller leave a thicker trail of ink but do so more slowly. The type of weapon that the Inkling uses often correlates to how much room they have to breathe, so the slower Splat Roller, for instance, is better suited for when the Inkling's opponent won't reach them for a while, as it is rather easy to punish. Inklings must choose their methods of laying down turf carefully, and throughout the entire battle, they must also maintain it as it disappears. Once the Inkling has its turf established, the match shifts away from the neutral game, as the Inkling now has the distinct advantage.

Advantage - Stage Control / Comboing
Once an Inkling has control of the area, it can really go to town on its prey! The Inkling has a unique type of stage control -- whereas other fighters often want to keep an opponent out of an advantageous area, Inklings are bent on keeping opponents inside of their turf with moves such as Dash Attack and Down Aerial that drag opponents along, or just any move that launches sideways. With its high-speed, squid-swimming mobility, the Inkling is certainly a tricky thing to catch. Trust me, I would know. Not that we would be trying to-- nevermind, moving on. The Inkling can easily outpace nearly any opponent in its home turf with squid diving and lag canceling, and with squid lag canceling, the Inkling's attacks come out at a lightning-fast pace! This allows the Inkling to combo its opponent like crazy, with Down Throw, Forward Throw, Down Smash, Down Tilt, Down Aerial, Up Tilt, Neutral Aerial, Back Aerial, Dash Attack, and Up Aerial being great moves to string together into combos. The Splat Bomb is also a great compliment to these attacks, with the remote explosions extending combos greatly. Point is, the Inkling's combo game in ink is absolutely outstanding. Attack, swim. Attack, swim. As you can probably tell, this is a very effective strategy! Inklings, however, must be careful not to get too caught up in comboing and set aside some time to expand and maintain their territory. This maintenance shift of sorts is when the Inkling is most vulnerable, but a smart Inkling will balance offense, defense, and laying down turf. This is a very delicate balance to maintain. In doubles matches, however, two Inklings can multitask effectively, with one maintaining turf while the other keeps opponents at bay.

Advantage - On the Ledge / Edgeguarding
Once the Inkling has forced an opponent offstage with an attack or a throw, they have numerous options to keep opponents from coming back. Forward Aerial and Back Aerial are good to throw out against opponents who are a decent distance away, and an offstage opponent gives an Inkling the perfect opportunity to overcharge its smash attacks! The overcharged Side Smash is particularly useful for edgeguarding, with its high vertical coverage and immense power. Splat Bombs are also a good option here as well, since they can be dropped off of the ledge to guard against low recoveries and possibly lead to a stage spike. Aside from projectiles and ranged attacks, though, the Inkling's offstage edgeguarding game is also decent. An Inkling may jump offstage and throw out quick Neutral Aerials, Down Aerials, and perhaps a risky-but-rewarding up-close Side Special to keep opponents away, and then use its excellent recovery -- more on that later -- to get back from the deepest of edgeguards.

Disadvantage - Stage Control / Defending
So, an Inkling has lost stage control, whether it be due to an opponent that was just too fast or a bad decision. What does it do? Well, try to gain it back, of course! With its ink mechanic, the Inkling can do this quite easily. It'll often space out with moves like Forward Aerial, Back Aerial, Neutral Aerial, and the like to recover turf from a distance with moves like Neutral Special or Side Smash. Then the Inkling has effectively regained stage control; it just has to swim through its newly gained turf, and bam! Stage control. However, the Inkling's greatest weakness is how it performs outside of ink, which will most certainly hinder it in this stage of the match, or in general aerial combat.

Disadvantage - Offstage / Recovering
When offstage, whether it be due to losing territory and not having time to get it back or being forced into aerial combat, the Inkling fortunately has quite a few options. When close to the ledge, throwing out aerials such as Forward, Back, Neutral, and Grab Aerial is a common strategy of the Inkling, as all four have excellent range. Alternatively, an Inkling may ink and swim up the wall to recover, although this only works on certain stages. Rather than immediately going for the stage, an Inkling may be better off getting some turf on the ledge first, and working from there. Down Special really shines here, as it both inks the immediate area and deters opponents from going near the ledge, and can be activated remotely as well. Neutral Special and Forward Aerial are good for this purpose as well. When a double jump alone won't cut it, an Inkling has two options. The Super Jump has longer reach and can be cancelled into an attack, but has a slow startup and is very predictable. The tether recovery, on the other hand, has less reach, but is quicker and less punishable. Inklings will need to be smart and choose the recovery that best fits the situation.

In summary, the Inkling is a species that excels in stage control. Once an Inkling has control of an area, it can lay down vicious combos and outpace any fighter with ease. However, Inklings must be careful to protect their turf, stay inside of it, and keep their opponents inside of it, lest they be forced out of their element! If, by chance, we've missed anything during our research, please do not hesitate to comment and inform us of any information we have missed. As always, we hope that you've enjoyed our presentation!



Like what you see? See some more over at my Make Your Move Hub! And hey, want the Inkling in Smash? Then why not check out the support thread? We talk about Splatoon happenings, updates, Splatfests, and sometimes even Smash Bros.! :D
 
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StaffofSmashing

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Springtrap





















ok, heres a better picture :3






















wait he has to have legs too






















GOT IT!











Hello guys, StaffofSmashing here with a moveset from the days of when I wasn't a horrible person! This is Springtrap from Five Nights at Freddys 3. If you've been living under a rock since June of last year, Five Nights at Freddy's is an indie horror game developed independently by Scott Cawthon and tested by his 2 sons (but they don't matter). What started as a nice clever game grew into a trilogy of nightmare induced jumpscares with its simple controls and scary animatronics. Springtrap is the only animatronic from the last of the trilogy, and is the only animatronic. This thing decided to take brake from being an attraction and enter the battle of centuries as Mario, Megaman, Sonic, Pacman, Link, etc. collide, Springtrap brings everything you love about the previous FNAF games as well as some things from Fazbear's Fright, prepare to be scared out of your mind!











Springy Statistics










Height: 6

Weight: 8

Ground Speed: 2

Air Speed: 1

Falling Speed: 9

Jumps: 2

Traction: 7

Power: 9.5

Crawl: Yes











Springtrap is nowhere near a normal fighter. He's medium in height yet horrible in aerial technique and slow. Yet he makes up aerial suckiness for huge power. Like beyond Bowser or DK perhaps. Not only is he strong but he's tricky, there's no way around his moves like the Down-B or Side-B or his smashes, if you get anywhere near the proximity of most of his moves he will hit you and it WILL hurt. The better thing about that is moves like his jab, f-tilt, bair, up-b, etc. will edgeguard well to the character with limited recovery. Well, if you use the moves correctly.











Trappy Specials











Neutral-B: Jumpscare













The key thing that makes Five Nights at Freddy's what it is, aside from GameTheory, Smike, the fanart, the songs, etc. are the animatronics as well as their jumpscares. Springtrap's jumpscare happens to be one of the worst in scariness but enough of that. As B is pressed, Springtrap will swim forward...? idn. Nevertheless he travels 1 DK at the speed of Bowser's run (RUN. NOT DASH). Anyone who suffers in his way receives 20% to their face and stun for 1 second allowing for an easy follow up. Also if the opponent is hit, the scream of Springtrap happens causing a roaring effect ever so slightly pushing anyone else dumb enough to be near Springtrap and his victim during the attack. After the stun this move will KO at around 105%, but this is really predictable and slow. When used in the air, this move will stall Springtrap though renders him helpless afterwards. IOW, dont use this to recover.











Forward / Back B: Music Box













Don't forget the music box, Jeremy Fitzgerald. You might release a monster you cannot escape.



Hello children. My name is Marionette. I've knocked out Staffo so I'll have to narrate this part. Springtrap brought my music box with him to the Smash Bros thingy so I thought I should come along. When the player executes the Side-B input, that poor excuse for a replacement for my friends and I throws a music box and winds it up via remote control. A small pie chart will appear infront of it when it's out and by holding Side-B Springtrap winds it up. From full to 0 on the pie chart it takes 5 seconds, every 1 second taking away a section of it. Upon reaching 0, my house the present appears above the box and I jump out, I arc forward and whilst at launch I'm barely able to hit Brows- I mean Bowser. I travel about 6 Diddy's before hitting the ground. Upon impact with anyone I do 14% at the sweetspot (my mask) and 10% at the sourspot (everything else). I'm useful in combat because not only can I effective at edge-guardding but also can hold spots in larger stages. I'll be launching things into the blast zones at 130% at my sweetspot and 180% sourspot.


Woah... what just happened? Ohai my Side-B is typed up I'm gonna disregard the fact it says Marionette typed it up and move on! (yeah I can get humerus)


Down-B: Give Life




Ah, the minigames. The key to the lore behind the game. Well, theres a lot of "Keys to the lore" but nevertheless, the minigames were quirky little events that are funny and creepy. Springtrap was one of the very few animatronics not possessed by the five dead children (oopsies, spoilers by the way). OR IS HE!? We'll leave that for another day. Springtrap places a present in front of him. The present will last indefinitely. Well, by that I mean if Springtrap dies and / or someone touches it. If someone touches it, they are trapped inside the present for 3 seconds, then after a few seconds, an atari-esque head off Freddy, Bonnie, Chica, or Foxy pop out and deal certain damage and have certain properties.











Freddy Fazbear is the most basic of the quadrio...? YEAH! When he pops out, 12% is done to the opponent and they fly at sort of a oblique upwards angle and Ko's at 117%. Not really the most useful of them all but you can Dair and / or Fair afterwards if you act fast enough so... Yay?











Bonnie is different from Freddy in the forme it doesn't do one hit, but is a multi hit attack, hitting 4 times and doing 1-2-3-4%, the 4th hit Ko'ing at 190%. Despite having abysmal knockback and damage it shoots opponents at a completely horizontal angle. This means if you plan it accordingly you can KO the victim at 70% if you use Springtrap's strongest KO moves.











Chica the Chicken, boy this is the one that takes things to town. Chica pops out, and the things hitbox is THE SIZE OF BOWSER. X1.4. This makes it one of the largest hitboxes in the game and probably the largest outside of final smashes. It also does 14% and Ko's things at 100%. 'Nuff said


You do not fu** around with Foxy. And by that you suffer 11% and Ko's at 150%. However while the other animatronics come out after 1 second, Foxy doesn't waste time and comes out at .25 seconds. One of the more tactile moves in Springtrap's arsenal.










Up-B: Ascending Spring






The springs in the Spring Bonnie suit are able to contract and extend while in animatronic mode in order to perform various actions. In suit mode, the animatronic suit is out. This takes those 2 concepts. The springs in Springtrap's legs contract, pushing him upwards. This hardly goes far. As far as the first jump of the Ice Climber's recovery (you know how one of them jumps up to throw the other? The first jump.) You might not want to use this move super often. The bottom of his feet do shoot out, making a hitbox that deals 13%, and also spikes and characters under his feet. This move does well after a Wall of Pain of Bairs. Here's one problem with the move though: It only goes directly upwards, like Little Mac's Rising Uppercut. That Wall of Pain? You might wanna end it when you're at the edge.









Scary Jab and Tilts










Jab: Freddy's Mask











Breathe.

Breathe.










And make another jab projectile. Springrtrap makes a freddy mask out of nowhere and throws it soon after. The entire startup takes .2 seconds and the mask itself is as large as Mario's head. It'll have to fit in the normal human's head. The mask makes an arch that at its highest peak it'll hit Bowser's face. It'll do 5% and flinching knockback. The neutral mask though is a good edgeguarder from the edge or is the opponent is trying to recover horizontally because if it hits you can throw out another one and move accordingly to their new position.










F-Tilt: Bonnie's Guitar







Bonnie's guitar lies in the heap of broken animatronics from Five Nights at Freddys 2. Thus, Springtrap easily has access to it. The guitar is a nice spacing move. It'll hit hard, and cause a decent rate of pain. The guitar, as you may or may not have guessed, has a sweetspot. The head of the guitar will deal 3% more than the neck of the guitar, and the neck does 10%. The knockback is upwards at a vertical angle, and is decent for U-Smash-esque follow ups.











U-Tilt: Balloons!











Holding the sign and balloons we love to hate, Springtrap holds the sign in front of him and balloons above him. After .46 seconds the balloon will pop and sign will disappear. The balloon popping will deal 8% and KO at 210%. However the interesting part is the sign. The sign will block one projectile from that makes contact with the sign. Doesn't matter if it's Mega Man's Pellets or Samus's Charge Shot, it'll block it. But only one projectile, then it snaps. The balloon remains functional though. And unless they're in your face, you'll still be able to pop the balloon. This is a combo that fulfills 2 things Springtrap needs to survive: An anti air because aside from his Bair, Fair, and Nair he has 0 aerial options and a counter since his approach is bad unless you throw your Freddy Masks like there's no tomorrow then do some crazy counter input.











D-Tilt: Foxy's Hook










Head's Up: Crawling is your best friend when playing Springtrap. Head's Up: D-Tilt will be your poking buddy. Springtrap again magically pulls out foxy's Hook and swings it in front of himself. It deals 8% and knocks opponents into the air, killing off at 190%. However the mere fact it knocks opponents in the air open up lots of follow-ups. U-Smash for finishing people off? Fulfilled. Dash Attack for walling something off stage? Fulfilled. Edgeguarding for a Bair follow up (Bair, bair, bair better be good, says yourself)? Fulfilled. Literally any follow ups are possible.










Dash Attack: Jumpscare Flop










As a smirk flies across his face, Springtrap leaps into the air, flops, slides a bit, then gets up. This move hits opponents anywhere. If they're on the ground, squash 'em. If they're rushing towards you as well, use the fact the hitbox starts when Springtrap leaps to throw them in the opposite direction of where they want to go. You can even kill at 140% with that 12% it gives off. This is your utility physical beast of a move.









Fright Aerials









Nair- Aerial Freddy Mask









This move is really just an aerial version of his jab but also his fastest aerial. Again pulling a Freddy Mask out of nowhere and throwing it, this time it goes straight and is affected by gravity. This time, the mask does 6% and flinches at a sort of upwards angle but the attosecond one disappears you can throw another one since the .2 seconds of startup lag doesn't really lag you off.









Fair- Lockdown









Springtrap's primary spike, He opens his palm and swings it down at the speed of Bowser's own fair. Upon contact, the opponent will suffer 13% and will KO at 120% The spiking property of this move occurs when the opponent is hit with the bottom half of the attack. When this happens, a spike with the strength of Ganondorf's Warlock Kick is inflicted and the opponent is sent falling to their doom. The other property about this move is if the spike hits them on the ground the opponent just stops and is stunned for .78 seconds, and if you short hop this, you can Dair, FTilt, Jumpscare, etc. for a follow up









Bair- Earie Fright















  • Get it? EERIE, earie, (CAAARLOOOS). Anyway, lying down not unlike Wario, Springtrap lies down with his ear facing the direction you inputted while it slashes at the victim. Let's look at all the qualities this move has-







  • Can Ko at 110% dealing 14% from the center of Final destination. It also has a sweetspot at the tip and sourspot, with the sourspot dealing only 13%. The sourspot also has significantly less knockback, letting you Wall / Fence people







  • With a disjointed and lengthened hitbox, aka the size of DK, you can edgeguard effectively







  • SHFFing these Wall of Pains the opponent, or Fence of Pain. However with the large knockback it gives off that may seem hard. If you can land the sourspot all the times and finish with a sweetspot, the day is done, your opponent is dead.







So yeah, this move is one of Springtrap's keys to playing well with him. With the lengthened hitbox edgeguarding is a breeze, SHFFing is a wall of pain, etc. The only downside is the hitbox only lasts for .6 seconds and has 1 second of ending lag so if you're really sure you'll hit, this is the move for you.









Uair- Chica's Beak









Chica's beak is a rather sharp move in Springtrap's playstyle. Springtrap pulls the beak out of nowhere, and uses his thumb and fingers to snap it shut at a speed of about .77774 seconds from input to end. First of all, it's a KO move, not unlike the final hit of Sheik's Uair. The beak itself does a nice 14% damage with KO Potential around 100%. Second of all, it has a few nice combos. A SHFF after being knocked into the air by the UTilt is probable if the opponent has been running around dodging your moves, lay a good balloon followed by one of these to hit and KO them.









Dair- Paper Plate Doll


















It's supposed to be Springtrap's dair, thats what. Grabbing the doll by its torso, the doll acts as a temporary shield for Springtrap, pushing opponents away. The shield itself is bendable, in that it acts like a wall, however there is a power limit: Any move over 15% will smash doll into a few pieces, followed by them disappearing. While the doll itself does no damage, the utility of it comes from its ability to push opponents. Smashing the input will have Springtrap throwing the doll down for 1% of flinching knockback and the fan sound. Again the move isn't really that useful then but it still pushes opponents down.








Frightful Smashes








F-Smash- Purple Guy's Axe









After pulling back the axe to at least to his side, Springtrap takes Purple Guy's Axe he used to dismantle our favorite animatronics (at least in their interpretation) and makes a horizontal slash in front of himself. The move has a sweetspot, being the axe head itself and a sourspot, bing the stick. With no charge, the sweetspot will deal 14% and KO at 125%., with the sour spot dealing 9& and ko at 190%. At full charge the head will deal 20% and KO at 90%, and the sourspot doing 15% koing at 105%. When it comes to this moves edgeguarding, the head has a spiking hitbox directly under it for somehow. Also, the knockback is completely 100% horizontal, so Little Mac dies.







D-Smash- Phantom Strike








Springtrap in reality is the only true amimatronic in FNAF 3, but the phantom hallucinogenic animatronics, or simply phantom animatronics, will destroy your systems and cause a freaky as hell jumpscare-



JESUS!

Ok, so in reality, Springtrap holds to shadowy spiral orbs close to his chest, then after charging, he releases 2 phantom animatronics from the 2 orbs, each with their own effects like as in Give Life. Upon release, the jumpscare sound is played and all of them (with an exception) will stop moving as soon as they hit someone, and all of them only go 2 SBU away from Springtrap










Phantom Balloon Boy is one of the more aggressive phantoms in FNAF 3, and the same goes for Smash. When released, the phantom dashes his 2 SBU. Upon contact with an enemy, Balloon Boy deals 12% and kos at 140%. The downside to PBB is he is a small hitbox, only slightly taller than Squirtle. This means characters like Falco and short hop over PBB. Thankfullywe have a few other phantoms.














Phantom Freddy is significantly larger and significantly more powerful than Phantom BB. He goes his length, and upon making contact will deal a massively decent 15% with KO Potential around 115%. It's an insanely powerful and large phantom, with his size being equivalent to Springtrap himself. However, It's easily telegraphed. He's still a good phantom animatronic to use.



I hated Phantom Foxy when playing FNAF 3. I'd fix my audio or camera and BAM! I'd also have to fix the ventilation, and on Nightmare Springtrap loooooooves those vents. Anyway, instead of dashing, Foxy lunges at 3 SBU. And that being he's also the most powerful animatronic. At base charge, he'll do 18% AND KO AT 95%. Strong much? Yes, very much so.









Phantom Chica is like Phantom Freddy, but more sporadic and painful. With a clean 16%, Chica also catches the player with a periodic stun effect. Yeah. CHICA 4 LIEF.







U-Smash: Mangle's Mangling












Mangle is something that can piss you off. The head is located outside of the body and that'll serve as our point of attack. Springtrap grabs mangle with his right hand be the foxy part of the head, and with the left hand swings the endoskeleton head above him in an arc. It's actually pretty strong, metal isn't painless ya know. With a powerful 9999999999999% 16% with ko potential around 110%. Its knockback is almost completely vertical throughout the whole move and the hitbox itself is large, meaning DACUSing it will be fun and satisfactory. Also, the radio sound produced by Mangle can be heard throughout the move.








It's Grab Game







Grab- Spring-In






Nothing special here. This is a normal Brawl / 4 Grab, with Springtrap leaning over and grabbing. Sorta Captain Falcon's range







Pummel- Lock in







Also a normal Brawl / 4 Pummel. Springlock tightens up his fists, clenching the opponent. This is one of his main ways of dealing damage early on. 3% per pummel.







Forward Throw: Bite of '87






While the true culprit of the Bite of '87 is still up for debate, the most fun thing we can do is incorporate one of the most story defining moments in the trilogy soon to be quadrolgy, into our Spring Bonnie animatronic's moveset. When executed, Springtrap pulls the opponent closer in, and iconically, bits the unfortunate recipients frontal lobe. While this won't bite off the lobe and render it helpless for the rest of the match/ life in general, it still is powerful. 14% and knocking opponents at an upward angle, it'll deal a significant amount of damage leading to easy follow ups.







BackThrow: Shadow Freddy Force









Man, Marionette was right. These systems are easy to hack into. My name is Shadow Freddy, and I'm also featured in Springtrap's moveset. I'm not typically in the set how you'd think. I am featured in his back throw. When the move is executed, Springtrap pins the opponent down behind him, leading to the perfect opportunity for me to unleash Shadow Force! Except we aren't in Pokemon. And yes I am aware of an alternate universe. Back on track, after the soon to be in pain person is on the ground, Atari-esque me comes out of an orb on Springtrap's hand. I travel horizontally, being able to chain hits multiple times. I deal 4% on each of my 3 multi hits. This can be pretty devastating. While my master may not be the best in aerial combat, he certainly isn't lacking, and can use me to assist him if you can RAR or abuse the C-Stick. Be careful using me though. I can be reflected like a projectile, and since reflectors overide my previous systems, I can also be turned against Springtrap. That's not nice.







Ugh, would it kill to spend 70 bucks on some decent security?







U-Throw- Tip of the Hat










Well, this is a decent combo starter, chaingrab, etc. after a pummel. Springtrap tosses the opponent into the air and swipes Freddy's iconic hat above him. This isn't to special of a move. It does minimal knockback, only a tiny 8%, but is insanely quick, like Meta Knight's Uair. The combo possibilities are real tonight folks. Springtrap is SSSSSSS Tier... Not quite. I have a matchups section which talks about some of Springtraps good and bad matchups so unless you've already stormed into the reply section saying "OMGRD OP 0 WV'S WORSE THAN MACH RIDER"... Don't. On topic, The hat is one of the only reasons you might wanna spam your very sad dash grab. Because a decent chaingrab is the Melee fanbases cue.







Down Throw- Locked Up







Springtrap grabs the opponent by the chest and slams them into the ground, then steps on them. Like the U-Throw, this is also a combo starter, although not with nearly as much potential. After being stepped on, the opponent is set on their back on the ground. This "locks the opponent up" for a "trap for doom..." Ok I'll stop don't worry. The follow ups from here are numerous. DTilt is possible if you just wanna hit someone and then strike with a powerful USmash,







Final Smash: Golden Freddy



Golden Freddy is the 1st Question of Five Nights at Freddys.

Now he's here not to raise questions

But simply to kill you.







Spring Bonnie had a partner. A Spring Freddy suit. AKA Golden Freddy as we know today. Upon activation of the Smash Ball, Golden Freddy appears in the center of the stage, in its limp form shown above. The screen flashes a bit, glitching up, like the hallucinations he'll cause if viewed in the 1st game. After about 5 seconds of this, He'll immediately charge at the screen like so:



After this, the screen will go black for a second, and when it brightens up again, everyone will have certain effects depending on which type of battle you're in:







Time Battle: Springtrap will have +3, the other combatants will each have -1

Stock Battle: All Combatants, including Springtrap, has 1 stock less but equivalent damage to how much they had before the screen cut to black

Coin Battle (these are still a thing?): All player's Coin Amounts are added to Springtrap's.







And we're done... not yet.


Flavor

Idle Poses: His first idle pose has him twitch his head around uncontrollably, then stabilizing. Springtrap's 2nd idle pose is in which a wire pops out, and Springtrap closes it.


Walking Animation: Springtrap slowly stomps, and you can faintly hear the sound of footsteps, not unlike FNAF 3.

Dashing Animation: Springtrap heaves his heaviness across his large movements his his arms and legs.

Jumping Animations: The first jump has a simple jump like Bowser, his second jump has him stepping on the air for a very tiny boost.

Side Taunt: Springtrap looks at the screen and smiles.

Up Taunt: Springtrap throws Freddy's hat in the air with his left and catches it in his right.

Down Taunt: Springtrap pulls a piece of pizza out of nowhere, bites it, and "swallows" it. He doesn't have a digestive system.

WinPose 1: Springtrap jumpscares the screen, then walks back.

Win Pose 2: Springtrap throws Freddy's Hat in the air with his left hand and hits it out of the screen with Bonnie's guitar.

Win Pose 3: Springtrap, already sitting down, spazzes out.








Signature Stage: Fazbear's Fright's Office




The office itself is a small stage, only about the size of Flat Zone 2. But like the Gamer stage, everything is sized up. The trach can is about the size of Bowser. However, it is still a small stage. If Sonic ran from one side of the screen to the other, it would take about 1.7 seconds. This is a walk off stage, but has a few neat mechanics. The screen always pans from left to right at a quick pace on a regular basis. This doesn't change the blast lines of the stage, but still accumulates the offscreen damage. The cameras and systems panel also come up to switch between cameras and reboot systems, though these are more or less neat little things and won't interfere with the combat to much. The scraps of the toy animatronics in the background can actually be used as a platform, as well as the desk, and the trash can can be jumped inside of. The trash inside of it can also be picked up and thrown for 1%. Nice little thing for you to do for some quick and easy random and honestly pathetic damage.

The omega version is the length of Flat Zone 2's Omega (idk if theres any difference between omegas) and takes place on the table.


Music:

Five Nights at Freddy's Title Theme:https://www.youtube.com/watch?v=BPAasdYUWEo

Five Nights at Freddys 2 Title Theme: https://www.youtube.com/watch?v=cqa4qmXOZQ0

Five Nights at Freddy's 3 Title Theme:https://www.youtube.com/watch?v=v1ZG4cUNIHI

Five Nights at Freddy's Song By The Living Tombstone: https://www.youtube.com/watch?v=l18A5BOTlzE

It's Been So Long By The Living Tombstone: https://www.youtube.com/watch?v=gk-aCL6eyGc

Don't Go: https://www.youtube.com/watch?v=NxA0XjvHLi0







Don't Go Remix by RetroSpecter: https://www.youtube.com/watch?v=MZSLR__deH0

Salvaged by NateWantsToBattle: https://www.youtube.com/watch?v=NaqmqordZs4


Playstyle





So you've selected Springtrap for your next Smash endeavor? Ok. That's a very good decision. Springtrap is a character that plays like no other character, and not even like a character in his in character-type. While he may look like a slow heavy hitter, he has plenty of options to keep his opponents at bay when you don't want to go up front and spam your most powerful attacks.

First thing's first: Springtrap is unlike any heavyweight in the form that he has actual projectiles. Yes, I understand King Dedede has Gordos, and Bowser has his Fire Breath, but those are only one projectile. Springtrap has Freddy Masks, The Puppet, the phantoms (who are not connected to Springtrap so they are "projectiles"), Shadow Freddy, etc. Which all hit just as hard as his physical hits. When playing Springtrap, you won't want to cast his projectiles off as moves you can use for the sake of using. They are key parts to playing Springtrap. While you may not want to camp and throw projectiles out forever, you'll still want to use them when the opportunity arrises.

Obviously a heavyweight wouldn't be a heavyweight without ridiculously hard hitting attacks. And, Springtrap delivers. FTilt and DTilt are 2 of your most desired moves to use. FTilt is your hardest hitting tilt at the sweetspot and has decent damage and spacing ability to boot. DTilt is the move that in every battle with Springtrap, you want to use the move the most. It doesn't kill, but what it can and will do is let you follow up for literally anything depending on the percentage the opponent is at. The Down Special controls some of the stage, as the opponent would rather not risk getting hit by one of the Atari animatronics, and controlling the stage can also be achieved by the Side Special. The killing moves at his disposal are numerous, but certain moves have certain use. For example, if I was fighting Little Mac (bad matchup for Springtrap, but whatever), I would want to use FSmash when he's at killing range. A ranged character like MegaMan or Samus may like a phantom coming straight for their face, and a middleman like Mario appreciates things like... more DSmashes.

Last thing: Maneuvering around the stage. A character like Springtrap who needs to edgeguard for early-early kills needs some sort of awesome way of getting places. First of all, crawl. You can dash, never walk or run. Your hitbox is significantly smaller, and you're much faster. If someone underestimates your UTilt, crawl according to where you think they'll be, and use Foxy's majestic hook to hit them where they came from. Springtrap in the air is extremely iffy. It's a place you want to use for combat, not so much getting around. Since his air speed and jumps and fall speed all equate to slow aerial movement, the only thing you'll want to do after you press X / Y / Tap Up is throw out one aerial. It's ok to do that in the heat of battle though, as Springtraps aerials (except the Dair) are ridiculously powerful.

All and all, Springtrap is a character that takes advantage of any opening available. If your opponent misess a high cooldown move, it's fine for Springtrap to spotdodge and unleash one of his own high cooldown moves, as the drawbacks are virtually nonexistent due to the high knockback his moves give off. The projectiles also add into the fray by being tools our Golden Bonnie can use to throw opponents off balance. He also has options for early, mid, and late kills in his Wall of Pain, Jumpscare, DSmash, USmash, Fair, etc. In the end, Springtrap is a character that can be weak and slow and pathetic, but in the right hands can be a monster with a combination of high power attacks, kill tactics for any range of damage, and essentially a strong character, with his downsides being horrible aerial maneuverability and ground ability, but makes up for those areas with power in those ranges.






Matchups







Note: Not all characters are posted for time randomness







:4falcon:: 80 / 20 Falcon







Falcon's insane aerials, combo starting game, spike, almost superior edgeguarding game, and fast attacks make the only thing Springtrap can do is throw Freddy Masks and B-Throws to try to get Falcon away from him. Even if you do, he is so fast in the air he'll be in the air and probably have kneed you off the stage before you know what just happened.

:4littlemac:: 70 / 30 Mac

Same thing with Falcon, but Mac doesn't have nearly as good recovery or aerial game, but makes up for it in the fact he has a power based counter. This means edgeguarding is hard since he can easily counter, punch you miles away, and recover.

:4zss:: 55 / 45 Springtrap








These 2 are extremely even. While ZSS has insane speed, she also has frailability. Springtrap also can easily Nair his way into ZSS pretty easily. Then Fsmash. Lol.

Current Status: W.I.P. I'll be updating based on your criticism.







 
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StaffofSmashing

Smash Lord
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Jul 5, 2013
Messages
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Location
When you're not looking, I'm there.
NNID
Lolu83
3DS FC
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Staff of Rankings!

10. This is reserved for the best sets of the contest. The sets that will go down in MYM history as some of the best sets conceived by our best movesetting minds.
9. You have an awesome set, but there are a few minor things you could use that would make the moveset appeal to more people and also more enjoyable to read and more to the imagination.
8. Quite a bit to improve. These are sets while having good qualities, have a few of bad qualities. These sets include ****ty gimmicks and little playstyle, 2 things that while implemented greatly, may not represent the character, but are still a good moveset in the true meaning of the word.
7. While I like the set, it can be a bit troublesome imagining how all of these moves work. You can't say "X does this and does Y damage and KOs at Z percent."
6. Nice effort, but that effort could have been put into other aspects. What's point in having 18 paragraphs explaining the S Special and have 2 sentences explaining the Jab? I like the set, I just think a bit more time would make the set nice to read.
5. Not good, not bad.
4. Beautiful job at making a moveset! I can respect the set, but making it more mentally appealing and ESPECIALLY visual appealing would be nice.
3. These sets are sad. They don't add anything special, they are lazy combos of other sets and not even a good combination.
2. Reserved for incomplete, uninteresting, boring, stupid, etc. sets. Not good in the slightest.
1. No. Please delete this post moderators.

0. How is this even listed as a moveset on the site!?

These may seem critical, but if I rate a moveset you think was amazing a 2, don't be discouraged. This is my opinion, but these are designed to make you think better. I'm a creative writer, so I can understand things.

Sayonara until then!
 
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MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Fantastic to finally see Katapultar get his OP!

Without saying anything about the content of your moveset, Staff of Smashing, I should probably tell you that your computer has a virus. Your posts, and especially your moveset, are filled with links that go to nothing. It's some kind of obvious adware that was showing up on your computer that you didn't remove from your posts. I imagine on your computer, these links actually go to advertisements. I've had similar things before, but I obviously removed them before something like this happened.
 
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Bionichute

Smash Champion
Joined
Jun 30, 2012
Messages
2,151
Nightshade



Nightshade is one of the most infamous criminals in Skylands, stealing millions worth of treasure. He was born into a wealthy family, and as such, does not really need all the treasure he steals, and only does it to get attention. He somehow harnesses the power of darkness to perform his great feats of stealth, and when the Dark Realm was cut off from the rest of Skylands, he was rumored to have permanently retired. But when the Midnight Museum appears, hosting one of Skyland's rarest treasures, the Dark Eye of Unvisibility, he appeared again to pull off one last heist.

Flavour

Entrance - Nightshade appears in a puff of black smoke, and looks around nervously, before straightening up into the pose you see above.

Boxing Ring Title - The Ultimate Show Stealer

Up Taunt - Nightshade performs a very formal bow, and says "Excuse me..."

Side Taunt - A Shadow Clone appears out of the ground in front of Nightshade in a puff of black smoke, and high fives the real Nightshade before disappearing back into the smoke.

Down Taunt - A Spyclopter pops out of Nightshade's pocket and shines its light on him, startling the thief, causing him to turn and look angrily at the floating eye. He then proceeds to grab the eye, put it in his pocket and go back to his normal position.

Victory Pose A - Nightshade takes several bows toward the screen, all the while saying "Thank you! Thank you!". Several Spyclopters circle around him while he's doing this, shining their lights on him. Several roses also get thrown at him while doing so.

Victory Pose B - Three Shadow clones appear beneath Nightshade and pick him up, throwing him up in the air in a party of self congratulation.

Victory Pose C - Nightshade peaks in from the side of the screen, before tip-toeing in with a bag of... something, possibly Coin Battle coins. He gets to the center of the screen, looks at the applauding opponents in the background, and then says "Sorry to leave so soon!" and then disappears into a puff of black smoke. He does not reappear.

Losing Pose - Nightshade has a very simple losing pose simply clapping at the opponent, always with a small smirk on his face, taking his defeat with dignity.

Victory Theme - Nightshade's Theme

Palette Swaps:
1 - Purple Pride - His standard colors.
2 - Super Thief - Nightshade's outfit becomes a mix of green and brown.
3 - In the Shadows - Nightshade's outfit becomes pure black, with his fur becoming a dark grey.
4 - The Other Thief - Nightshade's outfit becomes a light blue with yellow trimmings, and his fur turning grey.
5 - Escaped Burglar - Nightshade's suit becomes white with black stripes, while his mask, gloves, and boots turn completely black.
6 - Bank Robber - Nightshade's outfit becomes a mix of dark greens and light greens.
7 - Gold Thief - Nightshade's suit becomes a bright gold color, with his boots, gloves, and mask becoming a duller gold, and his fur gaining a brighter orange-y color to it.
8 - Thief by Day - Nightshade's suit becomes a bright, purely white, with his boots, gloves and mask becoming a duller white.​


Stats
Size: 6
Weight: 3
Ground Speed: 8
Jump: 7
Air Speed: 6
Fall Speed: 5​

Dark Specials


Neutral Special: Stun Bomb
Nightshade pulls out a large cartoonish bomb, about 2/3rds as big as a Party Ball, from hammer space, which he lobs forward. When throw, the bomb travels around 1.5 Stage Builder blocks forward before hitting the ground, where it will start rolling an extra .5 blocks forward, before eventually halting after a brief moment. Like any bomb, it can explode, which happens via two different ways. The first is simply to let the bomb wait on the ground for around 1.5 seconds. The second method is to have it hit another opponent, where it will explode into a large blast of confetti on contact and causing 8% damage and low knockback. The blast radius is surprisingly big, about as large as a normal Bob-Omb explosion. If the bomb hits the opponent, it will stun them, and anyone in the bomb's radius, for around half a second or so. The move has a bit of starting lag to it, but the actual throw is fairly quick. The bomb travels just high enough to go right over Kirby at its maximum arch. The bomb will also go off edges if it manages to roll off of one. Nightshade can hold this bomb in both of his hands by holding the B button down, and can even move around while holding it, which cuts his speed in half.


Side Special: Shadow Clones
Nightshade quickly disappears into a puff of smoke...before appearing 1/5th of a Stage Builder block forward in another puff of smoke. This all happens in a surprisingly short time, around .3 seconds, and is so quick that the previous puff of smoke hasn't even dissipated yet. Afterwards, Nightshade can move around freely, but something happens to the smoke. The smoke shifts and warps into a pure dark version of Nightshade, a Shadow Clone, if you will. The transformation takes around .7 seconds to complete, and afterwards, the clone will simply walk around, with an oddly zombie-like walk animation. The clone is very, very slow, about 1/3rd as fast as Nightshade, which you'd think would make them easy targets, right? Wrong, as the clone has a surprisingly high 35% stamina, making it rather hard to get rid of. The clone has one attack to its name, a rather laggy arm swing that does an impressive 12% damage with moderate knockback. The clone's AI is rather... questionable, wandering back and forth on the platform it was spawned on, at least until an opponent comes a Stage Builder block near it, where the clone will instantly start walking toward it. The clone can only activate its attack when it is directly in front of the opponent. When destroyed, the clones turns back into the black smoke it was formed from. This smoke, however, causes 2% damage to the opponent, and slows them down by .5 of their speed for around 5 seconds.​
Now, if you thought Nightshade could only have one clone out at a time, you were wrong! He can actually have up to 3 clones at a time, which he can even summon all at the same time by simply inputting the command 2 more times in quick succession.


Up Special: Shadow Teleport
Nightshade disappears in a puff of smoke, and then appears directly above him in another puff of smoke, in an incredibly lagless fashion. Height wise, the teleport takes him directly above the middle platform of Battlefield. Like any good teleportation move, Nightshade can change which direction he can teleport, simply by quickly moving the control stick in any direction. In a vertical direction, Nightshade will laglessly teleport 3 Stage Builder blocks in either direction.
Nightshade has an extra trick up his sleeve for this move however, as quickly inputting Up B and another direction again will cause the thief to teleport again in said direction inputted. This teleport cuts the distance in half however, but makes the move even better for recovery.​


Down Special: Unvisibility
Nightshade stands up straight,and then quickly tightens the straps on the back of his mask, which causes... nothing to happen. Indeed, Nightshade stands there, nothing changed, no attacks or anything performed. Well, that's what it seems like to YOU at least! Meanwhile, on every other players screen, Nightshade has completely disappeared from the match, even his character icon! This means that, yes, Nightshade has reached 100% complete invisibility, with no indications as to where he is or if he'll be attacking or not. However, all these perks have a downside, as the attack is incredibly laggy to start up, taking nearly a full second to activate. The second downside is that, with every hit you perform, you will become slightly less invisible, with the first attack revealing your character icon, the second downgrading it to a simple Cloaking Device effect, the third making you slightly transparent, and the fourth hit completely revealing you. Note that this does not happen if you yourself are hit, however, you take 1.5x as much damage from an attack and slightly more knockback if you do get hit. Unvisibility only lasts around 8 seconds, but it can be cancelled out of at any time by pressing Down B again.
The move's effect is heavily modified when playing in local play, however, as the invisibility will automatically downgrade to the Cloaking Device level, but will still allow you to perform 3 hits instead of the usual 4.


Dark Standards


Jab: Swipe
Nightshade's jab is fairly simple, as he swings his arm upward in a slightly uppercut-esque attack. The attack is fairly laggy, having a bit of start and end lag, and actually has a decent range to it, going forward about half Nightshade's hitbox. The attack does 12% damage, but it has a very interesting secondary effect. You see, with every hit against an opponent, around 5 or 6 pieces of treasure will fly out of the opponent. The treasure matches up with whatever series the opponent hails from (Coins for Mario, Rupees for Zelda, Stars for Kirby, Hearts for Kid Icarus, etc.), each of which is around the size of you standard food item. They share a similar effect to food items as well, as, when Nightshade picks them up, he will heal .5% damage, with two pieces of treasure healing 1%. Opponents cannot pick up the treasure. It doesn't do anything to them, they just cannot pick it up. The treasure also disappears very quickly, after around 5 or so seconds.​


Forward Tilt: Shadow Ball
Nightshade pulls out a small, purple orb with gold trimmings surrounding it, and then throws it, very much like a Pokeball. The orb, which is also about as big as a Pokeball itself, bounces across the ground. It can bounce around infinitely, but after around 4 bounces it will grind to a halt and stop on the ground. The ball also cannot be destroyed, no matter what, even if its knocked off the stage and into the blast zone, where it will simply respawn back onto the stage after about a full second. However, Nightshade can only have one ball out a match.

If the attack is used again while the ball is out, it will cause the ball, no matter where it is on the stage, to teleport back to Nightshade instantly in a puff of smoke, where you can run around and throw the ball again if you want. This is only something you should do every so often however, as the ball boosts its damage the longer its moving around, gaining 1% every second. The ball starts out with 5% damage, and eventually caps out at 30% damage. Teleporting the ball back to you resets the damage back to 5%, and should only be used if the ball gets stuck. Of course, you can always pick up the ball yourself, which you can do like any regular item. This will not reset the damage.

Now, of course the ball doesn't just bounce around, it can be interacted with as well. A few of Nightshade's attacks are specifically designed for this, but we'll be seeing those later on. One of the moves we've already seen, however, as the Shadow Clones, while obviously just being minions, can interact with the ball in an interesting way. If a ball manages to hit one of them, or they run into a stationary ball while walking around, they will pick it up, with the same animation as Nightshade, and toss it toward the real Nightshade. This is very useful if you need to get the ball moving again.


Up Tilt: Sucker Punch
Nightshade pulls his rm back, in a surprisingly long and laggy animation, and then releases it into a large uppercut. This uppercut is fairly standard, launching opponents upward, and causing 8% damage to whoever it hits. However, as you might be able to tell from this attack's name, this move has an interesting aspect to it. You know that long start up lag? If you use up tilt AGAIN, it will cancel out the move... but not the animation. Instead, when he punch is supposed to be launched, Nightshade will simply go back to his standard animation. Or, what appears to be his standard animation. This is still part o the attack's animation, at least, it is for around .7 seconds. During this short time, using up tilt again will cause him to actually activate the punch, which does 1.5 times the knockback, and double the damage, boosting it to 16% damage. As you can tell, this takes rather quick fingers, and an opponent willing to stand in front of you for that long, but it makes for a good, confusing attack. Also of important note is that the move can be fully cancelled by Shield Rolling.


Down Tilt: Shadow Dip
Nightshade crosses his arms, and then dips downward into the ground, creating a shadow where he was standing that is around his overall width. The shadow is, of course, a shadow, meaning that no one can hit Nightshade while in the shadow. As long as the standard attack button is held down, Nightshade will remain in his shadow. During this time, he can move left and right at half his running speed. Once the attack button is let go of, however, Nightshade will spring out of the shadow incredibly quickly, performing an uppercut as he does so. The uppercut causes 8% damage, with some fairly decent upward knockback as well. Nightshade can only remain in the ground for around 2 seconds until he automatically attacks.


Dash Attack: Shadow Dash
Nightshade, performing his standard dashing animation, suddenly disappears in a puff of smoke while doing so, only to reappear half a Stage Builder block forward in another large puff of smoke. During this incredibly brief moment, projectiles and other attacks that exist in that half a Stage Builder block will be completely dodged by Nightshade. The large puff of smoke that appears while reappearing also functions as a hitbox, performing 10% damage to whoever gets hit by its, admittedly small, hitbox. While this move can be abused due to its dodging properties, if an opponent manages to hit Nightshade as he is appearing, they will cause 1.5 times the normal amount of damage of the attack, and stun Nightshade briefly.


Dark Smashes


Forward Smash: Spyclopter
During the charge animation, Nightshade reaches into his pocket and rummages around in it, before pulling out a large eye with a helicopter propeller attached to the top of it. Nightshade throws the eyeball forward, activating it and causing it to float around the stage, shining a spotlight from its eye. The Spyclopter floats around at around 1/3rd of Nightshade's running speed, back and forth across the platform it was spawned on, shining a light from its eye that is around 1.5 Stage Builder blocks wide. The Spyclopter itself is around the size of Kirby during his extra jumps.. It will always be thrown forward half a Stage Builder block, no matter the charge. The charge however, changes how long the Spyclopter will float around for. At lowest charge, the Spyclopter will float around for around 3 seconds, 5 seconds at mid charge, and 7 seconds at full charge. If the opponent wanders into the Spyclopter's light, it will instantly stun them, in an effect similar to the Deku Nut, with a much shorter stun time, however, and always causes 20% damage.


Up Smash: Dark Bumper
Nightshade, in a rather calm stance, raises his leg upward, and then slams it down into the ground, creating a large bumper in the ground in front of himself that then flips upward. The bumper itself is very large, around half a Stage Builder block wide, with the entire thing being a hitbox during its attack animation. This attack is by far Nightshade's most basic and reliable KO move, as it has fantastic upward knockback and causes decent damage, 17% damage at lowest charge and 25% damage at highest charge. Of course, the attack, as you would expects, interacts with the Shadow Ball. If the bumper hits the ball, it will cause it to either fly at a forward upward arc, straight up, or backwards in an upward arc. These generally change at random, but they will instantly boost the damage of the ball to 20%, and increases its knockback, and its speed.


Down Smash: Shadow Counter
While charging, Nightshade... does nothing, simply standing in his idle stance, for even flashing like most smashes tend to do. So, what does this apparently useless attack even do? Well, if any attack hits Nightshade during this, he will instantly teleport behind the attacker and deal a swift kick to the back of their heads. Yes, this even counts towards projectiles and minions, as Nightshade will still teleport to the creator of them. The move still charges however, and charging all the way would be a bad move, because, due to this attack's unique properties, Nightshade will not instantly release the attack like a normal smash, and will instead let out a loud, audible sigh, which effectively acts as a very brief stun. Charging, however, still has the power to boost the attack's power like a normal smash. If hit during the start of the attack, Nightshade will cause 15% damage, while being attacked near the end of the move's charge will result in 28% damage, both of which deal very good knockback to them.


Dark Aerials


Neutral Aerial: Shadow Flash
Nightshade spreads his arms out wide, and creates a burst of darkness around his entire body in a circular form. The flash is slightly bigger than Nightshade's actual hitbox, but it still has a very wide range to it, and has the odd ability to put opponents into prone for .5 seconds. After that brief moment, they will be allowed to move again. The flash also causes 10% damage, and some knockback.


Forward Aerial: Air Swipe
In an animation slightly similar to his jab, Nightshade swings his arm forward, which ends up making him spin around in the air as well. The attack actually pushes Nightshade forward a bit, giving it a fairly decent range compared to most aerials. If the attack hits a Shadow Ball, it will cause it to fly forward at a fairly decent speed. The swipe causes 13% damage and actually does a decent amount of forward knockback.


Up Aerial: Shadow Flip
Nightshade does a fairly generic kick flip animation, but with the added effect of a shadowy energy effect trailing behind his foot as he spins around The attack itself is fairly quick, and does a bit of upward knockback, just enough to possibly get a second aerial hit in. The attack's hitbox makes it good for hitting Shadow Balls, which launches it upward fairly high, especially compared to the actual knockback of the attack. The attack causes 12% damage.


Back Aerial: Shadow Dodge
Disappearing in a burst of dark smoke, Nightshade appears half a Stage Builder block behind where he used the move in another burst of dark smoke. The actual hitbox of the attack is the smoke itself, which has a decently wide range to it, about as big as the N Air's hitbox in fact. Due to the attack's impressive speed, and its ability to move Nightshade back a bit, it makes for a decent dodging tool, but one wrong move will have you falling off the edge. The smoke causes 10% damage.


Down Aerial: Shadow Crash
Turning into a fireball of darkness, Nightshade enters a body slam pose and starts falling towards the ground at an extreme speed. The hitbox of the attack is fairly large, considering Nightshade gets surrounded by dark flames while doing this, and the speed of it also makes it hard to dodge when used directly above an opponent. If the attack misses, Nightshade will become stunned for a moment after hitting the ground, or worse, fall off the stage after a careless use. The attack causes 14% damage, and acts as a meteor smash.


Grab Game


Grab and Pummel:
Nightshade has a very standard grab, simply swiping his hand in an animation similar, but not exactly, like his Jab. Once an opponent is grabbed however, he will circle around them and put them into a neck lock. His pummel has him squeeze the opponent's neck for 3% damage.


Forward Throw: Have a Blast
Nightshade lets go of his neck lock, and spins the opponent around. In this dazed state, Nightshade pulls out one of his stun bombs and chucks it into the opponent's hands. The bomb in the confused opponent's hands explodes, launching them, and causing 10% damage.


Up Throw: Shadow Cutter
Nightshade lets go of the opponent, and steps back a bit. He winds up his arm, runs back up to the opponent, and performs an uppercut directly to the opponent's chin, launching them upward and causing 12% damage.


Back Throw: In Your Shadow
Once again, Nightshade lets the opponent go, spinning them around, however, this time, Nightshade disappears into the ground, similarly to his D Tilt. In a brief moment, Nightshade suddenly jumps up from the opponent's shadow, and performs a dropkick on them launching them backwards and causing 9% damage.


Down Throw: Smokin'
While Nightshade does let go of the opponent this time, he does not spin them around, instead, he simply disappears into a puff of smoke, and the reappears above the opponent in another puff of smoke, where he the proceeds to slam both of his feet into the opponent, causing 13% damage.


Final Smash


I Got My EYE on You!

Nightshade's grabbed the Smash Ball! Activating it, Nightshade disappears in another puff of smoke, only to reappear again... riding an absolutely gigantic Spyclopter. When I say giant, I mean about as big as Giga Bowser. This thing has infinite free flight, and an absolutely devastating attack. Said attack is the Spyclopter shining its light, which, for some reason, creates a field of dark smoke wherever it shines. Said light is around 2/3rds the size of Battlefield's main platform, and the Spyclopter can move around while using it. The black smoke is incredibly dangerous, as it causes a stream of 5% damage to any opponent in it, AND stuns them every hit. However, the Spyclopter has absolutely no launching capabilities, meaning it is only good for racking up lots of damage on opponents. The final smash lasts around 8.5 seconds, and can cause upward of 80% damage on one opponent in one use.
 

StaffofSmashing

Smash Lord
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Fantastic to finally see Katapultar get his OP!

Without saying anything about the content of your moveset, Staff of Smashing, I should probably tell you that your computer has a virus. Your posts, and especially your moveset, are filled with links that go to nothing. It's some kind of obvious adware that was showing up on your computer that you didn't remove from your posts. I imagine on your computer, these links actually go to advertisements. I've had similar things before, but I obviously removed them before something like this happened.
Ah, so sorry. I'll see if I can fix that now.
Looking through other posts, this seems to be affecting other posts, not just by me.
Before I posted, it was all over, so I fixed it, but it seems to pop up every / anywhere.
 
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FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
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Location
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Ah, so sorry. I'll see if I can fix that now.
Looking through other posts, this seems to be affecting other posts, not just by me.
Before I posted, it was all over, so I fixed it, but it seems to pop up every / anywhere.
That's probably due to your adware, since for me I only see it in your post. Do you have antivirus and malware killers?
 

Purin a.k.a. José

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Puggly burps it up!
Universe:


"It's the Ugglys Pet Shop - the totally sickest, most rudest and crudest pets yet! These collectable Uggly figurines are small in size but big on gross!"
Stats:
Size: 3
Weight: 3
Attack: 8
Defense: 2
Speed: 7

Not-so-normal attacks
Jab: A flurry of licks. 10% damage in total. 1-frame attack.
Forward-Tilt: A little headbutt. 5% damage; 5-frames attack.
Up-Tilt: Licks above. 14% damage, 5-frames attack.
Down-tilt: Sneeze at the ground, may make the opponent trip; 11% damage; 1-frame attack.
Dash Attack: The Uggly falls in the ground.; 17% damage, 5-frames attack.

Smashingly Gross attacks
Forward-Smash: His eyes pops out; paralyzes the opponent and has no knockback at all. KO's at 0% if the Sweetspot hits; the tip of the eye; 1% damage; 50-frames attack.
Up-Smash: Farts above; identical to R.O.B.'s Up-Smash. 24% damage;1-frame attack.
Down-Smash: Roll to both sides; 30% damage; similar to Sonic's old Down-Smash. 4-frames attack.

Aerials:
N-Air: S-Kick; 15% damage; 1-frame attack.
F-Air: Lick to the front; 27% damage; 13-frames attack.
B-Air: Fart behind; 30% damage; 7-frames attack.
D-Air: Ground pound; 36% damage; 2-frames attack.
U-Air: Spins at the air, in a frontal position; similar to Kirby's N-Air; 20% damage; 4-frames attack.
Grab: Bites the opponent via Licking. Tether recovery; 7-frames attack.
Every throw: Simple use the tongue in a direction. FT: 35% BT: 40% UT: 20% DT: 15%.

STINKY SPECIAL MOVES
N-Special: Charged Burp. Puggly charges a stinky burp that is normal and healthy for it, but fatal for everybody else... including other Puggly's. 10%, 25% and 45% damage depending on how it was charged. Long range.
S-Special: Pooping Bomb. Puggly poops something that you may not want to know what it is... but it stinks. It can attach to the opponent and to you like the Gooey Bomb. 30% on the opponent, but it deals 60% if it sticks to you. Explodes in 20 seconds.
D-Special: Wake-Up Attack; like Jiggly's Rest, but different somehow. Instead of attacking when going to Sleep, attacks when waking up and shoots a fearsome death stare if at the opponent if it takes to much to punish. 37% damage; 1-Hit KO, wakes up in 7 seconds.
Up-Special: A bunch of Mosquitos (30) carry it, lastes 9 seconds.

Final Smash:
Sound Collection
The Puggly's sounds are no joke. More than SFX; They are a whole universe of curiosity. This Final Smash is certainly a weird one, but it has its beauty. Puggly starts to sleep and to dream. Something is up in its mind. Suddenly, the whole screen gets white. Phones, other dogs, horses, mosquitos, chickens, springs, and all the stuff inside its brain comes to life!!! Then, they make a Supersonic sound which can KO even Sonic; now that's strong enough. Puggly then wakes up and sees everything he dreamt was actually real... That's no joke!
Random Poopies
Up-taunt: the mosquitos make a moustache on Puggly. If pressed the button lightly, the moustache is kept until the Up-Special.
Down-taunt: Puggly makes one of its burping sounds, including Bells, phones, and horses.
Side-taunt: Puggly makes a evil stare.
Kirby: His eyes get bigger, the Burp is cute!
Victory pose 1: Puggly sleeps.
Victory pose 2: Puggly farts and, scared, run away.
Victory pose 3: The Mosquitos make a Throne for Puggly.
 
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ChaosKiwi

Smash Apprentice
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Feb 1, 2014
Messages
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ChaosKiwi
Probabilty of MYM 17-- 94%

I don't remember MYM sucking.

--87%

Close enough.


















A N D R O I D 1 9

Built for the sole purpose of killing Son Goku, Android 19 is a marvel of robotics engineering. Capable of absorbing the energy of others, he's a real threat despite his "MasterWarlord as a mime" design aesthetic. Don't believe me? Well, see for yourself in Smash!

STATS
Size- 10
Weight- 10
Jumps- 5
Ground Speed- 5
Air Speed- 10
Fall Speed- 4


SPECIALS

Side Special- Life Drain 19

This could be considered Android 19's signature ability, and the one that makes him such a deadly threat! It starts off simple enough-- Android 19 sticks out his hand, aiming to grab an enemy with the pasty white apendage. Should he succeed, the mechanical menace smirks, and streams of red energy start to siphon from the captured schmuck's body into 19's arm. That's their life force!

Until the foe manages to break free, 19 absorbs their health. The enemy takes 3% damage per second, with a minimum of 2 seconds and thus, 6% damage. Meanwhile, 19 is healed at the same rate, regaining at least that much health. The foes can break free from this grip in much the same way they can break free from a regular grab, but they will always lose that magical 6%, and 19 will always gain that much. The grip is harder to escape from the more damage 19 has, so keep that in mind!

Down Special- 19 Absorb

19 sticks out his hands, palms open, and grins. The little nodes on his palms start to glow, as well. What is the android planning? Well, it's quite simple, really. You see, life energy isn't the only thing 19 can absorb-- Any old energy will do! So, much like Lucas' PSI Magnet, any energy based attack that hits 19 from the front will be absorbed into his palms. However, unlike PSI Magnet, this doesn't heal him! No, in fact, it acts like a buff for his Neutral Special, Up Special, and a few other moves!

Once 19 has absorbed some energy, a red percentage appears above his icon. This indicates how much power he has stored. The number is equal to about twice the amount of damage the energy attack would have dealt him. So, say, if he absorbs an attack that deals 10%, the percentage above his icon will read 20%, etc.

Once he has at least 5% stored, the buff because active. A faint aura appears around 19, in order to signify this. When he's buffed, attacks affected by the buff will deal an additional 5% damage, and roughly 1.5x as much knockback! That's pretty nifty, yeah? However, each applicable attack therefore drains 5% from the percentage above his icon, and if it falls below the minimum, the buff is gone, so keep that in mind! As for which attacks are applicable: All ki or energy blast based attacks, except for his side tilt!

Should 19 reach 90% power, however, his physical attacks are likewise buffed! Each strike deals the additional 5% and 1.5x knockback, with the additional benefit of not actually draining his stored power! Isn't that neat?

There is a cap to his stored power, that cap being 100%. Keep that in mind.

Neutral Special- Bionic Punisher

The first move in 19's arsenal to be affected by the buff of stored power. It's a simple move, all things considered. It's a recharging eye beam, similar to R.O.B.'s neutral special. Unlike that inferior machine, however, 19's is more subtle. It's about showmanship!

So, upon input, 19 will release a pair of thin, pink lasers from his beautiful eyes. The beams, at full strength, travel until they hit something, or until they're off screen. They'll bounce off surfaces up to three time, making them highly dangerous in places with, well, a lot of surfaces to bounce off. They deal 10%, regardless of charge level.

At lower charges, all that changes is the distance and amount of times they can bounce off of surfaces. At lowest, they travel two Battlefield platforms, and can only bounce once. At next-to-highest, the length of final destination, and can bounce twice.

19 can angle the beams in the 8 directions, depending on how the player tilts the stick. There is a slight delay before firing, perhaps to give the foe a chance to escape! The beams themselves are about a battlefield platform in length, and travel pretty diddly darn fast. It takes 10 seconds to recharge the Bionic Punisher fully, but 19 can expediate the process via 19 Life Absorb-- absorbing an enemy's life energy will refill the charge instantaneously!

Up Special- Photon Wave

A special, two handed technique that Android 19 and his creator, Android 20 (AKA Dr. Gero) can use to devastating effect! However, it's somewhat downgraded in Smash Bros. Perhaps to give his foes a sporting chance?

Upon input, 19 sticks out his hands, palms together in a pose somewhat reminiscent of Son Goku's Kamehameha hand position. The direction he sticks his hands depends on the player angling the stick immediately after input, but there are different default states depending on 19's current position: On the ground, he points his hands out in front of him, and while airborne, he points straight down.

Now, after a small delay, a long pink beam is fired from Android 19's hands, travelling about half of Final Destination and stunning foes, while dealing 12%. Pretty good, right? Well, it also acts as a good recovery! Or movement option in general, really! You see, if 19 uses the move while airborne, and thus not grounded, the force of the beam's firing will push him in the direction opposite the one he fires the blast! For instance, if he shoots it straight down, he'll be pushed straight up! The force of this movement depends on 19's damage; higher percentages mean he moves farther, allowing for better recovery. Keep that in mind and give your foes hell!


STANDARDS

Jab
A simple punch, for a machine as complex and sexy as Android 19? Well, of course! The jab is a flurry of fast punches, unable to be followed by the naked eye due to the sheer speed of the strikes, which can be used even while walking, allowing Android 19 to create a wall of 2% per hit pain that is impenetrable from the front! It stunlocks foes for up to seven hits on the first hit, so it's pretty damn useful for dishing out damage!

Side Tilt
His side tilt is a ki blast! He's a Dragon Ball Z character, what do you think I'm doing here? So, the blast is small and pink, much like a puny human infant. It travels in a straight line, rather fast, and can travel up to three Battlefield Platforms. He can spam this move, similar to Fox's laser, but can only have up to five out at once!

The ki blasts are slightly weak, only dealing 3% per hit and no knockback or stun, so this move is that's more for dealing damage quickly than anything else.

Up Tilt
Android 19 quickly turns upside down, capable due to his flight capabilities, and starts to spin rapidly, his feet becoming like the blades of a blender, except made out of feet. Metal feet. Metal, like the blades of a blender! See? It went full circle.

The attack's hitbox is Android 19's entire pair of legs, and deals 7%, hitting foes in the opposite direction from which they came. It's quite quick. Plus, it's fun to use because, like, imagine this real fat mime spinning on his head? That's hilarious.

Down Tilt
19, sporting an oddly frightening grin, fires a blast of ki energy directly at the ground, creating a small explosion at his feet! He's built to withstand it, but those around him are not! Thus, the explosion deals 6% to anybody it touches, and has unreasonably high knockback for a simple down tilt, quickly blasting foes away from 19's glorious haunches. They'll think twice, before next impeding upon his haunches!

Dash Attack
I don't know what Dr. Gero was thinking when he put that spike on Android 19's hat. It couldn't have been fashion sensibilities, right? That hat is terrible.

So it obviously must be a weapon.

As such, Android 19 leans forward during his dash attack, turning the spike into a valuable, pointy impalement implement. The spike is small, and so to is this move's hitbox, but powerful! It deals 14% and, presumably because they have hurt their buttocks like in the cartoons, causes foes to be launched straight upwards. A most invaluable asset to the android indeed! Don't let it go to waste, my sons!


SMASHES

Side Smash
Sticking out his palms, Android 19 shouts! As he does, a wave of energy is released (not a beam, mind you. A wave. Like, an invisible, short ranged burst). Unlike other ki attacks, this is not any sort of laser! It's merely for repulsion, you see! Sometimes, you just want the bad guys to get off your back, you know?

As such, the damage for this move is small. 7% uncharged, and 10% charged. The knockback, however, is massive! Uncharged, the move KO's at 96%, wow! And fully charged? Well, all you'd need to do is get foes up to 65% and this move would KO them in nothing flat! That's just marvelous!

Up Smash
What's this? For his Up Smash, Android 19 just seems to stick out his arm above him. What gives, dude?

Well, it's a command grab. Yeah, you heard me right! Upon release of the smash, 19 sticks up his hand for a short window of time. Should any unlucky foes fall haplessly into his grip, he slams them headfirst into the dirt, dealing 15% uncharged, and 19% fully charged! The foe bounces off the ground, with the force of the bounce depending on the amount of charge. Isn't this a rad move?

Down Smash
Energy blasts to the ground! That will literally never get old, I'm serious. So, for his down smash, Android 19 faces the camera, both hands pointed down at his sides. Upon release, he fires ki blasts from his palms, creating small explosions similar to his down tilt, one on each side. How many? Well, it depends on the charge!

At no charge, he only fires one, dealing 7% and moderate knockback with the explosion. Full charge, though? He fires four from each hand, dealing 28% total over the four explosions and a pretty damn high amount of knockback! Isn't that swell?


AERIALS

Neutral Aerial
Android 19 spins around, arms extended to the sides. Like some sort of Goku-killing, mechanical, mime-like top who is also really fat and sticking out his arms. Yes, I am the metaphor king.

His arms, tips of his shoes and his head spike are the hitboxes here, each dealing 6% on contact and minimial knockback. He's vulnerable in his corners, but how likely are you to get hit there specifically, right?

Not very likely, I'm gonna say. But who knows?

Forward Aerial
Android 19 is known for one thing: His incredible tan.

That or, like, being a killer robot with a cool, nonstandard design. Either or. Point is, he makes use of that second thing I just mentioned: Being a robot. Specifically, the strength that comes with it! In his forward aerial, Android 19 starts performing a powerful combo of punches and kicks (four strikes in total), each attack dealing around 3% and carrying the machine man forward ever so slightly.

If you hit with it once, you'll be able to hit with it again! If used a second time in quick succession after actually hitting with the first one, Android 19 performs a second combo: a knee to the gut, then a dual chap to the sides of the head, followed by a headbutt straight down, spiking enemies. This second combo does a total of 5%, bringing the full damage of the pair of combos up to 14% and ending it with a power spike downwards. That's frikkin' rad.

Down Aerial
The ultimate technique. Android 19 turns to be head down, and starts to spin with a determined look on his face. Is-- Is he...

Oh my god, he's using the head spike as a drill. This is too intense for my little heart to handle.

But yes, he fires himself downwards at high speed, his head gaining super armor and a hitbox in the process. Anybody he hits is dealt 17% over multiple hits before being knockbacked to either side of the android. Android 19, himself, has to pull himself out of the ground after landing-- his head spike gets stuck-- leaving him slightly vulnerable, especially if he whiffs the move, so keep that in mind.

Back Aerial
Android 19 turns his head around exorcist-style, cuz he's a robot and can do that. Then, he releases a small blast of his laser eyes from his beautiful orbs of vision, in the form of a small explosive burst. The pink energy deals 10% and has low range, but does good knockback, making it an excellent counter to enemies trying to attack from the rear when you take into account just how quickly this move can be performed.

Hell, you can even short hop it if you so choose!

Up Aerial
I won't lie. I'm struggling, man. I didn't think it'd be this hard to make moves for a Dragon Ball Z character. What a fool I was. What a goddamn fool. So, I'm gonna resort to something I never wanted to: Ki blasts in his aerials.

For his up aerial, Android 19 fires a single, pink Ki blast straight up. It deals 6%, and causes foes to be very momentarily stunned, allowing them to fall just a bit, perhaps even into Android 19's reach, yeah?

GRAB GAME

Grab
Android 19 grabs his foe by their goddamn face. Cuz why not, right? Why not just, like, grab somebody by their goddamn face? What's stopping you, you wuss? Just do it. Go outside grab somebody by their goddamn face, I command it.

Pummel
Grinning like a true villainous android, Android 19 releases a blast of ki right into his captive foe's goddamn face. See? It has benefits, grabbing somebody by their goddamn face. It deals 3% per hit. Hell yeah. 3% damage right in their goddamn face. Awesome. So awesome.

Down Throw
Holding his foe upside down (as in, Android 19 is standing up straight while his foe is face down in his grasp), Android 19 flies straight up, before starting to spin at a very high rate of revolution. What could he be planning?

An awesome spinning pile driver. Oh my god. That's incredible.

So, Android 19 starts rapidly descending while spinning, eventually smashing his opponent face first into the ground while continuing to spin, dealing 10% while giggling like a madman and pitfalling his enemy.

Admittedly, this move is only in the set because the image of it in my head is freaking amazing.

Back Throw
Android 19 chuckles, and turns around. He holds the foe by their neck, and slams them into the ground, draining 5% health from them in the process. Now, from there, you have two choices.

Should you release the input, that's it. The enemy has taken 5%, and you have gained 5% back. Not bad, right?

Well, if you don't release the input and keep going, Android 19 will immediately convert that absorbed energy into ki, and release it as a blast that deals 6% to the foe. As such, this version deals more damage and knockback, but doesn't heal 19 at all. So do you want to heal, or do you want to deal? The oldest question in the world, I'd say.

Up Throw
Android 19 just punts his enemy into the air, dealing 8%. The strength of the kick sends the enemy flying three Battlefield platforms up. Pretty neat, right?

Wrong, cuz it's not over yet! Android 19 moves faster than eyesight to appear above the enemy, still smirking! He then smashes the enemy into the ground, spiking them in a direction that you choose by angling the stick! This second strike deals 4%, bringing the total damage from this throw to 12%! It's good for getting KO's when used near pits, so keep that in mind you crazy kids!

Forward Throw
Charging up a Photon Wave, Android 19 releases the beam into the foes goddamn face, point blank! The force of the blast carries them away, dealing 14% in the process, and leaves Android 19 with a cocky grin! What a cheeky little thing he is!

Like the other Photon Wave attack, this can be angled, though it is limited to slightly angled up and slightly angled down. It carries the enemy three battlefield platforms before dissipating, at which point they'll fall to the ground as charred husks! What an excellent, multifaceted technique!


FINAL SMASH
ANDROID 20

Android 19 calls upon his creator, Dr. Gero! Also known, to his friends, as Android 20! For the next fifteen seconds, Dr. Gero fights alongside 19, with the same moves. So, he's, essentially, a second, older looking 19 that acts with a level 9 AI to kick enemy ass. Cool!​
 
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FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
I do, and heres what it said:


There are probably better places to talk about this, but right now this is all I can gather.
I know this isn't quite the place to talk about it but I thought I'd ask: Where'd you get this program? I've never heard of it before.

I'd recommend downloading Malwarebytes and seeing if it gives a different diagnosis.
 

StaffofSmashing

Smash Lord
Joined
Jul 5, 2013
Messages
1,100
Location
When you're not looking, I'm there.
NNID
Lolu83
3DS FC
1590-5734-6768
I know this isn't quite the place to talk about it but I thought I'd ask: Where'd you get this program? I've never heard of it before.

I'd recommend downloading Malwarebytes and seeing if it gives a different diagnosis.
It's Mac-exclusive, and I'll look into that.
Reddit: Lol it's not compatible with mac.
 
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ChaosKiwi

Smash Apprentice
Joined
Feb 1, 2014
Messages
104
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ChaosKiwi
Some of my day one rankings are up, and let's just say you all continue to disappoint me.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
CHIBI-ROBO
You know, I've always wanted to play the games in this guy's series, but just never was able to find a copy in my local game stores. Oh well.

Right off the bat, the use of the power chord is a really fun way to not only get around his absolutely minuscule size and weight, but it also gives him a risk-reward playstyle built right into the base of his moveset. I do think you missed an opportunity on the side special with the water gun, what with water being able to conduct electricity could have made for a cool interaction with the plug.

Chibi Robo definitely has quite a bit of creativity in it's moves, however, there isn't much here besides that risk-reward that the plug provides, though the nature of the plug makes the moveset more interesting than some of your other sets.Other than that, there's not much interaction in the moves, though it's clear that some of them are meant to be set-ups for other attacks. With the set-up, though, must come the payoff, which I feel Chibi Robo lacks. There's more thought put into the mechanics here and you're definitely improving pretty drastically. Can't wait till the next!

Steven Universe
I really need to get around to watching to rest of this show, I got about 20 eps in and then stopped for whatever reason.

Steven's a pretty fun moveset, and from what I remember very, very in character (a defensive moveset for a character who's main power is summoning a shield? Works pretty well!). I especially like the shield mechanics, as well as the mechanics of the Neutral Special. The Watermelon Steven works well for the set, absorbing attacks and acting as a way of distracting the foe to allow you to dig into your backpack.

Speaking of the backpack, I'm honestly not a fan of the random chance nature of the attack, and think something akin to Pac-Man's Pac Fruit attack would have worked better, with the item received depending on how long the attack was held. Outside of the specials, while all the attacks are definitely useful, they're quite basic, being mostly straightforward attacks, which, while not awful by any means, seems like a waste when they could have built the defensive play-style up more. As it stands, Steven isn't an awful set by any means, and there was obviously a lot of love put into it, but it suffers from the moveset outside of the specials not contributing to the overall (much more interesting defensive) playstyle too much.

PLUSLE +- MINUN
Man, Muno, you got busy between contests. 4 one-day sets posted back to back to back to back? Good on ya.

So, yeah, Electric Mouse Pokesets are hard to pull off, especially since, by their nature, they sort of HAVE to be Pikachu-inspired. I know, I made a Pachirisu set a few MYMs back. At the very least, you have the team dynamic working for you, allowing for some cool team attacks.

I'll be honest - while some of the duo-based attacks are pretty friggin' cool, such as the changes to the down special, there's not too much to separate them from their originator. While yes, the changes to force them to play quite differently, the fact that this is all but a clone moveset is a little hard to get over. It's not lazy, and it's not necessarily the worst idea for a moveset, I just think that more could have been done to set them apart.
more to come later!
 

FrozenRoy

Smash Lord
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Sealsdramon

Sealsdramon. A Champion level Virus Digimon. A Commandramon which has passed through the rigorous "Selection-D" test which scans through 100 Commandramon, it has been chosen and evolved into Sealsdramon. Even without initializing it's camouflage or using it's rifle, it can take the opponent down with just CQC techniques. It's Scouter Monoeye can instantly measure and target an opponent's weakspots. It is specialized for assassination, including its technique Death Behind.

Statistics​

Sealsdramon is not particularly large, being slightly larger than Mario, but the equipment worn raises his weight to be equal to Ike, giving him decent survivability. Despite his weight, Sealsdramon has surprising speed, though in a bit of an odd way: Sealsdramon's initial dash speed is equal to Fox's, but after about a Battlefield platform of dashing it will have slowed down to Yoshi's dash speed. Traction is excellent.

Unfortunately, Sealsdramon's jumps are not so excellent, both being fairly poor. Sealsdramon prefers a more grounded approach. He falls fast but has decent aerial control. He has an excellent, speedy crawl that keeps him very low to the ground and wall jumping capability, but cannot wall cling, glide or float.

Special Operations​

Down Special: Optic Camouflage

Sealsdramon's specialization for assassination has led to the developement of advanced cloaking technology. By activating its camouflage, Sealsdramon disappears completely from view, becoming totally invisible for 10 seconds. All indicators to his existance vanish, including name tag and HUD: Basically, anything that could indicate he is in one specific spot, but not stuff like damage percentages or life, and he will not be revealed into one of a few things happens:

If he fires off a projectile, the projectile will be visible and thus Sealsdramon's position easily known.
After 10 seconds, he becomes visible.
After connecting with any attack, he becomes visible. Connecting with a grab counts.
Sealsdramon's taunts will make him visible until the taunt ends.

Nothing else will make him visible, not even being hit or whiffing. The opponent will not get any animation indication they hit Sealsdramon, with the exception of moves that require it (such as counters or grabs). Combined with the fact that many of Sealsdramon's attacks gain some form of bonus by attacking the enemy's backside, this becomes a very strong move. Note that Sealsdramon has no traps, so don't think of just going invisible and laying a bunch down, this is strictly a battle maneuver. After this move is ended by any way, Sealsdramon has a 8 second cooldown as the device recharges. When it's ready, Sealsdramon will blink. So while Sealsdramon can also go invisible for a long time, he will also be forced to be visible for a long time. Pressing Down Special while invisible will end the move early, if you wanted to for some reason.

Neutral Special: Scouter Monoeye

Let's leave all those over 9000 jokes at the door, alright? Alright.

The eye on Sealsdramon's eye scouter flashes red for a moment, scanning any enemy one Battlefield platform in front of him, height irrelevant. The flash is hidden if you're invisible. What is not hidden is that any enemy caught in this is marked with a crosshair: This means any projectile used will automatically aim towards the foe and use tracking, though not all projectiles are useful for the later. This effect lasts for 5 seconds or until the foe is hit by a projectile, at which point it disappears (though projectiles out and homing in will continue to home). Hitting a shielding foe doesn't count.

Using this while cloaked is a bit hard, since using projectiles will show where you were, but it also drastically raises the chance of hitting with them, which makes you visible anyway and thus renders it moot. Remember that they'll see the crosshair though, so there is a bit of "forewarning", though you can also use this as a fakeout to make them think that you're going in for a projectile attack and then do some close quarters combat on them. This move has average lag on both ends. Hitting a foe with this while they're already marked just resets the timer.

Side Special: Death Behind

Sealsdramon takes his combat knives and delivers a sick slice in front of him, cutting anyone in his way for 10% damage with rather weak knockback, making it a move to deal damage when you want someone close for the most part...unless, as the name implies, you hit the foe from behind, which allows Sealsdramon to get better leverage and dig into the foe's back, dealing 15% damage, increasing the knockback to KO at 190% and wounding the foe, exposing their backside for more assaults. While a foe is wounded from Death Behind, they take additional damage from attacks that target the back, starting at merely 1.1x damage and knockback, but increasing with each attack on the back. After 4 more attacks, your attacks against the back deal 1.5x damage and knockback! Which is pretty very good. The wound only lasts about 6 seconds normally, but every time you hit it, it helps the wound stay open and refreshes the timer, even if you've maximized the wound! So try and target the back.

In addition, enemies who fall into prone take 1% damage for each level of wound they have on them, meaning it maxes out on 5% damage for each prone. That might seem small, but it's an addition on top of putting opponents into the very disadvantageous prone position, so it isn't to be underestimated...put someone into prone just a few times and you're basically getting a free attack worth of damage or more on top of proning! It also adds a flat one second to the timer on the wound, though refreshes will still only refresh to roughly 6 seconds. The starting lag on this move is quick, but the ending lag is actually fairly long because of the fact the movement is rather flashy, causing it to take longer for Sealsdramon to get into a fighting stance.

Up Special: Rising Kick

Sealsdramon leaps forward into the air, kicking upwards with a single leg, a fairly standard recovery all around that goes a fairly average distance for a recovery, dealing 9% damage but solid upwards knockback to anyone it hits, not putting Sealsdramon into helpless but he cannot use USpec or another recovery move again unless he lands or gets hit. A neat trick with this move is that if you hit A quickly on a hit confirm with it, Sealsdramon will reach forward and actually grab onto the foe with an arm! This does not grab the foe, but instead causes Sealsdramon to be dragged along for the ride with the enemy, allowing Sealsdramon to essentially "use" the enemy to recover as the upwards knockback will bring Sealsdramon up. This move also ends with Sealsdramon right in the enemy's face in a frame neutral situation, allowing him to potentially even turn it into an advantage! The one downside of this move is that it has rather long starting lag given the average distance, making it easier to see coming or interrupt or edgeguard.

Standard Operations​

Jab: Close Quarters Combat

Sealsdramon performs a quick slash with one of its knives, followed by an abodominal strike with its elbow, before finishing with a strong swinging kick, the combo doing a total of 4% + 4% + 6% damage for a total of 14% damage, making it one of the more damaging jabs in the game along with Snake and Ike. It also comes out pretty fast for a jab, the hits connect into each other well and the quick speed of the first two hits means it has a mean jab cancel, setting the stage for a strong melee game from Sealsdramon. The move's only real downside is average ending lag and the fact that even for a jab it is pretty close ranged on the first two hits, which means Sealsdramon really needs to get up close and personal to use it.

Forward Tilt: Rifle Assault

Sealsdramon takes out his rifle and fires it forward, shooting out a bullet that deals 9% damage and weak KO power, it won't KO until over 330%, but there is a sweetspot at the tip of the Rifle's muzzle where the enemy will get hit by the muzzle flash along with the bullet, increasing the damage to 14% and allowing it to KO at 200%. The projectile itself scales VERY poorly, but the muzzle flash scales okay. The projectile's speed is about average, not much special there, but the special thing is its range, which is infinite and thus only stopped by running out of stage or hitting something solid, which makes it a pretty solid camping tool even though it cannot be aimed, though this problem can be solved by using your Scouter Monoeye to have it aim itself, which also transforms it from merely a straight-ahead ground projectile to being able to snipe enemies recovering high or low or to use it in your aerial strikes. It's really pretty average as far as lag goes on both ends.

Down Tilt: Ground Assault

Sealsdramon performs a quick, low slash with one of his knives from the crouching position, which deals about 6% damage and very weak knockback. Most of the attack has a fairly standard 30% trip chance, but the tip is a sweetspot that raises the trip rate to 100%, allowing you to put enemies into prone easily, and trip-prone will count for your Death Behind wounds. Combined with Sealsdramon's quick crawl and the fact this move is very quick on both ends, Sealsdramon can crawl in, poke with his D-Tilt and crawl or jump back out, if he doesn't want to engage. It's also just generically a good way to start up close combat, being quick enough to follow-up and very fast. This move cannot trip someone who is in their tripped state. This move is quick, but not quite like a Ness D-Tilt, it is more quick like a Fox down tilt in that it is fast but not spammable.

Up Tilt: Grenade

Whether it is an assassination requiring a blow-up and get-out, sabotage or making an explosive getaway, Sealsdramon comes equipped with grenades for the job, and for his up tilt he pulls the pin and tosses one upwards, straight up normally but he can casually toss it before him or lightly lob it forward if the control sticl is tilted that way. Getting hit by the grenade itself only causes 3% damage and no hitstun, but like Snake's grenades these explode when their timer is up, dealing 14% damage with surprisingly strong upwards knockback, KOing at 145% or so. Of course hitting with the explosion can be tricky, the delay being a bit longer than Snake's, and Sealsdramon may be hit by his own grenades.

Sealsdramon's grenades will not explode when hit, but will instead send the grenade flying, allowing either Sealsdramon or the opponent to hit it back and forth for setup or defensive purposes, though when the timer goes off it'll explode regardless: The grenade is also considered an item, so all the air drop and grab shenanigans Snake has apply with Sealsdramon as well, with the fact it is straight up making it easy to jump and snag with an air dodge if desired. The starting lag on this is a bit longer than you'd expect, since Sealsdramon must take the grenade out, but the ending lag is fairly short.

Dash Attack: Mortal Strike

Sealsdramon rushes forward in a burst of speed with his knee extended out as a flying knee. If he hits an enemy, he will bounce off of them, dealing 5% damage and bouncing off of the foe with almost no knockback, while if he does not hit a foe, he will end with a stylish flourish of his knives in front of him as his leg stomps down, dealing 16% damage that KOs at 120%. The starting lag on this move is above average, while the ending lag depends on which part of the move hits: If you hit with the knee, the ending lag is almost non-existant, but the knife attack going off has very high ending lag. Since the knife attack will not go off if you hit the knee, you have to sort-of sweetspot the attack by falling short with the knee. The knee, on the other hand, is one of your best ways to approach thanks to low ending lag and low knockback. Be careful of the fact that, if the opponent dodges over shielding, they might force you into the much larger ending lag of the knife strike, making this move more punishable than it first seems.

Smashing Success​

Forward Smash: Submission Strike

Sealsdramon uses all of his speed in a single maneuver, causing him to rush forward one Battlefield Platform ahead at superspeeds, think like Fox Illusion but with no visible illusions left behind. If Sealsdramon passes by any enemy during this rush-dash, he will "grab" them (not an actual grab, just an animation) and slam them to the ground in front of him, dealing 21%-27% damage and proning the foe in front of him. Shielding will not cause Sealsdramon to try and catch them, instead just continuing to dash on, and multiple opponents can be caught in a single Forward Smash (he flips them all at once). The starting lag on this move is not high, but it is notable enough as Sealsdramon tenses for the dash, giving enough warning to dodge, while ending lag is slightly low on hit and slightly high on miss.

Down Smash: Piercing Strike

Sealsdramon raises both of his arms, both holding a knife, high, before slamming them down to both sides of him. Providing excellent coverage around him, this move deals 20%-25% damage and can KO at around 160%-140%, but this gets even stronger if you pierce a proned foe with it, dealing 24%-28% damage and KOing at 140%-115%: Not the largest buffs, but it comes with a free amount of freeze frames on the foe only before they get launched, roughly equal to the ending lag of this move, allowing Sealsdramon sigifnicantly more follow-up options than he normally would, especially when combined with a preset Scouter Monoeye to follow-up with a tracking projectile. It has average starting lag and the ending lag is only a bit longer than normally, so it isn't horribly unsafe either, making it a good general melee attack.

Up Smash: Sweeping Kick

Sealsdramon rears his leg back before delivering a potent upwards, spinning kick, jumping off the ground slightly as he does so. This is Sealsdramon's strongest KO smash, KOing at about 110%-95%, and dealing 26%-32% damage on top of that, but it has absolutely no ground coverage thanks to the hop that Sealsdramon makes during it. There are also sourspots at the very start and very end of the hitbox, when the kick first comes out from the side and first leaves to the other side, which deal half the normal damage and lower knockback in different directions: The ending sourspot is almost purely horizontal, with just enough lift to not make enemies go down over the course of it, so it retains some KO power. The starting sourspot, on the other hand, sends enemies at a sort of forward-upwards curve, greatly reducing knockback but allowing some level of setup for further aerial assault.

This move's multiple hitboxes also make it reasonably good at smacking around Sealsdramon's grenades, if so desired. The primary hitbox will send them straight up fairly forcefully, while the ending sourspot will send grenades almost completely straight horizontally, making it good for launching them at ground foes. The starting sourspot will send grenades at an arcing upwards-forward angle and is thus goes longer and is a good way to start aerial fights that aren't right above your head. Since grenades are launched right above you with Up Tilt, it is easy to hit them with this move.

The starting lag of this move is slightly above average and the ending lag is fairly harsh, so try not to just throw it around willy-nilly either.

Kidnapping and Assassination (Grab Game)​

Grab: Subdue

Sealsdramon reaches forward with his arms to try and grab the foe, ultimately a rather average grab with slightly faster speed but slightly larger lag on missing. Sealsdramon has slightly different grab animations for if he grabbed the foe from the back or elsewhere, but they're fairly similiar.

Pummel: Shiv

Sealsdramon knifes the foe for 1% damage in a pretty fast pummel, though slower than some others. If Sealsdramon grabbed them from behind, that will allow him to stab them in the back and dealing 3% at the same speed.

Down Throw: Throat Slit

Sealsdramon takes his knife and slits the foe's throat (or somewhere else if the foe has no throat), dealing 8% damage and releasing them to fall into a crumpled prone heap, dealing another 4% damage on top of that. This makes the throw overall quite similiar to Snake's, allowing a variety of follow-ups as you would on any prone foe and you can get some sick bonus damage if you land Death Behind on them. They also have to worry about being predictable a lot more with Death Behind on, since Sealsdramon can potentially regrab on predictions ala Snake's D-Throw or Ganondorf's Side Special.

Forward Throw: Spin Kick

Sealsdramon takes the foe and spin kicks them right in the face, sending them flying for 11% damage at a shallow "arc": Enemies will, at the end of hitstun and knockback, be at the same level (vertically speaking) as when they left, which thanks to this moves' fixed 1 Battlefield Platform of knockback gives a lot of reliability in this throw. While the ending lag on the throw prevents many 100% follow-ups, though there's a few with projectiles + Scouter Monoeye, it is quick enough that Sealsdramon can dash at the foe and get in their face, though the range means enemies can try and back up to get Sealsdramon's dash speed down past the Battlefield Platform. This move can also 100% a Scouter Monoeye, since it has up to 1 BFP of range, but you'll nevet get a follow-up off in that case. There's a lot of descisions on how best to follow this move up, is the gist of it.

You can also fire a Forward Tilt projectile out to try and catch them nicely: The way the move's knockback works means they'll usually have to react to it in some way, but the projectile does not fire fast enough to catch up to them 100%, so they can still dodge it. Despite that, it is able to apply pressure fairly well.

Up Throw: Crack Shot

Sealsdramon uppercuts the foe, sending them upwards with moderate-low knockback alongside 10% damage, quickly getting his rifle out with the other hand and shooting a bullet straight up. Contact with the bullet adds 8% damage on top of that and, combined with the distance from the uppercut, will KO at about 175% (About 210% if it was somehow hitting someone on the ground). Similiar to Fox's lasers, you can DI right out of the bullet, but Scouter Monoeye will allow Sealsdramon to aim it regardless of the DI, turning this into an extremely potent damage throw with minor KO potential. Since the bullet-less Up Throw is a decent setup, using it sometimes without the Monoeye up and punishing them for DIing with aerial CQC is also a perfectly viable gameplan.

Back Throw: Launch Kick

Sealsdramon does a half-roll backwards with the foe, launching them hard by kicking them in the guts with his feet as he finishes the roll, dealing 11% damage and the highest KO power of Sealsdramon's throws: If grabbed from the back, foes are KO'd at 135%. Otherwise, it's 150%. A quite simple and straightforward throw, you use this when you want to kill the opponent or just get them as far away from you as possible (None of your other throws are very good spacers, after all).

Aerial Dominance​

Forward Aerial: Slamdramon

Sealsdramon rears his arm back before slamming it forward, in a manner reminiscent of Mario's Forward Aerial in appearance. Getting smashed by the first is a spike, slightly stronger than Mario's FAir spike, along with a potent 17% damage on it, but this move has notable (though not huge) starting lag and very significant ending lag, which only gets worse if you trigger the very large landing lag, so don't just throw this out.

Sealsdramon performs the slam with a knife in the slamming fist, gripped tight and stabbing forward. This causes there to be a Knee of Justice-esque sweetspot just in front of the fist, very small of course, which swipes foes for an absurd 22% damage and KOs at 85%, making it by far Sealsdramon's most potent move in terms of damage + KO power...but it's a very small sweetspot, easy to accidentally hit them with the spike and on quite a laggy move. Throwing this out there in stealth can be potent, but even if you're stealthed the enemy is unlikely to just sit there like a slobbering fool, and missing will eat up a lot of your stealth time on a rather risky move. Not to mention you must have supreme knowledge of your positioning and whatnot to land such a small sweetspot while you can't see yourself...

Neutral Aerial: Seal Kick

Sealsdramon performs a rather simple kick, dealing 12% at the start with somewhat low knockback. As the name implies this move has sex kick properties, with the move having a fairly long duration with the hitbox staying out, until it reaches half damage and knockback. The low knockback of this move, decent damage, long duration, low lag on both ends and all-around coverage make it Sealsdramon's go-to move for when he wants to keep someone close for aerial follow-ups or to begin aerial combat.

Up Aerial: Slice

Sealsdramon takes a knife and slashes it above his head in a single very quick motion, dealing 8% and quite light knockback to anyone it hits with fairly good coverage. Combined with low lag on both ends, it is good combo fodder and a good follow-up to a non-bullet Up Throw. In addition, due to Sealsdramon being a fastfaller, slashing an opponent with this and fastfalling down can be a good way to escape nasty aerial positions or to gain good space. It's a pretty standard move overall, though.

Down Aerial: Whirlpool Kicks

Sealsdramon unleashes a spinning array of kicks under him, dealing 7 hits of 2% for a grand total of 14% if they all connect, with there being no extra "oomph" on the last hit and thus leaving enemies fairly close to Sealsdramon: If he fastfalls, he can even end up next to or under them depending on their falling speed! This move also has the somewhat odd property of the spinning causing the enemy to be turned around when they DI out or after the last hit, allowing Sealsdramon more direct control of the foe's backside: With this move's super low ending lag and landing lag, this can thus be used to try and set up back striking follow-ups. This move has a bit more starting lag than you might expect from this sort of move, though.

Back Aerial: Bogey Strike

Sealsdramon takes his knife and stabs it behind him, a pretty simple attack that deals 13% damage and has decent-but-not-good KO power, KOing at around 220%. This is one of Sealsdramon's most straightforward "back attack" moves, upping it's damage to 19% and KO power to 140% if you strike the backside, along with some freeze frames for both players as Sealsdramon twists the knife into the foe's back. This move has the somewhat interesting property of being Sealsdramon's only back attack that hits behind him, which can make it tricky to land, but also allows Sealsdramon to take advantage of it in situations he'd normally be unable to. Doing a cross-up with a Down Aerial and trying to lead it into a Back Aerial afterwards is one of Sealsdramon's basic combos, though it can be somewhat risky if foes escape too early or if you become too predictable since the follow-up is not 100%. Starting lag is slightly quicker than normal, but ending lag is decently long, and it is also Sealsdramon's primary "GTFO" aerial.

Final Smash: Assassinate​

Sealsdramon's scouter monoeye flashes for a brief moment, any enemies within a single Battlefield Platform in front of Sealsdramon entering "hitstun", before Sealsdramon performs a series of slashes faster than the eye can see, only appearing as slash marks on the screen. Sealsdramon then ends the attack by appearing directly behind the last foe he hit and wiping his knife off, all enemies he hit taking 55% damage and being KO'd at 110%. This move does not deal as much damage or KO as early as many Final Smashes, but it has reliable range, comes out nearly instantly and shields do not stop it, making it one of the most safe and reliable Final Smashes in the game, and the long range also allows it to hit multiple foes quite easily.

Playstyle: Navy S.E.A.L.Sdramon​
 
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MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
BUY FIVE NIGHTS AT FREDDY’S 3 TODAY

The concept of doing a first person writing style was a decent one, but it’s barely ever brought up. The only time it’s acknowledged is when the Puppet and Shadow Freddy steal the keyboard from the main guy. You aren’t writing as an in-universe character remotely well anyway as you constantly break the fourth wall, talking about how I and others are going to comment your moveset and talk about how terrible it is with moves like uthrow. I can tell you were trying to go for some kind of vaguely horror presentation with the excessive line breaks…Though of course, the best thing this moveset has going for it presentation wise is the illusion that your computer is being taken over by a virus due to the many advertisement links within. On the other hand, that was entirely unintentional, but given neither Junahu or Rool are here to give you ironic credit for such a thing it’s not exactly going to carry this moveset like Katapultar’s infamous Jason Voorhees.

I guess if you’re dead set on using the other animatronics, Springtrap has a vague excuse to use the hallucinations of the rest of them. You barely get any mileage out of them anyway, and you still cheat and use the actual versions of the Puppet, Mangle, Shadow Freddy, and Golden Freddy. Using the props of all the other characters is also bizarre. You give the reasoning that because Springtrap is the last survivor of the pizza place that it could technically have access to these props. While that is true, it is also technically true that Father Cornello could summon Gluttony and use Lust’s panties as a weapon. Springtrap in general is using very cartoony props throughout the moveset, and it gives the vibe of anything but a horror villain.

The moves don’t have much of an interconnected theme, with individual move creativity being the name of the game as you attempt to make moves creative by excessive use of props. If swinging Bonnie’s guitar does generic damage and knockback in the same manner as your punch, the animation isn’t going to differentiate it that much for MYM. If your props introduce new gameplay effects and unique hitboxes, their existence becomes easier to justify…Though in the case of most of the props of this moveset they would still be clashing too much with characterization.

I don’t know why you need me to tell you that openly admitting you have a chaingrab uthrow is bad. The Down Special stuns people for 3 seconds, and the lag/stun times and knockback in general are just really wonky. This can take a while to get right, I would advise you to focus on improving in other areas first and simply making numerical fixes as they are brought up by commenters until you’re more comfortable.
 
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Muskrat Catcher

Smash Journeyman
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Jan 13, 2015
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Location
Aliso Viejo, California
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0748-4100-0093
Now for our next contestant on "Why I deserve a mega evolution more than half of these scrubs", we have the mystic Pokémon, based off the antlion's final form, put your hands, wings, claws, tails, or other appendages together for:

»»»»»»»»»»»»»»»»»»»»»»»»»»FLYGON««««««««««««««««««««««««««

image.jpg
To preface this moveset, this is going to be my first moveset, so I would appreciate any constructive criticism that would help me discover how to improve anything from the way I have written it to problems with balance or usefulness if flygon were to be put into the game. Also, there will be parts of this moveset that are very similar to charizard's moves, but this is not because of a lack of creativity, it is because flygon was designed with a similar physique to charizard, so they will have some attacks that are very similar. I guess you could call flygon a semi-clone of charizard if you want, but I think that even if charizard were never a character, flygon would have this moveset.

I also realize that Chris Lionheart from this site has already made a flygon moveset, but that was in MYM6, so it is quite dated, and I have differing ideas on flygon's moveset, as my moveset is very different than his, including all 3 customs for each special, and removal of brawl mechanics like gliding and random tripping. Also, wariofan1 technically made a moveset for flygon too in his (seemingly dead) project to implement flygon into brawl, but it was very brief, and not a full MYM qualified moveset. Also, I found out about both of these after I started this one, so I took little to no influence from them. But here are the links to those movesets anyways, if you can't get enough flygon:
Lionheart: http://smashboards.com/threads/make-your-move-6-nothing-gold-can-stay.240753/page-32#post-8385185
Wariofan: http://smashboards.com/threads/project-flygon.266020/#post-9627778

Note: KO percentages are measured from the very center of an omega stage on a character of average weight (like Mario) with no DI

Stats:
Size: 10
- Bet this might surprise you: flygon is actually 6'07", making him a whole foot taller than charizard, and one of the tallest characters in the game! This means that he will have a large hitbox, but he is not necessarily heavy.
Weight: 6 - Even though flygon is taller than charizard, he is actually lighter than him, making him much less dense, and he is not a heavy character despite his size. Canonically, he should be much heavier than characters with a weight of 6, but Sakurai has already not kept pokémons' weights proportional to their canonical weight for balancing purposes, as Ivysaur and Lucario are the same weight in brawl, but Lucario is vastly heavier than Ivysaur in the pokémon games, so following that logic, flygon would probably be best balanced with a weight of 6.
Ground speed: 8 - Flygon is fast in the Pokémon games, so he will be fast in smash as well. However, similar to charizard, while his dash speed is great, his walk speed is slow, since he flies while dashing, but not while walking.
Air speed: 9 - This is where flygon really gets around. It only makes sense that he would be right at home in the air, and is very fast while traveling through it.
Fall speed: 3 - Flygon, being very light for his size, is not very dense, and falls fairly slowly. Also, his wings slow his descent a bit too.
Jumps: 4 - for a Pokémon with the word "fly" in its name, you better bet it will have multiple jumps in the air, or rather wing flaps.

These stats create an interesting niche for flygon, as he is a large character, but he is light, and he is a fast character, but he falls slowly, so flygon is unlike any other fighter in smash in that respect. He is adept at combo-ing his foes, but is vulnerable to being comboed himself.

Neutral specials:
1. (Default) Sandstorm
: Flygon quickly flaps his wings, creating a sandy vortex that extends about as wide and high as palutena's heavenly light. Sandstorm will cause about 3% damage per second by continuously hitting with 1% non-flinching damage. Sandstorm also gradually pushes opponents away from flygon, enough so that DK's up-B would be slowed to a crawl if he is trying to move closer to flygon. If used in the air, no sand would be gathered in the storm (since it comes from the ground), so it will deal no damage, but it will still push opponents. Start lag is low, and end lag is very low, so this move can be used to rack up some damage after an up throw, or if your opponent is above you, or to deflect most stall-then-falls, or as an edgeguard against opponents above the stage, or to steal some KOs in a free for all!

2. Sand stream (I know it's an ability not a move, but this is the perfect name for it!): This attack has the same damage and push as sandstorm, but it extends only directly in front of flygon for the length of a little more than 1/2 of final destination. It still does not do damage when used in air. In contrast to sandstorm, this move can be used to put a few percents on a more distant opponent, pressuring them to go away or approach through the air. It could also be a better edge guard tool if your opponent tries to recover at stage level, since it can push them away while you camp from the safety of the stage.

3. Heat wave: Flygon creates a wind gust, but fills the gust with flame from his mouth instead of sand. This move has the same dimensions as sandstorm, but it sacrifices the pushing effect of sandstorm for twice as much damage! Now each hit will do 2% damage, and cause 6% per second. Also, this attack will still cause the same amount of damage while in the air. Best option if you want to maximize damage out of throws, or to characters above you, but more susceptible to being attacked in the process.

Side specials:
1. (Default) Sonic boom
: Flygon rubs his wings together like a cricket would rub its legs together, and creates three consecutive and fast moving projectiles that travel about as far and fast as an uncharged shuriken from greninja. The projectiles look just like the sound waves created by the move in the Pokémon games. Each one does 2% damage, and low knockback. You won't be KOing with these until about 600%, but they do cause flinching. This move also has slight starting and ending lag, making it good for spacing and poking, but you probably won't be using this move in combos.

2. Supersonic: (no this is not Sonic's final smash, lol) Flygon rubs his wings together, creating a small sound wave that extends in all directions around flygon. It travels about 1.5X as far as jigglypuff's sing in a sphere around flygon. Any character caught in this sound wave will be momentarily stunned, as if they were hit by ZSS's paralyzer. Contrary to sing, this move still works on aerial opponents just like ZSS's paralyzer. This move starts up quickly, but has some end lag. However, flygon should still have enough time to pull out a quick follow up if he catches anyone in this attack, like a F-air, F-tilt, or D-tilt. This move does no damage by itself, but a follow-up can be expected.

3. Screech: Flygon lets out a loud, shrill cry creating a sound wave that pushes back any opponents about as much as an uncharged FLUDD from Mario, but with more vertical range. This move does no damage, but is great for messing with people's recoveries. The move comes out fast, but if the opponent dodges the sound wave, the end lag is decent, and you may get attacked.

Up specials:
1. (Default) U-turn
: This is a very fun move to use. Basically, flygon will barrel in the direction indicated with moderate super armor until he hits something or goes about 3 times his height, then his momentum will be suddenly reversed, and he will be shot back with enough momentum to travel about twice as far in the opposite direction, but without super armor, and flygon will be in a helpless position if he is in the air. If an opponent is hit with this attack, it does 10% and good knockback (KO at 165%). On the stage, this move is great for a mid-range safe hit and run, or to end a combo safely. For recovery, this is probably the only move where you might point it down in order to recover the greatest distance. Flygon will still snap to a ledge during the initial part of the move before he reverses direction, and it is probably safer to do this since he has super armor during that part, but if you need to travel a greater distance, point in the opposite direction of the ledge and take the risk of being edge guarded.

2. Steel Wing: Flygon's wings turn to steel, and he flies in the direction indicated for a good distance. This move is very similar to Pit's up-B, in terms of speed, startup, and distance, but can damage anyone who touches flygon's outstretched wings. This move will deal damage and knockback proportionate to how close the foe is to the start of the move, similar to Marth's dolphin slash, but less reliable as a close quarters attacking move due to the startup. This move deals 9% at the start, with good knockback (KO at 120%), and 2% at the end with only flinching knockback. This move is not as good of an attack as U-turn, but is a great recovery move. If the move ends in the air, Flygon will be helpless.

3. Sky Drop: Let's just ignore the fact that flygon can't learn this move, and that it actually works somewhat differently than this in the Pokémon games. Ok, so flygon quickly flies forward and upward following a path very similar to Marth\Lucina's dolphin slash, but not quite as quickly. This move is a command grab similar to Ganondorf's up-B, but instead of attacking the opponent there, flygon grabs the opponent and dives straight into the ground, landing on the opponent for 13% damage and burying the opponent. However, the ending lag on this move is somewhat high, so if the opponent is mashing buttons, they should escape before you can follow-up. This move can also be used for recovery like dolphin slash, and if flygon doesn't grab a foe, then he will be helpless in the air. If flygon grabs an opponent past the ledge, then he and the opponent will both hurtle off the screen. Similar to Ganondorf's flame choke, the opponent dies first.

Down Specials:
1. (Default) Dig
: Flygon barrels into the ground, and about a second later, he suddenly blasts back out of the ground from the same spot he dove into it, but in the direction indicated, shooting him into the air a bit. If flygon hits an opponent coming out of the ground, he deals 12% damage, and the opponent is shot into the air in the same direction as flygon, so at lower percents this move can be followed up by almost any aerial. This move will KO at different percentages depending on the angle you attack from, but it should KO around 120%. If flygon uses this move in the air, he will spiral downwards with light super armor, enough to shake off most projectiles or weak aerials, and will deal 6% and meteor anyone he comes into contact with. If they fail to tech, they will most likely be hit by flygon as he comes out of the ground as well at low to moderate percents. If flygon uses this move on a platform that can be dropped though, flygon will go right through it. Also, once this move is started in the air, flygon will dive straight down and cannot cancel it, so be careful to not use it over an abyss. At first glance, this move seems pretty impractical, since it takes a good second for flygon to pop out of the ground and attack, but alternate this move with fast fall N-air and you can play some serious mind games with your opponent.

2. Earthquake: Flygon faces towards the camera and stomps, creating an earthquake that will last as long as you hold the button. It acts similar to Donkey Kong's down-B, as it will only hit grounded opponents, but earthquake has a bit more range, about as much as sandstorm. Any opponents hit by earthquake will receive 8% damage and good upwards knockback (KO at 135%). This move has fair startup and ending lag, so it is best to use it only when your opponent is near the edge of earthquake's range, or when predicting a roll, or you know your opponent will land. This move also has great shield pressure, since it does powerful hits in rapid succession. If flygon tries to use this move in the air, nothing will happen. But, if you start it in the air, and then land, you will not need to go through the startup lag again, and the earthquake will begin right when you land.

3. Bulldoze: Flygon stamps his foot on the ground, creating a shockwave of earth that travels semi-slowly in the direction he is facing. If this move is used on the ground, the wave will travel about a third of final destination, and reaches about jigglypuff's height into the air. If flygon uses this move in the air, he will quickly fall straight to the ground, and the shockwave will travel farther proportional to how far flygon fell before he hit the ground. If a character is right under flygon when he hits the ground, they will be buried. Anyone struck by the shockwave will take 7% damage and fair knockback (KO at 190%). Anyone in the air hit by flygon as he plummets to the ground will take 10% damage and be meteor smashed, but not buried. Anyone standing on the ground where flygon lands will take 10% damage and will be buried. Make sure not to use this move over a ledge, since it cannot be cancelled. Also, it has good end lag, not quite as much as bowser bomb, but it still will leave you vulnerable.

Ground Attacks:
Jab 1: Flygon swipes sideways with his claw, dealing 3% damage with a very small set knockback towards flygon to set up for jab 2. This jab has limited range, but a successful jab combo should result in around 12% damage.

Jab 2+: (
sand attack) Flygon flaps his wings, blasting sand into anyone directly in front of him. This rapidly and continuously deals 1% damage as long as you hold/mash the button. It will gradually push opponents away, so if you want to connect the jab finisher, you can get 4-6% damage in on average.

Jab finisher: Flygon slaps his wings together in front of him, dealing 4% damage, with fair forwards knockback to anyone hit (KO at 200%)

Side tilt: (
dragon tail) Flygon sweeps his tail in front of him, very similar to charizard's forward tilt, except flygon's attack is a bit faster, and has slightly better range, but deals 9% damage at the sweetspot on the tip of his tail, and 5% otherwise. The sweetspot has decent knockback (KO at 180%), and the sourspot has low knockback (KO at 280%) with a 25% chance to trip. At low percentages, this attack's speed allows it to combo into itself for a second hit, possibly at the sweetspot for a good 14% damage. Also, the range of this attack and the fact that it sweeps low on the ground gives it many uses.

Down tilt: (Stone edge) Flygon pounds the ground and a sharp stone jabs out of the ground directly in front of him, dealing 10% damage and good diagonal knockback (KO at 120%). This move is also very quick, but it has some drawbacks too. The rock is only about the size of jigglypuff, so compared to most of flygon's other moves, it has a very small range. Also, the ending lag is atrocious, as flygon can't do anything until the rock retracts into the ground almost a whole second later. However, flygon is not completely vulnerable during the end lag, as the rock can take a hit for flygon. If the rock is hit, it will break. Since flygon is already crawling, the rock protects him from many projectiles and short range attacks, but it won't protect you from a longer attack, like an F-smash from Ike. This move varies in usefulness depending on your opponent. It is great against light, unarmed characters when trying to get a surprise KO, but is risky around heavy characters with a sword, hammer, or other mid-range weapon.
Up tilt: (Dragon breath) flygon breathes dragon fire in a small arc above him. This creates a somewhat lasting hitbox similar to Zelda's up tilt. Deals 5% damage and good upwards knockback to anyone hit (KO at 180%). This is a good move to defend yourself from attacks from above, since it is a lasting disjointed hitbox, but it will leave you vulnerable while performing the attack, since it takes just over half a second to finish.

Dash attack: (
feint attack) flygon dips his head down then forcibly brings it up, hitting the opponent for 4%, then he uprights himself and flings his tail between his legs, hitting the opponent again for 6% damage and decent knockback (KO at 175%). This attack is similar to Rosalina's dash attack in duration and behavior.

Smash Attacks: (Damages are measured as [uncharged%]-[fully charged%])

Side smash: (
Fire blast) While charging the attack, you can see flames burning in flygon's mouth, growing brighter and larger as it charges. When released, flygon shoots out the blast a short distance in front of him, with about the range of Shulk's F-smash. If it does not hit a target, the blast goes away. If it does hit a target, the opponent will be caught in the fire blast attack, which acts similarly to Charizard's fire blast during his final smash, but not as powerful. The attack will deal 4 hits of 2%-4% before causing very good knockback (KO at 120% uncharged, 70% fully charged). Similar to Zero Suit Samus's paralyzer, flygon will have enough time to get a quick follow up while the opponent is trapped. This move has fair lag on both the start and end, so it is not good to throw it out blindly, but its good range makes it a bit safer, and the ability to direct it slightly upwards or downwards adds extra protection.

Down smash: (
Earth power) When charging, flygon prepares to stomp, lifting his leg higher the more it is charged. When released, flygon stomps forcefully into the ground, making a crater jut violently out of the earth on both sides of flygon. This move does 9%-16% damage and has good knockback (KO at 135% uncharged, 90% fully charged). There is little startup lag, but fairly long end lag. The move has about as much range as charizard's D-smash. This attack is good for catching rolls, and attacks all around flygon on the ground, but doesn't reach into the air. The displaced ground goes back to normal after the attack.

Up smash: (
Fury cutter) While charging, flygon bends low to the ground with his wings open to the air. The longer he charges, the lower he gets and the more he opens his wings. When released, flygon pops upwards, hitting anyone touching him, and beats his wings together four times very quickly, then pauses very briefly before slamming his wings together powerfully. Anyone hit by flygon's initial upwards pop will be caught in the rest of the hits, and anyone hit by any of the hits will be pulled into the rest of the attack as well, similar to Link's up smash. The initial pop and each of the quick wing hits do 2%-3% damage, and the final hit does 5%-8% damage and decent upwards knockback (KO at 150% uncharged, 110% fully charged). This is flygon's highest damaging smash, but with the lowest knockback. Also, if flygon whiffs, he will be vulnerable for a fairly long time, only slightly longer than his down smash.

Aerial Attacks:
Neutral air: Flygon quickly rotates so that he faces with his head toward the ground and tail in the air, and then spirals around 3 times. This is a multi-hit move, and anyone touching flygon's body will receive damage with very low knockback, so that if they were close to him when he started it, they will be hit multiple times. This move can possibly hit 6 times for 2% each, but usually this will just be a move for quickly prodding or interrupting your opponent, or in aerial combos, as it does not trap or suck in opponents. However, if you fast fall into the ground while flygon is using this move, he will dive into the ground instead of hitting the surface, protecting him from any immediate punishes, but he will jump right back up after a second. Basically, if flygon fast falls right as he begins the move, it has the same animation as if he used his default down-B in the air, so you can try to trick your opponents into shielding or rolling away once you land, allowing you to safely return to the ground. The time when flygon dives into the ground is treated as a landing lag animation, but without a hitbox since he is safe underground. He is vulnerable for the short time he is jumping out of the ground, but if you use this technique wisely, you can get down safely consistently, as well as hit opponents with dig occasionally.

Forward air: (
Dragon claw) flygon quickly slashes with his claw in a broad arc, very similar to Charizard's F-air, but hits for 8%, and has low knockback. Due to the speed, low end lag, and low knockback, flygon can use this move as a gimping and combo tool.

Back air: (
Dragon tail) flygon swings his tail behind him, with a sweetspot at the tip. This move is, again, very similar to Charizard's back air. This move deals 15% if sweetspotted, and 10% otherwise. When sweetspotted, this move has great knockback, and KOs from 115%. Otherwise, it has low knockback and KOs around 225%.

Down air: (
Iron tail) Flygon brings his tail back as it turns to iron, then flings it between his legs, hitting anyone beneath him for 10% damage and good forwards knockback (KO at 160%). This move is not a meteor, since it hits forwards, but it acts similarly, since it has fair starting lag, and anyone who is hit by it while offstage will have a much harder time recovering. This move is also great for stage spiking.

Up air: (
Bug buzz) Flygon slides his wings together, creating a sound wave that travels a short distance in a small arc above him. This move deals 6% damage and fair upwards knockback, able to KO near the top of the stage at higher percents. This move is a disjointed hitbox, so it is great for keeping your opponents in the air and catching fast falls. However, unlike the amazing priority of rosalina's U-air, flygon's only has moderate priority, enough to go through most aerial attacks and stall-then-falls, but it won't override Bowser's down B or anything of that sort. This move only has slight start and end lag, so it is fast enough to be used in combos.

Grabs:
Grab: (Bite) Flygon reaches out his neck in an attempt to catch his opponent with his teeth. Takes slightly longer than the average grab, and has good reach. If flygon successfully grabs an opponent, he will bring them in and hold them with his claws.

Pummel: (
Crunch) Having developed strong jaws as a trapinch, flygon demonstrates his powerful biting ability by crunching the opponent for 3%. It is an average speed pummel, and you can probably get 2 or 3 off before you have to throw your opponent. It is a very good pummel.

Forward throw: (
Slam) Flygon gives his opponent a light toss forwards, then spins around and slams the opponent with his tail for 9% and good forwards knockback (KO at 200%) . This is a good move to use against opponents with weak recovery when you grab them facing the ledge since the knockback is good and doesn't throw them too high, so if you can grab someone at a ledge while facing towards the ledge, you could gimp them depending on their recovery when combined with a F-air or other attack. Otherwise, it is a kill throw at the ledge at around 140%.

Back throw: (
Struggle bug? I don't know. . .) flygon grabs his opponent with his tail, and flings them backwards for 5% damage and low knockback (KO at 320%). Flygon will not turn around after throwing his victim. This throw can be comboed out of, and with some precision, flygon can land a B-air and cause good damage and knockback. It is good for throwing foes off a ledge if it is behind flygon.

Down throw: (
Sand tomb) Flygon creates a sand vortex in the ground in front of him, throws the opponent into it, where they will take multiple hits adding up to 7% and causing low upwards knockback (KO at 500%). This is flygon's best throw for combos because the opponent is put in a convenient position to land a F-air or other attack on.

Up throw: (
Sand attack? Throws are hard to name) Flygon creates a small whirlwind of sand, and throws the foe into it, causing them to be carried upwards, and take multiple hits adding up to 9%, and causing upwards knockback (KO at 320%). The distance they will be carried upwards depends on their percent, and is similar in behavior to mega-man's U-air. Can set up combos at some percents, but the tornado does not cause flinching, so the opponent can attack back!

Other Attacks:
Ledge attack: (dragon breath) Flygon breathes some dragon fire a short distance past the ledge, then pulls himself up. Attack does 2 hits of 3% damage, with the second one launching a moderate distance. Not enough to KO even in sudden death, but it is enough for flygon to safely climb up.

Get up attack: (
dragon claw and tail) If flygon misses a tech, he will lie belly down on the stage. For his get up attack, he quickly flies up a little bit to get him back upright, and he slashes with his claw and swipes with his tail simultaneously, then lands back on his feet. His claws do 7% damage and low knockback, and his tail still retains its sweetspot of 15% at the tip with good knockback, and 10% with low knockback otherwise. Flygon is essentially using his F-air and B-air at the same time.

Trip attack: (
Dragon rush) When he is tripped, flygon falls into a sitting position. For his trip attack, he quickly flies in a horizontal circle, flying first in front of his original position, then behind, headbutting anyone in his way for 6% and fair knockback (KO at 200%). The attack duration is fairly long, meaning that the opponent could get into position to throw out a strong attack, so it is probably better to just dodge or neutral get up, unless you know what you are doing.

Miscellaneous details:
Ledge Grab: While grabbing the ledge, flygon's head hangs over the top of the ledge like Charizard, leaving him very vulnerable if he runs out of invincibility.

Wall Cling: Flygon can wall cling (logic behind this is that he is based off of the antlion, which is a bug that can cling to walls). He faces the wall and digs his claws into the wall. When jumping off the wall, flygon will still be facing the wall, ideal for securing the KO with his B-air.

Jumps: Like other characters with multiple jumps, each of flygon's aerial jumps offer a bit less lift than a double jump from a character that only has two jumps, but combined they give him much more lift. Also, like other characters with multiple jumps, flygon will change the direction he is facing in the air if he does a midair jump while inputing in the direction he is not facing.

Battle Entrance: A sand tornado appears as flygon digs out of the ground, flies into the air a bit, and cries out "Flyyy!", then flygon lands and the sand tornado dissipates.

Sprint Animation: Flygon hovers speedily just above the ground with sand flying in his wake. The sand is purely aesthetic. Very similar to charizard's sprint.

Crouch/Crawl: To crouch, flygon lies prone, pressing his wings against his body, and keeping his tail low to the ground. This significantly lowers his hitbox vertically, but lengthens it greatly horizontally as his tall body is spread far out on the ground, and his tail extends a good length behind him as well. Flygon can crawl, but not too fast, about the speed of the Wii Fit Trainer's crawl.

Up Taunt: Flygon flies in a small loop and says "flyyyyy!"

Side Taunt: Flygon plays a short little tune by sliding his wings together, and does a short little accompanying dance. True to his pokédex entry, it sounds like a woman singing.

Down Taunt: Flygon erects a small sandcastle out of the ground. The structure has no use in battle, but will be destroyed as soon as it takes damage. If flygon uses this taunt again while the old castle is still standing, the old one will collapse.

Victory animation 1: Flygon flies in quickly from a distance, sandstorm in tow, with his wings pressed close to his body making him streamlined, and once he gets right next to the camera, he spreads his wings, pulls up, bares his claws, and poses for the announcer to say his name, then he just hovers in that position, maintaining his pose while flapping his wings to keep him in the air as the sandstorm blows from behind him.

Victory animation 2: Flygon plays a little symphony using his wings, and he sways and dances to the music he is playing.

Defeated animation: Rather than clapping (not that flygon could really do that with his tiny claws), flygon slides his wings together like a cricket.

Alternate colorations:
1.
Default Green coloration
2. Green body, light blue features (shiny)
3.
Orange body, light brown features (desert camouflage)
4.
Green body, black features
5. Yellow body, gold features (obligatory outgoing golden variation)
6.
Orange body, white features (trapinch colors)
7.
Dark purple body, dark blue features (obligatory "dark" version of the character [shadow pokémon], and also obligatory reference to Ridley)
8. White body,
green features (Desert Spirit coloration)

Final Smash: Hungry Hungry Trapinches - Yes, now for the fun part!
Harnessing the power of the smash ball, flygon exclaims "flyyyGOOOOOON!", and uses the deadly move fissure, creating a long chasm that is just about as large as the base of sandstorm, but extending in front of flygon rather than around him. Even if flygon is in the air, the chasm will appear on the ground beneath him. The chasm has a slight sucking power, and will pull anyone above it towards it. If the foe is in the air near the center of the chasm, and not higher than flygon's height, they won't be escaping this move, as well as anyone on the ground where fissure is created. A few seconds after flygon uses the move, if anyone got trapped inside it, flygon flies into the fissure and returns carrying the victim(s) in his claws, and if he catches three foes then he carries the third with his mouth. If playing in 8-player smash, and you catch more than 3 people in it, then flygon's mate will appear to take three more, and if you somehow catch all 7 players, then flygon carries the last fighter between his feet. Flygon carries the victim(s) off screen, and a cinematic begins where flygon flies to a sandstormy desert, and yells "FLYYYYGOOOOON", and a large, hungry mob of trapinches emerge from the sand. Flygon drops his victims into the mob, and a large cartoony cloud is formed around the victims as trapinch dive in and out of the scuffle, jaws open. Meanwhile flygon and his mate fly in a circle around the trapinches taking turns shooting fire blasts into the cloud. This happens for about five seconds, and amounts to a total of 30% damage on each of the opponents. Then, the trapinches suddenly clear out as flygon and his mate both fire a hyper beam into the victims, dealing 10% damage and knocking them all the way back onto the stage (ending the cutscene), and back into the fissure, which then closes on the opponents, dealing a final 10% damage, and shooting the victims upwards, KO'ing at 70%. The smash does a total of 50% damage, so anyone with 20% damage or more who gets trapped in it will likely be KO'ed.

Thanks for reading my first set! I would greatly appreciate any feedback!
In response to feedback I have received thus far, I have changed the following elements:
I now realize how horrible of a color
yellow is to make a moveset in. Just because it is my favorite color doesn't mean it's yours.
I made many stylistic changes. When I uploaded this, I basically just uploaded words with no attention to style and formatting. Hopefully it is much more enjoyable to read now.
I also made some miscellanous changes in word choice. You probablly wouldn't even notice them
Changed the text prior to flygon's name. God that was awful and tasteless. Probably made people dismiss me as a scrub and moveset noob right off the bat. Especially when it used to be yellow.
 
Last edited:

Bionichute

Smash Champion
Joined
Jun 30, 2012
Messages
2,151
IT'S BION'S RANKING LAND OF FUN!

Here I'll be ranking like, every single set in the contest maybe, unless I get lazy. Anyway, ranking from 1 to 10, 1 being the worst, 10 being the best, you've seen it all before, here we go.

Sets Ranked: 95

Our Dearest Leader, King Korol

9/10
King Korol is by far the best set of the contest, and me comparing him to Don Thousand isn't much of stretch due to how plain great it is. The fact that he combines some fairly odd attacks, minions, and constructs into a single, coherent playstyle shows how great he is.

Mister Badd

9/10
What you heard is true, this is one of the best sets of the contest (even if i ranked it lower than korol but opinions), and probably one of the best minion sets ever. Go read it yourself, man.

Dr. Marcus

9/10
Marcus has some really creepy, gross visuals, and the way you play with minions is absolutely fantastic, but by the end, especially during the aerials, they end up seeming pretty stretched thin for unique ideas. But still, a really good set, even if not as good as Korol.

Fassad

9/10
Fassad is a really fun set, filled with fun interactions with his Pigmask minions, and some really fun takes on attacks used by Ness and Lucas in the actual games, along with a weird, but unique upgrading mechanic.

Slon the Rook

8/10
Slon is really good. The weapon throwing mechanic is unique, and plays a lot into the playstyle of the set. Warlord really managed to get some interesting moves, like all the shield moves and the power up ability, out of a character is mostly just characterized as a generic brute, which is what, I think, makes it really great.

Ladja

8/10
Ladja is ALSO really good, but I think I liked it slightly less than Slon. Ladja is mostly just a general squishy wizard with a lot of interesting ways to play with his balls, which adds to the competence of the character. Sad there is no mention of Russian accents during the set, though.

Lord Morgan

8/10
Morgan's charm comes from how almost unrelentingly cruel the entire thing is, with him summoning minions with the entire point of getting them killed to get a power boost. However, the car's attacks aren't really anything special, and seem like a sort of last minute addition considering how bland and weird most of them are.

Blocks

8/10
Best set (As of this writing) so far, the odd ammo/body mass gimmick is interesting, but leads to a few confusing animations, like the Dash Attack.

Caribou

8/10
Caribou is a fun set, with lots of interesting tools to make use of his swampy Logia body, but with all those tools comes a great lack of focus in the set, as it kinda just goes everywhere, making Caribou's main MO of burying people alive a footnote at the very end.

Kon the Knight

8/10
Kon might just be a momentum set, but he's a darn good one, too. The two different stances really do increase the variety of what he can attack with, but I'm not entirely sure it fits his character. The one thing Kon definitely does better than Korol is the ice physics playing more into his style, even if it still doesn't make sense for a horse to breathe ice.

William Birkin

8/10
I wanted to put Birkin higher. I love the form changing concept, the mutating stuff, some of the really gross, creepy visuals, but in the end, Birkin is just a big brute who mostly uses generic swiping and melee attacks. The length of the set also somewhat drags out the somewhat generic moves, giving multiple paragraphs to every move. It just gets... somewhat boring.

L'Belle

7/10
After a lot of mediocre to bad sets, L'Belle here finally managed to break through and be a genuinely entertaining and fun set to read. Ironically, despite L'Belle's obsession with perfection, this set still has a few problems to it, mainly the idea that you have to be completely perfect with L'Belle in order to actually use him competently. Also the Down Throw's effect not functioning into the rest of the set is irksome to me for some reason.

The Mountain

7/10
The Mountain is a pretty fun, if simple, set, but in it's simplicity is a unique concept of an air based heavy weight character, which, while horribly balanced normally, is certainly improved by the addition of the ghost mode, which balances everything out.

Forlorn Junk Heap

7/10
FJH has some rather interesting interactions with his junk balls, particularly with the FTilt, and the grab items are a fairly interesting concept, but the lengths of the grabs can honestly be a big turnoff, especially when the item attacks don't play into anything else. The aerials also falter, and while I get that FJH isn't an aerial based character, it's still a shame that it didn't really seem like any effort was put into them.

Copypaste

7/10
Copypaste doesn't do much unique stuff, with most of his set being based around the standard terraforming tropes built throughout the years, but dang it he's a GOOD terraforming set that uses all of the tropes well. My one complaint, really, is that the aerials and grabs don't really have much to do with the rest of the playstyle.

Polpo

7/10
The shadow play with Black Sabbath is really well done, and, in my opinion, explored really well, but the set does lose steam halfway through the standards. Honestly, the only reason this set gets a 7 is because of the pizza attack, which is glorious.

Karthus

7/10
It's hard to explain why Karthus appeals to me. It might come down to it just being better than most of the sets in the contest, or maybe it's because throwing ghosts around is kind of my jam. Either way, Karthus' bullet hell gimmick (But with ghosts) works well, but it falters during the Aerials and Grabs.

Undyne

7/10
It's hard to pinpoint the reason why I like Undyne, as the set is fairly basic, with a gimmick that doesn't exactly play well into much else, but the spear play, especially during the smashes, is fantastic, and should honestly be the real star of the set, instead of Green Mode.

Parasect

7/10
I don't have much to say on Parasect, other than Parasect being one of my favorite Pokemon, which means some bias, but the set itself is really good, with some nice interactions, especially with Growth.

Sealsdramon

6/10
Enjoyable, even if not very complex. Does make good use of the millitary-esque tactics throughout, though, and the invisibility adds a good layer to it.

Abomasnow

6/10
Simple, but definitely not bad. Wish you used the ice stuff more, however.

Count Dooku

6/10
While most of Dooku comes off as a fairly generic swordsman set, witha few odd bits of force implimentation here and there, the addition of a meter actually improves him and makes the set pretty enjoyable.

Inkling

6/10

Good mechanics! Custom moves! Represents the game well, mostly! Would've gotten higher if the standards, aerials, and grabs were a bit more detailed, but hey, who am I to talk?

Ganon 2.0

6/10
I think I enjoyed this way more than anyone else here. Maybe it's because I've wanted an actual Ganon set like this for a while, or something, but it still has problems, with the main one being how little effort went into the throws.

Koenma

6/10
Koenma is... okay. Jorge is the main problem of the set, as he barely does anything, and ends up being more of a nuisance than a partner, and he only gets four attacks throughout the set, but other than that he mostly exists for some comedic interactions than actually contributing to anything, which I guess fits his role of the show. The set is also way too long for it's own good, perhaps not as bad as Birkin, but at least Birkin had a lot more interesting ideas.

Triforce Heroes

6/10
The amount of effort in this set is admirable, since it is literally 3 full sets combined into one package, but with that comes the problem of it being way too long for it's own good.

Tails

5/10
Not sure if this is one of your better sets like Smady suggested, Muno, but it is a better set of yours, even with a few glaring issues, like most of the attacks being pretty boring, and Tails of all characters focusing on grabs of all things.

Daisy

5/10
First,I think the set, as a set itself, is fine. But as a set for Daisy, you do some really weird, out of character stuff for her, like straight up slugging opponents in the face with her fists. Yeah, she's the tomboy princess, but I'm fairly certain she couldn't knock someone out with a punch. The flowers and crystals, while I know they're froms tuff, don't especially make that much sense for her. Why is Daisy riding a giant flower when she coulld be riding a bike? Why is she swinging a giant flower like a tennis racket and not, you know, an actual tennis racket?

Pearl

5/10
The holo-Pearl idea is interesting, and is expanded open fairly well, but again, it's abandoned after the Specials, out of a few token mentions.

Flygon

5/10
Seems very similar to Charizard, but also seems unique. While you do seem to have a lot of grasp on the concept of writing movesets, the formatting and sometimes the spelling can be a bit off, and the coloring is just awful.

Trevenant

5/10
Hope you don't find this offensive, Joe, but this set is really boring to me. My main problems mostly come from the really boring moves that have a big lack of a playstyle, aside froma few interesting interactions with the shadows, and the un-fun, wordy length of the thing. I get you write "in smash", but that style isn't for me I suppose.

Pikmin and Olimar 2.0

5/10
This isn't that bad of a set, but revamp sets take a lot to pull off correctly, and this one doesn't really manage that. The implementation of more Pikmin ideas is neat, but overall it doesn't really come to fruition.

Starman (Kiwi, #3)

5/10
Probably your best set, Kiwi. The black hole and repulsor stuff works very well for most of the set, but it drops in quality when you get to the aerials and throws.

Knuckles the Echidna

5/10
It's... certainly a Knuckles set. Not much to say otherwise.

Lubba

4/10
Lubba is basic. Most of the set consists of weird interactions with the star bits and planets, but other than that, nothing else in his kit is ever really used, especially the black holes, and when they are brought up it feels very arbitrary.

Barney

4/10
This set is hilarious, but also pretty much completely unusable. The comparison to Winnie the Pooh is pretty apt.

Regirock

4/10
Regirock is like if Copypaste and The Mountain were mixed together and made super generic.

Hawlucha

4/10
The playstyle for Hawlucha here is something I wouldn't have suspected, but it is also very boring. You don't focus on the grabs that much, even though grappling is kind of a big deal in wrestling, which Hawlucha is inspired by. There's way more drop kicks than any grabs.

Rayman

4/10
The set's mostly just a translation of his Origins/Legends attacks into Smash, which works as a general set, but really doesn't make for an interesting read. You also don't really make use of any of the other Rayman games besides the first game's Telescopic Fist and the plums, but I'm genuinely not sure if those were intentional references.

Regina Curtis

4/10
This is mostly just a boring set, but there are a few glaring issues. Why does Regina have all these bomb interaction moves, when her bombs are basically just the same as Link's? How does this normal person have weird elemental powers and the ability to creates gusts of winds? The BThrow and DAir are absolute messes that make absolutely no sense character wise or playstyle wise.

Nautilus

4/10
You have the germ of a good idea here. Having a helper character that can help with moves and also be separated is a good idea, you just need to do more with it than slight attack buffs. Since there's nothing interesting, all of the moves feel the same.

Crazy Dave

4/10
Watering the plants is a neat interaction, but only being able to use it on four moves reeks of laziness. Also, tone down on the description filler.

Octoling

4/10
A semi-clone set is something I haven't really seen, and there's probably a good reason, cuz this set is pretty boring and under detailed. While I do enjoy the monster summoning, you seriously gotta stop with the ink puns Muno seriously stop it

Mario 2.0

4/10
I really enjoy that you tried to make Mario actually like, feel like Mario in this set, which actually makes it feel a lot better than the actual Mario set, but, in what I guess was unavoidable, Mario is mostly just average. Still better than that old Mario remix we had, though.

Ryu

4/10
not as good as the actual set lol

Shadow

4/10
Shadow is a combo character with a few interesting ways of doing combos. That's it.

Syrma

4/10
Thia set was kind of a chore to get through. My main complaint with it is how useless Syrma actually is when compared to the coffin, which ends up making me think that this should just be a set for the coffin, and not Syrma. That entire dynamic can work, but considering that Syrma is more lazy than useless, it does not work here. Also, the Up Smash is 6 paragraphs worth of describing a basic uppercut attack.

Android 19

4/10
More detailed than Chibi Robo, but doesn't really make use of the energy absorbing mechanics.

Aiden Whats-his-name

4/10
Pro-tip: Anything that limits your use of attacks is a bad idea, especially on something important like the Smashes. Also this entire thing feels rushed, much like Watch_Dogs itself, with only the specials and smashes feeling like they had effort put in.

Silver

4/10
The psychic stuff seems like it coulda been interesting, but it comes off as boring, especially the grabs, where everything should have been great.

Horikawa Raiko

4/10
Not bad for a first set, but like most newbie sets, you don't carry the gimmick past the specials, but the general bullet hell idea is fairly decently implemented.

Peridot

4/10
Better than Amethyst, since it's not completely boring, but there are some weird things. Wall walking is neat, but is used very little, and the robot guys don't really have a function to them that actually serves Peridot. They're basically just free healing items for the opponent.

Sekibanki

4/10
I basically have the same complaints I have with Kijin here, not really a sense of playstyle, and the move descriptions are too short. I DO like the gimmick more than Kijin's however.

Kijin Seija

4/10
Kijin is okay. She has an interesting gimmick, but most of the time the effects of the revrse move end up just being "she attacks in the opposite direction", with the only real creative one being the DSmash's effect, dur to it actually changing how the attack works a bit.

Batman

4/10
Probably your best set this contest Rychu, so far at least. Of course, that doesn't really mean much when it's still pretty dang bad. The stilted writing is by far the worst part of the set, and makes it nigh unreadable, and most of the moves don't exactly flow, and the underuse of Batman's gadgets is a crime.

Exeggutor

4/10
The idea of summoning minions that you can control is a good idea, but the Exeggcutes are surprisingly underused, mostly just there for fancy projectiles, or in some cases, generic buffs.

Mordekaiser

4/10
Mordekaiser could have been good. He really could've been, if you focused on making the ghost interactions more prevalent throughout the set, instead of having it reserved to a handful of moves. The amount of filler moves past the smashes is ridiculous, with basically all of the grabs and aerials not amounting to anything in the playstyle, which I'm not even sure Mordekaiser even has.

Fried Ricer

4/10
I don't have much to say about this set. It's clear you were rushing to make it, btu even then it's not terrible. If you could develop ideas for the character, maybe this could have been decent. Also, you only get an extra point because Fighting Foodons

Plusle & Minun

3/10
The teamwork aspects boost it a bit, but doesn't go far enough. Has all the same problems Pichu has. Bad Pokemon choice.

Amethyst

3/10
This set is just... boring. There's nothing interesting to it, and the broken images and typos make it really hard to even look at.

Hoopa

3/10
Hoopa has a lot of potential... that you really do not show. The idea of teleportals that affect attacks and opponents is neat, but it's almost immediately abandoned after the Specials. Your writing also isn't that clear, and makes a lot of the moves vague in how they work.

Superman (AlRex)

3/10
Under detailed, not too interesting, and doesn't really feel like Superman. If you can lengthen up the descriptions and make the moves a bit more unique, you might get something soon.

Chibi Robo

3/10
Under detailed, under powered, and Chibi Robo's height issues are never expanded upon.

Sonic 2.0

3/10
Is boring and has that infinite speed problem Warlord brought up, but it certainly isn't worse than Darkseid.

Toa Tahu

3/10
While you give good descriptions (barring a few typos here and there), the overall set is mostly just... boring. This mostly comes from the specials being at the end, and as such there's nothing to work off of for them. As a personal nitpick, the Down Special really should have been the shield, and not the Mistika propellors, since the rest of the set is for Toa Nuva Tahu, and not Toa Mistika Tahu.

Starman (Kiwi, #1)

3/10
Not as horrifically boring as Rychu's Starman, but still pretty boring. Main complaints are the horrific stun on the FSmash and the under use of the Grab Game.

Serperior

3/10
Nothing is detailed enough, especially Overgrowth. If it affects every move, then describe it for every move.

Jolteon

3/10
Another bad show, Rychu. While the charge mechanic is interesting, it just as generic damage buffs with no other reason for existing.

Mashtooth

3/10
You clearly rushed this one, even more than you said in the opening paragraph. The amount of typos is staggering. I wouldn't call this set good, but you had a somewhat interesting idea and tried to do things with it? I guess?

Cat Mario

3/10
Makes about the best use you could do with Cat Mario, which is unsurprisingly not that great.

Qbby

3/10
First of all, opening with a giant paragraph of text to explain one move isn't a super bad move. It can be done well, but Qbby is not a set that does that well. It would make sense if the rest of the set was that long and filled with detail, but all the other moves are so short. It also doesn't help that none of these other moves actually interact with the boxes beyond the specials, meaning that they might as well not be there.

Sceptile

3/10
I think FA has said everything that needs to be said about this set.

Splashmaster

2/10
Splashmaster has some interesting concepts, like the tentacles, and him being a massive nearly immobile character, but the flaws with numbers, the reptitiveness of the moves, and general unbalanced stuff in the set drag it down a lot.

Shovel Knight

2/10
This set is sucks. You completely waste the potential of Shovel Knight, not using any of his actual weapons besides the shovel, and reducing him to a generic sword character with a slightly different weapon. The jewel mechanic is dumb and doesn't fit the character, and the aerials are by far the laziest thing I've seen from you, Muno.

Alakazam

2/10
Alakazam is like a trainwreck, as it goes from something with clever ideas and detail, into something so rushed that you can actually see the pieces missing, and the footsteps remaining as the lone survivor escapes from the wreckage.

AIBO

2/10
Two good things to take into account: One, never make a character feel like a chore to play with, and two, don't make a character completely worthless unless it completely fits the character, like with sets like Barney and Mike Dawson. I know AIBO doesn't have a lot of potential as a character, but you could probably work something out, right? Probably not, actually.

Starman (Kiwi, #2)

2/10
Look I... I get what you were going for, I really do. Having the Starman only stay in one pose to mimic his sprite is an interesting idea... but it was also an awful one.

Starman (Rychu)

2/10
See comment.

Superman (Rychu)

2/10
This set makes me mad for a few reasons. First of all, thinking that Superman would hold back in a fight works in any way, despite not fitting the character in most cases and not being that fun to play. Second, there are multiple moves that deal absolutely no damage. This would be fine in the specials, but this happens on some pretty important standard attacks like the dash.

Steven Universe

2/10
More detailed than Chibi Robo, but it really is not a Seven Universe set. It's more of a set for Lion than anything. Also, 1.75 seconds of random stun on a special.

Franky

2/10
There is nothing to this set. Instead of any attempt at a playstyle, it's just goofy stuff involving soda and hairstyles, and from what I can tell, Franky is a lot more than those two things.

NiGHTS

2/10
The flight mechanic is somewhat interesting, but underused. Lacks detail, and cuts use of moves for 20 seconds.

Chief Mendez

2/10
I think most of the problems with this set have been pointed out by now, mostly the huge amount of tethers and the absolutely ridiculous damage amounts, but something I haven't seen is how ridiculous the set is. I was laughing the entire way through it. The only reason this gets a 2 is because it made me laugh.

Jack Krauser

2/10
Somehow, I managed to hate this set more than Mendez. The lag on the smashes, with the absolute lack of playstyle, messed up numbers, and dreadfully boring moves make Krauser an absolute piece of trash. It isn't even funny like Mendez.

Plague Knight

1/10
Yeeesh. How long'd it take you to write this? Five minutes? That's probably more time than it took me to read it, actually. But yeah, Plague Knight wouldn't use melee attacks. Ever. Try putting more variety into the attacks, put a different bomb on each input, but please try to make them longer than one line.

Doc Louis

1/10
Cuhrist Kiwi

The Spanish Inquistion

1/10
Didn't expect that hyuck hyuck hyuck

Fire Cat

1/10
I can't really say anything about this set that hasn't already been said. It's bad, sorry.

Lip

1/10
One line descriptions.

Junk Warrior & Junk Synchron

1/10
Please put effort into your sets.

Groudon

1/10
Attacks that only take 1 line to describe are not acceptable.

Full Metal Alchemist Guy

1/10
effort plz

Isaac

1/10
Keep trying

Springtrap

0/10
UGH

Uggly Dog

0/10
Does this even count as a moveset?
 
Last edited:

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
The Iron MYMer

"Tell me what you eat make, and I'll tell you what you are." - Brillat-Savarian

17 contests ago, a man's fantasy became reality in a form never seen before: MYM Stadium.

The motivation for spending his fortune to create MYM Stadium was to encounter new, original movesets, which could be called true artistic creations.

To realize his dream, he secretly began choosing the top creators of various styles of movesetting. And he named these men the Iron MYMers, the invincible men of movesetting skills.



Iron MYMer HMA is MasterWarlord.



Iron MYMer Poison is Smash Daddy.



Iron MYMer Darkness is ForwardArrow.



And Iron MYMer Anime is Katapultar!

MYM Stadium is where the Iron MYMers await the challenges of master movesetters from around the world. Both the Iron MYMers and challengers have one month to to tackle the theme moveset of the day. Using all their balancing, skills and creativity! They are to prepared artistic movesets never seen before!

And if ever a movesetter shall succeed in this task, he or she will gain the people's ovation and fame! Every month, reputations are on the line in MYM Stadium.

What inspiration shall this month's theme bring?


The Iron MYMer is a new challenge thought up and led by me, the leader FrozenRoy. This is a monthly challenge, as well, so there is plenty of time to enter!

Every month, I shall unveil a new "secret ingredient", which is a moveset theme, for people to create movesets for. Anyone may enter (including me), simply by saying that their moveset is meant to be entered in the moveset itself or PMing/Skyping me to say it is entered, though the moveset MUST match the theme in some way. In addition, the moveset must be made AFTER the month's challenge begins: You cannot retroactively enter a set.

The theme changes every month, of course, and it can be almost anything: It can be something such as "Create a Heavyweight Male Antagonist". It can be series-based, such as saying "Create a Pokemon set". It could be based on something in the moveset itself, such as creating movesets of a specific length. It could be a theme, such as "Create a spooky set", and even more not listed here, so don't fret about themes never coming your way!

What do you get for entering the Iron MYMer? Well, it's simple: Make a set for the Iron MYMer challenge, that fits the theme of course, and you'll receive 15 User Ranking points! Fame and ovation it was, after all, right? So get to it and it can help you get to the top of the User Rankings!

And as for this month's theme? Well, the secret ingredient of this month is...

PLANTS AND NATURE!

Looks like we're going for 100% all natural ingredients this month, folks! Get out your greenage, because you're gonna need plants and/or nature themes to get in. Is your character heavily related to plants? Perhaps they control them or even ARE a plant? Maybe they hate plants and nature with all their passion and seek to destroy them! As long as you can give a good connection to the theme "Plants and Nature", you can throw your set into the challenge and get those yummy User Ranking points! You have one month! (Until the 1st of next month starts)

And if anyone has any ideas, questions, comments or otherwise for this challenge, feel free to tell me and discuss them with me!
 

Slavic

Ask not the sparrow how the eagle soars
Joined
Jun 5, 2013
Messages
758
Location
taco bell, probablyn't

This is for IRON MYMER


The Coconut Pokemon and The Egg Pokemon



The coconut Pokemon, Exeggutor is a Grass and Psychic type, a member of the original 151. Debuting in Pokemon Red and Blue, Exeggutor is the evolved form of Exeggcute, a small bundle of egg-like seeds with powerful psychic abilities. In the wild, Exeggcute only appear in the Safari Zone, and are known as the Egg Pokemon. Exeggcute always appear in clutches of six, and should one be lost they will attempt to find a similarly sized object or Pokemon, such as Togepi, to replace their member. When exposed to a Leaf Stone, Exeggcute will evolve into the much bulkier Exeggutor, gaining legs, a trunk, and a head of palm leaves. Exeggutor stands at almost seven feet tall, and weighs a whopping 270 pounds. Quite an improvement over Exeggcute! As Exeggutor, the Pokemon is capable of numerous abilities; notably, the Pokemon is capable of powerful Hypnosis, the unique move Egg Barrage, and powerful Grass and Psychic abilities. According to the Pokedex, when one of Exeggutor’s coconut heads falls off, it becomes an Exeggcute of its own, allowing the Pokemon to reproduce on its own. Speaking of Exeggutor’s heads, each one displays a different facial expression and has its own thoughts. This causes a coconut cacophony as all heads attempt to voice their opinion at once. The power of Exeggutor’s psychic abilities can be seen in the anime, where a group of Exeggutor all hypnotized each other, causing them to go on a rampage and attacking a city.

STATS
Exeggutor itself is a heavyweight bruiser type, relying on its size and strength to survive hits and knock out the opposition rather than fast combos. Being a tree greatly limits Exeggutor’s ability to fight in the air, or even leave the ground, and once off stage it will likely plummet out of recovery range in moments. As a plant, and a big one at that, Exeggutor is not in a rush to get anywhere, moseying along the stage with big trunky legs. Luckily depth is added to Exeggutor through its Exeggcute offspring, each one small and nimble, designed to ensure their creator stays alive much longer.

Height - 9
Weight - 8
Walk Speed - 3
Dash Speed - 3
Jump Height - 2
Double Jump Height - 3
Air Speed - 4
Fall Speed - 8
Traction - 8


EXEGGUTOR SPECIALS
Neutral Special - Drop Off
Exeggutor stands perfectly still for a moment before vigorously shaking its heads and leaves, its canopy as it will be referred to from here on. A single Exeggcute falls from the canopy, dropping to the ground as Exeggutor returns to battle. The Exeggcute is the size of a Bob-omb. Should an opponent be under Exeggutor when using this attack, the Exeggcute will land on them and deal 7% damage before bouncing to the ground. This Exeggcute will follow its creator around the stage closely, almost always gathered in a ring around Exeggutor’s feet. Exeggutor can have a maximum of five Exeggcute following it at one time, and these Exeggcute lend themselves to many of Exeggutor’s moves. The Exeggcute can take damage and be knocked around, and this actually benefits Exeggutor, as the Exeggcute will interrupt opponents’ attacks frequently, shielding Exeggutor from damage. The Exeggcute can take 25% damage before they crack and disappear, but will also disappear if knocked off stage and as an effect of a few of Exeggutor’s moves. It is in Exeggutor’s best interest to have as many Exeggcute as it can to support its moves, absorb sunlight, and protect from damage, and the opponent will be annoyed by swatting away swarms of Exeggcute before they can focus on fighting Exeggutor.

Side Special - Solarbeam
Exeggutor’s front-facing head opens its mouth and a small light appears. This light charges up, growing larger and brighter, until a luminous orb has fully formed. This process takes a full two seconds to perform, giving the move an incredible amount of starting lag. Once charged, Exeggutor fires a bright yellow beam forward, thin but endless in length, only stopping if it hits a physical obstacle, not an opponent. The beam can be aimed within a 60 degree arc in front of Exeggutor, and because the beam lingers for a short moment, can be dragged through the air. Not only does this move have excellent range, it carries good power with it as well. Opponents struck by the beam take 16% damage and are knocked backwards, hard enough to KO at 150%. This beam could be compared to Ganondorf’s Warlock Punch as a powerful, hard to hit move, but has a better chance of hitting opponents at the cost of a longer startup with no superarmor. This is one of Exeggutor’s best killing moves, but is obviously hard to hit with. Luckily, there are ways to mitigate this startup time using the Exeggcute’s ability to absorb sunlight, but more on that later. Thankfully, there is little ending lag, which makes this move significantly harder to punish than Warlock Punch.

Up Special - Stomp
When used on the ground, Exeggutor lifts one trunk-like leg up and promptly drops it to the ground. Should an opponent be caught under Exeggutor’s foot, they will take 11% damage and are thrown horizontally with the force to KO at 165%. The plus-side for opponents is that Stomp is somewhat laggy on the ground, making it easy to predict and avoid. Once Exeggutor has made contact with the ground, the force from the stomp pushes it into the air about one Battlefield Platform upwards. This move can be useful for spacing, should too much pressure be on Exeggutor, as most opponents will not want to be hit by Stomp, and lifting Exeggutor into the air increases distance from the opponent (usually). In the air, the move is visually the same, and Exeggutor is lifted approximately one Battlefield Platform. Needless to say, Stomp makes for a poor recovery move. Opponents struck by an aerial Stomp still take 11% damage but are instead meteor smashed. Should Exeggutor have Exeggcute currently active Stomp will cause Exeggutor to slam down on one of its Exeggcute, turning them into a high-speed projectile straight down. This Exeggcute will shatter upon impact with an opponent or object, dealing 12% damage and delivering a bit of hitstun to them.

Down Special - Hypnosis
Exeggutor’s eyes glow blue as a visible pulse emanates close to the Pokemon’s body. The Exeggcute around Exeggutor also have their eyes glow blue as Exeggutor, and the player, gain control of them. The Exeggcute are currently hypnotizing Exeggutor, allowing the player to access Exeggcute’s Specials. This move is toggled, not held, so the special input only needs to be tapped to gain control of the Exeggcute. The Standard Inputs and the movement still belong to Exeggutor, but Exeggcute will not follow its creator while under the effects of Hypnosis. The Specials and Grab Game are unique to Exeggcute being controlled. Both Exeggcute and Exeggutor can be attacked while using Hypnosis, and shielding will only protect Exeggutor. Shielding is also how the Hypnosis is cancelled, returning full control to Exeggutor. Controlling Exeggcute and Exeggutor simultaneously allow unique combinations to occur; Exeggcute can power up Exeggutor’s moves, Exeggcute can combo opponents with its creator, and a few other helpful traits that Exeggcute possesses. Exeggcute’s Hypnosis moveset is below, and Exeggcute’s Grab Game is under Exeggutor’s.


EXEGGCUTE SPECIALS
Neutral Special - Barrage
The pile of Exeggcute congregates closer to each other as one individual rises to the top. The Exeggcute is then hurled forward in an arc, traveling one Battlefield Platform forward. In rapid succession, each Exeggcute follows suit, creating a stream of Pokemon until all individuals have thrown themselves forward. Each Exeggcute deals 7% damage upon hitting an opponent, and a full set can make use of Barrage to rack up damage quickly. After hitting an opponent or obstacle, the Exeggcute will fall to the ground, unharmed by the impact. At low damage percentages, opponents can be comboed between a Barrage of Exeggcute and an attacking Exeggutor, being knocked back and forth for a great damage dealing maneuver. The direction of the thrown Exeggcute can be influenced by the directional input, which allows more versatility of the move. While this is a great move for boosting damage, it delivers little knockback and has virtually no killing ability. This is also Exeggcute’s only real way of moving while under control of Hypnosis.

Side Special - Egg Bomb
Similar to Barrage, the startup of Egg Bomb causes all the Exeggcute to come together with one placed on top of the rest. The Exeggcute is then hurled in the same influenceable trajectory as with Barrage, which is useful for playing mind games with the opponent. Unlike Barrage, only a single Exeggcute is thrown with this move, although pressing the input multiple times allows it to be used in rapid succession. Right before the thrown Exeggcute hits the ground it will begin to glow and suddenly explode. The explosion is Mario-sized and hits opponents for 12% damage, after which the Exeggcute is ‘used up’, disappearing. The explosion also gives great knockback and can KO at 145%, making this another of Exeggutor’s good killing moves. Egg Bomb, while useful, is a quick-burn move, as using it too frequently will quickly deplete Exeggutor’s supply of Exeggcute, which can make things more difficult for the coconut Pokemon.

Up Special - Kinesis
Both Exeggcute and Exeggutor begin to glow blue when this move is used, and slowly both begin to rise into the air. The Exeggcute position themselves around the floating Exeggutor as best they can, which serves as a shield while recovering. However, Exeggutor’s speed and effectiveness of recovering through Kinesis is reliant on the number of Exeggcute; at its best, this move will lift Exeggutor up at Dedede’s float speed and travel two Battlefield Platforms before the Exeggcute ‘lose their grip’ on Exeggutor and allow him to fall. The gamut runs down to one Exeggcute, which can barely lift Exeggutor in the air at all, only able to serve as a sluggish, weakened jump. While this move is clearly weak and non-offensive, it is a useful recovery for well prepared Exeggutor as it guarantees protection from edge-guarding by using the Exeggcute as a shield. It is also the most useful tool for reuniting Exeggutor with its Exeggcute.

Down Special - Synthesis
All Exeggcute stop what they are doing and begin to slowly rotate on the ground. As goofy as this seems, the Exeggcute are rotating their bodies so their shells are evenly absorbing the sunlight, since Exeggcute are plants after all. The most immediate effect of Synthesis is that the Exeggcute restore 5% of their invisible health for every half a second this move is used. Additionally, the Exeggcute’s shells become shinier and start to glow yellow the longer this move is used, as they will store the sunlight for other uses as well. The Exeggcute take three seconds of Synthesis use to fully fill up on sunlight, and can be protected with Exeggutor’s standards and smashes while basking. Those familiar with Project M’s Ivysaur have experience with the Synthesis + Solarbeam combination, and that idea is utilized here as well.

Since Exeggutor’s Solarbeam normally has a painful amount of startup lag, the sunlight absorbed by Exeggcute can be telepathically delivered to Exeggutor, lowering the lag by scale of how many Exeggcute are out and how charged they are. A full clutch of five who have maxed out on sunlight lower the lag to a fourth of a second, causing the beam to be fired off at lethal speed. However, this uses up all charged sunlight, preventing Solarbeam from being spammed. Stored sunlight benefits much of Exeggcute and Exeggutor’s moveset outside of just lowering the startup time for Solarbeam.

In addition to the benefit Synthesis lends to many of Exeggutor’s other moves (explained later), Exeggutor’s ability Chlorophyll manifests in Smash as well. Exeggutor’s ground speed, as well as its jump and double jump height, are increased based on stored sunlight. A fully charged clutch of five Exeggcute will effectively double Exeggutor’s movement stats, which turns the tree lethal, especially when combined with a powerful Solarbeam waiting to be fired off at any time. There are only a handful of reasons that Synthesis’ charge is depleted; use of Solarbeam will take up the entire charge, losing Exeggcute will lower the available stored sunlight, and should Exeggutor be KO’d all Exeggcute will disappear, losing the Synthesis charge as well. Keeping a stored Synthesis charge, while it can be difficult due to losing Exeggcute, will benefit Exeggutor who gains both a power and a stat boost until the opponent is weak enough to finish off with a Solarbeam. Of course, Synthesis is also useful for refreshing the health of Exeggcute, but that goes without saying.


STANDARDS
Jab - Pound
Exeggutor lifts one leg straight up and stomps down onto the ground. This obviously lacks the strength of Exeggutor’s Stomp, but will instead deal 4% damage to any opponent struck by the hitbox of Exeggutor’s leg. Pressing the input repeatedly will cause Exeggutor to stomp down with the same foot over and over again, though admittedly sluggishly. One of Exeggutor’s simpler moves, it’s more useful when combined with Exeggcute who can use Barrage to bounce opponents between themselves and Exeggutor’s jab.

Forward Tilt - Wood Hammer
Exeggutor lifts one massive leg into the air and thrusts it forward like a gigantic wooden piston. Opponents hit by this take 13% damage and are sent flying backwards with the capability to KO beginning at 155%, making it an excellent tilt. However, both the starting and ending lag of this move make it difficult to hit, so the move is directionally influenceable up and down. Should opponents still evade this move, worry not. If there are any nearby Exeggcute, they will leap up in front of the kicking Exeggutor, turning themselves into a proj-egg-tile that travels two Battlefield Platforms before landing on the ground. Opponents hit by these Exeggcute missiles will take 7% damage and a bit of hitstun, but the fireworks really go off when an Exeggcute has a fully charged Synthesis stored. Upon hitting an opponent, obstacle, or the ground, the energetic egg will explode, creating a Hothead-sized explosion that deals 13% damage and can KO at 170%+. Combined with the ability to aim this move up or down, this becomes a lethal egg cannon and fantastic KO move for Exeggutor, whether Exeggcute are used or not.

Up Tilt - Headbutt
Exeggutor squats close to the ground during the quick start up for this move. Exeggutor then stands up straight with great speed and force, turning its heads into a hitbox. Opponents struck by this take 12% damage and are knocked upwards, starting to KO at 180%. If Exeggcute are out on the field when this move is used, Exeggutor will be lifted in the air telekinetically after standing up, causing it to leap straight in the air. While this doesn’t deal additional damage or knockback, it increases the range of the move which is beneficial for the Pokemon.

Down Tilt - Quash
Similar to Exeggutor’s jab, the tree Pokemon lifts one large leg off the ground. However, rather than stomping down on an opponent, Exeggutor slowly forces its leg to the ground, as if crushing something. If that something is an opponent, they will take three hits of 4% damage each, a satisfying crunching sound accompanying each hit. After all three hits, the opponent is launched horizontally out from under Exeggutor’s foot with enough to force to KO at 170%+. Should Exeggutor use this move on one of its own Exeggcute, there is a slightly different effect. Rather than deal damage to Exeggcute, Exeggutor applies pressure until the egg is launched out, as with an opponent. This Exeggcute becomes a projectile, dealing 8% damage to any opponent hit by it before bouncing to the ground. Gravity will overcome the flying Exeggcute after one and a half Battlefield Platforms, dropping the Pokemon to the ground. If the Exeggcute has a full charge from Synthesis, however, it will not reach the ground. Upon hitting an opponent, or after traveling two-thirds of a Battlefield Platform, the super-energized Exeggcute will explode, creating a Hothead-sized explosion radius that deals 12% damage to opponents and throws them back, KOing at 150% and above. This is Exeggutor’s deadliest tilt, though at the cost of losing one of its Exeggcute which prevents a most efficient Solarbeam from being used.

Dash Attack -Take Down
Exeggutor’s awkward clunky dash is suddenly interrupted as the Pokemon falls forward onto its trunk a la Dedede. Exeggutor slides a very short distance, its entire body becoming one big hitbox, before coming to a laggy end and getting back up. Opponents unfortunate enough to be under or in the way of Exeggutor take 14% damage and are knocked upwards, with this move’s KO threshold at 175% damage. Should Exeggcute be in the path of a tackling Exeggutor, they will be launched outward at a semi-random angle within 90 degrees of the stage. These Exeggcute become projectiles, of course, and will slam into opponents for 7% damage before bouncing back to the ground. Should Chlorophyll be active and causing Exeggutor to move faster, the Pokemon’s momentum will actually cause it to slide further than normal, allowing it to not only hit more opponents but to hit more Exeggcute. An effective use of this feature would be to combine Exeggcute’s Barrage to spread the eggs across the stage, Synthesis to start up Exeggutor’s Chlorophyll, and dash attack to send Exeggctue flying all over. Followed by a powerful Synthesis-aided Solarbeam or Egg Bomb from Exeggcute, this move allows for an egg-cellent use of chaos.


SMASHES
Forward Smash - Razor Leaf
Exeggutor flicks its head sideways in a single swift motion and a small green crescent is flung out of the Pokemon’s canopy. Similar to Ivysaur’s Razor Leaf attack from Brawl, this leaf will rotate in circles as it moves forward through the air, traveling half a Battlefield Platform forward before disappearing. Opponents struck by one of these leaves will take between 6% and 12% damage depending on charge and be stunned momentarily. While this move doesn’t have much killing potential, when combined with Exeggcute it gains some nifty effects. Having Exeggcute of any amount on the field will change razor leaf to magical leaf. The leaf which Exeggutor throws will now be a purplish color and travel a whole Battlefield Platform, twice as far as the normal variant. This leaf will also home in on opponents fairly closely should they be in range. Should Exeggcute have a partial Synthesis charge, Exeggutor will instead produce two of these magical leaves, hurling them almost the same time, and at full charge Exeggutor will throw out three leaves. At this point, the knockback of all three leaves becomes substantial and will send opponents back in whatever direction the leaves were flying. This is capable of KOing opponents at 125% and becomes one of Exeggutor’s better moves with the help of Exeggcute, combining strength, accuracy, and range.

Up Smash - Leaf Storm
Exeggutor shakes its canopy back and forth a few times during the charge animation for this move. Once released, Exeggutor nods backwards once which throws out a cloud of razor-sharp leaves directly above the Pokemon. This cloud lingers for a fraction of a second and opponents struck by the cloud take between 9% and 15% damage depending on charge. The force of being struck by a storm of leaves is enough to KO, at max charge, at 135% damage. Should Exeggutor have Exeggcute on the field, this move will also become a variant of the magical leaves from the Forward Smash. This causes the leaves to suddenly shoot outward moments after being created. These leaves deal the same damage and knockback as the original move, but with a much larger, longer lasting hitbox which can be directionally influenced to better hit opponents. While not as versatile as its Forward Smash, the Up Smash gives Exeggutor a lot of power to hit opponents with, especially with the wide radius the move has.

Down Smash - Earthquake
Exeggutor squats down close to the ground, similar to the startup for his Up Tilt, before jumping up into the air. Exeggutor’s body does no damage, however, and upon landing back on the ground the Pokemon will create a small shockwave that travels on either side of Exeggutor. The shockwave deals between 9% and 13% damage to any opponent it hits and send them upward, capable of KOing at at least 140%. Additionally, any Exeggcute on the same platform as Exeggutor will be knocked into the air up to Exeggutor’s head height by the force of the move. While this doesn’t deal damage to opponents, Exeggutor can use this as an instant pseudo-shield, either blocking melee moves up close or stopping projectiles at a distance, depending on where the Exeggcute are located. If the Exeggcute knocked into the air have fully stored a Synthesis charge, they will, as expected by this point, become Egg Bombs and explode in the middle of the air. Given this feature, Exeggutor’s Down Smash becomes versatile for both offense and defense at a multitude of ranges and will be one of Exeggutor’s most used moves.


AERIALS
Neutral Aerial - Thrash
Exeggutor, in midair, flings its body left and right in a thrashing motion. While this move doesn’t have any particular range as the movement is contained within Exeggutor’s personal space, its entire body becomes a hitbox while using it. Should Exeggutor hit an opponent while performing this move, they are knocked away weakly while taking 8% damage. This move is not particularly strong or excellent, given Exeggutor’s weak air game, but is extremely useful for keeping Exeggutor from being trapped by more air-savvy opponents, as this move has high priority and knocks opponents away at least enough to give Exeggutor space to return to the ground. Exeggcute on the stage will also attempt to thrash around, instead spinning in the air at high speed. This will also deal 8% damage and knock opponents away, which on its own is unspectacular but can be used with Exeggutor to bounce opponents between the two Pokemon with the Neutral Air.

Forward Aerial - Jump Kick
Exeggutor lifts its leg up, not fully extended but at a 45 degree angle pointing towards the ground. Exeggutor then attempts to emulate Shiek’s Down Aerial, moving more forward than downward. This does not continue all the way to the ground, instead moving Exeggutor forward half a Battlefield Platform’s distance. Opponents hit by this kick take 12% damage and are knocked at a downward angle, 30 degrees under the horizontal plane. While not a meteor smash, this move is still an effective edge-guarding move should it make contact. Additionally, any Exeggcute struck by this kick are sent upwards at a 30 degree angle. For instance, should the Exeggcute be attempting to follow Exeggutor through the air, they can all be hit in a line by this move, creating a wave of Exeggcute moving in the opposite direction. Each Exeggcute does 7% damage, as to be expected by this point.

Up Aerial - Double Edge
Exeggutor pushes upwards in the air, lifting a fourth of a Battlefield Platform. While rising in the air, Exeggutor spins around once, turning its entire body into a moving hitbox. Opponents hit by the spiraling Pokemon take 7% damage and are knocked backwards weakly, only starting to KO at 195% damage. Exeggcute will also spin around in sync with Exeggutor, dealing 7% damage and slightly flinching opponents. This move is useful for anti-air but lacks the force to kill opponents or deal good damage.

Back Aerial - Telekinesis
Exeggutor’s eyes glow a blue color and Exeggutor gains a matching outline. Exeggutor then launches itself backwards, half a Battlefield Platform, using telekinetic energy. Opponents struck by Exeggutor will take 11% damage and are knocked away. At damage percentages as low as 155%, this move can KO opponents. If there are Exeggcute in front of Exeggutor, they will follow it through the air, protecting it from being attacked while moving through the air. Additionally, if Exeggcute are behind Exeggutor, they will be launched vertically either up or down at random. Opponents hit by these Exeggcute take, you guessed it, 7% damage. A useful move not just for damage but recovery, as Exeggutor only travels horizontally while using it. However, Exeggutor is still vulnerable to attacks from above and below.

Down Aerial - Body Slam
Exeggutor stomps down in the air with both feet, causing it to lunge downward at high speed. Opponents hit by Exeggutor’s feet take 13% damage and are meteor smashed. Exeggutor will travel down a fair distance before the move ends, meaning this is risky for edgeguarding as Exeggutor has poor recovery should it miss an opponent. Exeggcute struck by Exeggutor’s stomp will be smashed downwards until they hit something or leave the screen. Opponents hit by one of these Exeggcute will take 8% damage, but should the Exeggcute be fully charged with sunlight, it will instead explode, hitting the opponent for 12% damage and dealing a good chunk of knockback.


EXEGGUTOR GRAB GAME
Grab - Psychic
Exeggutor’s eyes glow blue and a small bubble of psychic energy appears in front of it. Opponents hit by this bubble are enveloped in psychic energy, outlining them in blue as they are lifted into the air. This grab has a decent range but requires precise distance from the opponent to be used effectively; too close and the move will fail and leave Exeggutor open to a counter attack.

Pummel - Wring Out
Exeggutor remains motionless but the opponent is twisted and contorted in the air in front of it. The move is slow for a pummel and deals 3% damage with each hit. Exeggutor can typically use the move two to three times before the opponent escapes.

Forward Throw - Psywave
Exeggutor stomps on the ground in front of itself and the opponent is thrown around in a psychic figure eight one time. The opponent is then carried along an invisible wave for a fourth of a Battlefield Platform before being launched horizontally. The opponent takes 10% damage from the attack and are thrown with only enough force to start KOing at 170% and up. However, this throw is useful for getting opponents farther away from Exeggutor if needed, or for positioning opponents close to a bundle of waiting Exeggcute.

Up Throw - Psycho Boost
Exeggutor grins stupidly and the opponent is slammed against the ground four times repeatedly, dealing 3% damage with each hit. Once the opponent has taken the full 12% damage, they are flung around in the air for another moment before being thrown straight up into the air. The force of this throw can KO at 155% damage and up, making this a decent throw. However, this throw is somewhat lengthy and can be interrupted by another opponent’s attack.

Back Throw - Synchronize
Exeggutor spins in place on one foot, rotating around similar to a ballerina or ice skater. While spinning, the opponent is dragged through the air in a circle around the Pokemon so that Exeggutor is always facing them. After a few rotations and while facing the opposite direction as when it started, Exeggutor lifts a leg up and kicks the opponent. The opponent takes 13% damage and are thrown back, able to KO at 165% damage. Similar to Mario’s Back Throw, opponents struck by the spinning opponent will also take damage and are knocked back slightly.

Down Throw - Slam
Exeggutor drops the opponent prone on the ground before jumping up a short distance. Exeggutor then lands on the opponent, crushing them under its butt / backside / trunk. The pinned opponent is stuck for a split second, taking 15% damage under the weight of the massive Pokemon, before being forced out and being launched a short distance. While this is a high damage throw, it only KOs at percentages above 190%, making it an inefficient killing move. Exeggutor also has a bit of ending lag as it gets back to its feet.


EXEGGCUTE GRAB GAME
Grab - Grass Knot
The Exeggcute all leap up in the air, as if suddenly becoming alert, and a grass rope grows from the ground. This plant acts like a tripwire, lasting on the ground for almost a second before withering away and disappearing. Unlike most grabs, the opponent simply being in front of Exeggcute will not trigger the grab. Instead, the opponent must step on the grass rope, at which point they will become ensnared and the grass will grow larger. From here, Exeggcute can use its throws and pummel.

Pummel - Ingrain
The grass wrapped around the opponent suddenly tightens around them very quickly, squeezing the life out of them. The damage this pummel does is negligible, 1% for each hit, but it can be used in rapid succession. This pummel also serves a second function, as each use of the pummel helps to charge up Exeggcute’s Synthesis. It would take twenty uses of the move to fully charge the Exeggcute, but combined with the actual Synthesis move it takes less time.

Forward Throw - Beat Up
One by one, each Exeggcute in the group leaps at the opponent. Each Exeggcute that hits the opponent deals 2% damage, and the more Exeggcute on the field the more damage is dealt to the opponent. At the end of the move, the Exeggcute all leap at once onto the opponent, dealing additional damage equal to the number of Exeggcute utilized. This also knocks the opponent back, KOing at 175% damage. Similar to Exeggutor’s Up Throw, this move is lengthy and can be interrupted. Additionally, Exeggutor is left vulnerable during these throws.

Up Throw - Growth
The clutch of Exeggcute all grin with a sinister expression at once. The grass ensnaring the opponent grows taller, bending over under the weight of the opponent. The plant then snaps upwards, flinging the opponent up in the air and dealing 11% damage to them. The opponent can also be KO’d starting at 165% damage, making this a nicely balanced throw between damage and killing potential.

Back Throw - Vine Whip
Similar to the above throw, the Exeggcute all give a mischievous look as the plant extends, still holding the opponent. The grass tether then flicks the opponent backwards, causing them to collide with the ground and take 13% damage. The opponent bounces back off the ground with enough force to KO at 165%+ damage.

Down Throw - Acupressure
The grass snare holding the opponent retracts, pinning the opponent against the ground. Once stuck, a single Exeggcute will pounce on the opponent, rolling back and forth on top of them while pressing down to inflict damage. After the move is complete, the opponent has taken 10% damage and the Exeggcute hops off of them. The grass knot then hurls the opponent straight at the ground, causing them to bounce back up with enough force to be vertically KO’d at 150% damage and upward.


FINAL SMASH
BIG EGGSPLOSION
Exeggutor gains a bright purple aura after activating the Smash Ball, being shielded from all damage and knockback by incredible psychic energy. For the following five seconds, Exeggutor cannot be harmed, but cannot attack either. Instead, Exeggutor is able to move around and drop Exeggcute endlessly. These Exeggcute will not follow Exeggutor nor attack opponents, but will sit around latently waiting for the move to end. Once the time is up, all Exeggcute dropped by Exeggutor float into the air and begin to glow. At these point, all Exeggcute promptly explode with a Bowser sized radius that deals 20% should it hit an opponent and KOing at as low as 65%.

PLAYSTYLE - EGGCELLENT CHOICE
Exeggutor wants as many Exeggcute on the field as possible at all times, given there is no detriment to having them around. As the round starts, almost every player will start dropping Exeggcute to add to their attacks. From here, players may differ in how they fight. One viable option is to use the slow and heavy moves of Exeggutor to charge up Exeggcute with Synthesis to prepare for even stronger moves like Solarbeam and Stomp. Others, typically less experienced players, may opt to just use the Exeggcute to launch at opponents with the moves that knock the Exeggcute around like projectiles. The most advanced players can use the Exeggcute to their full extent; charging up powerful Egg Bombs and using Exeggutor as a bodyguard and to skillfully chain grab with. Exeggutor’s playstyle of controlling two separate characters at once takes a lot of getting used to but has a huge payoff for the player as the million-headed combo will create an unstoppable tag team.

FLAVOR
Entrance - Exeggutor marches onto the stage with a comical goosestep and a goofy expression across all heads.
Boxing Ring Title - The Walking Jungle
U-Taunt - Exeggutor takes two exaggerated steps in place while facing the camera. The first is complemented by a strained ‘Exegg!’ while the second concludes with ‘Gutor!’.
S-Taunt - Exeggutor sways its heads back and forth which causes its fronds to dance about, similar to Ivysaur’s Taunt from Brawl.
D-Taunt - Exeggutor stops moving entirely and just stares off into the distance for a moment, transfixed by something just offscreen.
Victory Pose A - An Exeggutor marches across the screen. This Exeggutor is followed by a second and then a third. The losers are lucky to witness the legendary march of the Exeggutor.
Victory Pose B - Exeggutor stands, all heads grinning. Meanwhile, a clutch of Exeggcute are juggled in front of it through telekinesis.
Victory Pose C - Exeggutor runs around the screen gleefully until tripping and falling over. One head falls off and begins to follow the Exeggutor as an Exeggcute.
Losing Pose - Exeggutor sits on its back, all heads with a sad expression on their face. The fronds on top of Exeggutor all sag down.
Victory Theme - Standard Pokemon Victory Theme.
Character Theme - Safari Zone (OmegaRuby & AlphaSapphire)
Home Stage - Safari Zone
 
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Rychu

Thane of Smashville
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I can feel the creativity blossoming!
 

IvanQuote

Smash Ace
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Looking for those who like Mighty No 9
NNID
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First moveset will probably be done within the next 4-5 days, being the first Toa set, being Tahu, Toa of Fire and Shielding.

Also my FNAF moveset...fell apart so to speak, so that will probably not rear its head anytime soon without some major retooling. Thanks to MasterWarlord for the very helpful advice on that subject BTW.

I don't really trust myself to make good reviews, so I probably won't, but I may consider doing some in the future.
 

AlRex

Smash Lord
Joined
Sep 12, 2012
Messages
1,166
“It’s a bird, it’s a plane, it’s a plant!” No, it’s…




Intro
Superman is basically the first superhero to be called that. After all, they aren’t called bat-heroes, wonder-heroes, spider-heroes, iron-heroes…well, you get the idea. You probably know the origin even if you’ve never read a Superman comic before. If you don’t, then here’s a quick recap. (Shows All-Star Superman page) Other than that, he works in his civilian life as Clark Kent, a mild-mannered newspaper writer at the Daily Planet alongside best friend Jimmy Olsen, a young boy photographer, and his sometimes love interest (though she’s more interested in Superman), Lois Lane, a reporter who’s always eager for the best scoop. As Superman, though, he fights a never-ending battle against crime and for truth, justice, and the American way, going up against various opponents like the evil genius, Lex Luthor, the malevolent AI, Brainiac, Mr. Mxyzpltk, a trickster from another dimension, and Darkseid, a super-powerful ruler from another planet, among many others who give Superman a run for his money either through power or resourcefulness.

The basis of most of this moveset and what I imagine the character being like in play are the classic pre-Crisis and post-Crisis versions, and adaptations related to those incarnations, as I am not a huge fan of the New 52 Superman or Injustice or…well, really most versions of Superman where he has no pants on, but still has a belt for some reason. Or where he wears armor that he doesn’t need. Anyways… The classic powers are all here in some way or another: flight, super speed, super strength, heat vision, super breath, and even x-ray vision, maybe. We’ll see.


Super Stats

Size: 8.5/10 (He’s pretty tall. He’s Superman, after all.)
Weight: 7/10 (He’s big, but flying and speed makes him feel slightly less weighty)
Strength: 8/10 (He's definitely strong in canon, but he can control himself and hold back a bit.)
Ground Speed: 7/10 (He kind of floats forward instead of running, and he does it slightly slower than some runs.)
Jumps: 2 of them, but they go up relatively high
Aerial Speed: 9/10 (He’s pretty good in this regard)
Aerial Control: 7/10 (He’s decent in this regard, but turning is slightly trickier than just going straight)
Fall Speed: 4/10 (It’s lessened due to his aerial abilities)
Traction: 7/10 (Decent, but going fast can be tricky for some people)


Special Attribute
Okay, how can he fly in this, without being unfair? Superman can float in the air, like Peach does, but for slightly longer, and can move himself further in any direction in the air with inputs of various attacks and motions, but will not be able to fly completely freely for most of the fight. I wanted to be fair, and I’m sure Superman would want to be as well.


Normals of Steel

Jab Attack – Super Boxing Combo
Superman does two quick jabs with each hand, dealing 3% damage for each punch, then follows with an upward punch across that does 4% damage.
Dash Attack – Speeding Bullet
Superman flies forward for a short distance with both fists held out in front of him, dealing 8% damage.

Up Tilt – Upward Launch
Superman bashes upward with both fists held together, lifting himself off the ground slightly while doing so, and dealing 8% damage.

Forward Tilt – Straightforward Punch
Superman punches straight forward, dealing 6% damage. Pretty simple.

Down Tilt – Back to Earth
Superman bashes downward with both fists held together, dealing 8% damage.

Flying Aerial Attacks
Neutral Aerial – Crossing Punch
Superman does a quick punch across, dealing 5% damage.

Up Aerial – Flying Up
Superman punches straight upward with his fist held up in the air. Deals 6% damage.


Forward Aerial – Air Bullet
Superman flies straight forward with both fists held outward. Deals 8% damage.


Backward Aerial – Crossing Turn
Superman turns around quickly with a strong punch across. Deals 6% damage.


Down Aerial – Bullet Kick
Superman thrusts downward with a quick kick going diagonally. Deals 7% damage.

Grab & Throws of Tomorrow

(okay, they don’t all sound so great)

Grab: Superman grabs with one hand.

Pummel – One-Hand Punch
Superman jabs the opponent with his other hand. Deals about 2% damage.

Up Throw – Heated Burst
Superman spikes the opponent diagonally upward with a quick burst of heat vision between him and the opponent. Lasts about 2 seconds and does slightly less than his normal Heat Vision move at 4% damage, but gets the opponent a good distance away.
Forward Throw – Super Breath Away
Superman quickly tosses the opponent, then blows the opponent away with a small gust of Super Breath, dealing 7% damage with both the throw and the burst of Super Breath.

Backward Throw – Spinning Throw
Superman quickly turns around and tosses the opponent to the ground behind him. The spinning throw and the impact with the ground cause about 8% damage in total.

Down Throw – Action Smash
Superman holds the opponent above his head with both hands before smashing them down into the ground, as if they were a car belonging to someone that Superman was mad at, or something like that. Deals 10% damage.


Last Smash Attacks of Krypton

(that’s quite enough now…)

Up Smash – Whip Kick
Superman whips his leg upward quickly for a quick, slightly diagonal kick. This spikes opponents upward and away, dealing about 12% damage, and also has a slight wind behind that can push nearby opponents away slightly, even if they aren’t hit by it.

Forward Smash – Superman Punch
Superman leaps upward and slightly backward, holding his fist behind him, before coming back down to the ground with a thrusting, straight-forward punch. Deals about 15% damage and has good knockback after the impact. Even if it doesn’t land, it also has a slight wind behind it that can push opponents back if they’re still close enough, though it won’t do damage.

Down Smash – Arc Kick
Superman lifts his leg high up in the air before slamming it down to the ground with good power behind it. Has the ability to ground/spike down opponents with a similar effect to


Super Special Attacks

Neutral Special – Heat Vision
A quick, long, thin beam fires from Superman’s eyes, going for about 3 Stage Builder blocks or until it hits someone, dealing multiple hits of damage upon impact, at a rate of 5% per second before it goes away after three seconds. It can be angled during the time of the beam, though this angling can have a slight delay. It can be charged for more power and distance, becoming wider from top to bottom, dealing 7% per second and stretching out to about 6 Stage Builder blocks at the highest, but it becomes much harder to angle during the attack and it pushes Superman back a bit. Opponents can also duck under this attack and dodge away from it if they’re careful, so it’s also not a sure hit.

Up Special – Flying Uppercut
Superman flies upward at a slight diagonal angle with his fist held outward, going for about 4 seconds before stopping in the air or wherever lands. This move can hit into opponents, causing 6% damage upon impact, and spikes opponents upward before they descend into a freefall. It’s a simple, but somewhat quick and effective move for both recovering and dealing quick damage.

Forward Special – Super Breath
Superman exhales a strong gust of wind forward that goes for about 3 Stage Builder blocks distance and knocks opponents backwards. Doesn’t do a lot of damage compared to other moves, with 3% damage, but can freeze opponents at high enough damage percentages (like above 79% damage). This move can also be angled upward and downward to either push away opponents coming down at you or push opponents down away from him.

Down Special – Flying Ground Punch
Superman quickly flies straight upward for a short distance before landing back down to the ground with a strong punch that can ground opponents, with the same effects as the Pitfall item. This does about 10% damage for the impact, but can also deal 4% damage each for the two initial flying punch, leading to the possibility of scoring 18% damage total for the whole move, but it’s a bit tricky to pull off, and punching down and grounding opponents


Final Smash – Flying Tornado
Superman flies up into the air and starts flying in circles around the stage, for about the width of the largest platform in Battlefield, moving from the foreground to the background while doing so. After a few seconds, a tornado starts rising up in the middle of the stage, catching and spinning opponents in it and causing 2% damage for each second the opponent is caught in it, and after about 15 seconds, Superman stops flying and flies diagonally downward back to the stage, slamming his fist into whoever is in his way and grounding/spiking them for 10% damage. After this is done, the tornado will dissipate and the opponents that were still caught in it will be dropped to the ground quickly, dealing about 4% damage upon impact with the ground. Overall, this Final Smash can deal a total of either 40% damage with the punch or 34% damage with the landing.

Playstyle
Superman’s moves are mostly about him gaining momentum in the air and spiking opponents up to there. While he’s no slouch on the ground, he, much like a certain bird, seems to prefer the air. Aside from his Down Special, all of his Specials can be oriented upwards for the whole attack, and the Flying Uppercut, like a lot of recoveries, can be useful for getting him up in the air. Superman has a lot of moves in general that can move opponents away but he doesn’t have a lot that will bring them to him, so he’ll have to use other moves to get himself close to them so he can inflict damage that way. Superman’s also very durable and good at recovering, but his range issue with a lot of his attacks can be a problem, and those attacks that do have range can be avoided, leaving him open for follow-up attack afterwards if he’s not careful. Still, he's pretty versatile and good for a lot of simple, straight-forward attacks mixed in with his flight and some super powers.

Pallets/Costumes
Default/Blue Team – Regular Superman (Seen in the first image)

Red Team – Player 2 Superman from the arcade game (White instead of red and red instead of blue, as well as some dark red hair) (Seen here: http://tinyurl.com/pnso56f)

Green Team – Green Lantern Superman (no, no actual Green Lantern powers. Maybe his Heat Vision turns green?) (Seen here: http://tinyurl.com/owxuh5z)

Red Son Superman (Grey outfit instead of blue, red & black Communist logo, red belt with black briefs and black boots) (Seen here: http://tinyurl.com/pb9lrbm)


Mon-El (Blue and red switch places, among a few other differences) (Seen here: http://tinyurl.com/om8dpq8)

Fleischer Brothers/Golden Age Superman (Different colored logo [yellow border, black triangle, still a red S], cyan/turquoise instead of blue, darker red) (Seen here: http://tinyurl.com/nwkajj3)

Death and Return of Superman (Black in place of blue, white, and silver costume, and a long, curly mullet. Yes.) (Seen here: http://tinyurl.com/n9z8fsp)

New 52 Superman (Blue armored outfit with a higher collar, red belt instead of yellow, and no underpants. Still, what is the belt holding up then? Aesthetics? ...okay, sorry again…) (Seen here: http://tinyurl.com/oucje6l)

Alternate costume: Cyborg Superman.
Obviously, he would seem a bit more villainous in speaking and mannerisms, and he'd have different taunts and victory poses than regular Superman.
(Seen here: http://tinyurl.com/q8qxjvg)


Other Extras
Entrance – Clark Kent enters a phone booth, then quickly flies out of it as Superman.

Taunts
Up Taunt – Superman floats upward slightly off of the stage while lifting one arm upward, then lifts it back down and floats temporarily in the air before coming down after about 5 seconds.

Forward Taunt – Superman sees outward with his X-Ray vision, beaming a spotlight with his eyes. If held over an opponent, it won’t damage them, thankfully, but it will show their skeleton.

Down Taunt – Superman crosses his arms together and smiles while facing forward.


Victory Poses
1. Superman faces towards the screen and does the typical Superman pose, with his hands held in fists on both hips.

2. Superman quickly goes into a phone booth and comes back out as Clark Kent, adjusting his tie, as Lois Lane walks in, smirking as Clark exhales a deep breath.

3. Superman flies down to the ground as Jimmy Olsen snaps a quick photo of him with his camera before Superman lands.


Loss Pose – Superman respectfully claps for the winner, with a slight smile on his face.

Boxing Ring Title – the Man of Steel


Kirby Hat – Kirby gains Superman’s hair, along with a small red cape of his own.

Victory Music – 0:51 to 0:58 of this

(So this was my first moveset submitted to one of these. I might add Custom Specials later, but for now, it feels pretty complete. Let me know if there are any typos I might have, or any suggestions/additions for improvements.)
 
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Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
NiGHTS
So, immediately I can say that this is one of the cooler ways free flight has been implemented into smash in quite a while. The Sparkles are a cool feature too, adding even more to this cool part of NiGHT's flight. To that end, the Neutral special looks like it'll set up a theme of the moveset where NiGHT's uses flight to manipulate various objects and make a fairly unique aerial playstyle.

Unfortunately, that's really not what's at play here at all, and the rest of NiGHTS, barring a few interesting if mostly non connected specials, is pretty much all uninteresting or generic attacks that don't really go out of their way to create a flowing playstyle. Nothing really connects, and there honestly isn't much to write home about. Sorry, guys, but I can't say that I like NiGHTS.

CAT MARIO
Damn, man. Way to take this joke concept and make it into an actually pretty cool set. The idea of a character who auto-cancels all of their aerials is pretty solid, and one that, honestly, I think you should explore in another (possibly more serious?) moveset, because you pull it off pretty well. As far as specials go, I've got no heavy complaints other than on the Up Special, which I feel could have simply created a platform for Cat Mario to control and bounce off of, rather than forcing him to stay stationary .

The Aerials are what work here, as even if they're a bit generic, the mechanics behind his aerials help them to be more than that. Unfortunately, the rest of the set doesn't quite live up to the set-up. I'll say that I did quite enjoy this set, so it's by no means bad, but it could most definitely use a bit of polish and elbow grease to bring it up to the promise the beginning.

Springtrap
Okay, so I just want to start this by saying the way in which you wrote this moveset is quite tedious to read. I understand what you were going for with the long page breaks, but since you make little to no effort put forward in the writing style to match the scary presentation. That doesn't really have anything to do with the set's quality as a moveset, but aesthetically it's quite annoying to have to keep scrolling with little payoff.

As for the set itself...well, Warlord said it best in his comment, but I'll reiterate - having the character pull out random cartoony props not only isn't very creative, it also indicates that you're focusing on making individual moves rather than stringing them together to make a coherent playstyle. I had this problem early in my career too - I'd say it's best to come up with a cool idea for a playstyle revolving around the specials, and then build the rest of the moveset off of that idea and the specials. It's not the only way to make sets, but it's a good way to familiarize yourself with working with playstyles. It helped me a lot, and I'm sure it will help you.

Springtrap isn't good, period, but I think you can do much better based off of some of the more creative stuff in the set. Shop your movesets around if you'd like to get it previewed, or post it to the Whiteboard for suggestions. I hope your next effort is met with more enthusiasm, but I can't say that I like Springtrap at all.
Nightshade
Nightshade is a really fun set that unfortunately loses some steam around the time it gets to the aerials, though even they have some fun stuff like the back air. I really wish more was done with the bouncing ball, as a character playing an invisible game of catch with himself, as well as positioning himself specifically to get hit at specific times in order to counter, is a very fun idea.

Perhaps him being a master thief could have played more into his grab game, with pickpocketing, using the foe as a human shield so that a clone throws a ball at him, or something similar could have been done, but unfortunately what we have is pretty generic. I do like Nightshade, though, and it's easily my favorite of the sets I've read thus far (note that I'm writing these comments as I finish reading the movesets in order)

A N D R O I D 1 9
Probability of this being a cool moveset ... 94%
It's a Kiwi set.
...87%
Good enough.

Yup, that's about the best way to implement 19's draining powers into a moveset, so good lookin' out on that, fam. I like that this moveset is based as much on 19's amazing Abridged appearance as his incredibly sexy canon self. Your writing style's getting pretty great, man, I chuckled a few times while reading this.

The specials introduce some cool stuff, though I can't help but notice that you lose a bit of steam and focus after, like, the standard attacks. There's not much in the way of a flowing playstyle here, no matter how funny you make your attack descriptions (though that definitely makes the set infinitely more readable). Can't say that 19 is a terribly good set, Kiwi, but I definitely enjoyed reading it.

more comments to come later, but first....well, this is awkward....
 
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Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Dreams save us. Dreams lift us up and transform us. And on my soul, I swear
until my dream of a world where dignity, honor, truth and justice becomes the reality we all live in
I'll never stop fighting. Not just for America, but for everyone, everywhere.

Superman is one of the most popular characters in all of fiction, second only to Mickey Mouse. He also happens to be one of the strongest heroes in the DC comic universe. Born of a dying planet and raised by a humble couple in Smallville, Kansas, Clark Kent, birth name Kal-El, is far more interested in saving people than fighting crime, valuing the life of every living being above his own. Superman strives to be the example of heroism that people can follow, always putting the lives and safety of others before his own personal life and relationships, even when it hurts the most, and refuses to take a life unless it's absolutely necessary. Superman will always do what's right, even if he himself is hurt in the process.

On top of his vast array of powers, the main ones being: flight, super strength, super speed, the ability to shoot lasers from his eyes and the ability to freeze things with a breath, Superman has an insanely high IQ that puts earth's best minds to shame, heightened senses that can detect a fly's beating wing a continent away, and a natural scientist's curiosity to figure out how everything works and fits together. Clark is a natural pacifist, not a warrior, often opting to find non-violent solutions to problems rather than just punching everything into submission (when he's written well, anyway...). He will always pull his punches against weaker opponents when he must fight, doing as little harm as possible to even his most dangerous (human) enemies. This often puts him at odds with Batman, who, despite all of the differences between the two, is one of his best friends and closest allies. Superman is a founding member of the Justice League of America and various other superhero teams, and is always on the front lines to defend the earth from evil whenever it rears it's ugly head.

It's a bird! It's a plane! No! It's Superman!

<S>tats
Size - 8
Weight - 7
Ground Speed - 6
Jump - 10
Air Speed - 10
Fall Speed - 2

The Power of Flight
Superman lacks a "real" second jump, as the second tap of the jump button will put Superman into free flight for up to 6 seconds, though air dodging will take him out of flight. Superman moves through the air at his normal aerial speed while flying, but can move in any direction and use any attack other than his grounded standards. Superman cannot re-enter free-flight after leaving it until he touches ground, but he has an excellent recovery to make up for this fact.
Special Attacks
Side Special <S> Disabling Punch
Superman jumps forward, pulling his first back as he flies through the air, punching forward as he lands, the range being about a BFP on the jump and about an arms length away from Superman for the punch. When the punch lands, the opponent doesn't go flying as you'd expect: instead, they stumble back a bit, falling into their prone position with a mere 10% damage, stunned in place for a brief period of time. Superman's not exactly aiming to damage his opponents too badly, you see, he just wants to end the fight as quickly as possible. As such, this attack will actually deal less and less damage the more damage the foe has accumulated, since Superman is pulling his punches, about 1% less per 10 damage the opponent has. The punch will always have the same effect, knocking opponents onto the ground and leaving them vulnerable.

In the air, the attack is a bit different, as it doesn't have the initial jump to it, with Superman flying forward a tiny bit before delivering the punch. When this hits opponents in the air, they actually do fly backward a tiny bit, but only a bit, and the knockback never changes. The damage goes down the same way as on the ground, obviously. The biggest fault the attack has either in the air or on the ground is that it's somewhat heavily telegraphed at the beginning of the attack, and it has some heavy ending lag should Superman miss.

Neutral Special <S> Super Breath
Superman takes a deep breath, sucking in for up to a second (you can hold the special button for this), before releasing it all with a powerful gust of wind that, depending on charge, reaches to as short as a BFP in front of him to as far as almost the entire length of Battlefield. The super breath deals no damage, but decent knockback as the wind carries them along as it moves across the ground and in the air. This is great against offstage opponents if they don't avoid the gust, as it can usually carry them away far enough to prevent them from recovering. This is also a useful move for spacing if you don't have the time fully charge it up (you usually don't), as it doesn't deal any additional knockback after the wind dissipates, though the opponent can move immediately after the wind is gone. The wind can push away shielding opponents, though doesn't really have much of an effect on their shield at all. The ending lag on this move is somewhat heavy, though Superman can move immediately after he's blown the wind, which takes about as long as ROB's Laser. In the air, the attack actually remains mostly the same, but at a downwards 45 degree angle.

Down Special <S> Freeze Breath
Superman once again takes a breath, not bothering to charge it this time, releasing an icy mist, which reaches about as far as and lasting as long as Charizard's Fire Breath. Any opponent who enters this icy beam will be frozen instantly, with opponents who have been dealt more damage being frozen for longer, though even at high percentages opponents are only frozen for a short time. Opponents frozen are dealt a bit of damage, 10%, and that ice block can be pushed away by Superman's Super Breath. The icy breath does have an effect on shields, slowly chipping away at them and pushing them away, though it's not too heavy. In the air, the frozen-ness is pretty much the same, knocking opponents slightly upwards as freezing is wont to do in Smash Bros.

Up Special <S> Up, Up, and Away!
Superman brings his fist up to the sky and launches himself upwards extremely quickly, about as fast as Lucario's Up Special, though about twice as far reaching. Superman does not enter his free-falling animation after this, going into his normal fall, putting Superman into his flight mode afterwards if he hadn't already used it. Opponents that Superman hits while he's going up are dragged along with him, though not dealt any significant knockback at the end, and generally only being dealt 5% damage. This is a nice, quick way for Superman to get his opponents into the air on top of being an amazing recovery, though it's short horizontal range means the opponent has to be right next to him or right above him to really hit with it.

Standard Attacks
Jab <S> Double Hand Hammer
Superman clasps his hands together, bringing them to his side, and then swiftly shoots them upwards, punching the opponent with both of his hands. This is a single hit jab, deals only 5% damage, and tumbles opponents upwards a bit, not really dealing much knockback, keeping opponents fairly close to him. The big thing about this jab is it's priority, however, as once the animation starts, Superman pretty much can't get interrupted by anything, guaranteeing that he can get out of most up-close assaults.

Down Tilt <S> Flip Up
Superman reaches for his opponent's ankles, grabbing them and tossing them upwards, with set knockback of a few BFPs upwards, dealing absolutely no damage whatsoever. Superman can immediately fly upwards and continue with any sort of chain in the air, making this a great option to get opponents into the air, where Superman is even more comfortable.

Up Tilt <S> Big Shove
Superman jumps up an impressively high distance (for an up tilt) in an even more impressively short amount of time, holding his hands above his head. Should he come into contact with an opponent at the apex of his jump, he gives a big shove upwards, launching them even further upwards than they already were, though dealing fairly paltry damage of only 5%, before he quickly brings himself back down onto the ground, admittedly giving this move a bit of ending lag. Superman can of course jump after the airborne opponent to continue juggling them upwards with his excellent aerial presence.

Forward Tilt <S> Straight Punch
Superman brings his hand closest to the screen up, clenching it into a loose fist. He then punches straight forward, sliding forward a tiny bit, giving the attack a bit more range than it would have otherwise. Superman has some impressive reach regardless, and the attack's priority is quite high because, ya know, it's Superman, though the height of the punch makes it easier to avoid, so using this move as a follow up would be the best option. When it does make contact, the punch deals 12% damage.

Dash Attack <S> Super Speed
Once A is pressed while Superman is dashing, he begins running even faster, to the point of being able to traverse Final Destination in about a second. Superman will be able to dash this fast for as long as A is held, stopping the millisecond that it's released, giving him an incredible amount of control over his speed. There is absolutely no ending lag on this, meaning Superman can attack again immediately after exiting Super Speed. Superman can execute a single jump while running, and it has a pretty incredible horizontal reach, though jumping a second time while airborne and running at Super Speed will simply put him into his flight mode.

Aerial Attacks
Neutral Air <S> Quick Jab
Superman's neutral air plays out more like a normal jab than an aerial attack, with Superman delivering a barrage of super speed-assisted punches, dealing a bunch of quick hits of 2% damage, before a final one dealing 5% and knockback that pushes opponents upwards and away from him. Thanks to his Flight, Superman can easily follow up on this, able to chase opponents effectively in the air.

Forward Air <S> No Rings Needed
Superman puts his hands out in his familiar flying position, quickly flying forward (at a slight downward angle), ramming into opponents who are in his way. This attack deals decent damage, 12%, and horizontal knockback at a slight upwards angle, though it's always the exact same amount of knockback. Timing it right, Superman can use this attack along with his other aerials to juggle opponents until his flight wears out. The goal (usually) is to juggle opponents offstage far enough that they can't recover, or just cut out the middle man and juggle them into the top blast zone for a KO. This is also a good move in general for Superman's offstage recovery if he's run out of flight time, as long as he's high enough up, the downwards angle of the attack shouldn't hurt him as he tries to get back onstage.

Down Air <S> Kryptonian Slam
Superman brings his hands above his head, clasps them together, and quickly strikes, attempting to spike opponents downward. This has a fairly short range, but it's pretty powerful, dealing 12% damage, and downwards knockback that should be enough to KO offstage opponents. Luckily, Superman has way more movement options in the air than your average character, so his offstage game is basically the best in the game. If Superman can get you in the air and offstage, you're pretty much done for.

Up Air <S> Super Geyser
Superman looks upwards, taking a short breath in, before blowing his Super Breath straight up, which knocks anything above him upwards, without dealing any damage. The amount of damage that the opponent has affects how far they're pushed upwards, though it will never go much further than a few SBUs upwards. This is a good way to KO off of the top of the blast zone, especially considering Superman has the ability to get both him and his opponents up there, though it has quite a bit of start-up lag and ending lag, making this his most punishable aerial by far.

Back Air <S> Super Agility
Superman comes to a sudden stop before using his super speed to almost instantly move himself backwards (and slightly downwards) almost an entire BFP. Opponents he hits while dashing are knocked away, being dealt 12% damage and light knockback downwards. The other use for this attack is as a quick movement option, giving Superman a pseudo-dodge mid-air without having to use his air dodge, which, as stated, takes him out of his flight.

Z-Air <S> Flying Catch
Superman swoops in a small arc, grabbing for anything that happens to be within that arc. Should he catch an opponent, he holds them by the scruff of their neck for a fraction of a second, during which time the player can input any of the 8 cardinal directions. Superman will then toss the caught foe in that direction, dealing no damage but knocking them a decent distance away, which Superman should be very able to follow up on. Should he not have a direction input, he will simply toss them up and forward.

Grab Game
Grab <S> Justice
Superman flies along the ground a short distance, attempting to grab any character by the scruff of their neck within that distance. It's long-range and fairly quick, though if attempted at a long range it's fairly easy to avoid. Superman's pummel is a small shake, which deals 1% damage per press of the A button.

Back Throw <S> Tornado Spin
Superman tosses the foe up a bit and grabs them by the ankles, and begins spinning rapidly in place, much like Nintendo's beloved mascot plumber. After a few twists, Superman lets go and tosses thew opponent away, though with no damage, with knockback able to KO at around 100%.

Forward Throw <S> You're A Danger To Yourself
Superman holds the opponent up higher than he does normally, and quickly delivers a calculated blow that, while not being particularly damaging, only 9%, it deals some fairly heavy set knockback upward and diagonally. Superman has next to no lag at the end of this attack, and the knockback is such that Superman could theoretically catch up to the opponent with a bout of Super Speed to follow up.

Up Throw <S> Up and Away With You
Superman, still holding the foe, flies straight upwards. After getting halfway to the nearest ceiling, he pauses for a brief moment, before tossing the opponent a short distance away, letting them fall. From a tight spot, this is a great way to get the foe into the air, where Superman is most comfortable. The lag Superman has, well, doesn't exist, allowing him to immediately follow up with a quick attack, as he's also put into his flight.

Down Throw <S> Super Drag
Superman holds the opponent, pressing them into the ground, and flies forward 2 SBUs, dragging them along. This deals quite a bit of damage, 14% damage, as well as potentially dragging the opponent off of the stage, as Superman will continually drag the opponent the full length even if it goes offstage, as he will enter flight if he does so. This attack deals no knockback, though Superman most definitely has tools to follow it up with, especially offstage.

Smash Attacks
Forward Smash <S> Heat Vision
Superman's eyes glow a bright red as this attack charges. When the charge is released, Superman shoots forward his heat vision laser, which will reach all the way across the stage, regardless of charge. At it's least amount charged, it's barely a pin's width in length, dealing only 10% damage, though being almost instantaneous. It's high enough to be ducked by most characters, but can be angled up and down like any other smash, letting Superman use this as a poke at long distances, though it should only be used at long distances thanks to the quite long ending lag. This is especially useful in the air.

At full charge, this attack is an absolutely massive laser, which deals 42% damage and KOs opponents at around 60%: Superman isn't messing around with this one. However, the use of this power is the one that drains Superman most: he can only hold this massive laser for about a tenth of the time that he's able to hold the tiny one, which was already less than a second, meaning that opponents could very well dodge this, and that's not even getting into the lag that he has to endure at the end, which is only slightly less punishing that Ganondorf's Wizard Punch. Use your full power only when it's desperate.

Down Smash <S> Super Flare
Superman begins to glow red, radiating as the attack charges. He's clearly in pain, but this must be done to stop his foe! Upon release, Superman unleashes all of the solar energy he's stored from all of the cells in his being, creating a massive explosion that engulfs his body and the bodies of those within a SBB of him at no charge, and a Smart-bomb blast radius at full charge. At no charge, the attack still deals amazing damage, 24%, and knockback able to KO at around 90%.

The downside - Superman takes all of the damage from the attack as well, though no knockback. The same can be said for the fully charged version - 45% damage and knockback that'll KO foes at as low as 40%, but Superman himself takes all of the damage as well. This attack CAN in fact be shielded or dodged, making it a risky maneuver, as does the massive ending lag.

Up Smash <S> Suction
Superman looks upwards, letting all the air out of his lungs for the charge animation. Upon release, Superman inhales as hard as he possibly can, which obviously changes depending on charge. At no charge, the suction has about the range of King Dedede's (only upwards), and lasts for only half a second. At full charge, the attack reaches almost all the way up to the blast zone, and will pull an opponent straight down to the ground, dealing them varying minor damage depending on the height and weight of the character in question. Use this attack to bring a fleeing opponent down to earth, or to at least put them in a position that Clark can quickly get to them in the air.
 
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AlRex

Smash Lord
Joined
Sep 12, 2012
Messages
1,166
Oh dang, another Superman. If I had known there was going to be a Superman already, I'd have made someone else. I don't see a Final Smash, but it mostly seems better written than mine is. All I can say other than that is, I don't think these two will be the last Superman-related movesets you'll see in this thread.
 

Slavic

Ask not the sparrow how the eagle soars
Joined
Jun 5, 2013
Messages
758
Location
taco bell, probablyn't
Time for another rousing addition of...

SLAVIC'S SMASHING STATEMENTS!

Roomba Mk. II
ChaosKiwi
The strong point of Chibi-Robo is the characterization of a tiny robot fighting in Smash. The moves all work to illustrate the robot as a versatile little housemaid. The charging feature is a unique way to provide temporary buff without making it too easy or difficult to recharge, although there is no benefit it seems to not having a charge. Some of the moves feel very generic, however, and there could be much better move interaction given the combination of electrical wires and water pumps in the same moveset. Aerials could also use some work, and Drake Redcrest seems kind of tacked on (from someone unfamiliar with the actual game). A good basis for a moveset, but there it leaves me just wanting for more interaction, it’s so close I can smell it!

If Every Moveset Were Perfect…
Reigaheres
The idea of a defensive / support character is a neat one, and if it had been played up more on Steven he could have been a more unique concept. Currently, Steven doesn’t do a lot, relying heavily on Lion for attacks. Some moves, like the cheeseburger backpack, are awkward on him, especially with randomly receiving almost two seconds of stun or healing a whole 20% damage. I do understand that Steven is noncombatative, and that should have been the focus on him, working well to support Lion and / or teammates. For a good example of a character who does a good job of supporting and fighting, I recommend a read of Nurse Joy from MYM8. It’s clear that you put a lot of work into this moveset and showed your passion for the character well, and it was an enjoyable read none the less and very pleasant to look at.

Some Positives, Some Negatives
Munomario777
Since you opened up the set talking about them being semi-clones of Pikachu, I went into it expecting it to be more similar to Pikachu than it was. This is a good thing, much better than how Pichu was portrayed. I like the idea of positive and negative electricity and how they’re different, but I do wish they interacted more. For instance, with Electro Ball it would be neat if something neat happened if the two different charges collided with each other. My issue with this set is a lot of the moves don’t feel unique to Plusle and Minun, common issue for Pokesets, and most of them could be placed over Pikachu or the Ice Climbers. One aspect that could have been used is that Plusle and Minun are also based on cheerleaders and are the physical embodiment of Helping Hand. Making them buff each other and having their electricity perform differently separate than together as described above would help this set a long way. Still, not a bad set at all and it does some things right.

My rankings have also been updated up through Springtrap.



gay.png
 
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