And here we go, 25th-hour style. I'm doing it again, but now I'm cutting down on length. Let me be succinct and just offer a few lines on whether or not I like what I see.
[collapse=SOTHE - gcubedude]A move forward from your earlier magic-based sets; weapon-based characters are harder. He seems deeply ingrained in the tradition of combo characters, and his moves progress a little bit too often in a force-them-to-turn-their-back-to-you-then-hit-them-in-the-back pattern. I do appreciate the use of invisibility to give him the sneak attack aspect after all, but I feel like you could have made even more oriented around stealth than this. Steps forward, keep it up.[/collapse]
[collapse=SHOTZO - Plorf]Surprised at how much I like this. Disregard for flow, and there's no moment of *click*-it-all-fits as in most Warlordian-style movesets nowadays and most clearly showcased in Daddy's sets. Instead we have any number of seemingly oblivious move interactions, many of which are so quiet as to be unnoticable. Of course lowering gravity is useful for a character who is going to spend a lot of time sniping his foes out of the air. Just look at the way firing the opponent into prime position for heat-seeking missiles or your mini-Shotzos is going to be a matter of precision and timing, or that perching on a star block just offstage is going to be a useful camping option until you're forced to jettison off of it via Recoil, or that using the Dragball to push your mini-Shotzo across the stage is going to give any sort of set-up character a hard time. All flow here seems accidental, but I'm not sure it is. In a Plorf set, we enter the
mind of Plorf, and it's a whimsical, foreign place that takes getting used to. Your sets want the reader to make concessions to their style. When he does, he recognizes the subtle and well-realized playstyle on display. If he doesn't, of course it's going to look like an awful mess.
And people don't like "accidental" cleverness because the thought of effort and quality not being synonymous is appalling to them. "I could make a set like this in fifteen minutes." Well, then do it![/collapse]
[collapse=YAMATO - Koric]An ordeal to read but a very good set. Little regard for the reader allows you to focus on a simple set that is not at all without playstyle. Many generic attacks allow his complex deception game to take a center stage; he's on some now-you-see-me-now-you-don't and plays as passive-aggressive as they come. Eclectic in all his simplicity. Dense stuff.[/collapse]
[collapse=BLOOPER - n88_2004]Most liquid-oriented stage control characters want to muck up the match, make things slow and torturous and very tightly controlled. Blooper does the opposite by removing every notion of stability and control. Blooper zooms around the stage and wants the opponent to zoom around as well, but on his terms. Here even the slightest smack can cause a careening reversal of momentum, and trying to leap into Blooper might result in bouncing the other way, and not even a usually-reliable grab can slow things down and put the slightest semblance of control into place. Blooper's grab certainly is not meant to bring the two fighters any closer together or to slow down their excess of movement. I've wanted to make a set around forcing excessive kineticism, but I don't think I could have done it this well. Very impressed here.[/collapse]
[collapse=XP-TAN - Junahu]A clever, clever set. Her many ways to restrict options through the all-consuming windows is intense and should make a frustrating match for the opponent, but they won't care when they keep having those mammaries paraded about in front of them! Look at that eye candy, there! What does it matter that they can get nothing done? The set stubbornly rejects flow. It's not difficult to guess which operating system Junahu prefers.[/collapse]
[collapse=GELATINOUS CUBE - Zook]Uh, cool set. I assume the Gelatinous Cube is solid, although who would ever want to stand on it? Fighting it seems to be a frustrating test of patience and more suited to a boss battle than a Brawl. It's bold that you chose to make it so. Not sure it's smart, but certainly bold.[/collapse]
[collapse=FAWFUL - Nicholas1024]I previewed this set (not something I do very often!), so I'll just reiterate: I think that the needling, irritating playstyle is very fitting here, as is the heavy reliance on an external source of power. Fawful has a nice handful of ways to keep the foe distracted while he track his Dark Star. Coincidentally, I wanted to advise you to put that input on Down
Special, but accidentally typo'd it as Down Smash. Worst proofreader ever. (ONO)[/collapse]
[collapse=AIRMAN - Junahu]You've got a malformed link causing all kinds of trouble, you know?
Otherwise, I really like what this set is doing - the way you present really shifts emphasis from what is normally emphasized to an undue degree. Airman winds up as a kind of aerial shepherd, and a Sakuraish character with a simple, concise playstyle. But here you manage to pull off the creativity-only-in-specials resoundingly well by keeping us in suspense throughout all of the "boring" attacks. Is the next move going to reveal the secret? Or the next section? And so on it goes until the secret itself becomes a Macguffin and the fully-formed playstyle takes center stage. This might be my favourite Junahu set of the contest.[/collapse]
[collapse=MISSINGNO. - Pikmin3000]Putting your inputs in an order more conducive to move interactions than is standard is an interesting move and starting to become a bit of a trademark with you - it's quite Junian and makes the set flow quite well. Heavy use of glitches corrects one of my old problems with Warlord's proppish take on this character; here you've got more clever ways to hack the opponent's gameplay. I wish he were more able to glitch up the opponent's
playstyle as well as just their mobility, sense of time and space, etc, but there's a lot of creativity on display here and I like the playstyle of malignant passivity you've got going here.[/collapse]
[collapse=THE JOKER - getocoolaid]I would have liked some of the tricks you play with goo and status afflictions a bit more if I hadn't already done them myself in Team Rocket Grunt, two contests ago. That's not a knock on you or any sort of boastfulness, just my justification for not finding it especially compelling. I like reading ideas that haven't occurred to me, and I like your sets most when they're very unorthodox. Tetris and especially Harvey are awesome. Joker is playing it straight, and he's okay, but he's a bit forgettable. He has some traps, some interactions, some status effects. He feels like a bridge between uncertain early works and more refined later projects, although I personally hope you hold on to the otherness you found in Tetris and Harvey's mangled move inputs.[/collapse]
[collapse=MEPHILES - Katapultar]This set has a couple of bloody creative ideas. Your take on time travel seems even more complex than Father Time's and maybe it's for the best that you didn't add any interactions with it - you could have ended up with one of the most complex sets of all time. Then again, such a set would be very memorable, and as is, although there is some appeal to Mephiles's basic gameplan, the preponderance of generic attacks kind of ruins his whole averse-to-fair-combat concept.[/collapse]
Daddy, did you really refer to meanie and n88 as
starlets? As far as I can tell, neither of them are young women, rising up the ranks toward fame.
[collapse=CASTFORM - LegendofLink]Castform seems like a compelling little challenge of movesetting, because how can one establish any sort of flow in a character that is so changeable by definition? I've gotten quite disillusioned with movesets that contain different forms, different strategies, that the player is supposed to shift between in battle to make for an all-around potent playstyle. Castform is not quite
that, because his "transformations" are translated into zones that he needs to control and he becomes a kind of weather-farmer, and so I quite like this set. But I think that, by design, this character can't be as flowing as I like to see in a moveset, so although you more or less did everything right that you could have done right, I feel like you've got still better works ahead.[/collapse]
[collapse=THE SCOUT - Kholdstare]I feel like this set makes for an awesome companion piece with The Scout (and even, to a certain extent, with The Engineer - this series really gives itself to movesets, doesn't it?). It's written as a Khold set tends to be - excitingly - and translates its character by being abrasive to a more prudent extent than the downright abusive Hazama. The moveset is not
entirely cohesive, but he sure does a good job of selling it as interesting and fresh. It's a very neat way to cover up a few generic attacks, an intriguing counterpoint to Airman's very different means of attaining the same goal.[/collapse]
[collapse=HIDEAKI KOBAYAKAWA - ieyasu tokugawa]A moveset based on a character's haplessness and clumsiness and general incompetence? This is a more amusing read than it should be. It's really quite refreshing to read about Hideaki's ongoing attempts to get out of the Brawl and just chow down. I can't discern much playstyle here beyond the mindgames built into a character that doesn't really know what he's doing, but oh well. Daddy is right in calling you an "isolationist" - you're an island unto yourself, and I for one would like you to keep doing what you're doing.[/collapse]
[collapse=STEELIX - Katapultar]Yes, well, the idea of Pursuit mode is pretty cool. I'm not sure this is the right character to explore it, though. To be honest, I couldn't really recommend this set to anybody. It's like how Shotzo allowed us right into Plorf's mind, a curious and wonderous place - well, this is a trip into your mind, which is a kind of crazy, confusing and sometimes frightening place. This moveset is somehow both overwhelming and underwhelming at the same time.[/collapse]
[collapse=KING BOO - BKupa666]Truly a moveset in the Kupic tradition: simple little generic effects that serve purposes that are far from generic in the larger scheme of things. I have to say I like the policy of moderation that King Boo encourages, although I'm not sure why of all characters is so preoccupied with managing his resources. I'd rather see his moveset as a kind of frenzied ghost party, with lots of swooping around and more attacks along the lines of lighting his Boos on fire (as is, on a single attack, it seems a bit weird to me). That said, it's a clever thing, that shield mechanic, and the moveset has a great ambient flow.[/collapse]
[collapse=SPIRITOMB - n88_2004]I think the reason I love your style so much is that your attacks are usually simple and not too outlandish; their effects are generally straightforward. Move interactions emerge very organically and it never looks like you're straining to fit them in. Spiritomb is a ghost, and as such, he's appearing and disappearing all over the place and toying with the opponent via status effects, but he's also Dark, and as such, he's always on an offensive. He fights dirty, but he's always
fighting, because any sort of passive camping is going to result in trouble for the keystone. At the same time, his versatility in terms of how he protects it is laudable; he can perch on top of it, draw attention away from it, or even carry it around with him all the time. The relationship between the spirit and the keystone is compelling; it becomes very clear that the keystone
is the Pokemon, and the spirit that emerges from it is just a manifestation, a sort of astral projection that's used as a physical failsafe. Great stuff.[/collapse]
[collapse=FANTOMEX - n88_2004]I like this set maybe a bit more than I should - I'm not sure EVA is implemented too smoothly and since you need to summon her to really be able to fight properly, it seems vaguely unnecessary to have a separate input just for bringing her out. But beside that, gun-based playstyles have never been this focused or this adept at capturing that long-distance combo-barrage-character feel that they should bring to the table; and he's not a one-trick pony either, because you give him a nice aura of devilish unpredictability. Also, swooping around and shooting while clinging to EVA is just about the coolest concept I've read ever.[/collapse]
[collapse=CHAIN CHOMP - n88_2004]I've really mused over a set that is more complex to play against than to play as before. Here it is, and you did it just about right. There's not much more that could have been done with Chomp, and I'm glad you resisted the temptation - as you always do - to force creativity. It's probably your biggest moveset-making strength, that willingness to make simple moves that is so clear when reading something like Blooper or Spiritomb. When it's the time for creativity, you have no short supply of that, either. The worst thing that can happen is a dull playstyle - as in Goruugu - but if you have an idea and explore it properly, not so much developing on it as combining it with basic, effective attack concepts that are used willy-nilly all over MYM but rarely with as much relevance, you make some really great sets.
And happy belated birthday.
[/collapse]
[collapse=BEEHEYEN - Katapultar]They meet in hurricanes; where be the gold, matey? Spin and spin but no it certainly is made of pancakes. Funny worlds do do it, but yellow does NOT do it. They told you! Then we agreed and they gave the hanging string a dollar. I took a ride on it, and wheeeeeeeeeeeeeeeeeee although nobody said it needed watering?[/collapse]
[collapse=TYRANITAR - Tenodera]Actually, this moveset is very well-characterized; Stealth Rock is more or less a spot-on move for a Rock/Dark pokemon to be using, and the general feel is that of an avalanche; once Tyranitar gets moving, even his slightest offensive is going to be devastating. He's a standard heavyweight in playstyle, don't get me wrong, but his very earthy, cruel attack style hints at a lot of thought and quite a bit of potential.[/collapse]
[collapse=PONG - Nicholas1024]Along with Tetris, this character is my Holy Grail of moveset potential; I was thinking Pong Paddle, but you've gone completely outside of the box with this set. Love the way the match comes down to those brief, not-too-common moments when the square and the opponent come into close proximity, and that the animation of the square rarely and barely changes, and that most of its tactics seem almost like temporary glitches. This is a thought exercise more than a moveset, but it's the very best kind of thought exercise.[/collapse]
[collapse=LUVIAGELITA EDELFELT - darth meanie]Yo... weird writing. You use the word "trick" twice in a sentence, then "interesting" twice in a sentence, then "third" twice in a sentence. And that's just in the specials!
Anyway... what a difficult set to like. Generic attacks, apparent lack of distinct playstyle, and organization that is presumably nice if you have the fonts downloaded but unfortunately I don't. You reprise the format of Saber with the intent to put together a complex, very flowing playstyle without ever really turning to move creativity. The moveset is very much like most of your "post-modern" efforts this contest - especially Toxicroak - and also recalls something of Jalorda; essentially, you're not taking a single idea and expanding on it so much as you're layering a ton of simplistic attacks into a playstyle. It's a new approach and tough for an old fogey like me to get used to, but I do appreciate it more here than with Toxicroak. I wish the character were more interesting, though; I don't really feel like I know anything about Luvia or her source material and so I have no personal connection to how well-translated the character may or may not be.[/collapse]
Then there's an interesting little exchange about Strangelove that is unfortunately quashed rather quickly...
[collapse=KEITH - n88_2004]This is an interesting new direction for MYM to take, and although I don't expect to ever be popular, there is potential to be plumbed here, I think. When you narrate a moveset there's suddenly a much closer connection to the literal and figurative voice of the moveset-maker, and it becomes much easier to follow along and to develop an investment in the character and its playstyle. Now, if instead of the pictures you had brief text blurbs summarizing what you were describing, kind of like a powerpoint... certainly potential. Well, not this particular moveset, which was clearly a bold experiment and not a legit moveset, but some other, less spontaneous outing. Keith, meanwhile, becomes a bit of trailblazer, or maybe a relic.
By the way, your voice is so soothing! Although I'm having trouble figuring out where that hint of an accent comes from - you draw out and kind of don't fully commit to pronouncing the A in lazy and the O in also. It sounds very familiar... you speak any other languages?[/collapse]
[collapse=CODY TRAVERS - gcubedude]Characters from fighting games are very difficult to make compelling, especially since the attacks are all right there and you often just have to transfer them from one engine to the other. Cody suffers from this a bit, but you do differentiate him from the average Brawl character through his FADC and his sort of improvised-combo style. Am a little bit turned off by the exhaustive factual detail, though, and would have to say that I prefer Sothe's playstyle of cat-like stealth to this more classical, straightforward rushdown.
I really like that you're making a sort of canon of your own movesets by referencing backward as you go along, though.[/collapse]
[collapse=GEAR - LegendofLink]Hmmm. Am a little bit befuddled by Gear Saucer. You control both of them, I suppose, and they're linked at all times by some sort of magnetism so that if one of them is hit they both go flying. This set is steeped in options and at times reminds me of Sloth in how much interaction there is with its movement. It probably makes more sense for a robotic character like this to be entirely controllable, although in Sloth's case it did make him seem like the entirely dull-witted, zombie-like creature he is. Anyway, this set is certainly something different, and I'm glad I read it.[/collapse]
Here followed nine very well-written comments that I promptly lost when I failed to save them. I've rewritten them, but my thoughts are probably diluted and you'll have to forgive me if they're unclear or brief:
[collapse=LANDLOS - MasterWarlord]Making a set for a Legendary Pokemon is an interesting challenge and one that hasn't really been done outside of renditions of Mewtwo - and clearly you're the man for the job. Reshaping the stage into valleys and pillars is just the kind of thing that a quasi-divine architect like Landlos is supposed to do (much more so than Golem), and the way you forced ground and air to mesh as major moveset elements is quite astonishing. My only problems - Landlos
really only makes crops go so that he can eat them for his own selfish gain? and also, that DSmash seems like one burst of creativity too many, for me, at least.[/collapse]
[collapse=JELLICENT - darth meanie]As the playstyle emerges, and turns out to be one based on regal reserve and distance, it seems more than fitting to Jellicent; unfortunately, the individual moves are pretty far from right for a Pokemon that strikes me more as an ethereal devourer of souls than a literal, corporal jellyfish. And you don't need yet another person to point out how grating the whole tentacles aspect of the moveset is, all things considered. A shame, because I really like how you link the attacks and draw out the playstyle in this one, as in Luvia.[/collapse]
[collapse=CRUSTLE - darth meanie]This set is not really bad, and I like the dichotomy between Crustle-with-shell and Crustle-without (a more Paras-like creature), but it's terribly nondescript, the greatest danger of your new post-modern style. As Junahu pointed out, you have a chunk of earth on your back to play around with - can you really do nothing more interesting with it than have it blow up or crush things with it? In your case, you obviously can, but you didn't, so this set can't be anything but a minor disappointment.[/collapse]
[collapse=EMOLGA - Junahu]I originally had a really eloquent comment here, but I don't think I'll recapture the spirit of my words, so here's the best I can do:
Emolga's playstyle exudes a sense of acrobatic glee just as well as your writing hints at barely-reserved playfulness. Emolga does no less than create a shower of sparkles to play around in, hopping around, running up walls, bouncing off of its own sparks, and even creating a double to play with. I'm astonished at how well you convey both the innate generic aspect of Pokemon character and the more dynamic personality aspect; every nuance of Emolga's mobility and playstyle ties into this, just as a Warlord set has every move tied into a tightly-wound playstyle (I especially like the twin grabs). Of course, aside from the wonders of characterization I find the spastic, aggressive, short-range projectile playstyle terribly compelling. And I'm going to super vote it just because you used the word "patagium". What was I saying about Airman being your best set again?
As a final note, I much, much prefer it when you do this kind of aesthetically pleasing organization than the excess of Penny Gadget or the cloying inventiveness of XP-Tan.[/collapse]
[collapse=VANILLUXE - Kholdstare]I had a really nice comment for this one, too... da
mn...
Basically, this is a troll Pokemon that gets a troll set with a bit of a troll playstyle. I mean, it's a silly set, and the writing style isn't the only thing that implies that you're ribbing the reader; it's quite winkingly derivative of past sets, especially your own, from Kholdstare to Sandslash. Vanilluxe gets a playstyle of deception and tricks, but not especially potent ones so much as irritating ones, so that when he laughs, it seems almost like Sakurai laughing at somebody who tripped. In this case,
you're Sakurai. In any case, I'm glad it was you who made this one, because the Pokemon is a spot-on match for your style and anybody else would have taken a different tack and totally botched it.[/collapse]
[collapse=DORMAMMU - n88_2004]I don't at all mind old tropes like portal recoveries as long as they have a natural place in the playstyle; I could see them all day and not get tired of them if they're there for a reason other than desire to creatively excell. Unfortunately, it feels to me like most of this set does exactly that. You've got very creative attacks flowing together... into a playstyle I feel like I've seen before. It's very familiar and I blame it partially on the difficulties of translating a character from a different fighting game, especially when that seems inherently overpowered. In any case, I'll take the loosely-constructed spatial instability playstyle of Blooper over this tightly-wound focused camper any day. And yes, Warlord, that
is your cue to disregard everything I have to say ever again.[/collapse]
[collapse=SCHEZO WEGEY - Koric]Another set I had a really neat comment for. Oh, well. What I wanted to say was that this set is very meaniesque in its highlighting of a few central concepts in the Specials and its willingness to fit directly into Smash; it brings something new as a spacer because I especially like the way you can string your dark trails to cause a KO explosion when the time is right. You're an interesting MYMer, Koric, although sometimes your sets are a little hard to decipher and they seem to be only increasing in detail. Nevertheless, the improvement since Arle is palpable. Keep up the good work.[/collapse]
[collapse=FLAME HYENARD - Nicholas1024]Houndoom has set the stage on fire before, but here it's to contribute to the chaotic landscape Flame Hyenard crafts through his clones and constant howls of what sounds like anguish. I love the way you made the most prominent aspect of his character - the hyena-like braying - actually relevant in gameplay, although maybe that attack should have been in the specials to put it more prominently in the center of the moveset. In any case, you just need to pare away the random flipkicks of the set and replace them with relevant inputs and your development as an MYMer will more or less be complete; this is just around the corner, no doubt.[/collapse]
[collapse=RAW SHOCK - peeup]A long time indeed. I remember Kael, and the very intriguing Chernabog before her, who I think has somewhat entered the collective subconscious: the ideas he proposes have been seen a few times since, albeit more refinedly. Your evolution as an MYMer has been protracted by your very long absences, but it's certainly there; I like seeing Raw Shock as a predator, a hunter who will relentlessly chase his prey even into the air, crafting platforms to better strike from. The characterization is spot-on - it's a very unsettling set, and oozes earthy malevolence. I would have liked to see a playstyle section and maybe a few more attacks that consciously and deliberate link together, but there is certainly a nice playstyle here and I look forward to your next set, whenever that may be (probably MYM11
).[/collapse]
[collapse=CRIMSON COWL - n88_2004]Something about this set strikes me as somewhat strange; you do link the disparate elements with attacks like Dazzle and Cloak Slide, and I really like your willingness to make a plain hand-to-hand combat moveset with creativity spearheaded by a simple central concept, but I'm not sure it all quite flows together into a playstyle that's cohesive enough for my liking. My favorite sets from you are your Mario enemies and your Pokemon sets - when the character is a bit of a blank slate, you really excell. Here, I'll confess that I don't come away with much of a sense for who the Crimson Cowl is or why she fights this way (you succeeded at conveying Fantomex nicely, so I know it's not an inherent weakness in you). Maybe the answer is just a longer character introduction at the start of the set. And now we're getting into real pedantry. (ONO)[/collapse]
Okay, now that I've got the nasty task of rewriting old thoughts behind me, let's move on:
[collapse=THE SOLDIER - Nicolas1024]The Soldier is not as exciting a character as the Scout or the Spy. The Soldier just kind of blows stuff up. And you certainly do that, in plentiful supply. But the versatility of his many weapons doesn't really give much cohesiveness to his playstyle, and having an attack that actually pauses the game is a big no-no; anything that so utterly stops the flow of a Brawl is generally avoided even by most MYM movesets. The Soldier isn't quite as exciting to me as Flame Hyenard, but hey, you can't always go with an eccentric, unique character. Sometimes making a solid, functional moveset for a generic character is a much more useful exercise.[/collapse]
[collapse=VEGETA - Smash Daddy]How difficult it is to make a set with a clear and distinct playstyle for a character like this. There's so much material, and at the same time he's somehow ineffably generic. One thing you draw out perfectly is a certain precision and expertise at close combat; it seems that in any situation where Vegeta and the opponent are face to face, he'll have an advantage with his consistently potent punches and kicks, all of which have some additional effect to give him an upper hand. These effects never really feel forced, so well done. One thing about Vegeta that you didn't quite capture, though, is his status as an eternal weakling; despite his training and his heritage and his title, he continuously gets beaten up throughout the series, only to improve exponentially, return to defeat the one who bested him, and promptly run into somebody else strong enough to beat him. So it goes: Goku, Recoome, freaking Zarbon, Frieza, Cell, Buu... He's always sure that he's the best and at any given time, he finds out that although he's good, he is still too weak. This moveset captures the arrogance but not this quality of inherent mediocrity that is so central to Vegeta. Admittedly, that's a bloody hard thing to capture, especially with everything else that you have to balance.[/collapse]
I'd like to point out at this time that although I'm mostly talking about characterization in these comments, I'm still very concerned with interesting playstyles and innovative attacks (or, as is more common nowadays, combinations of attacks). If I like a set and praise it for its character, I obviously also like its playstyle; I'm just not going to go on and on about it, because it should be a given. That's meant for you, Warlord, in case you've started thinking that I only like sets for their characters nowadays.
[collapse=NAPPA - MasterWarlord]You have less character to live up to and take more liberties with DBZ material; this feels very Warlordian and much less like a Dragonball Z translation. Your stamp is distinctive. You've got a heavy emphasis on throws - and that's a fascinating pummel mechanic you've designed here, showing that you haven't yet run out of ideas on that front - and a cloying writing style that makes it hard to draw out the very polished playstyle. Nappa subjugates foes beneath his barrage of boulders and his physical manhandling. I don't generally like playstyles based around putting opponents in a prone state, but it's fitting here if anywhere. This was an easier character to tackle than Vegeta and I feel that you were more successful than Daddy; you took greater liberties with the mechanics of DBZ fights, yes, but you also created a more cohesive and interesting playstyle.[/collapse]
[collapse=KELDEO - Katapultar]I was surprised at how good this set is. It's simple - Keldeo makes small pools on the stage, tries to get the foes into them (often kelpie-style by literally carrying them to their doom), and then keeps them in there, prodding and poking and pushing down deeper into the murk. There are things that could have been done to make it more focused - say, an attack that made the surface of the water erupt into bubbles, and any escape from the water seriously hampered and slowed down enough for Keldeo to push the foe back down - because you admit yourself that drowning is not the ultimate goal of Keldeo's playstyle, and I reckon it should be. On the whole, though, you've got a well-oiled, interesting moveset on your hands here. Goes to show what happens when you stop trolling MYM with Ronald McDonald.[/collapse]
[collapse=RITA MORDIO - half_silver28]No, no more cutesy female protagonists with great devotion to their often-complex source material! Why do you keep doing this to me, Silver? (HORRO)
You
know that I'm not familiar enough with the character to figure out what it's all about, and that I hate detail, and that versatility of this sort is just too much for my feeble mind to properly get a handle on! This set is so dense, so complex, that I can just kind of nod my head and say, yes, it's very clever how you gave her so many options, but too many options and the playstyle winds up diffuse, unfocused, blurry and indistinct. My comments on sets like these are really worthless; they're useful to precisely nobody.[/collapse]
[collapse=OBI-WAN KENOBI - Nicholas1024]No points for individual move creativity, considering you rip effects straight from Espeon and Joe.
But of course combining the two effects makes something quite new and at this stage in the game we're all about combining old ideas in new ways anyway; in fact, I'd like to see more of this kind of thing, where techniques that were once considered flashy centerpieces to a moveset start being linked with other "centerpieces" to make a new end product. Obi-Wan makes sense when using both abilities and puts them to use in a close-combat situation, playing with precision and timing. I like him quite a bit, although signs of rushedness are glaring.[/collapse]
[collapse=BIZARRO - darth meanie]Bizarro is certainly impressive for a three-hour work; it's a meanie work through and through, to the core, all the way down, and that means among other things a willingness to make seemingly generic specials in addition to just seemingly generic standards - you're willing to go even further than n88 in this regard. And with Bizarro the thing that jumps out and grabs me is a certain clumsiness, a sense of him as a practically radioactive threat that lumbers about the stage and causes the very earth to rumble wherever he goes; I'm also fond of how adept he seems at dealing with crowds. I would say that this set, very much like Jalorda, would be more fun to play as than it is to read. It certainly forces my imagination to engage with it in order to appeal to me as much as it has to Warlord; I'm a man of the old school, and the explicit centerpiece of a set like Nattorei speaks more to my sad outdated standards than Bizarro's intense depth. I blame my own failings for this more than the set, which I nonetheless regard as a triumph for you.[/collapse]
[collapse=ELECTRIC GAMMA - Thrice]Good god, this set is exactly like Erufuun. I could copy-paste what I liked and disliked about that set and tweak names and pretty much have an accurate depiction of my thoughts. To recap: brilliant concepts, excellent synergy between moves, inventive playstyle; also ridiculously complicated concepts, moves that often don't function when you put aside their synergy with each other, and playstyle that barely makes sense. My biggest problem is when all of his aerials are useless unless he uses NAir first, or when most of his moveset only functions with his billiard balls but you try to put playing without them forward as a serious option as well. And the writing style obfuscates the content terribly. On the whole, though, I
did enjoy reading this set and it
does speak to the potential for true greatness.[/collapse]
[collapse=AMATERASU - TWILTHERO]Actually, TWIL, your style has become more and more relevant as a meaniesque approach with the bulk of creativity contained in the specials has become accepted. With Amaterasu, you've got a bit of an ammo bank going, but it remains captivating because of the versatility afforded by both the weapon switch and the paintbrush. I especially find it interesting how effective Amaterasu (I refuse to call her "Ammy") is at breaking up the opponent's momentum; just by the fact that she can physically slow down the match at will, let alone leave projectiles in the wake of such a pause, she becomes quite unique. It's an interesting twist to a versatility-based character and a nice final note for an MYMing career founded on versatility-based characters. We'll miss you, TWIL.[/collapse]
[collapse=DR. STRANGE - n88_2004]I see why you call this your strangest set - aside from the pun, it's not really the kind of thing you usually make. Actually, to be even more specific, it kind of reminds me of a Junahu set; there's the final, brilliant twist in the grab that ties together every element and makes for a character who I'd praise if only because he's so distant from what we usually see in MYM. This is a character whose damage output is so sparse that every match becomes a test of minds; there are attacks that feel a little bit too much like they're ported (the magic shield in general is a bit awkward to imagine), but on the whole, you're still connecting very simple effects with an eye for the overarching gameplay. It's a complex, stage-controlling, mindgame-based character with a playstyle that is nevertheless layered and flexible. And the gradual realization of how Strange functions in multi-player - as a sort of terrifying ghostly entity, rising in and out of the ground and messing with the opponents' gameplay - is nothing short of inspiring.[/collapse]
[collapse=THE MEDIC - Kholdstare]Chekhov, not Chekov.
Anyway, this set suffers terribly by comparison to Nurse Joy, from whom he gladly takes a couple of central concepts. Few sets could match up to that Junahu masterpiece from MYM 7, and the Medic's big problem is that the eight seconds of invincibility to which his whole moveset seems to lead up doesn't strike me as all that... dangerous. He's not that quick or that aggressive, and he has a lot of attacks that don't really work on a strictly offensive level, so that once he's invincible, the foe just has to avoid him for long enough to keep all that damage they healed from being cancelled out.
The thing I do really like here is the hospital-bed aspect, part of a great web of characterization that captures the Medic's unscrupulous code and general mercenary status. The team playstyle is generally neat but is again held up next to Nurse Joy's and finds it hard to hold up.[/collapse]
[collapse=SHUMA-GORATH - MarthTrinity]Another translation from Capcom vs Marvel or whatever this game is called. Shuma-Gorath is in the unfortunate situation of having so many eccentric attacks in his source material that getting them all to cohere in a Brawl environment is nigh-impossible. You put it together through move interactions - I like the otherworldliness of the playstyle, which he brings right to the playing field through Chaos Incarnate - but the set nevertheless feels a little bit unfocused and, not to mince words, doesn't flow too well. So many eccentric animations... so many side effects... it's all very fascinating to read through, but hard to piece together and the playstyle section is not entirely helpful. Versatility is a very, very difficult thing to nail.[/collapse]
[collapse=BURTER - MasterWarlord]I have an unfortunate mental image of Burter as a character predicated entirely on multiple hits. Then again, every DBZ character could feasibly be based on lightning-fast hits.
I feel like the use of the tornado is especially interesting here - it's like Junahu says, you raid the canon of your past movesets, gleefully putting your old clichés to new work. Burter is not especially unfamiliar territory for you, as you've even explored momentum in Hannibal Bean, but rarely have you combined the common emphasis on grabgames, earth-shaking effects, and tornadoes to make a speed demon. Burter is versatile and interesting and not a very easy character to make a moveset for, so any complaints I could have would be pedantic.
As a final note, Burter's implementation of hovering/flying, whatever you want to call it, is my favourite of the DBZ sets yet. It's more relevant than before as well as being more accurate.[/collapse]
[collapse=RECOOME - Smash Daddy]Recoome was always very frustrating to me. Not only was he stupid-looking and given to throwing out ridiculous taunts, he was unfairly strong. How could he beat up Vegeta that badly? It's not fair! He's just a human, Vegeta's a Saiyan! So chugged my train of thought.
The great thing about this set is that clearly Recoome can't bear to do just about anything without showing off first. The player picking him up starts off wondering why all of his attacks are so slow, why he insists on all of the glitz and glory. Eventually they start to discover his taunts, and they find that Recoome's apetite for showmanship can be satisfied if and when the player wants it to be - and, along the way, the opponent's ability to figure him out can be totally annulled, just as Vegeta, who started off doing so well, discovered that there was more here than meets the eye.
We've never had a taunt-centric character - not to this extent, as far as I can remember - and it's pulled off with a tact and grace I wouldn't expect of what sounds like such a rushed set. Consider me a fan.[/collapse]
[collapse=CAPTAIN GINYU - MasterWarlord]I previewed most of Ginyu and my opinion hasn't changed; the idea of making him a gimper as a means to make Body Swap viable is impeccable. And in fact, Body Swap in general is a spot-on match for your movesetting style, which results in characters that have very steep learning curves and densely intertwined attacks; the poor schmo maining Airman over there is going to have no idea what he's doing once he's given Ginyu's complex Levitation Field spacing game to deal with. I would have liked to have a few mindgame attacks with very subtle visual hints as to what is actually going down - which the Ginyu main would have the trained eye to spot - but I didn't think of that until just now anyway, which makes me a pretty lousy previewer. And it's stupid to complain about what a set omits, gameplay-wise, when the character has been so firmly established, right down to a T, right down to Body Swap being treated strictly as a last resort.[/collapse]
[collapse=JEICE - Smash Daddy]Well, color me impressed. Jeice has the least potential of the squad and yet the arrogance of the Crusher Ball as a central tactic and the relentless - if somehow patronizing - work ethic of it as a pressure device draws out a lot of character where one would think there is none. At the same time you diversify Jeice's options every step of the way and give him a playstyle of both stage control and pressure. The set is not one of your best-written and it's far from easy to parse but again there's that moment of
click and it all makes sense now. I'd say it's quite on par with Recoome.[/collapse]
[collapse=GULDO - MasterWarlord]The interesting thing about Guldo is indeed the punisher aspect - he capitalizes on mistakes. I like his manipulation of space and time and his aversion to physical combat indeed. I'm also amused by the sight of the central "trap" and the boulder and midair grabs and so on and so forth; on your fourth DBZ set, even with all of Guldo's strange telekinetic abilities, it's clear that these are things you expect to be universal to all DBZ characters. Since I've been reading them all in a very short span of time, it shouldn't be a surprise that my eyes glazed over a little as I was seeing this; that's not a knock on a very different implementation of the ideas. As with many of your sets this contest, I find Guldo a little bit too tightly wound, his interactions too specific... but I do realize that that's a silly thing to complain about. The problem is that you've polished your work to the point where the little mistakes have been ironed out and any preference of one set over another is going to come down to subjectivity. For me, Ginyu is the most compelling of your sets here, and a strong competitor with Landlos for your best of the contest, but that shouldn't suggest that the whole project isn't a success. Four contests after Steven, you've got this going-out-with-a-bang thing figured out at last.[/collapse]
Then there are the match-ups, which I can't claim to have even tried to read.
[collapse=BLAZE - Junahu]This set
does have the arcade feel. Seriously, let's back up a minute from the complex spacing between opponents and our own projectiles and the mindgames and the deceptive false projectiles concealed by clouds of dust and so on and focus on a simple fistfight. If you try hard enough, you too can rid the city of crime!
But I'm impressed by the moving-wall aspect of Blaze, highlighted most by her grab and the careful use of the police car. The whole thing is supposed to make the opponent feel like a perp on the run and Blaze like the dedicated, hard-working agent-in-the-field, and it does it very well. It reminds of Regal and Blaze the Cat; it's not trying to break any walls, but to fit seamlessly into Smash. All of your sets do this these days, anyway; the question is only how compellingly you do it. Blaze is a little on the bland side, which, I suppose, she's meant to be.[/collapse]
[collapse=MONA AND LISA - Junahu]Now
this is cool. Forcing the spirit of true teamwork between, in all likelihood, you and another person... well, you craftily make it eligible as a set by saying that a CPU can fill in for your buddy, but that's hardly the point, is it? The point is that real
arcade feel that can only be got from grabbing a buddy and continuing to play the same game, only now with two of you. And it doesn't get easier - it becomes a question of very carefully and closely coordinating your attacks. All that blandness of attacks, in these Luigified clones, becomes suddenly logical. It's Mario&Luigi, but with two people actually working together instead of one person managing two characters and claiming that it's the spirit of teamwork or whatnot. Very clever stuff you've done here.[/collapse]
And there you have it. Be so kind as to forgive any comments where I seem to have no idea what I'm talking about; I'll admit that I wasn't always 100% focused, and I might have missed some details or made a few mistakes in interpretation. On the whole, though, let me say that this MYM has been more challenging to me as a reader than any before it; more and more, we're moving away from a style of movesetting in which the writer does all the work and the reader just gets to cruise along for the ride. In today's day and age, MYM demands very active, very clever readers to pick up on not just the nuances of feasible playstyle and the soaring heights of creativity, but the intricacies of characterization and the subtle art of presentation.
All that to say - good job, folks. Keep it up. It's been a good MYM.