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Make Your Move 7 - It's Over, Nothing to See Here

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darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Im new to posting at this board but I have followed MYM since the very first one. I was wondering if any body would be willing to help me with ideas for a moveset and technical things such as BB coding?
Welcome to MYM! The best place to look for where you need to work on and improve would be to just go ahead and write that first moveset, and improve from there. A lot of people here will be glad to offer criticism and support.

I'd suggest that you look at some good movesets that we've had already this contest and use them to get some ideas.

http://www.smashboards.com/showpost.php?p=9571385&postcount=700

  • This is Hyper_Ridley's Arbok set, and it demonstrates a lot of good qualities a moveset should have. It has a strong organization, creative moves, and a good playstyle; in Arbok's case, the playstyle focuses on using poison damage to discourage stalling, and supplements this concept with other moves.
http://www.smashboards.com/showpost.php?p=9436804&postcount=616
  • This is Agidus's Sheep Man moveset, and it also has a lot of strengths. It focuses on using clouds to shoot electric bolts to control the opponents placement and power Sheep Man up for his stronger moves, and uses other moves to tend to the clouds or use them in attacks. Agi also used image editing software to diagram some of his attacks, although that's more of a bonus, and not expected of anyone.
http://www.smashboards.com/showthread.php?t=256788&page=50

  • Finally, this is my own recent Harbinger moveset. It uses a Special Mechanics of summoning minions to help him fight, and if Harbinger is KO'd, his minions will bring him back to life. It's a tad complex, but has a core playstyle focusing on defending the minions and making sure they can bring him back to life later.

These are all good movesets and might help you start getting some ideas flowing for your own moveset. You can also click the QUOTE button at the bottom of both movesets, and it'll quote the whole thing in the advanced post screen. You can see what kind of BBCode that they used, to help you understand it.

BBCode takes some getting used to, but it's pretty easy once you get the hang of it. The buttons at the top of the reply screen will add BBCode around whatever you have selected. If you select a certain portion of text and click the bold button, for example, that section of text will be bolded. You can stack these text effects, and most do, to create big headers and such.

Good luck, and welcome to MYM.
 

Neherazade

Smash Journeyman
Joined
Apr 5, 2009
Messages
359
Location
Gensokyo.
Bad set? Junahau... how do you do it?

To be honest, I was afraid that the slimoss was the only character (lol jokeset) at first... but as I saw the interactions between the slimoss and the omnoms... I began to like the set more and more.

While the set seems ridiculously... how you say?... Un-smash. It is also a great mechanic, and the interactions between species is rather interesting. Granted, it is a pain to read the whole thing... and some features (like mana) seem a bit tacked-on... but all-in-all your Ecosystem set is ffaaaaaaaabyuulaaaaaaaaaaas!!!

I wonder if there is some special "smash mode" that could be developed for this character/mechanic? hmmm... or if another character sharing this mechanic would be possible... mountain species? nah. Just me thinking out loud.
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
@Koppakirby

Dr. Mario Remix was pretty good. The pill mechanic was interesting, although I would have liked to see it incorporated into the set more. Also, the detail about things like priority and speed was somewhat lacking. Would it not be possible to use the Up Aerial for an infinite recovery?

Everybody, raise your hand if you can read this. Then post and tell me if you raised your hand.

EDIT: Should look like this (Screenshot):
I raised my hand. Now what?
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Ok Junahu. I actually enjoyed the moveset. I really enjoyed the idea of creating an entire environment to fight the opponent.
Although I think that you misjudged how powerful the moveset is. I mean even though the first stock would be very hard to win the next two would still be powerful. Also Slimoss would be much stronger because they are so small. I mean There are only a few attacks in an opponent repitoire that would actually hit slimoss, so thats a plus.
Next I think that on smaller places the stage would be crowded very quickly. Just saying
Wouldn't they know which one you are if you keep saying to disguise yourself as the AI because they know the original one?
Overall I really enjoyed it. SV. if i have votes. haha


Why does everyone make sets that is not able to fight themselves?
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
SLIMOSS

^Is that what we’re going to call the moveset by? It might make more sense to call it ecosystem or food chain or something or other. Or perhaps something like “X’s” minions.

Definitely a large departure from your usual. Blatantly unsmash set with an impossible learning curve that’s garbage tier in regular brawls with a keep dashing dash attack. Oh, and the first person writing style is actually villainous and not female for once. . .Which is actually quite a good thing. Outside my blatant bias, you definitely get much more into the writing style here rather then just generically writing in the first person as all those females. Easily outclasses anything you’ve done in that regard (And it never gets in the way, which is typical for this sort of thing) and makes this massive page turner of a moveset fly by at unimaginable speeds.

But anyway, onto the actual set. While you constantly refer to it as so insanely complicated, I honestly don’t feel it’d be that much of a chore as you’re making it out to be, what with the very limited movesets they all posses. Lizardman’s the only one who comes close to having a functioning set. You made this blatantly unsmash idea considerably more intuitive then I’d expect. Granted, there’s a lot to keep track of and keep in check, but it does seem somewhat playable for a MYM set.

I was talking about unsmashness because I was trying to figure out why you dislike this set when it’s as amazing as it is. Obviously it’s ridiculously creative, but there’s also a massive amount of flow, particularly in the superb way the moveset’s presented and everything flows into the next part. . .The only real problem I have with the thing is that it flows a too much for it’s own good. Pretty blatant flowchart playstyle. Granted, I wouldn’t exactly be looking for something different every game playing this “character”, seeing so much is going on that it’s hard for an experience like this to get old, and a lot more adapting is required here then with the typical flowchart playstyle. Not to say that it’s not an issue, though. . .

I remember you saying that this set would be geared for CTF play, though that just seems to be an escape to let such an insanely blatant trap character be viable in some form of play rather then pretend it can function in Brawl. Your attempt at making Slimoss stand out from the rest of the trap characters by expanding beyond the base doesn’t particularly sound like something Slimoss could do better then anybody else, especially considering the Slimosss player has to constantly keep the whole thing from falling apart on itself. If anything Slimoss would be rather poor at this. . .

Assuming this is an OC set, what possessed you to make one of the members of this disgusting vore chain a fairy girl thing?
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
From Kat, hi Madarabuu and welcome to Make Your Move. Like yourself, when I joined MYM I too was inexperienced at posting. If it hasn't been suggested by any of the other MYMers, take it from me: make an account on Photobucket. It helps when it comes to getting that mandatory image of your character for the set you're making. And believe me, if you're making a set for a character and happen to stumble upon a great image, you won't regret creating a Photobucket account. Of course, this takes time but like most things in MYM experimenting is the best way to learn.

The concept of BBcoding is good like DM suggested, but at the bottom of the page you can select this
http://www.smashboards.com/misc.php?do=bbcode
to learn how the BBcodes operate by heart. It may not seem as effective, but in terms of quick reply, it can be better than constantly clicking on go advanced.

Don't worry, you'll get the hang of it the more you particapate.

--------------------------

Now don't ever comment on posts that are more than 3 pages back. EVER.
Not to start an argument, but that did sound a wee bit harsh. Especially coming from you.

True, true that comments shouldn't be made about posts that were made that long ago, especially seeing that nobody will understand what you're trying to say. It's good that you're reading back over the past of MYM7, but people won't respond to those posts. In MYM, posts are usually best saved for a set or a comment on another set.

--------------------------

No seriously. I can't read Slimoss. I tried Smash Blue and Classic Blue displays, but my computer will not show a majority of the wording. I would Screencap the image and display to you guys EXACTLY what I see, but my cursed Photobucket account won't let me upload at this point. Sorry, but there's no other way.

Unfortunately, I can't judge the first set of the week (over a week now).
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
SLIMOSS
^Is that what we’re going to call the moveset by? It might make more sense to call it ecosystem or food chain or something or other. Or perhaps something like “X’s” minions.
*shrugs* for the purposes of officially labelling the set, using the game's name, "Holy Invasion of Privacy, Badman! What did I do to deserve this?", seems fine enough (yeah, it's not an OC, just a rather bad game with a cool concept and a long name). Or just "Badman" for informally talking about the set.

Glad you enjoyed the more villainous writing style, I really enjoyed writing it.

I remember you saying that this set would be geared for CTF play, though that just seems to be an escape to let such an insanely blatant trap character be viable in some form of play rather then pretend it can function in Brawl. Your attempt at making Slimoss stand out from the rest of the trap characters by expanding beyond the base doesn’t particularly sound like something Slimoss could do better then anybody else, especially considering the Slimosss player has to constantly keep the whole thing from falling apart on itself. If anything Slimoss would be rather poor at this. . .
very true. The set was rather different back when I claimed that it would work well in CTF. Back then, you weren't controlling any particular minion, so it was a lot more feasible to make and maintain seperate ecosystems on opposite sides of the stage. Basically it was going to have more of a RTS feel, with the biggest advantage being the ability to see the whole stage at once (though not any enemies/traps, except when they attack your minions).
But I found that physically being a minion made for a better vehicle for telling the "story" of building an ecosystem.

¬_¬ for some reason I forgot to mention moving stages in this set. I'd like to believe that if some of your minions get left behind, they'll stay there and multiply/eat/etc offscreen, thus poviding the foe with a bit of a shock the next time the stage returned to that point. You'd still be screwed on hazard stages like Norfair, Frigate Orpheon all of the Metroid ones.
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
Hmmmm... alt char? will this be anything like Ryuk's withdrawal form? or is it a Zelda/Shiek type form?

Anyway, I hear MYM7 is ending in around 2 weeks (correct me if I'm wrong) so we's got to finish quick!
It's sort of a power-up, but with some different moves. It also has a completely different Final Smash. The moveset's almost done, so you won't have to wait much longer. :grin:
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Mr. Badman

Well, this is an interesting moveset. Kudos to you Junahu for making something that is truly utterly original. You're playing an ecosystem; as far as I understand, there's nothing I can think of that functions quite like this, in MYM or in any game I've ever played.

I find it very weird that which monster you control is decided by being eaten by another monster. That seems rather roundabout and unintuitive, and takes away some of your control by making it possible for you to get accidentally eaten while you're trying to do something else. Sure, you can suffocate yourself out of the monster, but that seems altogether awkward and frustrating to do. Surely there could've been a more intuitive control mechanism.

Otherwise it looks like a fairly balanced ecosystem, with a human touch added, but I worry about the Lilith being too much a drain on resources; they eat Omnoms and Mana every 20 seconds; that could easily wreck your entire game. Same with Lizardmen having a tendency to fight each other; having to micromanage at such a level is likely to be frustrating.

Of course, it'd all be worth it once you managed to get a stable ecosystem going, and being able to get a dragon up would likely be a very awesome feeling.

Overall, I'm mixed about this set. It's got a lot going on, and not only is there a lot to manage, there's a lot to micromanage too, from wisp movement to vomit placement and regulating lizardman fights; it seems like you'd be spending more of your time micromanaging individual issues than you would be planning a big picture for expanding your ecosystem and introducing new species. There are also a few weird moves, like Lilith's 0% KO option, and other such abilities, that just seem like hell to balance. Of course, the very nature of this moveset makes it unbalanced to begin with, and you embrace that.

Regardless of my minor complaints, I'm absolutely wowwed by the concept, and no matter what you deserve congratulations for just doing something so crazy and unique as this. It was definitely a treat to read, and I enjoyed the set, so way to go Junahu.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Wow, Luffy really needed to quote that page-stretching image?

Just as I finished a set too, for shame....
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Grab hitboxes (that have been placed on probably every possible button input by now), Neutral Aerials that are shields, Tilt Attacks that don't do damage, projectile Jabs, Final Smashes that are just ability boosts seem pretty commonplace to me, at least.

GO JOE!
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA










Charge shot returns as her classic special move, but with some slight variations from her current version seen in Smash.

For starters, it controls just as you're used to: hold B to charge, tap B to fire a single shot. From here, there are some quality of life improvements to make you feel more at home as a ranged fighter, and as Samus: You can move while firing/charging, and angle the shot up or down while firing. Just like in her games, you have essentially free movement (cannot dash however) as well as some aiming abilities while firing, to always keep your sights on your opponents.

Another big change is the actual charge, which charges twice as fast (1.5 sec to Smash's 3 sec), yet only grows to half the size of the Smash shot. While you may lose the classic big boom of the old Samus, this way you can be more efficient when using the different charged beams and beam combos.

Samus also loses the ability to store a shot, but thanks to aiming and movement, you shouldn't be putting yourself at risk. (this can also lead to mind games if you're crafty)


CHARGED B + A: CHARGE COMBO
As mentioned above, the different beams have "Beam Combos" as they do in the Metroid Prime series. The Combo is initiated by pressing A after fully charging a beam, and either simply releasing, or holding down B to continue the attack. The combos all have special properties per beam which will be discussed in each one's section.



Quite easily the most important move in Samus' arsenal. Simply by transforming her gun's shape by changing her hand position for about half a second, Beam Swap allows you to choose not only your primary arm-cannon weapon, but the very way you play! As in Metroid Prime, the Power, Wave, Ice and Plasma beams are available to choose from. Simply hold Forward and B to switch beams in the normal order, or hold Backward after starting the animation to go reverse. You can also select the beam you wish to start out with by selecting the Arm Canon in Samus' portrait, similar to how you choose between Shiek and Zelda.


SAMUS'S NOTES
Power Beam:
The Power Beam is the default setting for the Arm Canon. It has a rapid fire capability unmatched by the other beams, and creates shockwaves of concussive force when charged.

Using the Power Beam with your other attacks makes some of them create powerful shockwaves. While good for getting the enemy away, nothing the power beam can do really leads into itself as it is all about strong, single hits.

The shots themselves look like yellow orbs of energy the size of her current charge shot, and simply grow larger with charge. While charging, the cannon exerts yellow shafts of light, and keeps it's original shape.

Firing Rate: Fox's Laser
Damage: 1-2%, low-no kb/stun
Charged Damage: 10-12%, medium-high KB
Range: Infinite​

Combo: Super Missile: The super missile combines the explosive force of your Power Beam with that of your Homing Missiles to create a truly awesome projectile.

Firing the missile takes a bit more time than firing a normal missile (about 1/3 sec), and goes just as far. What sets it apart is that it travels twice as fast, and when it hits (or reaches it's maximum distance) the super missile detonates in an explosion one and a half times the size of bowser, while doing 18-20% damage, and KB to match. As an added bonus, Super Missile does massive shield damage. If you do not power-shield even with a slightly damaged shield, you are risking a break.

While the super missile is a powerful way to end a stock, be wary of it's limited range and slow start-up.


Wave Beam:
The Wave Beam is an electrical weapon used by Samus in nearly all her outings. It has a unique ability to automatically home in on targets, similarly to PK Thunder attacks in terms of movement and speed, as well as stun them.

The wave beam is a sort of a jack of all trades for Samus, with a slight specialty in paralysis, but nothing standing out for any of her affected moves, as well as having mediocre damage, range and speed in the Beam itself. This is alleviated however by it's higher hitstun, leading to some interesting strings of attacks.

When fired, the wave beam shots look like 3 purple, wavy bolts of lightning in a triangle formation, about the size of Wolf's Blaster shot. A charged shot takes the form of a purple PK Thunder-like projectile, and the Cannon itself widens and crackles with purple electricity as you build up a shot.

Firing Rate: G&W Bacon
Damage: 3%, high hit-stun (Think: Pika's Thundershock)
Charged Damage: 10%, Paralyze ( .5 seconds)
Range: Fox Laser​

Combo: Wave Buster The Wave Buster is a continuous stream of electrical energy, that automatically latches onto any foe in range. The wave buster brings some hefty damage and paralysis to compliment the Wave Beam's almost combo-ish style.

To start, the wave beam comes out rather quickly at 1/4 seconds, and sends out a purple stream of electricity that has a reach and thickness similar to Charizard's Flamethrower. Any foe that is in reach is automatically latched onto by the beam as long as you hold down B (lasts up to 5 seconds however) and is dealt very quick hits for about 4% a second.

While latched onto a foe, Samus is free to move about, while the enemy is slowed by random fits of slight paralysis. Once you end the move, a lingering stun effect will last anywhere from 1- 2 seconds. This should give you plenty of time to capitalize.

Wavebuster is a great tool whenever you're closer to an enemy, but doesn't have guaranteed control of them as it's only a chance of paralysis while they're being shocked. It's best use would be for free damage and potential gimping if you hit a character's 3rd jump with it, as it will stop their momentum, and bring them to special fall.


Ice Beam:
The Ice Beam is the control heavy option for Samus, focusing on locking down foes and creating safe areas for Samus to work in. She accomplishes this by either slowing down or freezing opponents with the ice beam's chilling power. Many ice beam attacks are transcendent and usually cover alot of area, but don't do stellar damage.

The shot itself appears like a frosty version of the Power Beam, for both charged and uncharged versions. The cannon expands vertically while set on ice beam, and freezes over while charging.

Firing Rate: Wolf Laser
Damage: 5%, Slow, Light KB
Charged Damage: 15%, Freeze
Range: Charge Shot (Final Destination)​

Combo: Ice Spreader The Ice Spreader is very similar to the super missile, sharing all it's attributes except for moving at 2/3 the speed and the final bang. On impact with a surface or an opponent, it will detonate into a huge amount of Cryo-Spray covering a radius of 2 bowsers, and do the same damage as a fully charged ice beam shot. However, the explosion has a 50% freeze chance, and slows an opponent by 50%, effectively halving their combat speed.

Specials: Slow/Freeze Slowing and Freezing of opponents are fairly straight-forward effects. Slowing is stacked on by an uncharged shot, and by the Ice Spreader. Each hit makes the opponent literally slower in both movement and attack speed by 5% for 5 seconds and is easily stackable, with slightly charged shots doing up to 10% slow. Each hit has it's own timer however, so you cannot permanently stack ice shots on someone.
Freezing on the other hand differs from the normal smash freezing in that opponents turn into frozen versions of themselves, not just big ice blocks, and are stopped wherever they are, even in the air! Frozen opponents take no KB, receive half damage from attacks, and must button mash to escape their imprisonment. A special feature of Samus' freezing is that explosive attacks, such as missiles and morph ball bombs, do double damage as they shatter the icy coating. Another fun bonus is that aerial opponents act as mini-platforms that refresh your second jump if you footstool them.


Plasma Beam:
The Plasma beam is the most damaging option available in Samus's arsenal, being able to rack massive damage in record time with it's Burn and Melt abilities. unfortunately it lacks safety in exchange for it's damage, offering little hitstun or KB, you will be hard pressed to keep at range or even KO while this plasma beam is equipped to your attacks.

When fired, a Plasma shot is about the size of one of Fox/Falco's lasers, but is about 3x thicker with a firey coloration and glow. With charge, it gets about 2x as long and 1.5x as wide. The cannon itself grows longer and expels some flames while charging.

Firing Rate: Grounded Falco Laser
Damage: 2.5%, Burn, no KB or Stun
Charged Damage: 16%, Melt
Range: Wolf->Charge Shot (based on charge)​

Combo: Flame Thrower The Flame thrower is much like the Wave Buster in that you must hold down the B button in order to keep the stream going, yet it does not home-in like it. It operates like the other fire-breath attacks in the game, with you able to aim it as it sprays by tilting up or down. Compared to the other two, Flame Thrower has the longest range, thinnest spray, and fastest hit rate at 8% per second. However, it also decays slightly faster than the other two as well, but it shouldn't stop you from slapping on some great damage to a foe caught off-guard.

Special: Burn/Melt Much like the previous beam's effects helped with it's control aspect, Burn and Melt add even more to the damage aspect of Plasma Beam. The Burn effect is a simple DoT caused by the searing heat of the Plasma beam. This lasts for 3 seconds and does a measly 1% per second. However, you can stack the effect with each shot (as in, a fresh hit will add another dose of the effect, not extend the timer or refresh another one), making a few hits able to rack ridiculous damage (effect does not increase with charge). Melt is a less direct way of adding damage, yet is equally potent if not more-so than Burn. By landing a fully charged Plasma shot, the enemy glows red for 6 seconds, and now take an extra 1% damage per every hit received.

Combine the extra % with all the rapid hits and DoT's of Plasma beam and you could very well secure a match by landing a Melt during a good combo.




The Morph Ball now has much more utility than just a method of stalling your recovery, it is a whole seperate mode for Samus! As the Morph ball, you are about as small as Squirtle, and have similar ground and fall speeds. Along with a change to your physics you gain 4 new moves exclusive to the Morph ball mode, which can set the stage in your favor either by creating a danger-zone for enemies to approach, or to simply get some distance quickly. The transformation is just about lagless on both ends, but coming out of it does take slightly longer.

SAMUS'S NOTES
A: Morph Ball Bomb
The signature move of MBM hasn't changed much from her former smash self, aside from a make-over into a more energy-based bomb. Along with the aesthetic change, the bombs stay where they are wherever they are placed, even in mid-air, up to 3 at a time at a rate only limited to how fast you can press A. After half a second they detonate for 7% and fixed KB of about a stage builder block.

As an added bonus you can perform a "double bomb jump" by placing one bomb down, then another shortly, not immediately after, then as the 1st one blows put another in mid air so when you land on the second explosion, it pushes you to the 3rd. A bit slow for a technique, but done right it gets a tower of explosions around you, as well as an opportunity to use the boost ball from the air.


Smash: Power Bomb
The Power Bomb is widely considered to be Samus's deadliest weapon, and that is saying something considering her vast arsenal of beams, missiles and other gadgets.

Aside from Smashing A (not chargeable however), it is released the same way as a normal bomb, but it is a solid object looking similar to a larger version of her old bomb, thus does not stay put wherever you drop it like her normal ones. After it is released the bomb will begin to glow brightly for half a second, afterwords exploding similarly to the Smart Bomb in a huge flash of light, with half the radius. This has the potential to do A LOT of damage (20% average), but thankfully for her enemies, Samus can only send one out every 4 seconds.


B: Boost Ball
By Pressing B you will begin to glow a subtle orange color for up to 2 seconds, building up energy to launch the Morph Ball at extreme speeds similarly to Sonic's spin-dash attacks. Once you release, you will launch at about the same speeds for a fraction of the time (.5 to 2 seconds based on charge) and do 6-12% with light KB.

This move will be very handy for giving yourself room as you play, as it can plow past shields without stopping, as well as by most attacks with the energy field created around yourself. By holding Forward or Upwards, you can angle the launch of the initial boost to go a bit more aerial with it, possibly passing over traps, attacks, or nailing an enemy in style.


Grab: Spider Ball
The Spider Ball is a bit odd for the Morph Ball mode, as it is a system designed for recovery and direct attack of your foes.

Simply press Grab or Shield near a ledge or wall, and you will be able to roll on walls and ceilings as long as you keep moving. Stopping at any point will make you fall, and unless you are on a wall, unable to attach again to prevent stalling techniques under a stage. Using a bomb jump will boost you forward a bit, while Boost ball will launch you off perpendicularly to the surface. While this is good for adding more diversity to the mobility of morph ball, the spider-ball also allows you to attach yourself to an enemy briefly, and allow you to plant Bombs on them if you wish.




The screw attack is yet again her main mode of recovery, along side her grapple beam, making for that nigh ungimpable recovery she's been known for. It is not without alteration however, as with the loss of the Bomb-stalling due to the Morph ball mode, she can now do up to 3 Screw Attacks in a row. Each jump is only half the height of her old one, but does not put her in special fall until after the second use.

Each one does a but less damage than the Screw Attack item, and have a nice horizontal boost compared to the old screw attack when airborne. The damage potential combined with your Nair is quite impressive if you use the new-found mobility to your advantage, just be careful you dont confuse the two moves and end up somewhere you cant get back from...





JAB: CHOZO TRAINING
Samus isnt totally reliant on her Power Suit, she did get raised by the Chozo after all. Using the experience from gained from them, she executes a quick chop with her left hand to stun her foe, doing 4% damage with negligable KB, and covering an area the size of Mario in the time it takes for his 1st jab. If A is pressed again, she immediatley follows it up with a powerful thrust with her arm-canon, doing a hefty 8% and KB comparable to Ganon's jab, with similar lag.

This 2-hit move can be used for either Jab canceling into other moves, such as her Ftilt, or to make space for yourself with the powerful second hit. Just make sure you are quick enough to capitalize on the small stun from the chop to hit with the canon.


DASH: SPEED BOOSTER
Making it's smash debut is Samus' second movement boost from the games, the Speed Booster. In the 2-D games it essentially did what it says, made you run MUCH faster, and let you go places you couldnt before by ramming through special blocks.

Retaining this trait, you will glow slightly as you run 3x faster for 1/10th of a second, covering a bit more than a BF platform's length, then take a brief moment to stop your momentum. This boost does rather pitiful damage at 4%, and tiny knock back. This is made up by gaining super-armor while speeding, and thus having the ability to plow through any walls an opponent may set up to stop you, or to approach you.


F-TILT: CHOZO TECHNIQUE
Expanding from her jab, Chozo technique is also a two-part attack, with cancellation properties. The first hit is a cross chop with her cannon, covering a narrower area than her jab's downward strike, but reaching further and hitting for 6%, along with a bit more knockback. The second hit is a swift, far reaching kick forward, like a grounded version of Lucario's Fair, but doing 8% and moderate knockback.

This second natural combo of her's is much like her first, taking the same amount of time to perform fully, but with each hit being respectively stronger and weaker. A bonus feature is also that being forward tilts, they are capable of being angled up or down slightly for mix-ups, or to poke through certain defenses. A common tactic is to swap between the flight 1sts hits of Jab and Ftilt to do some up-close damage on those who dare get too close, or if you are crazy and approach as Samus.


U-TILT: CANON SWIPE
Making way for her new Usmash, Canon Swipe returns with it's new tilt input and beam specific effects. Unlike her old smash version, she swipes the cannon towards herself, not away. All other aspects are the same such as lag and range. See notes for beam-specific details.

SAMUS'S NOTES

On the Power setting, the cannon is charged with a feint yellow glow as you hit an opponent hard for 10%, killing at about 140% if you hit in the apex of the arc.

The Wave variation trades power for damage. As you swipe upwards, you leave a lingering hitbox of electrical energy in the air for a full second, doing rapid hits for usually 12%, but there is no limit to how many you can toss out at once.

Ice offers control as usual, doing 1 hit for 5%, but extending twice as far as other beams. Foes hit with this will have their fall speeds slowed as well as the normal slow effect.

Retaining the old Usmash, Plasma offers a balance between power and damage racking, as it's multi-hit explosion swipes overhead. This can do up to 12%, and the last hit can KO at high percents.



D-TILT: DRILL BLAST
One of the few moves relatively unchanged, Drill Blast is nearly the same as her Dtilt has always been, sharing all the same properties...except for one key aspect: it is no longer a kill/damage move. Drill Blast now uses it's ground blasting properties to aid Samus's defensive game by manipulating the stage in her favor momentarily. As explained in the notes, each beam has it's own form of stage control.

For those unfamiliar with Samus's Smash moveset: Dtilt has her "punch" the ground diagonally infront of her with her cannon, creating an explosion the size of kirby in front of her. The attack itself takes about the same time as Captain Falcon's Utilt.

SAMUS'S NOTES

Power Beam offers probably the most straight-forward option, having you create a small explosion at the end of your barrel for 8% and knockback that kills at around 160%. However, this explosion has a 50/50 chance of loosening the very ground below it, creating a pitfall trap! You will know if you did this based on whether soil shoots up or not similar to Charizard's Dsmash.

A more character based trap than stage hazard, Wave Beam takes a page out of ZSS's book and unloads paralytic energy onto the ground. The shockwave hits an area slightly wider than Bowser along the ground from the cannon, and will do about 4% damage with the added bonus of keeping foes touching ground still for about a second.

Using the extreme cold of Ice Beam, Samus is able to freeze an area of the stage the width of a stage builder block. Doing so, anyone who passes over has an extremeley high chance of tripping (75%) , as well as no traction to stop any built up momentum. A single ice patch lasts for 3 seconds, meaning you could spam the stage full of them, but doing so doesn't really get you anywhere.

Finally, Plasma Beam offers an offensive alternative to Ice's patch, by lighting the area in front of her on fire. This burn patch reaches to about Kirby's height, and does an impressive 7% per second with light hitstun, while lasting for 2.5 seconds.

Be wary while launching these on the field, with the exception of Wave Beam's, each of these hazards has the potential to backfire on Samus herself if she gets careless.




What is a Samus set without missiles? Trading spammability for utility, Missiles take the form of a smash attack this time around, with some neat features compared to it's previous incarnations.

The animation is fairly standard, taking the same amount of time as Charge Shot, but with her cannon held a tad higher up. After the missile is shot you go immediately back to neutral, making the attack probably the safest smash in the game. A single missile will hit for 6% with light knockback on impact that shouldn't normally KO anybody until some stupid % that nobody should ever be at. Changes from previous incarnations include more acute homing capabilities (similar to Wave Beam), slightly faster movement speed, and an extended range that covers the entirety of Battlefield.

However, if you take the time to charge the smash Samus will lean forward and hold onto the canon as a small gathering of white energy forms at the tip. This charging changes the Missile Launcher to Seeker Missiles. Seekers were introduced in Metroid Prime 2, and allow Samus to target up to 5 enemies at once, or one enemy 5 times with her missiles, resulting in a simultaneous explosion of missiles for massive damage. Seeker missiles share everything in common with a normal missile, except for every half second of charge, another missile is queued for launch. When fired the missiles will all shoot out at once in a fan-like array, and do a maximum of 30% if all connect.



Spazer Beam is a bit of an old-school move, but it has been in just about every 2-D Metroid game to date. Essentially what it allowed was for your beams to act as a spread-shot, increasing the area of effect tremendously when you went bounty-huntin'.

In Smash, Spazer Beam acts as a way for Samus to send up hell from below on her foes in the form of her Usmash. Reaching upwards quickly with her cannon, she takes no time in launching a single beam upwards for about her height and half her width. With charge however, she can go to a two beam shot for 1.5x her height, and her width, to a whopping 2x her height and 1.5x her width 3-beam shot when fully charged. The effects of the blast differ from beam to beam, but there is allways a small hitbox for 2% that knocks foes upwards when she pushes her cannon skyward.

SAMUS'S NOTES

The Power Beam, as allways, is the standard for this smash, shooting 1 shot at no charge for 12%, 2 shots at non-full charge for 7.5% each (15%) and 3 shots at full charge for 6% each (18%). Unlike most Power Beam attacks however, the Power-Spazer has very mediocre KB, killing at about 160% when all 3 connect at the barrel.

Wave Beam only does hitstun, but it does it spectacularly. Unlike the others, Wave-Spazer spreads out the beam, instead of makign multiple beams. With charge, it goes from 10, 15 and finally 20% total damage with a lingering purple lightning field extending from the gun in a cone following the range/area rules of the Spazer Beam. This is a great damage racker as it essentially keeps foes airborne and shocked for 1-3 seconds, allowing you to follow up with aerial attacks. The foe is launched upwards slightly when the field dissapates, preventing you from continually locking a shocked foe who has no concept of DI.

Ice Beam is just like Power Beam, only the shots when charged come out one after the other in the direction she is facing, instead of in unison, making the attack last just a bit longer. The damages are 10, 13 and 16% total along with slow and a very small chance of freezing the opponent. The KB is fairly good, killing at 140% if all three hit at once, one of the few instances where Power isnt the prime KO setting.

Finally, Plasma Beam's setting is both the weakest but arguably deadliest of the settings. The shots allways do 2% each with light hitstun, and will allways be max range with 3 fire balls shot. Once the fireballs reach the max height however, they detonate, raining small flares down for 1 to 3 seconds based on charge! These flares cover an area about 2.5x as wide as Samus herself, and have infinite range downwards granted you didnt fire it off in the center of FD or such. This rain of fire does a hefty 10% per second with very rapid hits doing minor hitstun once every few hits.





Last seen in Super Metroid, Samus had the option to have a reserve energy tank equipped for when she ran low on health. THis feature make's it's smash debut in the form of her Dsmash, which uses the Tank to both help Samus, and harm her foes.

To start the move, Samus takes a pose similar to ZSS's final smash, curling up and floating slightly as energy coats her suit. She will then release the energy as she does in the Final Smash, having an Energy tank float forward from her about the height of MK off the ground, and being about the size of two Pokeballs. The whole process takes as long as Falcon punch to pull off, but once out the energy tank will stay indefinatley (or until you do Dsmash again). Once out, the energy tank can either detonate on contact with a foe, as they lack the power-suit to aborb it's dangerous power (this means other Samus players can steal your Energy tank!) and do 10-30% and KB that can kill around 120%.

However, this energy is not deadly at all to Samus. In fact, if you are damaged after laying a Tank on the field, you can collect it back with A, and heal yourself for up to 20%!




N-AIR: SCREW SPIN
Easily her simplest attack, Screw Spin is identical to her item: Screw Attack, doing 10% damage and pitiful KB at the end.


F-AIR: BARRAGE
The second move retained from her Smash Self, Barrage is that awesome sweeping explosion she uses to combo into all sorts of stuff in Brawl, and gains more tricks as it moves into the realm of Beam Switching.

SAMUS'S NOTES

Power Beam is actually somewhat limiting to the move, reducing the attack down to two hits at the top and bottom halves of the arc. However, the 1st hit does 6% with ok knockback, while the 2nd does 8% with a hit that can KO around 140%! The two small explosions created by the Power Barrage also extend deceptively further from the barrel then they appear, giving a range akin to DK's Fair. The move is horrid at damage racking however, as each hit sends opponents too far away to reliably combo, as well as in separate directions to prevent both hits landing on anyone but the huge characters at 0%.

Trading power for combos, Wave Beam is the exact opposite of the Power Barrage. Instead of a measly 2 hits, it does a massive 8, leaving a lingering trail of purple lightning for 3/4s of a second (per hit). Each "node" of electricity does 1.5%, but given that they form a chain and stay out for so long, it should be no problem trapping a foe for around 10-12%

Sporting the most range, Ice Beam offers a continuous spray of ice from the muzzle of your cannon as you arc it, reaching about as Far as Ike's Fair. Unlike Ike however, hitting with the spray usually only does around 6% with some hitstun. Hitting right near the barrel however does sport a whopping 25% chance of freeze however, as a trade for pitiful damage.

Plasma Beam should feel right at home with Samus Players, as it retains Fair's former glory as it's multi-hitting explosion of firey goodness. As allways, it does OK knockback, about 12% altogether and can combo into just about any move you want.

Keep in mind that like in Smash, Samus is free to move in the air slightly while executing the attack, making landing seprate hits or making unique lines with Wave beam much more feasable.


B-AIR: SPIN KICK
Going back to her Chozo upbringing, even within the confines of the Power Suit, Samus still shows she can be quite nimble with her Spin Kick. To start, she whips her right leg behind herself with a bit of lag as she turns, dealing a decent 12% and potentially killing around 140%. from here however, she brings the leg down only to quickly extend her left in a sex-kick for about 1 second, doing 8% when it first appears, and 4% for hitting afterwards, both hits have pitiful KB, allthought the strong hit can kill at like 250% or such. This is a great defensive option as it not only screams "GTFO" with it's good Kb then Lingering combo, but in that it turns Samus around to face the foe mid-air, allowing for her volley of beams to come into play on the enemy.


U-AIR: GRAVITY BOOST
Taking an item from Echoes, Samus uses this in a manner that is a bit unique among aerial "attacks", as it is a movement tool.

Taking about as much time as shooting off Fox's reflector, Samus' jets will flare intensely, halting her falling speed and allowing her to move freely for about 1/4th of a second. Of course, hitting with the jet does about 5% and downwards knockback that will probably never kill, but the point of the move isn't to attack, but to cancel it into other aerials! During the quarter second, you can execute any of your other attacks without falling, leading to interesting strings if you went into that from canceled Up B, into an Fair, etc. You can only do this trick once before needing to touch down however as other attempts afterwords will result in a small stall to fall speed as the jets flare for their measly attack.


D-AIR: METEOR SHOT
Her second aerial to be beam-dependent, Meteor Shot offers a multitude of effects, just like Barrage. The attack itself is simple enough, having her face the fore/background while winding up, then launching a punch with her cannon directly below her (with a bit of influence to the left/right based on the side you face), lingering with it out for a bit afterwords. The move takes about as long as Ganon's murder stomp, but dividing the end lag between the wind-up and finish.


SAMUS'S NOTES

It's no surprise what Power Beam brings to the table as an aerial. During the wind-up, Samus will charge a shot at the barrel of her cannon. Once released, the energy at the barrel will be transferred directly into any foe it touches, dealing 12% and KO'ing at around 90% at stage level. However, after that initial moment (the energy will dissipate on miss) she is left helpless as the end lag comes into play. Combine that with the tiny hitbox, you have either yourself or the opponent getting their ***** handed to them (h).

Wave Beam offers something new to it's arsenal, a straight-up KO move! As with Power Beam, the cannon charges with electricity in the wind up, only to send out an arc of electricity about half a SBB downward, much like Pikachu. Also like the rat, hitting with the tip's electric "node" as it appears immediately after release will sweetspot, dealing a hefty 14% with vertical KB that KO's at 130%, the lingering arc afterwords (and non-sweetspot) hit for 8%, with a good deal of hitstun attached, making a possible 2-hits if you used Uair to follow the stunned victim.

Without a charge during the wind-up, Ice Beam offers the ultimate control option fr Samus: a guaranteed freeze! When the canon is thrust forward, she will charge the cannon for a brief moment, finally releasing the attack a good 3/4ths into the attack. However, this burst of chilling energy is as big as a stage builder block below her, making for some impressive coverage for the laggy move. This deals no damage or knockback however.

Lastly, Plasma Beam shakes things up as the only beam-swap move that has a different animation than it's counterparts. Disregarding the wind-up entirely, Samus slams the cannon downward and begins to charge Plasma's fiery shot. As she does, fire grows from the crevices of the barrel, forming a hitbox that grows larger over time, ranging from the cannon itself to about twice that range emanating from itself. Throughout the move the flames exert a steady 3% per second, and hitstun akin to the fire-breath moves, being best used with Uair to extend the coverage.





GRAB/Z-AIR: GRAPPLE BEAM
Really, what else could this be? Having the same stats as both their brawl counterparts for the most part, Grapple Beam retains it's feel it always had in Smash. That is not to say some things haven't been changed:

For starters, the beam itself is launched from a device attached to her left arm (not the cannon anymore), and as a result her Zair is a bit shorter, but retains all it's other attributes (6% damage, hitstun). Along with the change in arms, the device doesn't "whip" the beam out, but rather shoots it, making it much faster on release. The lag for missing is still intact however, making the slight speed-up not that noticeable.

As for her pummel, swapping hands leaves her cannon free to inflict some pain on her snared victims:

SAMUS'S NOTES

Power Beam has Samus going for a more low-tech method of harming the foe: hitting them in the head with downward chops of the cannon. This can be done 2x per second, and does 3%

Wave Beam offers the most damaging option for once, having Samus charge up her cannon for a moment, before thrusting it to the foe for an impressive 6% (pummel, remember) and slight paralysis. This can be done only once per second, but the stun should keep opponents within your grasp.

Ice Beam has Samus form a sharp icicle at the barrel of her gun, which she then can repeatedly jab at her foe. This can be done 4x per second, and does 1.5% per hit.

Samus's barrel morphs to a welding torch for her Plasma Beam, having her move it up and down on the opponent as long as A is tapped, scorching them for some quick damage. This is her fastest pummel, hitting 6 times per second, but doing only 1% per hit.




F-THROW: GRAPPLE VOLTAGE

Introduced in Metroid Prime 3, Grapple Voltage allowed Samus to transfer energy between herself and foes as long as she had the grapple beam hooked onto them. In Brawl, it retains it's energy conversion in the way it actually damages the foe...or yourself.

Executing the throw, Samus will shoot out her grapple beam again, with foe attached, to about it's Zair length, and hold it out straight for about half a second. During this time one of three things will happen depending on what color the beam changes to:

A Purple beam has the attack at a neutral voltage. Nothing special, just 10% damage along with hitstun similar to Zair (with the foe being a Zair's distance from you to boot). After the damage is done, the grapple beam is withdrawn as the foe is left in some decent hitstun from the energy, this is the same with all 3 variations, and this particular one has a 50% chance of occurring.

A Blue beam indicates that Samus is siphoning energy from the foe. This version deals a small amount of damage, only 5%, but you get healed for 5% in return. This has a 25% chance of occurring.

Also having a 25% chance of occurring is the Red beam, which means Samus is transferring energy to the foe. Doing so inflicts 5% damage to Samus, but in return gives it to the foe, adding onto the damage for a total of 15%!

Overall it is a very useful throw, not only does it give a good spacing option, but it can heal or do great damage as well!


D-THROW: BOMB DROP
A simple, yet effective throw, Samus slams her foe to the ground for 2% damage. While they are laying down, she will drop onto them in Morph Ball Mode, doing another 2% and plant a single bomb on their body, before rolling forward off of them, and into her neutral position again.

The throw itself is rather weak (4% total...11% when you factor in the bomb), but it does give Samus a distinct advantage over the foe in that they are on the ground as she rolls away to safety, as well as being prone to being attacked as they wait for the bomb to go off/are prone. The bomb counts towards your bomb counter if you decide to go into MBM again after the throw, luckily the animation is just long enough for at least 1 standing bomb to detonate for you to use if you planted 3 on the field.


U-THROW: GRAPPLE WHIP
Grabbing her opponent in her left hand, Samus wind them back, before throwing them outward with Grapple Beam re-attached for the length of her standard grab. While airborne, Samus will then yank the foe upwards, giving them some air time as the whip gets them to a height of about the middle BF platform, before cracking downwards, slamming them into the ground hard for 9% and vertical KB that kills starting at 160%.

As you may imagine, this throw takes forever to pull off, but that may not be as bad as it sounds. While you are whipping your opponent, they are at the mercy of the way the beam is moved through the air, meaning that they are able to land on anything you put on platforms, platforms themselves, the sides of stages if you whip them down over an edge, or even other characters! Best used in doubles or on multi-tiered stages, where the snagged character is more likely to hit more crap on it's journey, or be setup for an air strike from your team mate.



B-THROW: CHARGE-LOCK
The final beam-dependant move, Charge-Lock is also her newest move, taken striaght from Metroid: Other M! Doing a more physical manuever than her other throws, Samus will knee her vitcim in the gut, and swing the to the side in a headlock as they keel over, all the while charging a single shot aimed point blank at their head. The various shots have slightly different effects as allways.

SAMUS'S NOTES

With the Power Beam equipped, the blast will send foes spinning away diagonally upwards from you for 10%, and KB that will kill at about 180% as the force rockets the victim out of her grasp.

Wave Beam delivers a shock for 9%, then launches the foe straight above her for a set KB of about 2 SBB's. This is great for set-ups as the foe is tumbling with electric stun right above Samus, great for her Spazer Beam.

With the Ice Beam equipped, Samus will spray a coating of frost over the opponent, doing 8%, then push them behind herself as they slide effortlessly on the ground with half their traction. This effect lasts for 5 seconds, and cannot be stacked (just refreshed), and it also does 1 layer of slow on the opponent. This will be great for-keep away as any shot will now slide grounded opponents twice as far.

Last but not least, Plasma Beam ignites the foe for 9% + Burn. To add insult to injury, Samus drops the foe on the ground during this, leaving them prone to any of Plasma Beam's other fiery set-ups, such as Dtilt or Spazer Beam's rain of fire, adding to the pain.






PLAYSTYLE
Ok, now here is where all the pieces come into play. As you read, you may have come to realize that Samus has quite a few ways to rack up the damage, Control the match, AND knock out the opposition. However, she cannot do this all at once, relying on beam swapping to get the job done. This means her style swings wildly from Heavy hitter, Combo Fiend, Control Freak and Burninator all with a tap of Left/Right and B. So for simplicity's sake, I will divide this into sections detailing strategies with each beam, then with general stuff.

Power Beam:

With all this power at your disposal, you'd be hard pressed not to be able to knock out an enemy. The trick is to get them to KO percents however. Your charge shot, while fast, does pitiful damage and doesn't keep opponents at bay, charging it is also risky in that the Power Shot is not transcendent, and the Super Missile is way too predictable (if epic on hit). You will be facing alot of issues just trying to rack damage or even land your KO's with the lower (for Samus) priority and small hitboxes, which is where your standards come into play.

By mixing up your Jabs and such, you will be able to rack damage well enough, and attacks like your Drill Blast and Seeker Missiles can either trap or keep foes occupied long enough to slam them with that one blast to launch them. Morph Ball and Energy tank re your best friends here, as setting up a wall of bombs allows you to spam that Charge Shot to unstale your kill moves, and solve power's shortcomings fairly well in both hitting and damaging, but it does take alot more commitment than using Standards and missiles (you get more reward though).

In short, playing Power Only is similar to playing as Ganondorf: you have alot of power at your disposal, but it is both telegraphed and oddly packaged, without many reliable ways to use it.


Wave Beam:

Wave Beam plays a bit like all the other modes mixed, a jack of all trades but master of none. Your beam does good damager per hit, has the stun element to it, and you even have some gimping tools and the Meteor shot to KO! That said it isn't a walk in the park, as it requires alot of quick thinking to master this electric setting.

First things first, it is painfully obvious that Wave Beam works best while airborne. Try using Bthrow, or even a Powerbomb if you feel ballsy to send opponents skyward for cover. From there your best bet is to uses Cannon swipe or Spazer beam depending on their height (the latter for when they may counter attack soon) to set up a sort of "floor" for them as the hitboxes stay in the air. From here you can either use Barrage to make more walls, or simply abuse your Screw spins with all that stun going around, racking up hefty damage.

You can also supplement your ground game with your stunners. Moves like Charged Shot, Dtilt or even Wave Buster if you're lucky all paralyze, allowing you to get a grab, set up some bombs, or charge up your missiles/spazer shot. The latter can even guarantee a kill if you snag a foe's 3rd jump, or take advantage of any to perfectly space the node on Meteor shot.

However, there is always a catch: it shares many weaknesses with the other beams as it shares strengths. Your standard beam has a poor firing rate, being just faster than ice, and travels slower than the other beams, meaning good reactions spell doom for most of your ranged play. The other issue with the wave beam is the sheer skill it takes to trap foes with your electric fences, as with all the extra hit-lag, they have more time to Smash-DI out of follow-ups, making or breaking your whole game plan. That being said, once you get the ball rolling, it is very hard to stop a Wave Beam user from doing their thing...granted they can trap the foe of course.


Ice Beam:

The Ice Beam has it's fair share of weaknesses: it's terribly slow, does pitiful damage, has odd hitboxes and to top it off, it has no hope of killing as it's only option is sweetspotting a fully charged spazer beam during the odd period where all three are just out of the barrel during their sequence. Ice Beam does have one big ace up it's sleeve though, in the form of it's controlling options.

By making the foes slow down throughout just playing normally, you set yourself up to actually land these weird attacks Ice beam possesses, however your most prized of these will most likely be Barrage and Ice Spreader, due to their wide area of coverage. Once the slowdown is in place, everything seems to become easier, more moves can hit, you have more time to lay down those bomb fields or ice patches for lulz, you even can mock sonic for his now pitiful speed! But, you have to keep re-applying the slow, as opponents tend to thaw out quickly...

Freezing is your next goal with ice beam, having a few moves such as Charge Shot, Dair and even Barrage and Ice Spreader again able to freeze opponents, you should have little trouble keeping them on ice. Now it gets even more fun as Missiles get a damage boost. Launching a barrage of missiles at frozen foes can shatter them, doing extra damage, and thus extra Knockback. The trouble is to get them to high enough damage to keep them frozen long enough, as well as getting the freeze in the first place as the only guarantee is Dair, and opponents will see it coming a mile away.

Playing with the cold is alot like being hit by the cold: it's slow, it's not that impressive until alot is piled on, and you often are stuck with not a whole lot of options to KO.


Plasma Beam:
Plasma Beam is odd in that it can be seen as both the best, and worst beam at the same time. It has damage racking potential of epic proportions, it has frame traps, it has great speed, it has good range it has....alot of issues with safety.

Plasma suffers so greatly from lack of KB or Hitstun, just as Power and Wave suffer from too much. This means it is very easy for enemies to approach you and get up close, where you tend to fall apart. This means you will want to run and gun with Boost ball and Speed booster, or even Screw Attack just to keep your space while you lay down the burn. While running about, keep in mind that Drill Blast and Spazer Beam both offer a valuable asset in that they provide areas of pain to the foe, making them weary of crossing the flames to get to you. These tricks should help you out in your camp game while trying to obliterate the foe's health, but it wont fool everyone, especially speedy characters who can bypass the walls with little damage taken.

For these situations, Flamethrower is your best bet. With it's impressive reach, it can easily space any attacker, just like your Zair, but with much more damage potential. Speaking of the air, Dair and Fair both have astonishing combo-ability, with stun just enough to give you a frame advantage at just about any %, leaving you to do whatever you please to the foe! However, thats about all you'll be getting in terms of utility or knockback with Plasma beam.

Not much else to say about playing with fire, you either burn down the house, or yourself.


In general, you will want to constantly be in motion, as well as constantly spacing opponents as you set up bombs, Drill Blast attacks, or your smashes which all need to charge to be truly worthwhile. Luckily, you have plenty of tools to do the job. While each beam has their obvious flaws and weaknesses, you have Side B to cover their gaps! Having trouble nailing a foe with super missile? Freeze them or Stun them! Cant manage to finish off that guy? Trap them in electric fences or burn him! The possibilities are mind-boggling. However, some basic strategies are to mix Wave and Power beam's hitlag and knockback for potent finishing combos, and Ice and Plasma's effects together to devastate foes.

Keeping that in mind, you also have the Morph Ball to zip around the stage with. While you may be screwed if you roll offstage (or get hit off stage), on the ground you can easily bypass any approach or trap in order to better position yourself, or to simply cause havoc with your own bombs.

In the air you have your screw spins, Bair and Uair all to add to your defensive game, and recovery. Samus should never fear being gimped as long as she is wise about her Screw attack, as not even the whorenado can deal with something that clang's with it, then lasts longer! Combining Bair with Uair/double jump is also great for getting back as it not only turns you around, it boosts you back while having a hitbox present, which can deter edgegaurds, and give you prime opportunity to latch on with Zair.

Overall, Samus is a very diverse ranged fighter, with alot of tools for essentially any situation. However, she is rather weak up close compared to the rest of the cast, and cannot do everything at once, making switching tactics or modes as her as risky as they are rewarding depending on the matchup. Just be sure to keep your wits about you as the game changes, and you will be sure to adapt into the role of the universe's greatest bounty hunter.




CHANGES FROM SMASH
Samus does not change too much from her former Smash appearances. The major things to notice are her new second jump, which is the same height as her grounded jump, and doesn't make her "spin", rather using her jets once again. Her aerial DI is also increased just a bit.

Another important change is that her look has shifted from Super Metroid, to Metroid Prime, allowing one to even see Zero Suit Samus' face if you zoom in on the visor! Along with this, she loses alternate colors in exchange for a selection of various suits from her series, including some fun unlock-ables.

She also has a new feature if her Down Taunt is pressed rapidly on any Metroid stage, similar to Snake. When she does this, she will pause for a moment as her left hand touches her temple, showing holographic charts in front of her visor, which will then show the Creature Morphology easter-egg.

Anything other than this is listed in the Suit Upgrades section.



CREATURE MORPHOLOGY

By rapidly performing your down taunt on a Metroid Stage, Samus will use her Scan Visor to download data on any foe in front of her, much like Snake on his stage. The above menu will then appear, and unlike Snake, actual Data on the characters will be revealed!

Taking Yoshi as our example, the text box at the bottom will then display a bit of his background, such as the 1st game he appeared in, and the date. It will then list his "stats" (along with hidden numerical data in the background of his picture for the actual numerical values):

Weight: Heavy , Size: Medium , Ground: Fast , Air: Extreme , Range: Medium , Power: Medium.

After that, it will then scroll down and display a "strategy" for dealing with the scanned character, such as using anti-air moves like Spazer Beam or even specifics such as keeping to Wave Beam, in the case of Yoshi.

Note to MYM'ers: feel free to give a Creature Entry for future characters like Snake Codecs :p



ALTERNATE COSTUMES

Varia Suit, her Default suit and her color when on Red Team.


The P.E.D. Suit frm Metroid Prime 3: Corruption for Green Team​

Gravity Suit, her Blue team outfit.


The Dark Suit and Light Suit, both from Metroid Prime 2: Echoes, round off her standard suit selections.​



UNLOCK-ABLE COSTUMES


The Power Suit is the very first suit Samus ever wore, and is the starter-suit for nearly all her games. To unlock this suit, you must beat Classic Mode with Samus.


The Phazon Suit is the ultimate suit from Metroid Prime, defending Samus from the harshe toxin known as Phazon. To unlock, you must unlock Omega Pirate.


The Fusion Suit, from Metroid: Fusion, is the result of Samus becoming one with the last remaining metroid. To unlock, you must beat All-Star mode with Samus.







Dark Samus, the result of Metroid Prime fusing with the Phazon Suit, and the main antagonist throughout the MP series! To unlock, you must win 100 Brawls with Samus.













MISSHUN COMPRETE​

Well, I finally finished it guys! Been so many delays due to school, laziness, work, laziness, the chat...laziness, etc, etc. But here it finally is, the....wait, why do I have the feeling I'm forgetting something?


...


why is my computer glowing blu....OHSHI-










Thought I was done? What's a JOE! set without an epic, page stretching, Final Smash?

Anyways, while in Hyper Mode, Samus's suit glows bright blue with Phazon Energy as the Camera zooms in, then whips around to behind Samus's helmet. From this point on the screen will be split between the top half, which will be Normal, and the bottom half, which will be the view from Samus' visor, just like in Metroid Prime!

Your controls are slightly altered to compensate:

Up and Down to move forward and back, Left and Right to turn.

Grabbing will Lock On to opposing characters, making Samus automatically aim and follow them around.

Shielding turns you into the Death Ball.

Pressing A fires your Hyper Beam, while holding it down Charges a miniature Zero laser. Pressing B fires Super Missiles.

X and Y are still jump.​

As for changes to your moves, first one must look at the meter on top of Samus's visor, displaying how much energy is left in the energy tank to use. This bar will naturally go down, taking about 25 seconds for it to fully deplete naturally, but using attacks further depletes the bar. Every shot of the Hyper Beam dispels about 1/50th of the bar, while a charged shot (mini Zero Laser) dispels 1/4th. The Death Ball simply doubles the rate at which you consume energy. Lastly, the Super Missiles expend 1/10th of the bar.

The Hyper Beam is a sort of combination of all your beams, having the rapid fire of Power Beam, Wave Beam's homing, Ice's slow and Plasma's burn, while doing 5% per hit. Charging it to the mini-Zero laser retains these properties, but does a massive 50% damage compared to the normal shot, but lasts for 1 whole second of firing. As an added note, racking up 60% in Phazon Damage to a foe will disintegrate them, making them lose a stock.

The Super Missiles are the same as the charge combo version, yet have the firing rate of the normal missile, and homing properties. They also rack up Phazon Damage, if you feel like mixing it up while corrupting your enemies.

Lastly, the Death Ball has you roll around the floor of the stage, holding down A will have you constantly emitting a field of violent Phazon energy around yourself the size of your Power Bomb explosion. Any foe caught in this field will be paralyzed and sustain 5% phazon Damage per second, just enough to wipe out a group of foes you may catch.

Once she expels all her energy, the screen will go white, and Samus will return to normal after a brief moment of her resting on one knee.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~​

So yeah, Samus remicks is go, and now I will be off to remake Spiderman (h).​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[size=+3]Samus[/size]
I shouldn't have any need to tell you about the organisation. It will be praised by many. Haven't seen anything like what you've done before. The only slight qualm I have is that there's a tendancy to get a bit into a lot of irrelevant detail before getting to the point in the Specials. Im going to give a creature entry on my next set by the way. yay.

Not a very good comment, but it's better than nothing I suppose, especially at this time of the year. My absolute bestest favouriteset thing in the set was the image of Hypermode: aiming at Meta-Knight. Epic image makes for an epic set.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Happy now Rool!? Now my comments are
aligned!​


Samus Remicks
IRRATIONAL RAAAAAAGGGE! -not really
I'm extremely pleased that, for the most part, you avoided the traps I usually associate with remicks. You kept almost everything that made Brawl Samus fun to play, while adding a wealth of options that higher level players can use. You stayed your hand in the right places, and that alone makes me consider this the best remicks I've read

But
but,but,but,but...
There are some real misnomer attacks in here, such as D-Smash, and a lack of vital details in certain places (such as whether moving while charging is like moving with a Cracker Launcher) jarred me more than a few times.
N-air was as genuine a copout as I could imagine, not only neglecting to specify why a literal copypasta from an ITEM was a better choice than her existing Brawl attack, but also critically missing the part where you tell us whether she gains any height from the attack (¬_¬ I mean, it's IDENTICAL to the item.. right)
And I do have to lament the Neutral B. The satisfying feel of charging a gigantc ball of energy up and unleashing it at your leisure, while competitively useless, was still a literal trademark and a standout move in the midst of a casual brawl. It would have been nice if one of Samus' four beams let her charge up to her old rediculous proportions.
Speaking of rediculous proportions, since you've changed the Final Smash, where does Zero Suit Samus go? And what was the point in a hidden message structure when the Final Smash just squats there at the end like a long messy afterthought?
There are other, aesthetic changes with Samus I don't agree with, such as shooting the grapple beam instead of whipping it, but mostly those changes are in keeping with the Metroid Prime feel you were tailoring the set to, so I'll just save those complaints for a rainy day.

(WARU) Whoops, I spent another remicks comment criticising relatively small things. Bah, you're a smart kid, you know you didn't make a bad set. Right?

QUOTE="For starters, it controls just as you're used to: hold B to charge, tap B to fire a single shot"
These aren't the droids I'm looking for controls I'm used to, but whatever.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Samus Remicks
IRRATIONAL RAAAAAAGGGE! -not really
I'm extremely pleased that, for the most part, you avoided the traps I usually associate with remicks. You kept almost everything that made Brawl Samus fun to play, while adding a wealth of options that higher level players can use. You stayed your hand in the right places, and that alone makes me consider this the best remicks I've read​




But
but,but,but,but...
There are some real misnomer attacks in here, such as D-Smash, and a lack of vital details in certain places (such as whether moving while charging is like moving with a Cracker Launcher) jarred me more than a few times.
N-air was as genuine a copout as I could imagine, not only neglecting to specify why a literal copypasta from an ITEM was a better choice than her existing Brawl attack, but also critically missing the part where you tell us whether she gains any height from the attack (¬_¬ I mean, it's IDENTICAL to the item.. right)
1) Yes, moving while charging would be like moving with a cracker launcher, thought it was implied...

2) Nair simply makes you spin, the item makes you attack while jumping, it doesnt actually move you. And as it stands it is better than her current Nair, which was integrated into Bair, as it does more damage, has more priority and lasts a bit longer. As for it's cop-out...ness, how else could I honestly describe it beyond there? It is a simple move that fits thematically while upgrading a move that was poor on old Samus...

And I do have to lament the Neutral B. The satisfying feel of charging a gigantc ball of energy up and unleashing it at your leisure, while competitively useless, was still a literal trademark and a standout move in the midst of a casual brawl. It would have been nice if one of Samus' four beams let her charge up to her old rediculous proportions.
It was a sacrifice needed to make it charge faster...that and you get Power Bombs, Super Missiles and Ice spreader for "zomg" big blast mayhem.


Speaking of rediculous proportions, since you've changed the Final Smash, where does Zero Suit Samus go? And what was the point in a hidden message structure when the Final Smash just squats there at the end like a long messy afterthought?
There are other, aesthetic changes with Samus I don't agree with, such as shooting the grapple beam instead of whipping it, but mostly those changes are in keeping with the Metroid Prime feel you were tailoring the set to, so I'll just save those complaints for a rainy day.
Zero Suit is accessed by holding shield while selecting samus, or ideally from her own selection icon.

The hidden message structure was emulating the log book you get when pressing start in metroid prime, the Final Smash was outside of that.

(WARU) Whoops, I spent another remicks comment criticising relatively small things. Bah, you're a smart kid, you know you didn't make a bad set. Right?
this is becoming a theme with you and my sets.... :p
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
MONKEY D. LUFFY HAS JOINED THE BRAWL!!!



Yosha! Luffy is ready to kick som a**!


Luffy is the happy-go-lucky captain of the Straw Hat Pirates. He may be an idiot, but he's a good person with a heart of gold who fiercely defends his friends. Luffy even declared war on his entire world in order to save one of his crewmates from execution. He also has a huge ambition; Luffy dreams of finding the legendary treasure, "One Piece," and becoming the Pirate King.

With the ability to stretch like rubber he gained from eating the Gomu Gomu no mi (Gum-Gum fruit), coupled with his superhuman strength, Luffy is a formidable opponent. Electric attacks do only half the damage and knockback they would usually do..

Luffy DOES have weaknesses, though. Since he can't swim (a side effect of the devil fruit), he drowns instantly. Slashing attacks also do 1.5X the normal amount on Luffy.


STATS

Attack: 8
Attack Speed: 5
Speed: 6
Weight: 5
Defense: 6
Throws: 7
Recovery: 10

ANIMATIONS

Standing: Luffy stands around with a smirk on his face, and cracks his knuckles.
Idle animation: Luffy squats down and starts to stretch. REMEMBER TO ALWAYS STRETCH BEFORE EXCERCISING, KIDS!!
Walking: Luffy walks with his arms at his side.
Running: Luffy runs while grabbing his right arm.
Dashing: Luffy sprints with his arms behind him (like every single freaking ninja in “Naruto”).
Jumping: Luffy jumps while holding onto his hat. He jumps a pretty good distance up; He’s a shounen character, after all.
Double jump: Basically the same as the first jump.
Forward dodge: Luffy jumps, hits the ground, does a barrel roll, and then gets up.
Backwards dodge: Luffy backflips into a handstand, and jumps to his feet.
Shielding animation: Luffy crosses his arms across his chest.
Dizzy animation: Luffy bends over backwards at an angle that would kill most people. He then bends over forward, and repeats.


STANDARD ATTACKS

NEUTRAL ATTACK - GOMU GOMU NO GATLING GUN

Luffy unleashes a barrage of punches that are so fast, it gives off the illusion that he has twenty arms. Each punch inflicts 1% damage and no knockback. This attack will keep on going as long as you keep pressing the button, so Luffy should try to pin the victim against a wall for maximum damage. Since his punches have a slight curve to them, the attack can also be used for edgeguarding.

SIDE TILT - GOMU GOMU NO PISTOL

Luffy's signature move. He throws a punch that stretches for about a quarter of Final Destination, inflicting 9% damage and decent knockback. He does it while quickly yelling, "Gomu Gomu no PISTOL!" It can be charged, but not for extra damage; Luffy can angle his fist up or down at about a 70 degree angle before punching. Charging can give away the attack to opponents though, so it may be better to sometimes just use Pistol normally.

SIDE TILT 2- GOMU GOMU NO BULLET
Luffy lunges forward while stretching his arm behind him, and then snaps it back in a short-range punch. This move is also chargeable, but for the length of Luffy's leap and strength. The punch does 10 (normal) to 17% (fully charged), but has weak knockback.

UP TILT - GOMU GOMU NO PISTOL/SHOTGUN

Luffy uses Gomu Gomu no Pistol right above him, and then "twangs" his arm, causing it to hit multiple times. All of the punches combined give 10% damage with decent upward knockback. Shotgun covers an area of about twice Luffy's width, making it a good anti-air.

DOWN TILT – GOMU GOMU NO MUCHI (GUM-GUM WHIP)

Luffy stretches his leg while doing a sweeping, 360 degree kick. Opponents hit by this will be given 10% damage and sent straight up, so it’ll be a good idea for Luffy to combo with Gomu Gomu no Shotgun.

DASH ATTACK – GOMU GOMU NO FUUSEN (GUM-GUM BALLOON)

Luffy quickly inflates his body, crashing into the opponent with 9% damage and weak knockback. After that, he bounces up in the air before returning to normal. People hit by the bounce takes 4% damage with no knockback. The move has a lot of ending lag, so it’s not very handy.

THROWS

FORWARD THROW – GOMU GOMU NO KANE (GUM-GUM BELL)

After grabbing his opponent (which he can do from 1/4 the distance of Final Destination), Luffy stretches his neck backwards and then delivers a devastating headbutt that deals 9% damage and good knockback. This throw is great in terms of chain-grab potential.


UP THROW – GOMU GOMU NO FLAIL

Luffy first throws his opponent into the air. Then he starts swinging his arm around in a circle, and finally drives his fist into the unlucky victim. The punch causes 21% damage and inflict good vertical knockback.

This throw is unique because the opponent can actually escape from it by moving around the control stick, D-pad, etc. This is also one of Luffy’s laggiest attacks, so the Gomu Gomu no Flail isn’t really that useful overall.

DOWN THROW – GOMU GOMU NO TSUCHI (GUM-GUM SCREW)

Luffy’s arms twist around as he lifts his opponent into the air. Then, they quickly unwind as Luffy smashes the victim into the ground. The opponent recieves 16% damage, but no knockback. They just stick into the ground. Heh. It's funny.

BACKWARDS THROW – GOMU GOMU NO KAZAGURUMA (GUM-GUM WINDMILL)

Luffy twists his body around, and then unwinds, taking his opponent with him. Luffy finally throws the opponent, sending them flying a good distance with 18% damage. Luffy can hit the other players with his victim, causing 5% damage to both.

AERIALS

NEUTRAL AIR – GOMU GOMU NO HANABI (GUM-GUM FIREWORKS)

Luffy spins around, then quickly punches and kicks in every direction at once. The punches/kicks equal to 14% damage and decent knockback. If the person playing as Luffy can master the short jump, this aerial can become a good crowd-controller.

FORWARD AIR – GOMU GOMU NO AMI (GUM-GUM NET)

Luffy rears back while grabbing his fingers. After a delay, his fingers twist together to form a net as he ensnares his opponent. Luffy finishes the attack as he throws the trapped fighter over his shoulder.

Luffy’s finger net travels downward diagonally. Since it functions like a grab, it can go through shields. The delay, 8% damage, and weak knockback lessen the aerial’s usefulness, though.

BACK AIR – GOMU GOMU NO FUUSEN KAZE (GUM-GUM BALLOON WIND)

Luffy uses Gomu Gomu no Fuusen. Then, blowing out the air, he flys diagonally to the ground. He can control his direction on the way down, and can hit opponents with 7% damage and weak knockback. This can be used to escape from a sticky situation. But beware: Luffy can easily fly off the edge of the stage, killing himself.

DOWN AIR – GOMU GOMU NO YARI (GUM-GUM SPEAR)

Luffy claps his feet together, and stretches them down to hit any opponent under him. His legs stretch to about twice Luffy’s height, inflict 13% damage, and have a massive spiking ability.

SMASH ATTACKS

SIDE SMASH – GOMU GOMU NO BAZOOKA

Luffy stretches both of his arms far behind him while shouting, "Gomu Gomu no..." . After he’s done, he snaps them back and slams his palms into his opponent. "... BAZOOKA!!" Luffy can charge the F-smash for distance, speed, and power. During a fully charged attack, Luffy’s arms can stretch for half across of Final Destination.

The trick here, though, is where the hit connects. The F-smash stops once it hits an opponent. It doesn’t just keep on going. If Luffy’s right in front of his opponent, Bazooka deals 22 to 35% damage with high knockback at close-range. At maximum range, the affect is halved.

This smash has a few seconds of beginning lag (about as much as a Falcon Punch when uncharged), and the ending lag is huge if Luffy hits at maximum range as he has to stretch his arms back to his body. Overall though, Bazooka is Luffy’s main killing move (causing KOs at 56% fully charged at close-range), and one of his most used attacks in the anime and manga.

UP SMASH – GOMU GOMU NO ONO

Luffy stretches his leg high up into the air, and then brings his foot down on whoever’s unlucky enough to be under him. In “One Piece,” Luffy usually uses this attack to destroy marine battleships.

The attack has a very short range; An opponent have to right next to Luffy or his leg while it's in the air. Plus, the beginning lag is about the same as Bazooka. But on the other side, 18 to 29% damage is nothing to sneeze at.

The main thing about Ono is it's huge spiking potential. Opponents hit by this at high percentage will ROCKET down to the ground (or hopefully, off the screen.) This smash attack can also break shields when fully charged.

DOWN SMASH – 600,000,000 BELI JACKPOT

Roronoa Zoro, Sanji, Nico Robin, and Franky (some of Luffy’s crewmates), jump out and surround Luffy. Luffy attacks with Gomu Gomu no Pistol; Zoro slashes with his Three-Sword Style (two in each hand, and one in his mouth); Sanji uses his powerful kicks; Robin hits with her Hana Hana fruit powers, which allows her to sprout her limbs wherever she wants; and Franky punches with his cyborg fist. Their attacks cause 13 to 21% damage with decent knockback. 600,000,000 Beli Jackpot has some lag at the beginning, but nothing that severe.

SPECIALS


NEUTRAL SPECIAL – GEAR THIRD: GOMU GOMU NO GIGANT PISTOL (GUM-GUM GIANT PISTOL)

Luffy begins this special by biting his thumb. He then begins to blow air into his bones, inflating his arm. When Luffy is done blowing, his fist is now 2.5X his height. And with that size come “HOLY S***” power. Luffy swings his giant fist forward, decimating anybody in his way, giving 43% damage and high knockback.

As you can guess, this move has atrocious starting lag, so Luffy probably isn't going to connect with this much. After the attack is over, Luffy shrinks into a chibi-sized form. He can’t attack much, and the effect lasts for 10 seconds. Until then, RUN!

SIDE SPECIAL – GOMU GOMU NO SANBYAKU POUND CANNON

Zoro appears beside Luffy. Luffy starts to punch like Gomu Gomu no Gatling Gun, while Zoro positions his sword into a circle shape. After a little bit, Luffy uses a two-fisted punch made more powerful by the momentum of the other punches; Zoro unleashes three cutting waves. The two attacks combine to create a powerful beam that travels across the stage, that hits with 20% and good knockback.

The beam can travel through walls and break shields. It can easily be dodged by jumping though, so Luffy might want to use this at mid-range.

UP SPECIAL – GOMU GOMU NO ROCKET

Luffy stretches his arms to grab a target, and then shoots off like a rubber band. If he grabs an opponent, he crashes into him/her, causing 16% damage and decent knockback. Luffy can choose the direction of his arms during the beginning of the attack, much like Pikachu’s Quick Attack. He can stretch his arms for ¼ of Final Destination.

As you can expect, this is where Luffy’s amazing recovery kicks in. He has the longest tether grab in the game, and is able to recover from nearly any distance. However, due to the bit of lag at the beginning, experienced opponents can see the attack coming and quickly attack Luffy’s hands before they grab on to the edge.

DOWN SPECIAL…

ALTERNATE CHARACTER – GEAR SECOND!!!

Yes! Here’s where this moveset finally starts to get rolling!!

Luffy crouches down and starts to use his legs to pump blood into his body. His skin becomes a pink-reddish color, and begins to emit steam (from the evaporating sweat). Luffy is now faster, stronger, and overall a much worse opponent.

Overpowered, right? WRONG!! In the series, Gear Second takes away years from Luffy’s life. Being in MYM doesn’t change anything. For every second he’s in this form, Luffy takes 5% damage.

That’s not all. Below Luffy’s damage percentage is a counter that shows how time he can stay in Gear Second. Attacking enemies fills the "Gear Meter", while being hit decreases it. When the meter’s completely full, Gear Second can last for a full 45 seconds.

Luffy could use it for the entire time, but it’s not recommended. If Luffy empties the "Gear Meter, he’ll revert back to normal, take 15% damage, and be unable to move for a while. Therefore, Gear Second is best used in short bursts.

Luffy still keeps the electricity damage-reducing attribute from before, but blunt attacks now inflict normal damage.

STATS

Attack: 9
Attack Speed: 10
Speed: 9
Weight: 5
Defense: 7
Throws: 7
Recovery: 10


Most of Luffy’s moves stay the same, but with attack speed rivaling Meta Knight's, and about 4% extra damage (the names are also changed to have Jet in front of them). The moves that are drastically different are listed below.


STANDARD ATTACKS


NEUTRAL ATTACK – MEAT!!


Luffy takes out a piece of meat from his pocket and eats it, gaining 7% health. It may seem useful, but remember that Luffy loses 5% damage every second. In the long run, this really won’t help that much. Just keep on fighting.

DASH ATTACK – GOMU GOMU NO JET RIFLE

Luffy twists his arm around while stretching it behind him. He then snaps it back, punching the punching the opponent with an added spin. The opponent gets 15% damage and good knockback. In Gear Second, all of this happens in an instant.

AERIALS

FORWARD AIR – GOMU GOMU NO JET STAMP

Luffy simply kicks forward at lightning-fast speed, his foot stretching at 1.5X Bowser’s width. The kick deals 11% damage with decent knockback. This attack is one of the best examples of Soru’s usefulness. Luffy can use Jet Bazooka to send the opponent flying, quickly use Soru to follow the opponent, and finish him/her off with Jet Stamp.

BACKWARDS AIR – GRRAAAHHHHHHH!!!

Luffy quickly grabs an opponent behind him, and socks him/her in the face. The attack is powerful with 15% damage and decent knockback, but has pitiful range.



SMASHES


FORWARD SMASH – GOMU GOMU NO JET BAZOOKA

This move is just like the regular Gomu Gomu no Bazooka, except for a few details. The snap-back is a lot faster, the palms only hit at close-range, and Luffy can fire the attack off three times in a row. The first attack is the only one that can be charged, and inflicts 20 to 30% damage. The other two cause 20%, and all three hits have high knockback potential that kills at 63%. Triple Jet Bazooka = instant crowd control.

UP SMASH – GOMU GOMU NO JET KAZAN (GUM-GUM JET VOLCANO)

Luffy crouches down while charging the attack, and then stretches his leg up like Gomu Gomu no Ono. Enemies hit by his foot will have 18 to 23% damage inflicted on them, and be sent upwards with knockback that kills at 96%. The only hitbox is Luffy's foot, so this smash attack can be hard to land.

DOWN SMASH – GOMU GOMU NO JET GATLING

Luffy faces towards the screen while charging this attack. “Gomu Gomu no…” When the charging is done, Luffy jumps on his back and unleashes a volley of punches. “… JET GATLING GUN!!” The punches are so fast that all you can see are the airbursts coming from them. Luffy punches everywhere at a 140 degree angle, and at about two to three times his height (charging helps determine height and power).

This is one of Gear Second Luffy’s main kill moves, along with Jet Bazooka. It deals 20 to 30% damage, and knockback that kills at 70% fully charged. Small opponents, like Kirby or Pikachu, can still duck under the punches and attack Luffy.


SPECIALS


NEUTRAL SPECIAL- SORU

Luffy disappears and quickly reappears in front of his opponent. Although it may seem as though he teleports, Luffy actually kicks the ground ten times in an instant to go faster than the eye can track. Soru can follow an opponent for up to a quarter of Final Destination.

This is by far one of Gear Second Luffy’s best moves. He can use it to string devastating combos, recover (though not nearly as much as Gomu Gomu no Rocket), and escape from sticky situations.

SIDE SPECIAL – GOMU GOMU NO GIGANT JET SHELL (GUM-GUM GIANT JET SHELL)


Luffy inflates his bones just like before, but then transfers the power to his body, making him look like Gomu Gomu no Fuusen. Luffy then flys forward like a cannonball with more speed than Gomu Gomu no Gigant Pistol. Anyone he hits will recieve 48% damage, and be sent flying.

The main drawback other than the huge beginning lag is that Luffy doesn’t stop. Unless he hits a wall, he is going to fly right off the screen, which means that this is sometimes a suicide KO. Luffy also shrinks at the end, just like before, so he needs to RUN!


FINAL SMASHES

LUFFY’S FINAL SMASH – HAKI


In the world of “One Piece,” there are some people who possess a special and powerful kind of spirit. Those who have trained with Haki can use it to render a large group of people unconscious or cancel out Devil Fruit ablities. Luffy has this power, but is unaware of it. The only time he unconsciously uses it is in desperate situations, or when his anger is at his peak.

When Luffy grabs the smash ball, he starts panting from the battle. “I won’t… I WON’T LOSE THIS FIGHT!!” He then shouts, unleashing his Haki. Opponents are now frozen in place, letting Luffy have free reign to pummel his opponents. After 15 seconds, the Final Smash ends.

GEAR SECOND LUFFY’S FINAL SMASH – GOMU GOMU NO GIGANT THOR AXE

When Luffy unleashes his Final Smash while in Gear Second, thunderstorm clouds gather in the sky. Luffy leaps up and uses Gear Third, transferring the power into his leg. “Gomu Gomu no…” He raises his giant leg into the storm clouds, where it starts to absorb the electricity.

“… GIGANT THOR AXE!!” Luffy then brings his giant, lightning-charged foot down. Anyone under his foot is instantly crushed, losing a stock (dodging won’t work). Opponents who escape it can still be KO’d by the enormous electric shockwave created by the impact, which deals out 62% damage and insane knockback.

Luffy’s foot is half the length of Final Destination, but can’t go through platforms. The shockwave, however, can be felt through the entire stage. It's speed is about the same as Tabuu’s Off Waves, so experienced players should be able to dodge it.

SITUATIONALS

GETTING UP - GOMU GOMU NO BREAK DANCE

Luffy spins on his head while stretching his arms and legs to his sides. The limbs stretch for 2X Bowser's length on each side of Luffy. Opponents hit by his arms/legs will take 6% damage with weak knockback.

LEDGE ATTACK - GOMU GOMU NO UPPERCUT

Luffy flips up to his feet while doing a quick, stretched uppercut. Luffy's fist travels for twice his height, giving 8% damage and decent knockback. This has a decent amount of lag at the end, so opponents may end up knocking Luffy right back off the ledge.

PLAYSTYLE

Luffy’s playstyle mainly revolves around Gear Second. Most of his attacks in normal mode are powerful, but competent opponents can see them coming. Luffy will have to rely on his tilts, aerials, and throws to build up the “Gear Meter,” and use his smash attacks when his opponent is vulnerable. Gomu Gomu no Sanbyaku Pound Cannon, Gatling Gun, and Bazooka fill up the “Gear Meter” the fastest. Gomu Gomu no Rocket and Fuusen Kaze can be used to escape from opponents in order to keep them from lowering the “Gear Meter” (which is the main thing you want to do when fighting).

Luffy’s Gear Second playstyle focuses on all-out attacking in the limited time he has. He should abuse Jet Bazooka, Jet Gatling, and Soru: his three best moves. Luffy also needs to remember to use Gear Second in short bursts, in order to prevent the "Gear Meter" from running out.

If players just want to play as normal Luffy, that's fine too. He has a lot of quick attacks to start out with, and plenty of moves that can finish the opponent off. Luffy just needs to make sure that his opponents are vulnerable before using his KO moves.

MATCHUPS

LUFFY VS PIKACHU:pikachu2:
85/15: Luffy’s favor

This is murder. Just plain murder. You have to remember that lightning does only half damage on Luffy. That alone takes away most of Pikachu’s chances to win. Pikachu can use his speed to get around Luffy’s laggier attacks, but with most of his killing moves rendered ineffective, Pikachu is going to have a very hard time in this fight.

LUFFY VS DINGODILE
75/25: Luffy’s favor

Sanbyakyu Pound Cannon + Dingodile’s crystals = ****. Gear Third + Dingodile’s crystals = ****. Triple Jet Bazooka + crystals = you guessed it. ****.

Luffy has a lot of tools for mowing down Dingodile’s defense. Once the crystals are gone, all that Dingodile has left is his slow movement and attack speed. As you can guess, that means he’s screwed against Gear Second.

LUFFY VS ROY MUSTANG

60/40: Luffy’s favor

Normal Luffy and Mustang are pretty even. Both of them have powerful smash attacks that each have at least a bit of lag to them. Mustang’s fire out-prioritizes Luffy’s punches no matter what, though, so he can keep the rubber man at bay while he draws transmutation circles. However, things change once Luffy gets in Gear Second. His speed means that Mustang will have a hard time drawing transmutation circles for his biggest attacks. His attack speed also loses out to Gear Second's by far.

LUFFY VS WOLF:wolf:
40/60: Wolf’s favor

Wolf’s teeth and claws count as blades, which inflict inflict more damage than usual. This, coupled with his speed, means that Luffy will have to rely on Gear Second to even things up. But since Luffy takes a lot of damage in this form, Wolf still has the upper hand.

LUFFY VS META KNIGHT:metaknight:
30/70: Meta Knight’s favor

This fight is basically the same as before, but to a new level. Meta Knight’s attack speed is on par with Gear Second’s, and his amazing recovery will make even edgeguarding with Soru a tough job.

EXTRAS

TAUNTS, POSES, ETC.

Neutral Taunt: Luffy eyes turn sparkly as he shouts, “AWESOOOOOME!!”

Side Taunt: The wind picks up and blows Luffy’s straw hat off of his head. He quickly stretches his arm, grabs his hat, and puts it back on his head.

Down Taunt: Luffy bends over, and then yells into the sky.

Entrance: Luffy uses Gomu Gomu no Rocket to get onto the stage.

Win Pose #1: The losers are seen clapping, when two arms suddenly stretch from over the horizon and grab the screen. “Gomu Gomu no… ROCKET!!” Luffy crashes into the losers and into the screen, cracking the glass. “Oh, sorry about that.”

Win Pose #2: Luffy is seen looking triumphant and overall bada**. Then, a piece of meat attached to a fishing hook appears. Luffy chases it out of hunger.

Win Pose #3 (used in Gear Second): Luffy says, “You won’t be able to keep up with me anymore,” and then disappears.

Loss Pose: Luffy holds his rumbling stomach.

Victory Theme: “Gomu Gomu no Bazooka!”

COLORS

A red vest with black trousers. (DEFAULT)
A green vest with red trousers.
A blue vest with blues trousers.
• A purple vest with golden trousers.
• Luffy’s shirtless, wearing a large afro.


KIRBY HAT

After inhaling Luffy, Kirby gains his straw hat, hair, and scar under his eye. Kirby can use Gear Third, but with less damage (30%), knockback, and charging time.


SNAKE CODECS

NORMAL LUFFY

SNAKE: Otacon, who is this guy?

OTACON: That’s Monkey D. Luffy, captain of the Straw Hat Pirates.

SNAKE: Seems too nice to be a pirate. He’s an idiot, too.

OTACON: Don’t let your guard down, Snake. Luffy ate the Gomu Gomu no Mi, which allows him to stretch his body like rubber. He also possesses superhuman strength.

SNAKE: Rubber? Do ALL of his body parts stretch?

OTACON: Yeah, they… Awww, SNAAAAAAKE!!

GEAR SECOND

SNAKE: Otacon, did Luffy just take steroids or something?

OTACON: That’s Gear Second. Luffy can increase his blood flow by pumping blood into his body with his legs. It lets him move faster than the human eye can track, and attack at the speed of sound.

SNAKE: ….. Sounds a lot like steroids to me.

OTACON: … All right, Snake. Whatever floats your boat.


STAGE: THOUSAND SUNNY

Luffy's ship, the Thousand Sunny, joins the Brawl!!! Okay, not really. But it IS a stage! Players fight on the deck of the Thousand Sunny, which soon turns out to be no ordinary ship.

This stage is HUGE, about the size of New Pork City. The Thousand Sunny is of course surrounded by water, meaning that Luffy is immediately at a disadvantage in his own stage. Players start out on the grass field in the middle of the deck. They can climb up the ladder to the crow's nest/observatory, jump onto the lion figurehead, or fight it out on the library/bathroom dome at the end. You can't enter the rooms, though (that'd totally screw up the game mechanics, after all).

But this stage has, as most others do, hazards.

The sails will occasionally unfurl, boxing in the players. Touching them results in the player being bounced back for quite some distance. Soon, the sails will be raised, and all goes back to normal.

Sometimes, the figurehead's mouth will open up and begin to glow with energy. After a few seconds, it will fire off a massive beam: the "Gaon Cannon!" The beam covers the bottom-right corner of the screen. Touching it results in a one-hit KO, so players may want to knock their opponents into the "Gaon Cannon" in order to score a KO.

Other times, the back end will start to glow. The Thousand Sunny then fires a massive cannon downward, soaring into the sky for 10 seconds. During that time, players will be pushed back at the rate of King Dedede's inhale. This is the "Coup de Burst."
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Spamus

Spamus is a really good set, honestly JOE! I was a little suspicious, but everything comes out very nice, clean and clear. There really isn't anything to critique about her (except I'm not entirely sure about her balance) and she's got a lot going for her.

What is certainly the best about this set though is just how good a remix is. All of the good parts of Spamus from Brawl stayed; her cooler, more fun and flashy moves, and the new things you added felt like they were being added to the original set, not the other way around. Spamus has a nice sense of continuity about her, and fits in well with the original set. Her playstyle feels like the natural evolution of Brawl Spamus.

Nothing about Spamus was really amazing or jawdropping; the presentation was sleek but mildly frustrating, and I think you understate just how good she is at both damage racking and KOing. That said though, you made a really fun set, and it was a real treat from you. It's better than our Mewtwo Remix even, I'd say. So congratulations on that my friend.


Monkey D Luffy

So, you finished your set. First of all, let me say that it's clear that you put a fair bit of effort into this set; very few people put .gifs in their sets, so I'm impressed that you did. I'm glad that you've got a desire to make a fun moveset.

I'm also very impressed that you put in Matchups. Your's have a lot of room for improvement, but most newcomers never do matchups. I'm also very surprised that you've read old sets like Dingodile and Roy Mustang, and a little curious.

On the other hand, Monkey D. Luffy faces some serious problems. Don't worry though, we're all newcomers at some point, but you need to find a place to start improving from. Your organization is a bit off. Most of the time, we order moves as

Specials - Standards - Smashes - Aerials - Throws

Whereas you have it in a rather roundabout order, and it's not entirely consistent; Gear Second has the moves in practically reverse order that Gear Third did. There's also some excess BBCode lying around, you should always check to make sure that it's coded the way you want it.

There's also an issue when it comes to balance; Monkey D. Luffy is broken. I mean really, really broken. His grab game is completely insane. He can grab up to half the distance of Final Destination and has a chaingrab that does 12% damage a hit? That's massive. Although you say that the Up Throw can be dodged, you don't really explain how, and it's high damage and knockback makes me nervous about it's balance too.

To be frank, Luffy has a lot of pretty fast, high damage moves, or moves that have just way insane damage, like his Neutral Special. You also just barely gloss over the weaknesses that come with the Neutral Special; I'd like to have some more detail than that.

And more detail would be good all over the set. Luffy hits at odd angles and ranges, so if you could make it clearer how easy or how hard it is to hit with a move, or how long it lasts or takes to start or end, issues like priority, etc. would all be nice to have in your descriptions. Also, put damage and knockback into your move description; we'd all prefer to read it in prose rather than as a footer to each move. For moves that can KO, we also usually list what percentage it KOs at to better understand it.

You've got a lot of ideas going on with Luffy. Many of them are good ideas. The Down Special was pretty interesting in theory, but the fact is, you don't have enough detail on just how much stronger or faster his unchanged moves are for me to really judge it's effectiveness. Also, while him resisting electricity and taking more damage from slashing moves may work for the character, they don't particularly work for making him balanced; giving him the ability to practically ignore some attacks and take major damage from others takes away the focus on the real meat of the moveset.


Now, I know that sounds like a lot of complaining and nitpicking, but the first moveset is always a good place to get your bearings and learn how to make better sets in the future. If you can take this advice and improve from there, your next moveset will be much better.
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
Monkey D Luffy

So, you finished your set. First of all, let me say that it's clear that you put a fair bit of effort into this set; very few people put .gifs in their sets, so I'm impressed that you did. I'm glad that you've got a desire to make a fun moveset.

I'm also very impressed that you put in Matchups. Your's have a lot of room for improvement, but most newcomers never do matchups. I'm also very surprised that you've read old sets like Dingodile and Roy Mustang, and a little curious.

On the other hand, Monkey D. Luffy faces some serious problems. Don't worry though, we're all newcomers at some point, but you need to find a place to start improving from. Your organization is a bit off. Most of the time, we order moves as

Specials - Standards - Smashes - Aerials - Throws

Whereas you have it in a rather roundabout order, and it's not entirely consistent; Gear Second has the moves in practically reverse order that Gear Third did. There's also some excess BBCode lying around, you should always check to make sure that it's coded the way you want it.

There's also an issue when it comes to balance; Monkey D. Luffy is broken. I mean really, really broken. His grab game is completely insane. He can grab up to half the distance of Final Destination and has a chaingrab that does 12% damage a hit? That's massive. Although you say that the Up Throw can be dodged, you don't really explain how, and it's high damage and knockback makes me nervous about it's balance too.

To be frank, Luffy has a lot of pretty fast, high damage moves, or moves that have just way insane damage, like his Neutral Special. You also just barely gloss over the weaknesses that come with the Neutral Special; I'd like to have some more detail than that.

And more detail would be good all over the set. Luffy hits at odd angles and ranges, so if you could make it clearer how easy or how hard it is to hit with a move, or how long it lasts or takes to start or end, issues like priority, etc. would all be nice to have in your descriptions. Also, put damage and knockback into your move description; we'd all prefer to read it in prose rather than as a footer to each move. For moves that can KO, we also usually list what percentage it KOs at to better understand it.

You've got a lot of ideas going on with Luffy. Many of them are good ideas. The Down Special was pretty interesting in theory, but the fact is, you don't have enough detail on just how much stronger or faster his unchanged moves are for me to really judge it's effectiveness. Also, while him resisting electricity and taking more damage from slashing moves may work for the character, they don't particularly work for making him balanced; giving him the ability to practically ignore some attacks and take major damage from others takes away the focus on the real meat of the moveset.


Now, I know that sounds like a lot of complaining and nitpicking, but the first moveset is always a good place to get your bearings and learn how to make better sets in the future. If you can take this advice and improve from there, your next moveset will be much better.
It's all right; Thank you for being frank. You're right, Luffy needs some SERIOUS editing. Especially the throws. And the attack speed. And the weaknesses. And everything.

But if I had put his specials at the front of the moveset, it would have made things really confusing. And I did say Meta Knight's attack speed was about equal to Gear Second Luffy's, though.
 

Neherazade

Smash Journeyman
Joined
Apr 5, 2009
Messages
359
Location
Gensokyo.
Spamus

Spamus is a really good set, honestly JOE! I was a little suspicious, but everything comes out very nice, clean and clear. There really isn't anything to critique about her (except I'm not entirely sure about her balance) and she's got a lot going for her.

What is certainly the best about this set though is just how good a remix is. All of the good parts of Spamus from Brawl stayed; her cooler, more fun and flashy moves, and the new things you added felt like they were being added to the original set, not the other way around. Spamus has a nice sense of continuity about her, and fits in well with the original set. Her playstyle feels like the natural evolution of Brawl Spamus.

Nothing about Spamus was really amazing or jawdropping; the presentation was sleek but mildly frustrating, and I think you understate just how good she is at both damage racking and KOing. That said though, you made a really fun set, and it was a real treat from you. It's better than our Mewtwo Remix even, I'd say. So congratulations on that my friend.


Monkey D Luffy

So, you finished your set. First of all, let me say that it's clear that you put a fair bit of effort into this set; very few people put .gifs in their sets, so I'm impressed that you did. I'm glad that you've got a desire to make a fun moveset.

I'm also very impressed that you put in Matchups. Your's have a lot of room for improvement, but most newcomers never do matchups. I'm also very surprised that you've read old sets like Dingodile and Roy Mustang, and a little curious.

On the other hand, Monkey D. Luffy faces some serious problems. Don't worry though, we're all newcomers at some point, but you need to find a place to start improving from. Your organization is a bit off. Most of the time, we order moves as

Specials - Standards - Smashes - Aerials - Throws

Whereas you have it in a rather roundabout order, and it's not entirely consistent; Gear Second has the moves in practically reverse order that Gear Third did. There's also some excess BBCode lying around, you should always check to make sure that it's coded the way you want it.

There's also an issue when it comes to balance; Monkey D. Luffy is broken. I mean really, really broken. His grab game is completely insane. He can grab up to half the distance of Final Destination and has a chaingrab that does 12% damage a hit? That's massive. Although you say that the Up Throw can be dodged, you don't really explain how, and it's high damage and knockback makes me nervous about it's balance too.

To be frank, Luffy has a lot of pretty fast, high damage moves, or moves that have just way insane damage, like his Neutral Special. You also just barely gloss over the weaknesses that come with the Neutral Special; I'd like to have some more detail than that.

And more detail would be good all over the set. Luffy hits at odd angles and ranges, so if you could make it clearer how easy or how hard it is to hit with a move, or how long it lasts or takes to start or end, issues like priority, etc. would all be nice to have in your descriptions. Also, put damage and knockback into your move description; we'd all prefer to read it in prose rather than as a footer to each move. For moves that can KO, we also usually list what percentage it KOs at to better understand it.

You've got a lot of ideas going on with Luffy. Many of them are good ideas. The Down Special was pretty interesting in theory, but the fact is, you don't have enough detail on just how much stronger or faster his unchanged moves are for me to really judge it's effectiveness. Also, while him resisting electricity and taking more damage from slashing moves may work for the character, they don't particularly work for making him balanced; giving him the ability to practically ignore some attacks and take major damage from others takes away the focus on the real meat of the moveset.


Now, I know that sounds like a lot of complaining and nitpicking, but the first moveset is always a good place to get your bearings and learn how to make better sets in the future. If you can take this advice and improve from there, your next moveset will be much better.
quoted for truth.

Great job with your first set, Monkey!

while I got a bit lost due to the organization of the set... but I honestly like it all-in-all.

some moves seemed rather out-of-place (too lazy to give examples other than the Second-gear standard A), though not necessarily OOC. I don't know enough about onepiece, however, to judge.

while I'm not too good at evaluating characters and their balanced-ness... Luffy does seem pretty broken. Nuff' said.
____________________________

Update: the set is chugging-along, but since I only get an average of a half-hour a day to work on the set (and it's **** hard to collaborate since Krazy and i have totally different schedules) we'll be cutting it pretty close to the end of MYM7.

Anyway we only have Playstyle and FinalSmash left to write (and matchups if we decide to do that). Woot!

and in my crazy head, I've construed another (10) set(s). but before I start writing any of them... (I'm even holding off on Seymour) I decided to work on another "experimental" set, so I can test a variety of mechanics. It will be an original character, and I plan to use ALOT of images (hooray for built-in webcams), so it might take a while to create... though I think it'll be worth it in the long run.

Peace out y'all! *leaves vowing not to return until his set is finally finished*

-nenrz
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[size=+3]Monkey D Luffy[/size]
Won't need to repeat what dm said, especially seeing that you've edited the set since the last set of comments you got.

In all seriousness, Luffy is the absolute prime example of a newcomer set. But make no mistake, I don't mean this in a bad way, but a very good one in fact. You see, thanks to all the references to One Piece that you've made for us noobs who don't really know about the series, AND the images, you've easily demonstrated the original and number one purpose of MYM: because you want that character to be, showing how they would operate in Brawl.

And that's exactly what makes this a really good set, which was definitely worth the wait. You've put a lot of effort into the gathering of images, extras and move names, as well as stating facts about One Piece, such as Luffy's Second Gear (I've watched A BIT of One Piece but I've never heard of that concept). It's what Make You Move should be moreso about. That's why MYM is fun. When people go back to check the older sets, they most likely won't take much note of the attacks, but the extras. I know so because I did this and went back to see all those old sets from MYM4, 3, 2 and 1. And do you know which ones I liked? The sets with images and extras that tell me about the character, especially if I've never heard of the character. I didn't care about the concept of the moves themselves. No.

There have been a number of Luffy sets (maybe only a minor amount) in the history of MYM, but this one will easily appeal to people the most thanks to it's great extras.

The concept of designing the set so that it's informative and fun like you did is what makes the set fun to read. It's what I've come to like about newcomer sets, especially those who want to display a character they like to such a great extent.

Excellent newcomer set. NO, newcomer sets ARE excellent. They portray the lost, the fun that is lost. Those who can see through my eyes should understand that Luffy is voteworthy, and that he deserves a big chance. I hope to see more One Piece sets (or whatever floats your boat) from you, as you definitely have a ways of placing a great amount of effort into your sets.

And I loled at the Codec.
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
[size=+3]Monkey D Luffy[/size]
In all seriousness, Luffy is the absolute prime example of a newcomer set. But make no mistake, I don't mean this in a bad way, but a very good one in fact. You see, thanks to all the references to One Piece that you've made for us noobs who don't really know about the series, AND the images, you've easily demonstrated the original and number one purpose of MYM: because you want that character to be, showing how they would operate in Brawl.

There have been a number of Luffy sets (maybe only a minor amount) in the history of MYM, but this one will easily appeal to people the most thanks to it's great extras.

Excellent newcomer set. NO, newcomer sets ARE excellent. They portray the lost, the fun that is lost. Those who can see through my eyes should understand that Luffy is voteworthy, and that he deserves a big chance. I hope to see more One Piece sets (or whatever floats your boat) from you, as you definitely have a ways of placing a great amount of effort into your sets.

And I loled at the Codec.
Wow. Just wow. I did NOT expect this much praise. But you're right. I did have a lot of fun making this set. Luffy is my favorite character of all time, so I'm trying to give him the respect he deserves.

Thank you, Katapultar. You are AWESOME, man. Thank you.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
In all seriousness, Luffy is the absolute prime example of a newcomer set. But make no mistake, I don't mean this in a bad way, but a very good one in fact. You see, thanks to all the references to One Piece that you've made for us noobs who don't really know about the series, AND the images, you've easily demonstrated the original and number one purpose of MYM: because you want that character to be, showing how they would operate in Brawl.
That's all well and good Kat, but I don't think that he really accomplished it as well as you said. The move names and extras and characters and abilities were more or less grazed over. While I'm certain a fan of One Piece would be able to understand the references, it left me more or less confused.

And that's exactly what makes this a really good set, which was definitely worth the wait. You've put a lot of effort into the gathering of images, extras and move names, as well as stating facts about One Piece, such as Luffy's Second Gear (I've watched A BIT of One Piece but I've never heard of that concept). It's what Make You Move should be moreso about. That's why MYM is fun. When people go back to check the older sets, they most likely won't take much note of the attacks, but the extras. I know so because I did this and went back to see all those old sets from MYM4, 3, 2 and 1. And do you know which ones I liked? The sets with images and extras that tell me about the character, especially if I've never heard of the character. I didn't care about the concept of the moves themselves. No.
Katapultar, I don't think you realize it, but that's actually pretty rude. We all put a lot of effort into the concepts and mechanics of our movesets, more than anything else. It's what this competition is about when you get right down to it. To say that you just enjoyed the images and extras in those older movesets basically says that you don't care about what most of us put the most work in.

Extras are all well and good, and I'll admit myself that they're probably underrated. Good fun extras that can be approached by outsiders to the series are nice, but they're not what most of us here really care about.

And a good moveset and a well-represented character aren't mutually exclusive either. Look at Junahu; he makes great sets and fills them with images and extras; reading a Junahu set is always a treat even if we don't like the moveset itself as much, and are one of the reasons that his movesets are so well-liked.

But the fact is, the Top 50 is a representation of the best movesets, not the best characters or representations of them. Older editions of Make Your Move were generally biased towards characters who were more likely to appear in brawl or had more material to work with, and good sets were occasionally left in the dust.

Basically, what I'm trying to say is that we can all enjoy the extras and gizmos we add onto the set, but for the purposes of the competition, that shouldn't be a factor in a moveset's success. It's unfair to those movesets which have great playstyle and concepts but simply don't have much material to work with for extras or images.

There have been a number of Luffy sets (maybe only a minor amount) in the history of MYM, but this one will easily appeal to people the most thanks to it's great extras.

The concept of designing the set so that it's informative and fun like you did is what makes the set fun to read. It's what I've come to like about newcomer sets, especially those who want to display a character they like to such a great extent.

Excellent newcomer set. NO, newcomer sets ARE excellent. They portray the lost, the fun that is lost. Those who can see through my eyes should understand that Luffy is voteworthy, and that he deserves a big chance. I hope to see more One Piece sets (or whatever floats your boat) from you, as you definitely have a ways of placing a great amount of effort into your sets.

And I loled at the Codec.
I can agree with you that it's great to have a newcomer that brings a lot of energy to the competition, and I look forward to seeing you improve, Monkey D Awesome. I really don't think that this moveset was all that impressive though, even for its extras. The organization, while certainly good for a newcomer, wasn't anything impressive, and it was more confusing than informative to read as a newcomer.

Basically, what I hope to express here is that although I understand that you like the moveset Katapultar, I hope you'll consider it from as objective a standpoint as you can when you vote, and not vote it simply because you thought it was entertaining. The Top 50 is supposed to be the expression of the very best we can achieve in movesets. It's okay for a moveset to be fun and entertaining not to make the Top 50, and it doesn't mean anyone enjoyed it less.

And Monkey D Awesome, I hope that you'll take this excitement you have for the competition and improve with your next sets. You've certainly got some potential, and I wish you luck next time.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
I agree with DM. At this point, the contest is mainly about competition from the regulars. Extras are a thing of the past (except for Junahu).
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Luffy: I feel that a good amount of effort was put into this set and Im glad that newcomers are really taking initiative at the least to try and make good sets rather than take 10 minutes and type whatever random idea they get. It looks a good bit better than some newcomer sets and definitely shows effort. Nice first effort, Monkey D. Although Id wait until the entire set is complete before posting next time.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
VIDEOMAN.EXE


VideoMan.EXE is a NetNavi featured in Mega Man Battle Network 4 as one of the possible bosses during one of the tournaments. Despite being an advanced computer program with human emotions, he still runs on classic VCR technology, and he and his operator entered the tournament to try to earn money to upgrade him to digital before he died.

He was a dirty cheater though, attempting to force foes to throw their fights or hacking them before the match to force them to move in the opposite direction that they were supposed to. He used his outdated technology to the fullest in his fighting though, and his analog fighting style was perfectly deadly in the digital world.


STATS

  • Power 2
  • Weight 5
  • Move Speed 4
  • Attack Speed 8
  • Size 6
  • Fall Speed 6

There's nothing too remarkable about VideoMan.EXE, outside of that fast attack speed. His core moveset is overall pretty weak, he doesn't have too many damage options, and practically no KO ability in the beginning of the match. Of course, all that will change as the match progresses.

SPECIALS

Neutral Special - RECORD

Videoman.EXE shines a light out of the audio port on his head like a video projector, filling up a cone about a Bowser high and two and a half Bowser's long with a sepia light. A small red LED glows on the side of his head. Smile, you're on camera!

This light doesn't do anything to the opponent, who is free to do whatever they want while in the limelight. This 'attack', if you can call it that, is completely canceled if VideoMan.EXE is hit by an attack though, so try not to get hit while performing this completely useless move.


Down Special - VIDEO EDITING STUDIO

When VideoMan.EXE uses this move, this menu shows up on the bottom of the screen. VideoMan.EXE can select an option by tapping the control stick left or right, activate it with the A button, and exit the menu with the B button. The buttons, from left to right, are PLAY, PAUSE, STOP, REWIND, and FAST FORWARD.




Press PLAY, and a hologram will appear to the right of this sidebar, showing whatever VideoMan.EXE has recorded. REWIND causes it to play backwards, and FAST FORWARD causes it to play at double speed. You can use this to cue your video to wherever you want it and preview whatever you want to record. PAUSE stops the video at the very frame its at, and STOP will exit you out of the menu.

What's important to note about this is that whenever you choose to record again, if you're cued up in the middle of the video, VideoMan.EXE will overwrite whatever is after that point on the video, just like your parents did with the video of your birth. This means that you can record over any part of it to create the perfect montage video! I guess that's kinda cool, right?


Side Special - PLAY

This time, VideoMan.EXE shines a green light on the side of his head as that same projector shines a white light in a cone. Whatever VideoMan.EXE has stored on his tape is then played, and appears in a full, 3D hologram! Impressive for an old video player, the quality is lifelike!

And when I say lifelike, I mean really lifelike! As in, whatever VideoMan.EXE recorded actually happens. Film your opponent's best attacks, edit them together, rewind to the beginning, and play their 'greatest hits' video!

Oh, and remember; you don't record their moves; you record exactly what they were doing, which means with some careful recording and smart editing, you can cut out the lag of their attacks and string them together into obscene combos that were never meant to be. It's not easy work, and positioning all the attacks to fit together requires exact positioning. Done right though, and you can instantly unleash horendous attacks onto your witless opponent. Plus, if you make a real long video, you have to rewind it all the way in real time to play it again. That said, there's no questioning that this can easily become the deadliest move in the game in the right hands.


Up Special - REWIND

Ever have something bad happen to you? Or something so good happen that you wanna do it in reverse? By holding Up Special, VideoMan.EXE begins to move backwards in time, doing everything that happened before, but in reverse. The move takes a good bit of time to start, time manipulation doesn't come cheap!

Once it does activate though, VideoMan.EXE performs all of his movements and attacks he did, backwards. Toss yourself back towards the stage if you got knocked off, or redo an attack that you particularly liked. You can only travel backwards up to two seconds though, and no more. If you try to rewind after already having rewound two seconds, you'll only be able to rewind up until that point.

It's still marvelously useful though, and everything that you do while rewinding remains at the end of it. If you deal damage while rewinding, you deal damage. If you record something, you record again. If you play your video, you'll play it backwards.

And here's the big one. If you are hit while rewinding, you're hit backwards in time. Which means that you actually heal the amount of damage you would have taken instead! No wonder it has such a massive start-up period.


GRAB AND THROWS


Grab - TETHER RIBBON

Gadzooks, Darth Meanie using throws as a major part of the set? But MasterWarlord told me that DM's throws are boring! Yeah yeah, quite your bawling.

VideoMan.EXE can grab opponents with a ribbon shot out of his wrist. It's the longest tether grab in the game, streching forward around two Battlefield platforms. On the other hand though, it's a rather laggy one, even for a tether grab, and VideoMan.EXE has to reel the enemy in before he can throw or pummel the foe. They can still try to escape during this period, but it's nearly impossible even at 0%. It may stop you from getting your awesome pummel in though.


Pummel - VIDEO STATIC

And as you might imagine, his pummel is a bit important. He and his opponent both appear staticy for as long as you hold out the button, dealing 1.5% damage a second. The next time the opponent performs an attack, they’ll stop as their image becomes filled with static like when your antenna isn’t tuned right for as long as you held the pummel. This gives you time to get out of the way or set up your camera.

Up Throw - SET TO RECORD

VideoMan.EXE twists the opponent round so he's hugging them from behind. You then have half a second to input any move outside of grabs or throws. To input an aerial, simply tap the jump button and then choose the move. VideoMan.EXE will then play a demo clip of that move for the opponent to watch, and release the opponent.

The next time the opponent tries to perform that move, they will first flash a very bright red for a split second. If you tap the RECORD button while the opponent is flashing, VideoMan.EXE will automatically record the entire attack, even if he's performing another move at the time.

The advantage is obvious; if the opponent has a nice move but happens to be camera shy, you can force them to choose; either avoid the move entirely, or let you have it as well. Now of course, you can't selectively cut the move this way either; you have to record the whole thing, so this isn't as effective for big KO moves. If you're looking for a nice quick hit to throw into a combo you have planned though, nothing's better. Oh, and of course you can only set one thing to record at a time, he isn't a TiVO or something.


Down Throw - INPUT/OUTPUT SCRAMBLE

The reels on VideoMan.EXE's arm spin rapidly, grinding against the opponent for 6% damage. At the end of the attack, VideoMan.EXE releases the opponent, and ejects a video tape from his head and grabs it.

The opponent's controls are reversed (sue me, it's canon!) and will remain that way until they grab the video tape in VideoMan.EXE's hands. The tape itself is a light throwable object with a big red REWIND symbol on the front, comparable to the fan when thrown, but it doesn’t affect a player’s regular attacks.

If it's knocked offstage, or if the opponent hits VideoMan.EXE while he's holding the tape, they automatically grab it and regain motor control. Until then, VideoMan.EXE can toss it around and force the opponent to go get it back to regain full control, or else fight at a disadvantage until they get it back.


Forward Throw - REPLAY

VideoMan.EXE attaches a tape to the opponent and pushes them away. He then pulls back on it, and the opponent begins to perform the last two seconds of action they did, backwards. You are then free to record whatever they did as they helplessly reenact the past two seconds. And don't forget, they're doing it backwards. That means that the attack starts at the end, and works its way to the beginning. Consider the implications of this as you will.

You can even use this time to attack the foe, but it's not reccomended. After all, they're going backwards in time, which means attacks don't hit them, they unhit them! You wouldn't want to heal an opponent, now would you?


Back Throw - PAUSE

Sometimes you just need to take a breather, y’know? VideoMan.EXE pushes the opponent behind him, and the AV ports on his head glow. The opponent is trapped in a stasis field for five seconds, and cannot move or be damaged. Take some time, edit your video, put some tape up, do whatever you need to. Oh yeah, and no charging up a smash for when the opponent gets out; they have about a second of invulnerability when the pause ends. So keep that in mind.

STANDARDS AND TILTS

Jab - CUTTING ROOM FLOOR

Not just a metaphor for killing someone, it's also the place where excess video tape is discarded. VideoMan.EXE shoots tape out of his wrists while waving his arms frantically, quickly leaving long reels of tape behind. The tape itself deals 3% damage and pitiful knockback to anyone in the way, and while it has decent range, it's begging to be punished.

VideoMan.EXE will discard whatever it is that he has recorded from where he's cued up, discarding one second of video for every second he's recorded. If you're crazy, you can try to remove all of those filler lag frames from your video, and get just the good part on tape. You can easily end up writing over the attack itself! Use this with caution.

The move also has another use. Whatever tape you cut out is left lying on the ground, piling up. It's incredibly weak and easy to destroy, but opponents will get slowed down by it. You can also toss video tapes into it; forcing the opponent to attack the tape in order to get to the cassette.


Down Tilt- EJECT

A video tape pops out of the slot on VideoMan.EXE's head, and fires out like a weapon. It deals 8% damage and flies relatively fast, about the speed of Falco's blaster, along the curve of one of Link's arrows half-charged. The video tape will then be left lying on the ground as a throwable object.

If you shield right between the moment where the video tape is visible on his head and when it shoots out, you can cancel the attack, and VideoMan.EXE will instead hold the tape.

Anyways, if VideoMan.EXE has any video recorded, all of what he's recorded is stored on that tape. He can then start fresh with a brand new video. If VideoMan.EXE is holding a tape when he uses this move though, he'll instead slot the tape back in and add it to his current video, overwriting everything after where he's cued up.

Oh, and what if VideoMan.EXE is holding the control reversing video? In that case, the tape will instead reverse the video he has stored. From now on, it'll play backwards rather than forwards! If you put another control reversing video in later, it'll play forwards again. Of course, anything you added in later will now be backwards! My how confusing.

Carefully done though, you can use this to add content to the beginning of a video when you couldn't before, or rearrange attacks into a neater format. VideoMan.EXE is nothing if not versatile!


Up Tilt- WIND CUTTER

VideoMan.EXE raises both of his arms up. After a signficant period of starting lag, a giant spool with a tape ribbon on it will pop out of the ground, about Ganondorf tall and two Bowser's wide.

It appears right on top of VideoMan.EXE, but only hits opponents. It deals 8% damage and light upwards knockback when it comes out of the ground, and spins for ten seconds, dealing 3% damage to any enemy who touches it and pitiful knockback. If you need to override some filler space in your video clip, a quick shot of a spinning wind cutter will sometimes do, but be cautioned, it hits opponents out of it, and can end a planned combo early instead of extend it.

Why is it called Wind Cutter? I have no clue. That's what the name of this move is though, so there.You can have up to two of these things on the stage at once, any more and it causes the oldest one to sink back into the ground.


Forward Tilt- RIBBON SHOT

Throwing his arm forward, a ribbon of video tape flies out of the reel on VideoMan.EXE's wrist. It fires at about Falco's dash speed, and will stretch forward as long as you hold down the button, up to three quarters the length of Battlefield.

Contact with the ribbon deals rapid hits of 2% damage and pushes the foe back, but is fairly easy to DI up out of. The attack also has a signficant end lag period, but it can push an opponent away with decent effectiveness.

Also, if you're standing at a Wind Cutter, you can connect the ribbons of two Wind Cutters with this move. By doing so, the ribbon will wrap between both of them like in a video tape, and leave the hitbox out for any opponents. Good for trying to lock out an area or create a safe area, but it'll only last as long as both Wind Cutters do, or until the tape itself is cut. As any cinematographer will tell you, the stuff is pretty fragile.


Dash Attack- FAST FORWARD

VideoMan.EXE dashes forth at twice his regular speed, with film tailing him from behind like waving little flags. After running forth for about half a second, he swipes with his arms upwards, the film tails at the end dealing 6% and below average knockback to anyone hit by them.

For about two seconds after this attack, VideoMan.EXE moves twice as fast as he's under the effects of Fast Forward. It's a decent little boost to moving around when you need it, for escaping or getting up close.


SMASHES


Oh yeah, there's one important thing to know about VideoMan.EXE's smashes. They're all Stock Footage. Hey, sometimes a clip is so good, you have to reuse it, you know?

When he uses these moves, he plays a clip of MegaMan charging up a smash for him. While he does this, he also automatically records it into his video clip. You may therefore want to drop your video clip out into a tape if you don't want these moves in.

On the other hand, if you cut them well, they can be a nice way to fill in your combos. Use them however you need; as standard attacks or combo parts. It's your choice.

Oh yeah, and one more thing. The opponent can attack MegaMan.EXE during the first time you perform this attack and stop it, but not during subsequent replays. You may be inclined to attack thin air with this instead, so you can add it into your video later.

Also, decide whether you want to charge the move or not. While charging makes you more vulnerable and adds filler time into your video, you can cut that part of the video out later with some fancy editing. Having a fully charged smash at your finger tips is by no means something to sneeze at.


Forward Smash- WIDESWORD

MegaMan appears in the video clip and begins to charge up his smash, his weapon arm replaced with a sword. When released, he swings it forward in a wide slash similar to Ike's FSmash, but significantly faster and weaker. It deals about 15-22% damage on hit, and relatively light knockback.

While it has a bit of start up lag, it has very little ending lag, making it a decent combo starter in your film. While this is good for casual filmography, the fact that it has a bit of start-up lag makes it fairly difficult to create a true combo out of, especially since you automatically record the whole thing. Factor in the fact that the hitbox has a short length, and there's not much room for editing either.


Down Smash- TORNADO

One of MegaMan.EXE's classic attacks, he appears about a Bowser's distance forward and charges up a fan on his weapon arm. When released, he very quickly creates a twister about the size of Luigi a battlefield platfrom in front of him, in an attack that has little lag at all, but the move itself lasts about the length of a Falcon Punch.

It deals multiple hits of 14-22% if the opponent is hit by every hit, and it's slightly less difficult to escape than Mach Tornado. Pretty good, right?

Well, there is one problem with it. The tornado it summons actually appears outside of the normal camera range. What that means is that you can't really combo anything else out of it, and the move itself has no KO potential.

That being said though, it works as an excellent follow up to Widesword in your video, as it directly combos from it uncharged, without any editing. If you're clever too, you can use this move to disrupt with enemy approaches by tapping them with the long hitbox in the middle of an attack or rushing in to follow up with the second part of your video after hitting them with this first part.

The potential of your videos are practically unlimited, and Tornado gives you a lot of new options to work out of it. Use that to your advantage!


Up Smash- ENERGY BOMB

This time, MegaMan.EXE arches his back backwards when he is summoned, holding a red bomb that looks vaguely like an atom. He tosses it in an upwards arc, around the same angle as Lucas's PK Freeze but with a greater range. The moment he releases the bomb, he disappears and the attack ends, but the bomb continues forward as a projectile. This makes this pretty much the only projectile attack you can use with VideoMan.EXE, so take special note of that.

Once the bomb hits anything, it explodes in a burst slightly smaller than Bowser, dealing 14-25% damage and knockback that KOs around 145-110%. This is also just about the only move that VideoMan.EXE has that deals knockback that will KO at anywhere close to a reasonable percentage, making it truly his saving grace against characters with alternate KO mechanics or who rely on special mechanics to get their KOs.

On the other hand, even with proper editing, it's simply awkward to hit with and KO's at a fairly high percentage unless it's significantly charged, making it still not a great option. If you want to get a killing move, you'll have to squeeze it out of your opponent.


AERIALS

Neutral Aerial- TAPE REEL

VideoMan.EXE motions forward with his hands, and a ribbon of video tape flies across in front of him from the foreground to the background. This ribbon is paper thin and only about as tall as Mario, but it curiously acts somewhat like a wall. Because is stretches through the foreground and background, you can't just roll or dodge past it. Contact with it deals a flat 2% damage and hilariously weak knockback. Any attack at all will break it too.

More or less, these strips of film exist solely to annoy and delay opponents. You can spam them, and after a while the opponent will be forced to cut through them in order to approach you. You can use that time to edit your film a bit, or record their actions as they cut the ribbons into ribbons. Either way works perfectly fine for you. It's also fairly quick, so feel free to go nuts.


Down Aerial- LIMELIGHT

VideoMan.EXE looks down, and a flash of light bursts out of his projector in a cone below him. Getting hit in this cone deals 5% damage and some histun, but practicailly no knockback. The move is very quick, but you can't spam it, as the damage and hitstun only hit if the opponent is not already under the effect of the light.

You see, the light remains until VideoMan.EXE uses this attack again. And as any good director knows, lighting is everything in a good film. Any opponent who is in the light, therefore, will deal an extra 25% damage and knockback on all of their attacks that they perform in the light.

So why boost your enemies up? For recording of course! You've just set a stage that the opponent will certainly want to attack from, and all you have to do is capture it on film. The recorded attack will retain the properties of the limelight boost, so you can squeeze extra damage or knockback out of previously weaker attacks.

You can also use this to make your stock footage stronger; if MegaMan.EXE appears in the limelight when you initially record the attack, the limelight boost will stay as well.

Don't go thinking that it'll improve already recorded attacks though. Movie theaters are kept dark for a reason you know. Too much light will just spoil the whole thing.


Forward Aerial- SET CLOCK

You know how that old VCR of yours constantly says 12:00, but you have neither the desire nor the knowledge to fix it? This attack is kind of like that.

VideoMan.EXE holds the ribbon between his wrists forward, and a light flashes out of it. It has a surprisingly small and tricky hitbox, but hitting with it is very much worth it. The opponent takes 8% damage and is instantly stunned, frozen in motion, like they're always at 12:00.

They're only stuck for about half a second, but here's the important part. They're frozen exactly in time where they were before they were frozen. This means if they were say, in the middle of an attack, that hitbox is still there. Waiting for you to record it. Of course, with the close up hitbox and timing, that'll be a bit of a feat to pull off. IF they're not actively attacking, you can also grab the enemy.

And if you try to hit an opponent with this again while they're already under the effect of it, it'll only serve to break the freeze. So don't try it.


Back Aerial- BACK SKIP

VideoMan.EXE suddenly bursts backwards slightly in a sudden air dodge, avoid an attack. It's somewhat laggier than a roll, but his body acts as a hitbox that deals 4% and pitiful knockback. It's good for getting out of the way of close aerials, hopefully even giving you a chance to record them.

No, it doesn't have any unnecessary obfuscating time effects added on too. Doesn't VideoMan.EXE already have enough of those?


Z Aerial- TETHER RIBBON

A fairly standard Zair, VideoMan.EXE extends a stretch of tape about a battlefield platform forwards. The ribbon deals 6% damage, wraps around the opponent, and tosses them away for light knockback. If VideoMan.EXE lands between grabbing the foe and tossing them, it automatically goes into his grab.

It's fairly laggy, but works nice as a poking move, trying to force the opponent away, or trying to get a grab in again. It can also grab the edge.


Up Aerial- FILM WHIP

This attack is almost identical to his Zair, but it's aimed upwards rather than downwards. It's fairly unremarkable, but works well as a supplement to his recovery from rewind, and tosses enemies slightly downwards. It can't really spike or gimp, but it's always nice to know you have that option.


FINAL SMASH


INSTANT REPLAY

Ever do something really amazing? Say do a crazy cool attack, hit the opponent perfectly with a recorded move, or some other difficult, impressive feat? Just tap the B Button again, and the game will instantly skip back eight seconds, damage percentages unchanged.

Now watch as the game goes back that awesome stunt you just pulled, even slowing down to let you see the frame by frame of your especially brutal onslaught. You'll end up doing twice the damage you did in that period. And if you got a KO, well guess what? You just got one again!

Oh, and don't worry if the enemy hit you back during that period. You don't take damage during your own instant replay. It's the director's cut.



PLAYSTYLE


Lights! Camera! Action!

Sit back, relax, enjoy it! You're in the Director's Chair right now, and it's time to make a Smash Hit! It's the newest sensation on the oldest technology, reality TV that's really real!

It should come as no surprise to you that the way you're going to win this match is with your video. Done right, the video will be your set-up, your damage builder, and your KO source. And you're not going to get that done satisfactorily without some help from your talent. Unfortunately, the actors in your film aren't particularly cooperative. It's okay, a good director can work with what he's got in order to succeed.

First, you've got to get some moves on film. While some players will be more than eager to show you their moves, some are too camera shy to risk being caught on tape. Those who are more aggressive require a bit of a defensive style in order to get good shots for your video. Dodge roll backwards, back skip, use tape reel walls to try to keep some space between you and your opponent so you can record the meat of their attacks. If you're ballsy, go for the set clock and freeze them in the middle of one of their more impressive attacks. You've gotta try to maintain the right amount of distance, keeping them just out of their own attack range but covered in your camera range. Keep your camera consistent too; if they move around too much in the space of your camera, the hitboxes won't flow together like you need them too.

If the enemy does get to close, you can push them back with your Up and Forward Tilts, or even a Zair. Your "get away from me moves" aren't too impressive, but sometimes you'll need them.

If the opponent won't attack, you'll have to coax it out of them. A spotlight can encourage them to attack, or discourage them from even entering the area in fear of giving you film. It's advantageous for you either way. Grabs will tend to be a little more effective against these types of enemies; replay gives you a second chance to film moves that you couldn't the first time, and you can reverse their controls to make them more likely to slip up. Then hide the video in a pile of cut film so they have to attack to pull it out of there.

Creating walls and barriers with your tilts and nair can also be effective. They'll end up having to cut through them, so you'll hopefully get a good clip out of them if they're having to attack things that aren't you.

For your first attack, you'll generally want something with a wide hitbox to cover a longer range and doesn't have too terribly much knockback. It's good if its fast, but you can always shorten the attack in post-production. Faster attacks take less micromanagement to mix into your video though, so consider which one is actually better, factoring in both the opponent's choice of character and how they approach VideoMan.EXE, be it cautiously or recklessly.

Once you get a good first video, it's time to start putting in buffer hits. These are usually attacks that the opponent uses for combos or that you can edit down to them. These tend to take more editing than your first video, as getting the hits to chain together just right is easier said than done. While moves with short hitboxes are generally easier to space and film, they're harder to flow into. Field test different combination, and get a feel for which attacks the enemy has that are good for filming.

Mix in whatever the enemy throws at you. With careful cutting and judicious use of your defensive and stunning techniques, you can get precious moments to edit your video and cut out filler sequences. Pause is also a good time to mix in a stock footage if one fits, but they're generally not the best moves for comboing. Utilize whatever the enemy gives you; some attacks that were good on them will become amazing in your hands.

The real beauty of the video though will be the climax, where you take a heroic shot of the main character's finishing move, preferably in a spot with good lighting. Unfortunately, even aggressive opponents are generally remiss to use their KO moves unless they're actually going to KO you; your Up Throw can be effective at forcing their hand by literally shutting out another option they might use, or making it easier for you to record the move that you want.

You can use the limelight to boost average knockback moves into KO options though, and if you're good, you can use moves with KO potential as the middle moves in your video, and get each one to hit so fast after the other that the ones in the middle don't KO. If you do it that way, you're always expanding your video, and never have to worry about rushing the finish.

Of course, you're going to want to actually hit the opponent with your recording, right? It's not quite as easy as it sounds, your recording is generally hard to space correctly, and if you mess up, you'll have to pause the enemy, build some tape defenses, or otherwise hide away if you want to get a good chance to rewind it.

If you get a good hit in, Rewind is a fun way to keep the fun going, especially if the video ends with a high hitstun attack that lets you follow right into it. Hit the opponent with your video backwards, and partially rewind it before you have to do it in your studio!

If your video just isn't working the way you want to, or you're having some trouble editing it, you always have an option. You can start from scratch with your down tilt, or use it rework a better beginning in. Maybe you can cut out a move that wasn't working right with your jab, or reverse the whole video and see if it works any better that way. Experiment and be creative, you never know what might work!

When it comes right down to it though, how you really fight depends on your opponent. VideoMan.EXE has the delicious tendency of doing better against higher tier characters by being able to use their own moves against them. On the other hand, characters with focus on throws or unsmash alternate KO methods will generally be hard targets to hit. Whoever heard of a character KOing without knocking them off the screen?

Opponents of VideoMan.EXE have one way to really mess him up; ruin his video. Faking out attacks, forcing him to record useless moves, or hitting him in the middle of editing or confusing the player can turn a masterpiece into a regular Phantom Menace.



MATCHUPS


VS Harbinger! 40/60

Now this is one hell of a fight. Harbinger has a whole bunch of stuff that you just don't want to deal with. Projectiles are messy, difficult to record, and let the opponent camp relatively safely. Your aerials are terrible at dealing real solid damage, so you're going to have to get a good recording if you want to get a kill on those flying Collector Drones. Those Collector Drones, by the way, will probably be taking potshots at you while you're busy filming. To top it all off, he can kill you with Seeker Swarms, which are a pefect example of the unusual KO style that you can't emulate.

With that said, this isn't a hopeless fight. Neural Surge and Release Control are two strong smashes that you can record to use later, and will do some pretty decent damage if you record them, and can even potentially kill a foe. Harbinger's defensive style also makes it easier for you to string some stock footage together. Two wideswords linked together will be somewhat difficult, but can instantly kill a drone even with some barriers. Tornado will also hit past his beehive barrier, potentially dealing significant damage to both him and his drones.

Other good moves to film are his Up Aerial and Abominations. The frozen cloud left behind by the cryo bomb will still freeze enemies after you record it, and it's pretty easy to record. It's practically the perfect middle attack to put into your video; a single frame will be a major boon. Harbinger probably won't be dumb enough to use his Abominations though; their tendency to blow up when running into other husks, or basically anything, makes them fairly easy to record, and that big, beautiful explosion will certainly be something Harbinger will get to watch over, and over, and over again.

And as for Husks, they're a little annoying, but not too tough to deal with. A shorthopped Zair will generally be the end of them. The fact that they attack with grabs though makes them impossible to film effectively, so you can bet that Harbinger will keep sending them out, and following up with his also unfilmable singluarity to deal damage or KO.

What's going to shape this match is how effectively you can shape a video that will kill off the Collector Drones. Stock Footage is your friend here, specifically Widesword for it's predictable, relatively quick hitbox. If you can use it to take care of the Collector Drones, Harbinger isn't going to have a particularly easy time without either support or reincarnation.

He's not going to let you walk over him, and he'll still be very difficult to squeeze KO moves out of. Energy Bomb is the closest thing you have to a good option against a conservative Harbinger player, and his minions and defenses make those hard to hit with anyways. It's a tough match for VideoMan.EXE, no two ways about it.

If Harbinger slips up though, or if you grab a good kill move out of him, that can reverse itself very easily.


VS Meta Knight! 50/50

Meta Knight is actually a great example of how to play as VideoMan.EXE. Mach Tornado is Meta Knights favorite attack by far, and it's almost designed for recording use. Grab a clip of it coming at you if you can, then shield or roll out of the way of it. Do this enough times, and you'll eventually get a nice long clip of that impossible to DI out of lagless monstrosity, and can start Mach Tornadoing back at him.

Meta Knight is going to be hard to grab though if you want him to pause or get some space to rewind for though, which is one of the big weaknesses you have in this match. Use your zair's long reach, and take advantage of the fact that aerials don't clank to reach past his attacks and short ranged moves. Spamming different barriers or pushing him away with FTilt can work too, but his fast attacks make it somewhat difficult.

When it comes to KO options, you'll want to record his DSmash; it's fast, has a big range, and is much easier to record than his Up Special. So of course, any Meta Knight player is going to prefer to use his almost impossible to record Up Special when going for the kill.

Avoid this by setting his Up Special to record. It's possibly even more amazing when used as your video played move, and with luck, they'll be forced to use their easier to record Down Smash when trying for a KO. Unfortunately, the Down Smash is still so amazingly fast that a Meta Knight player can still probably KO you with it before you get a chance to KO with it yourself, especially since they're liable to reserve it until the very moment they go for the KO.

That all said, Meta Knight is an excellent example of using your attack stealing techniques to your own adavantage, making this a fairly even match at the end of the day.


VS Falco! 35/65

Falco has a whole slew of stuff that VideoMan.EXE just doesn't want to deal with. His chaingrab alone isn't a dealbreaker, but it'll build damage on VideoMan.EXE pretty fast, and grabs can't be recorded, making it a relatively safe opening option for Falco players to pursue. Your grab of course has a longer range, so if you can, try to grab him yourself before he grabs you.

Of course, the thing that'll truly be a thorn in VideoMan.EXE's side is that confounded blaster of his. They're difficult to record, and not particularly rewarding to either, and they make it very hard for you to ever do some editing. Falco Phantasm can also break through any shields you've made with your Nair and Utilt, quickly closing the distance to you.

So what are some strategies you can use to counteract his own? Falco's regular attacks don't actually have a lot of range to them, so VideoMan.EXE's grab will be pretty useful here. Pull him in and reverse his controls, or set one of his better attacks to record. Make sure to use the pummel to make his next attack easier to predict. His magnificent spiking dair isn't easy to film at all, but it's a powerful tool in your hands, and much less risky for you to spike with than Falco, with your less gimpable recovery. Factor in that he's got a high fallspeed, and his dair will be his own worst nightmare.

His jab and smashes are also all fairly good moves to buffer into your video, but Falco will likely be more inclined to spam away with his blaster instead. You'll have to play a more agressive game with your grab, fair, and ftilt, using them to force him into his closer ranged moves and use your throws to delay or debilitate him. His dair is a good KO move if you knock him off stage with another one first; you may actually want some free space after a higher knockback move of his in your video so you have time to follow through and finish him off with the dair. Further, using that strategy means that if you can't get his dair when you want it (remember, you can always snatch it and store it for adding in later with your Dtilt or a reversed video), you can use moves like his FSmash to KO too.

Regardless though, even with these tactics, his chaingrab, respectable grab game, and spammable projectile mean that you're going to have a harder time getting good moves out of him than you would like, and a early chaingrab puts you to a significant damage handicap that you really can't afford to have.


VS Snake! 65/35

Snake on the other hand has everything you want in an opponent. Those grenades are absolutely perfect for your video, big, flashy, and dangerous. Even if Snake cooks them, he'll have a hard time avoiding letting you film them, and those explosions are even more dangerous in your hands than his. A couple of grenades, and you can blow a huge amount of damage in his face.

His smashes are all the more or less the same song. If you can set his mine off early it's a nice addition to your video, and Up Smash has the same problem that grenades have. His FSmash is also rather slow and laggy, and he's remiss to use it under most circumstances; you'll also not have to hard of a time filming it too.

His tilts are still a major part of his game that he can rely on, and indeed, they're still plenty dangerous; but they have good damage and those sweet, big, hitboxes. His Up Tilt and FTilt will make great additions to your video too! Poor Snake, is there no move you have that isn't totally awesome?

Snake simply can't avoid giving you plenty of beautiful video content. His goal will be to play very aggressively, simply trying to hit you before you can turn the raw content into a working video, and trying to hit you when you rewind. His Dash Attack Cancelled Up Smash is a good approaching tool against you, and difficult to film (but absolutely glorious if you do.)

Snake's got the good moves, so he certainly can beat you. Use your Back Throw to pause him to get the precious time you need to build your video, and it won't be long until you make a real smash hit, pun intended. I guess it makes sense for Snake to work so well for your video, his games are practically movies anyways!


VS Inspector Lunge! 29.854/70.146

Fighting Inspector Lunge is a crazy fight, as you might well proper expect. You don't have too many good moves for hurting the civilian with, your best shot will be some stock footage from MegaMan, probably a couple of Wideswords. Your other moves are generally too weak, especially without your grabbing moves. While you can certainly kill the civilian with your other moves, you've only got a few seconds, stock footage is your best bet.

When Lunge comes on to the field though, there's going to be a very strange, sudden race. Stock footage automatically adds what you did to your recording... that means that your video is the reenactment all in one. Lunge will likely quickly go for your Down Tilt and Side Special with his Up Throw if he can; he wants to be able to use your video against you.

You've got two options when it comes to destroying the evidence. You can rewind and shred it with Cutting Room Floor, the slower but safer option, or you can eject it and try to throw it offstage. Be careful though; if you do that, you'll risk Lunge grabbing it from you. If he installs and plays it himself, that's a reenactment.

You probably won't end up losing here though. What the problem will be is that once he starts grabbing your video filming moves, he'll have a much easier time piecing together the murder and photographing you with support from your record button. He can film you performing moves, piece them together manually, and reenact it quicker than he can against any other character. Further, Lunge really doesn't have any nice KO moves for you to steal either; he'll put the murder together fairly quickly, and then it's curtains for you.


VS Spamus! 45/55

Spamus is a bit of an interesting opponent to fight. She's got a lot of moves that you hate, like her heavy projectile game, but on the other hand, she's got a lot of bombs and close range attacks that are very strong for you to put into your team.

Further, unlike Falco, her projectile moves are worth more to tape if you can pull it off, as each individual one is signifcantly more powerful. Using your Up Throw to set her Neutral Special to record will almost certainly give you a chance to throw some decent projectiles into your game. The same goes for her Up Smash and Forward Smashes.

On the other hand though, her spamming, camping nature makes it fairly difficult for you to get in close and record some of her closer ranged attacks, and she'll likely default to her tether grab at that range; her throws are all fairly good, and more importantly can't be recorded.

You certainly can get an incredible video out of Spamus, if you work at it, but she'll be laying a lot of heat down on you. Like with Harbinger, how this battle unfolds depends on if you can manage to grab the footage you need to create a powerful video; if you can get a good one, Spamus will find herself on the receiving end of a lot of firepower herself.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
VIDEOMAN.EXE

Absolutely fantastic set. Brilliant brilliant brilliant concept. I can’t tell you how much I absolutely love the concept of filming stuff into one giant collage of attacks and editing the video to just string together a bunch of hitboxes rather then just generically copying moves. This is how one puts actual thought into the basic concept of Tac and massively expands upon it. I’m surprised how much you managed to manipulate the mechanic in very interesting and relevant ways with moves like the fair and dair without forcing it. Outside the usual subtle stuff like stalling and hiding behind walls to get time to do this stuff, I was particularly fond of how the smashes give him actual attacks but still found their places in videos. Ironically this set also would be most ideally implemented into Brawl rather then into MYM what with the match-ups (Speaking of match-ups, the match-ups you presented are very good), much less with how he’s somewhat of a game balancer all his own (Though Falco is the new top tier now. . .) like a less gimmicky version of Alphonse as a nice side bonus. I also welcome with open arms how Videoman’s surprisingly versatile playstyle, seeing it’s common for over-complicated characters to be flowchart. Before I close the comment we can’t neglect that glorious writing style, which is much more clear for me then it was with your earlier sets. There’s lots of great quirks/references to fitting terms/tech in the set that also helps to add to it and makes all the more of a page turner (Or scroller, technically). Nobody really has an excuse to not read this absolutely incredible set.

I apologize for not getting around to Luffy, Monkey D. Awesome, but I was looking forward to this set for a while. I’ll be sure to tackle him shortly.
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
I agree with DM. At this point, the contest is mainly about competition from the regulars. Extras are a thing of the past (except for Junahu).
I'm sorry, Kholdstare, but that kind of ticked me off. You're basically saying that newcomers don't really have a place in this contest now. And I spent a lot of work on the extras, too.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
You know what I'm realizing? I no longer really care for creativity as I used. I say this because VideoMan.EXE is probably the most creative set I've ever read, and yet I can't quite bring myself to do as Warlord does and bow down before it.

Here, let's say VideoMan.EXE is a movie. You, of course, writes the screenplay, and it's brilliant. Pure genius. It's got it all, everything required to keep the audience glued to their seats as well as a hefty helping of food for thought. It's going to be a masterpiece, all agree. meanie wins the Oscar for best original screenplay before the movie's ever even made.

Then the director takes over, and you know what? He finds that the screenwriter bit off rather more than he could chew. He tries to make concessions by making use of heavy, heavy lighting and frenetic editing, but it's no use. He ends up overdoing it, and the film is hard to follow and a good hour too long while at the same time not being long enough to flesh out all of its ideas. He just made Kingdom of Heaven (anyone seen that movie's director's cut? It's amazing).​

Now that I'm done with the snarky analogy, let me add that the above is a bit of an exaggeration. Frankly, there's so much power in the concept here that the set winds up being quite staggering in and of itself. Strictly speaking, it's just so intuitive and brilliant that it takes the breath away. In practice, I found it a bit cloying to read and I think, at times, the creativity is almost forced. Maybe I'm just crazy.

Warlord compares it to TAC, but I don't see that. If anything, it's an improvement on Father Time. It's got the same back-and-forth-in-time concept and a lot of the ideas are very much the same - a few of the attacks are almost exactly the same, really. What you do with it, of course, is much smarter than simply recycling traps, and frankly I'd main VideoMan.EXE in a heartbeat. A heartbeat. That's a testament to your apexing talent, which now sort of eclipses just about everyone else in terms of consistency and body of work; this might just be your masterpiece, and I'm certain most of MYM will agree with Warlord's take on it. Even though I, personally, found myself longing for the much more natural, grounded movesets of Probopass or Abomasnow while reading this, I'll concede that this is objectively (probably) a better set
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Betamax man:
I love the set, everyone probably does. It's a landmark moveset that I assume will be talked about and mimmicked for months to come. Reading it was a great experience, layering all kinds of ideas and inversions in an order that even Warlord himself would have to envy.
And there's a lot of unspoken potential in this set, which is astonishing when you consider just how much potential was spoken. For example, storing your favourite combos onto a mix-tape, and hiding it somewhere before you get KO'd so you don't have to re-record the whole thing? Using one tape of some good moves to extort even better ones from the opponent while they try to take it from you? Having multiple Videomen working on the same movie epic? Making a back catalogue of different movies for different situations? Just thinking about what Videoman singlehandedly does makes me dizzy.

But, to me, Videoman is unconvincingly knotted around itself to the point where every single move becomes both mandatory and useless. Personally I don't like it when movesets boast a mechanic so complex that it just has to be spread out over all the inputs at once. If I choose a character to play as, I don't want to have to worry about whether their jab deletes work from their special mechanic or if a Smash attack irreversably adds work to it.

I also found myself completely forgetting who this moveset was for, several times. And I'm very tempted to blame it on a moveset that could have fitted just as well on a walking tape recorder, or video camera with googley eyes and legs, than on a Megaman robot

And, my final complaint for today, Videoman can't save his recordings as replays, and prestock these replays for use in Training Mode/SSE.
Such an omission of a means to save and review your hard work is frankly criminal in its short sightedness. Sure, you could save the whole match as a replay, but that doesn't help you explore the depths of the combo you just strung together... plus that 3 minute limit on saving replays...



and since this is a running theme with Videoman comments;
MW sees him as TAC+
Rool sees him as Father Time+
I see him as Anne+++++++++
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
VIDEOMAN.EXE

Absolutely fantastic set. Brilliant brilliant brilliant concept. I can’t tell you how much I absolutely love the concept of filming stuff into one giant collage of attacks and editing the video to just string together a bunch of hitboxes rather then just generically copying moves. This is how one puts actual thought into the basic concept of Tac and massively expands upon it. I’m surprised how much you managed to manipulate the mechanic in very interesting and relevant ways with moves like the fair and dair without forcing it. Outside the usual subtle stuff like stalling and hiding behind walls to get time to do this stuff, I was particularly fond of how the smashes give him actual attacks but still found their places in videos. Ironically this set also would be most ideally implemented into Brawl rather then into MYM what with the match-ups (Speaking of match-ups, the match-ups you presented are very good), much less with how he’s somewhat of a game balancer all his own (Though Falco is the new top tier now. . .) like a less gimmicky version of Alphonse as a nice side bonus. I also welcome with open arms how Videoman’s surprisingly versatile playstyle, seeing it’s common for over-complicated characters to be flowchart. Before I close the comment we can’t neglect that glorious writing style, which is much more clear for me then it was with your earlier sets. There’s lots of great quirks/references to fitting terms/tech in the set that also helps to add to it and makes all the more of a page turner (Or scroller, technically). Nobody really has an excuse to not read this absolutely incredible set.

I apologize for not getting around to Luffy, Monkey D. Awesome, but I was looking forward to this set for a while. I’ll be sure to tackle him shortly.
:bee:

You know what I'm realizing? I no longer really care for creativity as I used. I say this because VideoMan.EXE is probably the most creative set I've ever read, and yet I can't quite bring myself to do as Warlord does and bow down before it.

Here, let's say VideoMan.EXE is a movie. You, of course, writes the screenplay, and it's brilliant. Pure genius. It's got it all, everything required to keep the audience glued to their seats as well as a hefty helping of food for thought. It's going to be a masterpiece, all agree. meanie wins the Oscar for best original screenplay before the movie's ever even made.

Then the director takes over, and you know what? He finds that the screenwriter bit off rather more than he could chew. He tries to make concessions by making use of heavy, heavy lighting and frenetic editing, but it's no use. He ends up overdoing it, and the film is hard to follow and a good hour too long while at the same time not being long enough to flesh out all of its ideas. He just made Kingdom of Heaven (anyone seen that movie's director's cut? It's amazing).​

Now that I'm done with the snarky analogy, let me add that the above is a bit of an exaggeration. Frankly, there's so much power in the concept here that the set winds up being quite staggering in and of itself. Strictly speaking, it's just so intuitive and brilliant that it takes the breath away. In practice, I found it a bit cloying to read and I think, at times, the creativity is almost forced. Maybe I'm just crazy.

Warlord compares it to TAC, but I don't see that. If anything, it's an improvement on Father Time. It's got the same back-and-forth-in-time concept and a lot of the ideas are very much the same - a few of the attacks are almost exactly the same, really. What you do with it, of course, is much smarter than simply recycling traps, and frankly I'd main VideoMan.EXE in a heartbeat. A heartbeat. That's a testament to your apexing talent, which now sort of eclipses just about everyone else in terms of consistency and body of work; this might just be your masterpiece, and I'm certain most of MYM will agree with Warlord's take on it. Even though I, personally, found myself longing for the much more natural, grounded movesets of Probopass or Abomasnow while reading this, I'll concede that this is objectively (probably) a better set
Well, I'm not entirely sure how to approach this. First of all, I'm more than a tad confused; you refer to VideoMan.EXE being intuitive and brilliant, but later yearn for it to be more down to earth.

And I'd have to say that VideoMan.EXE is, in the end, fairly down to earth. For all his creativity, he's not all that unsmash. He KOs by knocking enemies off the screen, and all of his moves except his specials do damage. He has a KO move built in, if one that's difficult to use, and can be played like any other character in brawl when you get right down to it. He'd be pretty mediocre, but he can fight without his mechanic; indeed, that was one of the goals I had for this moveset.

While the recording system is inordinately vital to his playstyle, he plays like a Brawl character when you come right down to it. He doesn't have a special KO mechanic or another meter or something to build up before KOing. He doesn't reincarnate, change the stage, build platforms, not move like a normal character, cover the field with some hazard, generate smash balls, or anything else that other sets have done (no offense to those sets, some of which are my own). And it's ridiculous to even compare his level of 'smashness' to lauded movesets like Lunge, Valozarg, and Spy.

Is VideoMan.EXE complex, intricate, and deep? Certainly, but last I checked, being able to perform these in a viable and relatively intuitive manner was something that you strive for. Anyways, I think you recognize this too, and I may just be beating a dead horse, just because I'm not entirely sure what you don't like about him.

I'm glad to know you think that he's brilliant on at least some level though.

Betamax man:
I love the set, everyone probably does. It's a landmark moveset that I assume will be talked about and mimmicked for months to come. Reading it was a great experience, layering all kinds of ideas and inversions in an order that even Warlord himself would have to envy.
And there's a lot of unspoken potential in this set, which is astonishing when you consider just how much potential was spoken. For example, storing your favourite combos onto a mix-tape, and hiding it somewhere before you get KO'd so you don't have to re-record the whole thing? Using one tape of some good moves to extort even better ones from the opponent while they try to take it from you? Having multiple Videomen working on the same movie epic? Making a back catalogue of different movies for different situations? Just thinking about what Videoman singlehandedly does makes me dizzy.

But, to me, Videoman is unconvincingly knotted around itself to the point where every single move becomes both mandatory and useless. Personally I don't like it when movesets boast a mechanic so complex that it just has to be spread out over all the inputs at once. If I choose a character to play as, I don't want to have to worry about whether their jab deletes work from their special mechanic or if a Smash attack irreversably adds work to it.

I also found myself completely forgetting who this moveset was for, several times. And I'm very tempted to blame it on a moveset that could have fitted just as well on a walking tape recorder, or video camera with googley eyes and legs, than on a Megaman robot

And, my final complaint for today, Videoman can't save his recordings as replays, and prestock these replays for use in Training Mode/SSE.
Such an omission of a means to save and review your hard work is frankly criminal in its short sightedness. Sure, you could save the whole match as a replay, but that doesn't help you explore the depths of the combo you just strung together... plus that 3 minute limit on saving replays...



and since this is a running theme with Videoman comments;
MW sees him as TAC+
Rool sees him as Father Time+
I see him as Anne+++++++++
Indeed, there was a lot more I could've gone over. The concept of hiding a video for later was one that I toyed with, and is certainly possible, but I ultimately rejected discussing it in the set. While it can be done with hidden tape scattered on the ground and barriers built around, you couldn't reliably do it before the opponent grabbed it and destroyed it. Which is the way it should be; if you could effectively keep a running tape between stocks, it wouldn't be long before you simply got some sort of god video you could use.

And there are other ideas that ran through my head about just how much potential he has. For example, if he was fighting Super Macho Man, he could use those lingering hitboxes to give him more breathing room when editing and build a smooth video that's just as hard to dodge as Macho Man's own attacks, and perhaps even more lethal to shields.

Or you could use those lingering hitboxes to hit SMM multiple times with the same hitbox, poking at him with one of his longer attacks repeatedly and playing a more defensive game, campy game. It'd be completely different that Super Macho Man's own style, and completely viable for VideoMan.EXE to do.

As for the moves that are too self-knotted? I'll concede the jab and down tilt; moving those two effects into the Down Special would have probably been simpler, and much easier to keep track of for removing content. In fact, one of the reasons I put it in the jab was to avoid making it to easy too cut out all the lag.

As for the smashes though; well it was practically mandatory that they behave that way. Those were the three moves that VideoMan.EXE copied from MegaMan.EXE in his fight in Battle Network. The reason they had to be put into the video system though was that against enemies who simply don't have good moves to copy that VideoMan.EXE has some content to work with, and some specialized moves to put into his repertoire with Tornado and Energy Bomb.

I suppose you could change the opening description to say that they're only put into your video if you press the B button during the charging, but that might make it too easy to create an instantaneous attack too. It's not easy to balance all of this. :bee:

None of his other standards though directly affected his mechanic (except Set to Record, and you still have full control over that and it's a throw, so you only need use it when you want to), so he's certainly not as self-twisting as other movesets like say, Lunge are.

As for forgetting who the moveset was for, well, VideoMan.EXE was a fairly forgettable villain. He really WAS little more than a robot with a VCR and video camera strapped to his head that could generate fighting holograms. So I really can't say anything more about it. The complaint about reviewing your recordings in training is the nittiest of the pickiest, and I'm not going to give it time.

And as for who it is + of? Well, I'd hoped I'd already established my feelings on reducing my movesets down to just a better version of another moveset (The Bubbles+ Subaru), and calling it that sort of diminishes that the basic concept of VideoMan.EXE is entirely unique, and draws on other movesets more or less tangentially. I suppose you could even argue he's Kirby+; since Kirby was the first moveset to show this sort of move copying concept, but that's just ridiculous to reduce VideoMan.EXE down to that. He is what he is. :bee:
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Well, I'm not entirely sure how to approach this. First of all, I'm more than a tad confused; you refer to VideoMan.EXE being intuitive and brilliant, but later yearn for it to be more down to earth.

And I'd have to say that VideoMan.EXE is, in the end, fairly down to earth. For all his creativity, he's not all that unsmash. He KOs by knocking enemies off the screen, and all of his moves except his specials do damage. He has a KO move built in, if one that's difficult to use, and can be played like any other character in brawl when you get right down to it. He'd be pretty mediocre, but he can fight without his mechanic; indeed, that was one of the goals I had for this moveset.

While the recording system is inordinately vital to his playstyle, he plays like a Brawl character when you come right down to it. He doesn't have a special KO mechanic or another meter or something to build up before KOing. He doesn't reincarnate, change the stage, build platforms, not move like a normal character, cover the field with some hazard, generate smash balls, or anything else that other sets have done (no offense to those sets, some of which are my own). And it's ridiculous to even compare his level of 'smashness' to lauded movesets like Lunge, Valozarg, and Spy.

Is VideoMan.EXE complex, intricate, and deep? Certainly, but last I checked, being able to perform these in a viable and relatively intuitive manner was something that you strive for. Anyways, I think you recognize this too, and I may just be beating a dead horse, just because I'm not entirely sure what you don't like about him.

I'm glad to know you think that he's brilliant on at least some level though.
Hey, I'm just a monkey with a computer randomly hitting keys. A lot of what I say is worth ignoring, really. And at this point, I don't comment to help you improve, but just to get my own opinions out there; frankly, I reckon you've surpassed me, and any more improvement you make in the future will be self-improvement.

That said, I never used the word unSmash or overcomplicated or anything along those lines; when I say I prefer grounded, natural movesets, I mean movesets that unfold with a certain simplicity, adapting to the rules rather than rewriting them. VideoMan.EXE is just a bit too difficult to digest, that's my main reservation. Obviously, he'd also be a touch impractical for Brawl (he doesn't change the rules, no, but there's a staggering amount of memorization and foresight in using him), but that's not what bothered me; I just found him too big a pill to swallow, and ultimately sort of difficult to imagine in Smash.

The set's sort of like RCT, except for a time when more of the trap ideas have been explored and when RCT is no longer gamebreaking. I acknowledge, respect, enjoy how much cleverness went into it, but I can't quite embrace it. RCT was too much for Brawl to handle; this is too much to comprehend.
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
You know, a Videoman in the classic series would rock

VideoMan.exe
Gather round, boys and girls! It's time for another terrible KK comment! Yay! Anyway, VideoMan.exe is unsmash. Possibly more than Valozarg, as I can actually see Valozarg fitting into Smash. VideoMan.exe, on the other hand, would get mercilessly slaughtered if the user didn't know how to use him. Heck, maybe you should've included a tutorial extra! But enough rants, on to the set.
VideoMan.exe's playstyle revolves around taping the enemy and playing back their attacks on them? That's pretty cool. I also loved how you could edit out lag, although that was rather difficult to accomplish. Out of all the attacks, Limelight was my favorite. It had some sheer brilliance, and really helped add to the 'director' feel that the set pulled off brilliantly.
However, I can't help but feel VideoMan is never going to get time to edit his video. Smash is fast and furious. Maybe if VideoMan was fighting Ganondorf or Valozarg..... In whole, however, I really enjoyed VideoMan.exe. His concept is brilliant, but I can't help but feel that most Smash players would feel he's underpowered, or useless.









Oh, and for the sake of running gags, Dream+. (h)
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
Thanks Neo

Decidedly Rather Durable Surface or Skin Man

One request: Can we all remain mature while reading this? Thanks.


Hard Man is a Robot Master from the Mega Man series of Video Games. He debuted in Mega Man 3, and really didn't appear much after that. His weapon was the Hard Knuckle, which was a Rocket-Powered Punch. He is made of solid Ceratanium. making his skin rather strong. Of course, that makes him rather heavy, making him one of the heaviest characters in Brawl by FAR.

Stats
Size-Around as Big as Bowser
Weight-10/10 Not easy to move at ALL.
Power-9/10 TAAAAAAAAAANK
Walk Speed-1/10 He can barely walk
Run Speed-3/10 He can run better. But it’s not fast.
First Jump-Can't Jump. Well, At least not normally.
Second Jump-Didn't you hear me the first time? No aerials, obviously.
Priority-6/10 Not bad, but not good
Traction-10/10 Great Traction, Not like it'll matter though
Attack Speed-6/10 Average once again

Specials
Neutral Special-Hard Knuckle
Although not Hard Man's only Rocket-Punching move, this is the one you'll use the most. It can't KO, or damage rack, it simply does one thing; KNOCK THE OPPONENT OUT OF THE AIR. Seriously, Hard Man has no air game. So he has to bring the opponent to level field with him. With .3 seconds of lag, Hard Man will send one of his fists flying towards the opponent at Captain Falcon's run. It'll head towards the opponent's current position, and will always be the closest opponent. It also homes in slightly, if close enough to the opponent at the time. The attack only reaches opponents within a 90 degree angle to Hard Man though.
The attack will move through objects, and will go off screen eventually. Almost immediately after fire, Hard Man will spawn a new fist in place of the old one. Sorry, no Boomerang Fists this time! The hitbox of this attack takes up Hard Man's ENTIRE FIST. Wow. That's about as big as a Capsule turned sideways. An opponent hit by the fist will take 10% damage and fall to the ground, taking heavy hitstun. This is Hard Man's 'reel in' move I suppose. This attack has modest priority.
And now for a simple little explanation of the homing mechanic. It’s rather simple really, Hard Man will fire the fist in the direction of the opponent, and it will veer in their direction if it comes with .8 a Bowser of the opponent.

Side Special-Stomp Forward
One of Hard Man's two movement-based moves, this one is used in junction with his jab. Hard Man will jump and come crashing down on the space chosen by the Jab. This Jump covers Mario's height, and the decent is rather abrupt. Anyone under him when he comes crashing down will take a full 9% with heavy knockback, KOing at 80%. However, the likely hood of someone being hit by this attack is decidedly slim, as it takes .8 seconds to execute. Yeah, it’s a long time. This attack also has amazing priority, as it is essential for Hard Man to move around. There is another Move he has for this purpose however, but it has more flaws.

Up Special-Crashing Down
This would be that move. With .5 seconds of lag, Hard Man jumps into the air! Amazing! And then he comes crashing down on.....The nearest opponent! However, this attack is LONG. Taking about 1.2 seconds to execute at Full length. Meaning the opponent has plenty of time to move away. As Hard Man will come down as the spot the opponent was at at the time of the attack's execution. However, Hard Man's entire body becomes one massive hitbox in this situation, with Falcon PAWNCH priority.
When Hard Man comes crashing down, he'll move at Sonic's Run downward. Quick, but still easy to avoid, considering he jumps OFF SCREEN. Yeah, long attack still is long. And when he hits ground again, he'll have .2 seconds of lag before he can move freely again. Of course, I'm just highlighting the negatives in this paragraph. Let me get to the positives.
When he hits the ground, everyone on the ground will take 4% damage and trip. If he hits someone during the fall other than his target, they'll take 12% damage and heavy knockback that KOs at around 90%. And if Hard Man hits his target.....They'll take 22% damage and Knockback that kills at 80%. But again, easy to avoid.

Down Special-Ground Punch
A tactic devised to keep his faster opponents busy. Hard Man punches the ground with .8 seconds lag. Anyone near him at this time takes 5% damage and medium hitstun. But that's not what's important. Just like his Up Special, anyone on the ground at the time will take 4% and trip. Although an attack to stun the opponent, it’s not spammable in the slightest! The range for the 5% damage and medium hitstun would be within a Kirby on him either side.

Grab
Hard Man fires one of his fists forward, moving Captain Falcon's run speed. This fist will move straight forward until it contacts an opponent. Then it'll do what any sane disembodied fist would do; pin them to the ground for 2 seconds. Yeah, I bet you know what this should be comboed with. If the fist makes contact with an opponent in the air above a KO boundary, it'll disintegrate, as the fist can only pinned grounded/above ground foes. The launching phase takes .3 seconds, and the fist travels Kirby's height above ground. The grab also has terrible priority, with minor attacks like dash attacks being able to counter it. There are no throws, as the grab pins the opponent to the ground. Again, Hard Man will respawn his missing fist.

Standards
Jab-Selection
With the first tap of the jab button, a number will appear over Hard Man's head, alternating every .5 seconds. These numbers are between 1-3. They signal the distance Hard Man can travel with his Side Special. Pressing the jab button again makes Hard Man choose how many Stage Builder blocks he'll jump next time he uses his side special. If the Side Special is used while the Number is above his head, it'll assume 3 blocks and jump that many.

Dash Attack-WIMP
This attack is basically a way for Hard Man to protect himself from an attack at close range. He'll grab the opponent's head and slam it into the ground, doing great hitstun and 8% damage. It take about .3 seconds to grab them, and another .5 for the rest. However, the opponent can still attack during the whole time during the attack, until the end that is. Kind of like Giga Bowser, Hard Man won't take knockback, but will take damage if attacked during this attacks duration. The enemy will always end up lying down at the end of this attack. Hard Man will also stop 'running' during this move's duration.

Forward Tilt-Hammer Spin
Like one of those Olympic ones you throw. Hard Man will pull one out, and spin it in front of him for about .5 seconds, before putting it away. The attack has medium priority, and little lag. This attack is also quite the damage racker, dealing several hits of 9% damage. However, it's range is pitiful, reaching about a Kirby in front of Hard Man. It's priority also isn't anything special, it is quite low.

Up Tilt-Arm Pump
Hard Man enthusiastically pumps his arms, taking about .4 seconds to do so. This attack may seem strange, as it does nothing. HOWEVER, the next jump-related attack of Hard Man's will have an extra 8% on it. The attack also serves as a big of a block, with a couple invincibility frames. Hard Man will tint himself green to show his damage upgrade. However, the upgrade only lasts for 5 seconds.

Down Tilt-Arm Swing
Hard Man's fists will detach and fly around him, dealing several hits of 7% damage to anyone in the immediate vicinity. This attack lasts .6 seconds, and is another one of his damage rackers. However, it is best used as a counter or block attack because of it's great priority. The fists will vanish after the attack, but the last strike will always deal a nice medium knockback with some small hitstun. Like most 'handy' attacks, his fists will respawn. This is a good attack to keep foes away.

Smashes
Forward Smash-Hammer Toss
It's weird how this set is actually almost done. Anyway, with .4 seconds of lag, Hard Man will throw the Hammer forward, which will deal 9-18% damage(Depending on charge) to anyone who it ensnares. This hammer travels about 4 Stage Builder Blocks at Kirby's height. If it hits a wall it vanishes. If it hits an opponent, it'll wrap around them like a grab, ensnaring them until they mash the buttons enough to get out, which could take from .5 to 2 seconds depending on the character's size. Also, the charging portion for this attack, IS THE TILT. I am serious, with damage and everything.

Up Smash-no u
Hard Man fires a fist at the opponent, grabbing their ankle and pulling them down into the range of Hard Man's damage-racking attacks. Well, the opponent needs to be ABOVE Hard Man for him to be able to pull them down, yes? Well, that's what needs to happen. Hard Man will shoot his fists at Captain Falcon run speed with Mild Homing towards the opponent if they are ABOVE him. Yeah, So they need to be jumping for this attack to take effect. Otherwise Hard Man will just go through the whole .6 second long animation with no projectile and suffer a horrible ending lag afterwards. However, if this attack is charged, the projectile will go faster! Sonic Run speed at max! So Yay for delays! When the pulled opponent reaches the ground, they'll take 5% damage with oodles of hitstun. This CAN pull Smash Balls!

Down Smash-Fist Shield
Mega Man staple time! Hard Man launches four fists in succession, which orbit around him. These fists will act as a shield of sorts, blocking Hard Man from Four Attacks before the shield disintegrates. If Hard Man touches an enemy with the shield, the shield will deal multiple hits of 7% damage in a damage racking maneuver. Hard Man can move and attack as normal with the shield. The summoning of the shield takes .7 seconds, and has low priority. If the Up Smash is used while the Shield is in play, Hard Man will throw the shield forward, moving at Mario's Run the length of 5 Stage Builder Blocks, carrying light opponents with it as it moves and damage racks. The damage racking also has low, but noticeable hitstun. Depending on how long the attack was charged, the faster the damage racking will occur.

Final Smash
Dun nun! (And Cut Man here to take my cut!)

Hard Man jumps off-screen for the original Heavy Robot Master; Gutsman! Guts Man now is playable! And boy is he powerful! He'll stick around until his entire 80% HP is depleted! And oh snap, is this guy a jerk! He has the same stats as Hard Man, with the exception of a few things.
Stats Different from Hard Man
First Jump-6/10
Second Jump-8/10
Walk-4/10
Run Speed-6/10
Standard Attack-PAWNCH
Gutsman punches the ground, not unlike Hard Man's down special, taking .3 seconds to do so. HOWEVER, ANYONE on the stage will immediately trip/go into Helpless Fall mode, taking 15% damage when doing so! Yow! This attack will also immediately go into effect when he lands after a jump!
Special Attack-Super Arm
Gutsman spawns a Brick in his arm, which is about the size of Jigglypuff, in about .2 second. He can carry this around however much he likes, and throw it an opponent for 20% damage with Knockback that kills at 60%! However, if in the air for 1 second, it'll split into 4 little bricks that deal 5% damage each, and medium knockback each. So no KO.

Playstyle​

Gather round, time for some Playstyle. Hard Man is practically the definition of heavyweight. Well, not quite. Not all heavyweights have Projectiles. Anyway, the basis of Hard Man's playstyle is simple-Get the Opponent level, stun them, profit! Now I shall go into detail.
Playing Offensive? Make sure you have the opponent on equal ground. You can do this with the Neutral Special or Up Smash. Then you'll want to do a little damage racking to get your opponent up to a desirable percentage. Which is why you would want to use the Up Smash earlier, or I suppose you could grab them now. You can really rack up the damage with the forward Tilt, Down Smash, Down tilt, and Forward Smash! Now stun them with the Forward Smash or Down Special, and grab. Up Special time! And don't forget to beef that up with the Tilt!
Playing defensive? While Hard Man is Credit to Te-Heavy, he's also rather slow, and projectile users could go do town on him from afar. He'll have to be swift, employing the likes of the jab, side special, Up Special without any set up, Forward Tilt, Forward Smash, Down Special, and Down Smash. He's got lots of defensive moves, but the movement-based ones are your friends, especially when you can try to come crashing down upon the opponent. And don't forget the shield either!
Speaking of Movement, don't overuse his Movement attacks. Some of them can go wrong, like the Up Special. It's quite easy for Hard Man to throw himself off a cliff. And The Side Special, while it gives Hard Man a nice was of approaching pinned down or ensnared foes, you can easily over or underestimate your jumps, leading to the release of your captive, or your untimely fall off a platform. His movement requires intelligent thinking.
In conclusion, Hard Man has simple concepts, but actually requires an Intelligent player as he has some limitations. These limitations create a learning curve for him, and an intense one at that. However, when Mastered, Hard Man becomes a KO Engine of destruction! Who ever thought Hard Man would be a complicated set?

Extras
Up Taunt-Hard Man stomps his feet like a Sumo Wrestler.
Down Taunt-Hard Man gives a peace sign and yells in a ridiculously deep voice 'YATTA.'
Side Taunt-Hard Man pumps his arms.

Victory A-Hard Man continues to leap up into the ground and come down, even though Mega Man is dead.
Victory B-A gang of Teenagers walk by Hard Man, snickering.
Victory C-Instead of Hard Man, Splash Woman is there and takes off her Chest Plate, revealing just a bunch of Wires underneath. She says, 'What did you expect? I'm a Robot. Now I hope that stops all those fanboys. God.

Challenge
Challenges are character-specific levels that can be accessed in Solo Mode. Challenges consist of one long obstacle course that challenges the player. These Challenge levels are usually rather difficult, and usually have a very powerful boss at the end of them. During Challenges, there are no checkpoints or health refuels, and you only get one stock. Well, you can get up to 3, but you get no reward for doing with 2 or higher. And actually right before the boss your health is refueled. Completing Challenges, however, yield a special trophy and CD track. Completing all the Challenges for a series yields 500 Wii Points. Who says you have to be limited to what Brawl has, for your extras?

Hard Man’s challenge starts with a basic climb. Hard Man must use his Up Special to climb to the next floor of the tower, by using it when the Propeller-Met that he is targeting is over a safe spot. You see, there’s lots of Insta-Death spikes on this tower. After 7 floors of this, you’ll reach the roof. This is about as big as Final Destination. And Flat. Anyway, suddenly Robotic Menaces from Dr. Wily’s various attacks will appear! You’ll have to fight off 10 waves.
Dr. Wily: http://www.smashboards.com/showpost.php?p=7946734&postcount=406

Phase 1: 5 Tellys, 3 Mets
Phase 2: 7 Tellys, 3 Mets, 2 Sniper Joes
Phase 3: 7 Mets
Phase 4: 2 Sniper Joes, 2 Crazy Cannons, 3 Tellys
Phase 5: 4 Crazy Cannons, 1 S-R300
Phase 6: 10 Tellys
Phase 7: 5 Mets, 2 Succubatton
Phase 8: 1 Remote-Controlled E.T.
Phase 9: 10 Waves of Pipi
Phase 10: 1 S-R300, 2 Remote-Controlled E.T.

Survive all that? Well, if you did, you sir are a beast. Anyway, now the floor will vanish under you, and you’ll land in a small hovercraft with 100% HP that you can control with the normal moving buttons. It can go in all directions. Sadly, you can not jump or use jumping attacks like this. OH SNAP, WHAT IS THAT? IT’S BOSS TIME.

Boss-Crab Puncher
http://www.youtube.com/watch?v=6ODyOK57jhk
Objective: Destroy all body parts
Complications: Taking 100% damage will destroy your hovercraft and you shall drop to Game Over. Also, the screen is constantly scrolling backwards, but Hard Man will always face Crab Puncher even when moving back. Crab Puncher is moving forward faster than the screen in scrolling, and contact with him is instant death. Any attacks you use on his main body will knock him back slightly though.
Fist HP: 250 Each
Eyestalk HP: 100
Attacks:
Punch-Crab Puncher takes one of his huge arms the size of Bowser and attempts to punch you with it. This is extremely difficult to dodge. The punch moves at Falcon’s run speed, and will home in at the exact location that attack started at. If hit, Hard Man and the Hovercraft will take 20% damage and great hitstun. This attack also has invincible priority.
Bubbles-Crab Puncher spews lots of bubbles forward, each moving at Sonic’s run Speed. There are 10 of them, and they are shot forward, although randomly. These are always shot in rapid succession. These bubbles break on contact with any attack, however, so yeah. If they hit, they deal 3% damage.
Guard- For 3 Seconds, Crab Puncher guards. Any attack knocks him back, but he’s immune to damage for 3 seconds.
Attacks Added in after 1 Body Part Destroyed:
QuickMan Laser-A flashing occurs at some place at the bottom of the stage, and in 1 second, an instant-death laser shoots out of there! Holy Cheese! This laser will extend at twice Sonic Run speed, but only last 2 seconds before dissipating.
Attacks Added after 2 Body Parts Destroyed:
Remote-Controlled E.T. Summon- A Remote Controlled E.T. comes to aide Crab Puncher. He can have only one of these out at a time, however.
Attacks Added after 3 Body Parts Destroyed:
Repair- Crab Puncher reclaims both fists, despite if only one was destroyed. He does this automatically after 3 are destroyed, but can not use it ever again.
Opposite Scroll-The Screen starts to scroll the other way, but Crab Puncher continually moves forward…….Also can only used once, after 3 parts destroyed.
Beat Crab Puncher and you win!

Match-Ups​
Hard Man VS Sheep Man-70/30(Hard Man's favor)
Hard Man is slow, yes. So Sheep Man has a good chance to rack lots of damage onto him. However, Hard Man does have an advantage on the clouds; They're in the air. Now what is Hard Man specialized in bringing towards him? Aerial Opponents. And with the Up Smash combined with basically any other attack, Hard Man can pick out any clouds Sheep Man puts up.
Hard Man VS Noddy-50/50(Tie)
Noddy will have a hard time getting close to Hard Man, but if he makes it close enough, well.......Noddy's going to have a really easy fight against Hard Man, who is even slower than Noddy. This is thanks to Noddy's Nightmares, of course. After he gets enough damage, Noddy might still not have an easy fight, thanks to Hard Man's speed. He may break free before Noddy forces him into suicide.
Hard Man VS Bomber-30/70(Bomber's Favor)
Hard Man will have a Hard Time fighting Bomber because his playstyle mainly around squishing the foe. Bomber explodes on impact with basically anything. While Bomber will have a Hard Time getting Hard Man up to KO percents, Hard Man cannot target factories. So he'll have to take them out the slow way.
Hard Man VS VideoMan.exe-20/80(VideoMan.exe's Favor)
You might ask how this is possible. Well I'll tell you how it's possible;VideoMan can film Hard Man dropping from his Up special, in limelight nonetheless! This means VideoMan simply needs to shine Hard Man's own Up Special on him over and over. Cheap, right?
 
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