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Make Your Move 9: [Now Defunct]

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Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
MYmini entry ¬_¬


$¢rooge M¢du¢k

Thank$ to hi$ pa$t a$ an adventurou$, anthropomorphi¢ duck, $¢rooge i$ now a ludi¢rou$ly wealthy mallard. You won't be $eeing one ¢ent of hi$ money though, be¢au$e $¢rooge is a notoriou$... $¢rooge.
Try not to ¢onfu$e him with the $imilarly named ¢hara¢ter from a ¢harle$ Di¢ken$ book, be¢au$e THIS bu$ine$$man is an
e¢onomi¢ geniu$. S¢rooge never hoard$ any wealth that doe$n't have a genuine inalienable value to it. You won't $ee many dollar$ or ¢ent$ in his money vault, be¢ause when the ¢apitali$t we$t inevitably fall$, old M¢du¢k will be $itting pretty on mountain$ of gold and pre¢iou$ $tone$.

Al$o, he'$ a total di¢k duck


So, in spite of all that talk about how wealthy he is, Scrooge in Brawl is but a shell of his usual self. Seperated from his precious money vault, Scrooge instead hides out in Minion crates during coin matches. He occupies over 50% of all minion crates in this mode, but only one Scrooge may appear at any one time, so all the other crates will just have their default contents in the meantime.

As you may have guessed, Scrooge only appears in coin matches, because he's only interested in coins. He will endeavor to collect every last one he spots resting on the ground, even tripping and nudging players out of his way en route. The person summoning scrooge is exempt from being tripped by Scrooge, but that still won't deter him from pilfering any coins you happen to get beaten out of you.

If cornered, or if there's simply nothing for him to collect, scrooge will attempt to mug coins out of other players. He places his top hat on the hook of his little cane, and proceeds to rap foes over the head with it repeatedly, using the hat to automatically catch the coins that come out. Being attacked by Scrooge is a bit embarrassing, as it's a lot like most repeating jabs; easy to escape. It also deals no damage, simply snatching coins instead.

Attacking Scrooge is quite encouraged, and even the summoner can do so. Hitting Scrooge has the same effect as hitting any other foe in a coin match; coins come out! All those coins he's been hoarding, can be taken right back. Of course, having the summoner smacking Scrooge about makes him turn against his 'master', and 'align' with a random opponent. When scrooge 'turns' he performs one charging tackle that, if it successfully hits the player, drains 1/2 of their coins out of them! That could be disasterous. Luckily, it's the kind of gambit that will only hit you if you are extremely selfishly devoted to attacking Scrooge with your biggest, laggiest attacks.

Scrooge lasts until he is KO'd, which is not too difficult to achieve. He's rather sluggish, and has no recovery outside one midair jump. However, he doesn't have a stamina meter. Instead, his weight is proportional to the amount of money he has tucked away. So, it will be much easier to KO him immediately, but progressively harder as he accrues more and more cash.

Scrooge himself also happens to be connected to one of Brawl's 'challenges'

Challenge: "Scrooge Visits the Moon"
How to complete: Whenever Scrooge appears on the Termina Bay stage (or any stage set in Termina, for that matter... or even Luigi's Mansion), the music will be temporarily replaced. During this period of time, Star KO Scrooge
Unlocks: CD[The Moon Theme]



Scanty & Kneesocks

Two demonic (possibly incestuous?) sisters who organise repeated monster attacks on Daten city. While continuously foiled by the Anarchy sisters (Panty and Stocking) the pair are still something of a threat, possessing fighting skills just under that of the Anarchy's. Scanty can transform her underwear into two guns, while Kneesocks can turn her... kneesocks into swords.
But that doesn't matter, because this Fiend(souped up assist trophies that summon themselves) is all about one thing;

Rrrrrrrrrrrrrrrrrrrrrrrrrrrruuuuullles (rules)
Scanty and kneesocks love rules. They love how something so simple can control people so utterly.


The moment they appear in Brawl, they recline in deckchairs and sup champagne, leaving them wide open to attack. But, for every 5 seconds they spend in the match, a rrrrrule will apear onscreen (in the background above their deckchairs, as a hologram. It will move and expand/shrink as the camera pans and zooms, so that it is always visible and llegible). It's reccommended that each rrrrule, whatever it is, should be followed by the players, because otherwise they will suffer. Before we get into that, here are the rules scanty and kneesocks may summon;
  • No attacking Red skinned characters (they always summon this rule first, to make attacking Scanty/Kneesocks a crime)
  • No missing with attacks
  • No tripping
  • No fastfalling
  • No instant shielding (i.e. bringing a shield up for just a couple of frames)
  • No dash/pivot grabs
  • No dodging during a stopclock effect
  • No KOing during starman invincibility
  • No using Final Smashes
  • No using dragoon
  • No KOing via Baseball bat
  • No hitting with Star rod (using the star projectiles is fine)
  • No hitting with a thrown Pokeball
  • No picking up a dropped hammer head
  • No being healed (via ANY means)
  • No throwing/dropping explosives
  • No explosions (even aesthetic ones)
  • No hitting with fire attacks
  • No hitting with ice attacks
  • No hitting with water attacks
  • No hitting with head based attacks
  • No time controlling attacks
  • No creating summons
  • No eating/biting
  • No up-input attacks
  • No down+special attack
  • No standing completely still
  • No running
  • No taunting
  • No regrabbing a ledge after letting go of it
  • No repeating a single attack more than twice in a row
  • No attacking a projectile
  • No KOing summons
  • No self damage
  • No Glancing-Blows
  • No beVis
  • No Vibes
Rules in blue won't be summoned if there is no way in the current match for that rule to be broken.



That's a lot of rules. Scanty and Kneesocks can only ever have 7 rules active at once, though even that can severely limit your options. So then, what happens when a rule is broken?
The person breaking the rrrrule will chased down by either Scanty or Kneesocks, and hit with damage/knockback. The exact amount dealt for breaking a particular rule, is randomly set when Scanty and Kneesocks summon that rule, and graphically displayed next to the rule onscreen(as an extendo-boxing glove icon with a number over it. The length the boxing glove is extended represents knockback strength, and the number is obviously the amount of damage. Knockback is always dealt towards the nearest blastzone).

Basically, it's a crapshoot. You could have a pretty lame punishment of 2% and knockback that KOs from 260%, or 60% damage and knockback that KOs from 70%. So be sure to read the rules that Scanty and Kneesocks are enforcing, and make sure to avoid breaking any that have severe punishments attached.
In case you're curious, Scanty attacks by shooting from mid-range, though she can only aim in the four cardinal directions. Kneesocks on the other hand, uses a flurry of sword swings, which have transcendant priority, to attack. Neither one will break their own rrrules while chasing/attacking you (e.g. with the No running rule, they won't run)

Also, while you can run from Scanty/Kneesocks, they won't stop chasing you until you've been punished. And if you break any further rules before being punished, Scanty/Kneesocks will simply combine the two punishments into a single, stronger, attack.

You can also attack Scanty/Kneesocks, and even try to KO them, though that is deeply discouraged, especially considering that the first rule they enforce is that you're not allowed to hit them. They will also join up and take you on together if you continue to pester one of the sisters with attacks

Scanty and Kneesocks will leave of their own accord (luckily taking their blasted rrrrules with them) after 2 minutes. They also have TWO challenges associated with them. Yay.

Challenge: "follow the rrrrrules for 2 minutes"
How to complete: Basically, have Scanty and Kneesocks appear in a match, and have no player break any rrrule until they leave 2 minutes later. AI players tend to break the rrrules frequently, so turn those off when going for this Challenge.
Unlocks: CD[I want you]

Challenge: "Anarchy is best. Break rrrrrules and get away with it..."
How to complete: Like the previous challenge have Scanty and Kneesocks appear in a match. But this time, you want to deliberately break at least two different rules, and not be punished for it until scanty and kneesocks leave. You can also simply KO the sisters outright. Easiest way to get this challenge done, is when one of the rules is "no running". Break two rules in the last 5 seconds Scanty and Kneesocks are around, and just flee
Unlocks: CD[Technodildo]




PINGU
Mwat! Mwat!​

Pingu appears rarely and randomly from crates. He does nothing other than wander about the stage, expressing playful interest in the match. If you're mean, you can hit him.:c

Challenge: "find the lost penguin"
How to complete: Just see Pingu in a match. Straight forward.
Unlocks: Trophy[Pingu]

Challenge: "Return the penguin to his home, dude"
How to complete: Have Pingu appear in any winter themed stage. Nope. This challenge is deliberately misleading. What you actually have to do is KO Pingu, using a certain character...
Unlocks: CD[Flying Chorus]
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Howdy peeps! How about some results for this week's mini?!

1. Scatman by Hyper_Ridley (3 votes)​
1. Shut Up And Sleep With Me by MarthTrinity (3 votes)​
3. PONY :mad: by half_silver28 (2 votes)​
3. Caramelldansen by Kholdstare (2 votes)​

Ozimiana Church by Junahu (1 vote)
Dragula by Katapultar (1 vote)
Animal I Have Become by Monkey D. AWESOME (1 vote)
Lady Gaga by flyinfilipino (1 vote)
Hippo In The City by darth meanie (1 vote)

Woop woop that's the sound of da police.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Yay my votes are up there. Seems there weren't many voters this time around. Anyways, this week was quite the fun, even if the results were less than obvious - or more so surprising. I wonder what people will do for this week's.
 
D

Deleted member

Guest
User Rankings Week #11 And Week #12

Welcome to the User Rankings! Every Monday, I'll be compiling the entire of the last week's activity in the thread and showing off, just who is the most active member? The point of this exercise is to recognise the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them.

To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 9 thread. The cut-off point for tallying is 12AM on Monday; other removals or changes are at my own discretion. The breakdown of points is as follows:


25 points for a Moveset
15 points for a Joint Moveset
5 points for a Secondary Submission
4 points for a Comment
2 points for a Secondary Submission Comment
1 point for a Regular Post
+Regular Posts do not stack

As said last user ranking, I am forced to combine two weeks now due to a trip all through this and last week. The activity in this time was not the worst I've seen, but certainly for this contest, very disappointing indeed. I will personally ensure that March isn't such a bummer, and that we have a strong top fifty, at least as far as one leader can do so. As in some past weeks, multiple minis did not count toward points.

The top three these past two weeks were the only submitters to post movesets; all three posted at least one mini, but only n88 excelled and posted a squad of comments, on top of perhaps the highlight of the fortnight, Dormammu. I'd also like to congratulate him on breaking the record for most sets in a contest in Make Your Move 7-9, as I don't recall anyone posting eight sets in those contests. Kholdstare gave us some ice scream self-indulgence in Baibanira, which is worth reading if only for that infamous Khold writing style, and landing him second place.Schezo Wegey followed, by Koric, being just as obscure, Japanese and actually fairly original in concept from a relative newcomer, placing third this week. Good job to all three.

Remember to check out the stadium to find all of the sets mentioned.

Overall User Rankings



Points: 50, Movesets: Goruugu, Aianto, Spiritomb, Fantomex, Chain Chomp, Keith, Dormammu

Points: 31, Movesets: Gigaiath, The Scout, Baibanira

Points: 30, Movesets: Arle Nadja, Yamato, Schezo Wegey

Points: 14, Movesets: Diglett, Penny Gadget / Inspector Gadget, Blaze the Cat, Windows XP Tan, Airman, Emolga

Points: 13, Movesets: Miroku

Points: 9, Movesets: Muk, Auron, Wiz & Kupa 2, Pyro Jack, Jack The Ripper

Points: 9, Movesets: Tetris, Harvey Moisewitsch Volodarskii, The Joker Remix

Points: 9, Movesets: The Prince, M. Trinity

Points: 7, Movesets: Ulgamoth, Ronald McDonald, Mephiles the Dark, Steelix, Beeheyem

Points: 7

Points: 6, Movesets: Nattorei, Electivire, Nrvnsqsr Chaos, Toxicroak, Luviagelita Edelfelt, Jellicant, Crustle

Points: 6

Points: 5

Points: 5, Movesets: Jalorda​
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Rushed this one a bit, I just wanted to get another moveset out, as it's been a while.



Flame Hyenard is a maverick from the Megaman X7 series, known for fire attacks (duh), creating two clones, having a difficult level, and having the most irritating voice of all time. http://www.youtube.com/watch?v=ubPESB0Xn3c&feature=related

By the way, should you choose to play this character, earplugs are HIGHLY recommended.


Burn Mechanic:
Flame Hyenard does a simple thing with his fire attacks. When you hit the stage with a fire attack, you will set that part of the stage on fire! This lasts for 10 seconds. If the opponent goes through a part of the stage on fire (or gets hit by a fire attack), they catch on fire as well, taking 3% per second until they manage to roll over a part of the stage NOT on fire (or douse themselves with a water attack, but most chars don't have that ability). Of course, they then set the parts of the stage they've been moving over on fire, so that indirectly helps you... (You're immune to all of this, thankfully)

Burning Specials:

Down B: Tri formation!
Flame Hyenard creates his two clones in a somewhat laggy move. These have 30% health, but only do half the damage and knockback of the real Hyenard, and move independently. However, considering there's no downside to having these guys onstage and you won't take any damage from having them destroyed, you should keep creating them as much as possible. Unfortunately, if you get hit by a strong (more than 10% damage in one hit)/water attack, your clones will vanish, so be careful!

Should you use this move when your clones are already out, a command cross will appear, letting you use the control stick and A/B buttons to command your clones.

Pressing forwards on the control stick will cause them to go aggressive and pressure the opponent. (This is the default)

Pressing backwards on the control stick will cause them to go defensive and keep them away from your side of the stage.

Pressing up on the control stick will cause them to attempt to juggle the opponent.

Pressing down on the control stick will cause them to ignore the opponent and focus on burning the stage.

Finally, pressing A will cause them to go for the kill, while you can press B to make them focus on really annoying sound effects.

If the clones are already onstage, he shouts "Tri-formation!", else he will pick between "You two!" and "Arise!".


Side B: BURN!
Hyenard shoots a fireball (the size of mario's fireball) sideways. It travels at the speed of Ganon's run, doing 7% with okay knockback. However, you can charge this move by holding down the button. It takes a second to reach full charge, which gives a blast the size of Samus's charge shot, doing 25% with killer knockback. More importantly, he shouts BURN! while doing this. Since the AI just LOVES to spam this move, and you can have two allies onstage at any time, this will become VERY annoying for your opponent very quickly... Lag is low.


Up B: Whoo!
A throughly uninteresting generic Mario clone fire-themed recovery. Even down to the exact damage and frame data. The only differences are the animation (It looks a bit more like a copy of Capt. Falcon's recovery. :p) and the sound effect (If you couldn't guess, take another look at the move name.) Move on already.


Neutral B: Burn to the ground!
Hyenard shoots a fireball (the size of mario's fireball) sideways. It travels at the speed of Ganon's run, doing 7% with okay knockback. Sound familiar? However, the key difference is this fireball is subject to gravity, which means it can be used to easily set parts of the stage on fire! Also, by pressing a direction on the control stick before firing, you get to change the angle of the shot! This makes it much more versatile.

Unfortunately, the lag is a bit worse on this version, and the CPU's don't use it nearly as much, leaving you to burn the stage yourself.

There's one last important thing to note about this attack. Aside from the sound effect (BURN TO THE GROUND vs the side B's BURN) and different projectile, this looks ABSOLUTELY IDENTICAL to your side B. This means you can run some epic mindgames on your opponent, and if they want to be able to distinguish between the two attacks, they'll have to keep the volume on... MWAHAHA!


Burn to the ground game!


Jab:
An utterly generic swipe worth 3%. It comes out pretty quickly, and knocks the opponent back a bit, but leaves them close enough to make followups feasible. To underline how generic this attack is, even the sound effect is just a generic grunt.

U-tilt:
Hyenard pulls out a remote of some sort, and aims it at the screen, before pushing a button. Why, he's turning the volume up! (only by one spot per use though) I feel sorry for your opponent. It's a rather laggy move though, and has a laggy sound effect to match. (As he pulls out the remote, he yells "Oh, it's YOU that's causing my suffering!")

F-tilt
Hyenard points his arm cannon in front of him (don't see one in the picture? This is Megaman, EVERYTHING has an arm cannon.), and fires a flamethrower similar to Bowser's fire breath, but with some more start-up lag. (Sound effect is random between BURN! and BURN TO THE GROUND!) By holding down the A button, you can extend the attack for as long as you like (but it will diminish over time, similar to the brawl flamethrowers) and control it's direction somewhat with the control stick. It's recommend to combo into this or one of your fireball specials from jab. (This if they DI towards you, the projectile if they DI back.)

D-tilt:
So you pressed the D-tilt... wait, what happened? Well, the next move that Flame Hyenard performs will be faked. It won't do any damage or knockback, but you won't take any lag either. So what's the clue for the opponent? Instead of the correct sound effect, the next move will have a different random sound effect playing. Another fiendish device for forcing them to listen closely to Hyenard's brutal voice acting. If the next move is another D-tilt, it will just cancel the effect.


F-smash:
Flame Hyenard charges up a blast, shooting several fireballs out of his arm cannon (3 uncharged, up to 7 charged.) These 5% damage fireballs travel in a slight arc (not quite high enough to hit the low battlefield platforms), but all move at different speeds. The key of this move is to cover the whole stage with flames. Uncharged you'll cover about half of battlefield's main platform, but fully charged you'd cover all of final destination! Lag is pretty bad, due to how awesome this move is. For a sound effect you get a new custom evil annoying laugh. Mwahaha!

U-smash:
Flame Hyenard bends over as if hurt, and then fire comes out of all the little vents on his model, causing about a bowser-sized area around him to be filled with flames. This does 20% damage and awesome knockback to the opponent, so what's the downside? Well, it's a VERY laggy move, and Hyenard catches fire from overheating himself, taking twice the damage that an opponent would. This lets you set large portions of the stage on fire quickly, but you'll take quite a bit of damage if the opponent manages to juggle you or knock you offstage. On the bright side, if you bump into them in any way, as will usually happen if they attack you, they'll catch fire as well. Using this to kill means combining it with the D-tilt to fake the opponent out, or simply using it on an opponent while they're being grabbed by your clones. As he's doing the attack, Hyenard will moan Oh, it burns...

D-smash:
Hyenard will absorb all the flames within a stage builder block radius of him (putting them out), charging the smash will increase the radius up to a battlefield platform. So what's this do? Well, Hyenard vents this extra heat into his shield, so when you shield you'll have a swirling fire hitbox around the shield (Over a bowser-sized area), that does 5% and sets the opponent on fire. However, this will only last for a half-second per stage builder block of fire, and has significant lag, so be careful.

Burn-related name for aerials:

D-air:
Hyenard's best aerial by far, Hyenard shoots a fireball downward doing 3% damage and pitiful knockback. So what's the upside? This is extremely spammable, can easily set good bits of the stage on fire, AND Hyenard has good jumps and aerial momentum. Say it with me people, BURN TO THE GROUND!

U-air:
The one, the only, random flipkick! 7% damage, moderate upwards knockback, the only notable thing is that it's a good juggler, and between you and your two clones, that can amount to a lot of juggling. Note the amount of damage they'll take from being on fire as well when they're in the air... Believe it or not, there's no sound effect on this move, due to its pure randomness.


F-air:
Hyenard swipes wildly with his arms in front of him, doing 1% with each swipe (Think of Falco's N-air), and the inwards knockback actually holds the opponent in the swipes! (Even if they're hit with a strong attack from someone else, they'll be locked in your swipes!) This is quick to begin with, but has awful landing lag and even worse end lag! However, you can hold down the button for as long as you want. So, this means you can basically get 10-some% on the opponent by using the attack high in the air, dragging them down in the flames with you. Of course, you'll eat a smash or something equally painful when this move ends, but that's why you have clones! The AI has no qualms about sacrificing themselves to annoy the opponent with this move. (The opponent can DI out over time, so you can't use your clones to perform a F-air lock on them.) Hyenard will yell "To the ground, to the ground" while performing this move.

N-air:
Hyenard yells BURN!. Yep, that's it. However, given the sheer force of this yell, any opponent near hyenard will be pushed back, similar to G&W's Up-air (but with a bit less force). Hey, he's so loud and annoying you had to figure that there'd be more effects than purely sound/sanity-related ones...

B-air:
Hyenard does a random backkick behind him. Not impressed? This move has been used by countless brawlers to great effect, such as Mario, Link, Snake, Samus... the random backick is almost as big a staple of random filler moves as the flipkick! 8% damage, okay knockback. Another move without a sound effect.

Burning grabs:
(I bet you're tired of the burn-related section headings by now.)


Pummel:
Hyenard yells at the opponent Oh it's YOU that's causing my suffering! So if I shoot you, the pain will stop! and blasts them with a charged fireball for 10% and good knockback. The downside is that the pummel takes so long that the opponent will need to be at 100%+ for it to actually hit.

F-throw:
Hyenard tosses the opponent along the ground, as they take 5% and skid for a battlefield platform. Good for setting some stage on fire when you've got a burning opponent.

B-throw:
Hyenard bounces the opponent along the ground behind him, sending them up at about a 30 degree angle with decent knockback. This will likely send them through any low platforms, and does 7%.

U-throw:
Hyenard hoists the opponent with his arm cannon, before firing a fireball. They'll be sent straight up, taking 5%, as well as being lit on fire and in a prime spot for juggling.

D-throw:
Hyenard steps on the opponent, and then fires his flamethrower into them. 9% damage, sets them on fire, even burns the stage immediately in front of you, what's not to like?

Final Burn-related section heading:
Remember that mech Hyenard's on top of when you fight him in Megaman X7? Well, that appears in the background, and the real hyenard hops on top of it, before sending his clones in to fight. While they keep the opponent occupied, you get to send missiles at them, similar to snake's grenades. Use the control stick to move the cursor, A/B to fire, they do 10% damage and good knockback. You've got 10 seconds to kill them, have fun!

Playstyle:
Flame Hyenard is about three things
1): Keeping the opponent occupied with clones
2): Setting the entire stage on fire.
3): Driving your opponent insane.

Camping and burning:
Start by using your clones to occupy the opponent. Then, switch between the side B and the neutral B to set the opponent's part of the stage on fire while camping them. F-smash can set a nice portion of the stage on fire, and U-smash is extremely high-risk/high-reward in this regard. Although you can set the stage on VERY fast by just running around on fire, that causes damage to you, and if the opponent knocks you into the air, say hello to 30+% while you struggle to get back onstage.

Repelling the opponent:
Let's face it, sooner or later the oppponent will break through your clones and fireballs and approach you. Well, then what?

F-tilt is the ultimate anti-ground attack, but laggy.
Up-smash is the ultimate attack period when you can hit with it, but VERY laggy.
D-smash lets you hide behind your shield until your clones come to pursue the opponent, but eats up some of your precious fire.
D-tilt lets you fake your opponent out completely.
Jab is a completely standard jab, and is a nice quick shot if you faked them out with D-tilt.
And your grab game is nice, if unremarkable.

Mix up your options (made much easier with the D-tilt), and the opponent will never know what hit them.

Killing:
You have four feasible methods of killing.

1) A charged side-B fireball.
2) An up-smash
3) A suicide F-air
4) A pummel on the edge of the stage.

However, the pummel takes a while to get to killing percentage, the F-air doesn't really help unless you're ahead or a clone does it, and the other two are rather laggy. So what to do?

Well, the D-tilt and your clones are the key here. When you set them to kill via the down-special, they'll focus on keeping the opponent in lag via the F-air and grabs. This lets you get off the necessary killing move.

Inducing ragequits:
Three things. Clones, Up-tilt, and Down-tilt. This forces your opponent to listen closely to 3x the normal amount of high-volume sound effects to effectively fight! And you can just wear earplugs and be immune to the chaos! Mwahaha!

Weakness:
So, what's Hyenard's weakness? A lot of his stuff relies on mindgames and clones, alone he's a bit weak. So, a high-pressure Meta knight-esque character will cut through Hyenard quite easily. (Which really seems to be a pattern with a lot of my characters.)
 

Zook

Perpetual Lazy Bum
Joined
Jul 30, 2005
Messages
5,178
Location
Stamping your library books.
Flame Hyenard

If you're not familiar with Megaman X7 (like me), you really have to watch the video before hand to get this moveset.

Anyways, as a joke moveset, this is pretty, uh, different. A character that relies on his awful voice acting to beat his foes is very original (I could be wrong on this, haven't seen it before though), and he has a few legitimately interesting moves (his down tilt and up tilt). Not to mention how hilarious this character would be to play as.

As an actual character, though, FH is pretty blah. I feel like the whole "Cover the stage with ****" mechanic has been done a lot in MYM9, and Heynard doesn't manage to separate himself from the rest. Some of your move descriptions feel incomplete; how far do the fireballs travel? Infinitely? Does his up smash seriously deal 40% to himself? The generic moves you included (up special, up air, back air, etc.) are pretty trolltastic, but are uninteresting when looking at this from a serious point of view.

"AWW! AWW! AWW! AWWBURN TO THE GROUND! BURRRN! BURRRN! BURN TO THE BURRRN! BURN AWWBURN! AWW! AWW! BURRRN! BURRRN! BURRRN! BURN TO THE BURN TO THE BURN TO THE BURN TO THE AWWW!"
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Sorry, bad wording on my part regarding the Up-smash. What I meant is that he catches on fire, and takes 6% per second (that is, twice the normal rate) until he rolls to put it out.

On an unrelated note, I've gotten stuck on the portal moveset I've had in the works, I haven't done anything on it for quite some time now. Would anybody be interested in taking a look at the moveset and perhaps finishing it themselves? What's done are the specials and smashes (in short, the interesting moves. :p)
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Oi everyone! I thought I'd just go ahead and apologize for my almost complete inactivity as of late. Life has decided to beat...well...life out of me lately with exams, sports, andinconvenient favors ive had to do. Am just now starting to catch up from were I left off (I should be reading Klink soon) and I am working through horrible writers block(I do believe I've dropped three sets this past few weeks). I should be getting active again not only in the thread but also in the chat as well. Again, apologies to all for my incredibly low activity and such. Now let's beat that 115 mark this contest!
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
MYMini Entries

I only read Scrooge's name and was excited to see what you did with him. The whole thing was amazing, I would probably play Coin Matches more just for the excitement Scrooge would cause. You've got a vote from me.

MUSIC MEISTER

The Music Meister is a villain from the Batman: The Brave and the Bold animated series. Although he was created specifically for the series, he draws some parallels to The Fiddler and Pied Piper, due to his ability to control people through his music. He's unanimously been named the Ensemble Darkhorse by fans and is well known for his amazing costume changes.

Gather round, it's time for Brawl the Musical! The Meister appears in Brawl as a fiend, as soon as he's summoned, he'll move to the middle of the screen and laugh, saying "My name's the Music Meister, and I plan to settle the score!" After this, this song begins to start, the Music Meister singing it. Everyone on stage will begin to dance and sing along, being able to escape with 2 times the normal grab difficulty. However, this doesn't work for long, as you will begin to dance 3 seconds later. Characters dancing take no knockback, so you can still rack up damage, but won't be able to KO. The Meister will fall over and disappear if he takes 20% damage, but can only be hit by the person with the earplugs.

However, there is a way to beat the Meister. As soon as the Meister's song begins, a pair of Bat-Shaped Earplugs appears somewhere on the stage. If someone grabs this, they'll become immune to the Meister's singing, but all dancing characters will stop and target the earplug-wearer as though they were Level 9 CPUs. Earplug wearers can take up to 10% before the earplugs drop to the ground. If the Meister disappears, all characters who were dancing will act as though their shield was broken. The Meister disappears automatically after the song is over.

90% of the time the Meister will appear in his normal outfit, the other 10% he will appear in a conductor's outfit, a marching bang outfit or an Elvis suit and there's a very slim chance he will appear in an unfitting labcoat and goggles, look down at his outfit. He'll glare at the camera, say "Seriously? What kind of idiot would sing in this outfit?" and disappear.

JOHNNY BRAVO

Jonathan "Johnny B." Bravo is the muscular main protagonist of the series. He has incredibly narcissistic and dim-witted traits that lead to a severely incorrigible inability to attract women, becoming a running gag throughout the series. The character is memorable for his incredibly quick movements (usually done while trying to impress women), which were accompanied by the loud crack of a whip sound effect. Johnny's catch phrases are "She wants me!" and "Ohhh Mama!" after women beat him up for refusing to leave them alone.


When the assist trophy is first opened, nothing happens. However, five seconds later, all non-female/animal/robot/potato characters besides the summoner are transformed into attractive women, retaining all their attacks, hitboxes being modified accordingly. As soon as this happens, Johnny Bravo happens to convinently walk in from the background, eyeing the nearest woman, mumbling "Sassy!' to himself. After this happens, the iconic Johnny Bravo theme begins to play http://www.youtube.com/watch?v=Exe0IEB3hKs. For the next 30 seconds, Johnny wrecks havoc across the stage in random ways, including:

* Johnny looks at a mirror then looks at the camera, saying "Man, I'm pretty!"

* Johnny makes several poses, flexing in multiple ways. If you're hit by one of his flexes, you take 10% damage and knockback that can kill at 110%. Hey, those are some pretty huge muscles.

* Johnny will run up to the nearest female, causing them to stay stunned in place as Johnny shows off his muscles for 3 seconds.

At 20 seconds, Johnny will scream out "Do the Monkey with me, come on!", as he does a dance known as the Monkey. During this time, All Enemies, Assist Trophies, anything on stage at this time, besides you, will stand in place to do the monkey with him. In addition, crowds of people will swarm from the background, doing the monkey. Getting hit by a crowd member knocks off 8%, but you can't be KOed by this. This will last until the end of the assist trophy, where Johnny attempts to hit on a random female in the crowd and gets punched onto the ground. He groans, "Yeah, whatever!" before disappearing. The crowd disappears shortly after.

PHIL MCGRAW
Phillip Calvin McGraw (born September 1, 1950), best known as Dr. Phil, is an American television personality, author, psychologist, and the host of the television show Dr. Phil, which debuted in 2002. McGraw first gained celebrity status with appearances on The Oprah Winfrey Show in the late 1990s.​

Phillip Calvin McGraw (born September 1, 1950), best known as Dr. Phil, is an American television personality, author, psychologist, and the host of the television show Dr. Phil, which debuted in 2002. McGraw first gained celebrity status with appearances on The Oprah Winfrey Show in the late 1990s.

He shall only be called Phil from now on. He has no license to practice.

Phil is a fiend who appears with extremely rare frequency. Though, he has a VERY slim chance of appearing out of everything else that contains things, that includes Pokeballs and Capsules. If you want to see Phil, and I'm sure you don't, you have the best chance with the Fiends. As soon as Phil appears, he stays at the left hand side of the screen, with his arms crossed, until a certain point in the match. See, Phil's AI predicts knockback, ending lag and all other factors within the match. As soon as the AI recognizes a point where most characters are going to be in Phil's path, Phil rushes forward, like in Marth's final smash as his theme song. Characters hit by him are given no indication that they have been hit, until Phil reaches the other side of the screen and says "This is going to be a changing day in your life." The screen blacks out for a second, the music fades out and time stops. When the screen is seen again, the characters who were effected are seen sitting in chairs in the middle of the stage, with Phil. Any Assist Trophies, other fiends, Pokemon or Minions caught in this will be swept into the conversation as well.

Here, the Fiend does something the Wii console would never be able to handle. Phil is programmed with a unique conversation for every single assist/fiend/minion/Pokemon/character/hazard combination in the game. These conversations last for awhile and focus on a variety of topics (Ganondorf's power lust, Wario's greed, etc.), characters have super armor during this, but can still take damage from characters who dodged Phil, allowing characters with healing powers or those with a massive setup game to dominate once the conversation ends. (Roller Coaster Tycoon, anyone?)

Once the conversation ends, the match clock goes back to the way it was, the music comes back on and Phil takes a bow and disappears. Finally.

BIKINI BOTTOM
The Restaurant District

If you need me to explain what this is and where it's from, please stop living under a rock.



The stage is a large, walk-off stage that's 3 Final Destinations wide. The middle of the Stage is fairly normal, consisting of a small hill with two large platforms next to it. The sign next to the Krusty Krab can be used as a platform. Small Jellyfish float around the middle of the stage, contact with one will make it sting you for 7% knockback and will cause you to flinch.



The right side of the stage is the Krusty Krab, this cannot normally be entered until you break down the door at the front of the Krusty Krab. Any attack will do the trick here. The inside of the stage consists of 3 small tables, where customers are seen eating their food. Stepping on the table causes the customers to become visibly annoyed at the fighters, jumping on a table 1 more time will cause the customer to run away.



If the customers run away, Mr. Krabs will step out of a door in the background. "Me customers!" He'll scream, before glaring at the fighters. He sneers, before running into the foreground with a battle cry. Mr. Krabs is roughly the size of Dedede, and moves similarly to him as well. He primarily attacks with high risk, high reward attacks. Consider him a Dedede with faster moves who fights with his fists. Mr. Krabs can take 150% damage before falling to the floor, unconscious. He'll follow the fighters outside the Krusty Krab, too. If it's a coin match, Krabs will focus on gathering coins rather then fighting, letting out all the coins he's collected upon defeat. Scrooge can still rob Mr. Krabs, and Krabs can't rob the fighters (That's illegal, a business owner doesn't want to look bad!)



The left side consists of the Chum Bucket, like the Krusty Krab, the door must be broken down before you can enter. The inside is basic, a small table appearing only in the corner. Fighters who enter the Chum Bucket and stay for more then five seconds will cause Plankton to appear from the left KO line.



"A customer!" Plankton cries, disappearing off-screen. One second later, he will walk back onto the stage with a plate containing an odd, pink substance. He will attempt to get the fighters to eat this. Plankton can be picked up and tossed around like an item, him complaining all the while. Leaving Plankton on the ground will cause him to run back into the left KO line, crying out "Fine, we'll play your way!"

Five seconds later, he will return in the cockpit of a poorly constructed Meta-Knight robot. "Now then, let's have some fun!" He cries, beginning to attack. Imitation Meta Knight attacks like the normal Meta Knight, but due to being a cheap imitation, has more lag on his attacks. Like Krabs, he will follow you out of the Chum Bucket. He has 200% stamina.

If Krabs and Plankton are both in play, they will stare each other down before beginning to fight. They completely ignore all fighters until either one of them is KOed.

Music:

Only the Captain gets to say arrgh!
"Without him, the lightbulb will have nothing to warm!"
"Acting alone, we're powerless...but united, the Plankton family could be a real pain in the fanny!"
"...I'd get an Ice Cream!"
"We find our heroes locked in a battle of wits!"
"To...THE POSEIDOME!"
"What kind of monster is responsible for this horror!"
"I will DESTROY the Krusty Krab!"
"Every sailor knows that means death!"
[URL="http://www.youtube.com/watch?v=j6c1k-SO-rU&feature=related]"Have I ever shown you my record player?"[/URL] [The [URL="http://www.youtube.com/watch?v=mX-DB7JaNPM&NR=1&feature=fvwp]"Alphabet Song[/URL] periodically flickers in and out.]

Unlock Methods:

Unlocked once Spongebob/Squidward/Patrick are unlocked. (hinthinthint)
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass
Woahh i thought MYM was dead? Guess I was wrong! Perhaps I'll post a moveset or two, who knows? But everything so far looks really awesome. and Bikini Bottom is fantastic hahaha. You should add some mechanic where if both doors are opened at once and plankton is being tossed around, him and Mr Krabs start duking it out. Or something to that effect.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
BATMAN THE BRAVE AND THE BOLD VILLIAN

Hey GW, how's it going?

PIKACHU RIP OFF NUMBER 5

You don’t need me to tell you that I think you should’ve introduced the specials first in the same manner as I believe you should’ve with Air Man, but it’s not as bad here if only due to you introducing a single use of the electric projectiles beforehand with the jumping – knowing you, probably by accident. It just seems to go so against your mentality of easing of reading and all that to write the moveset backwards. Based off an earlier reply you had to a comment on this moveset, is all you’re trying to do with this just create controversy now?

The actual moveset is leagues better then Air Man, though. Obviously the main attraction here is the Elecball. While at a glance one would think that inputs that have little to contribute to it are filler, that’s not the case, as the Elecball isn’t your ultimate goal but simply a distraction, a constant threat, that you can use to hit with your other more combo happy moves. It’s a superb way to get the interesting part of the playstyle into the moveset without making it too centralizing. While the more generic part of the playstyle is still generic, I actually like what you did here with the redesigning of moves from Pikachu, as it feels far more appropriate here than with Blaze, as well as realistically having an alternative grab-games against different foes based off their size.

WORST POKEMON EVER CREATED

So first a moveset for the gear, now for the ice cream? Well, considering this is Khold we’re talking about here, it’s hardly a surprise for him to troll us with a moveset for this guy. . .But. . .Both the ice cream –and- the gear? When only 20 or so 5th gen Pokemon have been made? Good crap.

The ice cream is similar to Blooper in that it mostly just steals mechanics from other movesets without introducing anything new – this moveset is essentially Abomasnow meets Sandslash. The ice cream has very few of Sandslash’s traps to exploit, though, making the Hail mechanic rather pointless, and the rest is essentially generic stage control that’s been done before, even stealing some elements from Glaceon. It wouldn’t be so bad for the ice cream to invade the territory of other movesets if he actually introduced any spins of his own, but they’re hard to find in this moveset utterly filled with clichés. Perhaps even worse than that, though, is that it’s very difficult to actually get a feel for the ice cream at all in this moveset, as ignoring the grab-game and “Acid Armor” it feels too much like a generic ice type that oh so many other Pokemon do so much better. The fact that the grab-game, the main part of the ice cream’s character that’s actually in the moveset, is so irrelevant to the rest of the moveset makes it feel like this was a moveset for another Pokemon until you decided to throw that in so it could be part of the 5th gen movement.

ONLY DR. STRANGE VILLIAN THAT SHOULD BE IN MVC3

Dormammu doesn’t really deviate from the standards of the typical campy/stage control combo, which prevents me from loving him as much as I otherwise could. It’s just such an overdone genre in MYM with nothing new to really contribute on the conceptual level beyond giving you a bit more to micro-manage with minions that can potentially attack you. That said Dormammu does the best he possibly can while remaining within this cliché, with simple yet brilliant stage control moves like his neutral and side special – you even manage to make a great twist on the generic portal recovery by enabling you to warp foes and minions to the portal instead of yourself. You set out to make one of the absolute best campy stage control characters ever, and you succeeded, something hard to do when there’s so much competition.

What truly makes this moveset memorable for me though is the 3v1 aspects of it. While it’s but a brief mention and seems tacked on, it actually makes a tremendous amount of sense for the character and the moveset itself is clearly geared to work for both 1v1 and 3v1 when you stop and think about it. It’s utterly shocking that we haven’t had a campy 3v1 boss character until now, as the concept is just so obvious and works all too well. One might think Dormammu’s spacing options get a bit excessive, but in a 3v1 environment they’re highly relevant.
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass
First attempt at a MYM in a loooong time...

RAW SHOCK

"You have to run, daddy, you can't fight them!"

In Silent Hill: Shattered Memories, protagonist Harry Mason must venture through an icy Otherworld populated by the Raw Shocks, physical embodiments of Cheryl's subconscious that viciously pursue Harry wherever he goes. They cannot be defeated, but rather must be evaded in order to survive. Should they reach Harry, they latch on to him, siphoning his body heat to dangerous levels. They can be pushed off, but not before the damage is done. Now, one brave Raw Shock has stumbled into the scene of Smash and is prepared to utilize his chillingly horrifying powers to rise to the top.

STATS
Move Speed: 8
Air Speed: 3
Jumps: 4
Weight: 7
Size: 8
Fall Speed: 6
Traction: 10

Raw Shock is almost as tall as Captain Falcon and with a similar build. He is fast enough to outspeed the majority of the cast (he needs to be able to catch up to them, as in Silent Hill). He isn't very used to being in the air, and as such he has a hard time moving about efficiently. He has perfect traction, seeing as how he is able to chase Harry without slipping or sliding at all on the ice. Also, an important thing to note: when Raw Shock dashes, he goes on all fours, reducing his height by half. His crouch also puts him in this position, and he can crawl. Other note: I use the word "drain" in many of Raw Shock's attacks. This means that, not only does the foe take this much damage, but also Raw Shock is healed by that much.

SPECIALS
Neutral Special: Sniff Out
Raw Shock has a highly developed sense of smell, and by using this to his advantage, he can lock on to even the most evasive of targets. He crouches down, readying himself. If this action goes uninterrupted for a second and a half, he will jump towards the nearest opponent, as long as they are within range (which is a circle around him, the diameter of the circle being the length of battlefield). When pouncing, he will fly through the air at sonic's ground speed, going around any obstacles in the way. If he is hit by any projectile or attack while pouncing, he will take damage from it but continue the charge. When he reaches the enemy he will latch on to his victim, draining 3% + 2% for every 15% of damage the target has. Once Raw Shock is finished absorbing the heat from his victim (which takes a little more than a second), he will jump off at a 45% angle backwards and up.

Side Special: Haunting Memory
The Raw Shock is a being created by Cheryl's subconscious, fighting to protect her falsified memories of her father. This connection to memories is an ability that Raw Shock uses in battle. He creates a clone of himself, a "memory", in his exact location. In three seconds, the memory becomes active. Once active, the memory will latch on to any opponent that runs through it. Once latched on, the memory will hold the target in place for one second before disappearing. Only one memory can be active at once.

Up Special: Where Nightmares Tread
Raw Shock has a very strong connection to the icy Otherworld of Silent Hill. As such, he is able to bring parts of his world into the world of Smash. He instantly creates a platform of ice under his feet, the same length as a battlefield platform. The platform will remain in existence for four seconds or until Raw Shock hits solid ground again, at which point it will shatter (this is purely a visual effect). Once used, it cannot be used again until the original one shatters.

Down Special: Chilling Chase
Raw Shock is skilled at draining heat from his victims, lowering their body temperatures to a point where normal bodily functions become increasingly difficult. He winds up, then jumps forward about half the length of a battlefield platform. If he lands on an enemy, they will take 5% and will move at three fourths their regular movespeed for 8 seconds. Successive uses of this attack will reset the timer on the slow, and will slow them by three fourths of their current speed (and so on and so fourth).

STANDARDS
Dash Attack: Lunge
Raw Shock lunges forwards the distance of a battlefield platform. If he hits someone, he will take them to the ground, dealing 7%. This attack has a brief moment of lag in the beginning, with very little ending lag, allowing him to hit the vulnerable victim on the ground with a d-tilt, provided he does it quick enough. Missing this attack will cause Raw Shock to stumble forwards, making him an easy target.

Jab: Retreat
Raw Shock throws a weak punch for 2%, followed by another weak punch with his other hand for 1%, followed by a very quick jump forward onto the enemy. He then jumps backwards off them and pushes them back, creating a battlefield platform and a half of distance between them, and dealing 5%. The second and third hits of this jab can only be done by connecting with the first hit.

Up Tilt: Grave Reach
Raw Shock swipes his hand upwards in an arc in front of him, dealing 5% and knocking the foe into the air and just in front of Raw Shock. At the end of the arc (when his hand is directly above his head) his hand becomes a grab hitbox and will grab any airborne foe, slamming them down the ground for 7%. At low percents, this attack can be strung into itself, especially against heavier opponents.

Forward Tilt: Abstract Clutch Raw Shock's head goes into its "abstract" form, giving it a cross shape with a large gap in the center. He then head-butts forward and down, trying to catch someone in the gap in his head. If this is successful, he will walk backwards, dragging his foe along with him. This will cause the target to end up sprawled along the ground and take 6%. If he misses with the hole in his head but connects with the cross (which juts out further than the hole in his head, which has a pretty short range) he will deal 3% with no hitstun.

Down Tilt: Rapid Sap
Raw Shock thrusts his palms forward very quickly, draining 3% from his victim. This attack has virtually no lag on either end, allowing it to be used in rapid succession. However, it also has virtually no hitstun, so doing so may be difficult.

AERIAL
Aerial: Seizure
The air is no place for Raw Shock. He has no means for self defense outside of a single attack: his seizure. He flails his limbs erratically hitting nearby enemies for up to 8 hits of 1% each. He has no other mid-air options, and as such should find his way to ground as quickly as possible. Creating a platform of ice can also help to fix this problem, to an extent.

SMASHES
Up Smash: Diseased Eruption
Raw Shock begins to enter his "diseased" form. While he charges, his body begins to puff up. When the attack is released, his bloated body will release an explosion of unearthly poison in every direction for a short distance. Enemies hit by the poison will take 11%-16% and strong vertical knockback (in a cartoony fashion, similar to when someone steps on something very hot in a cartoon). This is probably Raw Shock's best kill move due to the fact that it hits on all sides and has very little lag after charging. However, the initial charging animation holds the bulk of the lag for the attack.

Forward Smash: Atrophied Rush
In contrast to the previous attack, Raw Shock begins to enter his "atrophied" form, causing his body to shrink away, leaving gaps in his figure. When the attack is released, he will run forwards at a speed faster than sonic's movespeed. The distance he goes is between half a battlefield platform and three battlefield platforms, depending on how long the attack was charged for. If he runs into an enemy, he will latch on to them, draining 13%-19%.

Down Smash: Feminine Favor
Raw Shock begins to enter his "feminine" form, causing his features to become, well, feminine. He will kneel on the ground, readying his arms. When the attack is released, he catapults his arms up in an arc, reaching about chest level at the end of it. This attack deals 12%-17% with large knockback. This is Raw Shock's most powerful kill move, though it is somewhat unreliable due to the amount of lag on both ends.

GRAB GAME
Grab: Grab On
Raw Shock does what he does best: jump on to his foe. He will simply reach forward, rather than leaping, though if he connects, he will jump onto the target.

Pummel: Drain Heat
Raw Shock does what else he does best: drain heat from his foe. He will perform a humping motion on his victim, draining 2%-3% at a moderate speed.

Up Throw: Icy Grave
Raw Shock takes a short jump up, bringing his ride into the air with him, then proceeds to slam into the ground, using his prey as a cushion. The victim takes 6% and ends up on the ground with Raw Shock right next to him.

Back Throw: "The Limper"
Raw Shock jumps off his foe, landing directly behind them. He then grabs the enemy by his legs and does a mario-esque throw, launching the victim behind him. This can kill at higher percents. It deals 3% + 4% for every 15% the foe has.

Forward Throw: Soul Siphon
Raw Shock makes a final attack on the heat of his victim, draining 8% and kicking the for forwards a short distance.

Down Throw: Horrify
Raw Shock screeches a horrifying cry into the ear of his target, discombobulating them and allowing Raw Shock to take complete control of the victim's movement. Basically, the same as DK's forward throw, except the foe takes no damage, and this lasts longer.

FINAL SMASH
Nightmare
The light on the stage starts to flicker. A high pitched whine shrieks out of the TV, followed closely by an ever growing sound of static. The picture starts to deteriorate as static creeps its way onto the screen, which begins to grow dark. As the light is flickering and fading, you can see ice begin to overtake the stage. Blackout. The lights come back on, revealing that the entire stage is a simple walkoff stage encased in trip-inducing ice with no platforms. Raw Shock is invincible, and other Raw Shocks run on stage, latching onto any foes they run into, trapping them in place and dealing 4% + 8% for every 15% the foe has. This transformation lasts 15 seconds before the static and blackout happens again, and the stage returns to its normal state.

 

tirkaro

Smash Champion
Joined
Jun 24, 2006
Messages
2,808
Location
but a pig in the sun


Once this rather bizarre looking item plops down onto the stage, it doesn't really do much on it's own. It can be picked up and thrown for about 4% damage, and doesn't do much else. Jeebus, what's the point of this stupid item then?
Well, and this is pretty obscure, but once you stand still within a 3 Battlefield Platform radius of this bottle, your character will begin to oddly flinch and twitch their nose. Yes, if you thought tripping was bad, standing around this bottle will make your character go through a 1.5 second long animation of them sneezing! Luckily, you have invincibility frames throughout your characters nasal expulsion, so no *laughs* for you Sakurai.

But more importantly, that sneeze causes something strange to happen with the bottle! It starts wiggling and shaking and bouncing and twitching until the top suddenly explodes in a cloud of smoke! Then out from the bottle comes a strange figure....


Holy seabiscuits! It's none other than Hakushon Daimao!

This mathematically impaired genie-man does what any good genie would do, and grants whoever summoned him via convulsive lung reflex a shiny new wish!(If multiple players happen to sneeze at the same time, he'll choose one randomly) However, be careful, as this is Hakushon Daimao we're dealing with. He's pretty infamously terrible at granting wishes, and tends to make things worse with every demand he fails. That said, Hakushon will automatically make something happen depending on the summoner's condition(If any of the conditions overlap, he'll choose one at random)-

If the summoner has over 80% damage....
Hakushon will try and remedy the summoner's wounds by making healing items fall from the sky! Yes, Hakushon creates a gigantic cloud over the stage that rains loads of Food and Heart containers on the stage....at least, that's what happens for about 5 seconds. After those 5 seconds are over, the cloud suddenly turns dark and stormy, causing Hakushon to panic and disappear in a puff of smoke. Then, the cloud will start raining Bob-ombs and enemies onto the field! Oh the horror!
After 5 more seconds, the cloud disappears without a trace. Of course, Hakushon is still nowhere to be seen, the coward...

If the summoner is losing the battle....
Hakushon will decide to grow a pair once again and take out his slapper! The slapper was his main weapon in TvC:CGOH, and a rather strong one at that. It's pretty much a magic glove attatched to a wand for those that don't know. Hakushon will chase after the opponent at a surprisingly quick speed, holding the slapper in front of him as it smacks around like crazy! Each slap does a mean 9% damage and knocks the opponent back quite a bit. However, he'll only stay like this for 5 seconds. After 5 seconds, his slapper will start going out of control! That slapper will start dragging poor Hakushon around the stage like a sack of potatoes as the slapper slaps absolutely anyone it comes close to, moving faster than Captain Falcon!
Hakushon will then try to reign in the slappy thing, making it spin him around in really quick circles! Then finally the slapper gets so crazy, it and Hakushon fly off the stage! Well, at least that mess is over....

If the summoner is winning the battle....
Hakushon will take out an abacus and chalkboard from his purse and start trying his best to do mathematics, the one bane of his existence. Any ol' player within a 3x3 Stage Builder block can join in on Hakushon's math exploits! While counting on his fingers, a thought bubble with a math problem(usually multiplication and division) will pop up over his head, with multiple choice answers to go along with it. You can answer the Daimao's arithmetic dilemma by choosing a letter around him.(A is the attack button, B is the special button, C is Grab, D is taunt; This is all handily explained via a second thought bubble.)
The first to answer Hakushon's question correctly gets a nice big circle around them along with the genie's obvious gratitude. He goes through about 5 questions until he's satisfied and disappears. The amount of questions a player got right determines the bonus the player gets:
1-A super mushroom power-up!
2- Bunny hood speed!
3- A hammer!
4- Invincibility!
5- 100% health restored!

Of course, just ignore him for 10 seconds, and he'll collapse and start baaawwing at his lack of math abilities! Also, if you get the question wrong, you can't answer the question again!


If there's loads of items on the stage....
Hakushon will pick up his bottle and try to gather all the items in one place. All the items get sucked up right into his hyperspace bottle, and takes them out for the summoner to use! Of course, that would be the plan, but what actually ends up happening is that the bottle starts shaking and convulsing as Hakushon starts to panic. After 'bout 3 seconds of this bottle spazzing out, the bottle then just EXPLODES into a gigantic firework about the size of a smart bomb and dealing a mighty 18% damage along with high knockback.
After that, Hakushon remains holding up the bottle, covered in soot, and embarrassingly disappears into smoke.


If both sides are fairly even....
Hakushon will take out a magic wand and attempt to make something AMAZING happen for the summoner! He'll twirl it around, say "Hocus pocus..." and in a puff of magic creates..... a bulldog. And a rather mean one at that.
While the Daimao is being shocked by his blunder, the dog starts yipping and chasing after him! Hakushon and the doggy will start running around the stage like madmen, going faster than Shiek's run! Getting run over by Hakushon deals a paltry 5% damage and good knockback, while getting in the way of the rabid dog deals 11% damage and great knockback! Better not mess with that mutt!
After 8 seconds of frantic wackiness, both the Genie and the Dog will jump off the stage. Don't worry, I'm sure a little fall wouldn't be able to stop that dog.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Comments!!!!!

CODY
All-in-all, Cody is a fairly good attempt at transferring a character from a completely opposite style of game to Smash. The moves are solid, and you've squeezed out pretty much all the potential he has into this moveset.
That being said, nothing really sticks out for Cody. Your other sets have all had that special something, your particular aura that shone in your 3 others wasn't here. Is it bad? Not by any means! It holds itself together. But there's just something... generic about it. Its like any one of us could have posted that and everyone would be like "oh, that's nice i guess".
Maybe you take this in offense, which its not, but it seems as though this doesn't have that spark your other 3 had. Still, cheers. Its a pretty good set from a fantastic up-and-comer, Cube.

KLINK
Duuuuuuuuuuuuuuuuuude.........this.......is..........awesome.........
I'm serious, this is fantastic. Its so simple, yet so complex that it makes me want to slap myself for not thinking about it earlier. What you've done with an otherwise forgettable character is something that I'm sure will be riding high when vote time comes around. The machanic with separating the gears and rotating them to your liking, the wall of energy you can create, the...just...awesomeness that is put into this set left me with a little smile on my face when i was done reading it. if I had a ranking system, this would be a perfect 10/10
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544


A few weeks ago, (the week of the Extra^1203913908 mini) I started a project that consisted of attempting to write five movesets in a single week, and an Edge of Heroes faction to go with them. While I did complete the movesets in question, they were far too rushed, even by my standards, and while I tried to improve them for a while, I eventually just threw most of them out in frustration and salvaged their concepts for use in other movesets.

But, I thought we could use a little more activity, and I don't despise this one quite as much as the others (it had some influence on Fantomex, as you may have guessed), so here ya go.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Oh my god a chair :o




Yep, it's just your average run-of-the-mill metal folding chair. It can be picked up and used as a battering weapon that's essentially a slightly stronger beam sword. A smash input will similarly cause the wielder to lift it over their head dramatically and bring it down on their foe WWF-style. This deals quite a bit of damage and knocks foes straight to the ground, and this also functions as a strong spike to off-stage foes. When the smash attack is used by physically stronger characters like DK or Ganondorf, it also pitfalls opponents. The chair can also be thrown as a projectile, which deals 8% damage and low knockback.

But how does this count as TV show-based mini exactly? Well the second effect the chair can have on the fight hails from a certain show that airs on Adult Swim...




As shown in episode four of The Boondocks, the simple throwing of a folding chair can somehow incite a riot, and this carries over into Brawl! Once the chair hits the ground, or another character, everyone on the ground within 2 Battlefield platforms of where the chair fell will immediately stop what they're doing and stare down at the chair for a couple seconds (they have super armor during this time). Then one of the characters in question will look up and randomly yell "I'm Angry!" At this point, all involved fighters become visibly enraged for no apparent reason, not to mention very aggressive. They will uncontrollably approach the nearest character regardless of whether they are friend of foe, continuously walking towards them even if no button is pushed. This also significantly speeds them up: trying to walk results in a dash, and attempting to dash results in.... a faster dash.

When near another fighter, enraged characters will automatically attack them with a jab or a similar move if no button is hit within half a second. As a side note, enraged characters can and will damage their own allies even if team attack is turned off. Additionally, angry fighters will be rendered unable to use any moves that don't involve directly attacking. If they try to use any such move while close to a foe, they will just throw out a random move in an attempt to hit them. It should also be noted that this state also buffs characters' damage by 1/3rd, making enraged foes even more dangerous. Basically, if you're familiar with Final Fantasy terminology, this is a combination of the Berserk and Haste status effects. Characters remain in this state for 15 seconds.

There is certainly an element of strategy to this: campers or trap characters can seriously be shut down by losing access to their non-direct attacking moves, and naturally aggressive characters can actually benefit from this. And indeed, you can force the status upon yourself by lightly tossing the chair in front of you. The chair doesn't show up often, but when it does, be ready for some mayhem!
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt


Oh man. Everything's about to get way, way more intense. The Chairman (Mark Dacascos) from Iron Chef America makes his apperance in the Brawl as an Assist Trophy! When summoned from an Assist Trophy however...he won't exactly appear immediately.

When summoned, the lights will immediately dim and everyone will lose control of their character as they turn to face the center of the stage. If your character is off screen, they'll automatically jump back to watch on in awe...heck! Even stage hazards like the Ultimate Chimera will stop and look!

Massive amounts of steam/fog will below out from the center of the stage as a large platform with what appears to be something hidden beneath a sheet. The Chairman stands behind whatever this hidden object is, glancing about to smile at the contestants smashers. He'll then go through a short monologue, quite dramatic really...imagine it as a dramatic version of Mr. Resetti (usually these monologues are a hint at what's to come, so listen carefully!)

Once he's done with this monologue, the Chairman will grab the sheet and say, "Today's secret ingredient is..." as dramatic, dramatic music starts playing. Pulling away the sheet, the Chairman will reveal the secret ingredient of the Brawl to everyone! <- Click the bolded text there to get an example of what these ingredients will be/how they will be presented!

These items are essentially food items that any Brawler can eat if they so please (which they really should), the Chairman smirking and looking around wildly after you take any of the food.

After fifteen seconds, the Chairman will cover the food up again and the screen will dim again. The Chairman will then speak again, saying that "Today, (Number of players) champions met in battle ("ingrident") here in Kitchen Stadium. (Character names)...the judges have spoken. The winner is..." After this the Chairman will nod at a character, stating their name; they won and gain invincibility for eight full seconds! How do you win though? Simple! Eat the most food!

Do be aware though. . .while most "ingredients" heal you for 4%. . .there is one that isn't exactly helpful. BEEEEEEEEEEEEEEEEEER! If the battle beer is one, measure up the pros and cons before jumping in! Drinking BEEEEEEEEEEEER will heal you for only 2% and also reduce your traction slightly. Drink too much BEEEEEEER and you'll be tripping every other step! Is invincibility really worth that? Of course, you could always try and beat out your opponent by not drinking until the last second. . .




WINNING.

Charlie Sheen fresh out of his hit show Two and a Half Men. . .on who am I kidding? Charlie Sheen is absolutely batshit insane and is probably one of the most talked about celebrities at this current moment in time. Basicaly, he's coked out of his mind now and is constantly spouting random (and totally insane) quotes that are all the rage.

In Brawl, Charlie Sheen appears as a Fiend summon! As soon as he appears on stage, Charlie will pull out a briefcase full of cocaine and empty it out onto the stage in a huge pile (that's about as tall as Kirby). Charlie will then duck down and start snorting the coke. If anyone attacks Charlie during this time, he'll simply shrug it off and scream "WINNING!" If you go up to the cocain pile and perform a down tilt on it however, you'll start snorting the cocaine as well! Now you too can be winning!

After he's snorted the whole pile, with or without your help, Charlie will go insane and start throwing furniture seemingly out of nowhere at everyone in the match! This furniture is typical hotel furniture ranging from lamps to a bed itself. Smaller items (lamps, small tables, vases, etc.) will only deal 10% damage and slight knockback whereas bigger items (tables, beds, dressers, etc) will deal 30% and high knockback!

Now, Charlie's absoulutely coked out of his mind here. . .so attacking him does little but damage! If you attack Charlie, he'll shout "WINNING!" and take no knockback or stun at all! This can be incredlibly dangerous as you try and reduce Charlie's 300% HP to zero; he's more like a free for all boss than anything else! Remember though; if you did the coke with him, you'll have superarmor for x-amount of seconds (each tap of the A button is another second).

Charlie has some other attacks aside from the one mentioned above however. . .

Charlie Exploder: Charlie shouts, "I am on a drug. It's called Charlie Sheen. It's not available. If you try it once, you will die. Your face will melt off and your children will weep over your exploded body." He says this surprisingly fast in his coked up rage so be careful not to be caught off guard by it. If you're within a Smart Bomb radius of Charlie, your character will beging clawing at their face as they PHYSICALLY EXPLODE. Fortunately, they don't actually tear apart or anything, they just take 35% damage and high knockback.

Charlie Counter: Charlie takes up a strange pose as if he's looking at something in horror. If struck, Charlie will scream, "I got tiger blood, man. Dying's for fools, dying's for amateurs" and perform a powerful counter attack sending you flying across the stage as he roars like a tiger. Or an insane person. Pick your poison.

Charlie Summon: Charlie will laugh and shout "Droopy-eyed armless children!" which causes five droopy-eyed armless children to swarm the stage. These children will attack all players, dealing 5% with their kicking attacks! Fortunately, they only have 10% stamina.

WINNING!: Charlie isn't lying guys. If you end the match (or if time runs out in a time match), Charlie Sheen wins. Period. That's it. No arguements. You -MUST- KO Charlie Sheen before the match ends or -NONE- of you will be WINNING!
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544
Flame Hyenard
I do like what you've done with the voice-central parts of the set. You actually manage to take the concept of annoying your opponent with a terrible voice beyond jokeset territory and into pretty legitimate psychological warfare. Unfortunately, the "light errything on fire" bits of the set were not all that great, as the whole stage-saturating playstyle is something that's come up quite a few times this contest, and Hyena Man doesn't offer all that much new to the genre.

It would have been nice to see a little more emphasis on Hyena Man's clone minions, as the set rarely directly brings them into things. Maybe a few interactions with them or specific tactics could have been good.
(Maybe you even could have made it possible for Hyena Man to have shouted conversations with his clones, further annoying the hell out of everyone)
It's pretty obvious the moveset was rushed though, what with the RANDOM FLIPKICK and a few other inputs (especially towards the end of the set) that seem like filler, so I don't want to be too hard on it.

(As a few minor organizational notes, it's usually preferable to write the attacks out fully, for example "Down Special" instead of "Down B." You may also want to put the attack names in a slightly larger font size, as it helps break up the set.)

Raw Shock
Woah. Long time, no see. It's obvious you've been away for a while, but Raw Shock isn't all that bad. The most immediate thing I have to tell you is that you need a playstyle section. All the attacks in a character's arsenal should work together towards a common goal, and it certainly helps if that goal is something creative. You can find a few different articles on playstyle here, which explain the concept far more eloquently than I do in this post.

Anyway, moving past that, Raw Shock seems to mostly do a good job of being a strange ice zombie-thing that leeches off people like a vampire, but the set has a few questionable moments, such as when Raw Shock's most powerful attack (which isn't really all that powerful; you may want to buff up some of your damage percentages a bit) is one where he randomly turns into Rule 63 of himself and launches his arms upward.

You've got room to improve, but Raw Shock isn't a bad return to movesetting, and I'm hoping to see more from you.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
MYmini results for this week are in! Thanks everyone who voted and many thanks to everyone who submitted one!

1. Charlie Sheen by MarthTrinity (5 votes)
2. Iron Chef Chairman by MarthTrinity (4 votes)
3. Hakushon Daimao by tirkaro (3 votes)
3. The Crimson Chin by n88_2004 (3 votes)
3. Bikini Bottom Resturant District by Davidreamcatcha (3 votes)

Scanty and Kneesock by Junahu (2 votes)
Scrooge McDuck by Junahu (1 vote)
Steel Chair by half_silver28 (1 vote)
Johnny Bravo by Davidreamcatcha (1 vote)​

WINNING.
 
D

Deleted member

Guest
User Rankings Week #13

Welcome to the User Rankings! Every Monday, I'll be compiling the entire of the last week's activity in the thread and showing off, just who is the most active member? The point of this exercise is to recognise the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them.

To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 9 thread. The cut-off point for tallying is 12AM on Monday; other removals or changes are at my own discretion. The breakdown of points is as follows:


25 points for a Moveset
15 points for a Joint Moveset
5 points for a Secondary Submission
4 points for a Comment
2 points for a Secondary Submission Comment
1 point for a Regular Post
+Regular Posts do not stack

This week was a vast improvement over the void of the previous fortnight, delivering a handful of comments and a few unique sets, as well as a delightful return in one member's case. At the top of the heap yet again was n88, delivering with a moveset in Crimson Cowl, never ceasing to impress. After him was Nicholas, posting his fifth entry of the contest with Flame Hyenard. At third place is the returning peeup with Raw Shock; he previously gave us entries such as Me and Chernabog, both very off-the-wall entries, a vain in which Raw Shock seems to follow to its credit. Congratulations on being the fiftieth active member in Make Your Move 9!

Remember to check out the stadium to find all of the sets mentioned.

Overall User Rankings



Points: 38, Movesets: Goruugu, Aianto, Spiritomb, Fantomex, Chain Chomp, Keith, Dormammu, Crimson Cowl

Points: 26, Movesets: Dark Samus, MegaMan.EXE, Fawful, Pong, Flame Hyenard

Points: 26, Movesets: Raw Shock

Points: 12, Movesets: Victreebel, Fat Zombie, N. Brio

Points: 9, Movesets: Tetris, Harvey Moisewitsch Volodarskii, The Joker Remix

Points: 7, Movesets: The Prince, M. Trinity

Points: 35, Movesets: Ganondorf Dragmire

Points: 5, Movesets: Miroku

Points: 4, Movesets: Gelatinous Cube

Points: 1, Movesets: Ulgamoth, Ronald McDonald, Mephiles the Dark, Steelix, Beeheyem

Points: 1, Movesets: Muk, Auron, Wiz & Kupa 2, Pyro Jack, Jack The Ripper​
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
POST 666 GET!

In other news, I might get a moveset out in the next day or so. It's an old set of mine I've resurrected due to something recent I've gotten into. What will it be? You will see soon...
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
The foes getocoolaid's anticipation made it shudder!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
memetic MYmini is memetic

Mikuru

aww, so cute. I'm sure someone just got diabeetus from her sweetness.
So, you summon this girl via an Assist Trophy, and she simply stands around, meekly looking towards her opponents. Maybe she doesn't want to fight?
It takes her quite a while for the girl to actually make her move, but when she does...





Mi-mi-Mikuru...

BEEEEEEEEEEEAAAaaaaaaaaammm!
(real beam is horizontal)
Effectively, it's Samus' Final Smash beam, just travelling a bit faster. She'll try her best to angle the beam and fire it towards actual people, but most opponents can easily get behind her before she fires (she takes nearly twice as long to attack as the Lyn Assist Trophy), so her summoner REALLY needs to hassle the foe in the meantime.


Challenge: "Samus and Mikuru; the once in a lifetime beam cross"
How to complete: Have Samus fire her Final Smash while Mikuru fires her beam. This is quite a nasty challenge to complete. It requires a specific Assist Trophy, while having a Final smash ready on a specific character
Unlocks: Trophy [Mikuru Beam], Golden hammer​








Nice Boat


oh wow... that is ONE NICE BOAT!
This is the simplest extra of all time; If Fatalities are switched on, AND the Wii's Parental controls are switched on, whenever a Fatality is performed, the gorey event is instead replaced by 20 or so seconds of footage of this really nice boat.


Challenge: "Sail away on the nicest boat"
How to complete: Just see the nice boat
Unlocks: Trophy [Nice Boat], CD [Nice Boat]​







Lamp Oil? Rope? Bombs? You want it? It's yours my friend...
Morshu

A frequent denizen of those ever popular coin matches, Morshu simply appears when he wishes (though if you switch EVERY SINGLE ITEM off, he will not turn up), and sets up a stall somewhere on the stage. If he appears on a moving stage, the stage will either slow down, or grind to a halt to accommodate him. His rickity stall is not all too big, it's about the size of Bowser all around, and it doesn't directly interact with the match (i.e. it has no physical presence).

If a player steps in front of the stall, and presses the Attack button, he will exchange a random item for coins, placing it directly into the player's hands.
His service isn't cheap however, as it takes at least 50 coins to get an item. And if you have 100 or more coins, Morshu will take 100 coins in exchange, though he usually gives rarer items for your trouble. If you lack the funds to buy an item at all, Morshu will inform you that he cannot grant credit, and that you will have to return when you have a accrued a little more mmmmm, coins.

Morshu lasts for 30 seconds before deciding to leave, so be sure to buy all the items you need while you can!

By the way, you can't use regular attacks while in front of Morshu's store, since pressing that button attempts to make a purchase. Could this be a sneaky way to stop your opponent from using Attacks?

Challenge: "Morshu's favourite customer"
How to complete: Easy, but tedious; buy 100 items total from Morshu during coin matches
Unlocks: The option to switch Morshu off while still having Items on​







Mega Milk


Who doesn't love milk? And this isn't just regular milk, it's MEGA milk. This is the kind of stuff Young Link would chug just before beating Ganondorf into submission with his bare hands.
When this item spawns in the midst of a Brawl, you definitely want to go grab it, as it acts as a recovery item (restores 40% stamina after a brief 'chugging' animation), and we all know how great those are.​

There is a downside to this healing however. About 5 seconds after consumption, that player will begin to feel a tingling pain, just below the neckline. And then suddenly... boing!​



boing! The player's chest inflates to gratuitous levels. If the player is already 'ample', Mega Milk simply doubles what they already have. The abruptness of the metamorphisis stuns the player in place for just as long as the 'stun' when picking up a Super Mushroom. Naturally, this opening is definitely something the foe can capitalise on.
Similarly, when the effect wears off 6 seconds later, the player will again be stunned, while the fat shlumps back into their body. So while healing 40% stamina sounds great, you'll be leaving yourself wide open to attack, not once, but twice.​

Worst of all for the Mega-fied character, having enormous assets does not make them stronger in any way. Though it's naturally pretty funny to see jugs on Bowser, and total nightmare feul to feed Mega Milk to already well endowed characters.​

and by the way, "Mega-milked" is an option you can turn on for a Special-Brawl. When switched on, in addition to grossly engorged jubblies, all players recover stamina at a rate of 1% each second.​


Challenge: "End a match with 10 Gigabites or more"
How to complete: This challenge refers toXP Tan's 'special mechanic'. Her normal limit is 3 gigabites, but that can be bumped up by 1 gigabite if she performs a fatality during a Stamina match. With 3 opponents, XP Tan can bring herself to 6 gigabites, which is still short by 4. That's where the doubling effects of Mega Milk comes in. Just be under the effects of Mega Milk while performing the last Fatality, to bring the total up to an impossible 12 Gigabites.
Unlocks: A snapshot of XP Tan with 10 Gigabites performing a Down-Smash is sent to your Wii's message box, so your nosey parents can see just what perverse stuff you've been doing. It also unlocks a trophy of [Mega Milk]​




Roomba

This tiny little appliance is actually a fiend (crazy powerful summons that attack everyone), but you can all breathe easy, because it's the 'magikarp' of all fiends. You won't be runny scared of this tiny roving vacuum as it patrols the platform it's on. It may spray a little water in your face if you get especially close, but that's not really anything to be scared of. If you want, you can even stand on TOP of a Roomba, in order to ride the Roomba wherever it's going.

The Roomba has a paltry sum of 33% stamina, so one well placed smash attack is all you need to send this fiend packing. But it's reccommended you kill it quickly, as Roomba is a learning robot. Noone knows "how" exactly, but as time passes, Roomba will improve itself, little by little. Perhaps it will increase its maximum stamina by 5%, or maybe it will start travelling a bit faster. It might learn how to jump, or boost the power of its water gun a little. It could even learn more moves, such as a charging tackle, and then begin improving THOSE attacks too.
They are all small improvements individually, and they don't come particularly fast (the first comes after 7 seconds, and the rest come at 10 second intervals). But the thing is; these buffs are permenant, and no, I don't mean just for the rest of the current match. Any improving that a Roomba does, will be permenantly saved, and all subsequent Roombas you encounter in later matches will start off with these buffs already installed. By improving itself little by little, Roomba gradually becomes a fiend that you should fear.
You can still ride it though, Roomba never could figure out how to get at anything on its back.

oh yeah, and Roomba dissapears of its own free will after 27 seconds onstage, so you can't just have one appear and let it improve itself indefinitely while you wait.


Challenge: "Ressetti rides a Roomba/Roomba is trying really hard"
How to complete: Not exactly the easiest of challenges, you need a Roomba and Mr Ressetti to appear on the same platform. As Roomba passes Ressetti, he will put the mole onto his back, completing this challenge. Alternatively, you can complete this challenge just by having Roomba improve to its maximum capacity. It'll take a while, but it's probably better than hoping a specific Fiend and a specific Assist Trophy will appear together.
Unlocks: Trophy[Roomba], + a new submenu in the items menu that allows you to set how often each specific Assist Trophy/Fiend appears (once Roomba is fully improved, you can also use this menu to switch between this uber Roomba, and the original unimproved model)​




Clefable



huh? well, this is unlike any Clefable I'VE ever seen. It came out of a Pokeball, and it looks suspiciously like Nidoking, but it's definitely still Clefable, I'm 90% sure of it. See? It's waggling its finger, it's using Metronome. Or maybe it's just taunting the opponent, I dunno. But then, Clefable performs a random attack from the following (see? Metronome!)
  1. Clefable charges the length of the platform it is on, with water sloshing all around its feet, before diving offstage, hopefully with a trapped foe in tow. Essentially a bigger, slower version of Piplup. Sounds like SURF to me, normal Nidokings can't surf, can they?
  2. Clefable looses bursts of flame left and right, left and right, and so on. Remember when Charizard was a Pokemon in Smash Bros Melee? Well, thanks to Clefable, you can still see a real FLAMETHROWER from time to time
  3. Clefable thrashes about in place. No, it's not using THRASH. Instead, sharp coins (like Meowth's) come shooting out every which way. See? Nidoking absolutely cannot ever learn PAY DAY, so this thing HAS to be a Clefable.
  4. A Thunderbolt, like the one from Pikachu's THUNDER attack, comes crashing down from the top of the screen, and into Clefable's horn. Kids, do not try to aim for the horn in real life, ok? It's dangerous.
  5. Clefable strikes a sultry pose that somehow causes nearby foes to stop and stare (for as long as if they were sleeping. And yes, hitting them snaps them out of their creepy Pokelust). That right there, is ATTRACT, a move that you just wouldn't see on a Nidoking.
  6. Much like Melee's Venusaur and its EARTHQUAKE attack, Clefable writhes around on the floor, making the area around him impossible to stand on without being knocked upwards.
  7. Looking rather lost in thought, it seems as though Clefable has AMNESIA. What was it supposed to be doing? Why is it here? Don't take this as a sign that you can safely approach, because if anyone draws near, Clefable will use CONFUSION to suspend that player helplessly in midair, while it continues to ponder what it was that it forgot.
  8. Clefable puts on a little bit of a pantomime, as if attempting to MIMIC something it can see. If there is another Pokemon out on the field at this time, Clefable will use whatever attack that Pokemon does, mimmicking it with perfect precision. If there is nothing around to mimic, Clefable will instead lie down and have a little REST, which has no effect. However, while slumbering, it is prone to talking in its sleep, which means it could involuntarily use any of the other 7 attacks Clefable has. It won't SLEEP TALK unless someone is relatively nearby, so the best advice is to just leave Clefable be and let it sleep.




Goo Chain

A visual indicator of a friendly, cooperative Xat (chat), a chain of Goos benefits everyone involved with tons of street cred. Never leave a lonely Goo hanging, give it friends!

In a match, a single smilie face (just like those Goos up there) appears onstage as an item. Whoever picks it up first initiates the Goo chain, and recovers 2% health for their trouble. The Goo is a regular hold item, which means it can be thrown, dropped and picked up by other players. If thrown into another player, that player will automatically grab it, instead of being hit by the flying smilie.
Every time another player picks up the happy little thing, they will recover ever increasing amounts of health (4%, 8%, 16%, 24%, 30%, 40%, 50%, 75%, 80%, 80%, etc). That means, in order to recover lots of health, you need to pass the Goo onto the other players, and then pick it up again after they've held it. Of course, there is nothing stopping them from throwing the Goo offstage, thus breaking the Goo chain...

...jerks





Waru
Very similar looking to the Goo, this shifty looking guy is nowhere near as friendly. Once picked up, it will stick to the player's hand for 1.5 seconds, during which time it cannot be thrown away. As the Waru's eyes dart back and forth, a ticking noise is audible. After 8 seconds, this thing is going to blow!
... not really. When it detonates, the Waru emits a sleep inducing gas onto the player currently holding it, or simply in a cloud around itself if the Waru isn't being held at the time. While you can just throw the thing away well before it detonates, it's better to throw it at another player, just as it's about to blow. Like the Goo, touching a thrown Waru automatically makes the receiving player grab it, which in turn means they can't throw it away for 1.5 seconds. Don't be the one holding the hot potato Waru when it goes off!







The Warlordion

This... thing I obviously just made up right now is the Warlordion, a Jack of all (heavyweight antagonist) trades. When he appears from an Assist Trophy, the music warps into G-Major, which is the lazy way to make music sound dramatic. It will remain this way until the point when he leaves, which could be any length of time really. It's up for debate whether the Warlordion actually leaves at all (no match has ever stalled out long enough for anyone to find out).

First off, the Warlordion hates flat stages. He will turn to face the screen, then angrily stomp himself a medium sized (It's the size of some Ganondorfs) pit to hide inside. The Wii then melts from all the dynamic geometric restructuring neccessary to visually display this act of terra-forming. But don't worry, because Warlordion only appears on the SuperfutureBox7800 version of Smash Bros, which apparantly has a gfx chip dedicated to making pits... or something.

From this super cool ground fort (no girlz allowed), warlordion sits and waits for foes to approach him. If noone draws near within 3 seconds, he will start stomping around in his pit, which causes the entire platform he's on to shake. Anyone standing on the same platform takes 12% damage and is forced to roll towards Warlordion. He can also squeeze his bellows tightly, an action that jolts every airborne thing in the match towards him slightly.

Once a victim has been 'convinced' to come close enough, the Warlordion will strike out with a lasso, hoping to grab the foe with it. While grabbed like this, the foe can run around at 2/3 of their normal speed, but cannot move further than two Ganondorfs away from Warlordion, on account of the lasso tied around them.

And that's about it, Warlordion keeps the foe strung up like that goat from Jurassic Park until the other players have beat on him enough. Once the foe is struck with an attack powerful enough to KO them, Warlordion releases the lasso, sending his victim flying off into the blastzone.

Oh yeah, and Warlordion has super armor against anything 'generic', which to be honest, is just about everything.
So... he's invincible, good.
 

Katapultar

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

aww, so cute. I'm sure someone just got diabeetus from her sweetness.
So, you summon this girl via an Assist Trophy, and she simply stands around, meekly looking towards her opponents. Maybe she doesn't want to fight?
It takes her quite a while for the girl to actually make her move, but when she does...





Mi-mi-Mikuru...

BEEEEEEEEEEEAAAaaaaaaaaammm!
(real beam is horizontal)
Effectively, it's Samus' Final Smash beam, just travelling a bit faster. She'll try her best to angle the beam and fire it towards actual people, but most opponents can easily get behind her before she fires (she takes nearly twice as long to attack as the Lyn Assist Trophy), so her summoner REALLY needs to hassle the foe in the meantime.


Challenge: "Samus and Mikuru; the once in a lifetime beam cross"
How to complete: Have Samus fire her Final Smash while Mikuru fires her beam. This is quite a nasty challenge to complete. It requires a specific Assist Trophy, while having a Final smash ready on a specific character
Unlocks: Trophy [Mikuru Beam], Golden hammer​
[/LEFT]
Yay, somebody finally (for the second time this competition) has done something to do with this anime! (For those of you who somehow don't know Mikuru Asahina is The Melancholy of Haruhi Suzumiya, a extremely popular anime series adapted from Light Novels. Don't be fooled by Mikuru because there are WAY cuter anime characters out there. You just have to know where to look). Although the "You Made Mikuru Cry!" Meme would have been epic this is good enough for some fanservice. I have to say that the GIF you have there is a real nice one.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
WEEGEE​



Once the fiend doll is broken, nothing seems to happen. . .Is it a dud? No, Weegee is just taking his good sweet time appearing on the stage. He’ll peek out from the background occasionally, only partially revealing himself. After stealthily lurking for around 30 seconds, Weegee will start showing up in more and more ridiculous places in the actual battlefield, eventually popping out of the clothing of characters/the bodies of robotic characters (No, he can’t spawn on top of characters like Pikachu). If Weegee is ever hit by an attack, he’ll stop lurking and come onto the battlefield, patrolling back and forth predictably at a very slow speed. Eventually, he’ll go off into the background and pop out of another random hiding place, but he won’t lurk, he’ll come onto the playing field immediately.

While Weegee is patrolling the stage, anybody who comes face to face with Weegee (Facing him and within a Kirby width) will get stunned in place as Weegee stares deep into their soul, causing the victim to stare back at Weegee. As they stare, they slowly start to turn into Weegee themselves, taking 10 seconds to complete the transformation. Foes can escape this with double grab difficulty, but the parts of them already transformed take 5x as long to wear off as it took Weegee to transform them into that state. Any attacks involving those body parts are unusable until they do.

Once Weegee fully transforms the character, they become a computer controlled duplicate of Weegee. If the former character gets KO’d, they lose a stock and come back as normal, but if at any point there are only Weegees on the field the match will end and Weegee will win, with a win pose of him staring directly at the screen, the camera ever so slowly zooming in further and further on his eyes. . .

Weegee –can- be killed, but he has a respectable 66 stamina, an amount shared by all other characters he transforms into more versions of himself. If you’re afraid of Weegee taking over, you can help somebody caught in Weegee’s stare by knocking Weegee out of the attack as well.

Below is an example of the transformation process. . .Bringing on a whole new meaning to the term "Luigified", or rather, "Weegeefied".

 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
These are both the same entry just so you know.


When it comes to food, there's a lot to choose from. Especially smoked cheese. Everyone loves smoked cheese. You can find this delicious treat lying about like you would for a normal food item, but you can't miss smoked cheese because it is always glowing with a golden aura. If you find this tasty snack, you can pick it up and eat it to heal off 20% worth of battle damage.

Not in the mood for eating smoked cheese? Then hold A when you pick it up and you'll find yourself storing it as if it was a scared Dragoon Piece. Don't be wasteful! Whenever you find yourself having taken 20%, you'll automatically find yourself eating the smoked cheese. As a bonus, all the knockback and hitstun you would have taken from the attack that inflicted the necessary 20% becomes null! This heavenly snack is truly something to marvel at if it appears, but be careful; you can only store up to 3 pieces of smoked cheese.

Oh, and one more thing: enemies will automatically rob you of one slice of smoked cheese if they land a physical grab on you; they want the cheese badly too! This is a problem for most players, but characters like Valozarg and Chain Chomp laugh in your face because they cannot be grabbed! Haha!





































Is that all?










Oh, and then there's Churuya-san, the super small, deformed version of The Melancholy of Haruhi Suzumiya's Tsuruya. If you don't know it yet, she absolutely LOVES smoked cheese. So much that if there's any onstage or in a character's possession (disregarding summoner), she's the first thing that will appear out of the Assist Trophy, seeking out the nearest source of delicious smoked cheese. Unfortunately she's a bit underwhelming; the only way she can reach her goal is to waddle forward at walking pace and while doing so she can be blocked off by literally anything: players or simple obstacles like item capsules that get in the way or even heights. If Churuya-san finds herself blocked off from her goal for 3 seconds, she'll lower her head in depression and vanish from the battle, but not before saying her catchphrase "Nyoro~n". It's kind of sad. Alternatively, if Churuya-san managed to get her vacant smoked cheese, she'll jump for joy before eating it on the spot and eventually vanishing. Yeah, that essentially did nothing but waste a piece of cheese. But at least she's happy.

Sometimes you may find that Churuya-san will walk up to you if you have smoked cheese in your possession. If you somehow find this disturbing and you're a meanie you can whack her away and hear her utter her catchphrase, but you'd better wait until you hear out her request: "____-kun (males)/____-chan (females), hey ____!" If you stand around while Churuya-san gets your attention, you'll inevitably end up with a dull-looking face that makes you look like a total jerk. Anyway, listen around for a while: "Do you have any smoked cheese?" Once she's finished her request, you have 2 options:
  1. Be a jerk and ignore her. You know what happens from here.
  2. Be nice and give her the smoked cheese by pressing A to hand her a piece. You can hand her as many pieces as you like.

If you were kind enough to give Churuya-san your smoked cheese, you're in luck! As a reward, she'll help you out in your endeavors with quality that varies on how much smoked cheese you gave her:
  1. Churuya's Great Adventure: Churuya rewards you with a Golden Cheese! You'd think it'd be an edible upgrade of smoked cheese, but no, it's too hard to eat! The Golden Cheese itself is a force to be reckoned with, having the power of a hammer head when thrown. You're sure to score some KOs with it! Just don't hit Churuya-san with it....Nyoro~n.
  2. More Smoked Cheese!: Churuya jumps for joy, making more smoked cheese rain down from the sky! Approximately 6-8 will appear, and their yours to do what you please with! Just be careful about this one: enemies are able to get the smoked cheese as well. Your best bet is to use this effect if you've got damage that needs healing or you simply want more cheese (but of course everyone does).
  3. What!? Churuya-san is evolving!?: Churuya-san eats the smoked cheese you gave her, and in a flash of light, transforms into Tsuruya!


Armed with her dangerously cute smile, she participates in the fight while having lots of fun. She must be really dangerous since you worked so hard to get all that cheese, right? Well, yes and no. For the most part she'll simply stand around in a casual pose, not taking anything going on seriously. She's always like that. But that doesn't mean she won't get involved. There are a number of circumstances where Tsuruya will affect play as follows:

  • If a player gets sent flying: You just got attacked! That's so funny! Ahahahahahaha! Tsuruya laughs at a player's suffering, causing them to take an extra 20% from the amount of damage the victim took (24% will mean a extra 6%), adding insult to injury. Tsuruya laughs at a lot of things that would make you think she's a sadist, but she's not really.
  • If a player is near Tsuruya: What are you doing moping around for? Lighten up a little! If a player happens to stand around Tsuruya for whatever reason, she'll approach them in a flash before picking them up and throwing them at the nearest enemy as a projectile! It's not as bad as it sounds; the 'victim' of Tsuruya flies as if being shot from a canon, with only the enemy taking 8-30% that KOs at 250-80% depending on the weight of the 'victim' should they fail to avoid the living projectile. Depending on your situation, this could be good or bad: if you were frozen, pitfalled, stunned or simply unable to move, Tsuruya will actually help you and free you from your dilemma. On the other hand it's bad if you were camping trying to get away from the enemy; they could take advantage of your projectile'd position.
  • If the players are fighting over a item: Let's just say that some delicious smoked cheese appeared. Or that a Smash Ball appeared. And now everyone's stopped fighting each other to get it. Well too bad, because Tsuruya leaps towards the item everyone was fighting over at Sonic's Dash speed, claiming it for herself. Ahahahaha! Now nobody gets it!
  • If a player is not fighting: What are you doing camping? If you're caught caught camping from afar with some junk like projectiles or traps, Tsuruya approaches you at impossible speeds before punishing you with a kick that does 25% KOing at 100%; if the victim was in the air when she approached, she'll backflip to her position beforehand. Man, campers can never seem to catch a break these days...

Just so you know, Tsuruya is invincible because you shouldn't hit cute anime girls, it's not right. She'll last for 30 seconds, and can turn the battle into quite a disaster if let loose. In case you didn't pick it up, all of Tsuruya's effects encourage close combat, essentially by force. For a character like Meta Knight summoning Tsuruya could be very helpful in your game, especially if you're up against somebody who hates close combat or is slow at getting hits in. Just be careful that Tsuruya doesn't backfire on you! She doesn't really take sides and just does what is most fun. Don't feel bad if she hits you because she feels good about it!
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075


Meet the soldier. From the official wiki:

A crazed patriot from the heart of America, the Soldier is the bread and butter general assault unit of the team. Although he's one of the easier to understand classes, he is far from the weakest. Equipped with his Rocket Launcher and 200 Health Points to spare, the Soldier is a highly versatile class for both offensive and defensive roles, and a great starter class to get familiar with the game.

The Soldier is also well known for his spectacular rocket jump. In defiance of all good sense and judgment, the Soldier can shoot a rocket at his feet to launch himself skyward at the cost of some health. This ability allows the Soldier to pop up in unexpected places and reach areas off-limits even to the Scout's double-jump.
Specials:

Down B:Choose weapons
In Team Fortress 2, the soldier could easily pick his loadout from a menu, and be properly equipped the next time he respawned. Similarly, inputting the down special pauses the game, and causes a menu to come up where you can pick your equipment. However, there's a 10 second delay before the equipment activates (and before you can bring up the menu again), to prevent abuse. The soldier will flash white when the new equipment loads to inform you of the change. Ending lag is almost non-existent, but there's a bit of startup lag to prevent you from doing this just to mess with an opponent's combo. (By the way, the soldier is allowed to choose his starting equipment pre-match, so you're not restricted to the defaults for the first 10 seconds of each game.)

Primary weapons:

Rocket Launcher: This is the default weapon for the soldier, and arguably the most useful. It has 4 shots before reloading, and will be used for the base damage precentage of rocket-related moves.

Direct Hit: The rockets this weapon fires are 80% faster, do 25% more damage and knockback, and minicrit (An additional 35% more damage + knockback) on opponents you've knocked into the air with an explosion. So what's the catch? Well, when normal rockets explode, they leave a circular hitbox with a stage builder block radius. The direct hit's explosion radius is 70% smaller, only covering about half a stage builder block, making it much trickier to hit with. This weapon also has 4 shots before reloading.

Black Box: This weapon is almost identical to the rocket launcher with two key differences. A quarter of all the rocket-related damage you deal (to enemies) is regained as health, and you can only fire 3 shots before reloading instead of 4.

Secondary weapons:

Shotgun: This is the only directly offensive secondary weapon the soldier has, and is necessary to perform some of his moves. (More details will be revealed in those moves.)

Buff Banner: After dealing 200% damage in a single life (plus 50% more for every additional enemy), using this will give you (and any allies) ten seconds of guaranteed minicrits (35% additional damage and knockback). However, you must recharge it before it's useable again. Lag is ok.

Gunboats: Using the rocket launcher (or one of the other primary weapons) you can rocket jump to move around the stage faster at the cost of damaging yourself. The gunboats reduce the damage you take from rocketjumping by 70%, and puts a cap on the knockback to prevent you from self destructing. This is a passive bonus, and applies all the time you have these equipped.

Battalion's backup: A defensive version of the Buff banner, after taking 150% damage in a single life, using this will cause you and your allies to take 35% less damage and knockback from all moves. (And then you have to recharge it.) Lag is ok.


Melee weapons:

Shovel: The base melee weapon. Nothing to see here.


Equalizer: This one is interesting. The more % you have, the faster you move, and the more damage equalizer-based attacks do! The table works as follows:

0-49%: 50% of shovel's damage and knockback, same move speed.

50-99%: 100% of shovel's damage and knockback, 10% faster move speed.

100-124%: 110% of shovel's damage and knockback, 20% faster move speed.

125-149%: 130% of shovel's damage and knockback, 40% faster move speed.

150-174%: 150% of shovel's damage and knockback, 60% faster move speed.

175-199%: 180% of shovel's damage and knockback, 80% faster move speed.

200+%: Twice the shovel's damage and knockback, and you move twice as fast.

999%: (Easter egg) Insta-killing knockback, 999% damage per hit, you move at sonic's run speed.

TLDR: You start out at half strength and no speed boost, but the more damage you take, the better the weapon becomes. At high % there's no reason to choose the shovel over this.


And thus ends a ridiculously long special move description.


Neutral B:Fire Primary Weapon
The staple of any good soldier's moveset, pressing this move will cause the soldier to fire a rocket straight in front of him. Not very exciting, is it? Well, what if I told you that pressing a direction on the control stick as he's firing the rocket will let you aim it? And that (normal) rockets do a nice 9% damage, good knockback (damage and knockback are reduced by about half if they're only on the edge of the explosion), travel at Mario's run speed, and have an stage builder block radius explosion that requires precise timing to dodge? (Direct hit rockets are much easier to dodge due to the smaller blast radius, but eat into shields a LOT more.) As if that wasn't good enough, by firing a rocket at your feet, you can move around the stage a LOT faster. A normal rocket jump (acheived by just firing a rocket into the ground) will only launch you at mario's run and move you about a battlefield platform, however the best possible rocketjump (acheived by jumping, crouching via the D-air, THEN quickly firing a rocket into the ground) will carry you across battlefield at the speed of falcon's run!

The downside of this move is that you can't just spam rockets, you have a limited number of rockets in your clip, and once you're out you need to reload (move given later in this moveset). Lag is low, by the way.

Side B:Use secondary weapon
The non-shotgun descriptions for these were given under the down-B. (This move is unusable if you selected the gunboats, by the way)

Anyway, if you use this while you have the shotgun equipped, the soldier will fire a round consisting of 6 bullets in a tight spray. A battlefield platform away the vertical distance is about kirby's height, at two battlefield platforms it's twice that and so on... Each bullet only does 1%, making this nigh-useless (except as an annoyance move) at long range, but it's rather nice at short range when you're out of rockets. Lag is low, and you have 6 rounds before you need to reload. Also, by holding a direction quickly as you fire the shot, you can adjust the angle of the shot. (max angle is 45 degrees up or down)

Up B:Improvised rocketjump
The soldier pulls a grenade out of somewhere, before shoving it into his rocket launcher and firing it downwards. The resulting explosion does 15% (to any enemies and to the soldier), has a stage builder block radius directly under the soldier, affects his trajectory similar to snake's C4 recovery, and does not put him into helpless. (By the way, the direction enemies are sent flying is based on where they were relative to the center of the blast, so if you're above an enemy, you'll spike him.)

It should be noted that this requires a rocket to use, so if you're out of rockets you'll need to reload before recovering.

Aerials:

D-air:
The soldier crouches in midair, before kicking down with both legs (see: Ganon's D-air). The move does a decent 8%, and is a weak spike. So what's interesting about it? You can cancel the crouch into a rocket, and rocketjumping while doing this midair-crouch carries you twice as far for half the damage.

(Side note: This is really a reference to how in TF2, using your crouch to rocketjump really does increase the effectiveness of the move. Drastically. Self damage goes from about 50-70 HP down to a mere 30 damage.)

N-air:
Despite the sheer awesomeness of the projectile known as the rocket, in super smash bros you're NOT going to kill the enemy in just four shots. So, now it's time to reload. There's no damage attatched to this move, but it will reload 1 rocket per quarter-second. You can cancel the reload into whatever attack you wish (so there's effectively no lag), but you have to carry out the entire attack to get the extra rocket.

Also, if you tap the button twice, then the soldier will reload his shotgun (if equipped) instead. Reload time for the shotgun is the same, 1 round per quarter-second.

Also, this attack will continue even if you land on the ground, so don't worry about landing lag. :)

F-air:
Even in the air a soldier needs his melee weapon! The soldier swings his shovel/pick/whatever in front of him (like Marth's F-air), doing an ok 8% damage. Lag is pretty small.

U-air:
Is the enemy trying to gimp your recovery? Well, the soldier swings his arm above his head (similar to marth's U-air), and if he hits an opponent, he'll grab them and toss them below him (Moving you upwards a bit as well). Now's your chance! Nail them with a rocket! A measly 3% damage done, ok lag.

B-air:
Why do you have your back to the enemy soldier? About-face! The soldier turns around in midair, swinging his fist behind him as he does so and doing 4% with low knockback. You can try comboing this into a F-air/rocket, but the shotgun tends to work better, as it has less lag (this is a semi-laggy move), and more damage.

Jab + Tilts:

Jab:
The grounded version of your N-air, this reloads your rocket launcher (or shotgun if equipped and you tap the button twice). Hey, we ran out of specials to put the reload on. Just think of it as "Tap A to reload". Remember, you can move around and even jump (once) while reloading, but attacking/shielding/dodging/double jumping will cancel it.

F-tilt:
The soldier swings his melee weapon downwards in front of him, doing 4% and small knockback. However, pressing the button again causes him to combo it into a second upwards swipe worth another 5% and good diagonal knockback, which happens to be perfect for a rocket followup, wouldn't you say?


D-tilt:
The soldier swings his melee weapon downwards in front of him. Again. 3% and very small knockback. However, this time, he actually hits the ground with it, creating a small pothole with a 25% chance of tripping the enemy should they move over it. Did I mention you can repeat this move and that the tripping percentages stack? I shouldn't need to mention what you do with a tripped opponent (Hint: It involves explosives.). The potholes remain on the stage for 10 seconds/until they trip the enemy, but you can renew them with another D-tilt.


U-tilt:
We need some sort of anti-air, right? The soldier fires his shotgun at a 60 degree angle upwards (can't use this move with a different secondary weapon). With the control stick you can adjust the firing angle, from 45 degrees to straight up. Lag is similar to the side-B.


Dash attack:
Not technically a tilt, but I'm throwing it in here anyway. The soldier simply swings his melee weapon in front of him, doing 7% and horizontal knockback with decent range. The trick is that you can keep running while doing this move. And lag is low, so with the equalizer at high percents, it's possible to bully your opponent offstage between this move and the F-air. At low percents you can combo this into the F-tilt. (Requires a bit of tech skill, as you have to let the control stick reset before pressing forwards again)

Smashes:

Up Smash:
The soldier pulls out another grenade (Don't ask how he stores them or why they don't blow up when he rocketjumps.) and throws it upwards. It does 10% with decent knockback, and explodes (hitbox similar to a direct hit rocket) upon contact with an opponent/the ground. Charging the move affects its height. Uncharged it will go up to the low battlefield platforms, fully charged it reaches higher than Pikachu's thunder... what? It's not like this move is a complete rip-off of Snake's up smash! By the way, it's possible to cancel a dash attack into this to slide across large portions of the stage... just kidding. Lag happens to be very similar to Snake's up smash, oddly enough...

Down smash:
The soldier pulls out a small communicator and yells some instructions into it. A second later, a health pack drops down from the top of the screen where the soldier was standing. (You absorb it like a food item). Uncharged it heals 15%, but it can heal up to 50% charged. Although, considering that the opponent can just knock you away with his own smash, I'd be very surprised if you actually benefited from a charged down smash. Lag is ok.

Front smash:
The soldier suddenly hurls his melee weapon forwards, doing a base of 15% damage and good knockback. (At high %'s with the equalizer this is ridiculous.) It moves at the speed of mario's run, travels for two battlefield platforms, and lag is small. So what's the catch? Well, before you can use any other moves that need your melee weapon, you have to retrieve it (pick it up like a normal item). However, the enemy can pick it up as well (and throw it, it will do 8% damage and okay knockback on hit), and if it falls off the stage you'll have to go to the equipment screen for a new one... which takes a while. So don't miss.

Grabs:

Pummel:
He whacks the enemy with his melee weapon. 1%, nothing to see here.


D-throw:
Probably the soldier's best throw, he slams his fist down on their head (they take 7% and a concussion), and they drop to the ground in the prone position. Time for a tech chase. Preferably involving a rocket. (Yes, this was inspired by Snake. Just a bit.)

F-throw:
The soldier sticks a grenade into their hand and then pushes them forwards (they take 3%). The grenade acts like one of snake's grenades, it will explode upon being hit with an attack, does 10%, good knockback. The problem is that they have just a little bit of time to throw it back at you before it explodes. However, if you push them into a D-tilt pothole, they'll trip and be doomed. You might even have time to nail them with a rocket for extra fun.

U-throw:
The soldier tosses them upwards, (they take 5%) but not too far, they'll only be about a stage builder block above his head. This is too close for a rocket (unless you plan to eat the collateral damage), but you could either nail them with the shotgun (via U-tilt), or jump and toss them back to the ground with U-air.

B-throw:
Forget all this tech chasing, sometimes you just want the opponent out of the way while you reload. Well, B-throw is the answer, as the soldier swings them around (like Mario's B-throw) before tossing them about halfway across battlefield. (This throw has a set knockback, not good enough for killing, but good enough to give you a breather.)

Final smash:
The soldier calls in for backup. A pair of medics drop down from who-knows-where and simultaneously deploy an ubercharge and a kritzkrieg on him. So what's that mean for you? Well, the uber makes the soldier (and the corresponding medic) completely invincible to damage, and halves knockback. The kritzkrieg makes all the soldier's weapons do triple damage and knockback (However, the corresponding medic is NOT invulnerable). This lasts for 20 seconds, AND all your damage is healed, so have fun! If you somehow manage to knock the medics more than a battlefield platform away from the soldier, the corresponding effect is lost until the medic can get back in range. (They take knockback and damage (well, the non-invulnerable one) like a normal character, stats are similar to mario). Although, considering the pain the soldier can deal out with this, you might just want to run.


Playstyle:
Well, if you couldn't guess, the soldier is all about blowing stuff up with his rockets. Rockets themselves are a wonderful projectile. Good damage, a nice sized hitbox, very little lag, the ability to move quickly around the stage (at the cost of some health), AND they can kill! He's even got some nice setups into them, such as U-air, D-throw, F-tilt, the shotgun, and even from another rocket! The problem is that your rocket supply is very limited. Although they're VERY useful, you have at most four of them, and the reload takes a little while. So, you're going to have to knock your opponent away, reload while they recover, rinse, repeat.

Now, the first thing you need to figure out as the soldier is your equipment. This comes down partially to matchup, but mainly to personal choice.

The rocket launcher is the default choice, and the one I'd use on most enemies. Decent damage to shields, hard to dodge, four rockets, no real downsides.

The direct hit is higher-risk, higher-reward. If you can consistently hit your opponent with these things, use them. They're much better against large slow opponents who love to hide in their shield. I don't care who you're facing, three of these (and likely even two) means a shield break.

The black box is more for a defensive soldier. This will let you survive a good bit longer due to the healed damage, but the lost rocket really cuts into your offensive quite a bit.

As far as secondary weapons go, the shotgun is your all around choice, useful on the offense and defense. The gunboats are for mobile soldiers who love to rocketjump (which is something you'll do quite a bit.) The buff banner helps in killing (and damage racking), while the battalion's backup helps in survival. Take your pick.

The better melee weapon is entirely decided by your own damage. Less than 50%, take the shovel. More than that, take the equalizer. However, if you get KO'd while using the equalizer, you'll be crippled at short-range for a while until you take a lot of damage/can change back. Similarly, using the shovel at low % works nice, but if they get a lot of damage in during a short time, you might not be able to take advantage of the equalizer in time.

Now, back to actually playing.

The key to using rockets (well, normal rockets, direct hit ones aren't big on splash damage) is to hit the ground at your opponent's feet. However, this is almost impossible to do accurately if they're on higher or level ground, so you need to gain height. Since the soldier's jumps aren't exactly good, this means rocketjumping 90% of the time.

However, merely camping won't get you far as soldier in a 1-on-1 setting. If you fail to knock your opponent back, they'll be able to rush in while you're low on rockets and punish you. This means that you have to mix it up and approach sometimes.

There are two main ways of approaching as the soldier. A rocketjump, or via equalizer (at high %). When you rocketjump in, you have several options. You can send a rocket at them while in midflight, spray some bullets at them with the shotgun, or just land and hit them with an F-tilt/grab. However, the key is that rockets require some precise timing to dodge (or getting out of range, which is unlikely on such short notice), and your opponent doesn't have much time to react. This means that if they're expecting a rocket and you use something else, you likely have them, while if they're not expecting a rocket, KABOOM. Besides, a lot of the soldier's moveset either sends them flying (so you can reload), or just sets them up for a rocket (which sends them flying.)

So, you've gotten your opponent offstage at high%, and don't need to reload. Now what? Well, the soldier has a couple of tricks here as well. First off, your U-smash can be used for some edgeguarding, as can your rockets (although it's more risky). Also, your D-tilt is good for setting up some traps on stage, to make your approaching job easier.

The main downside to the soldier is that a failed approach (even when you don't get punished), means less rockets, and damage to yourself. If you whiff, better reload and retreat. Never fire off the last rocket in your clip unless you're sure that you can hit them with it. Without rockets, the soldier is a mediocre character at best. If you're getting pressured without rockets, your best bet would be an F-air, F-tilt, or B-throw. If you don't have the shotgun AND you've thrown away your melee weapon with the F-smash, say good bye to that stock.

Killing with the soldier comes down to a few things. First off, your rockets are decent at killing (even when staled), so even if you can't get anything else to work, your opponent should never live past 170% or so. Your F-smash is an AWESOME killer (even moreso with the equalizer), but is very high risk. Whiff, and you've lost your close range game. Hit, and you win a stock. Thirdly, if you're at high % yourself, you can kill with the equalizer via F-air, dash attack or F-tilt without too much trouble.

And finally, there's surviving as the soldier. The equalizer makes the soldier VERY dangerous at high %'s, and you will end up with plenty of damage, due to your high weight and self-damaging rocketjumps. At 200%, your F-tilt goes from a good, somewhat useful move, to something that Snake (master of the broken hitbox) would envy. Similarly, your dash attack and F-air go from above-average to MK-awesome, and your movement speed goes through the roof, giving you even more attacking options. (However, keep in mind that this extra speed won't work while reloading. Don't be reckless.)

You know the strategy, now get out there and blow some stuff up!
End of main moveset.

Now I'm going to throw a bunch of extras your way, so get ready.

First off, the usual ones.

Up Taunt: The soldier does his ingame taunt for his primary weapon.
Down Taunt: The soldier does his ingame taunt for his secondary weapon.
Side Taunt: The soldier does his ingame taunt for his melee weapon.

A full list can be found here: http://wiki.teamfortress.com/wiki/Soldier_taunts

The only one that requires further info is the equalizer taunt. When he does this one, the soldier pulls a grenade out, and sets it off, blowing up himself and anyone else nearby with 40% damage and VERY strong knockback. (He also has super armor before the explosion.) This is very impratical to actually hit with, but totally awesome.

Hats:
What's a game without hats? A game in desperate need of an upgrade, that's what! Well get ready, because some serious upgrades are coming to SSBB. Now, hats aren't just awarded for run of the mill stuff, no. For you to get a hat, you'll have to earn it.

After a random amount of playtime (anywhere from 15 minutes to 2 hours), you'll get a random trophy as a reward for playing. Well done. However, now you can put all those useless excess trophies to work, via our new crafting system (available from wherever it is you view trophies)

Here's how it works.

Any 2 related trophies (characters from the same game, for instance) can be crafted into 1 scrap metal.
3 scrap metal can be crafted into a reclaimed metal.
3 reclaimed metal can be crafted into a refined metal.
And 3 refined metal can be crafted into a brand new hat!

Want a hat for a specific character? Well, craft 4 refined metal, along with that character's trophy (classic mode, all star mode, it doesn't matter), to get a random hat for that character.

Extra hats you don't want? Craft any 2 unwanted hats to get a new one.

Now, to inspire you MYM'ers, here's a few examples of the soldier's hats!




Dominations:
Dominations keep track of how well you've done against another opponent in recent times. If a character has won 4 consecutive matches against an opponent,a little bit of catchy music will play, and
a domination symbol will appear.

When your cursor hovers over someone, you'll get to see the number of dominations that character has, via a symbol like this:


Also, little target symbols will appear over those that char is dominating.


When you're being dominated, your nemesis will have this symbol marking them, both in-game and on the character select screen.


To get revenge, simply beat them in a match. :)

By the way, these are tracked individually for each character and profile. For example, MW's Dark Bowser could be dominating Smady's Jack the Ripper, but be dominated by Smady's Raiden or Junahu's Jack the Ripper.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
MAGGOT
The Soldier is quite an interesting moveset. You kept it as close to Team Fortress 2 as you could, which is both a good and bad thing. I really like your interpretation of the weapons, but what I didn't like is the implementation of them. A loadout screen in Smash is really... out of place. It could be extremely annoying to have to sit and watch your foe choose a weapon and all mid-match, and it generally goes against everything in Smash. It sticks out like a sore thumb. I intentionally avoided this with Scout for this reason. If you had to have done it, I'd recommend what Junahu did with MM9:MM's weapon selection grid: make it small and unobtrusive to other players.

On the bright side, the Soldier's moveset feels really soldiery, with all the use of explosives and such. Two things I really liked was the trench move, which is what the Soldier logically would have done with the shovel other than whack people with it, and the medpack drop move, which made me think of a helicopter dropping munitions to soldiers on the field, but it couldn't land due to it being a war zone. So props on that. I also love the centralized focus on rocket-jumping, which is Soldier's forte. Great job on that. Oh, and you repeatedly say that he pulls grenades from "somewhere", but in actuality he pulls them off the band on his chest (look at his picture and you can see two grenades strapped to his chest).

The extras I really like, especially Dominations. If you would've posted these in the Extra Extra Mini, I would've voted them. Hats are really cool as well to represent Hat Fortress 2. I wanna see XP-Tan wearing Link's cap (YUM). Also, the moveset needs moar "MAGGOTS" as attack sounds.

I liked the moveset in the end, and you can only get better and better. Keep making movesets, Nick!
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Oh, screw you. I was just about to start making a Soldier moveset. Kholdstare beat me in making the Infected, but that was way better then the Tank moveset I was planning. I swear, if anyone posts Wesker...

I'll be looking over the actual set in a minute.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
MYMini Entry

MY STOUT SHAKO?

2 REFINED.

THE DEMOPAN​

The Demopan is a character from Hat Fortress 2. His goal in life is to sell his Stout Stako for 2 Refined. He represents the fall of TF2’s artstyle and has been officially adopted as a Demoman playstyle.

When you craft trophies into metal, and manage to accumulate 2 Refined or more, there is a 10% chance that any fiend, assist trophy, minion crates, pokeballs, etc will contain the Demopan. As soon as the Demopan is summoned, he will cry out “STOUT SHAKO FOR 2 REFINED!” before bringing out the Stout Shako.



Demopan will stand in the background with his Stout Shako, if you walk near him, he will take your 2 Refined and give you the Stout Shako. The Demopan cries out “AYE, THANKS MATE!” and gives you the thumbs-up. He will now run around the battlefield at Ike’s speed and attack everyone but the Shako buyer with his Frying Pan, dealing 13% and good knockback. The Demopan has Ganon’s weight, meaning he’ll be staying for awhile. Your character will now wear the Stout Shako for the rest of the match, unless you accumulate 30% damage on yourself, the hat will drop to the ground and the Demopan will become neutral, attacking everyone. Whoever picks up the Stout Shako will become the Demopan’s new ally, he will never attack them. The original wearer cannot pick it up for 5 seconds.

If the original buyer makes it through the match with the Stout Shako, the Demopan will appear with you on the results screen attempting to drink his frying pan as though it were a bottle of beer. From here on, the Soldier can select the Stout Shako as a hat. There is no other way to obtain this hat and the Demopan will no longer appear unless you craft your Stout Shako. If the original buyer wins the match without the Stout Shako, or no one was wearing at the end of the match, you just wasted two refined. Aw.

Win 100 matches as the Soldier while dressed in the Stout Shako, and you will get a Demopan costume for the Demoman (if anyone decides to make him.), his frying pan replacing the sword/bottle/caber.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
lolchillinz

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

So how does lolchillinz work in Smash? It gets its own item, known as a lolchillinz, of course. It appears to be a glowing :bee: when it spawns on the stage. When it is picked up, an assist minion called a chillinz is summoned! This chillinz is character specific, but the exact type of chillinz varies. It is usually a small, character or enemy from the character's respective franchise, often being a child. It will also be from the summoner's alliance, and not something that would normally attack them. Good characters summon good chillinz from their franchise, bad guys summon evil chillinz. If there is no applicable character from their franchise to be a chillinz, it becomes a miniature version of their self. Here is an example of a chillinz:



Link's chillinz - Young Link
HP: 25

Young Link is summoned to the fray! This chillinz will follow Link closely, copying his moves (he uses his Melee moveset). Young Link lasts until his HP runs out.

Chillinz last until their HP is depleted. They usually hang around behind their summoner, but depending on the character they may stand completely still or wander aimlessly. They generally have poor AI, but learn the more their summoners attack, copying their patterns and style. This is stored permanently in the game data, much like Junahu's Roomba learns.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Crimson Cowl:
oh hey, I thought I'd make some attempt at a comment. It's only like a week or two late, but I'm so super duper busy doing nothing at all that I just lose track of time.

Anyway, I distinctly remember a snark aside from Warlord in the MYM chat, stating that I would like this moveset (yeah, somehow he can make a glowing endorsement sound chiding. MYMers are wierd like that). And lo and behold, I did enjoy this set. It has a solid grounding, a good understanding of a relatively unexplored concept, and the humility to just shut up and make a n-air that hits people.
"good job" would be the layman's way of putting it. Now I'm curious about all those sets you threw away.

You perhaps missed potential regarding her detachable cape, particularly when used in conjunction with her teleport. And, generally speaking, you didn't bring the entire set together as well as I was hoping you would, though I can totally sympathise with that since it's an area I've been having trouble in lately myself.
Still, I found it quite fun in an subversive sense how the first move in the set linked to nothing, had nothing to do with the themes of the set, and provided very little in specific benefit to Justine. It's not even long enough to teleport during, which would have been an excellent use of the move.


Now that I feel a little less like a terrible leech, I should probably remind everyone that the end date for MYM9 is fast approaching. The end of 31st of March is when we stop accepting new movesets. If you've got a moveset planned, you have about 20 days left to get it done. Otherwise you will have to wait until MYM10 rolls around.​
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Super Duper end of contest set rush GO!!!!!!!!!!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Hey Junahu, how long will the judging likely take?
The results are typically posted around 3 weeks after the contest closes. This is because we try to integrate both a public voting system, and a panel judge system together, which is time consuming.
The first week is mostly just time off from MYM. The second week involves the actual voting. And the third week is when the leaders come together and make their contributions to the results.

More details on all this will be posted closer to the end of the contest
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441


Mr. Minecraft's Fiend: Creeper

SSSSSSSSSSSSSSSSurprise! A Creeper has emerged from the Fiend doll! The Creeper is the most feared creature in Minecraft. It basically only exists to **** you over. It's like a disgruntled artist who only exists to ruin other people's artwork. When the Creeper emerges, it will target the nearest foe to it and make a mad dash for it. If it gets within a Battlefield platform of the foe it will swell up and start to flash white with a very audible sound, which is like a cross between a snake hissing and a pot whistling. After one second, it will explode, dealing 100% damage and KOing at 30%. It completely eats through shields and has a radius of a Smart Bomb explosion. However, it will also blow up a chunk of the stage, leaving it in blocky cubes floating on the ground. Pick these up with A and place them where you would like- they are each about the size of a Stage Builder block but fit together seamlessly to reform the stage- if you feel like putting it back where it was. Creepers do have only 50% stamina.
 
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