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Make Your Move 5

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D

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I think I'll wait and give Dad the chance to post Raiden, considering that one's been in the making for six months rather than three days. :p
Thanks. :)

I'll be posting him as soon as I see post #1965. :chuckle:

... That's no invitiation to spam, mind you. I can wait.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
I wonder what Georgie's moveset is...

(wary)

Anywayz, I'm writing a SM, and Greed will not be the first moveset of mine posted.
 

Lord Sakurai

Smash Cadet
Joined
Oct 30, 2008
Messages
52
KING DEDEDE



=============================GROUND ATTACKS=====================================



(Standard A)
Description: A simple, fast side hammer swing. Covers a small area in front
of King Dedede.
Damage: 6% on average.
Knockback: Minimal - Knocks foes backwards.
Speed: Fast; short recovery.
Special: Part of a Combo Chain.

This is a basic move. Not very effective, but it's part of a combo chain, so
that is to be expected. It's actually not a bad chipping attack used singly,
though Dedede has better moves for that (namely his Strong Forward A and
Strong Down A).





(Standard A, A)
Description: A simple, fast side hammer swing, followed by an upward hammer
strike. Covers a small area in front on the first attack; covers a slightly
larger area in front of Dedede on the second strike.
Damage: 6% for the first attack, 5% for the second for a total of 11%.
Knockback: Minimal - Knocks foes backwards.
Speed: Fast; Short recovery.
Special: Part of a Combo Chain.

Again, simple enough; this attack is a standard and part of a combo chain, so
it comes out very quickly and has very little recovery time. Like his standard
A, the Standard A, A is a good chipping attack, though, yet again, he has
better moves for that.





(Standard A, A, A)
Description: A simple, fast side hammer swing, followed by an upwards hammer
strike. This is followed by a stab forward with his hammer, during which time
Dedede spins it. Covers a small area in front on the first attack; covers a
slightly larger area in front of Dedede on the second attack, and covers an
area a bit forward from Dedede on the third and any subsuquent hits.
Damage: 6% on first hit, 5% on second hit. The third hit scores multiple hits
and thus varies; the barrage of hits usually does 14% on average, for a total
of 25% when averaged out.
Knockback: Minimal - Knocks foes backwards.
Speed: Fast; short recovery
Special: Rapidly hit A to continue Hammer Drill

This is the completed Combo chain, and it's here that you see the kind of
damage that Dedede is capable of with nothing but standard attacks, he can
quickly crank out damage. The knockback from this move is pitiful, but the
damage is quite high and the recovery time excellent. It is for this reason
that Dedede's standards are a necessary part of close-combat.

If you continue to rapidly tap A on the third attack, or if you simply hold
the button on the third attack, Dedede will continue to perform the Drill
Hammer attack. This isn't useful in many circumstances, but if you pin a foe
against a wall with the drill part of the attack, you can crank damage wicked
fast; 2 to 3 seconds of Drill Hammer can rack up 41% or more damage!

The one caveat is that the Hammer Drill, should you whiff the spin component,
renders Dedede vulnerable for about a second. This can be potentially deadly
if you mistime it, so don't use the third hit unless you're sure it will hit!




(Strong Forward A)
Description: Description: A thrust forward with the hammer. Sort of resembles
the Drill Hammer attack, but has vastly improved range. Covers a lengthy area
in front of Dedede.
Damage: 6% given an ideal hit. Less-than-ideal hits will deal about 4%.
Knockback: Low - Knocks foes backwards.
Speed: Fast; Short recovery time.
Special: Superb Reach.

At a glance, Dedede's Strong Forward A looks like a total wash. It does no
more damage than his Standard A, is harder to do, and has a negligably longer
recovery time. Moreover, it doesn't even have good knockback, and isn't
going to be KOing anyone until they're about 250% or so.

The value of this move only becomes apparent when you realize that it has
absolutely the longest range of any of Dedede's moves. It can outrange both
Marth's Forward A Smash AND Ike's Forward A Smash, and it comes out faster
than both. This is easily Big D's best chipping attack, as it has *just*
enough push to drive them back out of range, has good speed, and is just
about Dedede's only reach move with basically no risk.

If you need to hit multiple foes or drive an enemy back before they can
really get close, Dedede's Strong Forward A is almost always a viable option.
It's also a good "Poke" move and can hit enemies through obstructions - you
can hit an enemy on the other side of a pillar, or through objects like the
small wall in Hyrule Temple.





(Smash Forward A)
Description: A massive, 2-handed overhand slam with Dedede's Hammer. Dede
swings in a broad forward arc, covering slightly above and in front of him.
Damage: 24% given an ideal hit. By charging this move, you can get as high as
33%, given an ideal hit. A simple graze will do a little less.
Knockback: Heavy to Extreme - Knocks foes upwards and Backwards.
Speed: Slow startup, quick follow-through; slow recovery time.
Special: Slow as hell.

Here it is, Dedede's strongest Smash move and the one everyone fears. A fully
charged Smash Forward A is going to, without exception, instantly KO a lighter
weight character on any of the smaller maps (such as Flat Zone) given a good
hit, regardless of health. Even a non-charged Smash Forward A from Big D
causes massive damage of the sort normally reserved for charge moves, and has
intense knockback. It even has good reach!

Unfortunately, what this move has in raw punch, it loses in speed. This move
has a critically slow startup, and Dedede telegraphs this move - badly - when
doing it. No sane player is going to come into range when you're charging
Dedede's Smash Forward A, though a few will always be crazy enough to try. Use
it sparingly, and you'll find this move to be extremely effective. If you use
it too often - one of the big mistakes of a neophyte Dedede player - people
will get wise, which will spell disaster for you, as this move is all too easy
to counter or disrupt. The last thing you want is to suffer a Counter from
Marth or Ike on this thing, as you'll be getting hit by a move that deals 45%
to 65% damage and will send you careening off the stage. Worse still, the
recovery time it has is awful, and you're completely vulnerable for nearly a
half a second after the move completes.

This said, it *is* his strongest overall move, and is great when going after
an enemy trying to get back from being nearly sent off, or trying to get down
to your level. Use it when under Platforms on maps like Battlefield, or in
tunnels (like in Mario Bros.) and this move will serve you beautifully - just
be careful and DO NOT rely on it too much.

One area this move can be positively vile is if you use it in conjunction with
Pitfalls, Deku Nuts, or even better, Freezies - or with a Jigglypuff or Yoshi
ally! With the enemy held by the effect, you can easily ready and charge a
smash attack, often sending them to their deaths in a single strike. This also
works with Jet Hammer, but the Smash Forward A charges faster and actually
does more damage when fully-loaded.





(Strong Down A)
Description: Dedede gives a sweep kick with his oversized foot. This covers a
small area in front of Dedede on the ground.
Damage: 10% (On Average)
Knockback: Light-to-Heavy; Knocks foes backwards.
Speed: Fast; short recovery.
Special: Trip Attack - Small chance to trip opponents.

Dedede's Strong Down A is one of his essential moves. It is basically a sweep
kick, and it has surprising reach considering that Dedede has basically no
legs - it reaches as far as his hammer, and it has both reasonable punch and
enough impact to push an enemy back somewhat.

Where this attack really shines, however, is that it's a Trip Attack. Enemies
hit by this move have a small chance of being knocked on their ***, just as if
they stepped on a Banana Peel. This can potentially buy you enough recovery
time to flee faster enemies or sieze the initiative. As the enemy's damage %
increases, this move becomes more of a knockback move, however, so it loses
the knock-down chance in favor of sending an enemy zipping backwards - not too
bad a deal, considering. At 150% and higher, it even can work as a KO move.

The speed of this move is very good; I cannot stress this enough. It's a very
safe move to use against enemies, and it has high priority to boot. Even
better, because the only requirement is that you're crouching - and since
Dedede crouches and gets back up extremely quickly - and since he doesn't even
look like he's crouching in a conventional sense when he is - this is an
unbelievably good set-up move.

You can immediately get back up and segue into a Standard A, A, A or even a
Smash Up A with laughable ease - and even better, since you're already in a
crouch, you can pull out a Down B Special (Jet Hammer) in an instant. Because
of the sheer number of set-ups this move has, it's a lot better than it
originally appears. Don't forget about it.

One last reason this is a good move: You're knocked a considerably shorter
distance if you're hit whilst crouching than you are in the air or simply
standing. Bear this in mind.





(Smash Down A)
Description: Dedede does a full 360 spin, swinging his hammer around him.
Covers a small area both in front of, and behind Dedede.
Damage: 15% on average. 21% on a fullycharged smash.
Knockback: Moderate-to-Heavy - Knocks foes upwards and towards where you hit
them from.
Speed: Very short start-up delay and follow-through. Moderate recovery time.
Special: Covers both front and back.

This is a good overall smash attack when compared to his Smash Forward A. It
has surprising knockback force, comes out very quickly, and the only real
drawbacks it has is that it has sort of slow recovery, which leaves you
vulnerable for about half a second after doing a move, and that the area it
covers is comparatively small. It hits in front of you *and* in back of you in
one move, making it good for clearing out enemies when you're being crowded.
It can score KOs, too - but it's better-used as part of an attempt to send foes
out on the followup.

One last thing of note - this move is also very deceptive; if you charge it,
Dedede looks virtually IDENTICAL to how he does when he charges his Smash Up A
This can make enemies misjudge which move you're trying to do, and can help
you thwart your enemies by partially eliminating their ability to telegraph
Big D's moves.







(Strong Up A)
Description: Dedede hops slightly, doing an upwards headbutt. Covers above
Dedede, as well as a small section directly in front of him.
Damage: 12% on average.
Knockback: Moderate-to-Heavy - Knocks foes upwards.
Speed: Fairly fast overall; short recovery time.
Special: Very Fast for a Strong attack.

Like Dedede's Strong Down A and Strong Forward A, Dedede's Strong Up A is a
good chipping attack. The difference here is that this move is almost entirely
for antiair purposes, and for knocking foes into the air. It's surprisingly
easy to chain, and can be very useful for dealing with a foe that absolutely
insists on staying at point-blank range, since you fan followup the headbutt
with additional headbutts, racking damage up. It also has high priority.

Additionally, this is the only one of Dedede's Strong attacks that can
actually KO with relative ease; at over 100%, the headbutt does asharp bit of
knockback that can kill many opponents on maps with relatively low top borders,
such as Battlefield.

Additionally, this move's quick use time makes it absolutely brutal when
chained correctly. If you can trap an enemy between Dedede and a cieling,
repeatedly hammering them with this move can rack up damage in record time.

This move's only real weakness is that it's basically anti-air only - it works
only to hit someone in the air or as a follow-up move. It covers ONLY above
Dedede and slightly in front of and slightly behind him, which limits its use
as a basic launcher move.






(Smash Up A)
Description: Dedede swings his hammer upwards, in a broad arc. The arc starts
in front of Dedede, and swings upwards, ending right behind him.
Damage: 14% on average. Charged, it deals as much as 19%.
Knockback: Moderate-to-Heavy - Knocks foes upwards.
Speed: Very short start-up delay and follow-through; moderate recovery time.
Special: Large coverage area.

Beyond any doubt, this is Dedede's single most useful Smash Attack. It covers
an absolutely huge area, comes out incredibly fast, and it has both reasonable
damage and knockback. 14-19% is, indeed, rather low for one of Dedede's moves,
but the sheer utility of this move more than makes up for that.

Like all Smash attacks, this one kicks pretty hard, but the Knockback of this
Smash is somewhat weaker; though it can still KO with ease once the enemy's
damage starts to stack up, it's better-used as a general knock-away move and
as a launcher. Use it as a primary offensive force to keep enemies in the air
and off-balance, for hitting foes through platforms (such as the ones on
Battlefield), and for dealing with enemy groups, as the massive coverage area
will hit absolutely ANYTHING near Big D.

Note that like his Smash Down A, Dedede's Smash Up A is deceptive, and there
is very little difference between the "ready" animations when he charges
either. By using both moves in their charge capacity well, you can throw
enemies offguard and cause them to misjudge you, especially if they don't
play Dedede.

Also note that just like his Smash Down A, his Smash Up A has a half-second
after he does it in which he is totally vulnerable. Whilst the attack is very
hard to predict and comes out quickly, Dedede can be badly punished if he
whiffs it, so be aware of the risks!





(Dashing A)
Description: Dedede runs at an enemy, trips, and does a body splash.
Damage: 16% on average.
Knockback: Light-to-Heavy - Knocks foes upwards and backwards.
Speed: Fast start-up, very fast follow-through; moderate recovery time.
Special:

This attack looks comical, but it does loads of damage. The body splash's
knockback is weak when the enemy is still at low damage %s, but as the enemy's
damage builds, the knockback of this move skyrockets, and Dedede can easily KO
a character at a relatively high damage % with it. This move is one of the
strongest overall Dashing A moves in the game in terms of damage, and it's one
thing that a lot of people who don't play as Dedede much don't really make
themselves aware of.

Because Dedede's a big slow guy, you'll have a lot of chances to use this
move, as presumably, you will run a lot when on the ground. Its high damage
and quick use time make it an excellent attack for diving into a big enemy
group. Be warned, however, that the recovery time on it is rather bad, and if
enemies see you do this too much, they'll be ready for it. It also has a brief
moment during the "trip" animation where he's somewhat vulnerable.

To get good with this move, bear in mind that Dedede has to start it BEFORE
coming into range. The nosedive itself does the same damage as the short slide
after it, so bear this in mind.





(Ledge A)
Description: Dedede peforms a kick as he gets back up from a ledgegrab.
Damage: 8% on average.
Knockback: Light-to-Heavy - Knocks foes upwards and backwards.
Speed: Varies dramatically depending on your own Damage %.
Special: Variable speed.

Dedede's Ledge-grab move can only be done when he grabs a ledge before pulling
himself up. This attack is fairly potent, with good damage and reasonable
impact, as well as a reasonable speed - at first. As with all ledge moves, as
your damage % increases, they become slightly less effective as it becomes
negligably slower to start and slower to recover from. In turn, it does get a
little stronger in terms of knockback.

Use this move ONLY when you're comparatively low on damage or know you're going
to hit. As your damage goes up, you're often better off using a different move,
like Big D's Ledge Dodge or a Super Dedede jump towards the enemy.

When you have over 100%, this move becomes the Critical Ledge A (See below).





(Critical Ledge A)
Description: Dedede peforms a hammer swing as he pulls himself back up.
Damage: 10% on average.
Knockback: Light-to-Heavy - Knocks foes forwards and slightly upwards.
Speed: Varies dramatically depending on your own Damage %.
Special: Variable speed; only usable when at 100% damage or higher.

This move is only done when Dedede is over 100% and attempts to perform a
Ledge attack. It's a lot stronger than his standard Ledge A, but somewhat
slower as well. Like regular ledge moves, it gets slightly slower when
you're high on damage, but this move has harsher knockback and better reach,
as well as better coverage than the normal Ledge A.

This attack is extremely potent when used effectively, and CAN change the
flow of a match if used well. Mix up your ledge game and again, only use
ledge attacks when you're certain a move is going to hit.





(Grab Moves)
Description: Dedede, once he grabs an enemy, can do a multitude of attacks. By
hitting A, he can Headbutt an enemy. By hitting up, he spikes them into the
air somewhat. By hitting forward, he smashes them with his hammer. By hitting
backward, he delivers a reverse hammer slam. By hitting Down, he throws the
enemy on the ground and jumps on them.
Damage:
The headbutt deals 3% damage.
The upward throw, the spike, deals about 9%.
The forward throw, the hammer slam, deals 12%.
The backward throw, the reverse hammer slam, deals 16%.
The down throw, the press, deals 8%.
Knockback:
The headbutt has no knockback, and Dedede doesn't lose his grip on the enemy.
The upward throw sends an enemy upwards, with moderate to heavy knockback.
The forward throw sends an enemy upward and backwards, with moderate to heavy
knockback.
The back throw sends an enemy forwards and upwards, with moderate to heavy
knockback.
The down throw sends an enemy backwards, with light to heavy knockback.
Speed: The grab is extremely fast. The headbutt is reasonably fast; all the
other moves are throws and thus their startup time is largely irrelevant.
Special: Grab move; Cannot be blocked.

Throws are an integral part of using Big D. As faster enemies can punish
Dedede in close-combat, throws give Dedede an instantaneous attack that can
potentially turn the tables and get enemies away from you. His back throw, in
particular, is vicious, dealing more damage than some lighter characters'
Smash attacks. Ideally, the throws you want to use most as Dedede are his
forward and back throws; they deal the most damage and hit enemies the
hardest, meaning they also clear the most ground which is frankly why you
would use one of Dedede's throws in the first place.

Note that Dedede's back throw easily KOs enemies that are high on damage %.
If an enemy is being particularly cagey and evasive, but you've racked the
damage up, grab him and launch him. If he doesn't die, you'll have sent him
flying at least, allowing you to easily ready your next move. His forward
throw has good knockback as well, but does slightly less. His up and down
throws are primarily set-ups for follow-up attacks; the up throw is a very
good launcher.

Also note that, as is the case for all characters, grabs are risky if facing a
smarter opponent. Humans and high-level comps alike know that if they hammer
the buttons like a drug-laden hippie, they'll often escape the grab before you
can throw. Get good with the timing and bear in mind that the higher your
opponents damage %, the harder it is for them to break free.

One last thing to note: Dedede is arguably one of the game's deadliest chain-
throwers. On maps like Hyrule Temple, Mario Bros, or New Pork City, it's quite
possible for Dedede to grab someone, throw them, grab them again on the
rebound, and continue doing this until the enemy's at a wicked high damage %,
at which point you can toss them out. It takes a bit of practice, but your
time will be well-spent honing your technique.





(Kick-Up A)
Description: Dedede peforms a kick to his front and back as he gets up.
Damage: 6% on average.
Knockback: Light-to-Heavy - Knocks foes upwards and backwards.
Speed: Moderate start-up, quick follow-through.
Special: Stand-up move.

This move can ONLY be used when Dedede is getting back up from a prone
position. It's best used to smack someone who is trying to approach you
when you've been knocked down. The start-up lag is sort of bad, but the
knockback is pretty good overall. It's not a hugely usable move, however,
even with its relatively good coverage and priority, owing to its low damage
and rather noteworthy start-up lag.

If time is a factor, and/or you doubt that you can actually land the
attack, a sideroll (tap left or right) or a quick recovery (tap up)
may be the better option.


=============================AERIAL ATTACKS=====================================



(Aerial Standard A)
Description: Dedede performs a body splash. The entire area around him is
covered, but only for a half a second or so.
Damage: 7% on average.
Knockback: Light-to-Moderate - Knocks foes upwards.
Speed: Very Fast; Moderate recovery.
Special: Large coverage area.

Whilst this is one of Dedede's weakest air attacks, it still can be quite
useful, as it hits a fairly large area and comes out fast. It can thus be used
for clearing enemies away when you get swarmed in the air. It has very good
priority, too. two caveats; its range is poor and it's all but useless against
ground foes.





(Aerial Forward A)
Description: Dedede Swings his Hammer forward in an arc. this starts slightly
below Dedede, and ends slightly above him.
Damage: 15% on average.
Knockback: Light-to-Heavy - Knocks foes upwards and backwards.
Speed: Very Fast; Moderate recovery.
Special: Large coverage area.

Dedede's Forward A in the Air has good damage, fairly high knockback, and a
surprisingly large area of coverage. It comes out quickly, has excellent
priority, and in general is one of his best air moves. Ideal for breaking
Smash Balls, it can KO opponents that are fairly high % with ease, and the
fact that it's an air move means its recovery is fairly fast, so it's even
hard to counter effectively. It's certainly one of his better air moves, and
is essential to Dedede's air game - so make good use of it.





(Aerial Back A)
Description: Dedede delivers a backward kick in the air. Covers King Dedede's
back, but not his upper or lower back.
Damage: 9% on average.
Knockback: Light-to-Heavy - Knocks foes upwards and backwards.
Speed: Very Fast; Moderate Recovery.
Special: Comes out extremely fast.

Whilst this is one of his weaker moves, Dedede's Back A in the Air is a
reasonably effective move because it comes out so **** fast and has reasonable
reach, unlike his Standard A in the Air. Additionally, it packs a reasonable
amount of knockback, and can KO foes that are very high in damage %. It's more
of a defensive move, best used when a foe is trying to hit you from behind
when you're airborne.





(Aerial Up A)
Description: Dedede does an upwards version of his Hammer Drill. It covers
directly above him and ever-so-slightly to the left and right.
Damage: About 3% a hit; it scores multiple hits, so assuring the enemy is
struck for the full hit Salvo, it can do as much as 19%.
Knockback: Minimal; knocks a foe backwards. If this attack hits enough times,
one hit will send the enemy knocked back in a random direction with as much as
moderate to heavy force; always upwards and also to the left or right.
Speed: Fairly fast.
Special: Scores multiple hits.

Whilst Dedede's forward and backward moves are designed to be used to knock
foes away, his Up and Down Air moves are strictly damage-causers, chaining
multiple hits for effect and in general making enemy damage go higher. Both
Up and Down moves in the Air lack knockback, but they make up for this little
shortcoming by having excellent priority and extraordinarily high damage.

Even better, by rapidly performing this move in the air, Dedede can stay,
hovering, in the air for several hammer-drills. whilst this is not as scary as
say, Meta-Knight's Up A in the Air (since it doesn't gain ground), it means
Dedede can repeatedly chain enemies should they bounce off a roof, and that he
can punish enemies that are trying to dart in after an enemy you're comboing.
Bear in mind that he can do it - with practice this move can be absolutely
brutalizing.

The above conspires to make Dedede's Aerial Up A excellent for following after
an Enemy launched by his Strong Up A or Smash Up A to deliver a bit of pain
and keep them from pulling off some kind of counter when they land. Great for
keeping the pressure on, but remember that it has virtually no knockback, save
for if you manage to land a large number of hits. Practice the timing and
aiming of the move to ensure lots of hits, and you'll find this to be a
positively deadly move.





(Aerial Down A)
Description: Dedede does an downwards version of his Hammer Drill. It covers
directly below him, and eversoslightly to the left and right under him.
Damage: About 3% a hit; it scores multiple hits, so assuring the enemy is
struck for the full hit Salvo, it can do as much as 12%.
Knockback: Minimal; knocks a foe backwards. If this attack hits enough times,
one hit will send the enemy knocked back in a random direction with as much as
moderate force; always upwards and also to the left or right.
Speed: Fairly fast.
Special: Scores multiple hits.

Ditto, but the Aerial Down A generally scores less hits due to the the fact
that when he uses it, he falls faster, and thus he is capable of scoring fewer
hits with it. Unlike the Aerial Up A, which is primarily used as a pressure
move, the Aerial Down A is primarily used for covering Dedede's *** as he
returns from being sent out. Again, its knockback is minimal unless multiple
hits are scored, so be leery about using it against groups.





============================SPECIAL ATTACKS=====================================


(Standard B Special (Inhale))
Description: Dedede Inhales a massive gust of air for as long as the B button
is held. Inhale covers a fairly large, pieshaped radius in front of Dedede.
Damage: None. King Dedede can spit out enemies, however, dealing 10% damage
when he does. A foe struck by a spit-out enemy takes 16% damage.
Knockback: None, but an enemy struck by a spitout enemy suffers light-to-
heavy knockback and is knocked upwards.
Speed: Moderately fast onset.
Special: Grab move; cannot be blocked, can eat items.

Dedede's Inhale is an unusual move. It works functionally similar to Kirby's
Inhale, except that Dedede cannot swallow enemies. In exchange, Dedede's
Inhale does more damage (additionally spit-out enemies do more damage).
Perhaps most worthy of note, Dedede can walk around with an inhaled enemy in
his mouth like Kirby and unlike Kirby, he can jump with reasonable effect
as well (Kirby can't jump worth crap when he has someone in his mouth).

This move is predominantly used when mobbed. You can easily suck up an enemy
and spit them right out into other enemies, causing extensive damage.
Unfortunately, it is possible for enemies to wriggle free of Dedede's mouth,
and even break out of star form once he spits them out, by hammering on the
buttons. The comp will do this religiously, drastically reducing the overall
effectiveness of Inhale. Fortunately, the primary purpose of Inhale - to get
enemies away from you goes off without any hitch. Also, if Dedede inhales a
food item, Maxim Tomato, Superspicy Curry, or Heart Container, he gains their
effects as appropriate.

Inhale actually has many uses beyond this - it can be used to inhale and
destroy items that are dropped (anything except a Golden Hammer, Assist
Trophy, Dragoon Piece, or Smash Ball), and it can actually be used to counter
some thrown projectiles that are thrown at you from the front but be aware
that they basically have to fly right into the dead-center of Dedede's mouth,
making it a very poor counter. Also, Dedede takes damage if he inhales an
explosive device, such as Snake's Grenades, Link or Toonk Link's Bombs, or
a Bob-Omb, so bear this in mind. Dedede isn't the only one that can do this
(Wario and Kirby can also eat items), but it's hardly a common ability, so
bear in mind that he can do it.

The last thing about Inhale is that it can be used for a tactic that's been
used since SSB - Kirbycide. By using Inhale and jumping off a cliff, it's
possible to plunge off a cliff with a foe and drag them to their deaths. This
is best used in Stock Matches when you get ahead, since you'll both die if
successful. Do note that smart foes will try to escape if you do this, and
may very well survive if you do it at the wrong time, so pick your choice of
hole to jump into carefully - you don't want your enemy recovering if you try
this particular tactic!

Inhale, in general, is a good utility move. It may not be overwhelmingly
powerful, but you can do a lot with it, and that's exactly the move's point.

NOTE: Dedede can use Inhale in the air as well. Dedede can't inhale unusually
large or heavy objects (enemies under the affects of Metal Boxes, Giant
enemies, Subspace enemies, and so on) can't be eaten.





(Forward B Special (Waddle Dee Toss))
Description: Dedede throws a Waddle Dee forward. It has reasonable range for a
projectile, and Dedede will throw it further if you do a Smash Forward B, but
there is no damage increase. There is a small chance Dedede will throw a
Waddle Doo instead, or on rare occasions, a Gordo. Additionally, occasionally
Dedede will throw a random item instead of a Waddle Doo (usually a Poke Ball,
Capsule, or Hammer).
Damage:
A Thrown Waddle Dee does about 5% damage.
If a Waddle Dee jumps or rolls and hits someone, it deals about 8%.
A thrown Waddle Doo does about 5% damage.
A Waddle Doo's beam does about 3-8% a hit with its beam; should an enemy get
hit at close range, it can deal upwards of 30%.
A Thrown Gordo does about 22% damage.
Knockback:
A Waddle Doo or Waddle Dee does Light-to-Moderate Knockback when thrown.
A Waddle Dee does Minimal-to-Moderate knockback if it lands on someone.
A Waddle Doo's beam has minimal-to-heavy knockback.
A Gordo does Light-to-Heavy Knockback when thrown.
Speed: Fairly quick, but with a moderate recovery rate.
Special: Thrown Projectile.

Waddle Dee Toss is, perhaps, the greatest move for harassment in all of SSBB.
The range is fairly short, and the damage isn't great, but the chaos this move
can cause is substantial.

Waddle Dee Toss is unique because, after throwing a Waddle Dee, the Waddle Dee
sticks around for a while and wanders about. Waddle Dees themselves are pretty
much harmless, but get in the way a lot and can occasionally push things off
cliffs. Unlike Mr. Saturns and the like, a Waddle Dee cannot be picked up by
anyone other than a Dedede player, making them incredibly annoying. A Waddle
Dee occasionally does a little jump or roll; if it hits someone when jumping
or rolling (not on landing)it causes a small amount of damage - nothing even
remotely heavy, but enough to make Waddle Dees irritating.

The biggest advantage to Waddle Dee Toss by far is that the thrown Waddle Dees
can knock enemies back, making it ideal for messing with people as they try to
recover an enemy trying to come back from a low angle can be easily punished
by winging a Waddle Dee or two their way.

Every once in a while, you'll throw a Waddle Doo instead of a Waddle Dee.
Waddle Doos are easily identified by their large unblinking eye and orange
body (Waddle Dees are Red). Waddle Doos do no additional damage in and of
themselves, and walk around like Waddle Doos after being thrown. The main
difference is that Waddle Doos will occasionally fire off a rippling energy
blast that can deal a lot of damage. The Beam has very little knockback, but
racks up damage in a hurry, especially if you're against a wall. Even better,
your own Waddle Doos' Beams don't affect you at all unless you have team
attack on.

Even rarer, Dedede will throw - instead of a Waddle Dee/Waddle Doo - a
creature called a Gordo. Gordos are nasty giant sea urchins in the Kirby
Universe; they are effectively living, deadly barriers. Gordo doesn't stick
around when thrown, Instead it bounces once and disappears. If it does hit
something, Gordo does a heavy hit of damage and can easily KO a target at a
relatively moderate damage %.

Very, very rarely, Dedede will pull out and throw a random item - usually a
Poke Ball or Capsule, but sometimes a Hammer, Fan, or Ray Gun. These count as
if actually thrown by Dedede.

In general, this move is best-used to piss people off from a distance, take
potshots at people trying to recover, and generally annoying the hell out of
people. Use it well, and remember that you may only have 2 Waddle Dees/Waddle
Doos on screen at a time. If you throw another after throwing 2, the first one
you tossed out will vanish.

Note that you can throw Waddle Dees in the air, as well.

One last thing (and very humorous thing at that) is that if a Waddle Dee/Waddle
Doo of yours manages, by some fluke, to KO someone, you get the kill for it.
This is also true if you have Team Attack on; if your own Waddle Doo fries you
and kills you, it counts as a suicide.

The actual ratio of Waddle Dees/Doos/Gordos is 35:10:4, or to put it a slightly
different way:
Chance of Getting a Waddle Dee: 70%
Chance of Getting a Waddle Doo: 20%
Chance of getting a Gordo: About 10%





(Down B Special (Jet Hammer))
Description: Dedede readies his hammer, which unfolds a large rocket motor.
The motor heats up slowly, causing the flame it produces to shift from red to
purple to blue. When released, Jet Hammer affects an area directly in front of
Dedede and has improved range depending on how long that the move was charged.
Damage: Varies. An uncharged Jet Hammer strike deals 11% damage. A fully
charged version knocks off a walloping 30%.
Knockback: Light to Extreme. Sends foes backwards and upwards.
Speed: Moderate Ready speed, fast onset, moderate to long recovery.
Special: Charge move; can move whilst charging, Fire effect.

The Jet Hammer move is an extremely obvious and rather difficult to land
attack for those inexperienced. Enemies will see this coming, as the rocket
motor gives off extremely visible fire effects that grab attention - and if
Dedede takes a hit, the charge of the move is waste.

At a glance, this attack doesn't seem very useful.

Why suffer all these drawbacks? The answer lies in Jet Hammer's absolutely
unprecedented power. If Dedede has ANY move that's more feared by players than
his Smash Forward A, it's the Jet Hammer special move. This charge move is not
only incredibly powerful damage-wise, it's extremely powerful in terms of
knockback and shield damage. It's also a bit more lenient in terms of time and
usability than his Smash Forward A, though it has a smaller area of effect.

Using Jet Hammer effectively is more of an art than a science. For starters,
you need to be aware of how it works. If you simply hit Down B once, Dedede
will deliver a single Jet-assisted slam from his hammer that deals around 11%
damage. This doesn't seem like a lot, but Jet Hammer's Knockback force
skyrockets as the opponent's damage builds, and even an uncharged Jet Hammer
can easily KO an enemy whose damage % is too high.

As Jet Hammer charges, the flames the hammer's engine sprays turn from red to
purple to blue, indicating an increase in damage, range, and knockback force.
Note that increasing the charge has the side effect of increasing the move's
recovery. At full charge (engine flames turn blue), the Jet Hammer is fully
charged and delivers a massive 30% hit given a successful strike.

Note that if you continue to charge after the weapon charges fully up, Dedede
takes damage from the heat, at a rate of 1% a second. This generally is
nothing to worry about, but you need to be aware of it. Also, make note that
if you're over 150% damage, the Jet Hammer ceases to do further damage to
Dedede, just like off-screen damage stops at 150%.

Though Dedede can't "hold" the charge like Samus, DK, or Lucario, he has
something that other characters with similar charge moves (Marth and Ike) do
not: He can move whilst charging it, and even jump! Because of this, it is all
too easy to charge Jet Hammer and move in to get the drop on an enemy in the
middle of a fight, especially in larger free-for-alls or Team Battles. This
makes Jet Hammer a bit more useful than Ike's Eruption or Marth's Shield
Breaker Specials, Since it means the usual "stay away" tactic won't work.

Additionally, you can start charging Jet Hammer in the air and even swing it
in the air. This can actually be quite useful.

One last thing to note is that Jet Hammer is a fire effect. This means it will
set off errant explosive crates when they appear should you have the rather
unpleasant misfortune of hitting one with Jet Hammer. The last thing you need
is for an enemy to camp near one of these when you're readying this move, so
be careful and make a note of this.





(Up B Special (Super Dedede Jump))
Description: Dedede does a massive upward jump, before plunging back down.
Dedede is very heavy, and so slams down with tremendous impact. He also kicks
up a pair of stars on impact. Enemies will take damage if hit by Dedede as he
plummets, or if they're in the blast range when he finally lands. They can
also get hit by the stars.
Damage: Enemies in the splash radius when he lands take 11% on average. An
Enemy hit directly by Dedede as he plummets take 15%. An enemy hit by the
"Stars" popping up from the impact takes only 5% damage.
Knockback: Light-to-Heavy; sends foes upwards and backwards. Stars have
virtually no knockback.
Speed: Extremely fast onset; Moderate to very slow recovery.
Special: Flinch-resistant, can be cancelled.

Super Dedede Jump is another staple of Dedede's from Kirby's Adventure; he
used to occasionally use it during his boss fight (it was one of the ways to
get the stars Kirby needed to inhale and spit back at him). It's also a very
versatile move as far as utility goes; it's usable as both a recovery move and
as an offensive move.

Super Dedede Jump launches Dedede very high - paired with his floating jumps,
it's very possible for Dedede to jump from the bottom of the stage to the top
of it in short order, covering more vertical movement than any character bar
Kirby, MetaKnight, and Pit!

Additionally, Dedede is flinch-resistant on this move's start-up (he's not
completely immune, like Ike during Aether or DK during Giant Punch). This
makes it hard to knock him out of a Super Dedede Jump. This move is thus
surprisingly safe to use offensively; it's very useful for diving into crowds
and scattering enemies. It can even KO enemies that have reasonably high
damage levels!

Dedede's Up B Special has weaknesses, however, and very glaring ones. The
first, and most obvious, is that it's a momentum-carrier. Once you start
Dedede's Jump, the direction cannot be changed - in essence, you must be
moving in a direction before using the jump to gain any horizontal movement
with this move which means that in smacking you backwards, enemies can
attempt to thwart your recovery attempts with greater ease than they could
otherwise. In addition to all this, Dedede's recovery time from this move is
quite long - nearly a full second. Additionally, Dedede is far from flinch-
resistant when coming back down, and a number of moves can out-prioritize him
on the return trip (though admittedly relatively few).

If all these aren't enough, Dedede cannot perform a ledge-grab when using the
Super Dedede Jump! Fortunately, a solution exists - you can Cancel out of it.
Unlike many similar moves, Dedede has the ability to cancel out of his Up B
Special by hitting down at any point during the move. By doing this, Big D has
the ability to grab edges or potentially save himself from plummetting off
a cliff. Note that if you cancel it, Dedede's recovery time is a lot better
than if he finished actually doing the move - but if you cancel too close to
the ground, Dedede will stumble and will be vulnerable for even longer than he
would have otherwise (for almost 2 seconds). Learning how - and when - to
cancel this move is a huge part of Dedede's recovery game, so it's whole-
heartedly recommended you practice it.

Drawbacks aside, Super Dedede Jump is wonderfully effective and extremely
useful in general once you master its myriad quirks. You can use it as a
disrupting move, a recovery move, a quick way of getting out of reach in a
hurry and even as a good way to break a Smash Ball (one hit from this move
usually breaks it)! Make good use of this move, and you'll find it essential.





(Final Smash (Waddle Dee Army))
Description: Dedede whistles, and does a little dance, drumming his belly and
calling out to his troops. Waddle Dees pop onto the scene from nowhere and run
all over the place, causing damage and pushing characters off the stage as
they run about. Occasionally, Waddle Doos are mixed in the crowd - as are
Gordos. At the very end - about 10 seconds later - Dedede gives a laugh.
Damage:
A Summoned Waddle Dee does about 2-6% damage.
A summoned Waddle Doo does about 9% damage and can score multiple hits. 30% or
more from a Waddle Doo is about the average provided the enemy is fairly far
from an edge.
A summoned Gordo does about 15-25% a hit.
Knockback:
A Waddle Doo or Waddle Dee does only light-to-moderate knockback backwards,
but pushes characters as they zip offscreen, making it extremely easy to get
swept away. Waddle Doos have a lot more knockback and pushback force than
Waddle Dees. A Gordo does a moderate-to-hard knockback upwards and backwards.
Speed: Instant when used. Waddle Dees, Waddle Doos, and Gordos summoned spawn
at a fairly good clip and move very quickly.
Special: Final Smash.

Make a note: Dedede's Final Smash has the single best priority of any Final
Smash - you can use it anywhere, at any time, and it will immediately go off.
If you use it on the edge of a scrolling stage, the stage will stop moving
until the move is over. If you're off screen, it'll still go off with no
trouble. Use it in the air, and he'll hover there till the dance is over.

It's always safe to use Waddle Dee Army. ALWAYS.

That said, Dedede's Final Smash is as comic as it is effective. At a glance,
it doesn't seem terribly strong, since it's more of a support move. As with
all Final Smashes, Dedede is invincible when dancing and calling down his
troops.

Dedede's Final Smash calls in a bunch of Waddle Dees that then immediately
rush towards the nearest enemy and try to bumrush them off the stage. Each
Waddle Dee has very low damage but rather harsh knockback, and though you can
attack and drive off oncoming Waddle Dees, there are tons of them coming down.
Additionally, Waddle Doos will be mixed in the crowd (functionally the same as
Waddle Dees in this case, but they deal a lot more damage and have much more
vicious knockback effects), and you'll occasionally get Gordos, which only
fall straight down, bounce off the ground once, and then vanish but which
deal a ton of damage and do immense knockback if they actually hit something.

All in all, this attack causes utter and complete pandemonium for 10 seconds.

This Final Smash is, however, extremely map-dependant if you're intending to
use it to score KOs. On smaller stages, Waddle Dee Army is tantamount to a
guaranteed kill, whereas on larger stages or those with many obstacles, it's
merely annoying as hell and can score some quick easy damage. Regardless,
always prioritize Smash Balls Dedede's Final Smash may hardly be the
strongest Final Smash around, but you definitely don't want your opponent
getting to use theirs!
 
D

Deleted member

Guest




Introduction
In the two games he has appeared, Raiden has established himself as a central character in the Metal Gear storyline. As a puppet of 'The Patriots,' he is used in the simulation, Solid Snake Simulation (S3), a project committed to producing top super soldiers who emulate Solid Snake. Oblivious, Raiden only comes to such a revelation about the truth of his mission near its end, simultaneously discovering that his love is manipulated, his life is a lie and all meaning in it is fabricated by The Patriots. For further reading on the character, I recommend visiting the below Wiki page, as this moveset covers – almost solely – the stipulations of Raiden from Metal Gear Solid 2: Sons of Liberty, also known as the Big Shell Incident.

Sporting a 'Fox'-developed skeleton suit, Raiden is connected directly to command and is contacted, like Solid Snake, through a codec. To help keep this transmission clear, Raiden crouches and places his fingertip against his ear. Due to his suit, Raiden's movements are silenced, making him less susceptible to discovery in his mission. His pistols - one in fact a
tranquilizer - are found early in his side of the game, the 'blue one' [as seen in his inventory] being optimum for avoiding casualties. As will be explained fully, this item and similar items are massively important in playing as Raiden.

When changing weapons or methods the clicking sound plays, the same as in Metal Gear Solid 2. This helps establish a stronger connection to Raiden's original game. [0:07].


* Spoilers for Metal Gear Solid and its three sequels, this is the only time I'll write this. Read at your own discretion.

Raiden AKA Jack The Ripper AKA White Devil, real name Jack, is the adoptive son of Solidus Snake. He was adopted after his parents were both killed by Solidus early in his childhood. From an early age he was trained to be a soldier and earned several nicknames due to his skill in combat. During The Manhattan Incident [MGS2], he discovered that Solidus Snake killed his parents. Sometime after this, he was outfitted with a cyborg exoskeleton to keep him alive after being tortured by The Patriots in which they removed his spine and part of his head
~ Extract from Metal Gear Wiki.


The Choice
A running theme in Metal Gear Solid is, 'what kind of soldier are you?' For example, do you execute every enemy callously to finish your mission quickly, or do you take precautions to save the lives of others - those you don't even know? Benefits are gained from using either method: lethal or non-lethal, but it is recommend you use non-lethal means, as it is more humane and badass. Anyone can shoot someone, but how many tranq, search then send them walking to their own deaths?

To switch methods on the select screen, press (R) to use non-lethal and (L) for lethal methods. Raiden's image will change to reflect either a casual holstering of the M9 or a grizzly clenching of the SOCOM aiming at the screen. Likewise, in battle, pressing at any time of either button will set Raiden's moveset accordingly, but only on the ground. Yes, there is real-time weapon change - Jack will switch to the according weapon along with his style in battle. In this manual, each section's icons depict the varying weapons and their increments in terms of these stances - blue is non-lethal and lethal is red. Each move is highlighted as one or the other at the bottom of its description, along with any other notations, such as if the move keeps the player in that method after it is finished or changes it.



Basics

General Size: Above-Average & Slim
Raiden holds similar attributes to Snake in that he is humanoid and slender - his stance differs greatly, accordingly does his moveset. When standing, he holds his gun at his hip, but holds it in front of him when walking or running. This plays a large part in his Smash Bros. appearance. Raiden's weight changes slightly according to his equipment. As a rule of thumb, Raiden can be falcon punched from the centre of final destination to his doom starting at sixty-five percent, when equipped with one of his pistols.
Comparison
Stance [Walking or Running]

Speed (Walking):
Cautious
Raiden takes each step cautiously so that his gun is steady and can be fired at any moment: this is yet quite fast, being that Raiden is trained as such. His walk is similar to Captain Falcon's in terms of speed. If equipped with a larger weapon, Raiden's walking speed decreases slightly.

Speed (Running):
Rushing
Raiden very much concentrates on keeping his weapon steady when running, although it bobs up and down a little regardless, making it less accurate than standing still or simply walking - I will bring this up later in discussing moves. If equipped with a larger weapon, Raiden's running speed decreases dramatically.

Traction:
Great
Turning almost instantaneously - thanks to his sneaking suit, mobility for Raiden is nothing to scoff at. This greatly aids the use of his M9 tranquilizer. With larger weapons equipped, Raiden's traction becomes terrible as he has to firm his grip upon the item.

Speed (Falling):
Snake's?
The one area where I can't avoid copying Snake. As they are shaped pretty much exactly the same as are their sizes, it's no surprise that they fall at the same speed and in quite the same way. A quirk here is that Raiden falls a little faster due to his ever-present gun - if another besides his M9 / SOCOM, its weight effects his falling speed accordingly.

Jump (1st):
Air Skip
Jollily hoisting himself into the air with a step forward then a springing back leg upwards, Raiden has longer reach than Snake at the cost of vertical height.

Jump (2nd):
Invisible Trampoline
A quick collection of his limbs to one point mid-air, then Raiden violently thrusts his legs out like he is swimming a length. This has, again, more reach than Snake's version, but at the cost of vertical height. Keep note of the slightly differing fall speed as well, which decreases the effectiveness of Raiden's air game.

Crawl:
Sneaking Mission 20
The animation is extremely similar to Snake's. Raiden's attack here is a pistol whip, where he simply barges forwards across the floor, hitting anyone who stands in the way of his mighty tranquilizer.

Tether:
No. No glide, wall jump or chaingrab either.

Raiden’s idle stance seems him relax his stance and take in his surroundings all rookie like ;dizzy stance sees him crouch down as if he is answering his codec [0:37], as he is resting his fingertip against his ear, but is instead dozing - cries of ‘wake up!’ can be heard on quiet stages. His roll is simply a backwards and forwards; his shield is a token blue or red depending on his current method; his trip is the same as when, in MGS2, he would slide and fall on bird crap [1:04]. For his 'rising attack', Raiden spins like a break-dancer; his ledge attack consists of a simple low kick that rarely trips foes.


Special


Neutral Special: Neutralisation - Raiden brings his gun's reticule to his eye line and fires at a simple press of (B), as he will if performed whilst running or in the air. This motion is practically instant, but has major setbacks because Raiden only shoots directly forward (shorter opponents won't be hit) and there is some minor ending lag.

At the end of the move, Raiden pulls the slider back on the
M9 then reloads, or, if equipped with the SOCOM, simply reloads a cartridge; the SOCOM is slightly faster here. The gun is already within Raiden's eye line when running or walking, so the small amount of lag taken to lift is gone, at the cost of accuracy [the gun bobs up and down, especially when running]. Holding (B) will prompt Raiden to stop and shoot in place, or continually shoot if running or in the air, until hitting solid ground. The non-lethal weapon used here is the M9, the lethal weapon is the SOCOM.


When the M9 is used, darts are fired from the gun singularly as described above. As with other non-lethal weapons, this move has a purpose beyond causing damage - as well as leaving a large needle wherever it hits on the opponent's body, the darts release a chemical into the opponent's body that will eventually cause them to 'fall asleep', which translates in Smash to the victim dazing off. If in the air when the chemical is activated, they will free fall. Shooting an opponent once has no effect, but shooting them after that will activate the drug thirty seconds from that point, with each successive dart after that bringing the time down by
one second. Like with the SOCOM, headshots are encouraged - a head shot after the initial dart will reduce time until activation by two seconds, rather than one. Some characters like Kirby and Meta Knight share the misfortune of having any shot regarded as a headshot, this is in counteraction to them being too low to hit when on-foot. Because of the reloading mechanism, it is nigh impossible to score multiple shots in a short time, so Raiden has to rely upon tactics. The amount of time spent dazed is always two second in the air [free falling] and four seconds on the ground. Calculating when the reactants will hit the opponent is extremely important here, as after that, the process begins all over again. Likewise, the opponent must be wary of the mighty M9 tranquilizer - that's enough time to use a falcon punch!

After falling asleep or being killed, the 'needle counter' - the amount of darts that have connected with the victim - resets and shots connected when the opponent is 'asleep' do not count. This goes for all moves regarding the needle count.
Non-Lethal


The SOCOM's best use is in hitting the opponent head, as it this deals high damage* and a half-second worth of stun. Obviously, hitting the opponent in that region will have a varying degree of difficulty, but otherwise the damage is quite minimal* and there is no stun. This weapon is therefore best used in unison with other attacks to surprise the enemy, or at opportune moments when the enemy is below Raiden or in a good position for a headshot; some characters like Kirby and Meta Knight share the misfortune of having any shot regarded as a headshot, this is in counteraction to them being too low to hit when on-foot. An advantage of the SOCOM over the M9 is its standardised reloading, meaning it has a slightly faster rate of fire.
*[12%] *[5%] Lethal


Side Special: Tossed Grenade - Jack tosses a grenade from his waist, which ricochets off the ground and sides of the stage until exploding two seconds later. The nature of the grenade is that it is extremely 'bouncy’, reacting accordingly to any crack or bump in the floor or walls of the arena. Raiden is forced into a throwing animation upon pressing (B) and will not throw the grenade if interrupted, but if (B) is held, he can carry the grenade for as long as the player wishes, whereby the same rules as written above apply when the projectile is thrown (i.e. this is like Link’s bombs, not Snake's grenades); press (B) again to throw the grenade. The player cannot use other special moves if a grenade is being held.

Dependant on the type of grenade, it will either release phosphorous, igniting momentarily and burning the surrounding area or release a type of gas that will cause the recipient to fall dazed in a similar time span.


The non-lethal version of this move, the
stun grenade, releases a blinding light when it explodes. This light is powerful enough to bring any foe to a daze similar to if their shield was broken, only for one second – the catch is that the opponent has to be stood nearly on the exact point of impact for the grenade to have this desired effect, so even a simple jump could render this move entirely useless! Fear not, though, Raiden mains, as being within an entire two stage builder’s block of the flash adds one to the foe’s needle count or begins one. [Personally, death by snoo snoo is my preferred method of exhaustion.]
Non-Lethal


The
incendiary grenade is far more straight-forward than its non-lethal counterpart – phosphorous is released when the item ‘explodes,’ which is then ignited, in fire, by fuels in the grenade. This spreads over a large area [two stage builder blocks from the centre of the grenade outward] for three frames of near-instantaneous damage,* which lack in punch but do stun the opponent, negating any action they were performing. The last frame of damage has minor knockback, meagre enough that it only knocks out an enemy over two-hundred-percent damaged. Raiden is unaffected by the flames.
*[3%, 4%, 5%] Lethal


Up Special: Saving Ladder - This is Raiden's primary recovery. As soon as the (B) button is pressed, a ladder appears on Raiden's location and he automatically grabs it, with propeller noises now evidencing a helicopter out-of-frame. As it is a
rope ladder, you can control its sway; use the left control stick's x-axis. You can also make Raiden climb the ladder higher or lower using the y-axis of the control stick - change which way he is facing on the ladder by pressing (L) or (R) [it comes in from a side-view]. No matter where Raiden is, the ladder will only be available for four seconds before it ascends beyond view, whereas Jack will fall off the ladder with any carried momentum from swaying on the ladder. The further down the ladder you are, the more sway you have, but the less controlled it is - you could potentially sway too much and be thrown off, so be careful! Sway can potentially force the ladder back or forward by two stage builder blocks with continued pushes back and forth.

Note that while the helicopter's aim is to get to the centre of the stage, its speed will not change depending on distance, so it will not always take you there. However, it will always ascend beyond the stage's ceiling in four seconds, so speed going upwards varies widely depending on how high or low you are when you summon the helicopter.

If the ladder is caught underneath a stage or hard platform, the same will happen and Raiden can be attacked during the move, making it a precocious ascent. When no buttons are pressed, the helicopter will carry the ladder in a monotonous ninety-degree angle toward the top-centre of the stage, which is obviously not always the best approach from below the stage or with different types of enemy in the air.

By pressing (A) at any time, Raiden can freely jump off the ladder with an extra kick of momentum compared to if he just waited to hit the ceiling. Raiden can also throw a grenade if he is holding one, or fire his gun, or even don his BDU uniform disguise whilst on the ladder, possibly surprising the opponent. The same rules apply on the ladder as they would on the ground with all of these weapons, except that they exhert some sway on the ladder depending on their different recoils. For example, the high recoil of the AK47 will send it flailing in the opposite direction, not preferrable for a sidewards recovery. Also remember that, as the move switches Jack to non-lethal you can only use such moves whilst on the ladder, due to (L) and (R) being dedicated to changing sides of the ladder.

As well, a Raiden main must remember that enemies can use the ladder as well by pressing up on the control stick whilst in front of it. Jack will always spawn at the bottom of the ladder and swaying it too severely to the left or right will send people hanging at the bottom off of it, perhaps to their dooms; initiating this move close to the stage is therefore unrecommendable. If no enemy attempted to attack Raiden, he could get back to the stage from any distance using this move, but its shortcomings force the user to make a stealthy approach. [Stealth in Metal Gear? Why, I never.]
Switches to Non-Lethal


Down Special: BDU Uniform - This move differs from some of Raiden's other specials in having only one method. This is a slight advantage if the opponent thinks that, "Raiden used his tranquilizer - now he can't use his BDU uniform", only to be shot ad nauseum with the AK47.


Raiden's
BDU uniform serves as his down special's non-lethal version in this moveset, but was used in Metal Gear Solid 2 to infiltrate an enemy base infested with BDU-wearing soldiers. The outfit allowed Jack to fit in with the mercenaries present on the ship, although only when holding an AK47 and it was tight-fitting, meaning that even the slightest nudge by the enemy would force Raiden out of the uniform. These elements all play a role in the BDU. This is a sort of role-playing game.

Firstly, as soon as the (B) button is pressed, the "changing sound" is heard and Raiden is wearing the uniform.* There is no way to stop this transformation and for the first three seconds of it, Raiden is invincible. However, keeping in with limitations provided in MGS2, Jack's movement is extremely blighted - he can only use special moves and they're all altered to fit his new outfit - he can only walk and cannot jump, luckily he packs enough firepower in this form to defend himself.

After the initial three seconds, any attack powerful enough to knock Raiden further than one stage block builder will eject him out of "BDU mode." This also applies if Jack is knocked out, but remember that the uniform cannot be used again in the same stock, even Raiden's usual body suit will change as the uniform's balaclava is taken, leaving Jack with his head poking out of the uniform (this happened in the game). This effect remains until the end of the stock.
*[0:07]


Neutral Special: AK 4 Life - This is BDU Raiden's most versatile move - classifying as a lethal move due to its brutality, but the BDU Uniform as a whole is regarded as a non-lethal move. While (B) is held, Raiden brings his AK47 to his eyeline pretty much instantly and begins firing in this way. There are several things you can do from this point - press (A) to make Raiden crouch [unfortunately he can't duck walk], which lowers the line of fire to hit smaller enemies. Press the button once more to make Raiden stand. From both positions, you can use the control stick to alter the AK's trajectory by intervals of forty-five degrees - straight forward, up-right, straight up, up-left and backward. Jack's line of fire is a little off-place compared to other gunslingers like Fox or Falco, but his bullets have similar properties to their beams, besides being yellow to represent metallic properties; this makes the shots hard to avoid.

Each hit from the AK is surprisingly damaging* and every shot has as much stun as Falco's blaster, bar the knockback. Due to this, it is difficult to evade further attacks when being shot straightforwardly on the ground, but it should never come to that if the opponent takes note of Raiden's transformation and stays airbourne. Essentially, this is one of Raiden's best moves if used in the right situations, be it gimping or simply being an annoying camper, but using Jack's other special moves in his BDU form is essential in keeping the opponent from halting this momentum. Remember, only once per stock, so don't waste it. The AK need never be reloaded and can possibly shoot forever, at a speed as fast as Fox's blaster.
*[3%] Switches to Lethal


Side Special - Over There? - Raiden's eyes light up - as the enemy soldiers do in MGS2 when you are spotted, as he 'scans' the area immediately in front of him for spies. If an enemy is caught in this sight [captioned as '
1' below], a large, bright-red excalamation mark appears over Raiden's head, along with the soundbite from Metal Gear Solid* and the opponent is momentarily stunned, letting our their own unique surprised squeal.
*[0:01]

This enables Jack to then follow with the AK, or simply gives him leeway to do whatever he fancies. However, to enable the stun and succeed with the move, the enemy has to be in front of Raiden and on the ground - keeping in mind the requirements of staying in the BDU, this move is quite risky. It also extends only to the end of Final Destination, so a very far away enemy may not be affected.

As with all moves
within the BDU uniform, "Over There?" is considered lethal. This is because of the role Raiden is playing as the Russian soldier, which was factored into the simulation.
Switches to Lethal




Up Special - I Got 'Em! - This move is unorthodox, but so is the entire BDU special move. Essentially, this is not your ordinary recovery, or a recovery at all as being knocked enough will send Raiden back into his normal form anyway. Rather, this move incorporates two others of the mercenaries gang to aid BDU Raiden.

By the press of (B), a ladder will lower in the background directly behind Raiden. Two seconds later, another BDU-uniformed operative climbs down the ladder to its lowest steps, then looks onto the battlefield using his trusty pair of binoculars he keeps hung around his neck. Anyone in this vertical spectrum - within one stage builder block - for the next five seconds is then 'spotted' by the person in the background, with the usual red exclamation mark above both Raiden and the scout, as well as the 'surprise' sound effect from Metal Gear Solid.* After five seconds or the enemy being spotted, the ladder ascends along with the mercenary.
*[0:01]

Suddenly, cypher! Yes, as a result of being 'spotted,' a gun-holstering cypher appears from the opposite side of the screen. This machine is destructable - it will blow up after sustaining fifty-percent damage. It will also leave the battlefield after ten seconds. While on-screen, it will first of all move into a position ninety-degrees from the enemy, at which point it will move its gun appendage up and down until it is aimed any opponent. (These two processes do
not count towards the ten second time limit that the cypher endures.) It then fires one round,* reloads for one second and repeats this pattern. The round can hit only once, but this is true for several frames, so dodging on-foot or midair isn't possible. To evade this, its target must get behind the cypher [it can only move its appendage from straight-forward to downward]; they could climb on top of the cypher as well, perhaps forcing Raiden to shoot it himself! This all

This move can only be used again after fifteen seconds have elapsed. Due to the nature of the BDU uniform, it is likely Raiden will only be able to use this move once per stock, but it
does make up for that weakness of BDU Raiden's neutral special when a foe is in the air compared to on the ground.
*[15%] Switches to Lethal




Down Special: Nomad - Raiden rips off his balaclava and reverts to his normal moveset. Once this has been done, Jack cannot use his down special again until his next stock, or for the duration of the match if he is not knocked out again. Though in his normal form moveset-wise, Raiden looks almost entirely different, as he is still wearing his BDU uniform bar the balaclava. This is the only consequence, however - his set of moves remains the same bar the removal of his down special, much like how he loses his balaclava in Metal Gear Solid 2 and the uniform is rendered useless.
Switches to Lethal

"He's not one of mine!"​


Tilts


Standard Combo: Close Combat 101 - By the push of (A), Raiden will punch forward with his right fist in a rather inexpressive manner. Pressing the same button soon after this will make him do similarly, but with his left fist.* These moves carry minimum amounts of lag, but only extend to half an Olimar of Raiden. Knockback for these two punches is also minimal, but hitting with both will stun the opponent for a fraction of a second - enough to avoid immediate rebuttal. There's more, though: press (A) after the second punch has connected to see a delightful roundhouse two-kick by our hero. This move comes out slightly slower than the first two punches, but carries high knockback (kills around one-hundred-and-ten percent for Mario) and minimum ending lag. This move extends to within an Olimar of Raiden. Note that smaller characters can crouch to avoid this part of the move and that there is a small window of opportunity to dodge it altogether after the second punch - mix it up!
*[3%, 3%] *[4%, 4%] Switches to Non-Lethal
[1:42]


Dash Attack: Raiden Cartwheel - The White Devil spins like you wouldn't believe it, hitting enemies over a one stage builder block radius. Though it can only hit once, the damage is quite high* and there is little to no lag on either end of the move. The knockback is also sizable, knocking out opponents starting at eighty-five percent, a rarity among Raiden's non-lethal moves. This, however, only applies to the latter stages of the move when Raiden is coming down from the cartwheel or is kicking 'upward,' the rest of the attack only sends the opponent nudgingly upward, with just enough hitstun that they cannot counter attack until the cartwheel animation is finished.

If (A) is held for the duration of the move, Raiden will finish the move by rolling onto his front side (face down), where normal Smash rules apply. This is similar to what happens in the game with the same button inputs, but also adds another layer of versatility to the dash, though ending on the floor poses no large advantage.
*[12%] Switches to Non-Lethal


The cartwheel stretches out over a large distance and is well-guarded post-animation,
so is useful in uprooting entrenched on far ends of a stage.



The
high-frequency, or HF blade is used by Raiden near the end of Metal Gear Solid 2. A present from the ill-fated Olga Gurlukovich - who earlier posed as the Cyborg Ninja to appease the Patriots, who had kidnapped her child - the blade is double-sided, presenting the most obvious 'choice' for Raiden. The sharp side is lethal, the blunt side is non-lethal; one can knock an enemy to their death, one can knock them out. As with Raiden's small guns, AK47 and grenades when held, the HF blade is equipped as Jack's weapon when used. However, when first equipped - when first a tilt is used, it is simply Raiden taking out the sword; subsequent attacks are as stated below, but there are several reasons to stick to the sword once you start using it, at least for a little while.


Raiden's stance when using the HF blade is very different to others.
The switching animation is displayed near the end of the above GIF.​


When the HF blade is equipped, Raiden's (L) and (R) become different from how they usually work in his moveset and in Smash. At any other time, Raiden would simply bring up his shield and possibly switch to the converse method [see: "
The Choice"], but with the blade equipped, Raiden guards with the sword, enabling him to deflect any projectile, besides ones used in final smashes. However, this comes at the cost of closer defences. Jack will be taken aback as seen in the GIF below if a non-projectile based move is used, before returning to his guarding position or normal stance (if (L) or (R) are released), leaving him vulnerable for a half-second. Raiden can also run whilst guarding like this, a unique trait in Smash, but this limits his moveset. He cannot jump whilst guarding.


The HF blade's guard function makes it unmatched from long distances,
but it is hazardous if used in close-ranged combat.​


Essentially, using the blade at all may be dangerous - you cannot shield like you normally would, but as you can still roll or air dodge, the only real perimeter is keeping your foe at long distances, where you can perfectly handle anything that comes your way. Keep this in mind when using the blunt or 'blue' side of the blade, as there's a significant lack in knockback, leaving Raiden at risk for the duration of his HF blade being equipped. As a side note, all projectiles - even ones such as the Waddle Dee - are extinguished by the HF blade when guarded. This accounts for all directions and priorities. Exploding projectiles such as the capsule will also be extinguished in this fashion without detonating. Ones like Snake's grenades or Link's bombs will be deflected if they hit Raiden, but they will leave him vulnerable if they explode below Raiden's guard.

Jack utilises the blade in this moveset as his side, up and down tilts. The trick to using the lethal side of the sword is making it resonate through profuse attacks, but still taking account of the deterioration of moves when used over and over again in Smash - the same applies here. To make the blade resonate and become more powerful, you have to use the sword without repeating the same move over again, with each concurrent slash or stab making it that much more powerful. Note that only hits with the sharp side cause the HF blade to resonate.

With the non-lethal side of the blade, your goal is to knock the opponent unconscious using the needle counter described above. In similar fashion to its lethal sibling, the blunt side of the HF blade has a certain niche to it, which is
speed. While deterioration is taken into account, your main objective is hitting your foe with as fast a flurry as possible. If Jack is able to attack a second time after one second with the blade, then one second is taken off - if not, then the process starts over. This is effective on lousy opponents, but you would have to seriously rely on the needle counter to make up for the blunt side's lousy damage in comparison to the sharp side, but the lack of knockback makes initiating fast-paced combos far easier. As such, it is best to use the blunt side of the blade in short succession, putting away the sword before you can be seriously hurt, but hopefully knocking off several seconds if necessary.


Side Tilt: Lunge - Raiden thrusts forwards with the HF blade, with power enough to rip weak enemies asunder. This move is best suited for approaching or slightly further away opponents than the other tilts, due to its long reach and quick delivery. As displayed, there is little lag after the move is performed, but this is in stark contrast to the other tilts which lack any ending lag whatsoever, making this a good one-off or ender; its knockback is far greater when a sweetspot is achieved at the end of the blade.


The very tip end of the HF blade is its sweetspot in this move.



The blunt side of the blade differs here in, per usual, lacking knockback where there is a sizable amount in the sharp side, as well as damage.* There is an advantage, though - there is no ending lag on the end of the move as there is on the red side [not literally]; the lack of lag means that connecting this move with others is far easier, making the process of 'stacking needles' less of a hassle.
*[7%] Non-Lethal


Sweetspotting Raiden's lethal side tilt is a good way of knocking out your opponent* - the spot is located at the tip of the blade, although wherever the opponent is hit, the damage is the same.* When not sweetspotted, this move will simply nudge the victim an insignificant distance and may leave Jack open during the small elapse of lag afterward, but this is unlikely unless you foolishly initiate this move when they are close enough to attack. This move is always best used from a short distance.
*[13% + 2% x # of Recurring Tilts] *[KOs Starting at 85%] Lethal


Down Tilt: Slice - Raiden brings down his sword from above his head in an axe-handle like position, cutting foes in all dimensions. The move can end here, but Jack can follow with a sidewards slice of his blade if prompted to with (A) when the blade is near the ground. You can also dastardly change styles at this point with (L) or (R), effective considering the quirks of both versions - this is quite difficult with the time given, as you must switch styles then press (A) within the next half-second to initiate the second strike, otherwise the move will end here with your switched style selected. The second slice functions similarly to the first - its main purpose is in dismissing of those who avoided the first attack, by their own distinction or the Raiden player's wilyness. Though this move extends all the way around Raiden, it only hits right in front of him.

The scale of the initial strike can also hit floored enemies - this may prove a useful tool due to its fast delivery. This move has strange properties about it. Raiden can hit grounded enemies with the blunt side here, send low-percent damaged enemies high into the air with the sharp side and this makes for a very confusing opposition when this move is used, especially when styles are changed mid-move. Also, dis-jointed hitboxes - the second strike in fact stretches to a whole stage builder block in front of Raiden. Who said I wasn't using Snake as inspiration?


This move has essentially no lag whatsoever,
its range is however quite limited and it lacks knockback.



This move may be useful in stacking a cheap needle second or two situationally. For example, if an enemy were to be hit on the ground by the first move, then roll up and be hit by the second, but this would be very difficult for Jack. Both attacks perform to little damage* and again no knockback, but one very important note is that this move particularly does not abide by the rules! Yes, even if the opponent is invincible on the floor or hanging on a ledge, hitting them with this
will count towards the needle counter. It also doesn't abide by the rules because it does literally no knockback or hitstun to the victim at all - it's certainly a high risk, high reward move.
*[5%] *[5%] Non-Lethal


The lethal version of this move is far more simplistic than its non-lethal cousin. Both attacks cause middling damage,* but it is also effective as a way to create distance because it has an odd kind of knockback. Even from small percentages, the second strike will send opponents high to near the ceiling - below the blast zone - before they can descend, although this also applies as high percentages, ruling it out as a good KO move.
*[7% + 2% x # of Recurrent Tilts] *[7% + 2% x # of Recurrent Tilts] Lethal


Up Tilt: Pirouette - Raiden creates a spiral with the HF Blade, leaping forward one stage builder block - possibly hitting twice, during the 'spiral' stage of the attack and at the very end when the blade is brought downward. The attack hits from just above Raiden to up to one stage builder block in front of him, making it a quite decent long-ranged attack for the sword. It does, however, leave Raiden somewhat open to an attack from behind if it is roll dodged. If hit by the first, it is impossible to dodge the second attack - barring intervention from other players or items.


The pirouette has a slight vacuum effect,
it pulls in enemies within one stage builder block for the secondary lunge strike.



The blunt version of this move routinely does smaller damaged compared to the sharp version, on both the first* and second strikes,* but has unique knockback. The second strike will knock foes to the ground, enabling the use of the his down tilt. As there are two rather close hitboxes here, this is a good starting point for a needle counter.
*[5%] *[6%] Non-Lethal


Though there is some decent knockback on the first hit, the red version of this move has exponential sweet spotting on the second strike; similarly to Jack's side tilt, it is at the very tip and end of the attack.* The first* and second* strike are also quite damaging. This move does not knock the opponent to the floor like its non-lethal sibling, rather the entire assault sends the victim in an orthodoxly straight direction, in front of Raiden.
*[7% + 2% x # of Recurrent Tilts] *[9% + 2% x # of Recurrent Tilts] *[KOs Starting at 90%] *[KOs Starting at 75% (
not sweetspotted: 100%)] Lethal


Airs


Neutral Air: Shock Therapy Raiden takes his sword in hand and rolls in mid-air, doing a full loop before coming back into his original falling stance. This move hits all around Raiden - although the area is reduced from normal, due to Raiden being crawled up into a ball. Another attribute of the attack is that Jack is 'electrified' during it, aiding him in hitting further enemies by expanding the reach of his sword. Generally, all enemies within one stage builder block of the move will be hit, either by the lightning or the sword itself. A downside of this lightning is that it negates either resonation or the needle counter effect. Similar cries to when shocked in Metal Gear Solid 2 play during the move's duration,* perhaps a sign that it is quite painful.
*[0:02]

This is all slightly out-of-character for Raiden, but this is a game, just like usual. The move can hit up to four times, counting at a half-second per hit as the player rotates; it takes two seconds for Raiden to finish this move, so it is somewhat written for the supposed victims. Each separate hit does the same amount of damage* and an opponent can be hit all four times quite easily - they need to be in the air and below Raiden; there is a slightly downward curvature in the move's trajectory. The likelihood of knocking an opponent out with this move is slim, as it only stuns momentarily, although the very last possible hit of the four carries minimal vertical knockback - it knocks out opponents starting at 110%. As always, keep in mind the style of the move - it switches to lethal, due to its brutality.
*[4%, 4%, 4%, 4%] Switches to Lethal


Forward Air: Semtex Explosive - In Metal Gear Solid 2, there are several sneaking sections where the player must avoid setting off plastic explosives - usually semtex. This includes a sniper section where Raiden must snipe all control boxes for the semtex and sometimes, a foolish player could simply run into a room with laser-powered detectors, setting off explosives all over the Plant [where MGS2 is set]... Here's your revenge - blow up the semtex!

By the press of (A), Raiden will toss the semtex and then follow it with his now drawn SOCOM. He will follow it in its natural trajectory until it explodes (this happens when it hits hard ground or opponents) or falls behind hard platforms or beyond the blast lines. If (A) is pressed again before the semtex falls out of sight, Raiden will shoot it, initiating the explosion himself - but be careful, as it will damage Jack if shot when within two stage builder blocks. The explosion generated is extremely powerful* and the knockback is strong enough to knock enemies out standing enemies at just 70%, making it imperative for enemies to evade when Raiden pulls out the semtex; for the first two seconds of the move, Raiden is vulnerable to the explosion and
can be attacked once he throws the semtex by team mates, which is one second after the move is initiated. This would allow for the plastic explosive to fall to its own making. The trajectory is as expected - it's a bag with some explosives in it, after all, it falls in a golden arches shape with ever increasing speed.
*[20%]

A notable weakness of this move is Raiden's vulnerability after throwing the semtex. The player only gains control of Jack again once the Semtex is out of sight or if it has been detonated. As shooting it right away will damage and possibly kill Raiden, he is especially in danger, leaving himself wide open for attack. Thus this move is best used as a very precise gimp or bait, otherwise it will prove ineffective against skilled players. Fear not, though, Raiden mains - this is still one of The White Devil's best KO moves!
Switches to Lethal




Back Air: Metal Gear? - A move epitomous of the Metal Gear franchise; Raiden turns his head mid-air and coins one of his infamous catchphrases, dependant on the style in which he is currently in. This effects any enemy within immediate distance of Jack, forcing them to trip if on the ground or be blown in the opposite direction if airborne. Other effects of the move vary, depending on the method-specific phrase used. Raiden is relatively safe for the duration of the move and it only takes a second to perform, so is useful in preventing assault from behind, above or below. Metal Gear's 'alert' soundbite plays upon the punchline's finishing;* there is indeed a small space of time where one can prevent this move, but as it only takes half a second to perform, this is quite difficult.
*[0:01]


For his non-lethal version, Raiden will simply shout, "
Metal Gear?" in a pre-proposed voice, this has little knockback, but confuses the opponent, forcing their next two seconds of play to be performed with opposite button inputs. Right becomes left and (A) becomes (B), resulting in some Metal Gear like hysteria. This wears off after the alotted time, but one must be especially conscious of Raiden's style if opposing him in the air.
Non-Lethal


In the lethal method, Raiden mains really get to torture their opponents, with that ever-begrudged line, "
I can't do much naked!".* This has medium knockback which is easily DI'd out of, but it's likely your opponent will want to quit out of the match after hearing that, especially if they played Metal Gear Solid 2. A victory is a victory. [If Naked Raiden had to be included somewhere, it was always going to be the Bair.]
Lethal
*[0:57]


Up Air: Mine - These abominable, purple nightmares plagued all who entered the Plant's flooded Core 1 areas, exploding on contact whilst battling with some of the worst swimming controls in any video game. Yessir, these things were extremely aggravating for most first-time players, but certainly memorable and Raiden takes them with them into Smash!

This move is essential in Raiden's air game, as it aids in discriminating those who try to attack from above. An opponent should be weary of the air mine, its illogicalities allow it to stay in place for the duration of its stay and it can be summoned at any time with no lag

At the press of (A), Raiden raises his hands above him in an inconspicuous position, summoning a mine into that location, directly one building block above him. Creating the mine is almost momentary, but the mine can be detonated by Raiden. Detonating the mine is simple: land on it, at which point it explodes and deals decent damage* as well as knockback, powerful enough to knock out at seventy-five percent vertically. However, after thirty seconds on the field, the mine disappears. Throughout its lifespan, the mine will always remain where Jack originally placed it, even when a stage changes in any particular way. Only one mine can be summoned at any time by Raiden.
*[12%] Switches to Lethal


Down Air: Grenade Launcher - Raiden pulls out his RGB-6 for some violent reconaissance in this move, opting to use gravity to his advantage. After one second of starting up lag as Jack prepares the grenade launcher by aiming it straight down - hopefully at his opponents - he then shoots a grenade from it, but continued pushes of (A) can mean up to six grenades can be shot.

Each propelled grenade deals good damage,* but the real usefulness of the grenades comes in their incredible downward knockback, making this an effective spike. The downside of this is that the projectiles can only be fired straight down, so Raiden mains will have to either be very accurate or gather a degree of momentum going into the move, enabling what would essentially be a carpet bombing across the bottom of the screen. Due to the lag - as well as a second of ending lag as Raiden re-equips his old weapon - this move functions solely as a good spike in most cases, but can be quite the surprise if an opponent is chasing Raiden from below.
*[8%] Switches to Lethal


Smashes


Side Smash: No Pentazemin - Sniping comes into play in this move; as all MGS2 players will remember, Raiden had to use the PSG-1 in one particular section of his game in order to destroy semtex control boxes, but in this moveset it plays a far more visceral role. Pressing (A) initially will bring Raiden's chosen sniper rifle to his eyeline - whether it be the PSG-1 or PSG-1 T, he will 'charge' this attack for four seconds before the 'damage' is maxed out. However, Raiden must release (A) to fire the gun. This enables the player to properly take their time and aim at the opponent. His charging stance is simply standing with the rifle in his arms, with the usual tension build-up of smashes - his charging state freezes upon reaching four seconds.

Pressing (B) when fully charged will make Raiden crouch, lowering his aim by a couple of feet. There is also a constant red line - the laser sight, which stops on its target. Upon firing, the ammo in whichever sniper rifle will hit the target - this is wherever the laser sight ends; it is stopped by hard platforms and other characters. If there is space, this laser will cross the entire battlefield.


The
PSG-1 T (tranquilizer) shoots highly-pressured tranquilizer darts; when a headshot is achieved, these darts will put anyone's lights out instantly. A shot in the head with the PSG-1 T in Smash is similar, as Raiden's victim will have an immediate full needle counter - of course, this isn't easy. To fire the PSG-1 T at all, you need to have it fully charged, which takes four seconds, making it very obvious what you are doing for this amount of time. Only when hit in the head will the victim be stunned for a moment, otherwise they will not be nudged whatsoever. If any part of the body is hit except the head, the needle counter is brought up immediately by fifteen, effectively halving the entire time taken for an opponent to fall asleep, thus making it still quite a useful weapon in Raiden's arsenal without perfect accuracy - after all, there's no pentazemin!
Non-Lethal


The
PSG-1 shoots regular bullets, like any other gun in Raiden's moveset. It also acts as a typical smash attack, ranging from low to high depending on the charge time,* but you still have to charge for a minimum of one second before you can fire the sniper rifle. Like the tranquilizer sniper rifle, this lethal one is extremely useful if a player is adept at getting headshots - this multiplies the damage done by one-and-a-half; knockback is exponentially increased with headshots also. Body shots can stun an opponent for a half-second, but headshots will send them flying in the opposite direction - enough to knock an enemy from the middle of final destination to the right blastline at seventy-percent.
*[15%-30% x 1.5 (
headshot)] Lethal


Down Smash: Malicious Hardware - This move involves two planted items by Raiden, akin to Snake in a way, who planted an explosive underground with his down smash. The two styles of The White Devil, however, completely differentiate what the move is; each is explained below.


The
magazine acts as Raiden's non-lethal smash attack in this moveset, with the charging time dedicated to how long the victim will be stuck looking at it. An opponent becomes 'stuck' by walking over the magazine - it doesn't have to be exact, but they have to be almost square on the paper to initiate the attack. The magazine itself is mostly blue and white in colour, so will camouflage better with different stages. Raiden cannot become stuck on the magazine.

The move itself consists of Jack taking out the magazine and placing it on the floor in front of him - which takes a second; he then flicks from the back to the front. After three seconds, it will be on its front cover and so on depending on how long this move is charged. Every second spent charging the magazine results in the same amount of time the enemy will be stuck on the magazine. The animation for being stuck is quite humorous - the victim crouches down so that their hands are on their knees, then gawps and gasps at the indescript pages. After any one person is stuck on a magazine, it becomes ineffective and will disappear from the field within a few seconds. Only two magazines can be on the field at any given time.
Non-Lethal


The
claymore is the lethal version of this move - simiarly to the magazine, it has an unusual charging requirement. Rather than increase the damage of the claymore, charging it up more will increase the length of the trip wire in which the enemy will have to step over to detonate the explosive.

Raiden starts the move off by placing the claymore on the ground, with the charging animation consisting of him tensing up as he holds it in place [the claymore is placed looking left or right]. As the charging continues - it will for up to three seconds - the length of the red lasers protracting from the claymore will increase from half a building block to two-and-a-half. Once Raiden finishes charging the move, the claymore is active and Jack is vulnerable to it. Knockback from the claymore is vertical and medium - it knocks enemies above the blast line starting at ninety-percent.

The claymore itself will deal the same amount of damage* no matter how long its tracking sight is extended [the lasers represent that]. When a character activates the tripwire, the claymore will explode, but deal damage along the entire line of sight as well. Although the explosion lasts for only a single second, it is possible to hit more than one enemy with this attack, if both are foolish enough to land on the claymore's tracking beam simultaneously. Damage is always the same no matter how many are affected. Only one claymore can be on the field at one time.
*[12%] Lethal


Up Smash: Electrocution - Raiden becomes slightly more masochistic with his up smash, opting to electrify himself to harm his opponent. The move consists of an electric panel appearing on the floor in front of Raiden, whereby he will step on it or elongate his foot nearer to it as he charges. This is inspired by pretty much an exact replica of events in Metal Gear Solid 2.
[0:02]

Charging up the move can take up to three seconds, all of which goes to the last hit of the attack; also affected is the knockback of the last hit. This move has a slight vacuum as Raiden charges and hits opponents within one stage builder block of Raiden's centre. The move can strike up to three times - Raiden is electrified for three seconds before being forced to the floor by the shock. Opponent animations consist of painful crying and being 'shocked' visually.

The two first possible hits of the attack are the same no matter what the charge,* but the last's knockback and damage differs*. With no charge, the last strike of the move will simply cause the opponent to collapse like Raiden in the opposite direction, or send them into a momentary free fall if on a ledge. At maximum charge, it can knock people out of the top blastline starting at sixty-percent.
*[4%, 4%] *[8%-20%] Switches to Lethal


Throws


Grab Attack: Espionage - Raiden grabs his opponent with a typical grabbing animation, reaching just in front of him in such a way that there is no way it hasn't been described. This is typical of most characters in Smash, but it almost makes up for the unorthodox nature of some of Raiden's throws.

When held in Raiden's grab, enemies are practically being 'strangled,' this is similar to Snake's grab in most ways [which is unavoidable]. Raiden holds his enemies from behind with both arms wrapped around their necks. The opponent animates as 'wriggling' when mashing buttons to escape Jack's hold. It is possible for an enemy to be knocked out by the needle counter during Raiden's grab - remember this in particular, it's
extremely important in his non-lethal game.


Pummel: Lazy Daze - Raiden pulls out a cloth covered in chloroform and smothers the opponent with it in this move. (A) is held to keep smothering the victim, with usual percentage / button pressing requirements present to escape the hold. For every two seconds kept smothered like this, the foe's needle counter has three added onto it, effectively reducing the time until the opponent falls unconscious by three seconds. This is especially effective in collaberating with Jack's down throw: more on that later.

If indeed dazed by chloroform, the opponent will become lax in Raiden's arms, they stop struggling. Note this visual cue, as pummeling from here will have no effect and the four seconds of free time are ticking away immediately.
Switches to Non-Lethal


Forward Throw: I Hate Ames - In Metal Gear Solid 2, the directional microphone was used by Raiden to listen in on far away, drawn out and boring conversations most of the time, but it was also used to find General Ames, a hostage with a pacemaker that can be heard using the microphone. Dressed in your BDU uniform, you, as the player, are to then discover Ames without drawing attention to yourself.
[2:30]

This is revenge for that mission. Raiden stabs his opponent sadistically with the directional microphone, mockingly saying, "you're Ames, aren't you?" like he does in his game - or maybe it's just an accident, make of it what you will. The stab causes the opponent to be knocked from Raiden with middling power, but the damage is good.*
*[8%] Switches to Lethal


Back Throw: Strangle - Raiden removes one arm from his grab to remove the dog tags hidden inconspicuously around his neck - where were they before? Nevermind, then he strangles the victim using them! This ends momentarily, thankfully and Jack turns round, delivering a boot to the enemy's back for good measure. They are then released and knocked back a fair distance - not nearly enough for a knock out, but to create distance. Damage is, again, good* and coming out of this move will also put Raiden in lethal mode.
*[7%] Switches to Lethal


Up Throw: Stinger Missile - Equipping the beastly
Stinger missile launcher, Raiden aims it upward and pulls his opponent on top of it. He then pulls the launcher's trigger and - much to the foe's dismay - launches them into the air. Miraculously, the missile doesn't explode and the enemy is able escape the its trajectory [it travels beyond the blastline], but they still take damage from the ride up there.*
*[8%]

Raiden unequips the Stinger once the opponent starts falling from the top of the screen and the missile itself can never explode, making this all a rather canned move, but it enables Jack to attak the opponent as they fall - although completely in control at that point.
Switches to Lethal



Down Throw: Locker & Loaded - This move is the only throw which has two versions to it - lethal and non-lethal - however, which move that is used depends entirely on the state of the
enemy. If the enemy is dazed from their being 'put to sleep' by the many non-lethal darts, blunt swords or chloroform napkins, the non-lethal version is initiated, if not, the lethal version. Though one could take advantage of a dazed enemy effectively with one of the many lethal damage rackers or knock out moves, the locker is definitely the funnest way to do it.


The lethal version of this move is simplistic - an electrified panel appears like in Raiden's up smash, except this time this time in the foreground and Jack isn't the one being punished! Raiden turns to face the players and drops the foe onto the panel, seemingly electrocuting them; they are then launched with medium knockback into the air. Damage is decent,* but this is more of a punishment in comparison to its non-lethal companion. Once the victim has been launched up, the panel disappears and Raiden returns to his normal stance.
*[7%] Lethal


This move is only initiated if the grabbed opponent is dazed using the needle counting system - that is, they have been knocked out using any combination of darts, blunt HF blade sides, tranquilizing rifles or passed time. When down is pressed, a grey locker - little taller, but twice as wide as Raiden appears in front of the victim, facing halfway toward the camera and toward Jack. Immediately, he opens the locker door with one hand and pushes in the foe, closing the door after. If the foe had woken up during the past few events, now would be when they could actually do something - by mashing buttons, one can escape the locker by barging down the door with the average amount of mashing used to escape a grab. If the trapped foe
does mash enough to escape, the locker door will collapse and the structure will then start to fade away immediately.

That's not all, though. By approaching the locker and holding down on the control stick toward it, Raiden will start to push the locker. He can push it fast - about one building block a second. Note that throughout all of this, the opponent can wake up and start mashing buttons. The aim of Jack in pushing the locker is pushing it off the ledge, the foe inside along with it. If able to do this, the enemy can still escape, but it is far tougher than before. The locker falls at the same rate that Ganondorf does when he uses his down special in the air and it gathers momentum as it goes. If the foe does escape in midair, they will still carry all of that momentum, making locker falls on stages like final destination near-definite knock outs.

If hit by a falling locker, a character takes damage* and severe downward knockback - enough that being hit by one below a stage's lowest platform is practically impossible to recover from. Raiden can be attacked whilst pushing the locker, but he can also be aided by team mates [visually, they seem to be pushing Raiden], making the locker move at twice the speed it usually would.
*[15%] Non-Lethal


Final Smash

When creating an ultimate move of Raiden, one could not ignore his two methods. Thus, he has two final smashes, depending on his chosen method when he uses the smash ball.


Final Smash: Rocket Power - Raiden's lethal final smash relies entirely upon the
Stinger missile launcher. As soon as the (B) button is pressed, Pliskin [Solid Snake in disguise] and his partner Otacon appear in their Kasatka helicopter, dropping a ladder which Raiden grabs onto. Solid Snake says, "need a hand?", followed by Otacon replying with, "just a second, Snake!". The Kasatka immediately carries Raiden away from the camera - into the background, then off-screen.

Three seconds later, the Kasatka appears on-screen, close-up and flies to just in front of the camera. Now what can be seen is Raiden crouching inside the Kasatka's open passenger section and aiming the Stinger at the other characters. The camera moves forward to become Raiden's 'eyes.'

Now we see the battlefield as it was before all this, except every character has a thin box outline surrounding them, that follows them everywhere. There is also a circular cursor, shaped like a bullseye which is now in the control of Raiden's player. They can move it around the field at a generous speed and the aim is to hold it onto any enemy character's 'square' long enough that it becomes red and flashing. When this is achieved, there are also some minor sound effects such as a low beeping noise that becomes faster and faster in tempo the longer the enemy box is held.


When an enemy's box is red, pressing (A) will fire the Stinger. As the rockets are seeking missiles, they are extremely hard to escape, especially considering that they are coming from the foreground. Each missile does hefty damage* and enough knockback to send players at fifty-percent or above past the vertical blastline. Obviously, each missile explosion can hit more than one foe, adding a layer of strategy to those trying to evade the attack. Sound effects such as 'vwooshing' are exhaled by the rockets when shot. After fifteen seconds or twelve missiles, the final smash will end and Raiden will be dropped off where he started by the Kasatka,
*[25%] Lethal


Final Smash: Tactical Espionage Action - The non-lethal final smash of Raiden focuses more on the mercenaries surrounding the Plant, Jack using his BDU uniform to confuse the other players.

As soon as (B) is pressed, the stage is transformed into a vertical tunnel. It is now a conglomeration of militaristic moving platforms, mock 'guard stations' and this goes down a good length - it is around the size of the Metroid stage in Melee's adventure mode. Going all the way down, there are dozens of soldiers positioned all over the place. The stage is, however, open plan, so opponents can easily be knocked out through the top blastline.

The other players start off at the top of the screen and must travel down to the bottom of the transformed stage to end the final smash. Raiden is also there, disguised as another mercenary. As such, he has the same list of commands as above in his moveset's down special, except that by pressing (L) or (R), Jack will be taken out of his current disguise and can select another by scrolling through the soldiers with the same two buttons, choosing with (A). As there are soldiers all over the stage, this eliminates his past problem of maneuverability in the uniform. As well as soldiers, there is also an odd cypher hovering about the stage, which will alert the soldiers of the escapists' presence.

Gun cyphers still have fifty-percent and soldiers have sixty-percent health. Though it is unrecommended to try and fight the final smash-summoned machines and soldiers, as more and more will simply respawn.

Whilst the opponents of Raiden try to make their way down the transformed tunnel stage, Raiden's goal is to alert the mercenaries of their whereabouts. Utilising his side and up special whilst in this final smash, Raiden can indeed alert every soldier on screen of the opponents' presence, whereupon they will all try to neutralise the targets. They have their own moves - from far away, they shoot their pistols,* from short range, they attack with their AK74-u's as melee weapons - this in particular is what will knock them out if anything, having great vertical knockback.* As well as soldiers, up to five gun cyphers will be summoned at once depending on how high up the escapists are in the stage. Of note is that non-Raiden controlled NPCs can also spot the 'intruders' - if a player is jumping around, running or generally doing noisy things, an NPC can investigate.
*[2%] *[8%]

If any player reaches the bottom of the screen, they will fall through to the normal stage again. If they do this alone, the other escapees will be star KO'd. Also, camping anywhere on the final smash stage is impossible because of the cyphers - they automatically scan any area the intruders stay in for longer than five seconds, three seconds after this occurs (campers stay in one place for five seconds, then three seconds elapse, then cyphers). When there are no longer 'intruders,' the stage resets and the final smash is over. If escapists do not exit through the bottom of the final smash stage but still survive for twenty seconds, it will start to detoriorate from the bottom up - this process takes ten seconds to completely destroy the stage and this includes the mercenaries.

Raiden returns to his position and stance before the final smash when it is over. The remixed 'Theme of Tara' plays for the duration of this move. If the mercenaries are alerted of the enemy presence, the Metal Gear Solid 2 alert theme will play until the end of the final smash.
Non-Lethal


Playstyle


As Raiden: Pick Your Poison - Playing as Jack is all about understanding both the two methods, his three different forms and knowing how to utilise them all together to surprise opposing forces. By themselves, Raiden's forms each represent substantial weaknesses that can be filled elsewhere in this moveset - playing well is all about knowing the best time to use what.

The lethal and non-lethal methods deserve mention here above all. With the former, you deal more damage and are safer whilst using some good percent stackers such as the Nair and Dair, but most moves like this leave Raiden particularly open to counterattack. Indeed, all of Raiden's best KO moves [FSmash, FAir, UTilt] leave him extraordinarily open, making use of the opposing method's 'needle counter' a necessary safety net. Without at least this combination, a Raiden main stands little chance at higher levels of play.

The non-lethal method is also extremely vulnerable without its counterpart. Though the needle counter is constantly ticking, most non-lethal moves only function to further bring it down, making Raiden completely offense less in the mean time. This is why starting off blue, switching red and switching blue a last time to use Raiden's down throw or possibly pummel is such a good idea. Through misuse of the methods, Jack can be completely ruthless and unpredictable.

Another side of Raiden's moveset to deeply learn before taking big challenges is his two different forms, besides his main one. The BDU uniform can only be used once per stock, so good timing is everything and the HF blade has an underlying mechanic attached to it on both its sharp and blunt side, meaning that 'jumping in' as The White Devil may be a defining learning experience for a player. Only through taming both transformations can Raiden mains rise the tiers, as they harbour some of Jack's best moves.

Traps also play a small part in his moveset, serving as his UAir and DSmash. These play a massive role in Raiden's strategic play, completely barring areas of the battlefield for periods of time. Manipulating the battlefield to suit his own means is definitely the mark of a good Raiden main, forcing the players to play to his advantages. In this way, tentative players probably won't manage well with this moveset. The traps serve less as an actual danger and more a distraction for Raiden's KO moves and switching. Playing this moveset requires a lot of on the spot thinking, quick decisions and strategy. Going from one tactic to another is not how to play Raiden effectively.

Projectiles play a massive role in Raiden's moveset. In his main, gun-holstering form, every area of his moveset has a useful projectile [SSpec, FAir, DSmash] that is practically essential. They all provide some kind of distancing to aid in attempting some of Raiden's higher-risk moves such as his FSmash and DSpec. With Raiden's many guns, there are several mechanics to keep in mind - some allow Jack to crouch, others do not and this affects the moveset greatly.

Mix things up to avoid being obvious. Many moves here change methods and this means moves have different properties - use this to your advantage. If the opponent is cocky about defending a particular move, remember that and use it later on. Overall, Raiden is a versatile fighter, but his many specialities can be slightly overwhelming and all of them are important. Raiden players can weave their opponent into a massive death trap, or themselves.


Against Raiden: Own Worst Enemy - What is most important in understanding Raiden is knowing this - he has little personal strength, he has to rely heavily on the mistakes of his foes. Not only that, he's constantly on a tightrope due to his high-risk and somewhat laggy moveset. Putting pressure on Raiden under the right circumstances is key to success here, forcing Raiden to juggle things just that extra bit more before it all falls apart before him.

Every move of Raiden's has a weakness to it and you'd be at an advantage to know all of them - a large part of strategy in this moveset relies upon the ignorance of the opponent: refuse to be! By knowing what could happen, you can prepare accordingly, which to most ends can nullify any assault Raiden has. Whatever situation he's in, he will have a priority and knowing this is simply a matter of finding the clues.

Yes, further than knowing this moveset, you have to learn to instinctively know what Raiden is planning depending on his actions. If he doesn't start off with a couple of darts or another way to start off the needle counter, he's probably going to try and rack damage first - learn how to counter his good percent stackers like his NAir, all his Tilts and especially his BDU uniform. All of these are flawed in one way or another.

In the same vein, learn the properties of Raiden's moves. He cannot crouch with some weapons - use that to your advantage and crouch. Keep mind of his method - some moves have drastic amounts of lag if one type or another; knowing his method is one of the hardest parts of playing against Raiden, as so many moves change his style. However, it is essential with moves like his FSmash, his DSmash, his Tilts, SSpec and NSpec. Some of these can be dodged, can damage Raiden, have sweetspots, etc.

The best way to beat Raiden is baiting him into a false sense of security. Once Raiden starts being careless, you can start taking advantage of his own moves. He can trigger his claymore and mine; combined with your own character's attacks this could prove deadly. More so than Snake, Raiden is at a huge risk just from playing some of his moves - he not only cuts the battlefield in half or air into pieces for you, but for himself as well.

Indeed, trapping Raiden with his own moves, leaving room for yours is a major weakness in his moveset. If you're good in the air, bait him into closing off parts of the ground with his claymore and if good in the sky, likewise with his mine. There are certain situations where you can evade his initial attack and just leave it hanging there, to his dismay. Of course, situations like this will probably not occur with experienced Raidens.

At any level, one countable weakness in Raiden is how flawed and interconnected his moves are. They need to be supported by one another, you can break them up and create chaos, at which point he may become careless and forget some of the little details of his set. As a last note, please take care to note if you're about to daze off and Raiden is obviously going for a grab - avoid him like the plague.


Animations


Up Taunt - His pistol cocked upward, Raiden shoots seemingly indiscriminately into the air. There's a chance that squawking noises will be heard in this up taunt - Rosemary and the Colonel can be heard in the background complaining about this through Raiden's codec.

Side Taunt - Raiden kneels, putting his pointing and middle finger to his neck [this is how he communicates with his codec in-game]. He whispers loudly, "Colonel, I'm still looking for your scissors, but I can't find them anywhere," before returning to his normal stance.


Down Taunt - Raiden pulls out his
coolant spray and sprays the mist from within it, reaching a few feet in front of him. This rarely stuns opponents, but serves practically no use at all in combat.

Entrance - Raiden jumps a few feet from the Kasatka's passenger seat section to the ground; immediately upon spanning away from Raiden his equip sound can be heard.
[0:07]

Victory Pose 1 - Raiden crushes a cardboard box with his right foot, striking a heroic pose toward the camera.

Victory Pose 2 - Raiden is seen reloading a new clip into his SOCOM, saying, "it's harder than in VR."

Victory Pose 3 - This victory pose only occurs if Raiden received no deaths in the preceding match. He is nowhere to be seen, but the other players are applauding him... as time goes on, Jack will pop up behind each opponent progressively, either using chloroform to knock them or strangling them silently. Once he has taken down all enemies, he says, "mission accomplished" and a rope ladder swings in from the right of the screen - he grabs this and is taken off to the left.

Losing Pose - A humble pose; Raiden claps wholeheartedly for the winner.


Extras


Symbol - Raiden shares a symbol with Snake - the Foxhound symbol. This actually makes sense for Raiden, though, as he is supposedly part of Foxhound in MGS2.

Kirby Hat - Kirby grows out his hair like Raiden's and he now can fire either the SOCOM or M9, using the same 'choice' system present in this moveset.

Codec

Snake: Colonel, who's the pretty boy in the body suit?
Colonel: According to state files, that's The White Devil, one of the most infamous child soldiers used in the Liberian Civil War.
Snake: He's a child?
Colonel: Obviously not anymore, so watch your back.
Snake: ... You mean to tell me we don't have anything on him? He's using some pretty high-tech gear, he has to be linked to some government or PMC...
Colonel: Perhaps, look Snake, take care handling offensive maneuvers, like your forward roll, on this person. His arsenal seems to be extremely diverse from what we have gathered and he's adept in using all weapons available to him.
Snake: So he's like some sort of super soldier?
Colonel: Just be careful, Snake.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
How has this set been up an hour with no comments?

This is honestly one of my favorite sets in the contest. Each attack comes with an eye catching (yet not distracting) image that helps keep the reader's eyes moving and some of them even have awesome little .gif's.

The references to MGS2 and the moves taken directly from it are all spot on translated perfectly to Brawl. Hell, even the idea of MGS being either stealthy or Rambo-esque was brought spot-on into this set...just...bah! I can't praise this set enough!

You took a character who easily could've been a Snake clone and modified him into something far more win than I could've ever done for Raiden, I am INCREDIBLY impressed and truely do recommend that -EVERYONE-; Metal Gear Solid fan or not, read this set. Easily a contender for one of the top spots and easily a show of true effort from you SD, my hat is off to you.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
I am absolutely shocked by how incredible this moveset is. The organisation and pacing of the ideas you bring in is peerless. You can feel the love of Raiden dripping from every word and the integration of Metal Gear Solid into Brawl is very arguably better than the actual Snake moveset.

But before I get carried away, I became increasingly dissapointed at the lack of love given to the Non-Lethal method, especially with so many of his Aerials and throws being uniformly Lethal. Also, starting with the aerials, Raiden bounced back and forth between so many different weapons and explosives that it didn't seem at all consistant with Raiden's level-headed Specials and Tilts.
It's a big shame, because after all the fanfare of his awsome dual method mechanic, hitting these seemingly random single-type moves was such a let down.

And by the end of the moveset, even your comprehensive playstyle section couldn't tie together all those random moves.

The BDU uniform doesn't really feel too neccessary in a moveset that already features such a large number of ranged options. But I only say this because I am staunchly opposed to moves you can only use once a stock. I know Specials are special, but "once a stock" is like telling all the casual players to go f**k themselves.

Plus the non-lethal Final Smash is more lethal than the actual Lethal one


all that said, I think this is one of, if not THE most remarkable moveset I've ever seen. Thank you for giving me the chance to read Raiden. really.


And I don't expect anyone to begrudge me for saying this;
+1 Supervote
 
D

Deleted member

Guest
How has this set been up an hour with no comments?

This is honestly one of my favorite sets in the contest. Each attack comes with an eye catching (yet not distracting) image that helps keep the reader's eyes moving and some of them even have awesome little .gif's.

The references to MGS2 and the moves taken directly from it are all spot on translated perfectly to Brawl. Hell, even the idea of MGS being either stealthy or Rambo-esque was brought spot-on into this set...just...bah! I can't praise this set enough!

You took a character who easily could've been a Snake clone and modified him into something far more win than I could've ever done for Raiden, I am INCREDIBLY impressed and truely do recommend that -EVERYONE-; Metal Gear Solid fan or not, read this set. Easily a contender for one of the top spots and easily a show of true effort from you SD, my hat is off to you.
Thank you for the praise, it's really fulfilling to see others are enjoying this moveset. Your kind words are especially rewarding for me, as your Shanoa moveset from all that time ago was a big inspiration with Raiden, I feel. This comment was like the light that broke the clouds, MT, thanks again. :chuckle:

I am absolutely shocked by how incredible this moveset is. The organisation and pacing of the ideas you bring in is peerless. You can feel the love of Raiden dripping from every word and the integration of Metal Gear Solid into Brawl is very arguably better than the actual Snake moveset.

But before I get carried away, I became increasingly dissapointed at the lack of love given to the Non-Lethal method, especially with so many of his Aerials and throws being uniformly Lethal. Also, starting with the aerials, Raiden bounced back and forth between so many different weapons and explosives that it didn't seem at all consistant with Raiden's level-headed Specials and Tilts.
It's a big shame, because after all the fanfare of his awsome dual method mechanic, hitting these seemingly random single-type moves was such a let down.

And by the end of the moveset, even your comprehensive playstyle section couldn't tie together all those random moves.

The BDU uniform doesn't really feel too neccessary in a moveset that already features such a large number of ranged options. But I only say this because I am staunchly opposed to moves you can only use once a stock. I know Specials are special, but "once a stock" is like telling all the casual players to go f**k themselves.

Plus the non-lethal Final Smash is more lethal than the actual Lethal one


all that said, I think this is one of, if not THE most remarkable moveset I've ever seen. Thank you for giving me the chance to read Raiden. really.


And I don't expect anyone to begrudge me for saying this;
+1 Supervote
As with MT, I'm extremely happy that others have taken enjoyment out of this moveset. I was very careful in keeping Raiden's ground moveset relatively balanced between the two methods, but I do agree on your criticisms of him having lacking aerials and throws in comparison - two areas in which I really struggled. I also agree that there are inconsistencies in places, but I was pretty much thinking, "who's going to mind when they can do awesome SHIz like this?"

It's more me being rusty than not caring, I assure you. I care a lot. Thanks for all the criticism especially, Junahu, it will help a great deal in future movesets. What's kind of funny is that your MegaMan moveset put me in the mindset that "more weapons = better" in the first place. :p

Good thing Spade isn't here, or he would have left for your super vote comment. :laugh:
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Dude, Raiden is amazing. Why don't you make movesets more often? :p

I started reading and I couldn't stop. Your writing style is probably one of the clearest and most clinically enthusiastic (and isn't that a contradiction) in MYM; you make a Jab that's quite literally punch-punch-kick sound incredibly interesting. Of course, this carries over fully and makes the attacks that actually ARE interesting sound amazing.

The big thing, of course, is that the moveset's a bit frenetically organized. So many pictures, so many alternate attacks; this is going to turn people off and certainly prevent it from being a top contender. I wouldn't change it, though; apart from being visually appealing, it makes it an adventure to figure out how the pieces fall together. Since this is, at times, two movesets conveyed at once, and you made sparse use of color and headers, it's not easy to navigate and figure out all the little nuances, but it is a hell of a ride and I enjoyed working it out immensely. After you've taken the time to get into it, the organization makes perfect sense, and is, in fact, brilliant.

The whole Choice mechanic is, at its heart, not something unheard of, but the way it's implemented and explained, and the ramifications behind it, make it really one of the coolest mechanics of the contest. As I read, I kept flip-flopping between which of the two I'd prefer to use; on the one hand, tranquilizer darts are just plain cool, and on the other, who wouldn't want to electrocute the opponent AND themselves or strangle the foe with dog tags?

The playstyle section's one of the best I've ever seen that wasn't written by myself (kidding, kidding) and summarizes the set ably. I AM impressed. :cool:

Your main weakness remains the same as before, and luckily for you, it's a negligible one; your damage %s are still out of wack. They're consistently about 2-5% lower than they should be. Not a big deal, but...

On the whole, thank you for deciding one of my remaining two super votes for me, Dad. :bee:
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
So, I just finished reading Raiden, and I must say that this is an incredible moveset.

Almost every move in the set was creative despite such simple source material- the most bland move being the A combo, which I still found slightly entertaining for some odd reason. Among my favorite moves in the set were the (lethal) HF blade tilts (resonation was awesomely implemented), the recovery, the magazine, the locker, the Semtex..... hell... I liked just about everything. Seriously, it was impressive how many options Raiden has, and yet even noobs would be capable of playing as him thanks to the lethal style (tilts in particular).

The presentation of the set was beautiful. Lots of pictures make it very eye pleasing. You can almost judge this book by its cover- but the content of this book still manages to be more appealing than the cover.

My problems with the set could be summarized easily:
1) Lethal style is almost always more effective. Sure, the non-lethal style is a great utility when mastered, but, most obviously in the HF blade, it is obvious which side is winning. Still, the M9 was one exception, as it seems to be as useful if not more useful than the lethal equivalent.
2) The writing style- which most people unanimously praised, is kind of so-so for me. While it was interesting to read, I often had to go back and re-read just to fully grasp some concepts. This may just be a personal issue though, lol.

At any rate, this is definitely one of my favorite sets in the contest.... I could easily see it competing with, or even defeating, my best works, Arthas and Mustang. To be honest, I never saw this kind of potential out of the one who made Yumazaki (or w/e his name was) last contest, but I am absolutely amazed at how far your efforts went.
 

Horiin

Smash Rookie
Joined
Jun 22, 2009
Messages
3
Location
Pumpkin Mansion


~~ NATURE ~~



After Father Time, Mother Nature enters the contest. Nature usually is depicted as a gentle woman carrying fruit, or alongside of plants and animals. Normally, Nature is wearing wide Greek-styled robes, green and brown being the most common colors. Funny that Mother Nature is male in this version, huh? And on top of that, he's not a beautiful woman in Greek clothes, but an Eastern Asian dragon, a Lung. Nature commands (well, duh) the power of nature, which means he will use moves based on weather and the four seasons of the year.

Special Mechanic ~ The Flow of the Year
Nature is a character who can alter his elemental powers. Or rather, the powers alter when time goes by. All of his moves are bound to one certain season, respective element. The season starts out with Spring every battle, and after 1 minute passes, the year goes on, and the season changes to Summer, then after 1 minute it changes again. Just in case you have forgotten how it works:
Spring -> Summer -> Autumn -> Winter -> Spring
This results in cycling twice through all 4 seasons during a tournament match. You can determine what season is active by looking at Nature's eyes, which switch colors with . Spring is Green, Summer is Yellow, Autumn is Red and Winter is Blue. As stated, each season is coupled with an element, powering up their moves respectively, and sometimes changing their attributes completely.



Name: Nature
Size: 6/10 - The dragon is rather tall, but very slim. Marth is a bit taller. His tail is not part of his hitbox.
Weight: 3/10 - Nature is very light, due to being a mere spirit and
Movement Speed: 4/10 - Nature slowly floats just a few inches above the ground, similarily to Mewtwo in Melee.
Traction: 2/10 - Due to this, his traction is horrendous.
First Jump: 5/10 - Nature's first jump is rather standard, with him hopping up and whatnot, but very quick.
Second Jump: 8/10 - His second jump, though, is far better! He slowly somersaults upwards, elegantly ascending through the air.
Aerial Movement: 7/10 - Nature's aerial maneuverbility is amazing. Definitely one of his strengths.
Fall Speed: 2/10 - Slowly descending, only Peach and Jigglypuff are worse in this section. This together with his traction and air movement make Nature a character that can escape chaingrabs or similar moves with ease.
Crouch: 4/10 - Not being very bad, and neither excelling in this section, Nature simply kneels down.




Neutral Special

Festival Fireworks
The dragon's basic projectile. He gets out a Chinese firework and throws it forward in an arc. You can cancel this by pressing the shield button, just like Snake's grenades, and pick them up. After 3 seconds of being out - no matter where it is - it will explode in a colorful blast. The color is decided randomly. The explosion deals 10% damage and above average knockback, making it very useful. If there's already one of these fireworks out, there can be no more. If Nature is in Summer, the explosion will deal only 8% damage, however, sends out 8 small fireballs in the color of the original blast, shaped like a star. Each fireball does 3% damage and no knockback, simply dealing like a damage racker. Nature cannot be hurt by these fireballs, but by the blast of the firework. The startup lag is below average, and so is the ending lag.

Side Special

Icicle Shower
Nature sweeps his arms and causes 3 icicles from the level of his feet to float up into mid-air, then turn their tips to the ground and crash down. They appear one Battlefield platform away from him and leap up about Ganondorf's height. The whole procedure takes 1.5 seconds to finish. The icicles do nothing when they go up, only when they go down they are dangerous, and deal 5% damage each, with a 10% chance of freezing the victim. If used in mid-air, the icicles drop down until they reach an obstacle. The startup lag of the move is very good for Nature himself, but horrendous for the whole move, the ending lag is practically non-existant. Only one set of icicles is allowed out at a time. If Nature is in Winter, he summons 4 icicles that deal 7% damage each and have an 80% chance of freezing the opponent.

Up Special

Fresh Springbreeze
There are two outcomes to this move, depending on your location.
The first version is mainly used for Recovery. It also can used to gimp your enemy into a Star KO. When above a pit, Nature raises his arms and summons a gust from below, causing him to float upwards. It works like the Wind transformation of Pokémon Stadium 2, making jumps be far higher, fall speed much lower and still allowing Aerial attacks to be used. The gust itself causes Nature and everyone caught in the stream to additionally go as high as Dolphin Slash. As mentioned, this makes this move useful for gimping your opponent upwards. The wind is channeled in an area of the size of one Battlefield platform, and stays there for 3 seconds. If Nature is in Spring, flower petals will be added, causing any opponent caught in the stream to recieve 3% for each second staying in the stream.

The second version of the move has a completely different outcome. Nature will leap slightly into midair and spin around himself, causing a gust of wind on both sides to himself. This shoves opponents away, allowing Nature to gain distance to them. They will be shoved away 1 Battlefield platform in any case, if they're in closer (about one Bowser's width), it will be two battlefield platforms. If there is a ledge the other player is shoved into, they will autograb it, and simply fall off the platform if there is none. It won't affect people who're in mid-air, though. Still, it's a move made for Spacing. If Nature is in Spring, the move coats additionally him in a small tornado of flower petals (covering a similar area as Mario Tornado), cutting enemies, dealing 5% damage and low knockback just before they are shoved away.

Very low startup and ending lag on both versions.

Down Special

Halloween's Servant
Nature shakes out one of his sleeves, which causes a little black cat (about as big as Olimar) with a blue hood to drop out of it. The cat will look around first before it will start roaming the field. Nature can summon up to two of these little guys. The cats have 15 HP and super armor. This summon will slash enemies with their claws, dealing 5% damage and low knockback. They have the intelligence of an Assist Trophy, as well as one standard jump. They can be killed by depleting their HP, shoving them offstage or simply waiting 30 seconds after they were summoned, as they will pop and become a small cloud of smoke. The move has above average startup and ending lag.
If Nature is in Autumn, the cats have red or orange hoods, deal 7% damage and have 20 HP. The rest stays the same.






Jab

Sudden Combustion
This jab is only one single hit. Nature snaps his fingers and causes a small explosion to occur just in front of himself. It deals 9% damage and low knockback. The explosion has the size of a Bob-Omb blast. Startup lag is rather low, the ending lag a bit higher. If Nature is in Summer, the explosion is a little bigger, deals 11% and below average knockback.

Dash Attack

Liquid Form

Using this move transforms Nature into water, continueing to float forward quickly and splashing through enemies. In this form, Nature has transcendent priority, erasing energy projectiles and clanking with most moves. If someone touches Nature in this form, they recieve 5% damage and low upwards directed knockback. The startup lag of this move is very low, the ending lag below average, making it a good defensive move, especially from a distance. If Nature is in Winter, this move has an additional effect. The base stays the same, but after the move starts, a life-sized ice statue of Nature stays in the place it started at, staying there for 2 seconds. It works like a wall until it bursts into pieces. The blast causes anyone in the area of it (about Ganondorf's size), including Nature himself, to recieve 8% damage and below average knockback.

Side Tilt

Thunderclap
Nature makes a 360° turn, sweeping his tail forward, making it a weapon. While doing so, he sends electric current through it. This move is quick and has good range, as well as dealing 9% damage and stunning the enemy at the spot, but it's one of Nature's rare jointed hitboxes, so watch out. The startup lag is low, but the ending lag is only average. If Nature is in Autumn, this move packs quite a punch, dealing good knockback and 16% damage, making it to one of his main KO moves.

Up Tilt

Rainbow Wheel
The dragon raises one of his hands, the palm pointing upwards. Above it, a small ring of the size of Kirby appears, glowing in all rainbow colors, rotating. If someone touches the wheel, they'll be taken in and recieve continuative hits, the last one dealing above average knockback. The maximum damage a victim can take is 15% with 5 total hits, each dealing 3%. It has below average startup and ending lag. If Nature is in Spring, the wheel is slightly bigger (Jigglypuff's size) and deals a total of 20% damage.

Down Tilt

Glazed Battlefield
Nature throws out snowflakes onto the ground. They fall down and turn the floor into glaze. It has about the width of a crate item. It stays there for 5 seconds and then melts, simply disappearing. There can only be one ice field on the stage. Planting another will melt the first one immediately. Now, if someone, including Nature (with the exception of him leaving it in the first place), steps onto the ice field, they will trip. The startup and ending lag are below average. If Nature is in Winter, the ice is of a deeper blue color and deals 3% damage with each tripping it causes.



Side Smash

Fountain Splash
The charging animation is shown by Nature clenching his fist in front of his chest. As soon as the move is released, Nature points at the ground in front of him. Out of there shoots a geyser of water as wide as Meta Knight and as high as King Dedede, staying there for 1.5 seconds and then disappearing. Getting hit will result in 20% damage and above average knockback. These stats are static, as charging the Smash will only determine how far it travels - the further it is charged, the further away from Nature it is. The minimum range is just in front of Nature to 2 Battlefield platforms away. The startup and ending lag are below average. If Nature is in Summer, the blue water will be colored turquoise and the splash is wider and slightly higher, dealing 22% damage.

Up Smash

Rainy Day
While charging, Nature clasps his hand in front of his chest. When the Smash is released, he spreads his arms upwards and summons a grey cloud above himself that starts to rain down. It stays there for 3 seconds and is as wide as Bowser and on the same height as Ike's head. As long as someone is below it, even if only a small part, they will recieve 4% damage each second. If the Smash is charged, the cloud stays longer, with a maximum of 6 seconds of endurance.
If Nature is in Autumn, the cloud is black, and deals 6% damage for each second. If he is in Winter, the cloud will be grey, but instead of raining, it will snow. If someone is getting snowed on and stays in the cloud for a whole second, they will get a cold, making them slightly weaker (like Pokémon Trainer's Fatigue) and slower in their movement. This effect stays for 3 seconds.

Down Smash

Poison Ivy
The charging is depicted by Nature turning his face to the screen and pressing his clenched fists together in front of his chest. If released, the dragon sweeps the arms downwards, each hand facing one side of him. Two climbing plants grow out of the ground and whip towards their respective side. This move has insane range, but only deals 12% damage, with a charging amount of 20%. They only stun the opponent, and deal no more knockback. Low startup lag, but bad ending lag. If Nature is in Spring, a flower of first level will be added to the victim, draining their health further.



Neutral Aerial

Misty Coat
A ring of grey-blue fog curls around Nature, covering him completely. This move deals absolutely no damage or knockback, but absorbs one hitbox completely. The startup lag to this move is rather good, but the ending lag is bad. If Nature is in Winter, the fog is white and spawns a ring of icicles spiking out, dealing 10% damage and below average knockback. However, the absorbing properties of Mist Coat is removed for everything but projectiles.

Forward Aerial

Young Whirlwind
Nature does a 360° turnaround and then sweeps his hand forward, causing a small tornado (it has about the size of Olimar) to appear. You can have the tornado move straight forward or in a small arc upwards or downwards by pressing up or down while Nature is turning, and nothing for the straight flying one. It goes about the distance of 3/4 of a Battlefield platform. Touching the tornado will deal 8% damage and below average knockback. There's little startup but some ending lag, and there can only be one tornado at a time. If Nature is in Autumn, small red leaves are added in the whirlwind, the gust dealing 11% damage and above average knockback, as well as going 1 full Battlefield platform in range.

Back Aerial

Floral Queen
The dragon reaches back with one arm, summoning a big red flower, which bursts and sends out a ring of razor sharp petals. Nature continues his way while the flower still expands, to a maximum size of a Battlefield platform - after reaching this range or encountering something in their way, they disappear. Touching one of the petals will flinch the victim, causing 4% damage. The petals are not affected by hitstun, so there can be a chain of petals. Furthermore, only one flower can be out at a time. The startup lag is rather bad, but the ending lag is very low. If Nature is in Spring, the range of the now yellow flower is 1.5 Battlefield platforms.

Up Aerial

Shine of Life
Nature spreads his arms upwards, summoning a small sun. It quickly rotates in a circle of about Jigglypuff's size and then disappears. The sun itself is as big as Squirtle. If someone touches the sun, it will harm them with 12% damage and rather good knockback. The startup lag of this move is bad for an aerial, but the ending lag is almost non-existant. If Nature is in Summer, the sun will have a mad face on it, referencing the Angry Sun enemy from the Mario games. It's also a bit darker and bigger, dealing 15% damage.

Down Aerial

Falling Leaves
Sweeping his arm below him, Nature spawns three green leaves (about the size of a Pikmin) that slowly fall down in the area of a Battlefield platform. They fall down in a wave pattern (if you have played Mega Man 2, Wood Man has leaves that fall in the same pattern from the ceiling) and have infinite range, until they touch something. Each leaf deals 4% damage and flinches. Just like the petals of the Back Aerial, the leaves ignore hitstun in their way. Above average startup and very low ending lag. If Nature is in Autumn, there's 4 red leaves, each dealing 5% damage.



Grab

Whip of the Nature
Nature uses a vein of the length of Zero Suit Samus' grab. He whips it forward, trying to grab his enemy. If he misses, he pulls it back. It's not quite as horrible ending lag as Zero Suit Samus', but it still is very punishable if it misses.

Pummel

Twiner
Holding the enemy in the vein, the plant clenches, dealing 2% damage each. It does the same sound as Snake's Pummel, but is a bit faster. If Nature is in Spring, the vein gets thorns as soon as he has grabbed his enemy, dealing 3% damage with every pummel.

Forward Throw

Weeping Willow
Nature tosses his enemy into his back, just like a Back Throw would look like. But wait. A small weeping willow appears right behind him. The impact will bounce the victim off of the wood and forward with above average range. It deals 10% damage. If Nature is in Autumn, the weeping willow has bright yellow leaves instead of green ones, and causes more range, as well as 12% damage.

Back Throw

Carnivorous Plants
A big, fat vein grows from the ground and grabs the victim's leg. Nature lets go of the opponent, who gets pulled down and towards the ground, then rams into it and bounces off to go a little further afterwards. The throw is very quick and deals good 9% damage. If Nature is in Spring, the vein has thorns and the throw deals 12% damage.

Up Throw

Burning Desire
Nature tosses the enemy upwards, summoning a small explosion similarily to the Jab. The opponent will be catapulted diagonally upwards with okay range, recieving 9% damage. If Nature is in Summer, the throw deals 11% damage.

Down Throw

Winter's Touch
Lifting his opponent up, Nature exhales into their face with an icecold breath, freezing them. He then lets them fall down, with the ice block bouncing upward from the ground. The throw deals 8% damage. If Nature is in Winter, the enemy is frozen a bit longer and recieves 10% from the throw.




Gaia's Embrace

Nature has recieved the Smash Ball, and when activating it, he calls aid to his servants, the weather and the seasons. It lasts for 15 seconds. As first part, it will activate all 4 seasonal bonuses, halting the 1 minute timer for the duration of the Final Smash. The dragon has glowing white eyes then. The second part is a thunderstorm on the battlefield, causing strong gusts (like on Green Greens) to blow over the field randomly. Every 5 seconds, a lightning bolt crashes down, semi-homing into the opponent with the highest lead, dealing 50% damage and insane knockback. It can be airdodged, rolled out of or spotdodged, but not shielded. Semi-homing means that it's going into the general direction, but won't change it other than the inital direction. The bolts are pretty much as big as Pikachu's Down Special, just with infinite length.



Nature is a very difficult character. He is able to control the stage with his superior projectile game and spacing, but the proper use of each move and the utilisation of the bonusses every season can be hard to memorize and feature in a player's game. Nature also excels with a strong defensive game, not only is his mobility in the air amazing, but he also is hardly a victim to chaingrabs and combos. Furthermore, his Dash Attack, grounded Up Special and Neutral Aerial are strong moves with defensive uses, and can be implemented in Nature's strong spacing. The Down Special and the Up Smash are rather mandatory for Nature's game and there should never be a moment where he doesn't have them out.
Nature's main way of KOing an opponent is by gimping them with his mid-air Up Special, offstage Forward Aerial or Up Aerial, which makes the main direction his KOs go to be Star KOs. Autumn is the main timespan he is able to KO, featuring stronger Forward Tilt and Forward Throws, while Spring and Winter help his damage racking by very much.
This makes Nature a complex character that runs on time and always should be in movement, spamming his hundredship of projectiles and obstacles, thus controlling the position of the enemy, and forcing them above him where he can strike with his strong upwards game.



Taunts

Up
Nature faces the screen and spreads his arms upward, causing a small cloud and a small sun to appear and create a miniature rainbow. He smiles and then lets them vanish, returning to the fight.

Side
The dragon gets out a rose and smells at it, smiling gently before putting it back again.

Down
In typical Eastern Asian manner, Nature bows in respect for his opponent.

Entrance
A formation of plants and blooms appears, opening and disappearing. Inside is Nature, who opens his eyes and gets into his basic stance.

Victory Poses

Up
Nature holds up his hand and blows onto his palm with an ice breath, causing a small sculpture to appear on it. It's one of the losers' trophy versions in clear ice form.

Side
The dragon raises his hand, the index spread from the rest of the hand. A bird flies in and lands on the finger, singing for its creator.

Down
Similarily to his Down Taunt, Nature turns around to the losers and bows to them, before returning his view to the screen, smiling into it.

Loss
His eyes closed and with a delighted smile on his lips, Nature accepts his defeat and applauds for the enemy.

Theme Song
【RIZ-ZOAWD】 - RIZ-ZOAWD!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Nature is quite the surprise, with a flowing organisation I'd expect from a veteran MYMer. The actual nature attacks are also very consistant with one another, which is a great relief considering how easily you could have gone the "maek it wacky!" route.

You've got a lot of things right here, from describing the attacks first in a way that helps skimmers, to punctuating each section with stylistically suitable headers. The moveset itself doesn't "feel" as powerful or gripping as it could be, but these are intangible qualities that come from experience, so I'd have to be really petty to criticise you on that

I'll be looking foreward to whatever you have planned next.


(sorry for the lame commentry, it has been a long day...)
here's a couple of points I feel can easily be fixed
The moves probably should have been colour coded, based on the season that benefits it, rather than making all the Specials Red, all the Smashes Green etc.
The up-special notes that there are two versions of the attack "depending on the players location" but fails to stipulate what these 'locations' are.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Raiden took me forever to read was awesome, Smady! The lethal/non-lethal mechanic, while simple by today's standards (it actually kind of reminds me a little of my Proto Man's buster/sword mechanic back in MYM4...), seems fitting and gives Raiden a versatility edge on most characters, since he can switch between the two mid-battle. I would take issue with the fact that the lethal moves generally seem better, but since you're not locked into one mode the entire battle, and have the ability to switch, it's totally fine. After all, the non-lethal moves are useful enough in their own right. The creativity in this moveset was great, and the organization, though it took me a minute to get used to, was really something. I actually felt like I came to a better understanding of MGS through this moveset, despite having never played any of the games.

The one thing I will take issue with is one I've taken issue with in the past. It kills me when a moveset relies on a specific controller. I can't use Raiden with anything but a GameCube controller, since he requires a specific button setup. Moves like the Up Special, which have L and R performing different tasks, make Raiden a GCN character. That's a relatively easy fix, of course, but I can't help but feel a bit annoyed by it. I guess you'd call that my biggest pet peeve in movesets. Button types like "Attack," "Special," "Shield," and "Jump" are highly preferable to A, B, Z, L, R, etc.


Now, onto Nature. First of all, let me issue a welcome to MYM from myself. This is certainly an outstanding newcomer moveset, having many traits of a community regular's movesets. The attacks are creative, the organization is way above and beyond your typical newcomer moveset, and an overriding mechanic ties the whole thing together as a unique character! Kudos to you, Horiin. I do hope you'll stick around, as we'd love to have you become a regular member of MYM.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Very nice first outing, Horiin! It's probably going to get skipped over due to sharing a page with the titanic Raiden, but it's certainly worth a read, and I enjoyed it considerably.

Like Junahu said, you seem to have a great sense for organization. Although I agree that it'd be helpful to have attacks colored based on season associated, I feel that there's a nice flow to it as is and the headers make it even more approachable.

The attacks themselves are all pretty interesting, with basically four different seasons/types of attacks working in harmony. It may make the moveset feel a bit disjointed, but it's certainly unique, and fun to read in general.

And, of course, you've got a good detail level and a nice writing style. :bee:

Very nice, especially for a first.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
COMPUTER VIRUS:

So, Slime is the cannon fodder character. Well, I am impressed, you actually put in the effort to make this throwaway move set worth reading! FSmash was awesome, and the Nair reminded me of Acid Seaforce, whee.

Puppet was kinda boring. It was mildly interesting to see him use his strings and body parts as attacks, but overall he didn’t much to stand out.

Ah, Magician was worthy of being the first full move set. There was no shortage of creative moves, like the Jab, DTilt, USmash, and Fair. It’s a shame there’s no way to only play as one character as I’d love to try this guy out solo. He could easily be tourney viable on his own with his spacing and damage racking capabilities.

Evil Knight is another character I would try to main, simply for the darkness mechanic. It’s so simple yet so epic! Even without it, there were some cool moves in there like the USmash. Kind ironic I have such a short comment when this is my favorite part of the set, lol.

Great Dragon was somewhat generic, sadly. A lot of his moves were slashes and standard fire breath. The petrification moves were awesome though. And I don’t have much else to say. =/

One thing that I simply adored about this move set was the D-taunt. It was freaking epic to have a shared taunt that still worked differently for each character.

Overall, this was a solid move set for sure. Magician and Evil Knight were able to make up for the problems of puppet and Great Dragon by far. Hopefully people won’t view this as the MYM5 Halberd Crew, as this is a very vote-worthy set.

RAIDEN:

Epic!

First, the special mechanics Raiden had were all fun to read and were all interesting. My favorite was the HF Blade mechanic. Deflecting projectiles with a sword FTW!

You made very good use of your potential with the move set. All of Raiden’s different gear made for some fun moves with plenty of little quirks to keep things fresh. My favorite was the locker DThrow, lol. And of course the Final Smash was epic in the non-lethal version.

His playstyle was pretty cool too. Using the non-lethal attacks to put the enemy to sleep so he could use his lethal moves for the KO. Whee

Overall, this set was definitely worth the wait. I would not be disappointed at all if this makes the top 10. I can only imagine what your next move set will be like.

NATURE:

This is a newcomer move set?

Seriously, there’s plenty to like about this guy. The season mechanic was fitting and at times pretty creative, such as the USmash cloud snowing in winter. On the flipside, there were a lot of times where the move simply did more damage, but oh well.

The playstyle of Nature nicely worked together. He’s a spamming God with good vertical KO abilities. He sounds like a more balanced Snake, so I’d probably main him. =D

I’m glad you looked at Acid Seaforce for organization, as it really paid off here. Like others have said, it would be better to have the moves colored to match their season, but the one you have still looks nice.

Overall, a solid start to MYM. Don’t be surprised if you manage to make the top 50 with this guy.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as


..
..
..

(DID THESE ZANY UNOWN


..
..


JOIN THIS EXCITING


..
..


SQUABBLE FOR EVERY


..


KICKASS PLAYER?


..


HECK YEAH!)





(TRANSLATION!)
Click for link!




(SPECIAL
ABILITY)

Because of their very timid and careful character, Unown do not want to go out to the external world (as noted by Professor Oak). However, Unown are naturally curious like other Pokemon so they will travel, albeit in groups. In Brawl, you will control a group of 5 Unown, who will fight similarly to Pikmin by alternating attacks. The next in line for attack is the only one vulnerable from others; the rest of the group will be in the background, following you in the order of attack they'll be in next. It should be noted that because of this constant changing (and the fact that Unown don't have limbs), they are unable to grab, whether it's a ledge or an opponent.

You're probably wondering which 5 Unown you will be playing as out of the 28 available. Well, this all depends on your custom name you type in. Without a custom name, the Unowns will always be in the order "?????". However with a custom name, Unowns will take that form as the pattern of words they'll be fighting in. Any number used will be translated as an exclamation point, while any space and punctuation mark sans the explanation point will be instead a Question mark. For example, my Brawl Name "KITS_" would be translated to the Unown as "KITS?", while someone else with the name "(345)" would fight as "?!!!?".


(STATS)


Height: 3.5/10
Unown, usually being around a foot and eight inches tall, would be small as Olimar if they didn't float.
Weight: 2/10
Unown barely weigh more than 10 pounds, so they can be considered very light in Brawl.
First Jump:7.5/10
Unown lowers a little bit, then with its psychic power jumps a great distance upwards.
Second Jump: 7.5/10
Unown's Second Jump is similar to his first, but it is more useful when jumping vertically.
Walking Speed: 6/10
Unown's "walking" not very notable, but the only way to tell it's walking is when it moves side to side.
Running Speed: 5.5/10
Nothing to note of Unown's "running" as well, except that it's not that fast compared to others.
Attack Speed: 4/10
For a small character, it's strange to see it have not much in the way of speed,but we can accept that.
Attack Power: 6/10
Strangely, Unown is strong for a light character. Good things come in small packages indeed.
Range: 8/10
As a psychic type pokemon, range can be expected to be great for these symbol pokemon.
Priority: 7/10
For a small pokemon, it's unexpected for them to have great prioity, but this is Unown we are talking about.
Traction: 8.5/10
Despite being light weight, Unown are hard to control due to levitating most of the time.
Wall Jump: No
No hands, very careful, hard to imagine... Give me three good reason why Unown should wall jump. I thought so.
Wall Cling: Yes
Unown would simply cling onto the wall with his face outside for 6 seconds. Why? Uniqueness and sounds true to character.
Crawl: No
If Unown were given the ability to crawl, they would not need to levitate and would also have legs and arms.
Glide: No
No wings, very timid, hard to imagine... Give me three reasonable and very good reasons why he should. Lot of pressure, huh.
Float: Yes
Unown have a float similar to Peach, except that theirs last for about 2 seconds with great movement.


(ATTACKS)

Special Attacks:

Neutral Special: Hidden Power

This move, an unchargeable homing projectile, depends on which Unown you are using at the time. The projectile takes on the form of 1-12 spheres of varying amounts and sizes, traveling the full length of Final Destination in about 1.5 seconds and having the homing property halfway through. Here are the different possibilities:
: There will be 9 small spheres coming out in a 3x3 grid that do 1% each, giving slight knockback and having low priority with no lag.
There will be 2 medium sized spheres coming out one at a time that deal good knockback and 3%, having okay priority and slightly lagging.:
: 2 medium sized spheres coming out at the same time come out, doing 3% with good knockback, slight lag, and okay priority.
4 small-medium sized are projected in a 2x2 grid, having somewhat okay priority with nearly no lag, giving out 2%, and have okay knockback. :
: 12 small spheres appear in a 4x3 grid, dealing 1% with slight knockback, low priority, and no lag on both ends.
2 medium-large spheres appear side-by-side, giving 4% with average knockback, noticeable lag, and good priority. :
: 3 small-medium balls come out one at a time, dealing 2% with slight knockback, nearly no lag, and somewhat okay priority.
2 medium-large spheres show up to do give 4% with good knockback, the balls having okay priority and noticeable lag. :
: 9 small spheres come out from of Unown one by one that do 1% each, having low priority with no lag and giving slight knockback.
1 large sphere will be projected to deal 8% with moderately good knockback, medium lag, and very good priority.:
: A medium large ball comes out from Unown, dealing 5% with good knockback, noticeable lag, and good priority.
4 small sized balls are shot out quickly one by one with 1% each, giving poor knockback and low priority.:
: There will be 2 medium sized spheres coming out at the same time, dealing good knockback with 3%, having okay priority and slight lag.
6 small balls are projected out quickly in a 2x3 grid to deal 1%, give poor knockback, and low priority.:
: 8 small sized spheres appear quickly in a 2x4 grid, dealing 1% each with meh knockback and not much priority.
2 medium sized spheres that appear one by one come out, doing 3% with good knockback, okay priority, and slight lag. :
: A very large green sphere with great priority comes out somewhat slowly from Unown to deal 10% and very good knockback.
6 small balls are projected out quickly in a 3x2 grid to deal 1% per hit, give poor knockback, and have low priority. :
: 4 small sized spheres are shot out quickly in a 2x2 grid with 1% each, giving poor knockback and low priority.
6 small spheres are projected out quickly in a 2x3 grid to deal 1% for every hit, give low knockback, and have poor priority. :
: 4 small balls are shot out rapidly one by one dealing 1% each, giving poor knockback and having low priority.
2 medium-large spheres show up to give 4% with good knockback, the balls having noticeable lag and okay priority. :
: 2 medium-large spheres show up at the same time to give 4% with good knockback, the balls having okay priority and noticeable lag.
A large sphere will be projected out to deal 8% with moderately good knockback, very good priority and medium lag.:
: 2 medium-large spheres show up one at a time to give 4% with good knockback, with the balls having alright priority and noticeable lag.
A very large green sphere with great priority comes out somewhat slowly from Unown to deal 10% and very good knockback.:
: 2 medium balls come out at the same time to deal no damage but stun the opponent for about a second, having good priority and some lag.
2 medium sized balls come out one by one to deal no damage but stun the opponent for about a second, having some lag and good priority.:
(varies between 0% and 12%)


Side Special: Trump Card

The most powerful out of Unown's specials, the leading Unown will move about one step forward then do a backwards flip back to their original position. You can only use this move once per Unown, so this gives out a total of five times you can use this move. When you first use the Side Special, the move will have about 12%, have good knockback, and have great priority with slight lag. The second through fifth times you use the move, it will increase the damage by 2%, the knockback slightly, and the lag a little, as well as decrease the priority. When you are KOed, the move will reset back to what it was the first time it was used.
(12%->14%->16%->18%->20%)


Up Special: Rapid Spin

The most "normal" out of Unown's specials, the leading Unown spins for about 1.5 seconds, dealing about 5% and slight knockback when it hits an opponent. By inputting directions, you can move in a similar format to Lucario's Up special, but the maximum length you can go to is about 1/4 of Final Destination. Because of this and the fact that Unown can't grab ledges, you would think that this Up special is as worthless as Jigglypuff's in terms of recovery, right? Wrong, as you do not exactly go into helpless mode afterwards. Rather, only after all five Unowns use the up special before they land on ground do they go into helpless mode, making this great for mindgames. Also, If an opponent hits you during this attack, the previous times you used Rapid will still be in place; the only way to get all of the rapid spins back. This attack however has low priority and slight lag on both ends, so use Rapid Spin wisely. A little Easter egg: If you use this move while you are grabbed, you'll get out of the grab and give out 2% to the opponent as well, just like in the games.
(7% or 2%)


Down Special: Baton Pass

Simply speaking, Baton Pass for the Unown is almost similar to the the Pokemon games version, but also takes a page off of Olimar's whistle. The leading Unown will makes two small backward flips while facing the screen. The first one gives slight damage (about 5%) and slight knockback. The part of the move strangely has good priority for an attack with not much in oomph and is quick as well. During that flip, the Unown behind the leader will switch into one out of 24 different possibilities, including the original pattern. The second time the main Unown flips, he will go to the background either inbetween two of the background unown or at the back of the pack. This factor is also random, giving this a possibility of 98 different combos to choose from.

Why is use Baton Pass important? Some moves (like the other specials) rely heavily upon using the right Unown. For example, let's say that "KITS?" without changing the order of his unowns and with the K leading has used K, I, and S for the move Trump Card. This leaves you with the order KITS? as the order, the bold underlined letters being the ones that didn't use Trump Card. Normally this would be an OK position to be in, but if an opponent you think is most likely to be killed by Trump Card is available for the taking, it might be necessary to find a way to kill him quickly. Because of Baton Pass and its effects, you'll have a 50% chance to get either a either the T or the ?, giving you the chance to kill your opponent without the hassle of using wasting some moves through stale-move negotiation.
(5%)


Standard Attacks:

Jab: Fury Cutter

The leading Unown will swing in front of itself, dealing 1% with barely any knockback. After that (If you continue to hold A), the next Unown will swing forward, dealing 2% and barely any knockback. Continuing to hold A will result with the next in line attacking in a similar pattern, dealing 1% more and the same knockback that its predecessor. The move will end once all five Unown attacked, ending with medium lag. This move starts off quickly, but has low priority throughout. This move can do a total of 15%.
(1%, 2%, 3%, 4%, 5%)


Dash Attack: Zen Headbutt

Simply speaking, when Unown does its Dash Attack, Unown travels about 1/4 of FD with the top part of the "head" extended forward and glowing blue-white. Anyone in the vicinity while the main Unown is in this attack at the beginning will be dealt with 12% with good knockback all around, but beware that this move acts as a sex kick, eventually dealing only 6% with poor knockback at the end. The move has good priority throughout, lagging only slightly at the end of the move.
(Maximum 12% at the beginning, Minimum 6% at the end)


Tilts:

Side Tilt: Mirror Coat

The most unique out of all of Unown's tilts, the leader will create a force field in front of it that can last for 5 seconds when held. If any energy based projectile (like Unown's own hidden power) hits the shield, the projectile will be reflected and deal 1.125x the damage it would originally deal. The downside to this move is that it breaks within contract of any hit, including projectile and physical attacks. Not only that, but every Unown only has one, making you forced to use it at most 5 times per stock. If it blocks a physical attack or non-energy projectiles, the force field breaks and the Unown take half the damage it should have gotten. This move has a lot of beginning lag and noticeable ending lag. If all the shields have been used up the next time you use the side tilt, it'll automatically use the Jab instead.
(0%)


Up Tilt: Beat Up

For this move, the leading Unown simply turns upside-down, then pushes itself upwards. This move deals about 3%, has pathetic upwards knockback with just-as-pathetic priority, and not much beginning lag. However, there is a big amount of ending lag as well, which leads to its "special mechanic" (seriously, every move seems to have this now). If you press A during the ending lag, the next Unown in line will go on top of the leader and do the exact same thing, dealing the the same damage, knockback, priority and lag. Press A three more times and the third, fourth and fifth Unown appear to do the exact same thing that the second one did, the only difference being that they climb on top each other. The downside of this move is that if you use all the Unowns for this move, you'll end up with ending lag comparable to the beginning lag of Ike's Forward Smash.
(3% each, 15% maximum)


Down Tilt: Nature Power

This move depends mostly on what terrain Unown is in at the time. his move can not be used on a pass through platform at all. Here the different possibilties:

Sand-like/Dirt-like Ground:
Unown simply rams itself to the ground, then scoops the ground in front of him to deal 5% with okay knockback. This move travels about one Olimar far, has low Prioity for Unown but high for the sand itself, and has moderate lag. Other than that, there isn't anything notable about this move on that kind of terrain.
(5%)

Hard Ground/Concrete/Wood:
When Unown rams into the ground, a small crack will appear, going about one Bowser in front of Unown. The crack appears almost instantaneously, giving 5% damage with small upwards knockback. The crack stays on the field for 5 seconds; anyone foolish enough to walk on the crack will either trip or break their own back (2%).
(5% with a possibility of an extra 2%)

Ice:
One of two different outcomes happen: either the exact same thing happens when unown uses this move on hard ground (A-M and !), or a similar effect to the sand ground occurs, but instead giving 7% and having slightly better knockback (N-Z and ?).
(7% or 5% with a possibility of an extra 2%)

Metal Surface:
The only one that goes on both sides, Unown will again smash onto the ground, but this time a metallic shockwave will come from below Unown. the soundwave will travel both sides on the ground until it reaches the whole stage. The wave deals 4%, gives upwards knockback, and is laggy at the beginning.
(4%)


Smashes:

Side Smash: Future Sight

Unown will charge this move by looking straight at the direction it's looking, waiting for someone to attack. Once finishing the charge, a pink-purple circle on the ground summoned by the leader will show up in front of him, glowing with a strange psychic aura. The charge indicated only how far the circle will go far, the minimum being as far as a small Bowser and the maximum a normal Bowser. The circle lasts about 1 second; anyone in in that circle during that time will be under the affects of Future Sight. However, in order for future sight to happened, one of four random things have to happened in order for this move to work.
  • Maybe the opponent needs to use any attack ten times.
  • Or possibly he/she needs to attack you four times.
  • Heck, why not if the opponent even killed someone, including you?
  • Lastly, it's likely he/she needs to travel by air, sea, land or any combination of the three about the distance of 2 Final Destinations.
The main idea is that if one of these outcomes that have been picked have came into fruition, the actual attack occurs. When this happens, the opponent will act as if he/she got hit by Zelda's lightning kick/Falcon's knee, getting about 16% with very good knockback.
(16%)


Up Smash: Encore

This charges up with the leading Unown facing downward and slowly going upwards, staring from the height of the outer platforms of Battlefield and ending at the top platform of Battlefield. Once finished charging, Unown's eye will glow a bright yellow and act as a "spotlight" facing the ground. By moving left or right, you can move the spotlight to that direction, making this easier to use. If the spotlight hits a person, then that last move the opponent will be continuously used, whether it was a Smash, Special, or even a taunt. This move can be automatically turned off by the Unown or can be held for three seconds. If Encore hits an opponent at the last second, they can be only control for one second. This move has low lag and priority; because of this, it's better recommended to use this move in 1 vs 1 fights and not in a free-for-all.
(0%)


Down Smash: Confusion

A one-sided down smash, Unown charges similarly to his side smash, the only difference being that it stares more at a 45 degree downwards angle. Once the move is finished, Unown lets out a short beam that comes from its one eye toward the ground. If anyone is close enough in front of Unown to caught in the beam, they will be dealt 14%-18% with very good knockback. This move has okay priority, but has a good amount of lag at the beginning and reverse Falcon Punch lag at the end. There is a 10% chance that the move will cause confusion to the opponent, the effects being either direction will be switch around (Up is down, left is right, etc.) or the controls are switched around (normal attacks are now shields, shields now specials, and specials now normal attacks). Both of these effects take five seconds to recover from.
(14%-18%)


Aerials:

Neutral Aerial: Light Screen/Reflect

This move involves using all of the Unowns in the field. For this, all of the following Unowns go around the leader to create a shield of sorts. The second and fourth Unowns will be at the front and back of the leader respectively, while the third and last will be at the top and bottom. The side Unowns will do Light Screen, which for every projectile to hit Unown, the damage will be be halved and the knockback nonexistent. The top and bottom Unowns do Reflect, which is similar to Light Screen except it protects against physical attacks. You can turn the shield left or right to protect yourself, but although the beginning lag to this move is near instantaneous, the ending lag is atrocious.
(0%)


Forward Aerial: Flail

The leading Unown for this move simply push itself forward then shake rapidly. If anybody is in the way, that person will be dealt with 3% with minor knockback. The move is all-in-all quick and has low priority, but it also turns the next Unown backwards to the confusing movement. Why? Maybe it's because of the back aerial...
(3%)


Back Aerial: Fling

For the back aerial, Unown will be a living hitbox and "fling" itself backwards about one Battlefield Platform far. This fast hitbox will deal about 5% with slightly better knockback and also has low priority. The best use for this move is to use it as part of a Fair->Bair Combo. However, you can use this as an alternative means to recover if you don't want to waste Rapid Spin (Up B) that much.
(5%)


Up Aerial: Extrasensory

For this move, the main Unown looks upwards and forms something vaguely similar to Mewtwo's fully charged shadow ball directly above him. This move, like the NAir, can also be held for as long as possible, but once a character touches the ball, the move officially starts. The captive will be shaken inside the sphere and will be dealt with 10% and no knockback. Although it's quick at the beginning, it's slower at the end and Unown is very vulnerable during this move.
(10%)


Down Aerial: Giga Impact

This move can use up to all five Unowns if necessary. A stall then fall, Unown will look downwards and raises up slightly. If you want to add more Unowns, you can press A to recruit one member into the group while in the stalling portion (about 1 second overeall) by stacking them on top of the main Unown, although that will add up a lot of setup time and stall your low priority. If you want to recruit less than you intended to, you can press B to try again. Once you got the amount of Unown you want in there, The Unown will fall to the ground in varying speeds: One Unown will go about Ice Climber's DAir speed, while with all five you will go around Kirby's Stone speed. The damage, knockback and Priority all increase for every Unown you use; The damage gains every 5% and the knockback & priority goes from low to high. When you land, depending on how many Unown were in the group, there will be moderate (1) to extreme lag (5).

With the possibly of dealing 25% with great knockback, Giga Impact sounds broken. However, I should mention that it's better to probably use 2 or 3 Unown instead. Why? If you press B while in the falling portion, you will cancel out the move. Canceling in the air, like landing, also is dependent of amount of Unowns in the group and always has low priority. Try to limit yourself from using this move too much, as doing so will make you predictable.
(5% x (The amount of Unowns that you will use))


Shield: Barrier

One of the few "moves" of sorts that all of the Unown are involved in, the primary Unown will stay in place while the others are around it about one Unown away. The next Unown in line will be at the 3 o'clock position when the primary is facing right and will continue counterclockwise, the last one being in the 6 o'clock position (to find out about position when facing left, the next will be at 9:00 and will continue clockwise). The outer Unown will then create a white square barrier around the primary Unown, protecting it from any outside force. You can't move at all

Each side of the barriers act as a separate shield that will turn dark red will used for a long time, making this great protection from any opponent willing to hurt Unown. Since each side acts as one shield, they will last as long a shield in Brawl and can be broken separately, making the unown with the broken barrier dizzy for five seconds without any chance of getting hit from an opponent. This will also leave an open spot in your shield, so if one part of it is broken, it's recommended for stop the using the shield until the confused Unown(s) has shaken off the dizzy spell. Any confused Unown will not be able to attack, making this another move that can change the order of your Unown into play, albeit in a minor sense.


Final Smash: Trick Room

What's happening? A bunch of random Unown appear as your own Unown dances their way to the middle of the stage for the Final Smash. Those hundred-something Unowns that just appeared will create a sphere made of enegry similar to the one they made in the movie Pokemon 3: Spell of the Unown. The sphere will surround the whole stage and can't be broken, so anyone on the stage will stay inside there and the ones outside will be "KOed" because they're unable to penetrate the sphere. The ones inside the sphere will have their attack power/damage and attack speed switch as well as their weight and speed. So if you are playing as Ganondorf, you'll now have fast speed and not much damage with the Warlock punch, as well as run fast, jump high, and weigh a lot less.

What exactly happens to Unown? Well, your followers will create a barrier around the leader at the time (similar to the NAir and act a "Trick Room" inside the main "Trick Room", negating the effects. The barrier will also allow you to move around like Pikachu's and Sonic's FS, so you can deal as much damage as possible your opponents, albeit in a limited space due to the main Trick Room. When you touch your opponent, you will deal 7% with set knockback. Because nobody can get out of the main barrier, you can continuously attack your opponent by staying a a certain spot in the stage. Unfortunately, you are unable to attack with standard or special moves in this position, but you have superarmor throughout this move. The move will end in about ten seconds, so you have lots of time to get enough damage to kill.
(7% everytime you touch an opponent)


Playstyle: Spell of the Unown

Unown are always known to levitate off the ground, and their playstyle is no exception. Even though on the ground they can fight well, in the air they can be as beastly as SSBM's Jigglypuff. With a very good shield, a great combo, and a very good stall then fall, experienced Unown players will be seen in the air half the time. The other half, on the ground, can be just as deadly as Unown's aerial game, but is more unpredictable. For example, some moves rely mostly with which unown you use, like the some of the specials and the side tilt. Others are hard to master well, like their up tilt and up smash, and still others are completely random, like the down tilt & the other two smashes. Simply put, Unown is mostly an aerial beast, but do not be afraid to try experimenting with ground attacks.

(EXTRAS)

Alternate Colors:

Jet Black: Unown's normal coloration, these Unown are mostly black with tints of gray, except for their white eyes.
Marker Red: The black is now replaced with a red that you would see on colored sharpies, while the eyes are now slightly pink.
Shiny Blue: The alternate coloration in the Pokemon Games, Unown is now mostly blue except for the light blue eyes.
Army Green: You should get the idea by now: Green replaces Black and Light Green replaces White.
Negative White: Like the name says, the black parts of Unown become white and vice versa.
Rainbow: The most complicated of all the colorations, Unown will change to either Pink, Light Orange, Yellow, Light Green, Light Blue, Indigo, and Lilic, depending on the position of the alphabet. (ex. A, H, O, and V are Pink; G, N, U, and ? are Lilac; etc.)


Taunts and Poses:

Up Taunt: The Unown simply move from side to side, as if they're dancing.
Side Taunt: The Unown climb on top of on one another, like a totem pole.
Down Taunt: The Unown glow into various colors to emphasize their psychic power.
Losing Pose: If you have the letters "I LOSE" for the name, that will be spelled out. Otherwise the Unown necessary to to spell that will appear to do so.
Winning Pose #1: If you have the letters "I WIN!" for the name, that will be spelled out. Otherwise the Unown necessary to to spell that will appear to do so.
Winning Pose #2: If you have the letters "YES!!" for the name, that will be spelled out. Otherwise the Unown necessary to to spell that will appear to do so.
Winning Pose #3: If you have the letters "A'IGHT" for the name, that will be spelled out. Otherwise the Unown necessary to to spell that will appear to do so.


What am I, you ask?
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
Bowser Jr./Shadow Mario, Computer Virus, Raiden, Nature, Unknown... Why do all the cool sets come out so late in this contest? I can't review for crud, so I'll just say nice job, all of you, and I recommend that anyone who has the time read them. I'm especially impressed about how well Nature has been done; It's a very good entry, and I'm suprised that a set of it's quality was produced by a newcomer.

I've updated my sets over the last few months, and I'm going to give them one last revision before the contest is over. For anyone intrested, the links are in my link-up space, which is in my sig. I didn't post about the updates earlier because I wasn't sure if it'd count as advertising/spam or not, but Hyper Ridley said it was okay, so here we are.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Really interesting stuff you did with Unown there, Kits! Makes me glad the lot of us didn't go through with that mass Unown joke moveset! A few bland moves here and there, and a few where the writing style was a tad bit hard to understand, but all things considered, the fact that you made such a viable, functional, and interesting moveset for the entire Unowndex is quite awesome! :bee:

(I particularly loved Future Sight, Rapid Spin (brilliant to let all five Unowns use it for recovery), and Trick Room (mindgamegasm).)
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Magmortar - The Blast Pokemon


M A G M O R T A R

So, you think you have what it takes to play with the Blast Pokemon? If you play with fire, you're gonna get burned. Magmortar is a constant threat to his enemies, and he ain't no glass cannon either!

You've got it what it takes to play Magmortar if:

+ You like to threaten enemies at a great range.
+ You think a heavy, floaty character would be fun to play.
+ You want to be able to punish your opponents for being aggressive.
+ You prefer to hit with single, strong blows rather than fast combos.
+ You think cannons for hands is the greatest thing ever.


On the other hand, you're not going to get far if:

- You require a strong recovery move to stay in the game.
- You prefer to dodge attacks and stay out of the way.
- You can't land hard-hitting attacks that have lag.
- You somehow think that cannons for hands is not the greatest thing ever.


.::STATS::.

Size: 8/10
Magmortar's a big guy. He not the biggest, but he sure ain't hard to hit.

Weight: 7/10
He's not as heavy as he is big, but he's got more than enough mass to give him some staying power.

Walk: 3/10
Magmortar takes his time leisurely strutting across the stage. He prefers to prolong the opponents suffering.

Run: 2/10
Dwarves are slow distance runners, but very dangerous sprinters. Flaming living artillery are neither. He barely moves any faster when running at all.

Traction: 8/10
At that size and at that speed, you don't lose your balance. At all.

Damage: 7/10
Magmortar specializes in blasting everything in his path with fire. Damage sort of comes with the package.

Knockback: 9/10
Magmortar isn't perfect, but his knockback nearly is. Explosions abound with this guy, and enemies go flying before you know it.

Starting Lag: 3/10
A fistful of fire takes a while to warm up.

Ending Lag: 4/10
It doesn't cool down to quick either.

Range: 8/10
Magmortar can kill it with fire up close and personal, but he prefers to do it at a distance.

Priority: 8/10
His attacks may come out slow, but once it comes out, it'll take something equally powerful to stop it.

Jumps: 4/10
His jumps are entirely unnotable, except for the fact that his second jump is surprisingly decent for such a large character.

Recovery: 3/10
Magmortar was built for the battleground, not for the air. Get this guy too far off the stage, and he's going to have a very difficult time getting back on it.

Grabs 2/10
When he does grab someone, its fairly decent, but he's terrible at grabbing (no hands). He's also very vulnerable to getting grabbed himself, making this one of his biggest weaknesses.

Fall Speed: 3/10
He's slow at everything, including falling. Surprisingly floaty.

Crouch: 0/10
The lack of knees, hands, at massive body and head makes his crouch so bad he envies Ivysaur. Slow, and barely shrinks his size at all.


.::Special Attacks::.
These are the fun ones, right? Let's get started.

Neutral B - Rock Blast

Magmortar fires a ball of purple energy, angled slightly down. When it hits the ground, it transforms into a pillar of stone about the size of Link, blocking enemies and hitting them for about 6% damage with little knockback. The angle at which it falls is much steeper when used in the air, about the same as Pikachu's Thunder Jolt. On the ground, it travels a little more than 1/4 of Final Destination. If it hits an opponent in the air, it only does 4% damage, unless it is less than one stage block from the ground; then it will transform into a pillar and do moderate knockback. The move comes out fairly quickly, and is just slightly faster than Thunder Jolt. The pillar can be destroyed by 2-3 tilt attacks from most characters. It will last about 12 seconds before crumbling, or until two other pillars are created.

Magmortar uses Rock Blast to keep his distance from the opponent, and to limit the opponents ground game. It is also good at edge guarding; while it cannot prevent enemies from grabbing the ledge, it limits opponents' option once they reach the ledge.

Side B - Fire Blast

Now THIS is Magmortar's bread and butter. A versatile, lobbed projectile, with knockback and damage to boot. Only bested by PK Thunder in utility. There are multiple ways to use Fire Blast. The simplest is to just press and release B, lobbing a ball of fire at the enemy that causes about 12% damage with significant knockback. By holding the B button before releasing it though, Magmortar can increase the power and range of the fireball, up to 22% with strong knockback. Magmortar can also control the angle of the attack, either lobbing it fairly high or even shooting it downwards in the air.

If Magmortar holds the fire in long enough though (about 2.5 seconds) the flames on his shoulders will blaze with power as Magmortar now holds three fireballs inside him that are unaffected by gravity. Pressing B again will cause him to fire them rapidly. They do about 15% damage and have fairly strong knockback. It is difficult to land two of them on the same enemy do to the nature of the knockback, but Magmortar needs only one.

Skilled Magmortar players can juggle enemies with Fire Blast, or limit opponents movement by staggering the angles and powers to land several bursts at once. Magmortar can also combine this with good use of Rock Blast to pin enemies down, building up the damage and possibly KOing. A good KO move.

Up B - Heat Wave

A recovery move, if you can call it that. Magmortar rises straight up, and a pulse of hot air goes with and around him. Magmortar only goes up about his height, but enemies within a stagebuilder block of him are knocked away, similarly to Squirtle's Water Gun or Mario's F.L.U.D.D. It does little damage, about 3%; and knocks opponents out of fallspecial, so it can't gimp very effectively. If an enemy is hit by the direct brunt of the attack though, they take about 6% damage and average upwards knockback, and hitstun usually prevents them from being able to punish Magmortar from above. Beware Pikachu's dair though. A nice "Get away from me!" move, but not as nice as this one.

Down B - Flame Body

Ah, yes. Magmortar's special ability in the Pokemon games, it causes opponents who touch him to sometimes get burned. And that is exactly what Flame Body does. Magmortar fills his body and the space immediately near him with an incredible heat, and any enemy in it is knocked away slightly and catches fire, taking damage over time until they hit water or put themselves out naturally in 12 seconds, enough time for them to have taken 11% damage. They also immediately take damage of 4% when hit. Enemies on fire also cannot walk, only run. The flame starts quickly and lasts for a little less than two seconds, but has some terrible ending lag.

Not recommended for use against sword-wielders.


.::Normal Attacks::.

Don't let the name fool you, even Magmortar's regular attacks can threaten enemies and make them wish they had stayed home from Brawl today!


A - Frustration

Magmortar hits the opponent over the head with his cannon-hand. A simple attack, but Magmortar's fully extended arm reaches further than you'd think, making this move fairly useful to surprise approaching enemies. Does about 5% damage.

Side Tilt - Fire Punch

Magmortar heats his cannon up to a red-hot heat and slams it at the enemy. Lag is okay, but it's good enough to KO at high percentages. Does about 16%.

Up Tilt - Smog

Magmortar looks up and exhales a cloud of noxious gray gas, polluting not only the environment but the opponent's damage meter! Knockback is low, but greater than the nature of the attack would suggest. Does about 8%.

Down Tilt - Mud Slap

Magmortar kicks dirt in their face. Studies have shown that enemies generally get pissed off when this happens. 6% and knockback away. Sweetspotting the enemy at Magmortar's foot increases the damage to 8% and increases the knockback, instead kicking them upwards. Quickly comes out and spray fairly far along the ground. Can cause tripping.

Dash Attack - Flare Blitz

The ONLY good thing to come from Magmortar running. Magmortar surrounds himself in an aura of flame and takes off, running about the length of a platform on Battlefield or Lylat Cruise quite quickly. A great kill move with a large hitbox, but just make sure it hits. As said before, the Blast Pokemon isn't built for speed, and you're incredibly punishable if they dodge it.

Ledge Attack - Rock Slide

The rare decent ledge attack, Rock Slide lets Magmortar protect himself when coming up from a ledge, bringing with him a flurry of rocks in a disjointed hitbox that can do damage ranging from 2%-12%. Its predictable though, so make certain your Magmortar mixes it in with other ledge tactics.

Get Up Attack - Struggle
Magmortar rolls over and shoots his cannons against the ground, knocking himself up while burning any enemy unfortunate to be near him while he lays there. Does about 7% damage, with a large, disjointed hitbox and passable knockback.


.::Aerials::.

Magmortar has the grace of a drunken sailor in the air. Fortunately, grace doesn't win brawls, fire does. And Magmortar has plenty of that to go around...

Magmortar's first jump is fairly pathetic, barely clearing his own head. His second jump however is about the same height, perhaps a smidgen higher, giving him an interesting air game. Magmortar is also quite floaty, which would be a rather bad thing were it not for his nice projectile attacks he can release from up here.


Nair - Fire Spin

Magmortar surrounds himself in a defensive ball of fire, spinning like a top, a sex kick move that has poor knockback but keeps him safe from some attacks. About 7% damage.

Dair - Mega Punch

Magmortar spins around so that he is facing downwards and punches down, with good knockback. Too much lag to be of good use though, but a surprise move that can get a KO on an enemy who thought himself safe. Does 14%.

Fair - Lava Plume

A burst of lava pours from the cannons, propelling Magmortar slightly backwards while singing anyone unlucky enough to be in front of or below Magmortar with 8% damage. Good for keeping spacing and changing your momentum mid-battle. Great hitbox, the lava fades in less than a second though.

Bair - Iron Tail

Magmortar's leans forward before his tail gleams with a metallic sheen and cuts through whatever is behind him like a sword. It and Mega Punch both have terrible lag if you land during it, but it can be an effective move used properly. 12% damage with excellent knockback.

Uair - Ember

Magmortar blows red hot coals up above him. Weak, but comes out fairly quick and has high priority. 6% damage.


.::Grabs::.

Magmortar hates grabs, and they hate him. Its a combination of the fact that he has a terrible grab himself, as cannons aren't the best for pulling enemies in, and the fact that he is so easily grabbed and vulnerable to chaingrabs, even against characters who can't normally chaingrab themselves.

Generally speaking, if Magmortar is close enough to an enemy to grab them, you're doing it wrong. Magmortar's ground game is practically devoted to keeping enemies from getting close to him, because at point-blank he's got no game.

Grab

The grab itself is a simple thing. Short claws extend from Magmortar's cannons and reach out to ensnare the unlucky victim. It's slow, and is quite punishable if you miss. It is highly recommended that if you do grab someone that you do it out of a perfect shield, so that you don't get immediately smacked for you hubris.

Pummel - DynamicPunch

Magmortar slams his cannon into the opponent. Crude, but effective, with 8% damage. Slow though, so be careful they don't break your grab.

Up Throw - Seismic Toss

Ah, Seismic Toss. Spins the enemy around before throwing them straight up. Not a very good move though, it can't kill until you get to very high percentages and it only does 9%. A skilled Magmortar can take advantage of the long hitstun though; it lasts until the opponent reaches the top of the throw. A Fire Blast can be pretty nasty at that height...

Down Throw - Mega Kick

You toss them on the ground, then bring your foot down with wrath. Demeaning, sinister, and great for damage. Has surprisingly good knockback, angled very high up. Does 12%.

Forward Throw - Brick Break

Magmortar lets go of them temporarily only to grab them with one hand and deliver a savage uppercut. Good knockback, can KO at percentages just above 100%, and does 11% to boot!

Back Throw - Strength

Magmortar lifts the opponent into the air, and hurls them over his head backwards at a slightly downward angle. At high percentages, they bounce off the ground, doing an addition 5%.


.::Smashes::.

Now THIS is the fun part. Breaking things, blasting everyone away, and bringing out Magmortar's true power. Magmortar has three excellent smashes, all of which must be used judiciously to be effective.


Forward Smash - Focus Punch

Magmortar leans back, his fist glowing as he starts to charge his power. At full force, this thing hits like a Home Run Bat. Uncharged, its barely better than Fire Punch though, and with even more lag. The sweet spot is from the back of his cannon to just near, but not quite, the edge of his fist. Being hit here makes the knockback almost entirely horizontal, while outside of the sweet spot its closer to diagonal. Magmortar is very vulnerable to attack when using this move, and the ending lag is bad enough that anyone could punish you badly. Make sure that when you use this, you finish with it.

Down Smash - Overheat

Magmortar aims his cannons down, charges up heat with flame venting from his cannons and shoulders before engulfing himself, the ground around him, and the area near him in conflagration. Has a large hitbox, and great power, if mediocre knockback for a smash. You can either use this move to wrack up damage early, or you can take advantage of its faster speed and large hitbox as a KO move. Its up to you.

Up Smash - Thunderbolt

Everyone needs some sort of reserve move. For Magmortar, this is it. Thunderbolt is a surprise to most enemies, expecting him to be a purely fire user. Besides being a big **** you to any Water-types he fights, Thunderbolt allows Magmortar to fill up the area above him and next to him with lightning, blasting it away from the source just above his head. It takes a while for Magmortar to generate electicity, so use with discretion. Its hitbox outsizes Zelda's Up Smash though, and hits pretty hard too.


Final Smash - Giga Impact

Magmortar fills up with fire, and throws himself forward as the rest of the world slows into a near time stop. Magmortar practically explodes upon the first thing he hits, be it the ground, a wall, or an unfortunate player. The damage and knockback are immense, and the explosion takes up a quarter of Final Destination. Not for the faint of heart.


.::Taunts::.

People don't like it when you play as Magmortar. You blast them with fire and generally make approaching a living hell. Express your own superiority with Magmortar's array of taunts.

Side Taunt - Taunt

The most basic and obvious of taunts, Magmortar uses the move, Taunt. A single nailed finger emerges from his right cannon, and he waves it forward, egging the enemy on.

Down Taunt - Torment

Magmortar dances and spins in a circle, laughing the entire way. Fire leaks out of his cannons as he dances.

Up Taunt - Smokescreen

Magmortar lifts his cannons and shrouds himself in a cloud of smoke. When the smoke fades he jumps and puts his cannons on his hips, smiling.


.::Animations::.


Entry Pose - A burst of fire erupts on to the stage, revealing Magmortar.

Idle Animation - Magmortar kicks at the ground and examines his cannons, bored.

Walking Animation - Magmortar hulkingly steps forward one large step at a time.

Running Animation - Magmortar's legs go flying and his cannons swing as he goes across the stage.

Lying Down Animation - Magmortar lies on his back, neither his legs nor his head actually touching the ground being so heavy.

Dodge Animation - Magmortar crouches down and leaps.

Crouch Animation - Magmortar hides behind his cannons defensively, to no avail.

Victory Pose 1 - Magmortar blasts fire in random directions, laughing

Victory Pose 2 - Magmortar makes a mock salute with one of his cannons

Defeat Pose - Magmortar puts a cannon to his head and pretends to shoot himself.

Alternate Costumes:

Shiny: Magmortar is pink rather than Red and Yellow

Aquatic: Magmortar appears in two different shades of blue

Duck: Magmortar has a a green head, tan body, orange feet and a yellow mouth.

Dark: Magmortar is Black with red eyes.


.::playing As Magmortar::.

Its easy to be a bad Magmortar.

Magmortar has excellent aerials and smashes, so its rather easy to focus on moves like Lava Plume, Iron Tail, Overheat and Thunderbolt in a fight. Magmortar is too slow and floaty in the air to play a very aggresive air game with his aerial moves though, and his smashes generally require his opponents to be too close. Two of his most excellent moves, Rock Blast and Fire Blast, are easily overlooked because they're difficult to use.

Magmortar is a ranged fighter though. You can't play him like you would play, say, Ness or Lucas, who use their ranged moves primarily to force the enemy to come to them, or so they can get a good physical hit in. Magmortar needs to use his projectile moves and defensive attacks like Overheat and Flame Body to keep the opponent away where he can hit him and they can't.

Excellent Magmortars are known for keeping a fluid approach to their game, attempting to punish whatever the enemy does rather than go for easy moves. Trying to isolate them with Rock Blast is an excellent strategy, allowing you to get Fire Blasts in and avoid attacks. Lava Plume is surprisingly effective at hitting opponents over your stone pillars.

Use your projectiles in the air to make the most out of your floatiness and use aerials only when approached. Make use of your various defensive moves to punish enemies for acting too aggressive. With strong play, you can even train them to simply stay away from you and let you barrage them with projectiles instead of attack you directly.

~~END~~


I think this was my first one. Hope I did well... Especially after what I just followed. I'll try to get some pics of Rock Blast, Fire Blast, Fire Punch, and Smog in from the anime.

Note that every move in this set is actually learnable by Magmortar. Pretty cool, huh?
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
So...many...good...sets...on...one...page... *twitches* I'll try to make a somewhat substantial comment on each one.

Raiden: Well, I think you pretty much have the idea that your moveset looks absolutely gorgeous. The colored pictures not only make the set fun, but they help picture everything so much better. Well done on that. The only problem is that you don't actually help people get into your moveset. Some of those attacks were hard to read through (as your phrasing can be a bit wonky at times), but the meat of the movest is fantastic. I love the two completely separate playstyles, as it helps stay really true to character without the need for switching to another separate person entirely.

Nature: This is exactly what happened with me in the last contest (what with the whole being-a-newcomer thing). Anyways, although I would've liked it if you made Mother Nature an actual motherly figure, I still love your interpretation of the character. The season mechanic is simple, yet functional, which is the PERFECT kind of mechanic, IMO. You should probably proofread some of your attacks, though, as I found myself going "Huh?" a few times and had to re-read the attack. However, you did an amazing job for a newcomer and I look forward to whatever further projects you may do.

I haven't got a chance to read Unown yet...

Magmortar: My main problem is the typical Pokeset problem: every attack is one used by Magmortar in-game. That's why some people don't like Pokesets, because they're far to easy to "copy and paste" attacks from Bulbapedia and stick in some percentages. Several of the moves just don't FEEL like Magmortar (Thunderbolt, Struggle, and the over-abundance of punch attacks). Many of your attacks are quite generic, and I think it's rather amusing that you have Focus Punch and Overheat as smashes, when we have another fire set that used the same attacks, but, honestly, managed to tie them together in a much more creative way. Good work, but it could definitely use improvement.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Nanoha Takamachi​







"It's okay if I'm a devil."
I'll just use my hellish powers to get you to listen!"​



Nanoha Takamachi, known as the Ace of Aces, the White Devil, or simply Nanoha, was a typical human girl from modern Japan until she was thrust into the world of magic. Her hometown was infested with Jewel Seeds, an ancient power source that corrupted the world around her. A sentient ferret named Yunno introduces her to magic, and she proves to be a natural at it, with a massive amount of magical energy.

She went on to collect the Jewel Seeds, all the while fighting Fate Testarossa, a girl who was attempting to collect them for the evil purposes of her mother. She eventually befriends Fate, and they both go on to join the interstellar military in different branches.

Oh, did I mention she's nine years old?



Her weapon, originally owned by Yunno and later given to Nanoha is Raising Heart, typically and fittingly mistranslated as Raging Heart. Raising Heart is an intelligent magical staff with several different forms for combat, and speaks entirely in English, if horribly butchered.

In the second season of the show, Raising Heart is upgraded with the ability to use magic cartridges to temporarily increase magical power, and is renamed Raising Heart Excellion. Its three main forms are its Accel form, pictured above, Buster mode, and Excellion mode, all three increasing in the level of how much power they can release at once.



<<Stats>>


"Full Power Total Anihillation!" ~ Nanoha


Power ))))))))) 10
Range ))))))))) 10
Priority ))))))))) 9
Air Movement ))))))))) 8
Fall Speed ))))))))) 3
Size ))))))))) 3
Movement Speed ))))))))) 2
Attack Speed ))))))))) 1​


As you can see here, Nanoha is one of, if not the most balanced, well rounded characters in Brawl... Yeah.

Nanoha is incredibly lopsided, determined entirely to do one thing: blow the opponent off the face of the map. Her damage and knockback are ridiculous, and she has range that dwarfs every other character in the entire game, but she also suffers the worst lag in the entire game as well. Fortunately for her, she has ways to work around that.

On other issues, she has fairly poor power in melee, and has a very odd grab mechanic, making her easily pressured on the ground up close. She has great air game though, low fallspeed, high DI, two excellent midair jumps, and a good recovery. Keep an eye out for that.





Neutral Special - Cartridge Load


Nanoha stops for .6 seconds and holds Raising Heart out. There is a short hiss, and a magic cartridge pops out of Raising Heart, as pictured above. After using this move, the next move used by Nanoha will have increased power. The exact effect will be listed in the move itself, it varies from attack to attack.

Nanoha can only charge up one move at a time with her cartridge load, and carries her cartridges in magazines of five. If she uses up all five, she must instead reload the next time she uses this move.

Using a cartridge is a double edged sword however. Whenever Nanoha uses her an attack with a cartridge, Raising Heart overheats. After the attack ends, Nanoha must hold Raising Heart out in front of her and let the device diffuse excess heat in the form of steam. This process takes .2 seconds plus .2 seconds for every cartridge used in the attack. Some moves also have increased starting lag, so understand that a cartridge is a strategic attack, not a spammable damage boost.



Down Special - Magic Circle



Nanoha quickly generates a magic circle around herself, pushing any enemies around her away from the circle. The circle itself is about three stagebuilder blocks in diameter, and can free float in the air, where Nanoha stands on it in midair. She can step off by jumping or tapping the shield button. The magic circle fades the moment Nanoha steps away from it.

While on a circle Nanoha can use all of her Smash attacks, using the circle as a launching platform. Further, a magic circle allows Nanoha to break her usual restriction of using only one cartridge for a single attack. By pressing the B Button while on a magic circle, Nanoha will then load cartridges into Raising Heart while charging, greatly increasing damage, knockback, and lag. A magic circle is not affected by cartridge use itself.

A magic circle is the perfect way for Nanoha to get a KO against a distant opponent; while using it makes her suffer incredible lag, the resulting power lets her easily KO enemies at low percentages.



Side Special - Restrict Lock




Nanoha points forward, and any enemy in the direction she points is locked in several pink rings of energy and cannot move or attack until they escape. The move isn't very picky about aiming, and is pretty easy to land, although it suffers incredibly from move decay, quickly becoming laggier and less effective as it is used more.

An enemy can button mash out of this attack, just like a grab, taking about 1.5 seconds to escape from without button mashing, 2.5 if Nanoha used a cartridge.

This move has about .25 seconds of starting lag, but .4 of ending lag, and the ending lag greatly increases even when the move is just a little stale. Nanoha can use this move to lock an opponent down for an attack, but not permanently, and not reliably. Weave it into her battle style though, and you'll have an easier time when you just need to land that big hit.



Up Special - Flier Fin




Raising Heart shouts out [Flier Fin], and Nanoha sprouts wings from her feet. She can now fly around the field at the speed of Sonic's dash in any direction for one and a half seconds. She does not enter fallspecial after using this recovery, but she cannot use it again until she touches ground or her magic circle. It does not interact with her cartridge system in any way.

Nanoha suffers practically no lag using this move, and can quickly recover or move to a more advantageous position using it. She can also recharge it by creating a magic circle, making it quite difficult to gimp her as she can simply make a circle and use it again.





Jab - Cross Fire


"I guess I'll cool your head a bit?" ~ Nanoha




One of Nanoha's weaker attacks, by tapping the A button she forms a circle of magical energy around her right hand, with .3 seconds of starting lag. Contact with this circle does 6% damage and very little knockback. It has above average priority and lasts until Nanoha presses the button again or dodges, making it a decent shield, but if it outprioritized Nanoha takes a good bit of ending lag.

Nanoha can fire the spell by tapping the A button again, and it coalesces into a single sphere that shoots out in a beam of light at an upwards angle that can be slightly controlled with DI. This takes another .4 seconds to do, but does a good 11% damage and KOs at 125% This move has some of the least ending lag for all of her attacks, she can act after using it fairly quickly.

Because Nanoha does not use Raising Heart for this attack, she cannot use cartridges or magic circles to perform it. It's a very good get out of my face move, is relatively quick and discourages opponents to be too close or in the air.



Dash Attack - Flash Move


Nanoha runs forward, and wings appear out of her feet. She disappears, and then reappears instantly in front of her enemy, smashing Raising Heart into them, dealing 7% damage and low knockback. Nanoha suffers from .35 seconds of ending lag from this move. This move would be great for approaching, if Nanoha ever wanted to approach, but otherwise its only decent.

If Nanoha has burned a cartridge beforehand, she'll be much slower when she actually strikes the opponent, taking about .4 seconds to pull it off, but Raising Heart releases a burst of energy, increasing damage to 9% and greatly increasing the knockback, KOing at 150%, making it acutally useful to get opponents away from Nanoha, although still not her move of choice.





Forward Tilt - Strike Flame


Raising Heart reforms in Excellion mode, a short bayonet jutting from just below its red jewel. A magic circle appears in front of Nanoha then, reflecting any projectiles back at opponents, only breaking if a high priority attack hits it. Nanoha can attack again to swing Raising Heart across, breaking the shield and slashing at


Down Tilt - Stardust Smasher


Nanoha raises Raising Heart skyward, the staff calling out [Stardust Smasher]. Raising Heart begins to glow, and sparks of magic circle around Nanoha. Nanoha then swings Raising Heart overhead, and the magic blasts forward in three pulses of pink energy.

These three blasts travel forward along the ground three battlefield platforms ahead, spinning around each other like the flames of Mario Finale. Each one does 5% damage and has a strong push effect, easily pushing opponents into the next hit of the series. At about three stagebuilder blocks away, the three blasts converge into an explosion dealing 9% damage and strong knockback that KOs at 120%.

Nanoha players should try to space this attack perfectly, at about one battlefield platform away, in order to get all three hits from the initial attack in and push them into the final blast. Too close, and they miss the final blast; too far, and they only get hit once or twice by the push.

This move has great priority and power, but a massive start up lag of .7 seconds. If Nanoha uses a cartridge, damage increases to 8% for each individual hit, but the starting lag is about .9 seconds, and Raising Heart must exhaust excess heat.



Up Tilt - Barrel Shot


Nanoha points Raising Heart forward, holding it in both hands, and then releases a massive blast of compressed air. The burst covers a thirty degree arc that can be angled with DI, making this incredibly hard to dodge. It only does 8% damage and set knockback of about three stagebuilder blocks. It also has a vacuum effect that pulls the opponent into the center of the shot.

Nanoha takes .5 seconds of starting lag to perform this move, and .4 seconds to end it. The wave of energy itself lasts for 1.5 seconds though, making it an excellent spacer and set up for Nanoha's more devastating attacks.

If Nanoha has a cartridge loaded, Raising Heart says "Barrel Shot" when performing this move, taking .7 seconds of starting lag, but increasing the damage to 13% and knockback to four stagebuilder blocks.





Forward Smash - Divine Buster

"Listen-"
[Divine]
"-To Me!"
[Buster]



This is Nanoha's signature attack. When it absolutely must be blasted into oblivion, this is what you use. Nanoha faces forward, holding Raising Heart in both hands as wings sprout from its sides and four magic circles begin to spin around. Raising Heart says [Divine Buster]as the move charges. When finished, Nanoha yells "Divine Buster!" and fires a giant beam of bright pink death nearly the size of zero laser at any foe unfortunate enough to be in the White Devil's way.

Uncharged, this move deals a ridiculous 19% damage and has a a charge up time of 1 second, KOing at 90%. The beam outprioritizes basically everything in the game, since nothing can really fight through it due to its massive size. The damage and power gets even more ridiculous when Nanoha starts using her cartridges.

With a single cartridge loaded, the move still takes a second to perform, but deals an incredible 23% damage, with knockback that kills at the same rate, still uncharged. Ending lag, however, increases by .6 seconds as Raising Heart dissipates heat.

Nanoha's Smashes are special when it comes to using cartridges. By pressing B while on a Magic Circle or holding B down while charging a smash, Nanoha can continously feed cartridges into Raising Heart until her magazine is completely empty. Every .4 seconds of charging another cartridge is emptied in, increasing the damage by 4%. With two solid seconds of cartridge loading, Divine Buster will deal 39% in a single hit, with a total starting lag of 3.5 seconds. Without loading cartridges this way, the damage increases at a fourth of that rate.

Loading cartidges like this has a second cost though. For every second spent loading a cartridge for a smash attack, Rasing Heart overheats. At the end of the attack, Nanoha must let Raising Heart dissipate any internalized heat, taking the same length of time it took to load the cartidges. A full magazine, therefore, will leave Nanoha completely open for two seconds.


If Nanoha loads two cartridges or more into Raising Heart, the device calls out, saying "Extension". A small pink orb appears next to Nanoha and a scope pops out of Raising Heart's shaft. While charging, you can move the pink orb at Captain Falcon's running speed to lock on to an opponent. If you touch an opponent with the orb, Nanoha will automatically fire at that opponent.

As an easter egg, if Nanoha star KOs an opponent with a successfully targeted Divine Buster Extension, the following exchange occurs:

[It's a direct hit]
"Do you think I overdid it?"
[Don't worry, my master]

Divine Buster is an incredibly powerful attack, and one that cannot be used lightly, even uncharged. Generally, using this move when you don't have a magic circle to protect you is



<<Aerials>>


Neutral Aerial - Protection



Nanoha holds her left arm out, as Raising Heart says [Protection] Nanoha freezes in midair for up to five seconds as a faint pink aura surrounds her. Any attacks against her cause the shield to flare up brightly in the spot she was hit. The shield has slightly above average priority, and will defend her against most weak attacks.

If Nanoha burned a cartridge first though, Raising Heart will instead say [Protection Powered] The entire shield glows fiercly then, and deflects all attacks as long as it is held. The move has the same average starting and ending lag either way though.

Oh yeah, if Nanoha taps the A button again, Raising Heart will call out, [Barrier Burst], and in .25 seconds the shield will explode, giving Nanoha a lot of ending lag. The attack does very little damage and knockback normally, around 5%, but if the opponent was in the middle of attacking Nanoha it will do 9% and strong knockback that KO's at 150% instead.



Forward Aerial - Divine Shooter



Nanoha swings Raising Heart forward as the weapon cries out [Divine Shooter] Four spheres of magical energy then settle around Nanoha. This process takes .5 seconds, and the orbs do nothing until they fade away five seconds later.

The next time Nanoha uses this move though, she waves Raising Heart, shouting "Shoot!" in the period of .25 seconds. They then spring to life, homing in on the enemy nearest Nanoha, moving at Mario's Dash speed, dealing 4% on hit with light knockback. Burning a cartridge when using this move increases the damage to 7% a hit, but the speed drops to Luigi's dash speed and they turn much more slowly.

The trick to using this move is to force the opponent into a position of vulnerability or lag, and then blasting at them. Great for getting enemies out of your face and out of your way. The spheres are all actually slightly below average priority, and most attacks will burst them. They can combo, space, and are all in all an incredibly versatile attack in Nanoha's arsenal. If you have a chance, drop this mvoe.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Not expecting to be here tomorrow, so I have to do this now...


What's this?! A stick figure? Indeed, the powers and abilities stemming from the entirety of the Make Your Move contest has taken the form of a seemingly-simple stick figure. The history and memes of MYM are at his disposal for use in some very uncanny ways. Those unfamiliar with the infinite power that is Make Your Move, beware!


< Statistics >

Size - 7/10
MYM Man is about as tall as Samus, only much thinner, being a stick figure.

Weight - 4/10
He's a little on the light side, but surprisingly heavy for a stick figure.

Power - 5/10
MYM Man has his share of powerful moves, but isn't overbearing with them.

Attack Speed - 6/10
A little above average, MYM Man has a few more quick attacks than slow ones.

Movement (Ground) - 5/10
Not too good, not too bad. MYM Man walks, runs, and dashes at a relatively average pace.

Traction - 5/10
Average traction.

Jump - 6/10
His legs propel him a pretty good distance upward for his ground jump, and his mid-air jump is pretty good as well.

Movement (Air) - 5/10
Nothing very noteworthy here.

Falling Speed - 4/10
Slightly slower than average, but not extra floaty.

Range - 7/10
MYM Man has a few good ranged techniques in his inventory.

Priority - 6/10
A little more good than bad, but a good mix of both.

Swim Time - 5/10
MYM Man's swimming abilities are fairly average.

Crouch - 6/10
MYM Man bends over pretty far, losing a decent amount of height as he crouches.

Abilities - Wall Kick
MYM Man can't crawl or glide, but he has a decent wall kick.


< Animations >

Standing / Idle
MYM Man stands upright, on both legs, with his arms at his sides. From time to time, he'll stretch an arm or leg out, keeping it warmed up for battle.

Walking / Running
MYM Man swings his arms at his side as his legs walk/run in a standard fashion.

Dashing
MYM Man's dash is pretty normal, taking long strides as he pumps his arms at his sides.

Jumping
MYM Man pushes off the ground with both feet, his head leaned back. For his mid-air jump, he performs a flip.

Shielding
MYM Man fears no one, facing the screen and waving behind his bubble shield.

Dodging
MYM Man performs nimble, athletic dodges, consisting of various aerials and backflips.

Tripping
MYM Man trips over his feet, collapsing to his knees rather than flipping over onto his behind.

Swimming
MYM Man swims a quick freestyle stroke, moving quickly through the water.

Dizzy
MYM Man hunches over, repeatedly hitting himself in the forehead to try and get his head to stop spinning.

Asleep
MYM Man curls into a ball, as small semi-transparent Z's float upward from his head.


< Special Attacks >

Neutral Special - lolchillinz

History: The immortal meme, "lolchillinz" emerged from an epic tale of utter randomness. In Make Your Move 3.0, a joke feud between SirKibble and Chief Mendez led SirKibble to tell Chief Mendez that he was leaving him, and taking the kids. From this, TheSundanceKid created the beginning of a soap opera story he called The Young and the Movesets. After a few episodes, the use of "chillinz" began to replace all instances of "children," and TheSundanceKid replied to many a comment on his episodes with "lolchillinz." lolchillinz (the "l" is not capitalized, even at the beginning of a sentence) remains a defining meme of the Make Your Move contests.

Move: MYM Man employs the power of lolchillinz through a series of short-range, psionic purple waves he emits from his outstretched hand. They cover roughly the distance a Fire Flower's flames cover, being released in a quick motion with little lag on either end, and being unable to be held for more than an instant. This attack requires a waiting period of five seconds after any given use before it can be used again.

Anyone stricken by the violet waves will suffer an adverse alteration to their Neutral Special for the remainder of their current stock. A list of the effect on various characters follows this paragraph. If MYM Man hits them with another lolchillinz wave, their Neutral Special will return to normal. This deals no damage, and flinching knockback with little hitstun.

Code:
Effects of lolchillinz on various characters' Neutral Specials:


----- BRAWL CHARACTERS -----

Mario -- Mario's fireballs become puny, traveling a total distance only about that of a single Battlefield platform and dealing 1% damage with no knockback or hitstun.

Luigi -- Luigi's fireballs will take on a ghostly, semi-transparent look for the majority of their duration, making them pass straight through opponents, only returning to normal and dealing damage for the single frame on which they disappear.

Peach -- Peach struggles to pull Toad out, giving this move lag comparable to Ike's Forward Smash.

Bowser -- Bowser's flames deteriorate twice as fast as normal, and he'll cough up smoke and suffer a lot of lag if he tries to start using this move at anything but full power.

Donkey Kong -- Donkey Kong's punch takes twice as long as normal to fully charge, and will act as if it's at weakest charge unless charged all the way.

Diddy Kong -- Diddy's peanut popgun has the possibility of exploding at any point during his charging, instead of just at the end. This chance is small for any given moment, but Diddy is likely to explode early if he tries to charge it too far.

Yoshi -- Yoshi suffers 8% damage every time he swallows an opponent and releases them as an egg, and has slightly longer execution time as he forces them down very deliberately.

Wario -- If Wario does not have a victim immediately within his range as he opens his mouth, he'll instead bite on his arm, dealing the same damage he would've to an opponent.

Link -- Link's arrows have a 20% chance of shattering as soon as they're released from his bow, rendering them useless.

Zelda -- Nayru's Love retains all its normal properties, but will make Zelda dizzy for a few moments after each use.

Sheik -- Sheik can only charge one needle at a time, and will always throw at a downward angle as if in the air.

Ganondorf -- Ganondorf's painfully slow punch now has twice its normal startup and ending lag.

Toon Link -- Toon Link will be weakened, unable to pull his bowstring back, making this move unable to be charged or even held before firing.

Samus -- The charging of Samus's Charge Shot will sometimes backfire, instead shrinking the energy ball and forcing the move to deal less damage.

Zero Suit Samus -- The paralyzer now heals for 2% damage along with every paralyze.

Pit -- Pit's arrows will steer themselves randomly, being entirely uncontrollable.

Ice Climbers -- Instead of shooting an ice block, Nana will jump a short distance upward and footstool Popo as he shoots his.

R.O.B. -- Upon hitting any surface, including opponents, crates, etc., R.O.B.'s laser will bounce back toward him, capable of dealing damage to him the same way it does to his opponents.

Kirby -- Opponents are not rendered helpless while being sucked up by Kirby, making them capable of performing attacks into his mouth while he inhales them. Attacks that hit Kirby like this deal double damage.

Meta Knight -- Meta Knight's tornado makes him dizzy after each use, for longer if the tornado is held longer.

King Dedede -- King Dedede constantly takes damage while inhaling if nothing is being pulled in, like he does while his Down Special is fully charged.

Olimar -- 50% of the time Olimar pulls out a Pikmin, it will die instantly.

Fox -- Fox's blaster can now only fire at the rate of Falco's, all other properties the same.

Falco -- Falco will automatically perform a random taunt when he puts his blaster away.

Wolf -- Wolf's blaster jams and doesn't fire, now only being useful as a close-ranged melee attack.

Captain Falcon -- The Falcon Punch now deals no knockback at all, as well as half the normal damage, with very little hitstun.

Pikachu -- Pikachu's Thunder Jolt disappears after only a single bounce on the ground.

Squirtle -- Squirtle's Water Gun sprays in every direction automatically, having barely any push in any particular spot, no matter the charge.

Ivysaur -- Ivysaur cannot hold the Bullet Seed, only being able to do it for a split second.

Charizard -- Charizard's flames will recharge any shields used to block them.

Lucario -- Lucario's Aura Sphere rapidly shrinks after being fired.

Jigglypuff -- Jigglypuff cannot slow down, stop, or turn around while performing Rollout.

Marth -- Unless it strikes a shield, Marth's Shieldbreaker deals only 1% damage and pathetic knockback. When striking a shield, it is normal.

Ike -- Ike's Eruption always damages him for 10% damage, no matter the charge.

Ness -- Ness's PK Flash cannot be released early, always finishing to full charge. (Ness players will note that this means they have to use it over a ledge or in mid-air to avoid the flash hitting the ground and canceling itself.)

Lucas -- PK Freeze will automatically target Lucas, and will freeze him as well if it manages to freeze anyone else in the area, though it won't damage Lucas.

Mr. Game & Watch -- Mr. Game & Watch's frying pan will burn him for 1% damage every piece of food he flips out of it.

Snake -- Snake's grenades will sometimes stick to his hand and must be released two or three times before they'll actually be thrown.

Sonic -- Sonic's "homing" attack will not home in on opponents.


----- MYM CHARACTERS -----

 ~ agidius's

Clipit -- Clipit has a 20% chance of firing a letter besides "A" from his font gun. Any letter besides an "A" will pass straight through opponents, dealing no damage or knockback.

Simirror -- Projectiles used against Simirror's Mirror Force have a 50% chance of randomly passing through and hitting Simirror anyway.

The Kid -- If the Kid's delicious fruit tree sprouts three delicious fruit, they have a 50% chance of immediately and automatically jumping off the tree and targetting the Kid.

 ~ Baloo's

Bubblun -- 20% of the time Bubblun tries to blow a bubble, he'll open his mouth to no avail, looking disappointed.

Jealous Bass -- The bass has a 20% chance of messing up during the jam session, which will continue as normal, but afterward, the other instruments, as long as they remain, will each slam into him for 10% damage and a little extra ending lag.

 ~ BKupa666's

Scar & Hyenas -- The shadowy geysers Scar summons will always erupt instantly, damaging him as well as any foes closeby.

Kaptain Skurvy -- Skurvy's cannon has a 20% chance of backfiring, dealing to him 10% damage instead of firing forward. Luckily for him, this happens quickly, so he doesn't suffer too much lag for it.

Sebastian -- Every time Sebastian misses with his clamp, he'll damage himself for 10% damage.

 ~ Chris Lionheart's

Ashencroft -- Ashencroft burns his hand somehow as he charges his Blaze, dealing himself 3% damage per second.

Arthas -- Arthas has a 20% chance of hurting, rather than healing, his undeads for the same amount of damage as he would normally heal them.

Roy Mustang -- Hawkeye has a 50% chance of being startled by Mustang suddenly calling her name, and she'll fire a quick shot at a random character, which can include Mustang himself. When this happens, you won't gain any control of Hawkeye, and you'll have to use the move again if you want to.

 ~ dancingfrogman's

Dr. Robotnik -- When Robotnik's television box explodes to reveal its item, it will damage Robotnik for 10% damage. It still damages opponents for 13%.

AOSTH/YTP Robotnik -- There's a 50% chance of Robotnik's zipper getting stuck, giving this move horrendous startup lag.

 ~ half_silver28's

Midna -- Midna suffers 3% damage per second while charging her Twilight Power, for a possible total of 9% damage.

Yuji & Shana -- Nietono no Shana has a small chance of losing all its fiery charge at any given time while charging. Charging for a long time at once increases the chance of this happening.

Excel -- After landing an ACROSS Biyou Fist, and three seconds have passed, Excel has a 20% chance of turning into the "Pretty Girl Character" along with her opponent, for the same duration of time.

 ~ Hyper_Ridley's

Mewthree -- After shedding, Mewthree's new layer of skin is soft and tender, and he'll take double damage from any attacks made on him for the next three seconds.

Lemmy Koopa -- The energy shockwave released when this attack is used on the wrong type of platform will damage Lemmy as well as his opponents, and has a 20% chance of happening accidentally when he uses this move on the correct type of platform.

 ~ JOE!'s

Spiderman -- Spidey has a 20% chance of failing when he tries to perform the Webshot. If this happens, he'll retract his hand and shrug toward the camera, giving this some ending lag as well.

 ~ Kholdstare's

Wiz -- After entering his hat of tricks, Wiz has a 20% chance of getting stuck, having to button mash to escape his own hat and continue playing normally.

Shadow Beast -- Shadow Beast has a 50% chance of getting distracted halfway through charging his Shadow Seeker, looking over his shoulder. As he loses focus, the ball electrocutes him and disappears. It deals the same damage it would to other characters.

 ~ KingK.Rool's

Chef Kawasaki -- Added to Kawasaki's choices for veggies is now a...bomb?! Yes, and if Kawasaki is unlucky enough to pull out the bomb, it'll explode instantly, dealing him 10% damage and pretty good upward knockback. The bomb has equal probability to anything else he can pull out.

Shellder -- Shellder has a 20% chance of gaining no control over his foe after he clamps, being at their mercy until he can shake himself free!

Miracle Matter -- Miracle Matter now only has a 50% chance of using the Neutral Special of his current form. Of course, if he's in a different form, he can't use the attack. For example, if he randomly tries to use his Cutter Matter Neutral Special as Fire Matter, nothing will happen.

 ~ kitsuneko345's

Plusle & Minun -- When Plusle and Minun shoot their electric beams, hitting each other deals them 10% damage, with no knockback or hitstun. If they don't hit each other, this attack remains the same.

Ema Skye -- Ema has a 50% chance of fumbling in her pocket for a second, unable to find the refill for items that require one. If using an item that doesn't require a refill, this move functions normally always.

Gligar -- If Gligar fails to connect with his Poison Cross, he's unable to release the poison into his victim, and it instead seeps into his own bloodstream, dealing 2% damage per second to him for the next three seconds.

 ~ MarthTrinity's

L-Block -- After part of L-Block flies forward, it won't return to him, and he'll have to touch it to regain it. His moves are all weaker without that piece of him.

Shanoa -- As the glyph from an opponent floats toward Shanoa, it has a 50% chance of being hostile. This will give no indication of its hostility, but will deal 20% damage and flinching knockback to Shanoa when it touches her, and will not give her a new attack.

Hyatt -- Hyatt keeps coughing after spitting the blood at opponents, giving this move extremely long ending lag.

 ~ MasterWarlord's

Ryuk -- Ryuk has a 20% chance of spelling his victim's name wrong in the Death Note. He'll scratch his head directly after writing to signify that this has happened, making it obvious that the note isn't going to take effect, but remember, you only get four misspellings before your victim is immune. For his attack without the Death Note, Ryuk has a 20% chance of grabbing a poisoned apple, which will instead hurt him for the same damage it would have healed. It still breaks him out of his withdrawals, however.

Alphonse -- Al has a 20% chance of performing his transmutation incorrectly, leaving only a pile of ashes in the spot where the transmuted item should have been. When transmuting the ashes, he'll transmute to whatever the ashes were originally intended to be, but still has a 20% chance of failing.

 ~ Plorf's

Metal Man -- Metal Man has a 10% chance of activating his "kill switch," shielded Neutral Special accidentally when using the normal Metal Blade, making it less spammable as it may ruin his traps.

 ~ SirKibble's

Elias -- There is a 50% chance that among the six panels that appear, there will be no possible combination, making this move useless for Elias.

Richard -- Richard has a 20% chance when he starts charging of failing to create any fwoosh, looking at his hands as he exclaims, "There's no fwoosh!" This gives the useless animation significant lag.

MYM Man -- In MYM Man dittos, the using of lolchillinz on another MYM Man makes his lolchillinz wave damage him for 1%. This damage will also increase every use, until it deals 10% damage. After this, the lolchillinz effect will wear off. Note that MYM Man is the only character for whom lolchillinz will ever wear off, since he is the only characters in possession of its powers.

 ~ SkylerOcon's

Skyler Ocon -- Halfway through its travels, Skyler's Psycho Bomb has a 50% chance of turning around and being able to hurt him. He'll have to move out of the way to avoid being hit for the same damage and knockback, and this also makes this move much less reliable or spammable.

MegaMan.EXE -- MegaMan can no longer see what his battle chips are, being forced to rely on luck and guessing now.

Vaati -- When summoning his wind, Vaati may accidentally create a suctioning wind. This happens about 20% of the time, and will pull enemies toward him over the same range, with a suction similar but opposite to F.L.U.D.D.'s push effect.

 ~ Smash Daddy's

Raiden -- Raiden has a 20% chance of using the opposite Neutral Special weapon as he means to (lethal or non-lethal). If he does this, he'll suffer a lot of ending lag as he looks surprised and fumbles for the correct weapon after the shot.

 ~ Spadefox's

Ashe -- Ashe's Neutral Special will select one of its five attacks at random to perform. If one is selected that's different from her current form (which will usually happen), she'll be forced to change to that form by using the move.

Miles Edgeworth -- Whenever there is evidence within the search range, Gumshoe will trip and stand back up before gathering each piece.

 ~ Tanookie's

Mia -- Mia has a 40% chance of using a random Djinni other than the one whose name she calls.

Hypno -- If Hypno puts an opponent to sleep, he has a 50% chance of falling asleep alongside them.

 ~ TheSundanceKid's

The Delicious One -- The Delicious One's french fries each have a 20% chance of being curly fries, which will fly in a curve to return and hit him in the face.

Kid Goku -- Goku sometimes (about 20% of the time) mispronounces his Kamehameha as "Kamekameha," firing the energy blast in a random direction and dealing 8% damage to himself as he does.

Sakurai -- Sakurai has a 50% chance of taking equal damage to his victim when using the Tier Punch. Not so great against low-tier characters now, are you, Sakurai?

 ~ TWILTHERO's

Near -- Near has a 20% chance of messing up his lie, instead telling the character that they themselves have died of a heart attack. Obviously, telling Luigi, "Luigi has died of a heart attack" is a pretty obvious lie, so the character won't be shocked for even a split second.

Edward Elric -- Ed has a 20% chance of doing his alchemy wrong, creating a...pile of dust. The pile blows away quickly, and is completely useless, but Ed still has to wait before using the move again.

 ~ UserShadow7989's

The Three Stooges -- The Pop Goes the Weasel version of this attack now becomes difficult for Larry to play, and he may miss a note randomly. If he does, the move will automatically end. The second version that lets Moe run at double speed increases his tripping rate drastically.

Kira Trine -- Kira's energy focus has a 20% chance of failing entirely, though she'll go through the animation exactly the same, and have the silver lining, giving the player no indication that it's failed until they try to use a boosted move.

Lyndis -- Lyn's vulneary has a 50% chance of being replaced with a flask of poison each time she pulls one out. The poisoned flask will damage her at the same rate the normal vulneary heals her. The bottle can still be thrown the same way.

 ~ Wizzerd's

Tingle -- Tingle's bomb has a 20% chance of blowing up in his face the instant he pulls it out, dealing him 8% damage and ending the move.

Krow -- When Krow grabs an egg from her nest, it will sometimes (about 20% of the time) be too heavy, and she'll attempt to grab it, but be pulled to the nest instead, hitting it with a dull thud. This not only ruins the move, but gives her a bit more ending lag than normal.

 ~ Joint Movesets

Acid Seaforce -- Seaforce has a 20% chance of coughing and choking on the acidic bubble before spitting it out, dealing 8% damage to him and increasing the startup lag by about half a second.

Heat Man -- Heat Man has a 50% chance of burning out halfway through charging this move, ending it prematurely without any attack. Because of this, Heat Man players will often find themselves releasing the charge early and not attempting a full charge.
Side Special - Series Bias

History: Often, in a particular Make Your Move contest, one or more series are known to have an unnaturally large quantity of entries. For example, Make Your Move 2.0 experienced such an excessive number of Pokemon entries that a rule was created at the time to prohibit further entries from the series. Other series to enjoy such fame have included Kirby and Mega Man.

Move: In an effort to increase another character's series' representation in the match, MYM Man will reach his hands forward in an attempt to grab. He has a fairly standard reach and speed, comparable to Mario's grab. Anyone he manages to catch in his arms, he'll grip tightly as he briefly glows a vibrant white color. He then releases his victim, having copied a signature ability of their franchise as his new Side Special. Unless states or specified otherwise, the abilities share the attributes of the ones from the character they belong to. The abilities for the series are:

Code:
Super Mario -- MYM Man throws an orange fireball. It bounces like Mario's but travels farther in between bounces, not being as heavily affected by gravity.

Donkey Kong -- MYM Man sets a banana peel on the ground at his feet, with all the normal properties of the item.

Yoshi's Island -- MYM Man tosses an egg forward, at Yoshi's lowest-angled, lowest-power trajectory.

WarioWare -- MYM Man copies Wario's motorcycle ability, which functions the same.

The Legend of Zelda -- MYM Man performs a double slash like Link's Forward Smash with a sword that appears from thin air.

Metroid -- MYM Man fires a missile like Samus's, but is unable to Smash this attack for a Super Missile.

Retro -- For all retro-style characters, MYM Man swings an 8-bit hammer forward, with similar range to the Hammer item, but with lag like Mr. Game & Watch's Judgment and dealing only 10% damage and okay knockback.

Kirby -- MYM Man gains the ability to inhale his opponents, although he can only spit them out again as a star like King Dedede, not swallow them like Kirby.

Pikmin -- MYM Man pulls a random Pikmin from thin air and tosses it forward like Olimar in his Side Special.

StarFox -- MYM Man gains a reflector which he holds in front of him quickly when this move is used. This only reflects projectiles from the side it's used on.

F-Zero -- MYM Man performs a powerful punch with a glowing white energy surrounding his fist. MYM PAWNCH!

Pokemon -- With Pokemon having no real signature ability, MYM Man copies Pikachu's Skull Bash, a functional Normal-typed move.

Fire Emblem -- MYM Man gains a counter move between the speeds and powers of Marth's and Ike's. This will only counter hits to the side on which it is used.

Mother -- MYM Man holds a PSI Magnet in front of him, which will absorb only energy projectiles that strike him from the indicated side.

Metal Gear Solid -- MYM Man pulls a grenade out and tosses it just like Snake's Neutral Special.

Sonic the Hedgehog -- MYM Man tucks into a ball and performs a Spin Dash like Sonic's Side Special.

Mega Man -- MYM Man fires a buster cannon shot forward from his outstretched hand. Holding the button will charge the shot before firing, and damage ranges from 5% to 12%, with okay knockback, range similar to Fox's Blaster, and lag similar to Samus's Missile shot.

Ace Attorney -- MYM Man points a finger forward with little lag, as an "Objection!" bubble appears over his head. His finger, a very specific hitbox, deals 20% damage with good diagonal knockback to anyone hit by it as he yells. This has moderate ending lag.

Castlevania -- MYM Man swings a dark whip forward, similar to Zero Suit Samus' Forward Smash, though more damaging and slower.

Final Fantasy -- MYM Man casts a somewhat generic fire spell, causing an explosion like that of Zelda's Din's Fire about a Battlefield platform's distance away. This has fairly long lag on both ends, but deals 15% damage and okay knockback to those hit.

Soul Calibur -- MYM Man charges energy for a second, during which time he's completely vulnerable. When this is finished, he'll have slightly boosted attack power on all his moves for the next three seconds, and they'll gain double strength in breaking shields.

FullMetal Alchemist -- MYM Man draws a transmutation circle on the ground, about as wide as Ivysaur, which takes him about a second. The next time he uses this move, the transmutation circle bursts into flames as tall as Mario instantly, which last for two seconds, dealing 10% damage and weak upward knockback to those who touch them. He can't draw another until the flames from the last have gone out, after which the first circle is destroyed.

Death Note -- MYM Man's eyes glow red as he glares forward. If anyone's in his line of sight within about the length of a Battlefield platform, he'll quickly scribble their name on a piece of parchment. Without the writing, this takes only a split second, but the writing takes roughly two seconds. If he's interrupted during the writing, this move will do nothing. If he completes the writing, then 40 seconds from the time of use (this move can't be used during this time), the victim of the attack will take 30% damage and good upward knockback.

Disney -- MYM Man sings for about a second, rapidly firing off musical notes in a forward direction, dealing multiple hits of 1% damage that can total up to 15% at best.

Make Your Move -- This category includes all Original Characters without their own series, as well as MYM Man in ditto matches. When this is used, MYM Man gains a different style of lolchillinz attack for this. He'll actually throw a miniature MYM Man! He's throwing his own chillinz (lolchillinz)! This MYM Man has all his same capabilities, and is thrown over a trajectory like King Dedede's Side Special toss, with similar lag. Only one miniature MYM Man can exist for each MYM Man, and dealing any damage to the mini will immediately destroy it.
Up Special - Goo Chain

History: "Goo chains" began as a meme in the Make Your Move chat, where a certain smiley, obtained by typing "GOO" in parenthesis was found among the emoticons. The so-called "Goo" smiley is a smiley whose grin and eyes widen over time, eventually to a ridiculous point. Laughed at and feared by many MYMers upon its discovery, it eventually became an unspoken rule that everyone in the chat should post a "Goo" after one person did, resulting in the finalized Goo Chain.

Move: MYM Man uses the Goo Chain as a tether recovery, it extending from his outstretched hand. The length of the Goo Chain is determined by the number of players in the battle, the chain being longer and more effective in battles with more participants. Goos stretch to roughly the length of two Pikmin in Olimar's Pikmin Chain, and one Goo will be present in the chain for each player on the field. For example, a battle with two players will result in MYM Man having a chain of two Goos that's as effective as a four-Pikmin Pikmin Chain for Olimar. With four players, the chain is as long as eight Pikmin would be. MYM Man enters a helpless state after using the Goo Chain in the air. This move has moderate startup and ending lag.

This move has no damaging or knockback properties, but can still be used offensively. Half a second after MYM Man uses the Goo Chain, his opponent(s) will perform it, if able. Opponents who are in the middle of another attack, or shielding/dodging, will not be forced to perform a Goo Chain. Opponents who are standing idly, running, jumping, or otherwise available will perform the Goo Chain shortly after. Worthy of special note is the fact that opponents falling in a helpless state will be broken out of it to perform the Goo Chain, and opponents will not enter a helpless state after using it. What this means is that while MYM Man can use this as a more offensive tether than many tethering characters, since their Goo Chain happens shortly after his own, he is a very weak gimper, often returning characters' Up Specials to them as he grabs the ledge with his Goo Chain.

Down Special - Nicknames

History: Various MYMers have had nicknames resulting from various causes that aren't your typical nicknames. While it's normal to shorten a name like, "MrBlaster_42" to "Blaster," MYM has seen its fair share of less obvious nicknames, which have received various levels of acceptance from the community and the users they apply to.

Move: MYM Man charges up with his fists clenched as long as the button is held, for a maximum of four seconds. A faint aura surrounds him as he charges, changing every one second and indicating the current level of charge. Charge cannot be stored; this attack must be completed all at once.The levels of charge and corresponding attacks are as follows:

  • Level 1 (White) - None
    Releasing at this level of charge will cancel the attack with minimal lag.
  • Level 2 (Orange) - Dawgfood
    MYM Man quickly whips out a bowl of Purina dog chow and quickly gulps it down. This heals him for a measly 3% damage every use, and happens very quickly with little startup or ending lag.
  • Level 3 (Purple) - Dark Lemonade
    MYM Man now whips out a glass of a deep purple liquid, guzzling it quickly. This takes him about a half second in total, after which the glass promptly disappears. For the next five seconds after drinking, MYM Man is surrounded by a shadowy aura, which will boost the power of all his attacks, giving them double damage and knockback. MYM Man cannot use his Down Special again until the aura wears off.
  • Level 4 (Green) - Twiltree
    MYM Man will shoot roots downward for about the distance of Ganondorf's height, dealing 10% damage and good downward knockback to anyone they hit. If they strike solid ground, this move will proceed. If not, MYM Man suffers minimal ending lag and ends the move. The roots will burrow into the ground, pulling MYM Man down (he deals 10% damage with good upward knockback as he shoots downward) as bark surrounds his torso area and his arms become two thick branches. This takes roughly half a second. While in tree form, MYM Man cannot be hit from his spot, having constant superarmor, and he can press the Attack button to do an upward vertical swing with both brances, which covers an area similar to Marth's Forward Tilt. This happens slightly slower than the aforementioned Tilt, but deals a powerful 16% damage and good horizontal knockback. MYM Man returns to normal after five seconds in this form, suffering some ending lag. Also note that fire attacks will deal double damage to him while he is a tree.
  • Level 5 (Silver) - Silver Strike
    Having charged to this point, MYM Man cannot retain his charge, and will automatically release this move. He spreads his arms as a sphere of silver electricity immediately surrounds him over the range of a Smart Bomb's explosion. This is a high-priority attack that will deal 20% damage and strong upward knockback to anyone who touches it, and will last for about two seconds before fading. If used in the air, MYM Man will have a drastically-decreased falling speed for the entirety of this attack. MYM Man suffers moderate ending lag after this.


< Standard Attacks >

Neutral Attack - Hype

History: Almost every MYMer knows about hype. Creating hype for your upcoming movesets is usually a good thing, as it gets people excited about it and makes them anticipate it more. However, as any experienced MYMer can tell you, overhyping your movesets can really make them bomb.

Move: MYM Man clenches his fists, as an electric surge pulses through him. He's an electrical hitbox during this time, and anyone who makes contant with his low-priority body will take 4% damage and weak diagonal knockback away from him. The offensive capabilities of this move are limited, but it serves another purpose.

You see, MYM Man can hold this for up to three seconds, hyping his next move. If he stops between two and three seconds of use, he'll perfectly hype the move, making his next attack deal double damage and knockback. However, if he holds it past three seconds, he'll overhype his next move, making his next successful (moves that wouldn't normally hit an opponent don't count) attack totally whiff, dealing no damage or knockback.

Now, the trick for opponents comes in timing their strikes on MYM Man to cancel him out of this. The reason for this is simple: MYM Man's hype doubles if he's hit during use of this move. If he's used this move for only a second when he's hit, he'll take damage and knockback normally, but his hype will be doubled to two seconds' worth, perfect hype! However, using this a little later, after at least a second and a half has passed, will force MYM to overhype. MYM Man suffers moderate ending lag after he ends this move, which is the perfect time to strike if he's landed perfect hype while charging.

Note that only perfect hype and overhype will affect the next move, and anything less will be stored when this move isn't in use.

Forward Tilt - Spam

History: Make Your Move has been known to endure frequent periods of spam and off-topic postings. In fact, near the end of Make Your Move 4, this became so bad that the thread was temporarily closed, only being reopened for the posting of the results a little later. Naturally, then, rules were set in place to keep spam levels down for the future, but spam continues to haunt us just like any online community.

Move: No doubt you're expecting this move to be extremely spammable, yes? Well, that's where you're right. MYM swings an unlabeled slab of pink meat horizontally in front of him. This has virtually no lag on either end, and executes very quickly. Unfortunately, it also has terrible range and deals only a measly 2% damage per hit. Still, if an opponents gets in close enough, you should be able to give them half a dozen hits before they manage to get free.

Up Tilt - Bee

History: Make Your Move has a history of favoring certain emoticons and such things. Bee is one such emoticon. The ":bee:" smiley here on Smash World Forums has proved itself a favorite of many an MYMer, to be used frequently, often without any subsequent text.

Move: MYM Man's head briefly becomes the aforementioned Bee smiley, swelling to about twice the size of his normal head. This happens for about half a second, with small amounts of lag on either end. The Bee head deals 10% damage and weak upward knockback to anyone it hits, but has surprisingly high priority, making it a worthwhile defense against opponents approaching from above.

Down Tilt - Kholdstare's Prank

History: As many of you know, a user entered our midst shortly before Kholdstare left us on an alleged trip to various countries. This user, named Scyphozoa, was apparently Kholdstare's cousin who he brought to a knowledge of Make Your Move. After months with Scyphozoa, Kholdstare revealed that he had never actually left, and that he had been Scyphozoa the entire time. Widely regarded as the greatest prank ever pulled on the entirety of Make Your Move, almost everyone was completely fooled until the time Kholdstare revealed himself.

Move: MYM Man thrusts one hand forward, summoning a jellyfish with moderate startup lag. This Scyphozoa jellyfish moves forward at the speed of Luigi's fireball, and is about the size of Kirby. It moves forward for roughly half the length of Battlefield's main platform, dealing 13% electrical damage to anyone it hits, with moderate diagonal knockback. The jellyfish returns to MYM Man after traveling its full distance, turning sharply and having the same properties as it returns. This has moderate ending lag. If MYM Man is hit, the jellyfish will promptly vanish.

The entire time this is happening, blue, glowing eyes appear on the back of MYM's head. These blue eyes emit an aura that covers only a short distance, but will expand quickly and freeze any opponents who come within the range of a Fire Flower's flames behind MYM Man. This cold stare perfectly defends MYM Man from behind as the jellyfish moves around, forcing opponents to get between him and the jellyfish to attack, or attack from above/below.

Dash Attack - Angry Woman

History: This is one of a few chat-based memes in the Make Your Move contest. Through multiple uses of it, Spadefox became the essential owner of a chat sound called Angry Woman, acheived by typing "#angrywoman" in the chat message. This became a sort of trademarked sound, often employed to portray distaste.

Move: While running, MYM Man pulls a megaphone, then yells into it, producing a sound that sounds stranglely like a disgruntled old woman. This sounds is roughly half a second long, and this attack has little startup and long ending lag. The yell deals no damage, but will force ground-bound opponents into a dizzy state and airborne ones will act as if they've just been footstooled for one second. The range is roughly the same as that of the flames from a Superspicy Curry. This is a great way to set up another attack, or a semi-decent method of gimping foes, though you'll usually need to use it in conjunction with another gimping technique.


< Smash Attacks >

Forward Smash - The Tragedy of Iron Thorn

History: Iron Thorn was the username of one of the only female MYMers ever, and the most consistent one yet. She eventually had to withdraw from the contests, and upon a later question relating to whether something had happened to Iron Thorn, Spadefox posted the immortal decree, "Yes, Iron Thorn died. It was horrible. She tripped into Guntz FSmash and got knocked out of SWF. D:" She hasn't been seen since.

Move: MYM Man snaps his fingers with minimal lag and causes a semi-transparent Guntz to appear superimposed over him, in addition to a human girl directly in front of him. Guntz then proceeds to use his Forward Smash:

Spadefox said:
F Smash: Shotgun
http://i19.photobucket.com/albums/b169/YenoHyena/mym/guntz/guntzmulti.png
Guntz grabs his two barreled shotgun and aims forward, firing it just in front of himself. Not only does the attack get stronger as it is charged, but the blast from the gun increases as well. There is no projectile that actually fires from the shotgun, just the fiery blast. While it has high startup and end lag, this move is one of the strongest smash attacks. It emits incredible knockback (think of Ike’s F Smash), and huge damage, 17-20%. However, it has the smallest range of Guntz’s smashes, since the gun blast can only get as big as Lucas is thick. The enemy therefore needs to be right on front of Guntz for this move to work properly.
He'll charge it the same way, depending on how long you hold the button. In addition to the damage possible from Guntz' Forward Smash, the blast will knock the girl away, and she'll flail through the air as she's sent flying. Her trajectory is comparable to Pikachu's Skull Bash at various levels of charge, and she'll deal 10% damage and moderate upward knockback to anyone she hits. After striking anything, from opponents to walls to the floor, Iron Thorn will mysterious vanish in a puff of smoke. This move has quite a bit of ending lag for MYM Man.

Up Smash - Wall of Text

History: Most MYMers have taken to referring to larger movesets as "walls of text." In cases of poor organization, these may also be referred to as "white walls of text." This is far from a compliment to receive this on your moveset, generally speaking, as no one desires to read more than they have to.

Move: MYM Man extends his hands skyward, summoning a wall of text. When he finishes, a block of tiny text about the size of Bowser slams down, coming from about the height Bowser jumps off the ground if his Down Special is used from the ground, and about as fast. Charging before the summoning of the text will organize the wall. Unorganized text is more repulsive, dealing great diagonal knockback, but lacks any damaging abilities, a minimum-charge one dealing a whopping total of 0%. Organization makes the text more inviting, so it loses knockback, but it gains damaging properties. A fully-charged Wall of Text deals only flinching knockback, but 30% damage to its unlucky victims. Often, you'll be shooting for some kind of middle ground, where the move has moderate power in both categories, but it's useful on either end ofthe spectrum as well. This has minimal lag on the very ends of the move, but quite a bit of lag between the release of the charge and the falling of the text.

Down Smash - Link-Up Space

History: Link-up spaces started as a fad in Make Your Move 4, after dancingfrogman successfully made one in Make Your Move 3.0. Link-up spaces are posts generally made toward the start of a Make Your Move contest, in which a participant places links to all of their movesets as they create them. They can then place a single link in their signature to avoid taking up space with multiple signature links. It's also common to place notes of upcoming movesets in one's link-up space.

Move: The first use of this move is different from subsequent ones, and must be used carefully. You see, the first use of this move sets up MYM Man's link-up space, a metallic pole about Mario's height with a steel orb atop it about the size of a Poke Ball. This part of the move cannot be charged, and is simply performed, taking about two seconds to fully do. The link-up space has 50 HP, and can be destroyed by taking enough hits from opponents' attacks, after which you'll have to set up a new one.

Until it's destroyed, the link-up space becomes one of MYM Man's most versatile attacks. Whenever MYM Man uses his Down Smash after setting it up, he'll extend his hand toward the metal ball atop it and fire a fast bolt of lightning from his fingers. It will stop at walls if it hits them, but will pass through opponents, as well as destructible and pass-through platforms. The lightning bolt has large amounts of both startup and ending lag, as well as a moderate amount of lag between the charge release and the firing of the bolt, but deals an impressive 18 - 28% damage, depending on charge, and okay diagonal knockback. If the bolt of lightning hits the steel orb atop the metallic link-up space, which it often will, the orb becomes a sparking hitbox for the next one second, dealing 8% damage to and stunning anyone who touches it.


< Aerial Attacks >

Neutral Aerial - The Review Queue

History: When the Stadium (now the Abyss) was organized, there became the first real "review queue," since the reviews were now centralized among all the authority figures. This review queue was known to alternate between empty and overflowing, never seeming to settle for middle ground.

Move: MYM Man pulls out a scroll and unfurls it in front of him, creating a thin hitbox about as tall as Ganondorf over him. He then winds the scroll up again. This has little startup lag, but quite a bit of ending lag, and the unrolling of the scroll deals 8% damage and weak knockback.

However, every time you score a KO, this move powers up as MYM Man adds the KOed opponent to the review queue for an additional 4% damage and improved knockback. This can never exceed 20% damage, at which point it will have rather good diagonal knockback.

Forward Aerial - Fierce Deity Link

History: Fierce Deity Link was a heavily underdetailed moveset posted in Make Your Move 3.0 by a user called WAMY, and it quickly became a mascot of poorly-made movesets, with many MYMers taking to the phrase, "This is the next FDL." Fierce Deity Link still stands as an emblem of subpar moveset-making, though other notable weak movesets have also been made.

Move: MYM Man snaps his fingers and becomes Fierce Deity Link for about a second, performing Fierce Deity Link's breath-taking Neutral Special, which reads:

WAMY said:
B = fierce diety swings his sword and a dark wave is sent
A wave of purple energy about as tall and wide as MYM Man shoots forward as Fierce Deity Link (MYM Man) swings his sword downward in a motion comparable to Ike's Forward Aerial, which deals 10% damage and good diagonal knockback. The dark wave moves at the speed of Luigi's fireball and deals 10% damage and flinching knockback to anyone it hits. It won't stop until it hits something, at which point it will promptly vanish. Due to the transformations to Fierce Deity Link and then back to his natural state, MYM Man suffers quite a bit of lag on both ends of this move. However, this is still often useful due to its great range and noteworthy damaging abilities.

Backward Aerial - The B-Air Sucks

History: The meme "The B-Air Sucks" was started by SirKibble in the Make Your Move chat. Upon deciding to be less helpful and offer less insightful and meaningful commentary on movesets, SirKibble resolved to reply to every moveset with only "The B-Air sucks." This quickly caught on as a meme, earning itself a joke moveset as well as implementation in a few serious entries.

Move: You're all expecting it, I know. This Backward Aerial sucks. Whipping out a Scyphozoa jellyfish about the size of Squirtle, MYM Man tosses it over his shoulder in a casual gesture, then continues falling. The jellyfish falls in the same arc items like a Beam Sword or Lip's Stick travel in when discarded without directional input from the ground. Anyone the jellyfish touches, it will latch onto, then start sucking on them viciously, damaging for 3% damage per second until shaken off.

If the jellyfish manages to suck health from anyone before hitting the ground, it will extend its lifespan. For every percentage point the jellyfish sucks, it will gain one second of life. Assuming it has gained any life before hitting the ground, the jellyfish will hit the ground, then start jumping around like a Goldeen, though with a target in mind. The jellyfish will continue to flop toward opponents, still able to suck their life to extend its own. If the jellyfish strikes the ground without gaining any life or runs out of life, it will collapse on the ground, lying there lifeless for about five seconds before disappearing. MYM Man can only have one jellyfish on the field at a time.

Up Aerial - The Smashbro Controversy

History: Smashbro, a self-insert moveset of its maker, was a moveset that sparked heavy controversy upon the results of Make Your Move 2.0 being released. Smashbro was a moveset that many felt was undeserving of its 10th place ranking, and its creator admitted to recruiting friends from outside of Make Your Move to coming and voting for it, though he says he told them to only vote if they really did like it. The controversy and argument that ensued was one that will forever live in the memories of those who experienced it. Even today, MYMers feel the effect of this controversy in the 3-movesets-or-50-posts prerequisite for voting.

Move: In the spirit of random help, MYM Man is suddenly caught by three tiny MYM Men, and thrust upward into the air again. This takes about half a second to do, pushing MYM Man upward the distance of Luigi's Up Special. He deals 7% damage as he flies upward, but has a rather terrible priority. Subsequent uses of this move will decrease the number of helping hands MYM Man gets, to two and then one, and his height acheived decreases as well, eventually reaching the point where MYM Man will gain nothing from this move until he touches the ground again. This has moderate startup and ending lag.

Down Aerial - First Page Rush

History: Any veteran MYMer will tell you that the first page is known for being a hectic place to put a moveset. Because of the waiting period between contests, the first page is often packed with the movesets people have whipped out before the contest begins, and they're rarely few in number. Often referred to as the "first page rush," this can be a helpful time toward getting movesets recognition, but can also ruin their chances amongst the flood.

Move: MYM Man stalls in mid-air, holding both hands downward as his feet rise into the air. He then proceeds to fire a plethora of words and text from his outstretched hands, which fire downward at random angles up to 45 degrees from the vertical. This continues for one second, after which MYM Man resumes falling. Letters and words are evenly distributed, with each letter dealing 2% and each word 5%, both with flinching knockback. Letters are about the size of Sheik's needles, and words about the size of the ball of PK Thunder. Neither will disappear until they hit something, be it an opponent or the ground. The longer MYM Man goes without using this move, the more words and letters he'll gain. He starts with 5 of each in tow, and gains one of each every 10 seconds, not to exceed 20. If he has none stored away, this button input will perform no action. MYM Man will always exhaust his entire storage of words and letters. This move has a large amount of both startup and ending lag.


< Throw Attacks >

Grab / Pummel - Roomba

History: The most iconic moveset to follow in the footsteps of Fierce Deity Link is Roomba, a moveset not so much known for its failure to detail, but for its utterly ridiculous concept. The vacuum cleaner was given a moveset that was constantly ridiculed, to a much greater extent than Fierce Deity Link ever was, though FDL still remains the unchallenged champion in the department of subpar.

Move: To grab, MYM Man pulls a Roomba from thin air, turning it upward so the vacuum pulls characters in. This has a great range, but is a somewhat slow grab. When the opponent reaches MYM Man, he'll grab with one hand, still holding the Roomba in the other. To pummel, he smacks his victim upside the head with the Roomba, dealing 3% damage. The repetition rate for this Pummel is average.

Forward Throw - Joint Movesets

History: Joint movesets have recently become a large part of the Make Your Move experience. A joint moveset occurs when two or more users work on a moveset together, then submitting it as a joint effort. For multi-character movesets, this is often done through each user taking one of the characters in the moveset. However, collaboration on characters is also common in joint movesets.

Move: MYM Man quickly turns his opponent around, firmly placing both hands on their shoulders. He is now free to control them until they break free of his grip. Both characters (MYM Man and his victim) will run, jump, and perform all attacks together, but they're invulnerable to each other's attacks during this time. Both characters will run at MYM Man's speed, and jump at his height, but if attacks separate them (ie: using the Neutral Special while manipulating Jigglypuff), MYM Man will lose control of his victim. One obvious use of this is to extend MYM Man's moveset to include those of other characters through manipulation, but don't think this is useless in one-on-one matches.

Even given the short amount of time victims will usually take to break free, you can easily waste a fully-charged Aura Sphere, Charge Shot, or Giant Punch, as well as other, similar moves. Additionally, if used near the edge, characters like Ike or Captain Falcon can often be forced to suicide. Of special note is the fact that characters cannot be forced to use their Up Specials. In the case that MYM Man inputs the Up Special, both he and his victim will perform the Goo Chain attack, disenabling him from putting many characters into a helpless state.

Backward Throw - Character Button

History: Character buttons were a sort of fad started during Make Your Move 3.0. Many MYMers used small buttons as links to their movesets in their signatures or link-up spaces. These buttons were more pleasing to the eye than standard URL links, and provided a picture of the character alongside the name.

Move: MYM Man pulls out a small billboard-like frame, smacking his victim in the face with it. The victim takes 5% damage and is released, but their face remains on the board, as if it was drawn or painted on. This button, about the size of Squirtle, can be thrown as a standard throwing item, dealing 10% damage and okay diagonal knockback to anyone it hits. Be careful, however, not to let it fall into the hands of the victim of the throw. A character throwing a button of themself will enhance the button to deal 20% damage and good horizontal knockback to anyone it hits. This includes duplicate characters (for example, in MYM Man dittos, all buttons for either character will deal 20% damage and good horizontal knockback when thrown). This is a somewhat slow throw, but the item gained from it can be used to rack up considerable damage in the hands of a good player.

Up Throw - XY Headers

History: A few movesets across history have made use of headers different from the standard "Special Attacks," etc. headers. These headers, now known as XY Headers, are known to follow a reused word with the type of attack. For example, in the case of Chief Mendez's Mega Man moveset, "Get equipped with...Special Attacks!" replaced "Special Attacks," and likewise for all other headers. A few movesets have seen these type of headers, and while some MYMers don't mind them, others have developed an adament distaste for these headers.

Move: MYM Man raises his free hand into the air, releasing a magical powder from his fingertips that concentrates over the victim's head. This will shortly form letters that read "[Victim's Name] Specials," or an acceptable substitute for the name. For example, in Mr. Game & Watch's case, it would read "Flat Specials," and not "Mr. Game & Watch Specials." This takes about a second to do, and MYM Man and his victim are free to move after this.

The affected victim is now under the law of the header, and must input all four of their Special Attacks before they'll be able to use anything but their Specials. This can be especially hindering for characters like Ganondorf, who are forced to use a slow and punishable attack before they'll have their Standard Attacks, Smashes, Aerials, and Throws available again.

Down Throw - Character Select Screen

History: Starting in Make Your Move 3.0, there has been a Character Select Screen, or CSS, created at the end of the contest, for the winners and/or every entry in the contest. These have all been created by agidius, one of our more skilled image manipulators. Interestingly, this was meant to be among the prizes for the Top 50 movesets in the first Make Your Move contest, but it never happened for them.

Move: The semi-transparent character select screen, with all its characters, appears behind MYM Man, about the size of Battlefield, with a cursor appearing at a random location. MYM Man has one second to move the cursor to the desired character, after which the screen will disappear and MYM Man will perform the Down Throw of the character the cursor ended on.


< Final Smash >

Final Smash - The Infinite Sakurai Theorem

History: "The Infinite Sakurai Theorem" is a twist on the popular Infinite Monkey Theorem, which has been included in the first post of every MYM, and is the inspiration for the contest. Fawriel's Infinite Sakurai Theorem holds that if there are an infinite number of universes, with an infinite number of Sakurais, every character ever would somehow, somewhere, have made it into Brawl, hence we write up their movesets.

Move: When MYM Man activates his Final Smash, there is no immediately-visible effect. However, upon taking action, his opponents will find that some changes have been made to their abilities. An infinite number of Sakurais means a lot more of a few things, particularly unoriginality and tripping. Yes, opponents have a severely increased rate of tripping, and their specials are replaced with a few generic moves...

Their Neutral Special is replaced with a generic powerful punch, reminiscent of the Falcon Punch, with similar range, but about half the strength and twice the speed. In the case of characters with elemental powers, their fist will be charged with fire, electricity, ice, etc. to correspond, but this is purely a visual effect.

Their Side Special is replaced with a generic chargeable leap forward move, like Luigi's Green Missile or Pikachu's Skull Bash. This is most similar to Skull Bash, being auto-release and not having the possibility of any misfires. It also deals similar damage and travels a similar trajectory.

Their Up Special is now a generic upward and forward jump, like Mario's. It deals a single hit of about 5% damage and weak knockback as it goes over a similar distance. It then puts them in a helpless state.

Their Down Special is replaced with a generic reflector, shown by a sparkling clear shield when used, which looks somewhat like a standard bubble shield, but does not shrink over time or when hit, but only blocks and reflects projectiles like Fox's Reflector.

This lasts for about fifteen seconds. MYM Man can still be hurt, but with his opponents' moves made so plain and predictable, and them tripping so often, he shouldn't have a problem using his quirky moves to rack up some good damage and even KO. After fifteen seconds, opponents' movesets return to normal, as well as their tripping rate.


< Taunts & Victory Poses >

Up Taunt - Facepalm

History: This was one of the most standout taunts of Make Your Move 2.0 (not that there were any particularly noted taunts, but this one actually got a few comments), hailing from SirKibble's Toon Zelda / Tetra moveset.

Move: MYM Man facepalms, shaking his head. This is pretty much the ultimate way to insult your opponent.

Side Taunt - Potato Chip

History: This taunt, taken from MarthTrinity's Light & Ryuk moveset in Make Your Move 3.0, remains the definite favorite even today for best MYM taunt.

Move: MYM Man takes a potato chip...and eats it!

Down Taunt - So Good

History: Like the first two taunts, this is widely agreed upon as the best taunt of a certain contest, in this case Make Your Move 4. This one comes from a moveset for New Goblin, by Pelikinesis.

Move: MYM Man pulls out a slice of pie, eats it, and then says "...so good."

Up Victory Pose - Heil Detail!

History: A phrase connected with the Detail Movement, this obviously signifies an agreement with the movement, and an affirmation to support and uphold detail in movesets.

Pose: MYM Man stands facing the losers, brushing his hands together as dust flies off. He then turns to face the screen, performing a military salute. His voice is now finally revealed as an ambient, powerful, but controlled voice shouts, "Heil detail!" He retains his salute indefinitely afterward.

Side Victory Pose - *Pumps Fist* YUS!

History: "*Pumps fist* YUS!" was a response often given by TheSundanceKid to compliments on his story, The Young and the Movesets, which he wrote during Make Your Move 3.0, as already mentioned in the Neutral Special.

Pose: MYM Man looks over his shoulder at the losers, then turns back, obviously excited, repeatedly pumping his fits as he yells an excited and comical, "Yus!"

Down Victory Pose - baked o_o

History: baked o_o is a meme originating from the Make Your Move chat. When SirKibble went off to a party with his friends, MarthTrinity and TheSundanceKid were left to themselves. Upon questioning what SirKibble was doing, MarthTrinity told TheSundanceKid that SirKibble was probably off getting "baked o_o" and the word-smiley expression struck so funny that it stuck, and is still used today. Note that the "o_o" must always directly follow the word "baked" o_o.

Pose: MYM Man appears collapsed on the floor, smoke rising from his head. Next to him sits a large oven, in which he was apparently getting baked o_o.

Loss Pose - Locked

History: Make Your Move contests have a habit of getting locked, usually after the contest finishes because someone goes and posts really late in them. In the case of Make Your Move 4, the locking was actually done between the ending of the submission period and the release of the results, because of excess spam.

Pose: MYM Man appears sitting on the ground, tied to a heavy ball and chain. He'll occasionally try to pull away from it, but the ball is obviously much too heavy, and he'll fall over again upon pulling for a second or so.


< Playstyle Summary >

Unmaking Your Opponent's Move

History: Make Your Move is just as much about doing good on your own as in finding the faults of others. Of course, this is usually done to help others improve, but in some cases, pointing out flaws is a clearly malicious gesture.

Playstyle: MYM Man's playstyle is a little random, but the bits and pieces of it all have their respective purposes. MYM Man's first strategy is manipulating his opponent(s). His lolchillinz attack lets him ruin his opponents' Neutral Specials, and he can even employ his opponent's moveset in free-for-all matches via his Forward Throw. His Up Throw is also nice for forcing your opponent to cycle through their Specials before the rest of their moveset is available again. Additionally, don't forget the Goo Chain as a way to really mess with your opponent's head, as you force them into using the same move, which can be useful for following up with a faster move.

MYM Man also has ways of utilizing various moves of others on his own, particularly through his Side Special. This technique gives you a basic technique that's very helpful against certain opponents. For example, StarFox characters will suddenly find that anything they reflect at you, you can reflect back, and the Mother boys will hesitate to use their absorbable PK moves as well. MYM Man also has access to every Down Throw in the game, and it's just a simple combination of luck and skill to land the cursor on a good one. Don't forget that the D-Throw for many characters is a chain grab as well. If you're trying to chain, don't lock your mind onto one character; you can chain from an Ice Climber D-Throw to a King Dedede one perfectly fine.

A few of MYM Man's moves need proper buffing before their use, such as the Neutral Aerial and the Down Aerial. Save these moves for when they have full power, or at least considerable power, as you don't want them to get predictable. You want to whip out a powerful Neutral Aerial as your final gesture in a long match, after you've already scored enough KOs to make it powerful, and the Down Aerial is easily shielded or dodged if not used properly at full power.

MYM Man's trap-type moves are few, but should be employed well. His Backward Aerial is a nice one if you can land the aerial hit first, but his most potent one is the Down Smash. Set up a well-placed link-up space somewhere your opponent will have to go a lot (right next to the ledge may be a good idea), and don't hesitate to use it to force approaches or unwise evasions from them. This is a powerfully versatile move that should never be forgotten.

MYM Man's recovery options are limited, particularly in one-on-one matches due to the somewhat weak nature of the Goo Chain. Don't forget the Up Aerial, though, as it's usually your best bet for finding that ledge. Don't go using it offensively too often, as you'll waste uses of it if opponents avoid the hit and knock you over the ledge afterward.

MYM Man has a variety of attacks for racking up damage, particularly his ranged Forward Aerial, the buttons from his Backward Throw, and his spammable Forward Tilt. These should be used well to get your opponents to good damage before KOing them.

Finally, MYM Man has a few decent KO options. His Down Special, with enough charge, is a powerful one, but often difficult to use right. While it makes a good edgeguard KO with enough charge, you're more likely to employ moves like the Up Smash at full knockback (no charge). MYM Man can also gimp over the ledge with his Dash Attack, which sets up nicely for a little edge-hogging as your opponent falls. Despite MYM Man's general lack of KO options, moves like the Forward Smash and Down Tilt can be turned into viable options via the Neutral Attack. Hyping moves is critical for KOing, and even useful beforehand. Just be careful not to go overboard.


< Stage >

Mendez's Rib Shack

History: Mendez's Rib Shack was a joke that started when Chief Mendez told the community that he would be busy for a time, unable to fully perform all his leadership duties. When asked where he worked, he told that his workplace was a rib restaurant, and from then on, whenever Chief Mendez was away for an extended period of time, he was said to be at his "rib shack." Also, Chief Mendez was given a nickname, "Tankra," by TheSundanceKid, which just may have some effect on this stage...

Stage: Mendez's Rib Shack is a wooden shack about half the size of Luigi's Mansion, which lies in the middle of a vast desert. This creates walk-off edges on this stage, with the shack in the middle. This is a basic stage in structure, with the shack being able to be walked on and such. However, a few things happen concerning the shack. For one, every 10 - 15 seconds, the door will open and a hand will reach out, dropping a rib, which can be eaten to restore 10% damage. This will only happen as long as the shack is still standing...

Yes, that's right, the shack is destructible. When the shack collapses, a man (presumably Chief Mendez) leaps from it, rushing off to one of the edges of the screen. Ten seconds later, the sky grows dark, and he returns as his alias, Tankra. This half-shadow, half-man creature rushes in at a quick speed, seeking to overtake the first body she can find. She moves about as fast as Fox's dash, gliding effortlessly through the air if need be. When she touches an opponent, she'll try to force them toward the shack's debris. If she gets them there (she can be shaken off by button mashing), they'll go into the background as she fully overtakes them, forcing them to rebuild the shack (being in the background, they can't be hit during this time). Rebuilding happens quickly, taking about five seconds, after which Tankra enters the shack through the wall and isn't seen again. Her victim becomes controllable again as the front door opens and a random foot (presumably that of Chief Mendez) boots them out the front door.


< Assist Trophy >

Like


History: Like is the uncanny combination of Link and Ike, MYM's first mixed character (later followed by characters like King Metasnake and Snakemin & Sonimar). Like was planned to be released as a collaborative moveset by SirKibble and TheSundanceKid, but instead, makes his moveset debut as this here Assist Trophy!

Assist Trophy: Like bursts from his Assist Trophy, and moves around, using his four Special Attacks. He has Link's run and Ike's jumps, and carries the mystical sword, Magnell.

Neutral Special - Eruption Arrow
Like fires arrows like Link's, but upon impact with anything, they'll explode like Ike's Eruption! Like charges both moves simultaneously, meaning that arrows that travel faster also explode with more power.

Side Special - Quick Boomerang
Like tosses his sword forward as a boomerang, dealing damage like Link's boomerang. As it reaches its fullest distance from him, he rushes forward to catch it before it can come back. As he grabs it again, he'll do a slash like Ike when he uses Quick Draw.

Up Special - Aether Spin
Like throws his sword upward in an Aether-esque motion, but upon jumping up to catch it, doesn't return to the ground. Instead, he performs Link's Spin Attack in mid-air.

Down Special - Bomb Counter
Like counters, then ASPLODES! The counter's duration is similar to Ike's, with the explosion being roughly the size of a Blast Box's, with similar power.


< Alternate Costumes >


Yoshi


Kibble

(Third costume removed due to legal issues.)


WHAT ABOUT Kecleon
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
I have a lot to say, so here goes...

With the computer virus, I did not know that there were multiple MYMers working on the moveset, which then I can see why many things were of an exception. I guess that many things can be excused. Sorry about that.

With Bowser Jr, the Final Smash has been made clear to me, so that is good. I may have not paid enough attention at that time, its just the green landmaster confused me.

The King dedede thing was probably a joke, but its actually good in my view. You are taking a Brawl character and are giving animations for them, which are real. I see this as being good, as if say, you were going to get stuck on a animation, you can look at that. But it is not really a moveset anyway, but still good for converting animations into a document.

Wow. There are 4 movesets in one page.

As For Raiden
With Raiden, I can say the same thing that I though about the Bowser Jr moveset. A lot of effort put into it, and a lot of pictures for entertainment and to give more detail. Just when I thought that there were not going to be anymore incredible movesets in MYM5. Like Bowser Jr, I am surprised that you were able to fit in so much for one character. The picture of Mario with the Final Destination picture was funny, and Raiden does seem to pack in the explosives with his airs compared to Snake! The lethal and non-lethal, well it could have perhaps had a bit of a difference maybe, but the idea was still great, I would not have thought of that and I have played MGS2 and finished it on Normal mode. It probably does not matter too much but some of the attacks did not really have any lag detailed, but fair enough. This is for the F-Smash, where perhaps if Raiden had lag detailed here, then it could balance out the fact that this almost looks broken, and possibly a stronger version of Raiden's B move, but oh well. The locker was funny and the non lethal Final Smash was just awesome! This moveset was indeed entertaining, that I have to say.

As For Nature:
With the specials and the seasons, it would seem that it looks fair enough. It is kind of like a bonus with the seasons where you can grasp an oppurtunity to hit your enemy and do more damage with one attack. The whole moveset looks nice and clean, and it was very easy for me to read. Nature looks like a character who can decieve opponents by having a powered version of his own attacks, and only being able to tell through his eyes could really put the pressure on enemies. If Nature was really a playable character in Brawl, I would play as him as he would be a fun character and that I like Dragons (But not Charizard). This looks good right now, I can't see anything that I would complain about. Nice job here.
 

Horiin

Smash Rookie
Joined
Jun 22, 2009
Messages
3
Location
Pumpkin Mansion
Thank you for all these comments! I'm glad you liked nature.

Nature is quite the surprise, with a flowing organisation I'd expect from a veteran MYMer. The actual nature attacks are also very consistant with one another, which is a great relief considering how easily you could have gone the "maek it wacky!" route.

You've got a lot of things right here, from describing the attacks first in a way that helps skimmers, to punctuating each section with stylistically suitable headers. The moveset itself doesn't "feel" as powerful or gripping as it could be, but these are intangible qualities that come from experience, so I'd have to be really petty to criticise you on that

I'll be looking foreward to whatever you have planned next.


(sorry for the lame commentry, it has been a long day...)
here's a couple of points I feel can easily be fixed
The moves probably should have been colour coded, based on the season that benefits it, rather than making all the Specials Red, all the Smashes Green etc.
The up-special notes that there are two versions of the attack "depending on the players location" but fails to stipulate what these 'locations' are.
I have no idea if I would make more movesets, but thanks for your kind words. I'm really glad how Nature has turned out.
The idea of the titles being colored to match with their season sounds good, I'll think about it. As you might have noticed, I colored them to match with the season of their header.

The Up Special is easily explained: When the player is above a pit he can fall down to death, the wind comes from below. If the player is above a platform, Nature uses the spin.

Now, onto Nature. First of all, let me issue a welcome to MYM from myself. This is certainly an outstanding newcomer moveset, having many traits of a community regular's movesets. The attacks are creative, the organization is way above and beyond your typical newcomer moveset, and an overriding mechanic ties the whole thing together as a unique character! Kudos to you, Horiin. I do hope you'll stick around, as we'd love to have you become a regular member of MYM.
Thank you.

Very nice first outing, Horiin! It's probably going to get skipped over due to sharing a page with the titanic Raiden, but it's certainly worth a read, and I enjoyed it considerably.

Like Junahu said, you seem to have a great sense for organization. Although I agree that it'd be helpful to have attacks colored based on season associated, I feel that there's a nice flow to it as is and the headers make it even more approachable.

The attacks themselves are all pretty interesting, with basically four different seasons/types of attacks working in harmony. It may make the moveset feel a bit disjointed, but it's certainly unique, and fun to read in general.

And, of course, you've got a good detail level and a nice writing style. :bee:

Very nice, especially for a first.
Not only with Raiden... 4 movesets on one page! Oh my. I hope he'll still get noticed. :(

Thank you for your words, as well... Do you have any place where you can point your finger on to tell me where it has this "disjointed feeling"?

NATURE:

This is a newcomer move set?

Seriously, there’s plenty to like about this guy. The season mechanic was fitting and at times pretty creative, such as the USmash cloud snowing in winter. On the flipside, there were a lot of times where the move simply did more damage, but oh well.

The playstyle of Nature nicely worked together. He’s a spamming God with good vertical KO abilities. He sounds like a more balanced Snake, so I’d probably main him. =D

I’m glad you looked at Acid Seaforce for organization, as it really paid off here. Like others have said, it would be better to have the moves colored to match their season, but the one you have still looks nice.

Overall, a solid start to MYM. Don’t be surprised if you manage to make the top 50 with this guy.
Well, a few things just didn't work out better. I'm sorry if a few of the seasonal effects are a bit bland. I'm glad you liked him!

I'm especially impressed about how well Nature has been done; It's a very good entry, and I'm suprised that a set of it's quality was produced by a newcomer.
Thank you!

Nature: This is exactly what happened with me in the last contest (what with the whole being-a-newcomer thing). Anyways, although I would've liked it if you made Mother Nature an actual motherly figure, I still love your interpretation of the character. The season mechanic is simple, yet functional, which is the PERFECT kind of mechanic, IMO. You should probably proofread some of your attacks, though, as I found myself going "Huh?" a few times and had to re-read the attack. However, you did an amazing job for a newcomer and I look forward to whatever further projects you may do.
Thank you, too. I tried to make a change of seasons reasonable, and I guess it worked out very well. Can you tell me which of these attacks gave you problems? I'll look into them, then.
And I chose a male Lung over the typical Mother Nature/Gaia because I wanted to have a different interpretation and approach to the aspect of nature.

As For Nature:
With the specials and the seasons, it would seem that it looks fair enough. It is kind of like a bonus with the seasons where you can grasp an oppurtunity to hit your enemy and do more damage with one attack. The whole moveset looks nice and clean, and it was very easy for me to read. Nature looks like a character who can decieve opponents by having a powered version of his own attacks, and only being able to tell through his eyes could really put the pressure on enemies. If Nature was really a playable character in Brawl, I would play as him as he would be a fun character and that I like Dragons (But not Charizard). This looks good right now, I can't see anything that I would complain about. Nice job here.
Thank you very much!
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
I'll finally be back for reals tonight, so I'll read through movesets then, although I have read all of the ones on the last two pages, which were very, very (goo)d.

I'll comment properly later tonight, but MYM Man is a great finale to your time in this contest Kibble. Well, until you come back anyway XD.
 
D

Deleted member

Guest
WARNING: massive wall of my humbled opinions approaching.

Bowser Jr. - I'm really quite a fan of this moveset; as I said in an earlier comment, it is detailed beyond anything that has been done before and it's all relative. What I would watch out for is falling into the crux of using Mario Kart or Party items indiscriminately, as aside from that, I have no problem with the moveset and the switch is very impressive considering the detail. They're quite balanced, but I think there would definitely be a preference for Shadow Mario among players because his side is far more character-driven. Either of these characters could be great standalones.

It goes without saying that this is your best moveset. One thing, though, to look out for is indeed the detail biting you in the ***, as you get a little too technical at times. Sometimes you get caught up in the "how" of a move over the "why," when they really shouldn't be separate.

Computer Virus – The style of the moveset is really endearing and surprisingly I quite like Ocon’s organisation, although this is the kind of font Yamazaki utilised [a massive mistake]. I can’t help but feel it would look better bolded. Firstly, I’m not a fan of the switching mechanic as it makes the moveset a little pointless until a certain percent. I understand why you chose this, as it’s a well-reasoned trigger, but eh. It also seems a little cheap that the new character comes out with invincibility once switched to.

Slime is entirely uninspired and crude. This is fine as it is the direction you were taking him in, but we are delving into Smash Bros level movesets. The puppet is also forgettable, but far better than slime. Not bad by any means, but these first two’s inclusion is a head-scratcher.

Magician is obviously the first moveset made by the three involved. It’s fairly unique with all the energy-based attacks and does seem like a good damage racker, so makes sense at this point. I won’t go into detail, but this is a very nice moveset. Right away upon reading Knight, it’s Ocon, right? The darkness mechanic is, well, awesome, no two ways about it; it plays into every move well. The style of this one in particular is sensational and far more enthusiastic then what I’ve read before. [Looking at later comments now, it seems I had Magician and Evil Knight mixed up in terms of who actually wrote them. D’oh.]

In comparison, I have to say I’m not a fan of Great Dragon. I think it’s a little haberdashery in certain areas. Not bad at all and again the types of characters used is refreshingly endearing, but it seems like a kind of “meh” finish. The moveset overall is a lot better than I thought it would be, although it’s not at all the best work of anyone involved. Maybe it’s just because it’s the end of MYM5, but this set seems like it was released too early. Still, there are some genuinely great ideas in the set, although some of them need work (like the switching mechanic).

Nature – I won’t be the first person to say this is a fantastic newcomer moveset. Well done. The whimsical nature of the moveset is fitting and makes him likable. The organisation, especially the layout is really good considering it’s your first moveset. Really, really impressive effort and everyone looks forward to what you do next.

Unown – Firstly, what possessed you to make the entire moveset gray? It may suit the character, but it’s the most uninviting colour ever. The moveset itself is far better than the organisation would have you believe, I especially love the use of several Unown at the same time. You just need to work on the dreadful colour scheme. The prolonged use of Unown in the layout is very cool, though.

Magmortar – So a fourth moveset partying with Raiden on floor 132, eh? You’re certainly welcome, but as it’s a last post and your first set, I’m not sure if many people will read this. As with Nature, it is quite a good newcomer moveset, so it’s worth the few minutes to read and comment [come on, guys].

Oh yeah, this definitely gives me the vibe that my first moveset does when I read it now. There are some cool ideas, but mixed in with some underworked stuff for aerials and throws. You need to be a bit more detailed in how you describe all moves, especially the ones I mentioned. Bump everything up. Also, the organisation is very basic, but I’d expect that from a newcomer. Those things aside, it’s a good first attempt – welcome to MYM!

MYM Man – Winner of MYM5 right here. Best. Kibble. Moveset. Ever. Because. Of. lolchillinz

Okay, maybe not, but it’s one of the funniest and inspired movesets I’ve ever read, a good summarisation of your time at MYM. All moves are well-placed and it has that Kibble charm about it, touching upon practically every MYM meme, saying and mannerism [a sucking BAir was my favourite]. All in all, this is sort of like Chris’ The Sandbags moveset last contest, in that it’s not going to score big with votes, but is genuinely charming and respectable. We’ll miss you, Kibble.

-

Now, back to the Raiden comments. :chuckle:

Dude, Raiden is amazing. Why don't you make movesets more often? :p

I started reading and I couldn't stop. Your writing style is probably one of the clearest and most clinically enthusiastic (and isn't that a contradiction) in MYM; you make a Jab that's quite literally punch-punch-kick sound incredibly interesting. Of course, this carries over fully and makes the attacks that actually ARE interesting sound amazing.

The big thing, of course, is that the moveset's a bit frenetically organized. So many pictures, so many alternate attacks; this is going to turn people off and certainly prevent it from being a top contender. I wouldn't change it, though; apart from being visually appealing, it makes it an adventure to figure out how the pieces fall together. Since this is, at times, two movesets conveyed at once, and you made sparse use of color and headers, it's not easy to navigate and figure out all the little nuances, but it is a hell of a ride and I enjoyed working it out immensely. After you've taken the time to get into it, the organization makes perfect sense, and is, in fact, brilliant.

The whole Choice mechanic is, at its heart, not something unheard of, but the way it's implemented and explained, and the ramifications behind it, make it really one of the coolest mechanics of the contest. As I read, I kept flip-flopping between which of the two I'd prefer to use; on the one hand, tranquilizer darts are just plain cool, and on the other, who wouldn't want to electrocute the opponent AND themselves or strangle the foe with dog tags?

The playstyle section's one of the best I've ever seen that wasn't written by myself (kidding, kidding) and summarizes the set ably. I AM impressed. :cool:

Your main weakness remains the same as before, and luckily for you, it's a negligible one; your damage %s are still out of wack. They're consistently about 2-5% lower than they should be. Not a big deal, but...

On the whole, thank you for deciding one of my remaining two super votes for me, Dad. :bee:
Thank you for the detailed and useful comment, KRool. I suppose "The Choice" isn't much of a choice at all, as you can switch between either and this is really more of a reference to MGS than anything. You can go into a situation with one tactic in mind, then leave the area having used a completely different one.

I'm very glad you enjoyed it and the notion of another supervote is beyond what I thought possible, I appreciate it. Now I can finally rank in the top fifty after years of making movesets. :laugh:

So, I just finished reading Raiden, and I must say that this is an incredible moveset.

Almost every move in the set was creative despite such simple source material- the most bland move being the A combo, which I still found slightly entertaining for some odd reason. Among my favorite moves in the set were the (lethal) HF blade tilts (resonation was awesomely implemented), the recovery, the magazine, the locker, the Semtex..... hell... I liked just about everything. Seriously, it was impressive how many options Raiden has, and yet even noobs would be capable of playing as him thanks to the lethal style (tilts in particular).

The presentation of the set was beautiful. Lots of pictures make it very eye pleasing. You can almost judge this book by its cover- but the content of this book still manages to be more appealing than the cover.

My problems with the set could be summarized easily:
1) Lethal style is almost always more effective. Sure, the non-lethal style is a great utility when mastered, but, most obviously in the HF blade, it is obvious which side is winning. Still, the M9 was one exception, as it seems to be as useful if not more useful than the lethal equivalent.
2) The writing style- which most people unanimously praised, is kind of so-so for me. While it was interesting to read, I often had to go back and re-read just to fully grasp some concepts. This may just be a personal issue though, lol.

At any rate, this is definitely one of my favorite sets in the contest.... I could easily see it competing with, or even defeating, my best works, Arthas and Mustang. To be honest, I never saw this kind of potential out of the one who made Yumazaki (or w/e his name was) last contest, but I am absolutely amazed at how far your efforts went.
Thanks, Chris. Really, MGS isn't all that hard of a source to work with, but Snake's moveset in Brawl is pretty uninspired considering. I'd love to think I pulled off the charm of the series.

Addressing your concerns, yes, I did think about the styles being in a little unbalanced while writing, but perhaps it was because they aren't balanced in MGS either. It's far easier to go in all guns blazing if you know what you're doing, but it's nowhere near as satisfying as doing it the hard way and you always can just do both simultaneously. I hope that clears things up a bit in that regard.

Yeah, my writing style needs some more work. I'm grateful for the good advice; putting your amazing Arthas and Mustang [haven't read yet, lol] on the same level as my Raiden is quite the compliment, thanks again. :)

Raiden took me forever to read was awesome, Smady! The lethal/non-lethal mechanic, while simple by today's standards (it actually kind of reminds me a little of my Proto Man's buster/sword mechanic back in MYM4...), seems fitting and gives Raiden a versatility edge on most characters, since he can switch between the two mid-battle. I would take issue with the fact that the lethal moves generally seem better, but since you're not locked into one mode the entire battle, and have the ability to switch, it's totally fine. After all, the non-lethal moves are useful enough in their own right. The creativity in this moveset was great, and the organization, though it took me a minute to get used to, was really something. I actually felt like I came to a better understanding of MGS through this moveset, despite having never played any of the games.

The one thing I will take issue with is one I've taken issue with in the past. It kills me when a moveset relies on a specific controller. I can't use Raiden with anything but a GameCube controller, since he requires a specific button setup. Moves like the Up Special, which have L and R performing different tasks, make Raiden a GCN character. That's a relatively easy fix, of course, but I can't help but feel a bit annoyed by it. I guess you'd call that my biggest pet peeve in movesets. Button types like "Attack," "Special," "Shield," and "Jump" are highly preferable to A, B, Z, L, R, etc.
Thanks for the comment, Kibble. All the praise will be very helpful in my future sets. As I said in the chat, Proto Man was the inspiration for how my lethal / non-lethal mechanic works, which is why I cameo'd him in my final smash [getting killed, no less]. I also included Deoxys and The Wiz as they were big inspirations - although the latter was meant to be Simirror, I don't know how I got mixed up like that. :urg:

I assure you that I don't want Raiden to be an exclusively GCN character, but it's just far easier for me to write with certain button prompts than terms like you suggest. I see why you dislike it, though and I'll try to do something a little less specific control wise next time.

RAIDEN:

Epic!

First, the special mechanics Raiden had were all fun to read and were all interesting. My favorite was the HF Blade mechanic. Deflecting projectiles with a sword FTW!

You made very good use of your potential with the move set. All of Raiden’s different gear made for some fun moves with plenty of little quirks to keep things fresh. My favorite was the locker DThrow, lol. And of course the Final Smash was epic in the non-lethal version.

His playstyle was pretty cool too. Using the non-lethal attacks to put the enemy to sleep so he could use his lethal moves for the KO. Whee

Overall, this set was definitely worth the wait. I would not be disappointed at all if this makes the top 10. I can only imagine what your next move set will be like.
Thanks, HR. The tilts were probably the hardest part for me to write and the GIFs were really a difficulty at first, knowing how to include them. If any of you remember this far back, I once was going to do a Beatrix moveset [FFIX character] using these GIFs entirely and it takes about half an hour to do a batch. One GIF in particular took nearly an hour - the dash attack one. Indeed, though, in hindsight, the tilts are one of my favourite things in the moveset and well worth the exhersion.

A top ten placement for Raiden would be great, but I'm not betting on it with some of the competition from MYMers such as yourself, HR. That I've improved upon Yamazaki and seemingly a few people have really enjoyed it is enough reward, really. :chuckle:

Raiden: Well, I think you pretty much have the idea that your moveset looks absolutely gorgeous. The colored pictures not only make the set fun, but they help picture everything so much better. Well done on that. The only problem is that you don't actually help people get into your moveset. Some of those attacks were hard to read through (as your phrasing can be a bit wonky at times), but the meat of the movest is fantastic. I love the two completely separate playstyles, as it helps stay really true to character without the need for switching to another separate person entirely.
Thanks, Tanookie. Yeah, the compliments about the organisation or use of the pictures is quite satisfying. Looking for good silhouettes of napkins and helicopters to use is just... eurgh. I think it worked out well, though.

I totally empathise with any complaints on my writing style. Some people seem to like it, others dislike it. It's something I'll work on before my next moveset. This is actually a little embarrassing as I usually pride myself on being a good writer. :ohwell:

Also, did you get that PM with the pictures?

As For Raiden
With Raiden, I can say the same thing that I though about the Bowser Jr moveset. A lot of effort put into it, and a lot of pictures for entertainment and to give more detail. Just when I thought that there were not going to be anymore incredible movesets in MYM5. Like Bowser Jr, I am surprised that you were able to fit in so much for one character. The picture of Mario with the Final Destination picture was funny, and Raiden does seem to pack in the explosives with his airs compared to Snake! The lethal and non-lethal, well it could have perhaps had a bit of a difference maybe, but the idea was still great, I would not have thought of that and I have played MGS2 and finished it on Normal mode. It probably does not matter too much but some of the attacks did not really have any lag detailed, but fair enough. This is for the F-Smash, where perhaps if Raiden had lag detailed here, then it could balance out the fact that this almost looks broken, and possibly a stronger version of Raiden's B move, but oh well. The locker was funny and the non lethal Final Smash was just awesome! This moveset was indeed entertaining, that I have to say.
Thanks, Katapultar. "Incredible" is a lovely compliment. On lag and such technical things, I admit that this is is my weakest area in terms of MYMing. My percentages are always way off or confused, even when I spent several hours in training mode figuring out Snake's percents to use in relation to Raiden's. Seems like I was still way off on some of them.

I'm glad you found it entertaining. I tried as hard as I could to include that MGS humour and randomness in the moveset, as well as highlighting a few funny cliches of MGS2 in particular. Like I said at the beginning of Raiden, it's all MGS2. My main goal with Raiden in terms of style was indeed linking him with his game, so I'm particularly happy about the praise in his area.

Thanks again, Kat. ;)

And that ends today's session of Smady's Major Moveset Catch-Up.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
So many good movesets already, but let's add another OC to the fray


Welcome to Cutesy Beau!
The moveset has been split into three sections (click the roses). Opening them in seperate tabs will allow you to easily flip between them. Although it is reccomended that you read the sections in order, you can choose to read them out of order if you find yourself falling asleep.

Btw, the scythe in the picture is only utilised in one attack and one throw :p





Thanks for reading Cutesy Beau!​


Q/A: If you have not read the moveset yet, GO BACK UP AND CLICK THE LINKS! (or come back and read it later.. whatever)
#1 Can Cutesy Stall indefinitely in the air?: I may have overexaggerated Cutesy's recovery somewhat while describing it, but there is no way Cutesy can stall indefinitely in mid-air. For one, Cutesy will have to clear up her dead petals, which will be constantly falling from the moment they are spawned from her jumps. Even if she air dodges through them and expends them imediately on jumping up again, she will have suffered a net loss in height. In addition, Cutesy can only use her Up-Special once before landing, so after using it once, she'll have hit the "roof" of her jumping capabilities.
#2 Why are the attacks so generic?: This is a concession I made on purpose in order to make Cutesy "playable". Anyone playing as Cutesy will have to keep an eternal eye on their petals, so any overly flashy or "deep" attacks would only serve to alienate casual players from Cutesy (don't forget, we aren't ALL here for Super-hyper-competetive-no items-final destination Smash Bros)
#3 Why does Cutesy only use her Scythe once?: So, in addition to being fast and evil in the air, you want Cutesy to have more disjointed attacks? We already have that character in Brawl. And she can technically perform any ground attack with her scythe, so long as she's in the middle of a Down-Smash when she does it
#4 You don't have a clue how to play Cutesy competitively... do you?: Well, no. The playstyle included in the moveset, is more a general "how to" than definitive law.
Does it matter? The guy who patented LEGO didn't go around building giant dragons out of them. He just had a basic idea of how the pieces connect with one another.
#5 Isn't the triple knockback from the end of her Down-Smash broken?: Considering how most of Cutesy's ground moves just flinch, or juggle lightly, triple knockback is not a lot at all (3 times "Flinch" is still just "Flinch"). Her down-smashes are also easy to see coming, and her ground moveset is not suited to launching an offensive.
#6 Extras? *barf*: What's so wrong with extras!? They're pretty useful for OC's!
#7 Why are you inflicting this moveset on us now?!: From the start, I intended this to be a MYM5 moveset. It's just bad timing that I though I could sneak this out at the end
#8 What's with this Q&A section?: It's here to make this post look big enough to be a moveset... and I'll probably reply to comments here too.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I had a comment on MYM Man, but it got erased when I tried to backspace. I'll summarize by saying that it's a cool set even though I don't like most memes.

Now, I have considerably more to say about Cutesy, who I didn't expect at all. In fact, I'm going on record right now and predicting that there'll be five more sets before the day is out.

It seems that you're always pushing the organization envelop, Junahu. Cutesy's feels like a slightly scaled-back version of Viola's, to be more easily accepted by the average MYMer, and it's incredible. The way that it's split up make it SO approachable, even though in terms of length it's up there with the all-time champs. The attack layout is breathtaking. Everything, from the stylistic boxes to the attack info in the corner to the famous quotes and proverbs to the just general color scheme, it all comes together to make something that practically transcends MYM and Smash. It's just a joy.

And the actual character (who cares about that, right?) is truly intriguing. The moveset will likely take some flac (is that right?) for a perceived multitude of generic attacks, but the petal mechanic is one of the best and most well thought-out I've seen yet. Cutesy has plenty of subtleties to her gameplay without sticking a special onto every single attack, and I tore through it without any hesitation, it's just that good.

The playstyle section AND the play analysis section are both alluring and fantastic, with great length and lots of thought put into them. That's true for every part of this moveset.

My hat is off to you, Junahu. After not enjoying Team Rocket as much as I'd expected, I never thought you could top Viola, but you've done it quite resoundingly.

...I suppose I'll wait a bit before posting my last set. More people need to see this, and, for that matter, more people need to comment on the sets of the last few pages, especially MYM Man and Unown.
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass
Cutesy... was amazing. I was going to post another moveset, but honestly, I feel like anything that I make after seeing Cutesy looks like utter garbage. How on earth did you find the time to organize everything so well... that was easily the best organized moveset ever, and one of the most creative and awesome and detailed and perfect. Wow... huge thumbs up.
 
D

Deleted member

Guest
One of Junahu’s original characters right after my catch-up… well, as these aren’t particularly good usually, I think I’ll just ignore it.

… You know I’m being sarcastic. :chuckle:

[Editing note: this isn’t so much of a review as just an extended personal look.]

To start off, your character itself is really interesting. The whole ‘skewed legend’ archetype is completely new to this contest, obviously and leaves the rest of the moveset open to be whatever you wanted. The layout looks to be quite good – I like how you split up the different sections and the image work is, as expected, great. Everything is an image.

I can safely say the petal mechanic is one of my favourites. It’s almost beautiful how it links in with the character; your choice of writing is very suited. The organisation of this set is crazily unconventional and I really like it. Reading / half-skimming through all of the petal descriptions, your understanding of how to chain together the different petals is overwhelming. I can imagine in Smash, players would either fall in love with this character, or be truly confused about this particular system – more the former, I think.

The specials are in these extremely well designed boxes with appropriately artistic quotes to head them off, intriguing!

The neutral special is what I expected it to be. I love how the petals all react differently here, so perhaps interrupting your petals can be disadvantageous. The up special is also quite obvious, but I still like the whole ‘petal effect’ that is going on concurrent to everything else.

A backward special?! Well, sir, you now have officially gone crazy! It’s again pretty awesome how it’s actually a very simplistic move – bordering on being completely basic in nature, allowing the petals their deserved placein producing damage or knockback. This off-handed approach is splendid. The forward special too is a doozey, it’s all very logical – details such as the fired petals becoming dead petals are a nice touch. You’ve definitely done a top-notch job on explaining what the petals are and describing what they do, the rest of the moveset is like a picture book once you understand the petal mechanic, although it is in actual fact very well-written. Lastly, the downward special made me immediately think of the Luigi Tornado, but it couldn’t be more different, seemingly. Trapping your opponent with some pressured air and throwing sharp petals into the mix, I can’t say I’ve heard much cooler ideas for Smash. Really, using tiny items - which otherwise would seem insignificant - as weapons en masse would be so insulting to characters like Ganondorf or Bowser, it’s salivating to think of player reactions!

It is noteworthy that even the basic actions are actually quite fun to read, given the character and your style of writing. You’ve gone to great lengths to make this character unique and she certainly seems to be, the personification of an innocent girl who uses petals to fight monsters, but is actually the angel of death and is immortal, I find this all very impressive; an artistic take on an original character, which is something I’ve been waiting to see for a long time. The play analysis takes this one step further; I feel this is one of the strongest playstyle [or something similar] sections I’ve read. The inclusion of a paradox is only icing – more petals is indeed unavoidable, but that makes Cutesy’s options fewer, so you have to collect them, but also use them to attack at the same time. This is indeed not as complicated as it sounds; your writing style helps grandly in understanding it. You’ve done a superb job explaining this all. The ‘reflector’ paragraph particularly helps illustrate how balanced this set is.

Moving on to the ‘glossery.’ This is surprisingly not about some very shiny video games. Again, I’m seeing some very intuitive designing concerning technical stuff: awesome. This shall make things a lot easier to read. The attack boxes themselves are extensive and detailed, perhaps too much. There are about nine things here… this may be pushing it a little in accordance to your wheel-inventing designing skills, but I personally am okay with it. Again, I see these lovely quotations everywhere.

Neutral A is another obvious manipulation of the petals. Firing every petal out at once sounds pretty stupid, but there’s a large amount of strategy in what amount of petals you release. The rest of her tilts are quite similar. There’s a defining focus on simplistic moves, leaving the player to decide what combination of petals to use without being at all suggestive or making it easier for them in any way. This moveset - more than ever sounds like a very hard one to master in playing terms. You’d have to master the petals to even stand a chance!

Reading through the other moves, I see backward smash? I must have missed something about these backward moves, but they’re an interesting addition to the moveset: I’m loving the use of the scythe. Moving onto aerials, we start to get into uncanny valley with the actual moves, but the implementation of the petals is a saving grace. Throws and ‘others’ similarly are quite generic, but the use of petals really aids in distinguishing these moves. Besides, the character is tailored to this moveset – she disguises as a normal girl, when she is in fact anything but, thus it’s fitting that her moves without the petals are without merit. To finish off this section, there’s another great playstyle section, which describes every match-up vigorously well.

Now, onto the extras! The final petal is deliciously awesome. Just silent and sweet ownage right there. That assist trophy is down right creepy. What were you smoking when you wrote that? Again, an extremely creepy alternate costume I see afterwards. Gnawed out facial features in a Nintendo game would be cool, but I really hate those two extras. Horrible. I mean, you did a great job on them, but I would hate to see that in a game. In a way, it’s a peek at what Cutesy is really like, which is cool, but I’m not sure if we really want to see that. o.o

The rest of the extras section is pretty cool, actually. I wish all extras sections were as good as this one, mainly due to your great designing and writing skills.

Okay, some summarising comments. The moveset is a true spectacle of new design and initiative organisation, more than I could have imagined. The amount of work that has gone into all of this is evident and the cohesiveness of it all is far more than coincidence. The moveset itself is really well done, entirely because of the petals. This really is a fantastic mechanic, but to be honest, I’m not sure if many players would truly catch on to it for at least a little while. This is where I think you need to work on your MYMing a bit, as I’m still seeing a bit of uncertainty with some moves, where you’ve made Smash of more of an attachment. Indeed, your entire moveset is unconventional and a slap in the face to anyone who thinks Smash is perfect, which is mostly good, but also kind of bad. If a character like Cutesy were in Smash, I don’t know if she’d be all that great an addition in comparison to any other fighter. Your designing skills are simply amazing, but you need to pull it back a bit on some levels, which is why I think you distance yourself from some MYMers. It can be quite overwhelming.

Well, all in all, it’s very hard to criticise any part of this moveset. Although it’s true that the petals save some of the generic moves, I still feel that this is a weakness that you need to work on. I suppose you don’t really need to rely on basic move-making, but it would eliminate one of this moveset’s few flaws.

One thing I’d like to highlight was this character’s personality and how it played into everything – absolutely amazing. How everything worked seemed to be linked into this facetious disguise of Cutesy, from the manipulation of petals [the big one], to some of her quirks like her running into walls, blushing and pushing her skirt down, leading up to some scary and shocking extras, of all things. I commend you for your work on Cutesy’s character in particular.

This is definitely my favourite character of yours and the moveset is also really, really good. One thing I think this set has done is cement you as one of the elusive ‘best ever,’ no kidding. I personally thought this when I read Mega Man: Mega Man 9.

Great moveset, Junahu. Again.
 

emergency

Smash Journeyman
Joined
Dec 7, 2008
Messages
251
Location
Junahu's Box
I'm sorry, but I have to submit, I won't be on the computer later. I'm still on vacation.

I'm sorry for also plaquing this contest.


Can I Really
get my own spotlight, again?!

Hero Prinny Joins the Fray!

Hero Prinny
Moveset written by: emergency
Creators: Nippon Ichi Software, Harada
Game: PRINNY! Can I Really Be the Hero?!


Author Notes - What the ^#$@ is this Garbage?

I'm sorry, I've failed. I feel as if this set hasn't got the vibes that I got when I was making Pleiny. I care not if I place. It was fun..rushing to make this set. But for better or worse. My submission. Sorry for it's $^#^iness. :( No extras. No pictures. The craptastic headers. With what I have as of now, and the previous sets before this. Heh. They are too good. I applude you people. (clap). I apologize for wasting your time, please take the time to read something spectacular on the previous page! Time however was not with me this contest. :(
Uh... Sorry again.

P R O F I L E
Prinnies (プリニー ,Purini?) are a fictional race of creatures in Nippon Ichi's video games. First appearing in Disgaea: Hour of Darkness, they have appeared in all later titles by the company, as well as on various merchandise such as hats and plush toys.

A Prinny is a small, usually blue, pouch-wearing penguin-like creature with disproportionately small bat wings and two peg legs where feet would normally be. When thrown, they explode on impact. A common trait of Prinnies is their upbeat attitude and frequent use of the word "dood" as an interjection. Prinnies stand roughly three feet, three inches (100 cm) tall, though the weight can vary.

Prinnies attack with knives, bombs, and occasionally other weapons stored in their bags (the bag itself serving as a 4th dimensional space). They can also summon a gigantic energy beam known as the "Pringer Beam". In the anime series Makai Senki Disgaea, based on Disgaea: Hour of Darkness, the Prinnies' weaponry is reduced to fish. While rarely mentioned in the game, Prinnies have been known to dispense a beverage known as Prinny juice, which according to a Nippon Ichi Software America interview is produced from "the most flavorful and delicious parts of our fresh, vine-grown Prinnies".

S T A T
Size: 3 / 10
Power: 2/10
Knockback: 3/10
Range: 3/10
Projectile Range: 10/10
Recovery: 5/10
Traction: 3/10
Run: 3/10
Walk: 2/10
Priority: 3/10



S P E C I A L
Mechanic - Throwing a Prinny

When Prinny is grabbed and thrown, Prinny will explode.

If Prinny were to be thrown and released by a throw, or grab release. Prinny will create a huge explosion from the throwing impact, giving 16% high , diagonal knockback. To any foe in the vicinity of throwing him. The range is as big as Bowser. This however, with the scarf that he wears, his soul is still within his body. So he will not lose a live, if exploded. Prinny however, will fly with 3X the damage of the throw. So grabbing and throwing him, is completely up to the foe that is facing the penquin. He also has the grab shatter. To release him.

Neutral Special - Prinny Bomb

Prinny's signature weapon of destruction. Hero Prinny pulls a bomb from out of his 4th Dimension Fanny Pack, and holds the bomb clearly above his head with both flippers. Hero Prinny cannot input any other actions until the bomb are off his shoulders. But since he cannot do anything during this time, there are several actions he can do with the bomb in hand. Like having the ability to move, jump, set and throw the bomb. The bomb itself is ¼ times bigger than the size of Kirby and has a life of 12%. It's appearance looks like a generic bomb, with two eyes, demon wings and a beak. It looks just like a Prinny! The bomb will have a 2 second cook time, before exploding. The cook time will start exactly after throwing the bomb, or being hit off his shoulders. The bomb can be launched 1-2 Battlefield platforms in any direction, it's velocity will be as fast as half the time of Bowser's Down Special.

When Prinny throws the bomb in any possible way, the bomb will deal 9% damage with medium upwards knockback. With the splash damage of Snake's grenades, but a tad smaller. The bomb can also be manually charged, by holding the 'B' button. The initial charge of a bomb will take roughly 1.5 seconds. At full charge it will deal 13% with high upwards knockback. In addition to the bomb being charged, it will detonate immediately after impacting a surface. The initial bomb; no matter how long it's charged, usually will KO foes at 140 - 155%. The uncharged bomb will bounce two times along the ground, and rolls at the end of it's last bounce. If an uncharged bomb bumps into an opponent, the foe will freak out because of the bomb's possible deadly explosion, and will temporary be stunned for a time of a quarter of a second.

The total amount of Prinny Bombs active at once, is two. If two bombs are already upon the field, regardless of position, holding down B will induce Hero Prinny to close his eyes and hold his arms in the air. A blue orb shall emerge and a ghost-like spirit will spread across the field. This spirit does nothing that affects both players, but if the spirit passes a bomb, the bomb will be charged to maximum power as if Hero Prinny were manually charging it in his possession. Long story short, all bombs on the stage shall be charged from a far distance. With the charging time remains the same.

When the bomb is set on the ground or is in the air, the bomb can be hit with an attack, projectile or other means of attack, and will fly in the opposite direction which where the force came from. Each attack hitting the bomb will decrease it's life by 3%. And explode after 4 hits.

Side Special - Prinny Barrage

Prinny's most favored attack. Prinny draws his two most used weapons of his whole career, these blades work as the tools of trade for any Prinny. With each Prinny comes a unique attack, Hero Prinny's barrage attack is as common as anyone other one. After drawing the blades, he will exlaim "Get ready, dood!". Twin blue rings shall diffuse from his body, as will then raise one blade toward the horizon, and will rapidly start swing both blades through the crisp air, creating the usual cutting the air sound. The speed of those knives being swung, is so fast, you can only see the blue swinging motion.

Each swing of the blade, alternating flippers, will unleash a moon-looking seam of energy. This 'Moonslash" will fly forever until in contact of a physical object. This attack will also cancel projectiles that it might run into. This unique projectile cannot be reflected back the same direction it came, if it does come in contact with a reflector of sorts, it will be deflected, leaving the Reflectee unharmed. This attack lasts as long as the user hits the B button. The starting and ending lag of this attack is quite low, so it's a plus in the overused attack category.

When shooting these slashes, you may angle them upwards, via the Control Stick. If used in the air, Prinny will hover while shooting, but will slowly desend from his curreny altitude, he also retains the angling option. Prinny can only shoot out 15 shots, before having a break. If you stop using this attack in midair, you will drop quite quickly, stuck in huge lag, before coming to his senses. But if he was using this to recover, he might not survive.

Down Special - 1,000,000,000,000,000 Dimension Erratication

One of the strongest techniques that Prinny possesses. His bag of many purposes is the everyday storage item for the Prinny. It can contain the mightiest, strongest, and everything that you can imagine. This is the bag that holds all the weapons Prinny uses.

Prinny raises his arm to the air, and unzips the bag. Prinny will look at the screen, and hold his arms out. He then transistions an aura from himself into the bag. The screen will begin to violently shake. The bag will start taking everything around him , in attempt to shove everything into the Fanny Pack. Everything will then slowly be dragged closer to Prinny. The pull of the attack is very strong, taking 1 seconds to suck in someone like Bowser, if he is close to Prinny.

This attack covers the whole field. If you are being sucked into this attack, you will recieve no damage, no knockback, no status alinment. Foes will recieve a button input lag. When foes are sucked into the bag, they will be damaged constantly as they are repeatedly shaken inside, by all the materials inside the dimension. 5% per second.

If this attack is used in the air, everything retains the same deal, except...If platforms are present on the field, they will be sucked in also, these platforms will now become hazards for others around them. Prinny will remain stable in the air, not being affected by the catastrophic event happening. But not only the platform will be taken hostage under this field. The whole stage will be taken toward him! The stage doesn't go in the bag, but it is shifted from it's orginal location. Much like the Dracula Assist Trophy. When the stage is taken to Prinny, the stage shall stay shifted until the end of the match, creating a unique battle.

When this attack is used offstage, the stage shall slowly come closer to you, making recovering much eaiser or you can use this attack to bring the stage away from recovering foes! This does some major damage to foes with limited recoveries. In addition to the stage moving, if it is dragged offscreen, it will automatically will be locked, if the stage is halfway taken. With the movement of the stage, the death zones shall not move. So there is a possibility of self-destructing yourself, if you walk to far!

The attack lasts for about 1.5 seconds, then he will finish by closing the bag, and simply drop or stand from where he is. Landing with some average lag. All items / platforms / lava taken in are all hazards as they are being taken by the bag. These items are then stored until later use, or more specificly the Down Throw. You may avoid the attack by standing a far distance from Prinny. To make sure he take your soul. The closer you are to him, the eaiser it is to capture.

Up Special - Pringer Beam

The deadly skull of death... This special little skull defies gravity, physics and everything considered normal. The skull's appearance resembles a demon-like, door-knocker-thing, with horns, and has a handle looping from both sides of the skull, shaping a downwards handle. Hero Prinny will pull out the skull with one hand from his fanny pack. He then grips the handle of the skull, and the eyes of the demon will gradually glow a slim red as Prinny holds the Pringer above his head.

There is a 1/8th second pause, and then Prinny will gradually ascend upwards, taking roughly 1.5 second to reach the peak of this recovery, which is 3 Battleield platforms. After reaching the peak, Prinny will stop in midair, dangling from the Pringer and will quickly execute a furious amount of "Tornado" looking spins, prior to spinning the eyes of the Pringer will shoot 2 lasers downwards at 23 degree angles. These lasers will also spin with Prinny, encircling him in a wall of light, which will last for 2/3 of a second, and the laser will than slowly retreat toward the middle, diminishing right under him. The lasers deal out 2% damage foe each time you are hit, at a maximum of 3 (totaling 6%) . It will give you a slight tap in horizontal knockback.

A very awkward pause will then occur, and the floor will begin to rumble. A purple light can be seen emerging from the ground, moments later the hitbox where the laser circled around on the ground will create a upwards ending explosion covering the same range as the lasers, going as high as Prinny's elevated position. Prinny is pretty much a standstill target when executing the laser and the explosion. Meaning that he can easily be gimped with this recovery. The explosion will deal out 8% giving off a above average upwards diagonal knockback, killing at 130%. The explosion's splash damage is equivelent to ½ a Battlefield platform in both axis directions.

But the recovery is not completely hopeless when it comes to actually getting back to the stage. Holding the Control Stick in the direction results in Prinny flapping his other wing like crazy, maneuvering through the air, somewhat quickly. This little boost will help Prinny get back to the stage. Much like Snake's Cypher, Prinny can also let go of the Pringer. When the Pringer is no longer powered by Prinny, it will drop downwards, and will become a utility item that can be used to be Prinny Pound on, making the return efficient. He can only use the Pringer once it disappears, meaning out of site, or when he puts it back into his pack.

Finale Smash - Red Lunar Apocalypse

Prinny attains the Smash Ball, and his whole body glows the many colors. His eyes in pure darkness. Prinny whispers. "It's all over, dood..." Prinny releases himself of his soul, and his body dis-assembles, lying there dead on the stage, Prinny's soul is the shape of a Prinny, but in the astral form, he may manipulate the demon heavens. Instantly the whole background turns dark, and a red moon is seen in the background. Armies of Prinnies appear around the stage, above and below. Each holding weapons, knives, tanks, fish, bombs, and everything they could find. Moments later. They all being shooting there weapons, firing there lasers, throwing the tanks. Shooting everywhere onto the stage. The whole field is now in hell. Explosions and gunfire everywhere. This is essientially all the attacks Prinny can do, just everywhere. All the damage and knockback are one of the moves that Prinny is doing now. More than one Prinny will land on the stage, AI controlled to destroy everything that isn't Prinny. Hero Prinny can be spoted with the red scarf around his neck. This lasts for a whooping 16 seconds. And at the end, the Red moon shall erupt into the stage, in attempt to finish off the survivors.

A E R I A L

Forward Aerial - ReKoilnCanon

The mystical Prinny will summon a music box from the pouch, which will emerge from the leathery bag quite quickly, locking itself in placeas Prinny hold the sides of the box. He will then frantically wind the spinner and shoot beats of music out in front of him. The projectile will look like a Quarter music note, the size of roughly a Pokeball. There will be 7 beats shot out of this box, shooting as Fox's Blaster.

It retains the same startup and cooldown. Each attack will shoot out a random amount of pitches with these beats. The direction and range of this attacks, depends on the pitch of the beat. A higher beat will result into a beat, angling upwards at a 35 degree angle. A specturm of notes on certain pitches will decide the angle of which the beat goes. The lowest note will go -35 degrees, meaning downwards.

Each note will do 2% damage with low knockback, the notes do fade over long distances, meaning getting hit from 2 Battlefiled platforms, will give 1% with no knockback . Beware, being in the close-proximity of the musicbox will incline 14% damage, (All the notes shall connect.) in addition to hitting all the notes. You will get a large shockwave pushing the foe horizontally. The notes for distance can reach as far as 2 Battlefield platforms.


Neutral Aerial - Gargoyle Tri-head

In midair, Prinny spins in the air reluctantly and a dimension portal shall emerge in the background. This attack has a more than enough starting lag. Prinny will then stop spinning after the warping behind him grows. Upon the peak of the portal, a figure with three heads and attached to this wheel type machine.

This is a Gargoyle. It is one of the main gatekeepers in the Disgaea series, it punishes foes by shooting a fire ball out of it's mouth. When completely summoned, which should take about 1.5 seconds to execute. The monster shall be created in the same space the portal emitted from.

This wheel is about 3 times the size of a Bumper, with the three heads poking out of the circles' circumference. The creepy looking thing will stay out for 8 seconds. For everyone 1 second, the wheel shall turn, as well as the heads. Every time the wheel turns, the gargoyles eyes will illuminate as it comes to life and opens it's mouth shooting a fireball perpendicular to the head.

Each fireball is roughly the size of half the size of a Prinny Bomb. Dealing 11% fire damage, giving medium horizontal knockback. This attack will hurt both players.

Back Aerial - Priniistortion

Prinny will flare a quick draw of a wind looking turbine, which appearson both sides of Prinny. These turbines look like they were pliffered from some rich airplane company. Almost Prinny's size in both dimensions. Prinny places a pilot hat upon his head, and flips a switch. A thud could be heard, and a malfunction occurs. The turbine will then break down a give reverse thurst, sending Prinny backwards.

This burst of air shooting forward rips through space and time, causing anyone trapped in it's grips to slow down greatly. This maelstrom of demon air, covers a bigger than big amount of area, going 5 DDDs across. Foes being hit by Prinny thrusted backwards will recieve 9%, giving above average horizontal knockback. The attack has a somewhat large startup, but has instant ending lag. Since the attack shifts Prinny backwards, the hitbox is also moved with Prinny, so he can run into foes.

Up Aerial - Shut Up and Expolde!

Prinny sits in midair, thumbing at his bag. From within the bag, several tubes appear, pointing upwards. Prinny's eyes widen as he notcies that this is not what he was looking for, several fuses light off, and Prinny is bracing for impact. These tubes are backup dynamite used for his Demon Fool's project. Once the fuse is gone, the tubes explode, creating a mass explosion right in Prinny's face.

This blast temporarily kills Prinny, and his soul is released from his body. His soul is sent up to the heavens, and greeted by angels, 1/2 Battlefield upwards. The angels hate Demon Prinnies, so they take out a bigass hammer, and hit his soul back into his body, upon return his body will fill with recoil, sending him downwards.

The soul assending will deal 4% damage with upwards average knockback. On the desent from the "Heavens" the soul will deal 8% damage. When Prinny is experiencing the out of body feeling, his body will also fall toward the ground, slowly. Expanding the range of the attack.There is some lag from start and end. But the attack itself is complicated.

Down Aerial - Prinny Pound AKA Hip Drop

Prinny looks downwards and executes a quick somersult aiming his bottom to impact foes directly below him. He will drop fairly quickly, but not ridicuoulsousely fast. The pound itself does 11% damage giving the stunning effect and super light downwards knockback. In addition to hitting a foe and stunning them, hitting them again will give no damage, the stun of the first hit numbs the second hit's damage.

But the second go will give a slighly higher kocbkback, and Prinny recieves one of his jumps back. Hitting an item with this attack will auto regain Prinny his jump. This includes bouncing off items (which will be sent downwards after the attack). This attack's beginning lag is above-low and has a below average cooltime.

The Prinny can only hit directly below him. There is no shockwave or any extra things if this attack hits a surface. This is a key move to being tricky. It's a recovery option, as well as a mindgame.

T I L T

Forward Tilt - Garbage Day

Prinny decides to clean out his junked up fanny pack. He will firstly open the bag for a small beginning lag and begins throwing a massive amount of junk. He will throw this pile of junk in front of him, letting it sit there. The pile is as wide as DDD and as tall as Game and Watch's crouch. The junk will meld with the surface it was laid upon and will stay there for 4 seconds.

For each time you hit the "A" button during this attack, Prinny will throw another layer of junk on-top-of the already created one. Refreshing the disappearing rate. This whole attack serves as a temporary wall that both players will have to go around.

This is a useful defense trick for Prinny as he can set himself up with more options. But! If the foe happens to be "stacked" on by the junk, the foe will constantly receive 1 % damage a second, and an additional 1% per layer. The attack ends with an average amount of lag, due to the inspection of the bag. The maximum amount of junk layers is five, stacking to the height of roughly Mario.

Up Tilt - Anti - Heroism

Since Prinny is the Hero, many people should like him. But many of those people think that Prinny is just this crappy slave person. Prinny will execute his usual Hero stance, with his usual spotlight. This beam of light surrounds Prinny, stunning all foe around him. Since Prinny isn't that great of a hero, his shining light of heroism is cut a bit short, covering a 1/8th range of Luigi's Final Smash.

There is a catch. Always a catch. Someone from some high place decides to drop the act. A bathpan shall appear from the sky (or high above stage). This pan is about Luigi's height in width, and as tall is Kirby. This badass pan is cursed with someone's magic. It will home in on Prinny, in attempt to hurt and kill the guy. It will spin towards Prinny for 4 seconds. The pan is pretty quick going as fast as Mario's run speed.

The pan can only make certain turns, which these turns are very wide. So it is dodgeable. This pan will deal 7% per hit, dealing above-average knockback. After the pan appears, Prinny is able to move as he notices this thing after him. If you are smart about it, time jumps and dodges, to hit the foes around you.


Down Tilt - Sâme Spitter

Prinny kenels to the ground as he quickly takes out a jar of this blueish liquid, on the jar's label looks to be a shark of some kind. Prinny pours the liquid onto the floor tather quickly. The spread of the mess is a Luigi height in front of the penguin. All foes that walk over the spit will slip instantly on the floor and will become covered in this goop material.

This attack is mainly used to keep your foe at bay. When covered in the spit, the starting and ending lag of all of the character's move are increased and overall slowed down, like your jump's distance is cut in half. No damage is dealt. Being spilled on with the spit before it hits the ground will induce a 3 second wear-off time, slipping on it results in a 1 second wear-off.

If you are offstage with the Same Spit on you , you have the ability to wall cling now, due to it's sticky nature. Both characters are affected by this drug.


S M A S H

Down Smash - Fisherade

Prinny draws his precious salmon fish from under his arms. The fish reeks of a horrid gas, and a fume of posion can be seen auraing the fish. Prinny strikes yet another pose, looking like a Swordmaster from a familiar game involving a pedant of fire? He then flips the sword into a spin, allowing the fishbrade to hover above the ground in front of him, with the sword spinning (like a clock.) quickly. Prinny takes his invincible peg legs and kicks the blade forward.

It only goes a Pichu height in distance, which is painfully...a short distance. But the fish is the same size as Prinny, so the intial range of the attack is short. The fish will deal multi-hit damage, hitting foes 1% per hit, dealing at maximum of 8% damage.

Being hit by the fish a certain amount of times may give the chances of 2 status effects. Being hit by the fish an even amount of times will inflict poison damage, 1% per second. Being hit by the fish an odd amount of times will inflict confusion.

Movement will be the same, but attack forward actually means attacking backwards. Attacking up is down...etc. These effects last for 3 seconds. This attack gives barely any knockback, sending foes, assume-able-ly horizontally.

Up Smash - Prinny Raid

Prinny's most spited attack is the Prinny Raid. This is a move that will sacrifice the lives of his other comates. Prinny will do his normal intro spin, and exclaim "Doooooood!!". An instant later, 2 Prinnies shall materialize in a random fashion, above Prinny. These doods will stay afloat in the air for a moment, and then will roll, somersault, flip from their current positions and fly downards, creating a rain of penguin bombs.

The range is random, but is above Prinny. This will do a whooping 16% damage, Huh? What? 16% a lot? Each penguin that explodes in this factory of pain, will inflict soul damage within Prinny. Causing him to recieve 6% per dead Prinny. Damage to Hero Prinny will rack up REALLY fast, if you charge and hold the rain. Being hit by a falling Prinny will give off 16% damage with ridiculous upwards knockback. This move is a risky one.

Startup is the spinning, ending lag is average. Charging this attack will keep Prinny in place, he will stop the attack if he gets hit by something, or the release of held button.


Forward Smash - Rocket Prinny Grenade

Prinny materializes a mini rocket launcer and flips the mini weapon around his flipper and make the launcher settle right onto his shoulder. Upon the rocket launcher landing, Prinny will pull a trigger and three small balls the size of a Bomb-omb will emerge from the weapon.

These bombs will be launched forward at a low altitude landing into the ground almost as soon as it is launched. Each ball will all be launched at a different distance. The balls deal 8-13% if the foe is hit by the balls in midair.

The 3rd ball is launched about 1 Battlefield platform away, the 2nd ball about 3/4ths and then the 1st is 1/2 away. When the ball impacts the ground, the balls shall burrow itself into the ground a winy bit, still obviously visible. Both players may trip over the bombs and recieve 2% damage. After 8 seconds. The bombs will emit a flash bang, which deals 4%-10% damage with stun, the range as large as Bowser.

G R A B


Grab - Box E.N. Glove

Hero Prinny unzips his pack once again, and appears scared to open his bag this time. He clicks the bag open just a tad, and a slinky-tied demon boxing glove named EN.Glover, a demon who's soul was locked into a weapon form; of a boxing glove, will immediately exempt from the pack. Upon being released he will attempt to grab anyone in his one-glove palm and take them to hell. E.N. works like a tether, covering the range of almost Link's. The speed in which it comes out is mediocre with below average lag from start and end.

Since E.N. is a demon, he will try to get his way, he doesn't even grab foes in front of him. From the angle of elevation of 20 degrees, he will grab from an angle! With this extra range of a grab, he can only grab foes in the air, or directly infront of him. There is no "horizontal" grab box.

Upon grabbing the foe, E.N. will snicker histerically and bring him back to the gates of which he came. But right before the opponent is in the bag, Prinny will be shuttering in fear, and will accidentally snatch the foe from E.N. , leaving them in his flippery hands.

He cannot be used as a tether, but instead he can box people in the air, covering more ranges.

Pummel - Onearm Slash
Prinny will pull out one of his blades, and start swinging them as he holds the foe, 1%. Fast slashes. Little Startup, little ending lag. Can slash up to 5 times, depending on how much you mash the button!

Up Throw - Demonization

Upon the grab, Prinny holds the foe like he was holding a Prinny Bomb. Afterwards, an errie voice shall be heard from above. One of three character's voices may be heard. Depending on the voice of the character, that person shall emerge from the sky and strike downwards, attempting to strike down Mr. Prinny for some childish reason. All the strikers are roughly the same size, about the size of Mario + Luigi , divided by 2. What the striker doesn't know is, that the foe above Prinny is acting like a shield for him, and will take the blow. The carried foe maybe tap on the Control Stick horizontally to make his holder wobble in the direction pushed. But Prinny himself can also move the foe. The foe cannot be released until the striker , strikes. The whole throw take about 1 second, so it's not that long. But the initial grab does no damage

Each striker has it's own personality and threat.

Demon Queen Etna
Miss Etna shall come in rage because her special dessert was stolen, and blames Hero Prinny for eating it. Etna comes down the fastest coming in half a second after carrying. Screaming "WHERE THE HELL IN MY DESSERT?" She will be armed with a super spear named "Longinus", whom which controls electricity. Etna will aim straight down and try to stab Prinny. Dealing off 4% damage, with a 1/4th second stun. Dealing no knockback.

Overlord Laharl
Laharl's signature laugh shall infume the stage. He will come from one of the high diagonals of the stage swiping downwards, in attempt to make Prinny's job a whole lot harder to accomplish. Wielding his messed-up blade, he will strike for 2% damage, with addition to burn damage. For each one second, whomever was hit will suffer 1% damage. With this Overlord burn, he inflicted will, when respawning from death will start out with 8% damage. Being hit will send you with average impacting diagonal knockback.

Love Freak Flonne
The love freak angel Flonne will be introduced into the stage with a high pitch talk of "Love shall always prevail!" and in enters the she-devil herself, on a pogostick, she comes down the slowest of the three, but she can bounce on the ground 3 times before bouncing out the same way she came. When she lands on a surface she will bounce off of it and bounce again. After one bounce, the foe being carried will be able to be broken free. Giving a higher chance of a dodge. But Flonne herself is a bit dense in the head, with her love mumbo jumbo. Upon impact on one of the players, the character will be in love-trauma making the foes control functions , malfunction for 4 seconds. No knockback given.

Forward Throw - Prinny Tank
While the foe is being held in Prinny's arms. Prinny sets the foe on the floor, patting their head. Among this niceness, the foe and the penguin gain a bond. This so called bonding, will cause the foe to sit patiently as Prinny is going to reveal his jackpot possesssion that he shows only once to certain friend. Suddenly, Prinny snaps his...flippers, and a tank shall emerge from the ground, appearing twice the size of the hero.

The foe sits in amazement, a notices that Prinny got into the cockpit. Prinny clicks a button to activate the tank, a small glowing aura is seen around the cannon. Before the foe knows it, the they are engulped into a giant flare blast of lasers. Giving 12% damage, downwards high knockback.

As each time, Prinny uses it, the betrayal of the bond is in effect, making the foe not sit down, in anticiptation. Instead they can just leave the area, before being shot. So the chances of hitting with cannon will be much slimmer.

Back Throw - Who Let the Bunnies Out?

Once Prinny is holding the foe in his arms, several bunnies shall appear from a bush in the background. As well as a blue-haired girl with red eyes, you can faintly see that she is pointed at the foe. Usagi, as they are called, will jump out and start to pickup the foe, and latch onto them. While carrying the foe, they will also run backwards, and throw the foe behind Prinny. Dealing 5% low downwards horizontal knocback, with latched on Usagi damage (2% per second).

Since it is very hard to tell who the girl in the background is pointing to, the Usagi get confused, and there is a chance that Prinny will be grabbed! He will take damage in place of the foe. Leaving the foe unharmed, and free to punish.

Down Throw - Turbulance Terror
Prinny holds the foe , as the bag he is waring around his belly begins to glow sevral colors. From the previous attack, of sucking in objects, items and platfroms. The items will reach a limit, in which the bag must exert the pressure! The bag will then rip right open, and everything that was contained will hit the foe straight on. Giving a variety of damage and knockback. Depending on the items swallowed.

Some examples.

PokeBall - The item shall crash into the foe, average horizontal knockback, releasing the Pokemon within. Throwing Pokeball damage.

Platform - This will slap the foe right out, high upwards diagonal knockback, placing the platform, where ever the foe slows down in the air. 12%

Lava (Stage attacks) - This will fire diretly out of the bag, giving the same knockback, damage as if you were touching the material on the stage.

O T H E R

Jab - Slashin'

Prinny draws both of his unique blades, and aims them forward as he takes his stance. He will then swipe rapidly. Swinging each blade one at a time, one in front, one in back. Alternating, swiftly. Each blade does 1%, the attack has instant startup and no cooltime. This is probably the equivelent of Meta Knight. Each blade is swung, in accordance to who many times you mash the A button. These blades reach a Kirby away, with some small coverage behind him, when he alternates. This attack is an overall great starter for a combo, or ender. These blades go so fast, that you only see the swinging motion, these blades cut the air like butter. Creating a crisp sky blue aura. That shows the speed of the knives.

Dash Attack - Prin Spin

Prinny will go into his dance spin pose, and being spinning. Once tapping the control stick in the direction you want to dash at, he run in that direction with his eye closed, going double his run speed. He will then ram into foes, if the attack connects, the foe shall be sent horizontally, with average knocback. With a puny 3% damage. Durning this dash, Prinny can jump, and he will execute a short hop, while flying in the desired direction, going farther than his usual run-jump. He will then be able to execute any aerial he wishes. As well as other options go, if you hit Down on the Conrol Stick, Prinny will penquin slide, as he emits a blue aura, keeping him invincible, until the aura fades away. It fades as .5 seconds are up. So this can be a maneuver to get around foes.

Ledge Attack - X > 100

Prinny glares just barely over the ledge, to see where everything is, and what's happening. He clenches the edge with both flippers, keeping his legs secured aginest the wall. He then shoots a shield from his pack, landing on top of the ledge. His peglegs will then start running up this wall, with all his might. He picks up the shield, and he flips himself with the shield right onto the stage. (0%) With this sheild he deflects and nullifies all attacks, as he comes onto the stage.

Ledge Attack - X < 100

Prinny calmly takes a breath as he barely made it back onto the only piece of land that kept him from being killed. He takes a look downwards, and his eyes open. He completely hates where he is at the moment, and he somersualts up the ledge, and onto the field. Striking his heroic pose, and exclaiming " The hero...has arrived!". Confetti surround the penguin. This rain of paper, will damage foes for 5% damage, no knockback.

GetUp Attack - X > 100

Prinny throws both of his knives upwards, covering the area of where he is getting up. Prinny slowly gets up, limping from all the damage he has sustained. (4%)

GetUp Attack - X < 100

Prinny excitedily gives it another go, as he flips himself a DDD high of the ground. Spinning , and doing as many tricks as he can in the air, showing off his heroism. Sadly, he hits the ground with a bang, creating a wave that pushes foes away from him. (0%)

S.pecial M.echanic A.ttack - Grab-shatter
This S.M.A. is a helpful technique for any living Prinny to know. When grasped by someone, the life of a Prinny is in grave danger. If they are thrown they will explode, and the soul will leave their body, to be put into another body. With this attack, when being grabbed, you will PrinSpin, when enemies grab you. Releasing you from the grab, and giving them 8% damage, with low, horizontal knockback. This attack will keep you from exploding , and killing yourself if you are at a high percentage.

E X T R A

Playstyle - Utility Bird
Prinny is a bird of many talents. He has the weapons and the functions to take on even the toughest foes. The many projectiles that he has keeps his distance, and if the foe doesn't approach correctly, this may let the hero setup with his defensive attacks. Keeping his distance, and keeping you awhile even more. He covers a lot of ranges. Sadly his attacks do hurt him, possibly more than it does to enemies. Being grabbed by foes could be his worst nightmare, yet his best friend. Depending on which way you use him, this Prinny can wreck chain grabbers. His killing options for opponents, are rather lacking. The damage can rack up faster than fast. Most of his hard hitting attacks, has a bad afterburn, leaving Prinny either dead or punished harshly. His recovery options, even though it might not look like his Special recovery will do much, he cannot be gimped as easily. He has the materials to bring himself back up. The Hip Drop is a vital bit, as you can drop bombs, and land into them for another jump.



Sorry. :(
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
It's that time again!

The opening post says that you require 50 posts or three sets, but in light of the low post count of the general populace (hell, Warlord has under 50 posts), I do believe it's been reduced to 30 or three sets. With that in mind...

K.Rool's List of Eligible Voters

-- The Sins

MasterWarlord
KingK.Rool
Hyper_Ridley
MarthTrinity
Tanookie
BKupa666

SirKibble

-- The Voters

Wizzerd
Baloo
Chris Lionheart
Kris121
Jimnymebob
dancingfrogman
Kholdstare
Smash Daddy
phatcat203
Darkslash
agidius
SkylerOcon
flyinfilipino
Junahu
UserShadow7989
Plorf
half_silver28
kitsuneko345
TWILTHERO

-- The AWOL

Heartz
princesspeachluver13
Spadefox

...

Okay, so two things to note about this. Firstly, if you're not on this list but feel you've made a significant enough contribution to MYM - be it through the chat or wherever - you have the right to present your case. If you do so, PLEASE do so somewhere other than the chat where all of the Sins can see and discuss your argument. I have no problem with people other than the above voting, but I'd prefer to first know who they are and why they should be allowed to vote.

Secondly, I'll be tallying most/all of the votes, but feel free to send yours to any of the Sins (other than Warlord). It's just vote diffusion, y'know, to stagger them as it's a pretty big job and also to reduce the power of one person holding lone copies of all the votes.

Lastly, try not to feel obligated to vote. It's better for everyone if you only vote if you've read a significant chunk of the movesets, and not just the ones with the most hype. Just tell me or someone that you won't be voting, your name will be crossed off; it'd be better for everybody.

Oh, and one more thing: wait until midnight GMT today before sending/making your votes, as there may yet be some interesting movesets on the way.

EDIT: Sorry for not commenting, MRG. I will soon.
 

emergency

Smash Journeyman
Joined
Dec 7, 2008
Messages
251
Location
Junahu's Box
It's that time again!

The opening post says that you require 50 posts or three sets, but in light of the low post count of the general populace (hell, Warlord has under 50 posts), I do believe it's been reduced to 30 or three sets. With that in mind...

K.Rool's List of Eligible Voters

-- The Sins

MasterWarlord
KingK.Rool
Hyper_Ridley
MarthTrinity
Tanookie
BKupa666

SirKibble

-- The Voters

Wizzerd
Baloo
Chris Lionheart
Kris121
Jimnymebob
dancingfrogman
Kholdstare
Smash Daddy
phatcat203
Darkslash
agidius
SkylerOcon
flyinfilipino
Junahu
UserShadow7989
Plorf
half_silver28
kitsuneko345
TWILTHERO

-- The AWOL

Heartz
princesspeachluver13
Spadefox

...

Okay, so two things to note about this. Firstly, if you're not on this list but feel you've made a significant enough contribution to MYM - be it through the chat or wherever - you have the right to present your case. If you do so, PLEASE do so somewhere other than the chat where all of the Sins can see and discuss your argument. I have no problem with people other than the above voting, but I'd prefer to first know who they are and why they should be allowed to vote.

Secondly, I'll be tallying most/all of the votes, but feel free to send yours to any of the Sins (other than Warlord). It's just vote diffusion, y'know, to stagger them as it's a pretty big job and also to reduce the power of one person holding lone copies of all the votes.

Lastly, try not to feel obligated to vote. It's better for everyone if you only vote if you've read a significant chunk of the movesets, and not just the ones with the most hype. Just tell me or someone that you won't be voting, your name will be crossed off; it'd be better for everybody.

Oh, and one more thing: wait until midnight GMT today before sending/making your votes, as there may yet be some interesting movesets on the way.

EDIT: Sorry for not commenting, MRG. I will soon.
Stuck in the no voting area, again this contest.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
A joint moveset by Baloo and Sir Kibble...

Wrath



Wrath is a homunculus (a humanoid body devoid of any type of soul) from the anime FullMetal Alchemist. Wrath is the final of the seven homunculi in the anime, named after the seven deadly sins, to be born.
Having taken Edward Elric's arm and leg when Ed sacrificed them in exchange for his brother Alphonse's soul
, Wrath is capable of performing alchemy like humans. Unlike humans, he has a strange knack for transmuting his own body with his surroundings. Additionally,
having not only seen the gate, but resided within it
, Wrath can perform his alchemy without transmutation circles.


Statistics

Size / 5/10
Being only a child, Wrath stands at an average height among the cast, shorter than the other human characters.

Weight / 4/10
Wrath is a bit easy to knock around, but not painfully so.

Power / 6/10
Wrath's sheer rage contributes to some amount of power, but he's still only a child.

Movement Speed / 7/10
Wrath is surprisingly nimble and athletic, being faster than most characters, both on the ground and through the air.

Attack Speed / 6/10
Wrath's athleticism pays off again here, though not as much.

Jump / 7/10
Both of Wrath's jumps are above average, and profit him about the same amount of height.

Range / 4/10
Wrath fights mostly with melee-type moves, but his range isn't too bad.

Priority / 2/10
Blind rage may profit in power a little, but it makes Wrath struggle to outclass other characters' moves.

Crouch / 5/10
Wrath's crouch is standard, as he bends over onto one knee, still keeping his head up as he looks around.

Swim Time / 7/10
In addition to his other physical advantages, Wrath is a capable swimmer. Still, he's no fish.


Animations

Standing / Idle
Wrath stands upright, occasionally lifting his foot and looking at the homunculus mark on the bottom.

Walking / Running
Wrath hunches over slightly as he creeps forward to walk, running in a similar fashion, although with an obviously-decreased sneakiness.

Dashing
Wrath dashes quickly, both arms held straight out to his sides, leaned forward a considerable amount.

Jumping
Wrath pushes off strongly with one leg as he bends the other upward. For his mid-air jump, Wrath performs a double front flip.

Shielding
Wrath ducks down a bit and covers his head with both arms behind his standard bubble shield.

Dodging
Wrath quickly ducks to the side (sidestep), performs a leaping cartwheel (rolling), or throws his torso backward (air) to dodge. Wrath's dodges are quick to execute, having little startup or ending lag, but also not keeping him invulnerable as long as most dodges.

Tripping
Wrath fumbles over his own feet, rolling a bit as he almost falls on his face, such that he ends up on his buttocks.

Swimming
Wrath swims a bit haphazardly, throwing his arms and kicking his legs wildly, but somehow still manages to move quickly.

Dizzy
Wrath stumbles about in somewhat large circles, almost completely unable to maintain his balance.

Asleep
Wrath curls up on the floor and sleeps in a fetal position, looking childish and peaceful.


Special Attacks

Neutral Special / Absorb
Wrath chuckles a bit as he braces himself with his hand(s) forward. This position can be held indefinitely, and upon being hit by any projectiles, Wrath will catch them and transmute them into his body effortlessly, taking no damage or knockback. This applies to everything from Pit's spammable arrows to King Dedede's Waddle Dees, Doos, and Gordos, as well as things like crates and barrels, though these will take slightly longer, like Kirby or King Dedede when inhaling such items. Having minimal startup or ending lag, this makes Wrath fully capable of forcing approaches and discouraging projectile spammers, but unfortunately serves no purpose against fighters lacking projectiles, like Donkey Kong and Marth.

Side Special / Fusion
Wrath reaches his hand(s) forward in a quick attempt to grab. His range is weak, but if he grabs anyone, he'll perform a fusion with their body that connects them from shoulder to waist. This fusion takes about half a second. After this, both characters are free to control the fused duo, the one with less damage having more control, the extend of which is determined by the damage difference. As they move, both characters can also use their Grab button to perform their Pummel on each other (other moves are not available to them), briefly forsaking their effect on mobility to hit the other. Fortunately, Wrath's Pummel is a good one, so he can use this well. After three seconds, Wrath will disconnect from his opponent and pull away, as both characters fall on their backs (on the ground. In the air, they'll enter a helpless state for about a second).

Up Special / Helium Draw
Wrath extends his hands to either side, transmuting his body with the air around him. Wrath pulls the trace amounts of helium from the air around him and mixes them into his body, becoming a transparent shade. This entire process takes about half a second, and is able to be interrupted, which will hit Wrath and put him into a helpless state. If you make it this far, though, Wrath becomes lighter than the air around him, floating upward at about Jigglypuff's falling speed. He can stop rising by tilting down, double his rising speed by tilting up, and move side to side at about Jigglypuff's walking speed. Wrath can be hit like normal during this time, forcing him back to his normal state. He'll automatically switch back after five seconds, but can switch back earlier manually by using his Up Special again. Either way, this has minimal ending lag, and puts Wrath in a helpless state.

If you press the A button, this cancels the move, but also turns it into an offensive move. The helium rushes out of him, into the air in front of him. If there is no one there, nothing happens. But, if there is an opponent, they suddenly are filled with the helium themselves. This causes them to float upwards, and if they are close enough to the end zone, causing them to lose a stock, floating helplessly into the sky. Attacking someone while they are temporarily balloonified will do 10 extra damage and more knockback than usual. Howev,er it is very hard to hit with this, as it has quite a lot of warning lag.

Down Special / Transmute Weapon
This move can only be used on the ground, and is used to give Wrath a weapon. Having a weapon makes him unable to use his Smash Attacks, but gives him access to his Aerial Attacks. Wrath bends down and touches the ground with one hand, quickly transmuting the material on the ground into a blade that extends out in place of his arm. This takes about half a second, and it's a roughly-formed blade, about three-quarters as long as Marth's Falchion. Depending on the material of the ground, Wrath's blade will be slightly different.

  • Wood Blade - Wood isn't a commonly-found substance on stages, mainly only appearing on stages like Smashville and Jungle Japes. However, all pass-through platforms will also grant Wrath a wooden blade, as well as plant-based platforms (like Distant Planet's). The wooden blade is the quickest of the blades, and won't cut anything off of Wrath's movement abilities, but also deals the weakest damage and knockback, and will break after dealing 30% worth of damage.
  • Stone Blade - All stone or dirt platforms, such as the main platforms of Battlefield or Melee's Yoshi's Island stage, will give Wrath this rocky blade. This can survive until it deals 60% damage, but slows Wrath down a little when dashing and decreases his jump height by the slightest amount. Additionally, he can't swing it quite as fast as the wooden blade. However, the damage it deals is greater, so it's a pretty fair trade-off.
  • Metal Blade - The metal blade is given to Wrath by surfaces such as the body of Lylat Cruise and the battlegrounds of Pokemon Stadium (in normal mode). This is a heavier blade that hinders Wrath's dash and jump even more, and is harder to swing, but deals more impressive damage and knockback, and never breaks!
  • Two Dimensional Blade - All stages with unusual surfaces, like Warioware micro games, Hanenbow and Flat Zone 2, and the arcade themed stages of 75m and Mario Bros give this blade. It appears to be 8 bit, and is red and blue. It is probably the oddest of the blades, due to the fact that it is two dimensional. It does much less knockback than the other blades, almost none, but 10 more damage. It also makes you a bit lighter, enhancing your jumps and speed. It breaks after doing 100 damage. It is also very quick, second only to the Ice Blade.
  • Ice Blade - The rarest of blades to be able to transmute, this can only be gained on stages like the Summit and Pokemon Stadium 2 (in ice form). This blade can only deal a single hit, but is quick and light, not hindering Wrath's jumps or dash, and swinging at a very fast speed. It also has a 20% chance of freezing the opponent as it hits.

Notes: Using this on ambiguous platforms, such as Final Destination (metal/stone) or houses in Onett (metal/stone/wood), the material transmuted is random between the available options. This contributes to versatility, but also forces Wrath to adapt a little depending on what he gets.

Additionally, note that all moves from here on that employ Wrath's blade (or the platform's material) will state damages, speeds, etc. for the Stone Blade (or a stone/dirt platform). The Metal Blade deals 5% extra damage and slightly better knockback for each hit, but is significantly slower. The Wood Blade deals 5% less damage and decreased knockback when it hits, but is much quicker. The Ice Blade has the same damaging power as the Stone Blade, but is very quick and breaks easily. The 2D Blade deals 10% extra damage but far less knockback, and is exceptionally quick.


Standard Attacks

Neutral Attack / Bite
Wrath opens up his mouth, displaying his carnivorous teeth for a moment, before snapping them shut while lunging forward a short distance. Anyone caught in the bite will be stuck, their legs waving madly while the rest of their body is contained in Wrath's temporarily over sized head. The original bite does 6 damage, but by pressing the Attack button, you can add an extra few before they escape. Each press of the Attack button does 1% damage, and you can usually manage 3 or so before they get out. This has pretty bad lag at the end, and about the range of the Wario Bite. If you only graze the opponent, they get only 2 damage, but more knockback, and you get less lag, while if you bite them fully they get no knockback at all, but you get lots of lag.

Forward Tilt / Tentacle Wrap
Wrath transmutes his arms to form tentacles that he reaches forward with in an attempt to grab. Opponents within about the range of Zero Suit Samus's grab will be wrapped in the tentacles, after which Wrath will quickly sling them forward. This deals 8% damage and okay horizontal knockback, with moderate startup and ending lag. Note that this behaves like any other grab, ignoring shields and such.

Up Tilt / Cannon
Wrath touches his arm (the one he doesn't transmute via his Down Special) to the ground, and it transforms into a cannon, then turning it skyward. He pauses for a moment, and then a cannonball about the size of Kirby shoots out at very high speed (about the speed Sonic moves upward at when he uses his Spring Jump), going all the way up until it hits a character, a wall, or goes off the end zone. If it hits a ceiling, it explodes, and anyone hit by the Bowser sized explosion receives low knockback and 5% damage. However, if an opponent is hit by it, they receive high knockback and 12% damage, but the explosion is much smaller and is unlikely to hurt anyone. This has very high starting and ending lag, but can be a worthwhile KO move and pretty good damager as well. The ball can be forced to explode as though hit by a ceiling if it is hit by almost any attack, as it has terrible priority. After the move has finished, Wrath returns his arm to normal.

Down Tilt / Mouse Attack
The mouse Wrath was playing with before he found out he was a homunculus scurries out from behind him. It runs forward, until it disappears at the ledge. Anyone hit by it will take 2% damage, but also fall backward, allowing the mouse to hit them again and again until it hits the edge, and they find themselves hanging from it. It has no lag, due to Wrath not actually doing anything, and the mouse is about the size of a Pikmin on it's side. The mouse can be picked up by a skilled player and thrown, for 5% damage, although the mouse can only be throw once before giving a loud squeak and vanishing in a puff of green smoke. Only one mouse may be present on the stage per Wrath at a time.

Dash Attack / Transmuted Regurgitation
If Wrath hasn't absorbed any projectiles with his Neutral Special, this functions like a dashing version of his Forward Tilt, the same way that all grabs can be performed while running, with all properties similar.

If Wrath has absorbed any projectiles, he'll pull the latest one from his chest, reaching in with one hand and dragging it out as he runs, and then throw it forward. The projectile will have the same properties as it did when its original user fired it, including things like Samus's missiles homing in and Pit's arrows being able to be steered. Wrath suffers a fair amount of startup lag as he begins this move, during which he'll keep running, but there's not much ending lag.


Smash Attacks

Wrath requires his arm to be normal (not transmuted) to perform his Smash Attacks.

Forward Smash / Clubbing Arm
Wrath charges bent over with his hand on the ground behind him. As he releases his charge, he forms a club in place of his arm out of the material on the ground (properties are determined similarly to the blade of his Down Special), swinging it in front of him. The club covers only a short distance, but deals an impressive 18 - 28% damage, with great diagonal knockback. If Wrath hits with this move, the club will shatter upon impact, freeing his arm to a normal state. If he misses, however, he becomes restricted to using only this move until he strikes something with it to break the club! Further uses have reduced startup lag, since Wrath no longer has to perform the transmutation. The normal swing has moderate lag on both ends, whether it connects or not.

Up Smash / Blockade
Wrath places his hands on the ground, as two barriers, made of the platform's material, shoot up on either side of him, about half of a Battlefield platform's length away. If there is no ground there, the barriers won't shoot up. This attack has moderate startup and ending lag, and the barriers (about as tall as Ganondorf) will deal 6 - 18% damage and great upward knockback as they quickly shoot up. These barriers remain, and can take 20% damage before breaking (40% for metal, 10% for wood, 1% for ice). Wrath can create as many of these as he wants in a match, but they'll block his own hits as well, so beware of setting up too many.

Down Smash / Spire Stab
Wrath shoves one hand deep into the ground, as a needle of stone(/metal/wood/ice) stabs upward diagonally from the ground. It starts right in front of him and stabs about the height and width of Bowser, and is quite thin. While Wrath suffers moderate startup lag for this move, the needle is quick to shoot out, dealing 14 - 24% damage and pretty good diagonal knockback. This move has some ending lag as Wrath retracts the needle and then pulls his hand from out of the ground.


Aerial Attacks

Wrath requires a transmuted arm to perform any of his Aerial Attacks.

Neutral Aerial / Material Ball
Before delving into the specifics of this attack, it's important to understand how Wrath's blade-based Aerials work. Every one of them is an "automatic combo" move. In other words, each attack has multiple parts or hits, each of which will only be performed if the combo part before it is successful in hitting an opponent. For example, in a three-part combo, the first hit is performed with the button input. The second is performed only if the first hit (the ending lag from the first becoming the startup lag for the second), and likewise for the third with the second.

Now, onto that Neutral Aerial. Wrath begins with a backhanded slash, crossing his arm over his torso for moderate startup lag and then slashing viciously, dealing 7% damage and flinching knockback over a decent range. With his arm now held behind his back, Wrath quickly performs the second hit, a driving kick with his leg (deals 5% damage and flinching knockback again) over the same range, as he simultaenously regrows his normal arm, forming the material of his blade into a roughly-formed ball, about half the size of Kirby, in his hand. If he connected with the kick, he proceeds to throw the ball at his opponent. This acts like a thrown item, bouncing off similarly when it hits the opponent, unable to pass through and hit multiple opponents, but deals an worthwhile 12% damage with weak horizontal knockback. The ball will disappear when it hits the ground, and of course, this leaves Wrath without a blade.

Forward Aerial / Blade Burst
As with the Neutral Aerial, this is an automatic combo move, this time with two parts. The first is a simple horizontal slash with Wrath's blade, which covers an okay distance and deals 5% damage and weak knockback downward at Wrath's falling speed (so as to keep opponents in front of him as he falls). Assuming he hits with the first strike, he quickly performs the second, and more important hit. Wrath holds his blade arm in front of him and quickly concentrates, forcing the blade to shatter forward. It explodes into precisely 20 small pieces, which shoot forward and over slight angles upward and down, potentially going about the distance of a single Fox Illusion. Each shard deals 2% damage and flinching knockback. With your opponent close enough, you can accumulate a lot of damage like this. Note that after use of this attack, Wrath will regrow his natural (or unnatural, if you will) arm, losing the ability to use Aerials.

Backward Aerial / Fury Spin
This is a simple, but potentially powerful five-part combo. Perhaps predictably, Wrath spins around, slashing his blade to the back over a decent range, dealing 5% damage and flinching knockback. Until reaching five, for each slash he connects with, he'll perform another, with little lag in between. Note that even the final slash only deals flinching knockback with its 5% damage, so it won't clear any breathing room for you. This move has moderate startup and minimal ending lag.

Up Aerial / Power Flip
A three-part combo with a deadly, but hard-to-land finisher. Wrath begins by arching his back and slashing with his blade, supporting the swing with his other hand firmly on the blade's base. This has a slighly larger range than Meta Knight's Up Aerial, since Wrath's blade is longer, executing slightly slower with a bit of startup lag. This deals 8% damage and flinching knockback. If Wrath hits with this part of the move, he'll quickly finish the backflip with a powerful kick of his legs, which deals another 8% and flinching knockback. Finally, after Wrath has finished flipping around, he'll deliberately shove his blade directly upward in a stab like Marth's Up Smash. This part of the combo is a little slower than most, so enemies have a good chance of escaping before it lands, but someone unlucky enough to stand in the blade's way at this point takes 20% damage and pretty good upward knockback.

Down Aerial / Shaken and Stirred
Wrath begins this three-part combo by reaching downward in an attempt to grab an opponent. This has short range and some startup lag, but if he grabs, he'll stall in the air to perform the rest of this deadly combo. Wrath then proceeds to shake his opponent violently about, dealing 1% of damage every quarter-second. After one second, if the opponent hasn't broken his grip, he'll release them with that hand and continue the combo, hacking repeatedly with his blade for four hits (you can't escape the combo between these hits) that quickly deal 4% damage each. After this, Wrath suffers moderate ending lag as he falls normally. His opponent receives a lot of hitstun from that last attack, so he's not too punishable, but they won't receive any knockback.


Grab and Throws

Grab / Legchoke
Wrath grabs the opponent normally, with his free hand if he has a weapon, but upon grabbing, quickly clambers up them (if necessary) and wraps his legs around their neck area from behind for a more secure grip. The initial grab has average properties.

Pummel / Fists of Fury
Wrath performs powerful sideswipe punches to his victim's head, alternating fists for multiple uses. Each hit deals 3% damage, and this can be repeated rather quickly, making Wrath's Pummel a very useful and powerful one. With a weapon, Wrath's repetition rate is halved, since he'll only use one fist.

Forward Throw / Fused Swing
Wrath's drops down in front of his opponent and sticks his arm into their body. He then spins around for a second, until his arm glows as he unfuses with the opponent, sending him or her in a random direction. This does great knockback, and 11% damage, but has lots of ending lag, so it's easily punishable if your opponent is at low damage.

Backward Throw / Push Kick
Wrath leans forward, kicking off his opponent's head to propel himself forward. The opponent flies backward a short distance, taking 8% damage and weak knockback, as Wrath jumps forward roughly the distance of one rolling dodge, still in the air. The main use of this Throw is to perform a standard Throw without gaining a weapon, should you want to do so. It executes quickly, and deals a little damage, while not giving Wrath a weapon. If he has one already, he'll keep it.

Up Throw / Dropping Slash
Wrath leans backward, releasing his legs from his opponent's neck and performing a quick backflip. As he lands, he slashes upward with his blade (he must have one to perform this Throw), dealing 10% damage and okay upward knockback. This can be Wrath's most powerful Throw, but it requires a blade to be performed.

Up Throw / Petrification
If Wrath does not have a blade, he has an alternative Up Throw. Wrath pushes his ha d into the opponent's head, and they transmute into a statue of stone. He then jumps down and quickly throws them up into the air, where they go about as high as the average jump. They then fall back down, and shatter, before reappearing back in one piece. This does 5 damage and no knockback, but inflicts the dizzy effect upon the opponent, and so is a great combo starter.

Down Throw / Driver Transmutation
Wrath leans backward, his weight pulling his opponent to the ground. Wrath turns his torso around as they tumble backward, slamming his hand to the ground as his victim hits and performing a quick weapon transmutation like in his Down Special. His foe only takes 4% damage, ending up lying on their back, but this is a great way to get Wrath a weapon if you don't have time for a standard transmutation, as this Throw executes surprisingly quickly.


Situationals

Ledge Attack / Tentacle Haul
Wrath turns his arm(s) into tentacle(s) as he does in his Forward Tilt, reaching up to try to grab and opponent. This has a similar range to his Forward Tilt on the ground, and if he grabs and opponent, he'll quickly pull himself toward them, kicking them in the face for 7% damage as he jumps into the air. At this point, he turns his arm(s) back to normal.

Ledge Attack (100% +) / Spin
Wrath climbs up quickly, standing on his hands (or one if he has a blade). As he does this, he begins to spin, his legs flying over his head in a wide spread. He performs a quick potential four hits with his legs, each of which deal 2% damage. The final hit deals better knockback, though nothing impressive, just to clear Wrath some breathing room during the somewhat long ending lag as he stands up.

Get-Up Attack (Without Blade) / Blade Formation
Wrath touches an arm to the ground as he stands up, forming a blade as he does with his Down Special. This is a good way to gain a blade if your opponent is constantly laying the smackdown on you, as it works from the front or back, or from a tripped position.

Get-Up Attack (With Blade) / Upwards Stab
Wrath performs a stab upward, turning onto his back first if necessary. This has a somewhat short reach, but has great priority and deals 10% damage and pretty good upward knockback. Additionally, Wrath does not stand up after using this attack, so it can be repeated. Moderate startup and ending lag.


Final Smash

Final Smash / Gatling Arm
Wrath pulls a dozen or so guns from behind his back, transmuting them into his arm quickly. He can press the Attack button to shoot rapid-fire rounds from the twelve-barreled monstrosity extending from his arm. This is strictly a damaging Final Smash, but a very good one. Wrath's fired bullets spread about as wide as the flames from a Superspicy Curry, but travel infinitely, dealing 2% per hit, with flinching knockback. He can hold the gunfire as long as he wants, and can run and jump as he keeps firing, essentially allowing him to run up to and trap opponents in the barrage of bullets. About 10 bullets are fired a second for 5 seconds, after which Wrath's arm transmutes back to normal and the battle continues. If he presses B, he shoots out a larger, slower, but more powerful bullet that he can not rapid-fire, but that does 20 damage. This bullet also has a slight homing effect, and the explosion is quite large, able to damage multiple foes. He can only fire 3 of these, so use them wisely. Note that Wrath is also invincible for the duration of his Final Smash.


Taunts and Victory Poses

Up Taunt / Wrath of Wrath
Wrath snarls, baring his teeth for a moment and glaring at the nearest opponent. He can cancel out of this taunt to attack at any time, making it completely incapable of being punished like most taunts.

Side Taunt / Child-like Tendencies
A mouse crawls out from behind Wrath and up his leg. Wrath bends over to pick up the mouse, looking curious, but the mouse scampers back down his leg and behind him again, out of sight.

Down Taunt / The Red Stones
Wrath pulls a handful of red stones from behind his back, quickly devouring them.

Up Victory Pose / Loser's Limbs
Wrath turns toward the losers, his eyes clearly on one of them (selected randomly for multiple losers). The screen then fades to black briefly. When we see Wrath again, he's sporting his victim's arms and legs in place of his old ones. The victim, now a torso lying in the background, is no longer performing their Loss Pose, stumps appearing where their limbs once were.

Side Victory Pose / Confidence
Wrath scoffs at his opponents, "Ha! I knew you wouldn't last long!"

Down Victory Pose / Something Like Human
Wrath walks onto the screen, his normally-malicious eyes appearing innocent and childlike. He finds a red stone on the ground and, looking curious, picks it up and eats it. A moment later, Wrath's eyes dilate, turning a darker shade with a red hue, suddenly looking as menacing as ever as he grins widely.

Loss Pose / Child at Heard
Wrath sits on the ground, weeping bitterly and occasionally crying out, "Mommy!" If Sloth is also among the losers, he'll appear hugging her instead of sitting on the ground.


Playstyle Summary

Playstyle / Predictable Versatility

Wrath's greatest strength is his versatility. His greatest weakness his predictability. Wrath his a heavily versatile character, capable of intense damage-racking and with reliable KO moves as well. Unfortunately, these are all rather predictable, as he has to be in one form or the other to perform his best moves in either category.

Wrath's Specials are his all-purpose moves. His Up Special recovery and Neutral Special defense are always available to him, and his Side Special damage-racker doesn't change when he has a blade either. His Down Special, of course, is his method of transformation from non-blade to blade attacks, critical for any match.

You'll want to start off a match by getting a blade, too, as it gives you access to Wrath's heavy-damaging Aerials. Use the Backward and Down Aerials for lots of damage before finishing off the damaging phase with something like the Neutral Aerial, which will relieve you of your blade automatically. If you have a Wooden or Stone blade that's liable to break, make sure you keep things close to the ground where you can easily produce another.

Also among your damagers are your Standard Attacks, the Down Tilt and Up Tilt in particular. These are more all-purpose moves like your Specials, which you can always use, regardless of whether or not you possess a blade.

After damaging and getting rid of the blade, proceed to your Smash Attacks. These are your most potent KO moves, all having sufficient knockback to score KOs at normal KOing percentages. Use your Up Smash for defense against opponents attempt to usurp you, and work around them for hits with any of your Smashes, including another Up Smash (since the Up Smash happens away from Wrath, you can easily raise another powerful barrier on the other side of one you've already set up.

Wrath's Throws are more versatility in and of themselves, providing a multitude of options. Wrath can simply perform natural, damaging Throws with his Forward Throw or Backward Throw, perform a powerful blade attack with his Up Throw if he's got a blade, or gain a blade while dealing a little damage with his Down Throw. This is especially critical if your opponent doesn't give you the time to pull off a Down Special.

In short, damage first, then KO. It's a strategy all characters have, but Wrath's especially good at both, being unfortunately predictable about switching between the two. Work around that with a little mixing, and you'll be on your way to greatness!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
So many good movesets, so little time...

Whatever happened to advertising period?
Since last contest, abolished. You're free to advertise other people's movesets after the contest ends, but it's been officially fused with the voting period and there isn't really that much point to it. With a handy list in The Abyss, it's easy enough to go over all the movesets in the contest, after all.

So, Unown. Unlike a few others, I do love the organization; it's so uniform and so fitting to character, although I would've liked to see some conservative use of black font. The moveset itself is very interesting, because, after all, you didn't have much (anything) to work with. I don't think the use of real Pokemon attacks here was advisable, because as Unown only learns one anyway, making up your own attacks would've made more sense; all the same, you've got some really cool implementations of some pretty strange Pokemon moves in there, so kudos on that, kits.

And then Prinny, as promised. I don't see what you're saying about the organization; I really like this one, too. The shrinking font headers are so simple but so cool that I wonder why no one's ever done anything like that before. The attacks themselves are full of gems, although many of them are a bit heavy detail, y'know? It shows that some of them were thought up and written when MYM 5 was just beginning, with traces of the still-fresh detail movement lingering in the descriptions. You can tell somewhat that it was rushed, but not as much as you seem to think, MRG. Most of the attacks are really very interesting and certainly this moveset was worth the read. Nice job!

I've given Wrath a skim, and I'm afraid I won't find the time to give him much more that, what with my lack of interest in yet another FMA alchemy-based moveset. From my skim, the transmutation mechanic seems pretty interesting, but the actual attacks feel disjointed and the overall playstyle a bit weaker than I'd expect. Good job on individual attacks, though, as many of them are quite cool.

@ mrg: Sorry, man. If you've read enough movesets, maybe? Since you're active in the chat...

EDIT: Also, as a reminder, the contest ends at midnight GMT! You have only SIX HOURS LEFT. Ignore what I said earlier. Kibble's fault.

@Kris: AWOL is absent without leave. You can't vote for yourself. You can't see the number of votes, only the Sins can until the results go public. Trust me, it's a lot more climactic for you if you don't know where things are headed. MYM 6 is at an as-of-yet undecided date; the Sins or whatever we're going to be called need to talk it over in SC.
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Whats AWOL? and yesh I can votes can i votes for my self. Also we should vote on being allowed to see the amount of votes on each set no? When is Make your Move 6 going to be? Lol 1 month after this one ends?
 
D

Deleted member

Guest
AWOL = one who is absent without leave. Just wanted to clear that up.

I'll be commenting on Prinny and Wrath a little later.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
I've given Wrath a skim, and I'm afraid I won't find the time to give him much more that, what with my lack of interest in yet another FMA alchemy-based moveset. From my skim, the transmutation mechanic seems pretty interesting, but the actual attacks feel disjointed and the overall playstyle a bit weaker than I'd expect. Good job on individual attacks, though, as many of them are quite cool.
Thanks! But what do you mean, disjointed?

And yay! I'm eligible for voting.

I won't bother commenting on the moveset, my comments suck anyways, but I will say that Cutesy was an amazing set and will most likely get a SV.
 
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