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Etna So yeah, I figured I gotta comment again sooner or later. Ahem...Okay, Disgaea character! Game I have yet to beat! (wary)
Anyway, I rather enjoyed reading Etna. I like the focus on Prinnies, and she has a cool playstyle of that going for her. I'm also a fan of the specials, particularly that up special. I probably wouldn't have thought using it like that, and it'd fun using. I also like how many of the moves let you control your Prinnies around. She'd be a blast using in FFAs in my opinion. Etna also motivates me to actually finish Disgaea...and I feel kinda bad that she's only level 9 right now. (sry)
For criticism, I don't have a lot to add that DM hasn't said to be honest. I kinda wish she did something...more interesting with the Prinnies. I don't know...she doesn't seem to have a lot of options to them other than using them as a wall and throwing them to explode. Also, the lack of Prinny Raid annoys me, but that'd be kinda hard to incorporate, so eh. After rereading the final smash, i just found out it IS in there. Olololol.
Overall, I enjoyed Etna a good deal. Moves like the dash attack and final smash are pretty awesome by the way. She doesn't do anything amazing, but what she does do, she does good. Great job Junahu, and happy 2 year anniversary!
Haven't read Protoman yet, but he seems interesting...
...............................
That said, I may have a set ready for next week, maybe around Monday or Tuesday. It's not gonna be anything great, but....
Torkoal
I really like the idea put behind Torkoal's play. Creating a single attack that could kill anyone at a low percentage, having the only tool to hinder it useless, all in one set. The concept is pretty well rounded, built to defend your point, and apply pressure on your foes with various different kinds of tactics, smoke, fire, and the all so awesome protect. Everything ties pretty well, I honestly didn't like having that idea of having some overpowered attack that could kill everything. You could easily just stalemate everyone with eliminating everyone at once for three stocks, then winning the round because you out-gayed everyone. XD
Lakitu
Alrighty, I hated this guy so much in the Mario games. FFFFFF. Anywho. The first of the Khold day sets, Lakitu wasn't at all bad! Electrifying your own summonable props make foes more (wary)! I'm slightly confused why you didn't have Lakitu an infinite float. The details for the attacks are so remotely simple, it's easy to read, but it doesn't do much more than that. It was a good start to your day which lead into... the awesome...
Concrete Man
Much like everyone else, I really liked Concrete Man. The idea itself is a bit recycled, but heck, what would Concrete Man be without that idea? It fits him perfectly! Despite how I loved how everything worked together, like creating a base, stoning your foes, ripping the stage... I just feel like that you could've implemented more moves, instead of grouping a set of attacks that essentially do the same task. But that's all I can nitpik on. (Besides the gimping of Concrete Shot, that ruins like all of the Brawl cast! XD)
Etna and the Prinny Squad
Yeah, Jun. I literally exploded with fangasmic powers. I love the whole feel of the everything, capturing the Prinnies and their attitude. That Magic Knight and Prinny man... Lucky, dood. Looking at Etna, everything looks in the familiar style of the Disgaea game it's a really nice touch to the whole set. I love how you included attacks from the original series, and adding the Prinnies into the mix was fantastic. Etna isn't the kind of person to do things by herself, unless her Prinnies fail her. But they are reliable, dood. Etna's attacks are charming (...seductive person...you...) and do hell for the Prinnies. Rambling on about me and my bad documentation on sets. I love the whole set, even with the almost random generic flipkick. Fits her style. I applaud you.
MM10: Protoman
Ahhhh, so you made a counter-part to your Megaman set from several contests ago. I'm still familiar with the way Megaman was, and the whole concept behind Protoman is a tad tweak, but still similar. Is this set being banned...? XD Well, anywho. I really like the thinking behind Protoman, when I saw the images of the Proto v. Mega, I was like... YESSS. I just love the concept and thinking. You are a clever, clever man, Mr. Junahoe.
(Kupa and Koolaid, I shall get to your comments as well, I have limited time on the computer and I worked comments backwards. And the fact that no one will notice because of our awesome activity. Excuse the rushness. I shall fix that too in the morning.)
Archer is Tohsaka Rin's Servant in Fate/Stay Night. A mysterious Servant, he is highly capable in melee, ranged, and magical combat. While most Servants are summoned from Heroic Spirits of the past, Archer is in fact a Counter Guardian, a being that protects the collective will of humanity to survive by destroying any threat to humanity as a whole.
Archer was once a man, and made a deal with the world to become a Counter Guardian in an attempt to save lives, but was instead betrayed by everything in life and enslaved into a tool of destruction by the world. When he was summoned into the Holy Grail War he set out to create a paradox and destroy himself instead of remaining trapped in a cycle of death and destruction.
Archer is sarcastic and cynical, and despises Shirou for his naive idealism. He's also very pragmatic, and is willing to sacrifice innocents as long as he calculates that doing so will save more. Despite this though, at his heart, Archer is a good-natured person, and gives important advice to Shirou, and is even willing to sacrifice his own life for others as well.
Stats
Archer is one of the largest human characters, standing just over six feet tall. Archer is a middleweight though, just slightly heavier than Mario. He's fairly swift on his feet, running slightly slower than Shiek, and has above-average jumps. His aerial DI and recovery are below average though, and his fallspeed is fairly high, making him quite gimpable.
Archer also has excellent traction and very good attack speed, and, as you may have guessed from his name, fantastic range. His biggest weakness however is priority; many of his attacks are multi-hit attacks, making them difficult to dodge or shield against, but his attacks can be outprioritized easily.
Specials
Neutral Special - Archer's Bow
Archer holds his hands out, and a slender, modern-looking black composite bow appears in his hands in brief flash. The entire animation takes merely five frames. Press B again, and Archer draws back the bowstring, a shining blue arrow notched inside. When released, the arrow follows a path similar to Link's arrows, although Archer has slightly more control over the angle than Link. Arrows deal 5% damage and have downwards knockback.
Unlike Pit and Link, who are able to increase the power of their shots by charging, Archer fires more arrows at once by charging down his bow. At maximum charge, Archer can fire five arrows at once, but it take almost two seconds to fire the arrows. Firing multiple arrows at once makes shielding or dodging his arrows much more difficult, but also takes longer to charge and leaves Archer more punishable at the end.
While his bow is out, Archer's Standard, Aerial, and Smash attacks are all in Bow Style.
Side Special - Kanshou & Bakuya
Archer holds his hands at his sides, and two curved Chinese swords appear in his hands in a flash. Like with his Neutral Special, these swords take only five frames to produce. If you use his Side Special while his swords are out, he will throw them forward as projectiles. The swords travel at about the speed of Mario's dash, and fade into the background after traveling about half the distance of Smashville. The swords hit the opponent together, dealing 8% damage, but are easy to spot dodge, reflect, or perfect shield. If shielded, the swords will bounce off behind the opponent.
However, even while Archer has a pair of swords flying through the air, he can use his Side Special to grab another pair of swords. The two pairs of swords are drawn to each other by the forces of Yin and Yang, and any swords in the air will home in towards the Archer's swords, allowing him to boomerang them back towards him. If he throws the second pair of swords, the four swords will clash in midair; an opponent struck by this clash will take 16% damage and huge vertical knockback, enough to kill most foes around 90%.
While Archer has Kanshou and Bakuya in his hands, Archer's Standard, Aerial, and Smash attacks are all in Twin Sword Style.
Up Special - Overedge
Archer summons Kanshou & Bakuya if he doesn't already have them out, and then fills them with mana. The swords glow with white energy and grow to about one and a half times their original size, feather-like splinters covering the back edge of the swords. This takes about half a second. The swords increase in power and range, but cannot be thrown in this form. Archer will use the standard swords if you use the Side Special again.
If this move is used in the air, Archer will slash upwards and soar upwards at a slightly forward angle, then slash downwards, falling quickly with both swords extended. The first slash deals 11% damage, and the second slash deals 15% damage with strong knockback. Archer sweetspots the ledge while doing this, but cannot cancel out and will plummet to his death if he can't reach the ledge. It is similar to Ike's Aether, but has less vertical recovery in exchange for more horizontal recovery. When landing onstage with this, it has a long period of end lag.
Forward Smash Shield - Rho Aias
If Archer holds left or right on the control stick while pressing the shield button, he will roll, like any other character. However, if he presses the shield button while smashing the control stick like he was inputting a Smash attack, he will instead use this move.
Archer holds out one hand and quickly shouts the words "Rho Aias." Archer generates a shield like a wall in front of him that is about double his height. The shield takes about a sixth of second to produce, making it much slower than a normal shield, but it lasts as long as Archer holds it out and completely absorbs all projectiles that strike it. It has seven layers of protection, like seven petals on a flower, and each one can absorb up to 10% damage, for a total of 70% damage protection.
With Rho Aias out, Archer is all but impervious from the front, and enemies must jump over the shield or batter it down in order to strike him. If the shield breaks, Archer suffers the shield break animation as if his normal shield were broken, and if he cancels the shield manually, he has about a quarter of a second of ending lag.
While the shield is fantastic protection, reliance on it can leave Archer vulnerable. Use it to protect against the most threatening blows, so that Archer can absorb the attack and retaliate.
Down Special - Aria
This move can not be used like other attacks. Archer can only use this during the ending lag of one of his other attacks after successfully striking an enemy with the attack. If he does so, after the end lag, the screen will grow black and time will slow down for half a second, and Archer will call out the words that scroll across the screen. There are six different lines he says, in order:
I am the bone of my sword
Steel is my body and fire is my blood
I have created over a thousand blades
Unknown to Death, Nor known to Life
Have withstood pain to create many weapons
Yet, those hands will never hold anything
Saying a line of this chant adds an extra second on to the end lag of the move that Archer used. Since this is of course insanely punishable, Archer can only safely use this move after using an attack with high knockback, in other words, a flashy big move. Archer must also use a unique move for every line of the chant, requiring six different attacks to activate. Archer may also activate a line of the chant during the end lag of Rho Aias if he succesfully blocks an attack with it.
At the bottom of Archer's damage percentage are three sets of Archer's twin swords, crossing each other. For every line that Archer successfully finishes, one of the swords will be filled in. This will remain even if Archer loses a stock. If all six swords are filled in, Archer begins to glow with a multi-colored power...
Final Smash - Unlimited Blade Works
So as I pray -- Unlimited Blade Works!
If Archer complete his chant, he gains the ability to activate his Final Smash through his Down Special. Fire runs across the screen, completely changing the stage. All players are transported to a barren desert, with a field of swords planted into the ground. Smoke and embers dance along the ground, while clockwork gears churn behind dust filled clouds. This is Archer's Reality Marble, Unlimited Blade Works.
Archer has no true Noble Phantasm of his own, nor any abilities of a hero. All he has is this one spell, honed to perfection. A Reality Marble is a rare ability, a reflection of its user's own soul, created from the betrayal of Archer's ideals. It is a field that completely analyzes and breaks down any weapon Archer sees, and perfectly recreates it. As a Counter Guardian, Archer has cataloged every weapon and Noble Phantasm known to man. All of Archer's weapons are called from this Reality Marble inside him, creating an effectively infinite supply of weaponry.
When Archer completes his chant, he is able to impose Unlimited Blade Works on to the real world. Here, every sword ever built is at his beck and call. While in Unlimited Blade Works, Archer uses his Twin Swords Style moveset, but replaces his swords with weapons from the Reality Marble. Archer's Specials are also all changed.
Unlimited Blade Works is about the size of Final Destination. It has no horizontal boundary fields, but only a high, vertical boundary field. It lasts about fifteen seconds before dissipating; during the last three seconds, the fire in the background dies down and clouds cover the gears to warn Archer.
Unlimited Blade Works Neutral Special - Storm of Blades
Archer motions forward with his arm, and five swords fall from the sky towards all opponents. Each sword deals 10% damage and spikes the opponent upwards. It has an effect similar to PK Starstorm, where hitting a foe with one attack can knock them into others, and Archer can chain enemies at high percentages upwards with this attack to KO them. This attack is much easier to shield than PK Starstorm however.
Unlimited Blade Works Side Special - Blade Toss
Archer waves his hand, and a sword rises from the background into his hand. Archer immediately throws it forward, dealing 12% damage and knocking opponents upwards slightly. This is incredibly quick and Archer can pull this move out very fast.
Unlimited Blade Works Up Special - Broken Phantasm
A sword flies into Archer's hands, and Archer blasts magical energy into it, increasing its strength. Archer's Standard, Aerial, and Smash attacks deal twice as much damage while he holds this sword. He can toss it as a throwing item as well, dealing 18% damage and high knockback.
Unlimited Blade Works Down Special - Rain of Blades
When using this attack a cutscene begins. Archer raises his hands, and the camera pans upwards, revealing dozens of swords poised above in the sky. Archer then slams his arms downwards, and the swords all fall like rain.
Enemies can attempt to shield or dodge the attacks, but there are simply too many swords to possibly dodge them all. Depending on how many hit, this will deal from 24-60% damage, and strong to incredible vertical knockback.
Using this move however signifies the end of Unlimited Blade Works, and the Reality Marble disappears, all players returning to the original stage, as it were before Archer used his Final Smash.
Whether or not to use Archer's Unlimited Blade Works is a difficult decision you must make. While it is a powerful attack, it requires an investment of focus, often over several stocks before you are able to perform the attack. Using the Aria means forgoing several follow-ups Archer has to some of his attacks, and can even leave the player open to punishment as a result.
You don't need Archer's Final Smash to succeed, and players can play just fine without using it either. It comes down simply to a matter of personal preference of which style of fighting you prefer.
Bow Style
While in Bow Style, Archer is entirely focused on projectile attacks, with only his jab being a true melee move. His arrow spam is enough to make Pit blush, and his attacks allow him to use his arrows to attack from a multitude of angles and directions, making them very hard to counter or avoid. Opponents can get past them though, and Archer is vulnerable if an opponent manages to close the distance and fight him at point blank.
That said, Archer has a number of tricks up his sleeves while in Bow Style, so he's not exactly defenseless either.
Standards
Jab - Bow Whip
Archer slams his bow forward, swishing it through the air, then brings it around for a second hit from the side. This is a very weak jab combo, dealing 4% and 5% respectively, but it's speed and range are decent, and it's something if he's ever brought into close range unexpectedly.
Forward Tilt - Barrage of Swords
Archer holds his arms out as swords blink into existence behind him. He's completely vulnerable for almost half a second, making this one of the slowest tilts in existence, but then he fires his swords straight forward, smashing opponents back like a proceeding castle wall. Each of the four swords spawned deals 5% damage, allowing for a potential 20% damage off of this single attack.
Up Tilt - Sky Shot
Archer points his bow straight up and quickly fires an arrow. The arrow soars past the top boundary marker. About a second later, it falls from the sky about two battlefield platforms away from where Archer fires, but can be changed slightly with DI. Each shot deals 4%.
You can juggle opponents to a certain extent with your arrows like Ivysaur with Bullet Seed, or bring arrows coming from multiple directions from multiple locations with the arrows that subsequently fall. Definitely one of Archer's most useful moves.
Down Tilt - Sword Guard
Archer crouches down, and four swords float around Archer, two in front of him, and two in back. Anyone who touches these swords takes 5% damage and mild hitstun. The swords hover for a second, then fire outwards at a slightly downward angle.
They only travel a little longer than a battlefield platform, but can poke at foes low to the ground, and the swords come out fairly quickly, allowing Archer to 'pop' foes who get close to him with the weaker first hitbox. The long duration of the attack makes it punishable if it whiffs, and the following hit is predictable. It can dissuade opponents from approaching if you drop it down when they don't expect though.
If any swords miss, they'll embed themselves into the ground, blade first. They can then be picked up by anyone and used as bashing weapons or thrown objects, with similar stats to the beam sword. These swords will break if they are attacked.
Dash Attack- Stealth Sword
Archer holds his hands behind him as his cope billows while he runs, spawning swords that float behind him as he runs. Opponent's who attempt to chase him will get cut open by the swords he leaves behind, dealing 8% damage. The swords hover for a little less than a second before dropping, but Archer can force enemies who are too close for comfort to give him some space and punish enemies for chasing him.
The swords left behind drop to the ground, and can be picked up as throwing items.
Smashes
Forward Smash - Broken Phantasm: Caladbolg II
Archer creates a strange, spiral sword in his hand, and notches it in his bow as if it were an arrow. While charging it up, the sword glows as Archer pumps the sword full of magical energy, red sparks flying off of it. When the Smash is released, the sword changes shape into a twisted arrow.
This technique is called a Broken Phantasm. By filling a Noble Phantasm with magic, it becomes even more powerful, but unstable, and the weapon shatters upon use. It is a technique that can only be used once, but for Archer, who can create unlimited Noble Phantasms, this attack is easily reproducible.
When released, Archer hesitates for a moment, then fires it from his bow. It twangs with power as a shining silver bullet rockets forwards like a torpedo. When it hits, it bursts in an explosion the size of a Smart Bomb, dealing 25-38% damage and strong knockback.
However, this move takes ferociously long to charge, and thus can only be used when Archer has a lot of space to use it. It has a great deal of ending lag too if it misses, as Archer waits through the follow-through and lets his mana recharge.
This also means that it is one of the only Bow Style moves he can use that can activate his Aria though, as the arrow flies very fast and gives him plenty of time to activate another verse in his chant.
Up Smash - Broken Phantasm: Hrunting
Archer notches a different sword into his bow this time, Hrunting, a sword from the Epic of Beowulf. He charges up the sword in the same way as he does with Caladbolg, but the arrow that is fired behaves very differently.
Hrunting becomes a glowing red bullet that flies at a speed slightly slower than Pit's Arrows. Unlike Archer's other arrows though, which, once fired, continue on their course, Hrunting can be redirected in midflight through DI.
Not only that, if an opponent shields or hits Hrunting with an attack, instead of dissipating, the arrow will bounce away, only to return towards its quarry if you aim it properly. It is controlled much in the same way as Pit can loop his arrows, but it has a slower speed and tighter turning radius, making it even easier to control.
The only way Hrunting can be stopped is by either hitting Archer or missing and hitting another object with Hrunting. When Hrunting hits, it deals 18-28% damage and knockback in the direction of its flight.
Archer cannot use any other attacks while controlling Hrunting either, so be careful with it. Like with Caladbolg, this move can be used to trigger the Unlimited Blade Works Chant.
Down Smash - Cage of Steel
Archer raises his hands up, and slams them down, summoning dozens of swords in a circle in front of him. They slam into the ground, and opponents struck by the swords are knocked away with 17-25% damage and moderate knockback.
If the opponent stands about a stagebuilder block away from you though, they won't be struck at all, but instead trapped in a circle of swords. They can't dodge or roll inside the circle, and each side of the circle has 25 Stamina, so the only way to escape is by jumping up. And by giving the opponent only one escape route, you can punish any attempt to escape. Throw a few Up Tilts in to pin down the opponent and rain blows down on them while they're stuck in the prison of blades.
If the circle is destroyed, two swords will be left stuck in the ground, that can be used as throwing objects or as clobbering weapons.
And if an opponent tries to avoid getting caught by jumping, they'll collide with the swords while they're in midair and take full damage.
Trapping a foe in the cage can also give you a chance to use another verse of the Unlimited Blade Works Aria, but you can be punished if you're not careful.
Aerials
Neutral Aerial - Sword Fall
Archer hovers in mid air for a second, and swords surround him, all pointed downward and slightly forwards, then drop below him blade first. Enemies hit by the swords take 8% damage and a decent bit of knockback. This has a fair bit of starting lag during which Archer is completely motionless, making it poor for getting rid of opponents already near you, but good for discouraging more distant opponents from approaching.
If you hit a foe with the swords while they're hovering, this can also cancel into the Unlimited Blade Works Aria; the window to use it will be over if they're hit by the attack once the swords fall. Swords that hit the ground stick in the stage blade first, and can be pulled out and used as throwing weapons.
Forward Aerial - Recoil Shooter
Archer holds his bow horizontally in front of him and fires three arrows at a slightly downward angle. Each shot deals a meager 3%, but it's a very fast way to get multiple arrows out and pin a foe down while you're in the air. The recoil also hops Archer up a bit, allowing him to stall in the air while firing the arrows. It's faster, but doesn't pack the same power as his Neutral Special.
Down Aerial - Wall of Swords
Archer holds his hand outstretched forwards, and three swords quickly drop down to the ground. Touching any of these swords deals 7% damage and hitstun, but won't spike offstage opponents.
These three swords form a solid wall when they land on the ground with 25 Stamina, similar to the Cage of Steel move. Archer can create only two walls with this move though; if he uses it when a wall has already created, only one sword will stick into the ground, and it won't obstruct movement.
Destroying the wall will leave a sword impaled in the ground that can be used as a throwing item.
Back Aerial - Swords of Flight
Archer holds his hand out, and creates four swords in front of him, the blades pointed behind him. The swords hover for half a second, then fly behind him, curving down with gravity, dealing 5% per hit.
This can be used to cover an escape, or even as a close ranged option, spawning the swords right where the opponent is. Doing so will deal 11% damage and spike the opponents upwards. This attack has a long duration and too much start lag to approach with, and honestly, what are you doing approaching in bow style anyways?
Up Aerial - Rain of Arrows
Archer fires twp arrows upwards and slightly forwards, which fly off the top boundary line and fall back down moments later in a parabolic arc. Each arrow deals 5% damage. It has a slightly different flight path than Archer's Up Tilt, and is slower, but fires two arrows per shot. It can also be used as a juggling maneuver and is a strong option for attacking offstage opponents with its greater horizontal range than his Up Tilt.
Archer's Bow Style seems pretty straightforward if you just glance over it; he spams long-ranged attacks, but is vulnerable to pressure. However, using him effectively requires more thought than that.
If you want to use one of Archer's Broken Phantasms, you must create a great deal of space between yourself and your opponent to fire the atttack off. Creating vertical walls of arrows with your Up Tilt and Up Aerials, as well as physical walls With Cage of Steel and Wall of Swords will help. His Dash Attack can also make spacing for Archer's attacks a lot easier. Creating an obstruction on the ground with your swords also makes hitting with Caladbolg easier, as you can fire it into a wall on the ground and trigger the explosion from there.
Of course, for all of Archer's tools to space himself away from the opponent, he has one weakness; doing so arms the opponent with as many projectiles as they could hope to procure from the swords scattered across the stage. Fortunately, Archer has the best defense against projectiles in the game with his Rho Aias, and can destroy swords thrown at him with his own melee attacks.
Not only that though, Archer can mix the swords he creates into his own tactics as well, tossing them up to attempt to juggle opponents, or adding another layer of projectiles into his game. If you cover the entire stage with swords, you'll always have a powerful projectile in your hands.
Archer's sword spawning attacks have a tendency to be very powerful, even at close range, but have a weakness of being too slow to use at close range as well. They're better used to discourage foes from approaching than to actively force enemies to get out of Archer's way. But if they do approach and you use your Nair, Ftilt, or Dtilt at the right time, well, that's their loss.
Twin Blade Style
Archer goes into Twin Blade Style whenever he is wielding Kansou & Bakuya. This style of fighting is much more focused on close combat than his Bow Style, and utilizes multi-hit moves to wear down the opponent. His attacks are fast, have good range, and are generally strong.
However, Archer's swords have a fatal weakness. Because they are not real swords, and only projections, whenever Archer's attacks clank with another attack; that is, they are within 8% of each other in damage, Archer's attack isn't just stopped; his swords are completely shattered. The same thing happens if he is completely outprioritized.
Archer can create new swords quickly, but the time spent to do so eliminates any advantage he has to attacking speed, and lets opponents poke at him during the start up of his next attack.
If Archer wants to approach at all, he's going to have to distract the opponent with another attack, like say some arrows or a pair of thrown swords. You can even use the rebounding swords from a shielded sword toss to knock the opponent into your attack so you can wail on him.
Aerials of course still don't clank with other attacks, but Archer's killing power primarily lies in the ground, and there is where his priority matters.
Stale Move Negation also hurts Archer more than other characters; you have to keep mixing up your attacks and combos in order to keep up a viable offense.
Like with his Bow Style moveset, Archer is weak to pressure if you manage to get past his defenses, but with proper care, you can pin down your enemies and strike them when they're most vulnerable.
Also, understand the options when you use Overedge. Doing so increases the range, power, and priority of Archer's attacks, but at the cost of speed. And if attacks clash, they'll still end up shattering.
Also, while in Unlimited Blade Works, if Archer's swords are shattered, Unlimited Blade Works automatically recreates them with absolutely no lag. So go nuts.
Standards
Jab - Twin Flurry
Archer leans forward and slashes overhead with the black sword, Kanshou, then strikes horizontally with a blow from Bakuya. Hold A after the second hit, and Archer slices rapidly with both swords in front of him, alternating between horizontal, diagonal, and vertical strikes.
The first two hits deal 6% damage each, and each subsequent strike deals 4%. It's not as fast as some of his other moves, but is surprisingly hard to DI out of, and the flurry at the end can rack up damage if you catch the opponent in it.
This attack also has almost no ending lag, so you can lure an opponent in to break your swords, then cancel it immediately and roll away or perform a different attack.
Down Tilt - Low Cut
Archer drops to one knee and slices low to the ground, one sword after the other. It's very fast, and both hits deal 6% damage. It has very little ending lag too, so you can chain hit after hit with this attack, but you can't combo with it. Enemies who shield your attacks will get poked out of their shield though, and dodging one will lead to getting hit by the second. The low angle of the swords also makes this attack harder to break than other attacks.
However, there is a brief pause between each slash, so Archer is vulnerable during that moment. However, if you time it right, you can spot dodge between slashes, canceling the attack early. If you predict correctly, you can then punish the foe for trying to punish you.
Up Tilt - Spinning Slash
Archer spins in place, leaning towards the screen as he slashes with his swords in a circle around him. He makes one rotation, then stands back in place, dealing 8% damage and light knockback. It's relatively fast and hits a wide area, but for Archer, that's both a blessing and a curse, as it makes his swords easy to break.
You can attempt to poke aerial foes with this or attack enemies trying to avoid other attacks, but it's not particularly safe to use by itself.
Dash Attack - Blade Charge
Archer dashes forward, holding both swords behind him. On pressing A, he makes one last burst before stopping, putting all of his momentum into two spinning diagonal slashes; once with Bakuya, and once with Kanshou.
Each slash deals 12% damage and has a lot of knockback to it, so the two hits can't chain into each other. But if you have a pair of swords coming back towards you while you land this attack, you can. Covering this move with a pair of thrown swords is Archer's main way of approaching.
Forward Tilt- Cleaving Blow
Archer swings both swords horizontally in front of him for a fast and powerful single slash. This attack is not only fast, it deals 16% damage and can KO foes at about 110%. It has a fair bit of ending lag, as Archer holds his swords out dramatically, but that just means that you can feed it into the Unlimited Blade Works Aria.
The attack does suffer from a very quickly dropping stale move negation though, and if you whiff it, Archer is punishable. It's another good approaching option though for when you switch into melee.
Smashes
Up Smash - Overhead Sweeps
Archer repeatedly swings his swords overhead in downward arcs. Archer slashes downwards three times, each hit more powerful than the last. The slashes deal 8-13%, 11-15%, and 14-20% damage. The slashes combo into each other, but can be escaped through heavy Smash DI.
This is a decent move as a Dash Attack Canceled Up Smash, as Archer's Dash Attack moves a long distance, making it a feasible approach. You'll want to time it so that you slide into the opponent on the second slash though, so they can't escape the final slash, which deals the most knockback.
It's also very powerful against attempted shields or dodges, punishing their defense with the stronger attack, but like with his other attacks, it can easily be clashed.
Down Smash - Whirling Swords
Archer spins in a circle, swords extended in front and behind him. This attack is very fast, and hits a wide area, but has dreadfully low knockback and damage, dealing 10-18% damage for up to two hits, but you'll usually only get one in. With it's low start-up though, it's fairly strong, and hits low to the ground, allowing it to avoid most other hitboxes.
Forward Smash - Deliberate Opening
Archer steps back, and slashes upward with Bakuya with a weak attack, dealing 9-14% damage and pitiful hitstun. It's very easy to smash this sword.
However, Archer's attack doesn't end even if Bakuya is destroyed. Archer then steps forward, thrusting Kanshou towards his opponent, dealing 18-25% damage and plenty of knockback, with a fair bit of ending lag that can easily be used to activate another step in the aria.
This is a fantastic counter move, as opponents who are eager to smash Archer's blades will end up getting lured in and allow Archer to strike.
Aerials
Neutral Aerial - Spinning Blades
Archer somersaults, both swords sticking out in different directions. The blades poke out at foes dealing 6% each, and hitting once or twice. It can be good out of a short hop though, and has decent range as well.
Forward Aerial - Blade Drop
Archer falls forward, pointing both swords out in front of them, extending them fairly far. Touching the blades deals 12% damage. This is also an excellent approach for Archer, as he slams the swords into the ground on landing with stronger knockback, but it has too much ending lag to combo from. Of course, he can always use this to move into an Aria as well though, but that prevents following up with another aerial or arrows.
Back Aerial - Back Slash
Archer swings Kanshou behind him quickly, holding the sword behind him for a few moments. His sword spikes opponents, dealing 8% damage to those who touch it, and autocancels when you land while using it.
If Archer lands during the starting lag or during the extended hitbox though, Archer will spin around on landing and perform a spinning slash, facing the opposite direction. This attack deals 9% damage, and is a good way to attack enemies out of a short hop, as itt can be difficult to avoid both hits if timed well, and isn't very punishable either.
Down Aerial - Sword Plant
Swinging his swords downward, Archer holds both blades below him. Opponents who touch the tips of these swords will actually be knocked downward pretty far, and take 15% damage. It's stronger than Archer's Forward Aerial, but doesn't have the same speed as the first attack.
Landing this attack on the ground deals a whopping 21% damage, but sticks Kanshou and Bakuya into the ground, so that Archer has to yank them out, which has a huge amount of end lag. Of course, you can always dodge or roll away during the ending lag, abandoning the swords to avoid an attack, but you'll have to summon the swords again. It can surprise a foe trying to hit you while you appear vulnerable.
Up Aerial - Spinning Uppercut Slash
Archer swings up with one sword, then spins around in midair and swings with the second sword. The slashes deal 7% and 9% respectively, and decent knockback that has good knockback growth. Archer can use this move to midair juggle, and spaced properly, Archer can try to nail spotdodges on the way down and slash them with the second swing.
The high angle of the attack makes this impossible to hit with out of a short hop though.
Grab Game
So, let's talk about Archer's grab. Honestly, his isn't particularly good at all, with bad range and a speed of five frames. However, if his weapon has been destroyed though, his grab range suddenly becomes much better, still taking the same length as it takes for him to rebuild his swords.
In other words, you can surprise an opponent who breaks your swords and shift momentum back in your favor, getting a grab out during the period in which your opponent expects to be free from punishment. Of course, if they dodge or step out of range, Archer's failed grab is punishable, and he still doesn't have any swords. Mix it in though to make your defense that much more unpredictable.
His pummel is a generic knee to the gut. Deals 2% damage. Nothing to see here.
Up Throw - Upheaval
Archer pulls the opponent by the forearm, and tosses them over his head, dealing 7% damage. This sets the opponent up perfect for juggling with his bow, or for following up with aerials with his swords, which don't have the punishable priority that his ground moves do.
Down Throw - Carrier
Archer tosses the opponent over his shoulder and carries the foe around, much like Donkey Kong's Cargo Carry. Archer can move at full speed, while the opponent can escape at grab difficulty. You can toss the opponent by pressing A, throwing them away lightly for 5% damage if Archer is standing, but launching them off his shoulder if Archer is dashing for 9% damage.
Back Throw - Impale
Archer grips the opponent by the neck and turns around. Four swords float behind him and skewer the foe, knocking the foe far away and dealing 14% damage. This is his best KOing throw by far.
Forward Throw - Swords of Fate
Archer shoves the opponent forward, then chases them, spawning Kanshou & Bakuya in his hands and slashing at them with three hits of 6%. This can be escaped with DI, but puts swords back in Archer's hands if he lost them, making it good when you grabbed after having your swords broken.
Archer's melee game is a careful balance of approach and defense. Many of his attacks have openings that allow an opponent to potentially get a hit in, but a good Archer player doesn't avoid these moves. Use these attacks to influence how and when the opponent attacks. Learn how your opponent responds to attacks like your Down Tilt, Forward Smash, and the grab game after having your swords broken . If they fall into a pattern of attacking, you can dodge their attacks and punish them for trying to hit you when you seem vulnerable. Archer always has a number of defensive options at his disposal; it is learning to read how the opponent reacts to your weakness that is the key to defeating them.
Archer also uses a number of multi-hit attacks and can punish shields with multiple fast strikes. Archer's goal isn't to break the opponent's shield outright though, but to hit through it with moves that attack the top or bottom of the opponent's hurtbox. Several of these moves also get stronger as the hits flow into each other. Attempting to defend against the attacks can make the attack end up hitting even harder. And this encourages the foe even more to try to break your swords and break your momentum. Turn their attempts into an even stronger defense.
Archer's approach however has a number of weaknesses. His air approaching attacks aren't too terribly fast, and his ground approach is easy to override. There are a few ways around this. For one, Archer is very good at encouraging approaches with his bow, so you can try to get the opponent to approach you instead. Archer can also cover his approach with arrows, distracting the opponent. The best move for his approach however is without a doubt his thrown swords with his Side Special. When you approach with swords in the air, the opponent is now flanked by incoming attacks from two different directions. You can even hit the opponent with an attack, and let the incoming swords bounce them back into another attack, if you space and time it right.
Archer's melee combat uses a lot of circular motion, getting around the opponent and hitting at them from both sides. At the same time, use his attacks that hit both sides of him to keep in control of the movement and make rolling harder for the enemy, limiting their defense. Aerial attacks are also strong for Archer, feeding into his approach or safely poking at enemies while his swords can't be broken.
Even with all this though, Archer is still ultimately vulnerable to having his position reversed by having his swords broken or being outguessed by an opponent. In the end, Archer depends on knowing how the opponent is going to react to be able to cover for his weak priority. While he has tools to make this easier, the momentum can be canceled for him.
Total Playstyle
So now, let's put Archer all together, every last bit of him. Archer is trying to stay one step ahead of the opponent at all times, keeping them in the position he wants them with his melee and ranged moves.
The bow is how most players will start their match, and it's basically the go-to moveset when both players are at a distance. Archer's goal here is to play with the foe, encouraging and punishing approaches with arrows raining from all directions. Archer's sword attacks can not only hit at long range, they make enemies uneasy about rushing in only to be skewered by magically summoned blades.
While the swords are powerful though, they also inevitably arm even opponents who don't have projectiles with a way to fight back against you. Characters without projectiles will appreciate having swords, but at the same time, filling the stage up with swords fills you with new projectiles to mix into your ranged game and make it more unpredictable for foes, and can cover one of your weaknesses in melee.
In Twin Blades style, having swords scattered along the ground gives you all new combos and opportunities to attack when you're outprioritized or outranged. Roll around the foe and toss a sword at them, or clank an attack only to immediately pick up a sword and attack again.
Archer's kill strategy flows right into his normal strategy. Unlike other characters, who tend to want to save their high knockback moves for later, Archer already has plenty of them, and has incentives to knock the opponent around further if he wants to. The Unlimited Blade Works Aria is safest to use on the end of a high knockback attack, and you'll have to land several of them in order to pull out his Final Smash for the end of the match if you want to.
Even if you're not going for the Final Smash, Archer can knock an opponent away, then immediately poke at them from afar with projectiles. This can be especially deadly for offstage opponents, as Archer can rain swords and arrows down from above without having to get offstage himself, or he can go in close for a deadly spike with his melee weapons.
Archer is best when you keep him unpredictable, and flow between both movesets quickly. Roll away, throw your swords, and hit them with an arrow while they're trying to hit your swords at close range, or fire arrows upwards with your Up Tilt and try to hit foes into the falling missiles with your Up Tilt. Archer can switch between the two styles quickly, so there's no reason to ever hold back.
Match-Ups
VS Saber - 40/60
Saber's attacks are even more unpredictable than yours what with you not even able to see her sword, and she outranges and is better at spacing than you. That is not a recipe for success in close combat. At ranged, you have far more options than she does, but she can rush you down with her Up Special as well.
Unlike other sword characters, she actually does have a projectile too, albeit a mediocre one. You can slow her down with plenty of your sword spawning attacks; Cage of Steel is especially good since it traps her right in the spot she most wants to space you in.
To beat Saber though is going to require heavy use of your Side Special and hit and run tactics; approaching after throwing Kanshou & Bakuya, getting a few hits in, and then retreating. You can also try to use Saber's attacks that blow you away to your advantage by firing your bow while she knocks you away without hurting you though. Doing that without being able to see her sword though takes either god-like prediction or incredible study of the subtle differences in her animations, so you'll probably not be able to pull that off.
This certainly isn't an unwinnable match-up for Archer, but he's not going to like fighting in it. Saber can simply overpower him at close range, so to beat her, he has to fight smart.
VS Rider - 55/45
Rider is a match up that's much more interesting to face. Her chain gives her an awkward effective range for her attacks, and her kicking attacks, while extremely powerful, are also fairly slow. The tactic is to pin her down with projectile attacks, and try to move through the threat range of her chain to wail on her at close range as well. Of course, this is easier said than done, as Rider can hit Archer with strong attacks from absurd distances, especially if she lands her deadly Side Special. Playing with projectiles also runs the risk of opening up for Rider to petrify Archer with her Neutral Special.
If Rider fights with a shorter chain though, Archer will have to keep in long range instead, and will have an easier time poking at her with arrows and thrown swords.
Archer can also obstruct her attacks with sword walls and cage of steel, forcing her to plink away with her nail at these barriers rather than Archer.
Fighting Rider is all about controlling space. Rider's area of control is viscous and ever-changing, but you can manipulate yours as well. Zone her out and chip away at her, and if you carefully avoid her Side Special, you should be able to take her down.
Rider is always a threat though, and if she lands one good hit, she can suddenly make life very miserable for Archer with her nasty chain grab and retake control of the stage.
VS Etna - 0/100
You might think that, because of the way Archer works around being outprioritized, Archer would be the one sword character who could fight Etna. Wrong. Archer is used to having his attacks clank with the enemy. Etna's spear priority however makes clanking impossible since she'll break his swords and still follow on through with every single attack. Since Archer's melee attacks can't keep up when he has to keep remaking his swords, he's completely helpless in melee.
And what about ranged combat? Well, Etna can put one Prinny up in front, and one on her head to throw, and suddenly Archer has no way to hit her. He could go for a Caladbolg and hit the Prinny in front of her, catching her in the explosion, but it's still relatively telegraphed and Etna can just throw a Prinny at him to stop him.
Archer can't fight at range, and can't wear her down with projectiles, and can't even use them to get an opening to approach when her summons are clogging up the area in front of her. And to add one last insult to injury, with Etna's Super Armor, even if he does somehow manage to land one of his faster moves on her, she won't even flinch as she responds with a charged up smash. Completely unwinnable.
Closing Comments: This was a moveset that I got in my head and couldn't stop working on. I feel like I really captured Archer's fighting style, and every technique he uses as thoroughly as possible. I really feel like my playstyles have been moving away from the idea of only one strategy though and been trying to create as many options as I can for the player while still leaving a clear style to the moveset, and I feel that I succeeded at this with Archer.
Sorry about not posting or updating my sets for a while. University is just murdering my output right now, but since I'll be home on the weekend, I'll be able to post the next sets that I'm working on when I do so.
So for the time being, I'll just announce my final entries for the contest here so that you know what to expect.
Ryoko Kano
Here it is. This is the big one I've been working on for the past month. An ascended Assist Trophy from MYM2, Ryoko will have a distinct playstyle focused both on her judo skills and her determined drive to show people how strong judo really is.
I've played 2 games she's been in, done a fair amount of research on her fighting style, and I'm even taking a few aikido classes(purely for my enjoyment, but I'm using some elements from it here), so rest assured, I know the character particularly well.
Hopefully this one will be at least better than my other entries. And won't be too anticlimatic.
Street Fighter II Koryu
I randomly got the idea for this set one day. I was thinking 'What if Street Fighter II Koryu was in this game? And not just one character, just Koryu as a whole?' The results will not be pretty.
So due to the... nature of the actual hack of Street Fighter II Koryu, while I will try to have some coherence in this set, I will once again return to my roots and attempt to make this set as crazy as possible.
Be afraid. Be very, very afraid.
So here we go. I'll definitely put these two up over the weekend before the contest closes. It was in late October that it closed, IIRC, so it should be fine.
I'll probably make another set of ATs as well, if I have nothing better to do.
Will comment after I finish Chem. paper (sometime tomorrow)...
EDIT: Okay now.
ARCHER
I won't beat a dead horse and ramble on about how shocked I was to see a set from you...Archer reminds me of Spartan Warrior in a way, due to him altering fighting styles mid-battle. To touch on his styles, I like the concept of pulling out the Final Smash during a match (it's something I could've done with Chucky, actually), although I'm not too fond of how it essentially brings the Final Smash into the game. It's integrated into his playstyle just fine, I'm just not onboard with the idea. Although I could never see myself really getting into his switching styles in the game, you give Archer plenty of versatility to pull it off here, better than Spartan Warrior if I do say so myself. His copious options for offense and defense lend to a great playstyle, despite the individual moves not being overly fascinating (and when has that ever been a necessity?), my favorite of them being Down Special, what with his unique usage of it. Archer gets a thumbs up from me, although Magmortar still reigns supreme in my mind.
Gamageroge is a Pokemon introduced in the 5th generation of Pokemon, Pokemon Black and White versions – number 537. As you can see based off the fact the best art of him so far is a mere sprite with not even rule 34 having touched him yet (No, I did not check, but google image gives –nothing-), he’s a pretty big newbie on the block. Gamageroge’s first two forms are tadpole like Pokemon, making him similar to the Poliwag line in a way, but in the end he ends up as yet another Water/Ground Pokemon. Despite Gamageroge’s typing, Mud Shot is the only Ground type move he learns by level up while he learns Acid the moment he evolves. In addition, one of Gamageroge’s abilities is Poison Hand, which is basically Poison Point but in reverse, Gamageroge poisoning foes as he makes contact with them. The many unsightly warts covering Gamageroge are the source of his poison, capable of shooting it out, and they can also vibrate to give Gamageroge more power. Another of Gamageroge’s unique “features” is that he’s the only fully evolved water Pokemon to not learn Ice Beam. . .No wonder Ice types suck so much. All the other water types put them out of a bloody job while still being able to Surf. This seems to imply that Gamageroge lives in swampy areas like an actual poisonous frog, especially considering that he’s still perfectly capable of learning Boiling Water.
Gamageroge is only 4’11”, so he’s only around Peach’s height, but he’s still just as wide0 as Bowser. Gamageroge’s stats aren’t winning any awards. At least Bowser has some half decent aerial movement – Gamageroge is sluggish no matter what you do. Gamageroge is out of his element on land, considering in his first form he couldn’t even leave the water at all. Perhaps we could turn the tables and make the foe play out of their element. . .?
ABILITY – POISON HAND
Gamageroge’s warts are constantly oozing out poison over him, making him constantly covered in the stuff. As such, on contact foes will get poisoned, taking 2% per second. For every 3 consecutive seconds you stay in contact with Gamageroge, you’ll stay poisoned for 3 seconds after you break the contact with him. The most obvious way to keep in contact with a foe is to keep them grabbed and not immediately throw them.
SPECIALS
DOWN SPECIAL - EARTHQUAKE
Gamageroge turns to face the screen and does a series of 3 sumo stomps at the ground over .45 seconds, it taking .15 seconds for each stomp to come out. Every stomp Gamageroge does deals 10% and high set knockback, but more importantly causes the ground underneath him to sink down a Kirby height. If the platform is paper thin (Say, a Battlefield Platform), then the platform just gets bent. If this is used in the air, Gamageroge laglessly starts this up as he falls downwards, doing 15% and high set knockback on contact. As he lands he sinks the ground 3x Kirby’s height, but has .45 seconds of landing lag.
The ground won’t sink after the sixth stomp in the same spot, and you can’t use it within half a stage builder block of an edge. If you max a pit’s depth, characters like Link might not be able to recover out of it, though even characters that can’t normally are capable of wall jumping out of these pits, so the only immediately obvious purpose of stalling is rendered moot rather quickly.
SIDE SPECIAL – MUDDY WATER
Gamageroge shoots out water from his mouth for .3 seconds until he’s standing on a tidal wave twice Ganondorf’s height and as wide as Bowser. The wave is constantly moving forward at Jigglypuff’s dashing speed, even as Gamageroge creates it. Coming into contact with it does dragging knockback like Piplup and 15 hits of flinching per second, but no damage, though this is fairly easy to DI out of. As you ride on top of the wave over solid ground, though, the tidal wave gets muddy from traveling along it, causing the hits to occasionally start dealing damage (1%). After surfing along the ground for a full second, every hit of the wave will deal damage.
This move continues infinitely until you input for Gamageroge to jump off of it, which immediately causes him to use his double jump and for the wave to crash down, dealing high set knockback and up to 20% based off how muddy the water is. The tidal wave moves too slowly/is too thick to dodge past, and while hitting Gamageroge causes him to take the hit and the wave to crash, he’s generally too high up in the air to hit out of this and can casually abandon ship if you manage it anyway. No, this move should be used to chase a foe off the stage while you double jump back towards the stage to have time to use Earthquake.
So why use Earthquake. . .? Well, Gamageroge doesn’t just make pits, he make pools of water. After Gamageroge has made a pit, if he Surfs into the pit it the wave will automatically crash down into it with Gamageroge automatically hopping off the top of the wave, filling up the pit completely with water. If there are two pits side by side, then the water is split up between the two pits – for example, surfing into two side by side maxed pits would fill up the pit halfway with water.
So what’s the point of the water? Well, it’s nothing at all like Brawl Water – it’s perfectly see through, and play for the most part happens normally underwater. The main thing is just everyone has infinite jumps - swimming. Gamageroge’s jumps are incredibly small, but he has no lag whatsoever in jumping and can jump in the middle of a jump, enabling him to swim at blazing speeds – he is a swift swimmer, is he not? In addition, Gamageroge gains access to an infinite float underwater.
Whenever Gamageroge goes underwater, the poison constantly oozing from his body will poison it, turning the pool into a makeshift swamp – Gamageroge’s natural habitat. Foes in poisoned water are treated as if constantly in contact with Gamageroge, albeit the poison is slightly weaker at 1% per second. Either way, this means keeping foes underwater is the best way to damage rack them.
Did I say that you could see perfectly fine underwater? Well, I lied. How muddy the water is you use to fill up the pit determines the visibility. It can range anywhere from perfectly visible to being impossible to make anything out – of course, Gamageroge can’t see underwater either when the water is muddy, but it can work to your advantage if you have good prediction. If a pit is already filled with water, then you can still make it muddy by crashing a muddy tidal wave on top of it.
As a final note, while foes have to annoyingly jump over your swamps, you can just surf right over them with ease. While a single jump can clear a minimum width swamp, making it a legitimate obstacle to approach over by doubling it’s width can be a decent incentive, even if it makes it harder to block foes from escaping the swamp.
NEUTRAL SPECIAL – ECHO VOICE
Gamageroge turns to face the screen, with .3 seconds of lag, then stretches his hand in the desired direction over another .15 – you can input what direction any time during these first .45 seconds. After the lag is up, Gamageroge lets out a thunderous ribbit. This deals 13% and decent set knockback at point blank range, but also creates a sound wave projectile Mario’s size that travels at his dashing speed in the aimed direction. The damage and knockback slowly decreases to nothing as the sound wave travels, it taking double Ganondorf’s height to turn to nothing.
As the move name implies, you can make this move actually useful by causing it to echo. To make it echo, aim the soundwave down into a swamp – it can’t be wider than two pits dug right next to each other. The sound wave will be reflected back off of the bottom of the swamp and up to where you used it, but at twice the speed and 1.5x the knockback (Not damage). If you ribbit at the sound wave as it comes back up to you, you can keep repeating the process, continuing to double the speed and power of the sound wave, and there’s no real limit until the sound wave is moving so quickly that you can’t reflect it in time (Sooner than you think). The sound wave’s knockback is always in the same direction as it’s going, but the knockback goes up at a slower rate than the movement speed of the sound wave, meaning that if, say, a foe dodges a sound wave you send down at them, then get hit by it on the way back up, the sound wave will outspeed them so you can reflect it back downwards to spike them into the depths of the swamp again.
This move can theoretically be reflected if you aim it into other small alcoves like Gamageroge’s swamps, but there are very few such situations on real stages where this can happen. You can create a custom stage for Gamageroge to **** with this move, or use Golem’s underground tunnels against him.
UP SPECIAL – HYDRO PUMP
Gamageroge turns to face the screen and shoots out a gigantic stream of water downwards after .25 seconds of lag, the attack having a duration of .35 second as Gamgeroge shoots himself up 4x Ganondorf’s height before going into helpless. The water has a downward push effect like FLUDD, but it still deals 5 hits of 1% and flinching per second and is easy to DI out of, meaning it’s not suitable for gimping. None the less, it kills enemy attempts to gimp you decently and is a good overall recovery, though you should use Muddy Water over this if you mainly need horizontal recovery.
This recovery requires you to refuel like Rob’s, demanding you to spend 20 seconds on the ground for it to fully recharge. While that sounds pretty nasty, jumping into a swamp (Or normal Brawl water/being hit by a water attack) instantly recharges your recovery.
While this can’t be used to reliably gimp, if you use this in a swamp it has zero starting lag and you can move horizontally at Ganon’s walking speed while pumping out the water. If you have a minimum width swamp, then you can pretty easily cover the foe in it, pushing them down and preventing them from escaping your swamp for the whole duration of the move. . .At least, until the stream pushes you up out of the water, at which point you lose the ability to move while shooting out the stream. Either way, though, if you and the foe are at the bottom of a swamp, this can stall for time and get you up to the top with the foe having little to resist this.
This move can theoretically fill a maximum depth pit halfway with water if you pump water into it for the whole duration, but Muddy Water is superior for this.
STANDARDS
JAB – POISON JAB
Gamageroge brings out his hands in front of him and tucks his head in so it’s facing his belly, then has the two warts on the top of his head shoot poison at his hands, covering them in it, doing this over half a second. This does nothing, but with each press of A after this this has Gamageroge take turns jabbing with each of his fists, dealing an impressively weak 2% but coming out as fast as Bowser’s jab with notably better range.
The hits do very weak set knockback with a slight bit of stun – enough for you to combo it into your next jab. Furthermore, Gamageroge swings his whole body as he does each of his jabs, enabling him to do something with a similar effect to a chain-grab. This can last until you either push the foe across the entire stage or reach a wall, though unfortunately this can’t infinite against a wall as the foe will be able to DI upwards and out of this against one. This weak jab does more damage than you think it would carrying the foe across
Gamageroge’s hands stay covered in poison for 8 seconds before the slime drops off of him, you able to skip the set-up part of the jab during these 8 seconds. Going into water instantly causes this to wear off. If Gamageroge is covered in slime via his usmash, then he can skip the set-up so long as he stays covered in it.
While this can be a decent damage racker on its’ own, Gamageroge’s pits/swamps conflict with this as it stops the chain grab esque move short. They’re far more useful than this move and not having one up only really benefts this move, making this very predictable with none of them and killing the benefits. So what –should- you use this for? Pushing a foe into a swamp/pit.
DASHING ATTACK – CANNONBALL
With all his froggy might, Gamageroge leaps up into the air a whole Ganondorf, using the momentum from his dash and tucking in his limbs as he flies through the air. He travels forward half a Battlefield Platform and his body is a spiking hitbox that does 15% and the move starts up very quickly, but the move has such ridiculous ending lag as Gamageroge lands in a heap on the ground it’s not even funny. Even if you hit, you’ll be punished with a fully charged smash probably.
If you jump down a pit, your body will be a hitbox much longer as Gamageroge won’t collide with the ground, and you’ll pitfall yourself once you reach the bottom which is actually better than the normal horrible ending lag. Of course, the main thing you want to jump into is a body of water, as doing so will give you –zero- ending lag and even cause some water to splash up on either side of you in Ganon sized hitboxes, doing very weak meteor smashes to send foes into the water and 7%. Aside from being a way to knock foes into the swamp, it can be a nice way to retreat to the swamp when you desperately need to refresh your recovery at a high percentage.
FORWARD TILT – MUD SHOT
Gamageroge chomps at the ground in front of him over .2 seconds. If he hits a foe, it deals 7% and mediocre knockback and the move ends right there. If he chomps into the ground, then he’ll swallow it over .2 more seconds before shooting out a stream of mud in front of himself. The stream reaches out a Battlefield Platform in front of Gamageroge and deals constant hits of 1% and very weak set knockback that pushes the foe through the stream. There are 8 hits a second, and only one in every 3 hits flinches. It’s almost impossible to approach against this, but Gamageroge can’t angle this meaning an aerial approach can beat it out pretty easily and it takes a whole .7 seconds to come out of this move. This move can also make your water muddy if you fire it into the water – you have to fire it for 1.5 seconds straight to completely cover it in mud.
Gamageroge can walk while he’s shooting out the stream of mud, a bit slower than his normal movement speed forwards but very slowly backwards. This makes Gamageroge’s back a blatant blind spot. . .Use this as a pseudo approach to bait the foe’s own approach with your back to a swamp. If you can walk backwards into the swamp you can come out of the move early, and if you’re right up against a swamp then there’s no space behind you for them to exploit – they’ll just land in the water.
UP TILT – UPROAR
Gamageroge turns to face the screen as all of his warts vibrate slightly and he ribbits five times rapidly. His whole model shrinks very slightly then bounces into place in a cartoony fashion with each ribbit, much like the actual animation for the attack in the Pokemon games. This has a duration of a full second, with .2 seconds for each ribbit to come out. Each ribbit causes a hitbox in a defensive half arch above Gamageroge to appear that defends him entirely from above, each hit dealing 6% and the first five hits dealing mediocre juggling knockback that combos into the other hits at low percents, the final hit doing knockback that kills at 200%.
The duration of this attack leaves you wide open if you use it for anti-air on regular terrain, but if you’re in a pit and are defeneded from all other sides then this becomes an amazing defensive option. When the foe inevitably comes to punish you for using Earthquake, just use this – it works especially well at the low percentages where you need such defense.
DOWN TILT – EARTH POWER
Gamageroge does a small jump into the air before putting his hands on his knees to strike a sumo pose as he lands. This causes a Battlefield Platform’s worth of ground on either side of Gamageroge to become a hitbox that does 14% and vertical knockback that kills at 155%. While this has almost no starting lag, the duration of the move is a pretty **** long 1.5 seconds. While this might sound like it’s going to be punished pretty horribly even when you hit with it, the fact the foe has to hit you from the air limits the foe’s ability to punish this move with something worthwhile severely.
If a swamp is within a Battlefield Platform of either side of Gamageroge, then this move will cause the water in the swamp to splash up a Ganondorf’s height out of the surface of the water before falling back down after a mere half a second. This repeats once more over the duration of the move, there not being enough time for it to happen thrice. Anyone or anything that’s at the top of the water will rise up in this splash of water before it falls back down into the main swamp, making it a delicious way to scoop up foes into the water. The water deals no damage as it comes up (Outside the normal poison damage), but it stuns foes until it sends them back into the swamp.
SMASHES
FORWARD SMASH – BOILING WATER
The warts covering Gamageroge twitch slightly as he bends over slightly and shoots out a stream of boiling water. The water goes straight 75% of a Battlefield Platform’s distance before it arcs downwards onto the ground. The move deals 14-25 hits of 1% and flinching, with the last hit dealing knockback that kills at 200%. This move is rather weak for the .35 seconds of starting leg and the .65 second duration it has, but this move has a very annoying side effect – it burns foes from the sheer heat, causing them to take 1% every other second for 60 seconds for a total of 30%. The catch is that if the foe jumps into your nice cool swamp, the burn status effect is cured. Obviously a perfect way to bait foes into the swamp.
If you don’t want to use this as a lure, you can fire the stream of boiling water into the swamp to warm it up. This lasts for 15-30 seconds and all who are in the swamp to take 1% every .75 seconds. . .Including you. That’s all fine and good if you want to camp the foe from outside the swamp, but you can’t go into the swamp to prevent their escape without taking some damage yourself. On the plus side, though, the burn status effect from hitting with this move now can’t be cured – if a burnt foe leaps into a boiling swamp, it won’t go away, so they’ll be constantly taking damage even outside of the swamp.
Much like Hydro Pump, firing Boiling Water into an empty maximum depth pit fills it halfway with water. Unlike Hydro Pump, this can potentially be preferable to Muddy Water in certain situations.
UP SMASH – ACID
Gamageroge turns to face the screen as the two warts on his head shoot out a Wario sized clump of acid that travels up double Ganondorf’s height, dealing 20-30%, weak set knockback, and covers the foe in acid for 20-40 seconds. This has only .15 seconds of start-up lag, but Gamageroge is incapable of moving until the Acid goes up to its’ maximum height then comes back down. You have to stay put for .6 seconds to wait for the Acid to come back down, leaving you pretty blatantly open. However; if the foe attacks you out of this, the ending lag of their attack means they’ll probably be hit by the acid on its’ way down. If the acid hits someone before it hits you, it disappears and Gamageroge is free to move again.
If the attack goes entirely uninterrupted, the acid comes back down on top of Gamageroge, covering him in the acid instead. Acid wears off 4x as quickly underwater and being hit by a water attack takes 10 seconds off the timer, so it can be a decent way to lure foes to the swamp. In order to actually hit yourself with this, the ideal situation is to make a maximum depth pit with Earthquake but not fill it up with water – instead, just go to the bottom of the pit and use this move as the Acid defends you from above and the pit defends you from all other sides. In order for a foe to get to you without getting hit they’ll have to go down the pit at the same time the Acid comes back down, and even then you’re guaranteed to hit yourself with this.
The actual effect of the Acid is the fact it’s so sticky. When someone covered in Acid hits a foe or a foe hits them with a physical contact move, during the ending lag where the attacker goes to separate the part of their body they hit the victim with, the characters both slow down dramatically as the attacker struggles to pull free of the Acid’s hold. For throws, this works in reverse, with the starting lag being increased as the thrower struggle to break contact to get the throwee off of them. Foes escaping a grab via button mashing out is also slowed down. It’s similar to when Captain Falcon lands the Knee of Justice or when Zelda lands one of her lightning kick aerials, though it only slows down the 2 characters in question and not the whole game. The exact amount the lag is increased by is 5x the usual amount – the point of this is to make more time pass by so that the foe takes more damage from a burn, and even more importantly to increase the lag of throws so you stay in contact with foes for a much longer period of time for more poison damage – if a foe grabs and throws you while you’re covered in Acid, they’ll take a hefty sum of poison damage, quite possibly more than their throw, especially if they’re burned. This is your best defense against chain grabs, and if you’re in a pit you can also stall for time with this for the acid to come back down to hit you/the foe.
If used underwater, the projectile will dissolve once it reaches the top of its’ arc and Gamageroge will be free to move at that point. It’s less laggy, but ultimately has little point to use underwater beyond convincing somebody to stay in the water with you a bit longer.
DOWN SMASH – VENOM SHOCK
Gamageroge’s warts all vibrate during the charge, then they all shoot out a strange glowing sludge at such an angle that it all merges together into a Wario sized glob of venom over .4 seconds, though the projectile takes 2 seconds to complete its’ arc, traveling very slowly. The glob travels in a half arch arc, reaching its’ peak at 1.5 Ganondorfs above the ground half a Battlefield platform away before it finally lands onto the ground 75% of a platform away.
Contact with this venom deals a forgettable 13-23% and knockback that kills at 200-120%, but if the foe is poisoned the power of this move doubles, just like this move does in-game. You –can- theoretically hit with this underwater, but the projectile dissolves halfway through its’ arc, and you need an awkwardly wide swamp to hit with this effectively. Instead, you have to keep a foe underwater/keep them in contact with you for 3+ seconds, then hit them with this move within 3 seconds. The most obvious thing to do is to spam this move as the foe tries to get out of the pool, though your grab-game (In combination with Acid) can help make this more reliable. Either way, without a doubt Gamageroge’s main KO move.
AERIALS
NEUTRAL AERIAL – WHIRLPOOL
Gamageroge does a generic brawl nair spin with .15 seconds of lag on either end, dealing a mediocre 6% and knockback that KOs at absurd percentages. It’s fast enough to be decent GTFO, but little else.
If used underwater, the attack serves a more legitimate purpose as it causes Gamageroge to spin around with a similar animation to Mach Tornado, with the whirlpool being very slightly wider and taller than Gamageroge. This lasts as long as Mach Tornado and he can move around at the same speed as same move in any direction during it and deals the same damage, but the priority of the move is very iffy due to the fact that it’s an aerial and the move isn’t disjointed, unlike Mach tornado.
If you stay in one place for the entire duration of the move, then Gamageroge will be shot out of the whirlpool in a direction of your choice (Upwards by default) while the whirlpool stays behind as a trap for 10 seconds. Anyone who comes into contact with the whirlpool spins around in it for the remainder of its’ duration, taking 1% per second (In addition to any poison/burn damage), then gets spiked downwards into the depths of the swamp as the whirlpool expires. If your swamp is too wide to casually jump over, you can chase the foe into your swamp with Muddy Water. While they’d normally have to just hide in the swamp for a brief period as you surf past, the whirlpool makes that far from a viable option. Another highly recommended way to take advantage of this is to wait for the foe to approach you from the opposite side over a swamp, then use Earth Power to casually scoop them up and into a Whirlpool to spike them to the bottom.
If the water is muddy, then all muddy water within Bowser’s width of you will be sucked up by the whirlpool as you spin around, removing the effects of the muddy water from those parts of the water. Once the whirlpool expires, though, all of the muddy water will be dispersed in a .8x the size of a Smart Bomb radius around you. What does this mean? It means that you can only have parts of the water be muddy and actually use it to your advantage. The most obvious thing to do is to suck up all the muddy water from the bottom of the swamp to make that part visible, then unleash all the muddy water over the top of the swamp. This way, you can see how a foe at the bottom is going to attempt to approach you to get out, but they have no idea what you intend to do to stop their approach. While it takes 10 seconds on average for the muddy water to spread back out and cover the entire swamp if you use it in this way, if they want to wait that long they’ll be taking all the more poison damage.
FORWARD AERIAL – BUBBLEBEAM
Gamageroge opens his fat mouth to exhale a stream of 10 bubbles 25% the size of a Pokeball over half a second. They travel half a Battlefield Platform over half a second before they pop, coming into contact with the bubbles making them pop early. The bubbles deal 2% and flinching when they pop.
If used underwater, then the bubbles will float upwards at Sonic’s dashing speed and not move forwards at all. If you’re at the bottom of a swamp and the foe is getting away, this is pretty much the perfect way to delay them for you to come up after them, as if the swamp is skinny enough you can’t dodge all the bubbles, and shielding is obviously out of the question. If you want to play a cheap Gamageroge, once you get ahead in the damage percentages you can just stay in the bottom of a swamp and stall, then just camp with this move when a foe tries to approach you.
When the bubbles reach the top of the swamp, they float there forever until popped, still hitboxes, though if you use Bubblebeam when any bubbles are floating here they’ll instantly pop. This means that if you chase a foe with Muddy Water into a swamp, they’ll have to get hit by these bubbles. Doesn’t sound that threatening until you realize that even if they just barely scrape the surface of the water they’ll get sucked in, and the flinching ensures they’ll get sucked up by a nair Whirlpool if you have one.
BACK AERIAL – STRENGTH
Gamageroge brings his fists together and lifts them over his head as he turns around in mid-air, before falling downwards double Ganondorf’s height very quickly as he smacks his two fists downwards in a very quick motion. This only has .3 seconds of starting lag, and is a powerful spike on par with Rob’s dair, dealing 14%. The problem is the how much Gamageroge uncontrollably falls with this move which makes it unlikely for him to survive this, the move even leaving him in fast-fall after he’s done with it.
The place to use this move is underwater. Aside from falling downwards as you do the move not being nearly as much as an issue when underwater, you can activate your infinite underwater float as you use this move in order to use the spike in place. Without a doubt your most direct way of sentencing the foe to stay at the bottom of your swamp.
UP AERIAL – WATER PULSE
Gamageroge faces upwards and fires out three watery rings as wide as Bowser over .65 seconds. The interiors of the rings are the hitboxes rather than the rings themselves, and each of them deal 9% and a light flinch, just enough for the next to combo. If all three hit, you’ll of been stunned long enough to fall downwards through the air 1.5 Ganondorfs on average. Based off how long you hold A during the starting lag, the rings travel up more slowly. If you don’t hold A at all, they go up at their max speed of Ganon’s dash.
So what’s the point of slowing them down? Underwater, the projectiles are invisible, blending in with the rest of the water. You can see the water they are because the water they’re at pulses very slightly, as if a character with cloaking device was going through those parts of the water, but it’s very faint and subtle. The ability to change the speed the projectiles go at helps, but even then a good foe can usually make out where they are. If you make the water very muddy but not so much that you can’t see at all, though, they can be almost impossible to make out. If you’re mind-gamey enough and make the foe air dodge spam in paranoia, they’ll inevitably sink down more into the water and take more damage as a result.
DOWN AERIAL – BODY SLAM
Gamageroge does a generic heavyweight stall then fall. It deals 20% and spikes foes as powerfully as Ganondorf’s dair and only has .3 seconds of starting lag, but has 5 years of ending lag. If you couldn’t tell, Gamageroge’s aerial game is for the most part useless in the air and is strictly for underwater use.
If used underwater, then Gamageroge takes the same pose as Body Slam as he extends out his four limbs, but logic comes into play and Gamageroge floats upwards at Jigglypuff’s falling speed until he reaches the top of the swamp and just floats in place. Gamageroge can hold this pose for as long as he wants, and can enter and exit it with a mere .2 seconds of lag. This has no hitbox, but if a foe uses a melee attack against Gamageroge’s belly they’ll be bounced back downwards to the bottom of the swamp by Gamageroge’s belly with double the knockback of their own attack. Gamageroge takes no knockback no matter what the foe hits him with here, but he’ll still take the damage of the attack if the hitbox is disjointed. This move is one of the main reasons Gamageroge is so utterly annoying underwater.
While foes could always just not attack as they go to escape the swamp, if the foe is flying at high speeds by taking knockback from another attack, they’ll get bounced back downwards at double the speed regardless of whether or not they’re attacking. How does Gamageroge do this in a 1v1? He launches them upwards with a sound wave reflected from the bottom of the swamp from Echo Voice.
GRAB-GAME
GRAB – SWIPE
Gamageroge swipes out one of his gigantic hands forward. The starting lag of the grab is pretty exaggerated as Gamageroge brings his hand very far back, giving the grab a pretty bad half a second of start-up lag. Even with Dedede’s grab range, can you really expect to hit anybody with that? Well, the swiping motion is so insanely exaggerated that if Gamageroge misses he spins himself around in a circle very quickly, with his arm as a grab hitbox the whole time. If you press the grab button again during this, he’ll spin around twice more with his arm still as a grab hitbox, but if you miss with it Gamageroge goes into his dizzy shield broken stance. Gamagaroge still does the full spin even if does grab someone, but the grab timer doesn’t stop until he finishes spinning. You can press any button stop his spinning at this point to choose the direction you’ll be facing.
PUMMEL – SQUEEZE
Gamageroge goes to grab the foe with his second meaty hand and squeezes them for 2%. This is a very laggy pummel, so this doesn’t help add that much damage when you’re just holding onto the foe to deal more poison damage that much unfortunately. However; if you time the pummel so the foe escapes when Gamageroge’s second hand has the foe grabbed, the grab escape animation will be twice as laggy – this stacks with acid, so you can potentially have a grab escape animation with 10x the normal lag. This pummel can even potentially slow down the foe’s button mashing based off how you time it, assuming they’re competent.
FORWARD THROW – SHOVE
Gamageroge shoves the foe away from him for 6%, pushing them away along the ground .75 Battlefield Platforms – the exact amount of distance away a launched Venom Shock will hit the ground. This throw is surprisingly fast, meaning if you just casually throw out a Venom Shock, stand in place, then grab a foe, you can pretty easily land it. The Venom Shock projectile lingers in the air for a good two seconds, so you do have time to feasibly do this, and Gamageroge can typically hold the foe in his grasp long enough for the projectile to come down before he shoves the foe away.
If you throw a foe directly into a Venom Shock just after they take 1% poison from being in contact with you, then they’ll still be considered poisoned so long as you throw them before the next 1% takes place. This throw is more than fast enough to actually get the poison bonus to register.
BACK THROW – KNUCKLE SANDWICH
Gamageroge opens the foe’s mouth up wide with his free hand, then holds them with said hand as he reels back his other hand for a massive punch in the foe’s kisser. This deals 8% and is pretty laggy, making it good when the lag is boosted by Acid for more poison damage.
Underwater, Gamageroge opens the foe’s mouth. . .And that’s the entirety of the throw. No damage is dealt, but it makes the foe let out all their air into the water. This causes a countdown to appear above the foe’s head of a certain amount of seconds, and once the timer goes off the foe drowns for an instant KO. Getting out of the water immediately removes the counter and you’re then able to go back underwater with no danger of drowning.
How long the timer lasts depends on the foe’s damage. The maximum amount of time the foe has is 25 seconds if they’re at 0% damage, but for every 10% the foe has on them the time is reduced by 1 second. Thus, at 100% damage, the foe has 15 seconds to go get air. It’s a decent alternate KO method if you’re struggling too much with Venom Shock, and can get you a guaranteed KO if you have enough damage. Just keep in mind you can only actually use your grab underwater at the bottom of a swamp, making this rather predictable.
UP THROW – SUPERSONIC
Gamageroge throws up the foe double Ganondorf’s height for 7%, then the two warts on his head start vibrating repeatedly as Gamageroge turns to face the screen and starts croaking out supersonic waves rapidly. The waves go up very quickly as high as the foe was thrown and are as wide as Gamageroge, and they come out at a very quick pace. Gamageroge can press left and right to lean and angle the beam to keep foes in it as long as possible, and this throw puts the foe into helpless. If you’re in a narrow pit/swamp with the foe, then you’re guaranteed to keep them within the pit for their entire way down. After the foe gets out of Supersonic, they’ll hit themselves in confusion every other time they jump for 1% and flinching. This lasts for quadruple the duration they were in the Supersonic waves – have fun getting out of a pit/swamp now, much less jumping over one to progress. If Gamageroge is chasing after you with Muddy Water, have fun finding time to jump once to get over the confusion then jump over the swamp.
DOWN THROW – SLAM
Gamageroge lets go of the foe, during which any increased lag from Acid takes place once, then flops on top of the foe for 10%, leaving both Gamageroge and the foe in their prone position, Gamageroge on his belly and the foe on their back – Gamageroge is still overlapping with the foe here, and if he does the same action as the foe he’ll still be overlapping them. In a narrow pit, rolling won’t get you away from Gamageroge anyway. When Gamageroge –does- separate from the foe, the lag is once again increased by 5x if Gamageroge is covered in acid. In a pit or if you have good prediction, this will get you more poison damage than bthrow.
FINAL SMASH
Gamageroge lets out a massive croak as the screen zooms in on him, summoning his mate in front of himself – a slightly feminine, smaller Gamageroge with less ugly warts. His mate will proceed to rapidly leap to Gamageroge’s opposite side in jumps that just barely clear over his head, laying 5 eggs every time she lands. His mate is invincible, and she deals 10% and set knockback on contact while jumping. If you want to spread out the eggs across the stage rather than having them all in one place, you must play leap frog with your mate in order to make her move across the stage.
After Gamageroge’s mate lays 50 eggs, she hops off into the background and all the eggs hatch, unleashing Gamageroge’s tadpole children, Otamarus.
The Otamarus’ heads are the size of Pokeballs, with their tails extending out a Capsule’s worth behind them. The Otamarus instantly die in one hit and just flail about on land, doing 2% and flinching on contact. If there are any bodies of water on the stage, they’ll attempt to flail towards said bodies of water, doing dragging knockback as they do so. The fact there’s so many of them means once you’re hit by one you’re pretty much screwed, though if the entire stage isn’t covered in them you can typically find somewhere safe to land/DI off to. Otamarus in the water swim about randomly at Sonic’s dashing speed, racking up damage at a laughably fast pace to anyone unlucky enough to get caught in the water. The Otamarus last 15 seconds before they poof out of existence.
PLAYSTYLE
The first thing Gamageroge has to do before anything is a brief set-up period. The only annoying part is just making the pits with Earthquake – filling them with Muddy Water is much too easy. You don’t have to feel obligated to make the pit wider – several of Gamageroge’s moves benefit from nice narrow ones, but you may want to make a second pit that you –don’t- intend to fill with water. In any case, during this phase of the game you can feel free to abuse your jab a lot seeing it’s a lot better, and use your utilt/usmash for defense. You can potentially link into your Acid grab-game and get some early damage racking going on, even.
In order to get the foe into a swamp, you have no shortage of ways. You can use Muddy Water to chase them towards it, use Earth Power/dashing attack when the foe attempts to approach over it, or force the foe to go behind you into the water to punish you via Mud Shot. If all else fails, you can land either Boiling Water or Acid on the foe to make them voluntarily go into the water. Putting a nair Whirlpool at the top of the water certainly wouldn’t hurt either.
Once they’re in your swamp, stay in it with them and do all you can to prevent them from getting out so they accumulate more poison damage. Use your bair to spike foes back downwards, your dair to counter their attacks, and if they’re about to escape use Bubblebeam so you can pursue them. If the water is partially muddy, you can use Water Pulse instead of Bubblebeam for even more damage, or better yet if the water is fully muddy use Whirlpool to make the mud only stay at the top of the water so only you can see. If they’re just rushing out, smack them back down with bair. If they go to attack, counter with dair. It’s all too easy to react accordingly.
Your main KOs will come through Venom Shock. While you could simply just try to hit foes as they come out of the water with it, this is rather unreliable. You could hurl out Venom Shock projectiles at random and try to land grabs in order to fthrow the foe into the projectiles, but this is also unreliable, and the foe will know what you’re up to once you launch the projectile out. Instead, this is the main thing you’ll want your dry pit for. Use it to cover either yourself or the foe in Acid – go ahead and use the move again if you hit the foe so you can hit yourself, as they’ll probably flee to your water. If you’re not in the lead in damage percentage, the main one to lure your foe into a pit is the threat of you landing Acid, so keep in mind the foe will probably play keep away if you just casually use it on yourself. They’ll be trying to knock you into the water most probably to make the Acid wear off more quickly, but this will make them take all the more poison damage, and if they try to bait you into the water by jumping in themselves they’re hurting themselves all the more and are just inviting you to use Boiling Water. Eventually you’ll get in that grab, preferably in the pit, and in the pit you can rack up pretty insane damage with dthrow in particular. Once they’re poisoned for a full 3 seconds without being in contact with you, hitting them with Venom Shock is significantly easier.
Your secondary KO option in drowning foes via your bthrow should only really be looked at if the foe is playing keep-away too much from you while you’re trying to KO with Venom Shock, making it too annoying to land. If the foe goes into this mode, try and score a burn with Boiling Water then use it on your swamp so the foe constantly takes damage as they flee. Once you get ahead in damage percentage or if you’re skilled enough to get ahead earlier on, you can play a campier game as you force approaches via the threat of stalling – nobody in their right mind would want to approach a Gamageroge at the bottom of a muddy swamp spamming Bubblebeam and Water Pulse, but the timer leaves them no choice. Once they get to the bottom, you can actually use your underwater grab to drown them. This rarely happens outside the endgame seeing Gamageroge is a heavyweight who inevitably takes a good chunk of damage, especially considering he needs a bit of set-up, but it’s an alternate KO method should you need it for certain match-ups/exceptionally conservative characters.
MATCH-UPS
VS. MR POTATO HEAD – 55/45 Gamageroge’s favor
Potato Head isn’t –that- threatening up close despite being competent, so Gamageroge can ultimately pull off his minimal set-up without much worry. If Potato Head is too predictably aggressive, Gamageroge can even get in an early Acid when he’s in a partway done pit and start using his dthrow for lots of quick damage, then use Up Special to flee the scene and fill up his pit with water at the same time. If Potato Head decides to play conservative and set up a catch zone of two arms constantly throwing a bowler hat back and forth, then Gamageroge can use Earthquake to bring down one of the arms too low for it to catch the hat, but Gamageroge can’t undo any changes he makes to the stage and Gamageroge doesn’t like the entirety of the terrain to be bumpy – it screws up considerably with using Poison Jab/Muddy Water to chase a foe across the stage into the swamp. This means Gamageroeg is ultimately going to have to just deal with a catch zone constantly throwing a hat back and forth over his swamp, making it a decent bit more awkward for Gamageroge to get Potato Head into it.
When Gamageroge does get Potato Head into the pit, Potato Head finds himself lacking good aerials to get out, mainly because his best aerial, bair, hits below him and his Up Special is a tether. His uair is his only means of attack, but it’s thankfully more useful than one would think as it’s a vertical projectile – it can actually knock Gamageroge out of Body Slam, meaning he’s left just with Hydro Pump and his blatant spike in bair. Considering it’s Potato Head’s only option, though, he’s a fairly predictable variable while underwater.
Gamageroge’s recovery is too good for Potato Head to gimp that well, assuming Gamageroge is conservative enough to use his purely vertical recovery right next to the stage where any parts Potato Head throws out at him can’t hit him. The only problem with this is the fact that Gamageroeg has to either wait a laughable 20 seconds before he can use his recovery again or get into a body of water – if Potato Head can get Gamageroge off-stage again during this time, he’s essentially dead. Potato Head’s catch zone with his bowler hat will come into play more then you’d think here in being an obstacle to prevent Gamageroge from absorbing some more water, although Potato Head will struggle to knock Gamageroge out of his Muddy Water stance if he lets him get past the starting lag. Even if Potato Head catches Gamageroge off-stage without his recovery, Muddy Water means he’s not entirely helpless due to it also functioning as a recovery, though Potato Head can come off-stage himself to gimp Gamageroge if necessary, considering Gamageroge’s aerials are so horrible in the air.
VS. HAMM – 35/65 Evil Dr. Porkchop’s favor
The worst news for Gamageroge in this match-up is that his pits/swamps are blatant bait for Hamm to send his army men into, as they’ll essentially stay at the bottom for the entirety of Hamm’s stock what with them being much too low to knock away. This obviously locks out Gamageroge’s secondary KO option in drowning Hamm seeing he can’t get to the bottom of a pit, but more importantly it means Gamageroge doesn’t have a casual way to cover himself in Acid, as he can’t sit in the bottom of a pit perfectly defended and land it on himself. It’s still possible to land Acid on yourself against Hamm, so long as you use a block tower for cover. . .Just don’t use it too close to one, less Hamm just knocks it over on top of you.
The good news is Gamageroge sets up significantly faster than Hamm, so he can pressure Hamm a decent bit before he sets anything up and get a good lead. This –would- enable Gamageroge to play campy/stally, but of course those Army Men screw everything up. Still, Gamageroge can keep Hamm underwater for decent amounts of time, considering that while Up Special is great it’s too telegraphed for you to ever miss bouncing it off your belly via dair, sending Hamm back into the depths of the water. Hamm’s uair can be a decent counter to Gamageroge’s bair, but the poisonous frog only really needs dair anyway against Hamm. The only worrisome thing Hamm has is the Toy Rocket, though the fact your swamp is such a narrow space means you can just dodge and it’ll fly into a wall and blow up. You won’t get hit by it, but it’ll give Hamm the time he needs to escape and make life miserable for you. Even if you can damage rack Hamm, he just KOs you far too easily. During the early phase of the game where you can abuse your Jab on Hamm, if he just tapes down an Army Man to the ground then you can’t even continue the combo past it.
VS. REX – 67.5/32.5 Gamageroge’s favor
In the way of multi hitting attacks, Gamageroge has his fair and uair, which are both very awkward to use on land or the air, so Rex is for the most part good on that front – he can focus on absorbing bigger hits from Gamageroge to add to his smashes. The problem is Gamageroge’s ways of dealing damage over time to Rex which he can’t absorb at all, via both his poison and burning Rex. While if you take Rex underwater he’ll be able to easily get a lot of damage added to his smashes by being in the “air”, you can just use Boiling Water on both Rex and the swamp to make Rex take constant damage anyway. Then you can proceed to use Acid on yourself in a pit and focus on landing a grab to get in more poison damage on him, and even go for the eventual Venom Shock. . .The problem for Gamageroeg is Venom Shock is his only blatant KO move, so it makes it a bit too predictable for Rex to absorb. If you just casually throw out the move, grab him, and fthrow him into it, though, he won’t have any time to absorb it. If desperate, you can always just attempt to drown Rex, although if you get into the lead and camp to lure him to the bottom of the swamp he may insist on taking time to build his smashes. Even then, though, you won’t be staying with him at the bottom of the swamp after you land the grab, so that’s his only real chance to land the smash. Considering how paranoid he’ll be of whiffing it, it’s doubtful he’ll use it at all.
VS. SLINKY – 45/55 Slinky’s favor
Gamageroge is far from a hard character for Slinky to surround, but the problem lies in that Gamageroge has an obvious escape plan in his Down B to get lower than Slinky can hit him. This isn’t as bad as it sounds, though, because Gamageroge hates the terrain being all random and bumpy because his jab/Muddy Water can’t force foes into a swamp that easily, and even then Gamageroge will run out of terrain he can lower if he just says “screw it”.
The bad news for Slinky is the fact that his uair is absolutely pathetic and makes attacking Gamageroge absolute torture when he’s below him in a swamp, and the fact that many of Slinky’s attacks require far more space then a narrow swamp/pit could ever hope to allow. This means Slinky’s going to be spending almost the entire match at minimum size so most of his attacks can still work in all of the minimum width pits.
Because of Slinky forcing Gamageroge to use Earthquake everywhere he’ll struggle significantly to get Slinky into a swamp outside hitting him with Boiling Water to make him do it voluntairily, though it becomes rather predictable when it’s Gamageroge’s only option. The problem is that Gamageroge can just play stallishly and use the clock as his weapon to force approaches into the tight space Slinky hates. While Slinky is horrible in the air fighting Gamageroeg above him, he can fight Gamageroge when he’s on top, as he can actually hit him with his slinky attacks there, particularly potent if they have a grab hitbox on them. In addition, Slinky can potentially surround Gamageroge when he drops in on him from above, and if he’s playing stallishly at the bottom of a pit then he can’t use Earthquake to escape, due to already being as low as possible. A close match, but a win for Slinky.
Froggy is a pretty good set. While I've always vocally disliked carving the stage up and manipulation of that sort, Gamgeroge doesn't do it as thoroughly as Golem or as complicatedly curvaceous as Cairne. The nice flat pits are much more acceptable.
Now, I do like how he works around forcing his opponent into his swamp, and his ability to turn his swamp into a place that the opponent wants to go in to, or a place of damage, and trapping them in it to hurt them. Unfortunately, his game when he's actually inside his swamp is a lot more straightforward since it's so reactive to the opponent's movement rather than being actually aggressive.
I really like the drowning sub-mechanic, but that it's only activated through a throw when on the bottom of the swamp makes it too situational to really be an effective tactic. I'd have liked if it was more fully fleshed out as a strategy, and not as difficult to start up.
With everything having been said though, the moveset has a very cool feel to it. The heavy use of damage over time, combined with the sadistic way of knocking opponents into the pool again and again gives the moveset a very villainous feel, and you brought out his various attributes together into a way that really fits, from his swampy habitat to his numerous poison attacks. A good moveset to be sure.
The young and adventerous dragon of the Dragon Realms, one who is compassionate and helpful, as well as powerful. Being a Dragon Purple in color, he has power over all the elements, unlike other Dragons who are restricted to only one. He and his companion Sparx travel throughout the world, defeating many foes, such as the terror Malefor, and saving the lives of even a Dragon as evil and lost as Cynder, who was turned to Spyro's side.
Size: Larger than Ivysaur, but only slightly.
Weight: 6/10, slightly a middle weight.
Walk: 5/10
Run: Slower than Squirtle and faster than Ivysaur.
First Jump: 5/10
Second Jump: 4/10
Priority: 2/10
Traction: 7/10
Fall Speed: 4/10, his wings make for a slow decent.
Aerial Movement: 8/10
Standard Moves:
Jab- Wing Slap
Spyro quickly smacks the area in front of him with his left wing. A fairly good opener, one of his only attacks that has a hurtbox farther than his hitbox.
2nd Jab- Wing Slap
A second Wing Slap, similar to the first, that strikes quickly after the first, except it has .5 seconds of lag afterward. Dash Attack- Somersault
Spyro uses his momentum to flip forward and slam his tail spike on the ground in front of him. Only does around 3% damage to people close, but does more and has more potential knockback is the tail spike sweetspots.
Prone Attack- Wing Sweep
Spyro quickly gets on his prone position and spins clockwise, spinning his wings in both directions, before flipping onto his back. Has a very brief lag period after when he regains his balance.
Recovery Attack(Below 100%)- Headrush
Spyro quickly leaps onto the field with a quick headbutt. Doesn't do much damage or knockback, but neither do most recovery attacks. Recovery Attack(Above 100%)- Tailrush
Spyro does a slow flip onto the stage, slamming his tail on the ground as he flips. Like the other one, it doesn't hit hard or have a lot of knockback, but like before, its a recovery move, and doesn't have to. Side Tilt- Whiplash
Spyro spins and whips his tail out in front of him. This move has high knockback if it sweetspots, otherwise, its a faily weak attack, dealing about 5% damage with lag afterward.
Up Tilt- Flag Wave
Spyro waves his wings above him by crossing them, then moving them outward. Similar to Wolf's Side Tilt, it's actually two attacks in one, with the first one setting up, and the second dealing roughly 4% damage, but with good knockback, tossing the target upward. Not bad for juggling.
Down Tilt- Tail Whip
Spyro spins, and whips his tail. Not a very powerful sweetspot, as it knocks the target upward. Which makes it even less powerful if the target is close.
Special Attacks Neutral Special- Elemental Breath
Spyro shoots a breath out of his mouth, and the element depends on the Taunt he last used. It can be Fire, Ice, or Electicity. Fire breath does the most damage, and briefly stuns the target. Ice Breath does less damage, but has a longer stun due to freezing the target's joints. Ice and Fire breath both have a little less then a second of lag afterward. Electric Breath does the least damage and only has a brief flinch, but it can jump to nearby targets, and can be shot more rapidly with no lag, making it more devestating in groups. The Range of these breaths is okay, roughly a little farther than a Fire Flower.
Side Special- Charge
When used on the ground, Spyro charges in one direction. He can pivot while charging, but he has a higher chance to slip while charging. He'll deal damage to anything he runs into, and will keep running. When used in the air, he corkscrews forward and it gains an elemental effect. Fire deals the most damage and has a brief stun. Ice does the least damage here, but freezes the target for a little less than a second. Electricity has the most range, and zaps the target for less damage than Fire, but more knockback. Spyro is left in freefall after charging in the air.
Up Special- Hover
Spyro flaps his wings and ascends. Similar to C. Falcon's Up Special, if he comes in contact with a foe, he'll kick off them. However, this one results in a soft spike, sending the foe downward. If he hits a foe, he can use it again. If he doesn't, he's left in freefall.
Down Special- Armoured Boulder
Spyro transforms into a glowing green boulder akin to in Dawn of the Dragon. When used on the ground, he just sits, but transforming into it makes him invulnerable to everything, including grabs(How do you pick up a large rock?). When used in the air, he falls downward, and causes heavy damage to anything he touches. Unlike Kirby's rock ability, there is almost no charge up period, and he as slight control over where he travels in the air. By moving the stick, you can curve slightly in either direction.
Smash Attacks Side Smash- Stone Maul
Spyro slams his head and golden horns forward. It has a brief start up second before its unleashed. When charging, as it gains power, you can see small stone fragments form on Spyro's head to show off the increased power of the attack. It deals about 13% damage uncharge, and fully charged, deals about 20% damage.
Up Smash- Wind Wake
Spyro slams his wings together. This is itself is a light attck, which knocks the foe upward, mostly into the actual attack. A small shockwave above him thats barely visible. It deals little damage, about 9% uncharged and 15% fully charged, but has a lot of knockback, and even if the target isnt hit by it, they will be floated upward for less then a second if they are just out of range.
Down Smash- Earthen Fury
Spyro surges Earth magic into the ground, causing a small quake round him. Rather then the ground undulating or rocks flying, the hitbox is shown by a short aura of green energy that deals damage like a physical attack. It hits on both sides of him for around 12% uncharged and 17% fully charged.
Aerial Attacks Neutral Aerial- Spin Cycle
Spyro spins, stretching his legs and wings to both sides of him. This hits only briefly, and if it misses Spyro is easily punished.
Forward Aerial- Charge Feint
Spyro corkscrews forward, similar to his charge attack. This hits the target multiple times as it corkscrews into its target, and each hit pulls the target closer into the attacks hit range. Backward Aerial- Golden Stab
Spyro stabs his tail spike behind him. Like C. Falcon's knee or Zelda's kick, if it sweetspots, its a devastating hit, shocking the foe and sending them flying.
Upward Aerial- Horn Slice
Spyro swings his head up above him, slicing with his horns. A fairly weak attack from far away, a harder attack when hit up close, KOing at around 70-80%. A great attack, having little lag when he hits the ground.
Downward Aerial- Horn Dive
Spyro flips and flies down headfirst, slicing through all in his way. Theres a second of lag when he hits the ground as he pulls his horns out of the ground. Glide Attack- Quick Spin
After he glides, Spyro spins, similar to Charizard's Glide Attack. Has better than average KO potential, killing at around 70%.
Grabs
Grab- Elemental Grab
Spyro stands against the target with his forefeet. Named such because heach throw has an elemental property. Pummel- Stone Ram
Spyro rams his head into the target's skull. Deals 2% per hit, dealing small damage.
Forward Throw- Fire Spew
Spyro lets the foe go and breaths fire into them, pushing them back and briefly stunning them. A completly horizonal throw, good if the target is near the edge of the stage. Backward Throw- Boulder Whiplash
A small rock that looks similar to his down special forms around the spike on Spyro's tail. He throws his foe behind him and rams them with this tail rock, dealing roughly 7% damage and sending them behind him far horizontaly. Upward Throw- Static Charge
Spyro lays his enemy between his wings and zaps them with electricity for 2 seconds before sending them upward. The zaps can hit other nearby enemies if they get too close.
Downward Throw- Ice Boulder
His least reliable throw, Spyro lays the target on the ground, turns into a boulder of ice, and falls on top of them. Doesn't send them far forward and deals about 5% damage.
FINAL SMASH
Fury of Convexity-
Being a Purple Dragon, Spyro has two powers other dragons don't, these being Time and Convexity. Spyro gains true flight, and emits a small, clear, wavy aura around him. He cries, "I control the passage of time!" and all his enemies are slowed. He then can fly(at normal speed) around and collect his foes. When all of his foes are collected or, when 4 seconds passes, he cries, "Join me in this prison!" And he encases himself and all his enemies in a giant crystal. It floats for a second, then Spyro yells, "Begone!" and the crystal explodes, dealing damage to everyone inside, including Spyro. Spyro, however, does not get knocked back, but it is pretty much a one hit KO for his foes.
Taunts
Unlike others, the taunts have an impact on Spyro's gameplay, deciding with element is currently dominant.
Up Taunt-
Spyro tucks his wings in and electricity flows through them. He then flaps his wings and the sparks dispurse. Side Taunt-
Spyro faces the play, and emits smoke from his nostrils. Down Taunt-
Spyro spins in an almost tail chasing motion, and snowflakes emit from his mouth, forming a lovely streak of blue around him.
Snake Codec:
Snake: I'm fighting some kind of purple dragon.
Mei Ling: Aww, a purple dragon? That sounds so cute!
Snake: He's pretty strong for a little guy.
Mei Ling: Thats Spyro snake! The only Purple Dragon of this generation. Purple Dragons can control the 4 elements, Fire, Ice, Electricity, and Earth.
Snake: You know a lot about dragons Mei Ling.
Mei Ling: Well they are a great part of Chinese folklore.
Snake: Oh boy...
So yeah... This is my first moveset, so go easy on me
FROGGY
I'll just come out and say that this is easily my favorite of your Pokesets, and not even because of the (excellent) match-ups. I saw quite a bit of what Hamm had in Froggy, as they both require set up, use their set-up water/blocks to build damage, whether by forcing foes in or by firing coins at trapped opponents, then finishing them off with the zone by drowning them or knocking down the tower. Froggy has similarly antagonistic motivations during his matches; I can't judge how in-character this is due to my Pokemon inexperience, but blatantly drowning victims would seem a bit OOC for a mere overweight dart frog.
This leads into another criticism of mine: Froggy seems to be a great damage-racker if played competently, but his KO options seem less pronounced than would seem proper for a heavyweight. I do love how the strength of Venom Shock goes up if a foe is poisoned, but to be honest, I can easily echo DM in saying that drowning should be more pronounced. Giving attacks other than B-Throw the ability to open opponents' mouths, giving Froggy more options with which to initiate a drown KO would work alright, IMO. Otherwise, Froggy oozes as much interesting material (kudos for the flow of boiling foes to force them into water) as his warts do poison.
GAMAGEROGE
Since Im a "newcomer"i guess(or am I a regular?), my comments probably dont mean much. However, I'd like to say that your movesets are some of my favorite that I've read (joker was obviously an inspiration), and this is no exception. I like how water was used(in fact, I have a heavyweight water-based moveset probably going to be uploaded tomorrow), since I feel its an underused mechanic used in real smash moves, and not represented as much as it should be here.
Yeah...my only"gripe" with it is moves that are pretty situational...but thats not anything big at all.
Blastoise moveset to be uploaded by the end of this week. Its probably going to be a bit(alot) overpowered too, so dont say anything about that
Major props for actually taking the time to properly BB-code your set, it's one of the most common newcomer mistakes and you avoided it.
Seeing as how I'm probably the only person in MYM who actually liked the Legend of Spyro Games, I appreciate having his elemental abilities included, particularly how his Neutral and Side Specials have different properties depending on which element he has equipped.
The main thing I would suggest working on in the future is to add damage and knockback values to every move. As for Spyro himself, he feels underpowered; The moves that do have damage stated tend to be really weak (for the record, 10-11% is average damage) and some of the lag-times are scary. 1 second of lag is longer than a Falcon Punch!
You strike me as having potential, so I look fowards to whatever it is you decide to do next.
Archer: Ok, there's something quite off about this moveset, and it has very little to do with the moves themselves or how they slot together. With the exception of the excrutiatingly contextual (almost impossibly so) Down-Special, the set drips with clever and tight design. Of special note is the brilliantly simple way you let Archer switch from moveset to moveset. It's concise and, really astonishingly logical. (alright, personally I thought the move that switches to the melee moveset should have been a melee attack... but meh) So what's wrong then? Archer seems to lack a certain level of polish that readers tend to associate with your sets. The introduction did very little to establish who Archer is. Detail on attacks makes itself sparse at the very worst of moments, as do the pictures, which seem to be allergic to the melee moveset, and you constantly state that SWORDS are throwing items (what kind of sword ISN'T a battering item, seriously?). The set does come together really well in the end, but the way it's presented feels a little sore and fragmented, which really surprises me.
GAMAGEROGE: I'm not convinced this set is for this Pokemon at all. Frogs stomping the land into pits? I'm getting flashbacks I've always found there to be a little friction regarding how willing you are to implement an idea by however means needed. You sacrifice character where I wouldn't and Gamageroge feels like another example of this. But that's not to say that Gamageroge is any the worse for it. Gameplay-wise, Gamageroge is a creative, varied set that explores some ingenius ideas. I think I might have preguessed a few of your trademark twists, but they're certainly there, and they create a depth that is actually somewhat accessable, and always logical. And really, you did what you could... stupid 5th Gen pokemans. What else could you have done?
Spyro: I did enjoy the simple, no-nonsense descriptions of these attacks. I had no trouble whatsoever imagining what each one looked like, though I would imagine that's mostly because Spyro himself is such a vibrant character. There was clearly a good bit of thought put into this. The moveset comes across as a bit "safe", but it still works, and its easy to identify these attacks with Spyro.
But, beyond the elemental breath, his Specials aren't as unique as I felt they should have been. His Up-B is like Captain Falcon's, and his Down-B is like Kirby's. Spyro's Specials should be his own. Things that only he can do.
You may want to bear in mind that while MYM is about designing movesets for Brawl, there's no reason at all to feel completely tethered to Brawls restrictions. Imagination is looked upon just as fondly as accuracy, reverence or practicality.
Before I get into this set, heres some information about how it came to be.
When I heard that there was going to be a Pokemon Trainer in Brawl, I knew two things.
1:He was probably going to use Kanto starters, and
2:There was probably going to be a Light, Middle, and Heavy character.
Who was that Heavy Character going to be? Venosaur? Too big. Charizard? You mean flying Bowser? Nah, it was going to be Blastoise, the best water pokemon around. He was big, fast, strong, and best of all, WATER-BASED. Something never done in Smash Bros! What, they were going to get that puny Squirtle to do it? No way, man, it was going to be Blastoise.
Then...Brawl came out. And Blastoise was forgotton. Imagine my sorrow and dispair.
So, to cool my pent-up fanboy rage, I introduce to you:Blastoise. And he doesn't fight with any ***** team, he's solo.
BLASTOISE
Blastoise is a large water pokemon introduced in Generation 1 as the final evolution of Squirtle. He is a huge cross between a tortoise and a tank. How ****in awesome is that!
STATISTICS
Blastoise is the heaviest character in the game, but not by much(10.5/10). He's also Close to being the tallest(9/10). His Jumps aren't great(4/10), but he has a few good recovery options. He's pretty slow walking(3/10), but he's quite fast running(7/10). He has poor traction(3/10). His power is almost off the charts(9.5/10). He can't crawl, glide, wall jump, or float(well, actually, kinda. We'll get to that)
SPECIAL ATTACKS
Neutral Special: Water Gun
B.astoise takes aim for .5 seconds, and fires his cannons. This isn't Squirtles water gun, though, this is serious ****. It comes out like a ****ing firehose. The Water can make it all the way from one side of final destination to the other. Yeah. If an opponent is standing right next to Blastoise(touching him), they get 15% damage and are thrown back the full length of Final Destination. If an opponent is within 3 Stage Builder blocks from him, they're dealt 10% damage and are knocked back 3/4 of FD's length. If they are from 4 SB blocks to 6 SB blocks, 7% damage and knocked back 1/3 of FD's length. If they are from 6-8 SB blocks away, 5% damage and Knocked back about 1/8 of FD's length. From there to the end of FD, 3% damage and are pushed just a little bit. This move lasts only for .75 seconds, so its just a quick burst of Energy.
Up Special: Rapid Spin
Blastoise curls up into his shell and starts spinning...rapidly. While this may seem similar to Bowsers Whirling Fortress, there is one distinct difference: when Blastoise uses this, he fires out water about .75 SB blocks away from him. This keeps opponents away from him, pretty much pushing them. While in the air, Blastiose can use this to gain 4 SB blocks of vertical an 3 SB blocks of lateral recovery. While on the ground, he can move up to 8 SB blocks laterally. The water itself does 1% damage for every .2 seconds its touched. The top of the shell does 8% damage and average vertical knockback. While in the air, his underbelly is exposed to attack, so its best use to push opponents around.
Side Special: Tackle
Blastiose rears up and charges 2 SB blocks forward. The charge lasts for .5 seconds, and anyone caught in it is dealt 15% damage and are knocked straightback 4 SB blocks, leaving them open to a Water Gun Blast.
Down Special: Waterfall
Blastoise jumps about 2 SB blocks into the air and Blasts his cannons straight down, Creating a waterfall effect. This has a lot of farce behind it(enough to keep Blastoise level in the air), and will bury anyone directly beneath it. Blastoise can move in the air, (albiet slowly) which makes this a kind of float, especially since he stays level when off stage. When he moves, he pushes anyone with him, and can push them off the stage. The move lasts 2 seconds.
STANDARD ATTACKS
Neutral
Blastoise smacks his opponent with his head. This does 7% damage and causes flinching. He follows up with a hit from one of his cannons(depending on what side he's on), which does 9% damage and sends his opponents flying back 3 SB blocks. He follows this up with a quick cannon blast of water, which does no damage but knocks them back another 2 SB blocks.
Dash Attack
Blastoise stops in his tracks and blasts his cannons in a quick spurt, with a range of 2 SB blocks. The water doesn't do damage, but knocks them back 3 SB blocks. This has .6 seconds start up lag
Up Tilt
Blastoise shoots water up with almost no start-up lag. This does 5% damage, and gets opponents up in the air.
Side Tilt
Blastoise stomps down while swingind his cannon, dealing 8% damage and launching opponents straight forward. A setup for a Water Gun blast, maybe?
Down Tilt
While crouching, Blastoise fires on the ground, making it wet. The wet ground acts as Ice for 5 seconds, and induces tripping. It also makes your pushing moves 2x more effective.
SMASH ATTACKS
Up Smash: Bubble
Blastoise shoots a quick spurt of 20 bubbles, each doing 1% damage, up in the air. While each has no knockback, they keep opponents up in the air.
Side Smash: Flash Cannon
Two white balls(haha balls) of energy appear on Blastoise's cannons. He shoots them forward about 1/2 the length of FD, dealing 20% damage and huge knockback straight back.
Down Smash: Earthquake
Blastoise picks up his foot and stomps it hard on the ground. This causes the whole stage to shake. Anyone walking trips, grabs are released, anyone hanging or attempting to grab a ledge falls. There is the same amount of start lag as a Falcon Punch, and Blastoise cannot move for the duration of the shaking(2 seconds)
AERIALS
Neutral: Aqua Tail
A swirl of water appears on Blastoise's Tail. He hits opponents with it, dealing 10% damage and high knockback. This is quite laggy, so be careful when you use it.
Up: Water Cannon
Blastoise blasts his water straight up, doing 15% damage and pushing opponents straight up. When Blastoise does this, the water has alot of force behind it, so Blastoise comes down hard, dealing 20% damage to anyone under him.
Forward: Shell Shock
Blastoise recoils in his shell and spins forward, doing 7% damage and little knockback.
Backward
Blastoise kicks his feet backward, dealing 12% damage and nice vertical knockback.
Down
Blastoise shoots his water straight down, dealing 10% damage to anyone who touches it. This also makes Blastoise rise in the air, making this a pseudo-recovery move. Blastoise's Shell also becomes a platform for a short period of time.
GRABGAME
Grab: Bite
Blastoise lunges forward and grabs his opponent in his mouth. Sue me
Pummel: Chomp
Blastoise chomps down on his opponent, doing 5% damage.
Up Throw
Blastoise throws his opponent up into the air and Blasts them with his cannon. This does 10% damage and launces them straight up.
Forward/Backward throw
Blastoise throws his opponent hard across the field, dealing 9% damage.
Down Throw: Skull Bash
Blastoise drops his opponent and buries them with his head, dealing 15% damage. If an opponent is Buried, Blastoise can use his neutral special to blast them half the distance they would usually go.
FINAL SMASH GIGA BLASTOISE
nah, just joking, actually its...
HYDRO PUMP
Blastoise takes aim, and blasts with all of his power. WAIT...isn't than his neutral special? NO. This is 100x more powerfull. Anyone, and I mean ANYONE, caught in this is screwed. This has INSANE knockback, pretty much an OH KO. It does 69% damage, if that matters. The only downside is that its narrow, about the size of PT's Triple Finish. But, It does go all the way across a stage, giving it huge lateral range.
This **** also blasts through walls.
Blastoise=Chuck Norris of Poke'mon
PLAYSTYLE
Your probably thinking:"Well whats this? Its just a bunch of ****in water moves!" However, the moves work together in one very simple way: most are designed to push and keep opponents off an edge. Thats right, Blastoise is a character made to edgeguard! Think about it, most of his moves are made to push, throw towords, set them up to be pushed, and one even makes it impossible to grab an edge! All his other moves are to give him K.O options on walled stages(im looking at you, Shadow Moses Island). Either way, Blastoise is a beast. His edge guarding, combined with good recovery, fast speed and heavy weight should make him a hard fight for anyone.
**** balance, this is MYM, and I can make a character as overpowered as I want, Goddammit!!
I actually really liked how he has the "same" Neutral Special as his previous form just cranked up to 11, it really makes it feel like this is the pinnacle of his family's power. Though on the other hand, Tackle doesn't really strike me as something to use for a Special Move. Skull Bash was always sort of a signature move for the Squirtle line so I would have used that instead.
I like his concept of essentially being a literal tank with his weight and ranged power, but sometimes I feel that the lag of his moves was eggaterated. His DSmash leaves him vulnerable for 2 seconds! Similarly, .75 seconds of firing water gun is not a "quick burst of energy".
You know, all these pokesets are starting to get me itchy for a battle...*looks for Pokeball*
Thanks for the constructive criticism. Imma try to have a new one up. I have a character in mind and i'm sure no ones done him before, which strikes me as surprising. General Scales is a great bad guy...
I actually really liked how he has the "same" Neutral Special as his previous form just cranked up to 11, it really makes it feel like this is the pinnacle of his family's power. Though on the other hand, Tackle doesn't really strike me as something to use for a Special Move. Skull Bash was always sort of a signature move for the Squirtle line so I would have used that instead.
I like his concept of essentially being a literal tank with his weight and ranged power, but sometimes I feel that the lag of his moves was eggaterated. His DSmash leaves him vulnerable for 2 seconds! Similarly, .75 seconds of firing water gun is not a "quick burst of energy".
You know, all these pokesets are starting to get me itchy for a battle...*looks for Pokeball*
Thank you for the comment, Hyper_Ridley!
You know, looking back, the lag does seem a little...extreme, but the reason his moves are so laggy is so that he's not an unbeatable god of a character(although he should be ), but the two seconds is kinda pushing it.
About the whole tackle thing, I decided to use it instead of Skull Bash was because when I tried to use Skull Bash in the same spot(i know my pokemans), I really couldn't get it to work without it being Generic and unfitting or an exact clone of DK's Skull Bash(which I beleive is his Side Special, also). So, I put it as a grab, and I think it works well there, too, I mean, I couldn't not include it.
But anyway, thanks again for the kind words and constructive critisism, really, it means alot.
Blastoise is a large water pokemon introduced in Generation 1 as the final evolution of Squirtle. He is a huge cross between a tortoise and a tank. How ****in awesome is that!
I like the enthusiasm and humor in this set; it makes it fun to read, even if it is a little short. It's a nice tribute to Blastoise, the forgotten Water Starter. Like H_R, I think the Side Special is a little lacking (anything else probably would've been better). Also, I don't really see a reason why some of his water attacks shouldn't do damage, like in his Standard Combo. Some of his attacks were a little predictable; don't be afraid to step outside the box a little to make a fun-sounding move! Otherwise, it works!
Ryoko Kano, the young judo prodigy, is ready to prove the worth of her art in Brawl!
Ryoko Kano made her first appearance in the Data East fighter, Fighter's History. Despite her appearance similar to the Shotokan Street Fighter, Ryu, Ryoko fights in a distinctly different way: Judo.
In the early 1990s, Ryoko Tani was making her scene in the Olympics, and as a result, many fighters based on her were created, Ryoko Kano being one, and Ryoko Izumo of World Heroes being another.
The character of Ryoko is a 16-year old judo prodigy, raised in a family of renowned judo fighters. While she initially was averse to learning judo when younger, she eventually got into the sport, and now lives and breathes it.
This is another addition to the Fighter's History series I began in MYM2. While it didn't quite catch on there, here's hoping that it might this time, due to the higher emphasis on playstyle.(And fighting game characters seem to fit that principle well, in my view.)
This set might be a bit heavy on the brevity compared to my other ones, but that's fine with me. Makes it easier to take in and read. And easier for me to write.
Appearance: Ryoko wears a longer-sleeved gi in this iteration(Even though some of the pictures have the shorter-sleeved one), with the symbol of Japan's flag on it. She also wears a headband, corresponding to the colour on the Japanese flag.
Statistics:
Size: 3/5 (Around the same size as Mario)
Speed: 3.5/5 (Same as Donkey Kong's)
Weight: 3/5
Jump Height: 2/5
Fall Speed: 3/5
Traction: 4/5
Pros:
Similar appearance of attacks allows for excellent mindgames
Quick attacks
Cons:
No long-range game whatsoever
Few major high-knockback kill moves
Entrance: Ryoko appears onstage and bows to her opponent before going into stance. Series: Fighter's History Logo: A set of bull horns Wiimote Sound: KATA-GURUMA!
(I'm going to start with special moves this time. Personal preference.)
Special Moves
Standard Special Move: Mountain Storm
Ryoko grabs a very short distance ahead of her during the attack, similar to Bowser's Flying Slam. While the range is not that great, the damage and knockback give a solid payoff.
Leaping into the air, Ryoko rolls with her opponent upwards, around the same distance as a Flying Slam. Upon sending the opponent down, though, they light on fire briefly before getting knocked upwards and falling down just ahead of Ryoko.
Ryoko can use this as a recovery move if close enough to the opponent in the air, but if not, she has an alternative option as well, in her Up Special.
8-26%(Throw, Fire)
Side Special Move: Tomoe Nage
Grabbing a short distance again, Ryoko moves the opponent close to her, and hoists them over using her leg, sending them backwards and onto the ground. Due to Ryoko being on the ground as well, there is some lag associated with the attack, and Ryoko gets up just before the opponent does. 6-12%(Throw)
Tomoe Nage Submission
Pressing Down and B during the attack lets Ryoko pin her opponent behind her, and squeeze them, for up to 5 hits more. After being released from the hold, the opponent simply falls a short distance away. 1-3% each, does 10% total when fresh(Arm, Throw)
Up Special Move: Jumping Throw
Ryoko jumps(or airjumps) a fair distance in the air(About the height of Fox's second jump) and grabs any nearby enemy into an aerial Ippon Seoi throw. A quick 'whoosh' sound(Same as Zero Suit Samus's Down Special) accompanies the attack.
The Jumping Throw is also homing to a degree, so Ryoko automatically targets any enemy above her to grab.
Ryoko can also suicide with the attack if used off the stage without a platform to throw down on, grabbing an enemy and taking them down with her. Some refer to it as a Ryokocide or a Kanocide, though the former name is much more common.
9-14%(Throw)
Down Special Move: Breakfall/Rolling Breakfall
This special move is fairly unique, in that its purpose is similar to teching the ground, and this attack can only be used in a specific situation.
The attack can only be used when Ryoko is falling down from the air, and will fall in a manner that she will lay on the ground after. This special lets her avoid that.
If Down and B are pressed while Ryoko is falling and fairly close to the ground, she will slap her arm down to break her fall and do one of several things, depending on the direction held:
-If no direction or up is held, Ryoko will jump up and return to stance immediately.
-If forward is held, Ryoko will do a Rolling Body attack forwards to hit the enemy before standing up. Unlike the Dash version of the attack, she cannot do it twice.(3-7%, (Leg))
-Holding back lets Ryoko do a backwards somersault and return to stance. The somersault moves her back the length of a Battlefield platform.
-If down is held, Ryoko will recover into a crouching position. Holding forward or back lets her roll and then crouch afterwards.
While the attack seems to be obsoleted by the ukemi technique in Brawl, there is a unique property in this attack which lets Ryoko breakfall after any instance where forced into the ground, such as Ganon's chokehold or Bowser's Flying Slam, or even things like Falcon's Down Throw. It is useful in those situations to quickly turn the tables!
-Also, I should mention at this point. If Ryoko tries and fails to grab the opponent, she will just simply whiff the grab, similar to when a character tries and fails to grab the opponent for a throw.
Normals
Jab: Palm Thrust
The attack has a fair amount of range, about 3/4s of Ganon's Thunderpunch, and it's fairly similar to the attack as well, except with reduced knockback(About the same as a Home Run Bat Jab hit) and damage.
Holding the A button has Ryoko do the hand slap repeatedly. (Arm)2-4%
Dash Attack: Rolling Body Attack
Ryoko does a roll forwards, kicking up her legs to attack the enemy. Due to the attack being low to the ground, there is some lag afterwards, about 1/3 of a second.
Tapping the A button after the first attack finishes lets Ryoko do another body roll. There is noticeably less momentum in the second one, though, so it travels less distance.
(Leg, Rolling)
1st Roll: 5-9%
2nd Roll: 3-6%
Tilts:
Forward Tilt: High Kick
Ryoko does a high kick to strike at head/neck level with her ankle. The attack comes out surprisingly quickly, and does okay knockback ahead. Unlike other tilts, it cannot be redirected, so keep that in mind when using it.
(Leg)7-13%
Upward Tilt: Sky Jab
Ryoko kneels down and does a high knifehand attack into the air. The attack height actually is slightly higher than Ryoko herself, and has a fairly large 'wave' style hitbox, hitting both ahead and above Ryoko. Hitting the fist sends opponents upwards, but hitting the front of her arm/her body sends enemies ahead.
(Arm)6-11%
Downward Tilt: Double-Handed Sweep
Ryoko crouches, brings her arms together, and sweeps the opponent with a double-fist attack. The attack trips if the opponent is hit directly by her fists, but it has a fairly decent amount of knockback when up close.(Sweet spot)
At this sweet spot, opponents are sent in a down and forward direction, making it a good edgeguard. (Arm)9-14%
Smashes
Forward Smash: Running Ippon Seoi
Taking a cue from fellow judoka, Jubei Yamada, Ryoko runs a short distance ahead of her to throw the opponent over her shoulder onto the ground behind her. Due to how Ryoko remains standing after this Smash, it is useful to follow up on, even if it is somewhat easy to telegraph.
Holding the button for a longer period of time will let Ryoko run ahead a further distance, varying from a Bowser length to 2 Bowser lengths.
The actual damage remains the same for all versions of the Smash.
(Throw)12-20%
Upward Smash: Kataguruma
Grabbing a short distance ahead of her, Ryoko throws the opponent over her body, launching them a high distance upwards. Ryoko can grab a short distance ahead of her to begin the attack, and the height the opponent is throw increases with both higher damage and charge time. Opponent weight and fall speed can also affect the height thrown, so someone like Donkey Kong or Snake is thrown a short distance, while Jigglypuff can be tossed above the screen at around 60-70%.
(Throw)13-27%
Downward Smash: Rushing Ippon Seoi
The Ippon Seoi is a staple of Ryoko's offense, where she grabs the opponent whilst crouching and throws them over her shoulder onto the ground. The Smash locks onto an enemy, so she can throw an enemy who is behind her. Notably, the Smash has a unique property in the beginning of the attack, which I'll call a 'phase'.
Ippon Seoi Phase
This Smash lets Ryoko 'phase' forward a short distance, ranging from a Mario width ahead of her to a Bowser width, depending on how long the Smash is held.
She is invincible when she phases, making it solid for an occasional defensive move.
Like the Running Ippon Seoi, damage is constant for each version of the Smash.
(Throw)11-20%
Aerials
Neutral Aerial: Judo Kick
It's a sexkick, more or less. While this kick has somewhat more range than other characters' sexkicks, most of its properties are the same. Higher knockback when close to Ryoko, lower knockback if one goes into the attack, yadda yadda yadda.
(Leg)7-14%
Forward Aerial: Aerial Ippon Seoi
Ryoko does a short grab ahead of her. If she connects, she throws her opponent downwards into the ground from the air. Ryoko and her opponent then fall a short distance in the forward direction, both slamming into the ground. Upon hitting the ground, Ryoko gets up slightly quicker than her opponent, so she can react accordingly, with an attack or another throw when they get up.
Ryoko can actually suicide with this aerial, if done offstage.
(Throw)8-14%
Backward Aerial: Reverse Ippon Seoi
The attack's properties are the same as the forward Aerial Ippon Seoi, except Ryoko grabs backwards and she and the opponent fall in the backward direction.
Her Forward and Reverse Aerial Ippon Seois are particularly good for mindgames, as it resembles her Jumping Throw Up Special.
(Throw)8-14%
Upward Aerial: Aerial Tomoe Nage
Ryoko performs the Tomoe Nage throw, except in midair, launching anyone she grabs backwards. Unlike the Special version of the Tomoe Nage, the opponent is sent almost strictly backwards, sending the enemy a good amount of distance. Afterwards, she continues to move herself backwards, to flip back into her jumping position.
Due to the position she must take during the throw, it has a lot of lag upon landing.
(Throw)6-12%
Downward Aerial: Pile Driver
Ryoko grabs ahead of her and reorients herself and the opponent so that they go down head-first. Ryoko jumps out as soon as the attack finishes on the ground. Ryoko jumps a short distance away from her opponent upon landing, to safely prepare for counters. Due to its nature, Ryoko can suicide with the move as well.(Throw) 8-16%
Throws
Grab: Collar Grapple
Ryoko grabs the opponent around the collar with both hands. Grab Hit: Judo Knee
Ryoko knees her opponent in the stomach. 1-3%
Forward Throw: Takedown
Ryoko moves her arms to the opponent's midsection, and falls over forwards to slam the opponent onto the ground, bringing herself down as well. The impact sends the opponent forwards a short distance, about 3/4s of a Battlefield platform away. 7-12%
Backward Throw: Reverse Takedown
Same thing as her Forward Throw, but reversed/mirrored/what have you. 6-12%
Upward Throw: Horizontal Kataguruma
Ryoko will perform a Kataguruma, but with much lower vertical strength, and further horizontal distance. The attack also has fixed knockback, sending enemies about 2 Battlefield platform lengths away, regardless of damage or weight. 6-12%
Downward Throw: Pin Down
Ryoko takes a cue from Chun-Li, and performs her pin-down throw onto the enemy, forcing them down onto the ground with both arms, sending enemies a short distance away. Speed is quick, but knockback is fixed, sending the enemy only a short distance ahead. 5-10%
Final Smash: Raging Mountain Storm
Here, Ryoko combines her best 3 throws into a powerful assault!
First, Ryoko rushes towards the nearest opponent, grappling them into an Ippon Seoi before they can react!
Upon their falling on the ground, she grabs them again, does a Kataguruma and throws them up in the air, high enough to reach the top of the screen.
Upon throwing the opponent into the air, Ryoko will jump up and perform a Mountain Storm throw, high enough to send the opponent offscreen before careening towards the ground, creating a large wave of flame that engulfs the hapless target and incinerate any enemy close by.
The fire created is slightly wider than Ike's Eruption at full charge, and does 30% damage on contact.
As for the hapless opponent? The throw does 60% damage, and sends the enemy flying in the air. It can even KO lighter characters from 0%!
The downside? Range, as per usual. Again, since the Ippon Seoi only covers about a Bowser length, the range of the Final Smash is, unfortunately, only about a Bowser length.
Taunts:
Up: Ryoko brings an arm forward, and beckons her opponent, like Captain Falcon's side taunt. "No matter what you try, you'll never beat me!"
Side: Ryoko crosses her arms and shakes her head at the opponent. "What's the problem?"
Down: Ryoko pumps her arms to her sides and lets out a breath. "Hah! I think you need some more practice, kiddo!"
Animations: Standing 1: Ryoko adjusts her belt. Standing 2: Ryoko adjusts her headband. Standing 3: Ryoko pumps her arms and brings them to her sides before returning them to her front. Dizzy: Ryoko holds her forehead, almost as if having a migrane. Little penguins appear around her head.
Tiptoe: Ryoko slides forward, her left leg in front, and shifts towards the enemy with caution. Walking: Ryoko almost 'skips' ahead to her enemy, her hands still to her front. Fast Walk: Ryoko 'skips' at a quicker pace. Running: Ryoko keeps her arms prepped ahead of her as she runs ahead to attack, in case a foolish enemy runs in to strike. Shield: Ryoko puts her hands in front of her face to protect herself. Forward Roll: Ryoko does a non-damaging version of the Rolling Body Attack, except turning around after the roll itself. Backward Roll: Ryoko does a double-backdash. Sidestep: Ryoko moves to the side and crouches, similar to Shiek's sidestep.
Victory Poses: 1: Ryoko bows to each of her opponents, before turning to the player, with her left hand on her hip and her right against her ear in a 'call me' fashion. "Call me when you want to fight seriously!" 2: Ryoko faces the player, and pumps her arms at her sides, closing her eyes and bowing her head. 3: Ryoko makes a muscle, smiles, and faces the player. "My Judo is unstoppable!"
Victory Music: Fighter's History Dynamite Win Music
Kirby Hat: Kirby gets Ryoko's hair and headband, so as to distinguish it from if Ryu was in the same game. Mountain Storm retains the same effects, but due to Kirby's size, the range is understandably shorter.
Ryoko's Playstyle: Hitting the books
Utilising her various throws, Ryoko seeks predominantly to bring her opponent to submission. The ultimate form of this is to ensure that the opponent goes into an endless sea of throws and grapples.
Due to the different properties of her throws, Ryoko can link them into each other, preventing the opponent from countering.
"I knew I would win the second you stepped into the ring!"
Ryoko is a hotheaded and prideful girl, truly believing that judo is the best fighting style in the world, and as such, uses almost exclusively that.
This may seem like a weakness, due to judo being inherently close-range, and forcing Ryoko to go on the offensive instead, but fortunately, her strategy fits like a glove.
In contradiction of the nature of martial arts, judo in particular, Ryoko is a proactive character, who must take steps to ensure that she snares her opponent first.
Another positive aspect of Ryoko's game is that because most of her attacks are based on throws, a certain few in particular, she can easily trick her opponents into thinking one move is instead another, similar to what Sonic does with his spinning attacks.
Her Ippon Seoi aerials appear very similar to her Jumping Throw, as an example, and a lot of her throws involve quick travel on the ground, so she functions well against a large, slow character.(She does well against Bowser, and especially well against King Dedede.)
The principles of her martial art indicate that she must counter her opponent's attacks, and while she does go in the opponent direction when she throws her opponents around, beginning the actual tossing and turning requires this sort of strategy. Ryoko has no real way to deflect or counter projectiles, so she largely has to focus on keeping close to her opponent. Running and Rushing Ippon Seoi can disable an opponent if they are close enough, and due to keeping their opponent close to her, she's ready to go for just about any way they can get up.
"Brains over brawn, every time!"
Ryoko must be able to use their opponent's falling speed and size against them. She should not use aerial throws on characters who are best in the air, nor should she use ground throws on those who are best on the ground. Or at least not often, since most of her repertoire consists of ground-based throws. Ryoko needs to use her brain to figure out just which throw is perfect for which situation, then consistently follow up on it. Since most of Ryoko's throws have her end up around the same place as the opponent, it makes things easy to prepare for when they return to their feet and are primed to be thrown once more.
So study hard! You have to both know the opponent and know Ryoko herself to stand any chance of success!
----
Unfortunately due to unforseen time constraints, I might not be able to post SF2 Koryu for a bit. Or if I do, it'll probably be fairly blank, so I might wait until next contest. So to make up for it, here's a few Assist Trophies. This selection includes a few notorious Capcom characters, everybody's favourite box-loving cat, and a character from quite possibly the obscure piece of Canadian literature ever.
Rufus
Series: Street Fighter What Happens: Rufus immediately launches into a Big Bang Typhoon(A tornado with palm strikes) while jumping. Contact with him causes 20% and delivers fairly strong knockback(About a Smash Attack's worth) in a random direction.
He also specifically targets certain characters, with a specific priority:
-Ken Masters(Even if he launched the AT)
-Any blonde character, regardless of height, weight, gender, or any other physical characteristics
-Any other character
Maru
Series: Maru What Happens?: Maru runs around in a random direction and slides on his belly at the enemies.(5% and trip)
If a capsule, crate or barrel is in his way, he will break the capsule, or go inside of the crate/barrel, having it slide as he moves. He then jumps out of the crate/barrel and repeats the process elsewhere. No damage is taken when Maru does this.
La Sangouine
Series: La Sangouine What Happens?: Appearing on stage with a trusty mop, La Sangouine begins to mop the floor around her, creating a slippery area for opponents to trip on. She will occasionally jump onto another platform and mop it as well. When she finishes, she disappears. She does no damage, but the effect of the mop can irritate those who hate trips into one of Ike's fsmashes.
Buster Rod G.
Series: Megaman What Happens?: Buster Rod G. first thrusts the pole he carries at an enemy, which stretches out to hit them.(10%)
He then runs to the next enemy to strike at them, jumping over to other platforms if he needs to.
Randomly, he can also hang onto the ceiling and shoot at an enemy in order to damage them. The shots lock onto a general area where the enemy is.(8%)
And another of my older ones that was a personal favourite;
Rat King
Series: I don't know. Medieval Times and the Dark Ages, I suppose. What Happens?: A Rat King pops out of the trophy, and scurries back and forth through the stage. Anyone it runs into trips and gets poisoned with a Lip's Stick flower. Each trip causes 6% damage.
I like the enthusiasm and humor in this set; it makes it fun to read, even if it is a little short. It's a nice tribute to Blastoise, the forgotten Water Starter. Like H_R, I think the Side Special is a little lacking (anything else probably would've been better). Also, I don't really see a reason why some of his water attacks shouldn't do damage, like in his Standard Combo. Some of his attacks were a little predictable; don't be afraid to step outside the box a little to make a fun-sounding move! Otherwise, it works!
Thank you for your comment!
As I had said to H_R, I didn't use Skull Bash as a side special because I couldn't make it work out right, but I'll add that I didn't want him to have every special be a water move either, because there's only so many ways to write "He fires water from his cannons" without being redundant.
The reason I had some moves not do damage was to emphasize how ranged and skilled he was at what he does. Also, the whole "edge guarding" part was there, so I wanted to put emphasis on that more than damage building.
As for the humor, thank you for acknowledging. While I realize this may not be the best moveset ever, thats not really what I was going for either(although a top 50 spot would be cool), I just wanted a fun set that someone could enjoy reading and not have it take them 10-15 minutes reading.
Anyway, Im rambling, so I'll cut this short and once again say thank you!
Sazandora is a hydra-like 5th generation Pokémon, and is the final form of Monozu and Jiheddo. He’s a dark/dragon type and fulfills the role of the obligatory 3-stage dragon right before the legendaries in the pokedex. His side heads are brainless and he spreads death and destruction wherever he goes, earning him the nickname “Brutality Pokémon”. He’s also obsessed with eating, which explains why he’s so chubby.
Gameplay-wise, Sazandora is unique among his fellow pseudo-legendary dragons by focusing on special attacks. While Salamence could use special attacks just fine Sazandora is still the first to be designed with them specifically in mind. He also has the levitate ability, so this plus his stat build suggests some degree of magic proficiency.
STATS
Ground Speed // Sazandora hovers just off the ground, allowing him to retain average speed. However, his tail still drags along the ground, so he’s still vulnerable to ground-based traps and attacks.
Traction // Below average
Grounded Jump // Below average
Midair Jump // Sazandora has 2 midair jumps. The first one is above average, but the second one is fairly low. On the other hand, after his third jump he can levitate (float like Peach) for up to 3 seconds.
Air Control // Slightly above average
Fall Speed // Below average
Size // At just under 6 feet, Sazandora is comparable to Marth or Ike, height wise. He’s notably wider thanks to his pudgy stomach, wings, and necks which arch forwards, though.
Weight // Sazandora’s really let himself go, weighing in at 352 pounds! He can qualify as a heavyweight male antagonist! In Brawl, Sazandora sits comfortably in the heavyweight class.
SPECIALS
Neutral Special // Tri-Attack
All of Sazandora’s projectile attacks have 2 versions: one for the smaller heads, and one for the main head. Normally each move only utilizes 1 version (stated under that move’s description), but with Tri-Attack he gets to use both! When inputting for this move, all of Sazandora’s heads rear up like a snake ready to strike. He enters this stance with low lag, and he’ll remain in this pose until you perform the input for one of his projectile moves, with the Shield Button canceling the pose with below average lag.
When you input for a projectile move, he does exactly what you expect; fires both versions of the projectile simultaneously, though the startup lag for both versions remains the same as normal (they don’t synch up their startup time to literally fire at the same time). Sazandora is no longer in the Tri-Attack stance after firing the projectiles and if he enters this stance in midair, his fall speed halves until firing.
While this move is very useful, especially since you can now fire his ground-moveset projectiles in mid-air, it isn’t strictly better than using his projectiles normally as they have 1.3x the end lag as their regular incarnation. One nice way to use this move is by levitating away while firing the projectiles, then chasing back after the opponent as they try to get around what you fired. You can even use off-stage areas as retreating ground, seeing as how you can have a tidal wave bring you back…
Side Special // Draco Meteor
Ah yes, Draco Meteor, one of the most coveted special moves in Pokemon. Sazandora has the honor of wielding the most powerful Draco Meteor possible outside of Ubers.
Upon activation, Sazandora curls up into a ball, with even his wings wrapping around his body, as an otherworldly blue flame envelops him. What, you expected him to summon a meteor from the sky? Nope, Sazandora BECOMES the meteor! After empowering himself with draconic might, Sazandora rushes forwards as fast as Captain Falcon’s dash and as far as 2/3 of Battlefield. While rushing, Sazandora spins around, and there’s a small tail at the end of the fire, so Sazandora kinda looks like…the fireballs from the Mario Bros stage! (horror)
Contact with Sazandora deals 15% with vertical knockback that KOs at 85%. The attack doesn’t end upon contact with enemies, so Sazandora can potentially score 3 KOs at once in a multiplayer game, or simply barrel through a bunch of summons and whatnot. The move has above average startup lag, and moderate end lag, but it deals enough shield-stun that it’s actually pretty safe, as Sazandora either keeps going past the enemy’s range, or the shield-stun covers the end lag if he connects at the end of the move.
Up Special // Surf
Hydras are commonly depicted as sea creatures in most myths, which may explain why Sazandora learns this move. In any case, the eyes on all of Sazandrora’s heads glow with an intense blue light as a massive wave starts to roll in from the side blast-zone nearest to him. The wave travels at the same speed as the lava falls on Norfair, and it’s tall enough so that when it reaches the stage, it crashes down upon it, reaching 1/3 of battlefield across the stage. The wave deals multiple hits of 1% and knockback towards the crest of the wave while it is traveling towards the stage, and when it crashes down, it deals 12% and deals an un-techable knockdown, slamming airborne opponents into the ground. The wave has transcendent priority and is not treated as a projectile, so please don’t jump head-first into it spamming Fox’s Shine, ok?
While the wave is traveling towards the stage, Sazandora can hitch a ride atop it as though he were Posedeon himself! While sitting atop his oceanic throne, Sazandora will always face the direction the wave is heading and cannot move unless he jumps off, and if he hits the wave below the top he is pushed upwards towards the top. He may perform any of his ground and special moves while surfing (with the obvious exception of another Surf). While he always gets 1 jump to get off the wave, his midair jumps are not replenished when landing on it. Sazandora is not affected by the wave crashing.
The summoning animation takes .5 seconds though the wave is summoned the instant it starts. After the wave hits the stage, the summoning spell needs 20 seconds to recharge. Sazandora’s eyes will not glow if he attempts to use the move when it’s not ready, and when the move is ready his eyes will flash blue for a moment without interrupting what he’s doing. When Sazandora rides the wave all the way to the stage he automatically “detaches” from it once the wave crashes. This is an utterly amazing recovery with the only real drawback being its recharge time, but Sazandora has enough midair stuff to not have to completley rely on this move for recovery.
Down Special // Dark Pulse (Projectile: Default is main head)
Despite being a dark-type special-focused character, the only notable dark special move he learns is this. Thanks Gamefreak! This is also Sazandora’s only projectile that can be fired from the air without using Tri-Attack.
Side Heads: Place themselves directly next to each other in front of his body, and fire a concentrated crescent-shaped energy blast that is the size of Kirby’s Final Cutter. This quickly goes straight ahead for 2/3 of Final Destination, and it deals 10% with flinching knockback and high hit-stun. This has above average startup lag and low end lag.
Main Head: Sazandora’s main head rears back and then lunges forwards as he open his jaws wide. He fires a transparent, black, skeletal image of his own head that has glowing red eyes. Its jaws snap open and shut as it slowly chases after the nearest enemy, lasting up to 6 seconds. If it hits an enemy character or summon, it will latch on and proceed to deal 2% and 1 frame of hit-stun (essentially just interrupting whatever the target is doing) every .4 seconds until it expires. It has transcendent priority and cannot be reflected despite being a projectile. The projectile dissipates against shields and if struck, but it cannot be dislodged once it catches you! Moderate startup and end lag.
STANDARDS
Jab // Head Combo
Each of the side heads bite once in turn, dealing 3% and flinching, then the middle head bites, dealing 6% and KOing at 230%. A nice 12% total damage on this move, and even if you wiff the first 2 hits the third one might still hit thanks to his center neck/head providing more range.
Forward Tilt // Double Hit
Sazandora sweeps his center head and 1 side head horizontally in the same direction, appearing similarly to a hooked punch. The center head deals 9% and knockback that KOs at 175%. His side head deals 5% and no knockback/hitstun. Of course, his side head has less range than the center head, but on the other hand the move has moderate end lag, so you’ll have to decide if the extra damage is worth the loss of safety. If you DO land both hits, the damage goes from below-average to pretty darn good, and the move has low startup lag, so it’s definitely threatening enough for your opponent to be wary of entering into a boxing-math with you.
Up Tilt // Incinerate (Projectile: Default is side heads’)
Surely a move called “Incinerate” is far too powerful to be a mere tilt attack. It must be a fire-type OHKO move or som- WHAT DO YOU MEAN 30 POWER AND IT BURNS THE ENEMY’S BERRY?! (twitch)
Side Heads: Sazandora turns to face the screen as his side heads each point away from his body and at a 70 degree upwards angle. They each spit out a cute little poot fireball the same size as Mario’s that travel in an arc. Their apex is as high as 1.4x Bowser’s height and hit the ground 1/3 of battlefield away. They deal 7% and vertical knockback that KOs at 240%. This has below average startup and end lag, so it’s a fairly usable anti-air, but lord help you if the opponent gets inside the arc.
Main Head: At the same time as the little heads fire their shots, the center head spits upwards a fireball considerably larger, almost as big as Kirby. It quickly flies up as high as Sonic’s Up-B before gravity starts to pull it back to the ground. Upon hitting the ground, it bounces up again for half the height of the initial shot, then it bounces one more time (halved again) before disappearing. Contact with the fire at any time deals 11% and flinching knockback, but it also destroys any times the opponent was carrying. This can be the items banned from tournaments as well as character-based items like ROB’s Gryos, so this is helpful in any mode of play. Note that this version of the attack has moderate end lag which is then increased thanks to Tri Attack, but on the other hand you can simply retreat while firing. Now you know why Levitating is the most spammed ability in Pokemon ever!
Down Tilt // Clearing Bite
Sazandora hops back 2 character lengths while striking with his side heads. This deals 10% with knockback that KOs at 225%. With below average lag on both ends, the main use for this move is for escaping pressure.
Dash Attack // Head Uppercut
Sazandora lowers his center head before whipping it back up, launching both himself and his opponent Ike’s height into the air, dealing 11%. This has below average startup lag and moderate end lag, but it deals enough hit-stun to cover all of the end lag. A nice way to set-up for continued aerial pressure, though you might want to have a projectile or two in play to protect you in case you whiff or the enemy shields.
SMASHES
Forward Smash // Dragonbreath (Projectile: Default is side heads’)
Side Heads: One of the side heads spits out a thin bullet of greenish air with a distinct electrical sound. This bullet travels at the pitifully slow rate of Toon Link’s arrows, and it deals 6-14% with flinching knockback. You can angle the shot up or down 30 degrees, and in these cases the shot will bounce off horizontal surfaces. Moderate startup lag with below average end lag. If you mash spam this attack, the heads will alternate firing the shot.
Main Head: The center head unleashes a projectile 1.4x Kirby’s size that travels even slower than the little one and cannot be aimed! This one deals 2% and flinching knockback every .15 seconds you are trapped within it. This move has the same lag times as the side-head variation, but of course you can only use this with Tri-attack…in any case, this is a superb “offensive projectile” since even with the extra end lag as you can still follow it closely enough to take advantage of the opponent’s reduced options, especially since the big shot is technically proceeded by the smaller shot, giving you 2 layers of restrictions on the opponent’s defense.
Up Smash // Torment
Sazandora’s main head lunges out at a 30 degree upwards angle and bites down. If he catches any unlucky sap he’ll pull them close enough for the side heads to start munching on his new snack. (yum) The opponent takes 2% at the rate of Lucario’s pummel until they escape like a standard-powered grab (with the difficulty increasing with charge up to double the regular amount), and upon breaking free they automatically jump 3 character lengths away, with both characters regaining control at the same time. While being eaten the character yells in pain, and interestingly Mario makes the same sound as when he’s damaged in Super Mario 64.
If Sazandora catches an opponent with this move while atop his wave, he won’t eat them; instead, he’ll hold them under the water! His side heads allow him to continue breathing, but the same can’t be said for his victim, who starts taking 3% at the same rate as the normal version while visibly struggling for air until the wave crashes, at which point they take all the damage + knockdown from the crash. The move has moderate startup lag with below average end lag.
Down Smash // Dragon Pulse (Projectile: Default is Main Head)
Side Heads: The side heads alternate firing small blue energy pellets, each one traveling at the speed of Shiek’s needles and dealing 1% and flinching knockback. 12 are fired from each head in total. While the firing is going on (which lasts for .6 seconds), you can tilt their aim up and down, up to 45 degrees in either direction. There is moderate end lag after they’re done firing. The main use for this move is to either pelt the enemy with projectiles as you inch your way forwards via abused ability, or to try and follow the opponent’s DI to keep them in place for…
Main Head: The center head opens and charges up a large blue sphere of energy, thrice the size of Kirby, over .6 seconds. When launched, it travels forwards at the speed of Pit’s arrows, deals 14-27%, and KOs from 115-85%. Below average end lag.
AERIALS
Neutral Aerial // Acrobat
Alright, after all those projectiles, it’s time for Sazandora’s melee-oriented aerial game! Sazandora’s side heads lash out with low startup lag. This deals 6% and flinching knockback on hit. If you hit any damageable object with the initial strike (including the opponent’s shield), immediately press a direction on the Control Stick for a SUPAH-SPECIAL FOLLOW-UP! Sazando dashes 1.4 character lengths in the direction you pressed while the teeth of his side heads cut the enemy’s flesh, dealing an additional 6% and flinching knockback. There’s moderate end lag if you miss with the initial strike or don’t use the follow-up, but after the follow-up Sazandora and his opponent regain control at the same time.
Forward Aerial // Headbutt
Sazandora pulls his center head back before whipping it forwards. This has the same lag as Ganondorf’s FAir but with below average landing lag so it’s actually usable. On a hit, it deals 14% and purely horizontal knockback that KOs at 85%, but that’s not important. What IS important, is that on impact, the game freezes for a moment and the sound dims as you hear the opponent’s skeleton acquiring about 10 fractures all at once. (h)
Back Aerial // Dragon Tail
Dragon Tail is a new move introduced 5th gen that is essentially a damaging version of Whirlwind or Roar. In MYM-terms, you can expect every dragon Pokeset in the future to have this as their BAir.
Sazandora whips his tail horizontally towards the screen while also looking behind himself with his center head. You can also notice some blue fire enveloping his tail like when he used Draco Meteor. This has below average startup lag and moderate end lag, and his tail covers a nice horizontal area. If it connects, it deals 11%...and also sends the opponent flying into the screen all burning up with blue fire as if they were a meteor, crashing right into the screen causing “cracks” to temporarily appear as they bounce off into the abyss, and then they respawn on the stage but without having lost a stock. Hey, you’re not supposed to switch to the same party member after being forced out!
Like a true respawn, the opponent is invincible on the spawn platform, but the invincibility once off it is nearly nothing. It is just enough to leave the platform with an air-dodge input and have that entire motion be invincible. The main utility of this move is that it essentially forces your opponent into a predictable position, and since it starts-up quickly you can actually do mix-ups to try and repeatedly hit your opponent with it, again, and again…
Up Aerial // U-Turn
Hey look, U-Turn on a Smash Bros Pokemon that isn’t the dash attack! Sazandora straightens his necks straight up while spinning around like a top. Sazandora spins for .45 seconds, and both his necks and wings are hitboxes. His wings deal 5 hits of 2% each, the final one dealing horizontal knockback KOing at 180%, and his necks deal a single hit of 10% with vertical knockback KOing at 180%. Sazandora will quickly exit the spinning by dashing 3 character lengths to the opposite direction he was facing originally. Below average startup and end lag.
This is comparable to Acrobat in that both moves allow him to change his position at the end of the move. Acrobat deals slightly more damage, has more options for the post-attack positioning, and allows for offensive or defensive follow-ups. U-Turn covers a much larger area (only his bottom is vulnerable), is generally safer when you wiff it, and makes for a great retreating move since he covers a greater distance during the dash.
Down Aerial // Dragon Rage
Sazandora starts to twist his body before violently spinning around while growling, a vortex of green-tinted wind forming around himself. As he spins for .5 seconds, all enemies and their summons are drawn towards Sazandora at the rate of Mario’s dash. Sazandora’s body is a hitbox that deals 13% and KOs at 165%, but believe it or not, you generally want to try WIFFING the move! This attack has 0 end lag whatsoever, allowing you to immediately follow-up with the aerial of your choice, most likely Acrobat so you can continue pressure. Granted, this move has above average startup lag, so it’s not like it’s difficult to use it in a range where it would wiff.
THROWS
Grab Animation // Sazandora reaches out with his center head’s jaws in a similar manner to Charizard. This is a very quick grab to start, and it has good range thanks to Sazandora’s neck, but it is rather punishable on wiff. You may notice some drops of saliva fly out of Sazandora’s mouths when he performs the grab.
Pummel // The side heads take turns biting the opponent, dealing 1% per hit at the rate of Lucario’s pummel.
Forward Throw // Pinking Shears
Sazandora violently shakes his center head back and forth, tearing a nice chunk of meat from his opponent before slamming them onto the ground right in front of him. The force of the impact launches the opponent straight up as a dust cloud rises from the unsettled ground, and the opponent ends up leaving the atmosphere at 110%. The throw also deals 12%.
Back Throw // Draconic Suplex
Sazandora does a back-flip with his prey still in his grasp, slamming them on the ground behind him for 7%, which is then immediately followed by Sazandora’s tail striking the enemy’s stomach for an additional 6%. The move ends with both opponents lying on their back right next to each other. This deals more damage than the FThrow and has good follow-up potential if you’re good at reading your opponent’s wake-up game, but if you’re not, then you should stick to other throws.
Up Throw // Lazy Toss
With a violent jerk, Sazandora flings his opponent upwards, dealing 8% but KOing at 120%. This is pretty blatantly a KO move which at first glance is inferior to FThrow in every way, but the best part about this move is that the victim is invincible while they’re still in hit-stun from this move, so enemies in a free-for-all can’t steal your KOs. Admittedly, it doesn’t have a lot of utility in a 1v1 match, but you’ve got 3 other great throws to choose from, you’re not missing much.
Down Throw // Crunch
Sazandora opens his center jaw slightly before just SLAMMING his mouth shut as a satisfying CRUNCH is heard. This deals 13% before Sazandora spits the opponent out 5 character lengths, with both opponents regaining control at the same time. Another nicely damaging throw, with different potential follow-up scenarios from BThrow.
FINAL SMASH // SUDDEN DEATH
Sazandora growls as he opens his center head, drooling. He lunges forwards 4 character lengths, and if he catches an opponent in midair he’ll crash to the ground with them before continuing. If he does this over a pit, say goodbye to a stock.
Once the prey is in his grasp, Sazandora proceeds to repeatedly slam them against the ground as the victim’s cries of pain intensify. After one final slam, the victim flies up a ways into the air, only to start falling back down as Sazandora delivers a mighty roundhouse tail-swing with the same blue fire as in Dragon Tail, only this time it’s aimed for the background! The opponent is struck, flying into the distance as their scream dims to just an echo far away…they then respawn without a stock-loss, but unlike Dragon Tail there’s no invincibility at all upon leaving the platform. In total, this attack deals 80%.
If Sazandora misses with the initial strike, the side heads will chuckle before the center head glares at them, which promptly shuts them up.
PLAYSTYLE
What a peculiar set of statistics we have here. A somewhat sluggish, long-range ground game combined with a mobile, close-range air game combined with an off-stage game that shifts between broken and passable. And through all of this, poor Sazandora’s raw power is hampered by speed. The heads at his sides are growing impatient for their dinner, Sazandora’a central (read: only) brain needs to finish off his enemies quickly, efficiently, and carefully.
Before you can take advantage of a base 105 attack and 125 special attack, you need to get to your opponent. First comes the special attack; fire off the projectile of your choice to constrict enemy movements. Dark Pulse tracks your opponent and interrupts their attacks, Incinerate starts and ends quickly and cuts off aerial escapes, Dragonbreath can be angled and is easy to follow behind, and Dragon Pulse can pin down your opponent as you advance. While the default versions of his projectiles (with the exception of Dragon Pulse) are tailored for approach set-ups, Tri-Attack should always be considered if you have the range to pull it off. Dragon Breath and Dragon Pulse in particular are awesome with Tri-Attack for offensive applications.
Next comes the (sorta) physical attack. Your main approach options are dashing and levitating aerials. While flying in gives you all of his aerial game to work with, a successful Dash Attack leads into his aerial game anyways, and you can always jump from a dash instead of using the attack for more options. If you’re facing a summoner or a shield-happy opponent, Draco Meteor is an additional approaching tool; just break through that nice wall of minions your opponent spent time setting-up. When you do get in, NAir and BAir are your main tools for starting up pressure strings. NAir lets Sazandora adjust his own position to take advantage of enemy blind spots, while BAir shifts the OPPONENT’S position to keep him in place. Few words can describe the feeling knowing that the hydra of death has his sights on you, with your only chance of survival to strike back against the beast.
Sadly, thanks to Sazandora’s generally sluggish attacks, he can’t keep up a perpetual offensive front, so the clever hydra (ok, his clever center head) wants to encorporate hit-and-run tactics to his overall style. Of course, for him, even the “run” part still involves hitting. When your opponent starts to fight back, or you simply anticipate your current attack fading, DTilt and UAir are great options for resetting the situation for another approach. Retreating behind a wall of Tri-Attack projectiles is another method to get some spacing. If you’re facing a heavily offensive opponent, then an even nastier escape tool is to flee to the edges of the earth, only to come back with a mighty tsunami at your disposal via Surf. Usmash makes for a fine defensive reset against aerial characters. If Sazandora is feeling particularly thrill-seeking today, he can attempt a shield-grab to potentially turn the opponent’s attacks right back into his own offensive momentum, though his follow-up throws do carry some risk if you are thinking with your little heads.
Sazandora has a fine selection of finishing moves, ranging from a simple FAir to a zoning-based DSmash, but his survivability fluctuates. As long as he has Surf at his disposal, he’s virtually unkillable thanks to his weight. After using surf, he’s a bit vulnerable thanks to having no vertical recovery moves until it recharges.
Sazandora, at his core, is a vicious but intelligent hunter. He wants to cut-off escape routes, strike at the opportune time, deal short (and highly painful) bursts of damage, then prepare another strike. And whoever dares to interrupt his feast incurs his wrath. But of course, Sazandora is only a myth spread by those darn Isshu folks. Trust me, I was once the most powerful dragon trainer in the world and both an Elite Four member and champion, I would know if such a powerful entity could be added to my team.
A rare subspecies of Sazandora prefers to use zoning techniques to get his prey into killing range than to give chase himself. Firing Dragon Breath at different angles while launching Dark Pulse can wear down an opponent enough to finally get them to come to Sazandora for release from the pain. Once the prey is close enough, Sazandora’s offensive pressure and subsequent escape is the same as his more common variety, and no less brutal.
SUPER AWESOME TAUNT
For his taunts, one of Sazandora’s heads will growl, a different one for each taunt. However, it turns out his heads are actually using the new Pokemon move, Sing-a-round! Yes, there is a move called that. Anways, if you keep using taunts in successio without using the same one twice in a row, the growling gets louder until it turns into slight roaring, then eventually all 3 heads roar in unision, distorting the screen with a mighty cry. Then the cycle starts over.
Wow, reading Sazandora's moveset makes me want Black and White even more now.
As for the moveset, I think it's really good. I love the way you put in little jokes like that thing about Incinerate being only 30 Power. That really makes me interested in the moveset. I also like the way you used two different kinds of projectiles, and how by using your Neutral B, you can shoot both instead of only one. I also like how the projectiles can help with pressuring the opponent if used correctly. It's the kind of strategy that I would use (much to my friend's dismay.)
My only concern is how overpowering Surf seems. Unless I read something wrong, it sounds like Surf can recover Sazandora from pretty much anywhere on the stage, except maybe underneath a solid platform. I'm just wondering, since I don't think this was made clear, but what exactly happens if an enemy hits Sazandora while he's on top of Surf, but before it ends? Is he able to Surf again? Also, would the water disappear, or continue onto the stage?
Overall, it's a great moveset. Not much is known about this Pokemon yet, but you made a very solid moveset from what we do know. Good job.
Welcome to Make Your Move! It's always good to see a newcomer make a moveset for the contest. Spyro isn't a bad set for a first try at all either! Spyro has a number of moves with a decent amount of creativity, though the biggest problem is that they're quite threadbare. Most of the moves don't have any damage percentages attached, and could use more detail to help the reader better understand everything. That said, you describe the moves very crisply, and the animations are very easy to understand.
The concept of having three different elements to choose from for some of the attacks was a good choice, and it's rare to see a mechanic like that in a first time moveset. I hope that you continue to make new sets, and that any sets you create in the future will improve on your already fairly strong foundation.
You may want to consider adding a playstyle section to your next set, in order to better express how you imagine Sypro playing. Having a focused idea on how you want Spyro to work will help you improve further and create more interesting movesets.
Blastoise
Blastoise is definitely a pretty sleek looking Pokemon. Cannons attached to a turtle? Top-notch stuff.
The idea you pose at the beginning of the moveset is very nice indeed; using water to blast the foe to the edge of the stage and edgeguard from a range. It's definitely the foundation of a good playstyle. What Blastoise needs to improve is to have more of the moves focus on that foundation.
Many of his moves are very generic and don't really fit into any big picture of how Blastoise should play. When making a move, you should ask yourself, "How does this fit into the picture of how I want my character to play," and make that idea clear. Moves like his throws, standards, and a few of his aerials don't really fit into the idea of an edgeguarder. You could have made his throws fit more into the style you had in mind by having them good for pushing the foe closer to the ledge, or spiking opponents offstage if you grabbed them near the edge, for example.
Improve on that aspect of your movesets, and your quality should quickly soar.
Ryoko Kano
Another HeoandReo set! Let me tell you first off that it's always interesting to read your movesets, because you take a very unique approach as a newcomer, and you clearly have a great deal of potential to add to the contest. I really do like your style overall.
Ryoko Kano is a moveset that clearly sticks very closely to her source material, as can easily be judged from all the screenshots and signature moves placed in the moveset. It's also very clear that you worked hard on being true to her fighting style of Judo, with all of the grab based moves and explanation of how it differs from other martial arts in the playstyle section. She clearly plays different than other characters do already.
As for the individual moves, they are 'very' detail light, which is kind of a problem. One question I consistently asked myself was "where is she throwing enemies"? Too many of your attacks don't detail the angle or strength of her knockback, which really affects her ability to perform combos or follow-up on attacks, which is important for such a technically focused moveset.
A number of the moves are also very close to clones of each other. Especially confusing was how her Up Special was any different than her aerials that performed the same throw, and how exactly it could be used to suicide.
There are some seriously solid ideas in here, and I feel like one of the biggest problems in this set is that you fail to communicate all of your thoughts about how it flows together to me as the reader. All that having been said though, the set is actually pretty good, and you have been improving with every set you make.
Add some more detail where it's important, and work on improving the flow of ideas in your moveset, and you should continue to improve a lot.
Sazandora
Because Hyper_Ridley never posts solo sets, right guys? I mean, he's only posted three this contest. He's definitely not a consistent movesetter at all.
Sazandora is a seriously cool Pokemon, and you do a pretty good job of putting the feel of him in this moveset. I really like how you made his tail drag along the ground as a sort of balancing factor to keep him from completely locking out characters who have very low to the ground attacks, but kept his levitation with his hover.
Some of the moves feel quite off though. Draco Meteor enveloping Sazandora with fire instead of summoning meteors from the sky, Surf not just being a little out of nowhere, but being a giant tidal wave summoned to crash into the stage, Torment being a grab attack, Dark Pulse creating a 'shadow' Sazandora to chase down foes? It reminds me of Kingdra, where the moves had nothing to do with the effects of the Pokemon Moves they were named after.
I do like how you mix together his ability to attack strongly on both sides of the physical/special spectrum into his moveset, but the sort of hit-and-run element of his style doesn't seem to mesh all that well with the concept of a hunting, mindless eating and killing machine. I know you love your movement attacks, but Acrobat and U-Turn especially seem out of place. In combination with some of the strange move interpretations previously noted, it makes Sazandora feel a little bit like he has Pokemon Syndrome, even though he doesn't really.
In the end though, he is mechanically solid, and although I disagree with some elements of your interpretation, it's not a bad set. While his hit-and-run elements seem shaky to me, as does his hunting involving him 'hiding' behind a slowly moving projectile, I can see parts where you do get his characterization down too, with zoning foes down and attempting to hit them hard up close.
So I feel like Sazandora is a bit of a mixed bag, really. I can see the positive and negative elements of the moveset, and what results is a resounding 'meh'. Not up to the quality of Axel Gear, but better than Salamence for sure. I know you've done better though.
Maybe Dragon-type Pokemon just aren't your think. (SHOCK).
And with that out of the way, I would like to announce to Make Your Move that I have been FIRED from leadership in Make Your Move because I am busier this month with law school applications, midterms, and the general business of my last semester of college. Because I have less time available to devote to Make Your Move during the all-important last month of the contest, the leadership has elected to remove me.
Now I can focus on my studies and applying myself to law school guilt-free from any lack of activity for the coming month.
Worry not though, because an effective replacement has been found in SmashDaddy! With his previous experience as a leader in the contest, you can rest assured of a smooth transition in his hands.
While I won't be as active as I would like to be, rest assured that I have not abandoned Make Your Move, and my activity will resume at full force next contest.
Wow, reading Sazandora's moveset makes me want Black and White even more now.
As for the moveset, I think it's really good. I love the way you put in little jokes like that thing about Incinerate being only 30 Power. That really makes me interested in the moveset. I also like the way you used two different kinds of projectiles, and how by using your Neutral B, you can shoot both instead of only one. I also like how the projectiles can help with pressuring the opponent if used correctly. It's the kind of strategy that I would use (much to my friend's dismay.)
My only concern is how overpowering Surf seems. Unless I read something wrong, it sounds like Surf can recover Sazandora from pretty much anywhere on the stage, except maybe underneath a solid platform. I'm just wondering, since I don't think this was made clear, but what exactly happens if an enemy hits Sazandora while he's on top of Surf, but before it ends? Is he able to Surf again? Also, would the water disappear, or continue onto the stage?
Overall, it's a great moveset. Not much is known about this Pokemon yet, but you made a very solid moveset from what we do know. Good job.
Thanks much for the kind words! As for Surf, it does pretty much guarentee his reocvery, but since it has to recharge between uses he's in trouble if he's sent back off-stage immediatley. As the wave is summoned once Sazandora starts his animtaion, the wave gets to do its thing no matter what.
Because Hyper_Ridley never posts solo sets, right guys? I mean, he's only posted three this contest. He's definitely not a consistent movesetter at all.
Helios doesn't count for "consistency" as he was 99% complete and I didn't want the work to go to waste. There's been like 3 months at the least between Axel Gear and Sazandora, and there will probably be at least a month between my solo sets in the future. Then again, 2 sets in this contest is basically workaholic level
Sazandora is a seriously cool Pokemon, and you do a pretty good job of putting the feel of him in this moveset. I really like how you made his tail drag along the ground as a sort of balancing factor to keep him from completely locking out characters who have very low to the ground attacks, but kept his levitation with his hover.
Funny enough, the tail dragging part didn't happen until he was nearly finished and I didn't want him to have some awkward hurtbox. I jumped at the chance to use levitation as I've always wanted to use a Peach Float in a character.
Some of the moves feel quite off though. Draco Meteor enveloping Sazandora with fire instead of summoning meteors from the sky, Surf not just being a little out of nowhere, but being a giant tidal wave summoned to crash into the stage, Torment being a grab attack, Dark Pulse creating a 'shadow' Sazandora to chase down foes? It reminds me of Kingdra, where the moves had nothing to do with the effects of the Pokemon Moves they were named after.
Torment would be Pokemon Syndromey as hell if I used its literal mechanics. Sazandora's a vicious hyrda, his method of tormenting something is to outright torture them with excruciating pain.
The "pulse" moves are like, some of the most generically described "special" moves ever. I decided to give Dark Pulse some more interesting asthetics than a black energy blast. And it actually is heavily inspired by its in-game counterpart mechanics-wise, as it deals a ton of flinching hits and the move in-game can flinch.
Surf is as God-tier as it is because of his Special Move affinity. And seeing as how the in-game animations for the move always involve giant tidal waves, my version of it is arguably more accurate than a little bit of water appearing underneath him (h).
Draco Meteor still evokes comets and stuff the way Sazandora uses it, so it's perfectly fine in my book.
I do like how you mix together his ability to attack strongly on both sides of the physical/special spectrum into his moveset, but the sort of hit-and-run element of his style doesn't seem to mesh all that well with the concept of a hunting, mindless eating and killing machine. I know you love your movement attacks, but Acrobat and U-Turn especially seem out of place. In combination with some of the strange move interpretations previously noted, it makes Sazandora feel a little bit like he has Pokemon Syndrome, even though he doesn't really.
It's only the side heads that are mindless though. I think his center head is perfectly intellegent and can recognize that he isn't winning any speed awards. The "run" part of the hit-and-run isn't even literally running like a coward, it's breaking out of the opponent's offense to shift right back into setting-up another approach. I mean, how dare those insolent snacks try to attack Sazandora! Now he has to make their death all the more violent!
So basically if you want to be completley offensive-minded you need to get Gamefreak to give him >100 Speed.
In the end though, he is mechanically solid, and although I disagree with some elements of your interpretation, it's not a bad set. While his hit-and-run elements seem shaky to me, as does his hunting involving him 'hiding' behind a slowly moving projectile, I can see parts where you do get his characterization down too, with zoning foes down and attempting to hit them hard up close.
The "hiding" behind a slowly moving projectile is essentially the only way you can incorporate projectiles into an offensive strategy without it being spammy or just making them combo flash, especially if it's a character who wants to fight up close and still make use of them. Essentially it's just how he goes about the "zoning foes down and attempting to hit them up close".
So I feel like Sazandora is a bit of a mixed bag, really. I can see the positive and negative elements of the moveset, and what results is a resounding 'meh'. Not up to the quality of Axel Gear, but better than Salamence for sure. I know you've done better though.
Maybe Dragon-type Pokemon just aren't your think. (SHOCK)
Another HeoandReo set! Let me tell you first off that it's always interesting to read your movesets, because you take a very unique approach as a newcomer, and you clearly have a great deal of potential to add to the contest. I really do like your style overall.
Ryoko Kano is a moveset that clearly sticks very closely to her source material, as can easily be judged from all the screenshots and signature moves placed in the moveset. It's also very clear that you worked hard on being true to her fighting style of Judo, with all of the grab based moves and explanation of how it differs from other martial arts in the playstyle section. She clearly plays different than other characters do already.
As for the individual moves, they are 'very' detail light, which is kind of a problem. One question I consistently asked myself was "where is she throwing enemies"? Too many of your attacks don't detail the angle or strength of her knockback, which really affects her ability to perform combos or follow-up on attacks, which is important for such a technically focused moveset.
A number of the moves are also very close to clones of each other. Especially confusing was how her Up Special was any different than her aerials that performed the same throw, and how exactly it could be used to suicide.
There are some seriously solid ideas in here, and I feel like one of the biggest problems in this set is that you fail to communicate all of your thoughts about how it flows together to me as the reader. All that having been said though, the set is actually pretty good, and you have been improving with every set you make.
Add some more detail where it's important, and work on improving the flow of ideas in your moveset, and you should continue to improve a lot.
Thank you for the comments. I'll try to address any concerns you have below.
The reasoning for a lot of the attacks being similar to each other is not just to add to her playstyle(read: mindgame potential), but also to reflect her playstyle in her actual games.
Significantly more of her attacks, I've found, involve the Ippon Seoi rather than, say, the Tomoe Nage, or Mountain Storm. So yeah. It's partially a game limitation, partially me being a bit lazy.
My previous drafts had Mountain Storm as her recovery, but I felt that that specific throw shouldn't be relegated to simply that. Also, it wouldn't have been particularly good for recovery, since she just grabs ahead, so I went with something a little more reliable for her in practice.
Despite what you have to say about how the set retained its affinity to the Judo style, I do feel obligated to remark that what I'm actually trying to have Ryoko do is subvert it. Ryoko, as I've stated in the set, is a very hot-tempered, arrogant character, and as a result, wants to rush down the enemies first... despite the very principle of martial arts being reactive or defensive instead, throwing arts in particular since the opponent has to get close first.
What Ryoko does instead is try to close the distance herself, with varying results. So while I tried to integrate the main facets of Judo, I've also factored Ryoko's own personality into the equation as well.
But yeah, I suppose I should work on adding a little bit more detail to the set. It's a little tough to describe each angle and part of the throw, but I might have some time to add that in. And I definitely need to write down some stuff about knockback of her throws, too. I've focused much more on playstyle this time, that I've skimped out on the basics. D'oh!
Also, good luck applying to law school! School is always difficult and stressful around midterms, so do your best.
Welcome to Make Your Move! It's always good to see a newcomer make a moveset for the contest. Spyro isn't a bad set for a first try at all either! Spyro has a number of moves with a decent amount of creativity, though the biggest problem is that they're quite threadbare. Most of the moves don't have any damage percentages attached, and could use more detail to help the reader better understand everything. That said, you describe the moves very crisply, and the animations are very easy to understand.
The concept of having three different elements to choose from for some of the attacks was a good choice, and it's rare to see a mechanic like that in a first time moveset. I hope that you continue to make new sets, and that any sets you create in the future will improve on your already fairly strong foundation.
You may want to consider adding a playstyle section to your next set, in order to better express how you imagine Sypro playing. Having a focused idea on how you want Spyro to work will help you improve further and create more interesting movesets.
@D_M(i'm too lazy to quote)
Thank you for your comments!
First, thank you for your compliments, and construcive critizism. I will admit, one of the hardest times I had with this set was trying to make everything relevent. Admittedly...it's not a strong point. Most of the standards, aerials, and grabs were tacked on to complete a full moveset, while its obvious I focused on specials and smashes.
Also, good luck with law school! I can't imagine how much work it must be to do law, and honestly I admire anyone with enough patience to do it. Good luck with everything, you will be missed for the months you are gone!
The lord and dictator of the Sharpclaw tribe joins the Brawl! His attacks incite terror, and his voice echos far. The evil ruler of Dinosaur Planet, he was stopped by Fox McCloud when he returned the Spellstones to the Force Point temples in Sauria. Much to Scale's dismay, but he wouldn't let this stop him. But when Andross interrupted his fight with Fox, he was forced to relinquish the final Krazoa Spirit to Fox. But after which he vowed "You will regret this..."
Perhaps now Fox will.
http://www.youtube.com/watch?v=BKbdqe8_leI&feature=related Skip to around 40 Seconds to see Scales, and get and idea of who he is. Skip to 1:30 to view his fighting stance, and watch the rest to see his downfall. For the record, the guy who recorded the video glitched it, so the fight isn't really a fight.
Ground Speed- He moves quickly for a heavyweight, a little slower than Wolf.
Grounded Jump- A little above average, his Dinosaur legs are very powerful.
Midair Jump- Below average as well.
Air Control- Below average.
Weight- Hes pretty heavy and falls fast. You would be too with all that armor.
Other Attributes-
Unlike other characters, instead of wielding two weapons when he picks up one, he replaces his sword with the weapon and all of his attacks benefit. With the exception of the fan, which continues to strike fast, other items will go with his normal moveset. A beam sword would extend the range of his attacks that use a sword, a Baseball Bat would increase the power, a Lip's Stick(i think thats what its call) would put a flower on the target.
Standard Moves
Jab- Claw Punch
Scales punches forward with that massive claw. Fairly short range, deals about 3% damage.
Jab- Sword n' Claw
Scales sweeps forward with his sword. Longer range than Claw Punch, deals around 4% damage.
Forward Tilt- Sword Crash
Scales reaches behind him and slashes with his sword in a downward sweep. Hits above him as well as in front! Deals around 5% damage with a pretty long range.
Upward Tilt- Weapon Flail
Scales slashes above him with his sword, and then swings his claw behind it. Obviously, hits twice, knocks enemies directly upward. Deals around 3% on both hits.
Downward Tilt- Lower Sweep
Scales sweeps the ground with his sword. Fairly weak attack, launches the target upward. The sweepspot of the sword can make the target just trip.
Dash Attack- Devil Horns
Scales rushes his head forward and drives the spikes of his helmet into his foes. Deals about 7% damage and knocks the target forward and upward.
Prone Attack- Round Blow
Scales quickly gets up and slashes with his sword then kicks behind him with his Saurian feet. Not very powerful, as many prone attacks are. Deals about 3%.
Recovery Move(Below 100%)- Jaw Slash
Scales lunges onto the stage with his mouth open, slashing with his teeth. Not very powerful, its a recovery attack, dealing about 4%.
Recovery Move(Above 100%)- Tail Sweep
Scales climbs up and whips with his tail. Not powerful, 3%.
Special Moves
Neutral Special- Flame Command
Scales opens his toothy maw and breaths fire outward. However, this is not a Fire Breath clone. It is more akin to a miniature Smart Bomb. Scales takes about .7 seconds charging up, then releases the flames. If a target gets caught in it, they get his multiple times by the embers, before they are sent flying. Has lag afterward so it can't be spammed, but it does have quite the range, reaching the height of Scales himself. The flames themselves shoot from his mouth and travel in a circle in front of him, only hitting the distance a size of about two of Scales.
Side Special- Sharpclaw's Punishment
Scales rears back, and slashes forward with his huge claw. If targets are just out of range, they'll get slashed by the claw or the shockwave of the claw. If targets are close, he'll grab them, and bring them close. Pressing the attack button will make Scales bite at his enemy. Tilting the control stick forward will make him rear back and throw them forward. Prssing backward will make him throw them over his shoulder. If he grabs them in midair, he pulls them close and then flies downward, slamming them headfirst into the dirt. Yes, its a copy of Koopa Claw, but because Bowser doesn't use it, this would be unique.
Upward Special- Claw Extension
Scales upgraded his armament! His claw extends on a chain. He reaches back and throws his claw upward, using his claw to grab onto the stage. If he hits an enemy, the claw grabs them and pulls them to Scales, and he holds them like in Sharpclaw's Punishment, where he can attack and throw them.
Downward Special- Cloaking Belt
Scales presses a button on his belt, making him invisible. While hes cloaked, he's immune to damage, but he does take any knockback from attacks. The duration of it lasts 10 seconds, and you can only use it every 45 seconds. If you try to use it before the cooldown is up, Scale's says "Blasted device!" and presses his belt furiously.
Smash Attacks
Side Smash- Serrated Uppercut
Scales reaches downward and slashes upward with his claw, slicing through everything in front of him, then spins into his normal fighting stance. Deals large amounts of damage, 13% uncharged and 19% fully charged. Sends targets flying upward and away
Upward Smash- Dinosaur Whirl
Scales spins on one foot instantly with his sword stretched upward. Hits multiple times before sending targets flying away. He takes .6 seconds to regain his composure afterward. Deals 14% damage uncharged if all the hits strike, 20% fully charged.
Downward Smash- Sweeping Slash
Scales takes advantage of his tall stature, and slashes in front of him and behind him in one slash of his sword. The sword physically slashes in front, goes beside Scales, and then slashes behind him. Deals about 11% uncharged, but 20% charged, gaining more power than other smashes when charged.
Aerial Attacks
Neutral Aerial- Bladed Toes
Scales kicks twice with his feet in a stomping motion in front of him. Deals about 4% per kick, and knocks the target away from him.
Forward Aerial- Meteor Jaws
Scales leans forward, and opens his mouth, and sweeps in front of him with his teeth. A Meteor Smash, sending the foe downward if it connects, deals around 6% damage.
Downward Aerial- Dinosaur Stomp
Also a Meteor Smash, Scales stomps downward with both of his feet, sending the for downward. Deals less damage than Meteor Jaws, roughly 5%.
Backward Aerial- Tail Slash
A two part attack, Scales whips behind him with his tail first, then spins, slashing with his Sword and his Claw at the same time. Deals about 4% on the tail strike, and 5 on the weapon strike.
Upward Aerial- Saurian Stab
Scales growls as he stabs his sword above him, then, in a second hit, pulls his sword toward him quickly. KOs at low percentages, sending a target far on teh second hit at about 65%.
Grabs
Grab- Sharpclaw Grip
Scales holds the target with his claw and sword hand together.
Pummel- Punishment
Scales strikes the target with the handle of his blade.
Forward Throw- Sharpclaw Charge
This signature attack for Sharpclaws, Scales lets his target go, and jumps forward at them, slashing at them with his teeth. This deals around 7% damage and sends the target flying forward.
Upward Throw- Sharpclaw Rodeo
This one will be a bit difficult to describe so bear with me. Scales throws his target upward, but holds on with his Claw and Chain. He then jumps and pulls them down with the claw at the same time, and kicks off them in midair. Then, he pulls on them while hes in the air and slings them away.
Downward Throw- Brutal Impact
Scales throws his target upward, and grabs them with his claw in midair. He then pulls on them, and slings them into the ground. Sends targets upward after they hit the ground.
Backward Throw- Whiplash Revenge
Scales throws the target on the ground in front of him. Before they can recover, he grabs them with his Chain Claw, and tosses them behind him. Not much else to say, cept for 4% when they hit the ground,a nd another 4 when they get slung.
Taunts
Upward Taunt-
Scales remains in his fighting stance, but closes his eyes and says, "Now.. You must face me!" He opens his eyes when he says me.
Side Taunt-
Scales rears back, then roars loudly with the fury of one from the RedEye Tribe.
Downward Taunt-
Scales stabs his claw into the ground. He roars violently and sparks fly as he pulls it out of the ground.
FINAL SMASH
Power of the Stolen Spellstones-
Scales yells, "The Spellstones are mine! Your world will suffer!" After which the 4 Spellstones encircle him, and the stage shakes. he laughs manically as meteors rise in the background, either out of the ground in the distance or seemingly from nowhere, and begin to crash into the stage with miraculous explosions. Scales then yells, "And my revenge is not yet complete! De edo sud tovouk GENERAL SCALES!" The Spellstones then fly outward in 4 directions, diagonally toward the corners of the screens. Anyone still alive can be struck by them and killed. Scales then touches down onto the stage.
Winning Pose 1:
He points his sword toward the screen and says "I warned you. No one can defeat General Scales!" When he says his name, he says it at the same time as the announcer, making almost a menacing echo effect.
Winning Pose 2:
Scale's sword is stabbed into the ground, and he stands with his arms crossed. Two Sharpclaw solders surround him, and cheer him, he scoffs at them and an ember erupts from the corner of his mouth.
Winning Pose 3:
Scales yells, "Bow to me!" and then sweeps his chain claw at the other brawlers, making them fall on their faces. Scales proceeds to laugh.
Bonus Winning Pose(Against Fox)
Scales yells, "Now my revenge is complete McCloud!"
Bonus Winning Pose(Against Krystal)
Scales speaks in Saurian, "Fukxokas wahc. De edo sub tovouk mo."(Pathetic girl, no one can defeat me!)
Fox winning against Scales-
Snake: Coloniel! Theres some armored T-Rex running around here!
Coloniel: Thats General Scales, Snake! Hes the former dictator of the planet Sauria before Fox McCloud defeated him.
Snake: So Foxes are good for something after all... What should I know about him?
Coloniel: Well hes no real Dinosaur. He speaks and fights like a real warrior. He even breathes fire.
Snake: I thought this was a Dinosaur, not a freaking dragon!
Coloniel: All the more you need to work against. I never liked Generals anyway.
There ya have it. I don't like it as much as my Spyro set but I didnt have as much to work with, Nonetheless, there it is, and its what I got.
Oh, crud. This is a fun little situation. Deepest apologies on the lack of commentary, Crewx. It's not because your set is bad that it hasn't been getting any attention, it's because the thread has been slowing down a bit lately. MasterWarlord posted Antonidas not too long ago, which was a fantastic set, and it went for about the same length of time without a single post afterward. Pretty awful that this happened to just your second set.
So, General Scales. I've never played a StarFox game, so I can't say I'm familiar with the character at all. First off, I do like the way his normal sword is replaced by items, rather than using the two-weapon style of other Brawlers. It doesn't seem to have much impact on the rest of the set or tie into anything, but it's a neat little detail.
-The percentages on Scales' standard attacks feel a bit low, and he might be better rounded out by upping his damage a bit.
-It's also nice to see situational attacks here (Prone and Ledge moves). What the heck happened to those anyway? I've gotta include those in my next set.
-Your Specials are fairly fleshed out, although it'd be nice to see something to differentiate his Side Special from Koopa Klaw a bit more would be much appreciated.
-Getting into the Smashes, you've got some more realistic-looking percentages going, and there's not too much to complain about here, really. The Aerials creep back into those very small damage percentages, though. Numbers can be hard to figure out when you're just starting out, though, so it's not really a big deal.
-As I'm reading through here, I'm noticing that a few attacks are missing damage percents (NSpec, UThrow, DThrow, Pummel).
-Extras are well-done, and it's nice to see you threw some special taunts/win poses in there, something the SF franchise is already known for in Brawl.
-And I have reached the end of the set. Now, just about everything I pointed out above this point was a nitpick. They're not huge problems, especially for someone so new to this sort of thing. Scales does a good job of translating its character into Brawl, and there's nothing really awkward or out of character.
-What future movesets would benefit from is trying to bring all the moves together to form a playstyle. There's a decent (if ancient) article that explains the basics of forming a playstyle here, if it's of any help. Working out playstyles isn't something that's always easy, but don't worry. You're not going to get flamed if your set isn't perfect. You've got a good start here, and I'd be glad to see more from you in the future.
Jk. It's actually not as bad as you seem to think it is. Most of the moves are described well, and I had an easy time picturing most of them. I really had a good time reading this, and I thought your intro to the character was very well done. The taunts and victory poses were also very cool. However, there were a few things that bugged me.
First off, you mention early about how Scales will switch his sword with whatever he may pick up. This is a very cool idea, and it works well with him, considering almost all of his attacks use his sword. However, you didn't really describe it too much. It would've been cool if you had put descriptions in some of his attacks of how the attack may change slightly if he's holding, say, the Lip's Stick. I'm not saying a whole long paragraph, but maybe a sentence or two would help the reader to picture that unique aspect of Scales better.
Second, and this is mainly what I've become used to in the few movesets I've read, but in each move, you might have wanted to put a damage that this move KO's at. I know there are many factors to consider, like weight, distance from blast line, and so on, but just an average percent would be nice. It'd help readers better understand the power of Scale's attacks.
Third, it's just a suggestion, but adding a playstyle section might help. It doesn't have to be much, just a paragraph that describes how the player should use the General. Is he a fast, rushdown character, or a slow, heavy hitter? When should he approach, and what are his best methods of approach? It should answer things like that. From what I read, it seems like Scales would be a close range melee fighter, but I can't tell if he's a combo character, or a heavy hitter. Again, kill percentages might help this as well.
Don't let these things that I mentioned discourage you. It's a good moveset, but it isn't perfect (not that there ever will be one). I didn't type this response to criticize the moveset, but more to help you understand where I had trouble understanding the character, and where you might consider changing on future sets.
I guess the thread activity is down again, which has been happening a lot. During this age of Make Your Move it is something that you'd expect to happen.
When I think about it, this page really hasn't been getting enough attention.
Out of the 2 Gen 5 Pokemon posted, it's funny that they are both Pokemon that the final boss of B/W, Gechisu uses. Now all we need are Desukan, Shiburudon, Kirikizan movesets. No need to worry about Buffalon because he's a Tauros clone.
In my opinion, Sazandora is an awesome Pokemon. The moveset has the good old HR feel in it, which like you said, gets your personality out. I find it interesting that MW made Gamageroge and got a MW feel out
(slightly OOC)
, while you made Sazandora and got a HR feel out. To me, they represent that you 2 like those Pokemon and you'd totally have it in your team.
Reading Sazandora was a bit of relief for me. The simple moves of the set reminded me that they do still exist and should not be overcomplicated. If HR makes his sets fun to read, they are indeed fun. Especially when you combine something like Sazandora.
I don't know how it's possible that there is somebody in the world that DOESN'T like Dragon-Type Pokemon. Everybody knows they are awesome. As for me, my favorite types of Pokemon are Fire, Ghost, Bug, and Steel. If there's one Gen 5 Pokemon I want to do it's Ulgamoth, my absolute favorite Gen 5 Pokemon that's not Genosect. Bug/Fire = win
I remember General Scales from the Starfox Adventures game. Im pretty sure that as soon as the battle started, he died. That made no sense to me whatsoever.
It is awesome because nobody else has ever done him before as a set. Anyway, I can totally see why General Scales can only use 1 item at once, given that he only has 1 ARM to use.
gcubedude pretty much hit the nail on his comment, so there's not really much that I'd add or anything. I don't really see how General Scales could possibly be anything lesser than Spryo in my opinion. They are both pretty cool.
Well howdy all! I know there's no denying that I've been quite lazy about MYM as of late..but today, I come with an announcement! As you may or may not have noticed depending on whether you've checked the OP before reading this post. . .we have had a bit of a leadership change in these ending weeks of MYM8.
darth meanie and Wizzerd have been exchanged with Junahu and SmashDaddy due to them both being very busy with in real life things and such. We're certainly sorry to see them go but here's hoping that we'll see much more of them once their IRL stuff calms down a bit. So yes, please welcome back our veteran leaders Junahu and SmashDaddy as they'll be helping us wrap up this contest and helping us move forward into MYM9!
You won't believe the amount of time I had to go through just to get this gif >_>
Author's note: First of all, I realize this set probably won't be a fan favourite. Believe it or not, I honestly considered throwing this set into the Graveyard, but because I was so far into it...yeah. I don't hate this set as much as i did with Ken, but yeah, i don't consider this my best. Still...did have fun with it, and hope others can enjoy it as well!
Sazandora
When I first started reading this, I wrongfully jumped to the conclusion that you were going to make Sazandora into some special attacking projectile spammer. Partly because you introduced him via his metagame ( seriously), but also because of his Specials, of which only one was a move Sazandora learns naturally.
I have no idea why you took a move that is clearly Dragon Rush, and named it Draco Meteor, or why you decided that one of Sazandora's key abilities was to summon tidal waves from out of nowhere.. But it's jarring that you managed to take a Pokemon I barely know, and made its specials seem so out-of-character.
Triattack, the one Special that actually does characterise Sazandora, comes dangerously close to being an arbitrary attack with little visual confirmation or instruction, particularly since only 4 of his attacks can be used with it
This is such a shame, because outside of the specials, Sazandora is fantastic. I love how, instead of making a silly literally interpretation of certain Pokemon attacks, you explored exactly how Sazandora would do it (Torment is a wonderful example of this). It also great how well you incorperated both physical and non-physical attacks in his modus operandi, making them both neccessary components.
Also, I adore that Final Smash...
Nero
It's my dirty little secret that I first played Devil May Cry, with the 4th installment, so I've always found Nero more fun to play as than Dante.
Considering how obtuse it is to invoke a major special mechanic via a taunt, It's incredible how little Nero's Side Special actually does. Surely, SURELY this should be the opposite way around, with Nero activating Devil Trigger via a Special, and viewing/increasing the guage with his taunts
I should also point out that Up-Special feels rather worthless as a version of his grab that can grab ledges and nothing else. If anything, his grab should be directionally aimable, and capable of grabbing ledges.
Beyond this though, the bulk of the moveset does capture the awesome feel of playing as Nero, ensnaring opponents and preventing them from fleeing.
It was certainly enjoyable, and I'm glad you went ahead and finished making him, though I must agree with you that this is not your best work.
Sew! agi and TWILTHERO have kindly taken over the Recap for this week to help my OCD (srsly, we'd be ending this contest with Sunday Recap 61; such a nasty number). In return, I'm gonna post a few comments on some of our recent sets!
Nero
So yeah, first off, and you've already heard this but it's something that really made it kinda hard to read through, the navy blue is a tad bit difficult (near impossible really) to read without looking really closely at the screen...at least for those of us who use Revolution, not sure about the others.
Moving right along...I read this set after putting my Nero bias aside. Unlike Junahu, DMC4 is the last game in the series I played and also happens to be my least favorite. I'm also not a fan of Nero at all. But because TWILTHERO is so awesome, he deserves a fair comment free of bias.
I must say I also agree with Junahu on the terms of the special trait. Devil Trigger is a pretty huge thing in the games and, from the fact that it changes a considerable amount of his moveset for the better, it really deserves to be more than just a taunt input (whereas the current Side Special is fairly blah). With some Special swapping, you could've made say. . .Devil Bringer his Side Special, his grab be a more basic one (perhaps put the air grab function into the Side Special too), made Devil Trigger Up Special and Exceed Down Special. PHEW...but that's just one way to handle it. As it stands, the DT taunt thing is fine. . .but the Side Special sticks out pretty badly.
The appearance of the set though is up to your usual high standards aside from the navy blue text and the images are a nice touch without being distracting or anything. The basic moves are actually the best part of the set really. You get a good feel of Nero's stolen unique character in them, what with the different usages depending on Devil Trigger and Exceed.
Overall, you sold yourself kinda short on this one TWILT. It's not a bad set at all. Not your best work but as long as you had fun with it, that's what matters. And what else matters is that it's not good, it's got a pretty solid structure and playstyle to it and it's a fun read if I imagine it as any other character other than Nero.Will you be taking up the challenge of Ninja Theory's ****ing horrible new Dante ****ing horrible new Dante?
General Scales
Man, I always was disappointed with General Scales in the actual Star Fox Adventures. You get geared up for this awesome fight then...bam. Nothing. Andross randomly shows up and goes "lolno." So that right there kinda puts you in a safe position considering, more or less, General Scales doesn't do a whole **** lot meaning that you're ultimately not given a whole lot to work with.
The moves are a tiny bit bland but like I said earlier, I attribute that more the character than anything else. I'd recommend maybe a bit more coding like say...centering for the headers as it makes it much easier to see where the sections are divided up. As for other advice, I feel n88 gave some pretty good pointers for practical/useful changes you could make in future sets. Scales feels a bit weaker than Spyro but again, character potential can really make or break a set in some situations.
Oh! And hey people! The MYM XAT has changed locations! You can now find it -HERE-
Thanks for the suggestions on my set. Newcomer, good to be cut at least a little slack Kinda always wanted to do overlooked characters like General Scales, maybe a few others no ones ever thought of before. I think i might make my first Pokemon soon. Any suggestions?
As for Nero, I enjoyed reading the set. I like the concept of a character that has a lot of grabs and strangled the target.
I've never played DMC, but I've seen someone play it, and I mostly know Dante cuz of his inclusion in Marvel vs. Capcom 3. So when you started with the stuff about him being potentially related to Dante, I thought that it'd be interesting to read.
Sure enough, it didn't disappoint. I really like the Devil Trigger. When I first read about it, I thought it would make him potentially broken, but it seems balanced after reading how exactly it affects his moveset. It's also really cool how some moves change completely with DT. However, it seems like the Side Special kinda pales in comparison to the rest of the moveset. It's still interesting, but not like the rest of the moveset.
Also, the navy blue quotes and headers were a little hard to read, although they did fit with the overall color theme, which was nice. I also liked the pics in the background. Overall, it was a good read.
Don't think anyone got a formal invitation, Chris. I believe it was just assumed that, especially with the size of our community, people would figure it out from either the thread or the Stadium.
@Crewx
You should go for whichever Pokemon you like best. Or, if you're really feeling courageous, you can try a random number generator to pick one. (Although that would likely make your choice harder to stick with)