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Make Your Move X - Congratulations winners! MYMXI start date OCTOBER 10TH!

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flyinfilipino

Smash Master
Joined
Sep 11, 2007
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Location
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Heh, the Cosplay idea is really clever. It's like a mini-moveset...a MYMini! Oh wait, that's already taken...but anyway, the concept of giving a character another's special moves and mixing them with their own moves is intriguing. Leave it to Junahu to be innovative!
 
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Originating in Crash Bandicoot 3: Warped - the last good platformer in the franchise - Dr. N Tropy is one of the main antagonists in the game, creating the time twister machine and thus being the catalyst for much of the plot. Like many of Neo Cortex's minions, he comes from parts unknown, but has a distinct look and personality that sets him apart from your usual underlings. Unavoidably, N Tropy ends up having to fight Crash himself after failing to stop him from collecting the crystals in the third world of the game. This in spite of N Tropy, er, telling him not to... though personally, I'd be afraid of the giant anthropomorphic crocodile more than the time-travelling smurf.

Either way, N Tropy incorporates plenty of his clock-manipulating shenanigans into his fight, as well as a lot of messing with the space-time continuum.
I would recommend watching this video
, for a better feel of the character. Crash defeats him, of course, but not without Cortex soon warning Crash about the severe damage the time twister machine will wreak without someone who can control it. Right he is, as the machine starts to rip apart reality as we know it, which really does cast doubt on the whole hero operation. Why would you kill a guy when their death means a possible armageddon? Either way, we don't see N Tropy again, unless you get the 100% ending - suffice to say, it's a pretty great ending.​




Weight (✹) 7
Size (✹) 8
Ground Speed (✹) 6
Air Speed (✹) 7
Fall Speed (✹) 6

Those are some pretty underwhelming statistics all around, no? Certainly, Tropy won't be winning any matches based on his weight and or speed alone. His slow speed and high falling speed are mostly to due with his weapon of the choice - the giant tuning fork - which he carries around at all times. In his dash he takes it in his arms like a bazooka, while he awkwardly holds it by his side with his right hand if in the air. In terms of size, he's about the height of Snake, with his fork being a little bigger, and his headware even bigger than that - neither of these are part of his hurtbox, but superficially make him as tall as Ganondorf. In weight, his armour and lofty fork make him a smidgen heavier than Ike.​






Neutral Special (✹) Time Machine

In Dr. N Tropy's entrance animation, he fiddles with the clock he is seen adjusting at the beginning of his boss fight, it appearing in the background behind him [minus his face on it]. The time he sets the clock to here is, however, reversed, as Tropy pulls the minute hand clockwise from 11:15 to make it 12:00. This is where it will stay until Tropy uses his neutral special, bringing the clock up from the bottom of the stage to where he is standing in 0.2 seconds, so almost instantly.

Upon bringing out, Tropy will adjust the clock forward by ten minutes to 12:10. The player can further extend this, by pressing the special input another one to four times to bring the clock to as late as 12:50. For example, pressing the input three times will bring the clock to 12:30. The clock hand can only be turned five times to stop you from just landing back on the same time again, though you can do this by simply holding the input and this is the only way to overwrite a set of projectiles. Whether or not you forward time on the clock by more than ten minutes, Tropy lets go of the clock and it drops down to the bottom of the stage 0.5 seconds after summoning it.

The time displayed by the clock when it is dismissed is of the utmost importance. All of Tropy's projectiles and traps - unless stated otherwise - are saved to the time on the clock when it is dismissed. When you do manipulate the clock to that particular time again, the projectiles and their positions that you saved will return, though at the same time erasing all of Tropy's projectiles currently out. He can still, however, produce more after summoning a saved set of projectiles, simply adding to what is there already. Each time slot can only have one set of projectiles saved to it, giving you a maximum of six at any given time [including 12:00]. All of the clock's different saves are deleted once Tropy loses a stock.


Side Special (✹) De-Platformer

Tropy grabs his tuning fork and jumps a Mario high into the air, before crashing his tuning fork into the ground 0.4 seconds later, dealing 7% damage and flinching knockback to anyone hit by the tuning fork or his super-armoured body when he comes back down. If N Tropy is on-stage, the ground in front of him will start to disappear as a thin, blue sonic wave the width of Bowser travels across the surface at the speed of Sonic's dash. No matter how large vertically, the stage will disappear as the soundwave travels over it. These removed vertical panels of the platform will remain gone until the sonic wave passes over them completely, with opponents trapped within the gaps while the stage re-appears will themselves be transported above or below the stage depending on if they're in the higher or lower half of the gap. If they appear above, however, they are dizzied for a quarter of the time you'd get from a shield break. Like your other projectiles, the sonic wave can be saved to your clock, along with its effects .

If used on the side of the stage, the sonic wave loses its ability to strip away the entire stage. Instead, if it hits the side of a solid part of the stage, it breaks up into two smaller waves, travelling up and down the stage's sides. As these glide over the edge of the stage at the speed of Sonic's dash, they remove one Kirby of width from it, generally removing the grab-able edge of the stage at the same time, making this useful for saving and using when your opponent is trying to recover. This won't hurt your chances, however, due to your unconventional recovery. When interacting with traps or other ground-based projectiles, they will temporarily be destroyed along with the stage as long as the sonic wave is travelling over them.


Up Special (✹) Remembrance

Tropy stares at the clock on his chest while he adjusts it to a particular time, all taking about 0.3 seconds. Depending on how many times you press the input, Tropy will then return to the position he was in when he used the clock - with one press taking you to the last time you used it, two to the one before that and so on. If there are a set of projectiles saved to the time you teleported to, they will re-appear alongside you. There is a catch, though – the projectiles saved to that particular time are erased once Tropy has teleported back to that time. So if you save projectiles to 12:00, they will re-appear with you when you use your up special to get back to that time, but are erased from there-on-out. You will, however, continue to teleport back to that position despite it summoning no projectiles anymore. So it isn't entirely useless to keep one blank time period.

Down Special (✹) Back to the Future

Tropy summons his clock again in 0.2 seconds, or not if you already have it out from your neutral special, grabbing the hour hand instead of the minute hand. N Tropy then swings the hour hand anti-clockwise, causing it to spin rapidly backward, and thus causing the minute hand to also go anti-clockwise. The minute hand will summon any sets of projectiles connected to each ten minute interval on the clock as it passes over them – just as in the neutral special – taking four seconds to make a full hour journey around the clock. This will continue until you use your down special again, where Tropy will manually stop the minute clock in its current position, or until you use your neutral special. After this, the clock once again drops to the bottom of the stage, out of sight.

When projectiles are summoned like this, they will travel backward in trajectory rather than forward, moving toward where Tropy first used them. This will only continue for as long as you rewind time. A projectile can only continue going backward, however, until it hits its point of origin where Tropy first used it, dissipating if it rewinds to this point. If using your side special during this move on a projectile, it will stay on its current backward course even if time is corrected and will in fact continue past its point of origin, taking a default straight path.





Standard Attack (✹) Time-Grenade Launcher

Tropy holds his tuning fork in both hands, pointing it sideways and forwards. After 0.3 seconds, he shoots a fireball twice the size of Mario's, moving at Ganondorf's run speed forward. If a foe comes within a platform of the fireball, it homes in on them, travelling at double its normal speed until it hits them, or the foe evades it. When it hits, it causes 5% damage and essentially flinching knockback, but has faster knockback growth than other moves, meaning it will start to knock Mario out at around 130%. This isn't saying much, though, as through conventional means, these fireballs have pitiful speed and are easily evaded. Through combination with your clock, however, you can set them up in a place where you can later surprise an opponent. During a rewind of time [down special] this projectile will actually home in on Tropy rather than enemies.

Dash Attack (✹) Prodding Stick

Tropy hoists his fork back, then yanks it forward in a lunging motion, creating sparks of electrical energy at the end of it, this all taking 0.3 seconds. Foes hit by the end of the fork are dealt four guaranteed hits of 3% if caught by the starter due to hitstun, as well as pushing them back half a platform in distance as they are hit by consecutive sparks. As well as simply aiding Tropy in allowing him to generically push back opponents into any amount of shenanigans he has going on behind them, this move also forces a shielding opponent to continue shielding for the duration of the move and pushes them back a full platform. So if your foe gets all smart on you and starts throwing up that bubble, use this move and push them into your projectiles, or even onto the ledge - a precarious place to be when fighting Tropy.

Forward Tilt (✹) Unwavering Soundwave

N Tropy hold his tuning fork in front of him with both hands, using the machinery on his back to generate a light blue soundwave out of the fork over a period of 0.4 seconds. The wave is the size of Luigi, but bended like you would expect a soundwave to look. The wave travels at the speed of Sonic's run – the speed of sound – and can travel up to one final destination in distance: foes hit by the wave suffer flinching knockback as long as they're touching the wave, as well as 7% damage. The real use of the wave, though, is on Tropy's other projectiles – any hit by the wave are rendered light blue in colour, like the soundwave, and are no longer deleted by Tropy's clock. To make it easier to hit your ground-based projectiles, using this move within a second of using a projectile will make Tropy angle the soundwave toward the projectile. You can still save these projectiles to a respective time, but they will continue along their normal trajectory once they've been saved rather than disappearing. This move also affects projectiles summoned out of your clock, though this does not permanently affect that particular set of projectiles.


Down Tilt (✹) Laser Age

Holding his tuning fork sidewards in one hand, Tropy makes it emit an orange beam that appears a Bowser away in front of him. This beam is a battlefield platform long, hovers just above ground and travels for two Bowsers in distance over a period of 0.7 seconds before dissipating, Tropy being locked in place for the duration. Foes hit by the beam are dealt 10% damage on top of flinching, tripping if on the ground. This move can also be used off-stage, however, if Tropy uses it close to the edge. If the beam is mid-air, pressing the control stick up causes Tropy to turn the fork on end, shooting an identical vertical beam instead in place of where the horizontal one had been, shooting this for a continued 0.7 seconds. If hit by the wide side of the beam - so from above or if hit off-stage when Tropy turns it vertically - the foe is dealt knockback equal to their momentum upon hitting it, making it a useful move in combination with your side special to gimp both on the side of the stage and above it when the floor is disappearing.

Up Tilt (✹) Fire Eternal

Tropy holds his tuning fork up He-Man-like, channelling his usual cyan-coloured energy through it for 0.5 seconds, causing it to shoot a Mario-sized, blue fireball. This travels upward in a straight trajectory and at Mario's walking speed, having a strong effect on the fireballs created in N Tropy's standard attack - pushing them away at a speed of Sonic's dash to twice that, depending on how far they are from the fireball. If you hit this fireball with your forward tilt, but then rewind time, it will instead pull in the homing fireballs at identical speeds. If hit by the fireball, foes take 12% damage and can knock out Mario with its good vertical knockback starting at 110%. A better use for this move is in pushing away your homing fireballs, especially if you've just summoned a set of projectiles using your clock, which happens to include an awkwardly placed amount of them, or vice versa when rewinding time.



Forward Smash (✹) Rip in Time

Tropy pulls his fork down into both arms, holding it under-arm this time like a grenade launcher. For 1.1-1.5 seconds of charge time, the minute hand on Tropy's chest spins around at an insane speed, channelling bolts of blue energy into his tuning fork. Upon finishing charge, Tropy shoots a blasts of light-blue energy the shape of a yellow pikmin, it travelling forward at the speed of Mario's run, achieving a distance of half of final destination to its full width depending on charge time - dissipating when it reaches its maximum distance. The blast itself - ranging in size from a yellow pikmin to Wario depending on charge time also - deals between 15-25% damage and flinching knockback for 0.8 seconds.

The blast carries an extremely thin trail behind it, invisible if not for an emanating light-blue glow, this being a "rip in time" that dissipates once the blast is gone. The rip in time is just that - everything below the rip on the stage now constitutes its own time zone. That means that if you use your neutral or down special below the time rip, it will not affect anything above or beside it on the stage, or vice versa if you use them on top of or beside the time rip. Likewise when saving projectiles: those on your side of the rip will be saved, but will not save any of the other side and that area will now remain unchanged whenever you use this set of projectiles. This allows you to mesh together different sets of projectiles with your clock, allowing you to build a strong air and ground arsenal, then save them to their own time once the rip has dissipated. Though it can't be influenced by your time shenanigans, the blast that creates it can be, allowing you to extend the time it's out or decrease its size as you see fit.

Up Smash (✹) Time Compression

Taking a page out of a certain Final Fantasy VIII villain's book, Tropy decides to compress time and kill us all! Not quite. He instead opts to hold his tuning fork like a throwing spear - except with both hands - and lunge it forward in the air [without throwing it] after 1.1-1.6 seconds of charge time. This creates yet another fireball! This one is far more useful, however, as it sucks in both the fireballs from your up tilt and standard attack, becoming more powerful as it does so! At minimum charge, it pulls them in as soon as they come into a Kirby of distance from it, while at maximum it'll pull them in when they're a whole platform away.

Of course, the momentum from when you first throwing-spear'd the projectile away comes into play too, giving it a low-flying arc that goes up to two Ganondorfs in height before dipping back down in a symmetrical trajectory, with its speed in achieving this arc varying depending on charge time. This effectively means you can interact with your forward smash, throwing the fireball into an air full of other smaller fireballs, then summoning another set of them on the ground while it's still coming back down. The damage and knockback varies depending on how many other fireballs it has sucked in and maxes at seven fireballs, dealing 20-42% damage and knocking out Mario at 140-100%.

Down Smash (✹) Time Vortex

This move in unique in it disabling use of Tropy's neutral and down special for its duration, making it a risky move to use. Doctor N Tropy summons his clock up to where he is standing once again, then applying pressure to the "stopwatch" part of it at the top, taking 1.3-1.7 seconds to do this depending on charge time before it clicks down into the clock. When it does, the clock starts to float away at a speed of Luigi's dash speed for 2.0-3.0 seconds depending on charge time before dissipating. It spins around as it moves, creating a vortex the vertical height of the stage above the clock and the width of Bowser, pulling all of Tropy's loose aerial projectiles into orbit, including his fireballs and up smash. Within the vortex, these fireballs can easily congregate and be fodder for his up smash in particular, or simply be moved into a better position.

Enemies are dragged down if within the vortex at the speed of Mario's run and a vacuum pulling in foes within a Bowser of the vortex at Mario's walking speed. As long as they're inside the vortex, they're dealt 2% per second and flinching knockback every 0.4 seconds. A greater use for this move is when it falls off the side of the stage or into a hole in the stage created by your side special, however, as the clock descends itself at the speed of Mario's walk, pulling its vortex with it as it falls. If caught within your side special, the clock and its vortex will continually be bumped forward by the re-appearing blocks of the stage and eventually be hoisted off the side of the stage too if it's around long enough. This makes it hard for the opponent to recover - especially if there were projectiles orbiting the top of the vortex, which now block them from recovering vertically.​




Neutral Aerial (✹) Podium of Balance

Tropy thrusts his tuning fork up and down in mid-air, causing it to shudder and create a familiar pinging noise as it hits the newly-formed platform underneath Tropy. This fall-through platform is just wider than Tropy himself and half a Kirby long, stretching out behind Tropy as well to allow him to spot-dodge. This platform will hang around for four seconds before dissipating, then is disabled from use for a further ten seconds to prevent spamming it in mid-air. Besides the obvious - allowing use of your ground moves in mid-air [particularly with moves like your forward smash], it also can be saved to your clock, allowing for you to have multiple on-screen at once. As the platform can also be used by opponents, though, this is best to use strategically.

Forward Aerial (✹) Faint Memory

Being one of Tropy's more practical moves, he rears his fork behind him before letting it go and swinging it overhead after 0.4 seconds, hitting foes for 9% damage and knocking opponents for high vertical knockback vertically if hit by the top of the attack, or downward if hit by the front of the attack. This can generally help in bringing your opponents to the ground for your more powerful moves. If the input is held for a further 0.4 seconds, N Tropy will channel blue energy out of his fork into his entire body before hitting with the move, covering himself in a blue hue for the duration of the move, slightly buffing knockback and increasing damage to 13%. Even if it misses, this version of the move will then re-appear once alongside the next set of projectiles you summon with your clock in the same place and is performed by a slightly transparent "ghost" Tropy without any of the starting lag. Positioning is therefore key, as this move can potentially spike, or simply bring down an unexpecting opponent into an ambush.

Up Aerial (✹) Time Rift

Tropy whirls his fork around himself for 0.5 seconds in an unusually athletic motion for him, hitting any opponents within minimum range for 12% damage and high vertical knockback. After finishing the move, the circular shape made by Tropy's fork remains as a light-blue ring, before quickly transforming into a clock graphic itself. For the next 1.5 seconds, any projectiles that come within a Bowser of the clock are sucked into it, potentially hitting foes caught in the middle. Within that time, Tropy's neutral special instead affects the time on this clock, saving all of the projectiles absorbed to that time and allowing you to summon them when you set the clock to that time, where they travel at the same place they were before being absorbed - them not overwriting what's currently saved to that time [if anything]. The implosion of the clock itself causes 10% damage to anyone who touches it and flinching.

Down Aerial (✹) Unsuicideable

Tropy holds his fork at the midway point, holstering it in the air above him and making it create a burst of time energy above him that creates downward momentum from which he can use a mighty suicide down aerial. He thrusts the usually held side of the fork downward as he falls at the speed of Kirby using his down special, spiking anyone who hits the fork itself, and causing strong knockback to anyone who hits his body itself. Either way, the foe also takes 10% damage. If hitting the opponent - or after a forced 0.7 seconds of falling and then cancelling - Tropy is free to use his clock to recover, meaning he won't also fall to his death like so many others. With this in mind, using your down aerial into a foe caught in a hole and in your down smash may be your very best way to score a knock out.

Back Aerial (✹) Time Fatality

Again with a more practical move, Tropy pulls out his fork in front of him and charges the two points with electrical sparks before swinging it overhead, hitting people above him for medium knockback and sending anyone hit by the end of the attack into a footstool motion as they are bumped on their heads and sent into a cartoon-like shudder as a result. Foes are damaged by 10% when hit, but the unique function of this move is it's able to hit your fireballs - from up smash, up tilt and standard attack. Depending on angle, Tropy can hit them in an upward direction, or straight down if hit with the end of the attack and at double the speed they were going originally.




Grab and Pummel (✹) Time Paradox

Within a relatively long amount of time for a grab at 0.7 seconds, Tropy holds his fork so that its thin side is now facing the screen and brings it down with a larger crash than usual, causing shockwaves a Bowser wide on both sides as it hits the stage. As a result, all of Tropy's projectiles on stage stop in place, whether being rewound or not - though it cannot affect moves combined with your forward tilt. If you summon a set of projectiles at this time, they will be summoned static too, not moving from their original placements. This allows you to better trap your opponents, if your projectiles' movement would be in your opponent's favour. This also works as expected with your forward smash: if a projectile moves outside of its time zone and into yours, it will then be stuck in place.

For the pummel, you extend the period of time in which the projectiles don't move after you exit the grab, from 1.0-2.2 seconds, over up to three further stabs at the ground creating more shockwaves. The opponent can be grabbed by any of these shockwaves, this working on shielding opponents as well and is possible out of a dash attack - causing their entire bodies to shudder in a cartoon-like fashion. They are dealt damage by each shockwave that hits them, at 6% damage a hit. An opponent can break out of this grab as normal, but this does not automatically stop Tropy from further using pummels. As long as they're still shuddering, Tropy can use his throws, as they are technically being "grabbed" at this point.

Forward Throw (✹) An Inconvenient Truth

Winding up his fork behind him like a bat, Tropy then swings away at the opponent, hitting them for 8% damage, sliding them a platform away and causing them to continue shuddering for a further 1.5-2.5 seconds depending on their percentage. As they continue to shudder, they start to erode the very ground beneath them as if they were your side special soundwave! On non-solid platforms they immediately fall through and on solid ground, they erase the ground immediately beneath them as if they were walking through it as Bowser, making them jump constantly to stop them from melting it away like ice. Once the move's over, the ground re-appears as it does in your side special, with a foe appearing above ground dizzied if within the stage at this time. Grabbing the ledge is almost made impossibly by this, meaning that if you hit them onto the ledge, they'll need to immediately jump out of it or fall to their likely doom.

Up Throw (✹) Out Of the Frying Pan

Tropy uses his fork like a brandishing iron, stabbing the opponent with them, before hoisting his tuning fork and the opponent over his head. He then charges his fork with his usual blue energy, before shooting the opponent upward above one of the fireballs from his up tilt, immediately causing 6% damage. Unlike other fireballs, this one cannot be interacted with via your clock or time rewinding. Depending on weight and percentage, the opponent can be carried anything from a Bowser to a couple of Ganondorfs in height before escaping the move, as the fireball travels at Mario's walking speed upward. The fireball acts just as it does in your up tilt concerning other fireballs - launch it up and force your opponent into your up smash, or conversely rewind time and force your opponent to be hit by a bunch of your standard attacks!

Down Throw (✹) Anomaly in Time

Looking at his chest clock again as he does in his up special, Tropy puts an arm on the opponent, as the machinery on his back starts to chug violently. After a short period of time in which the player can input another direction relevant to a clock face - straight up being 12:00, a little past that being 12:10 and etcetera - the foe seems to fade out of existence. A short time later, the foe will re-appear in the place they were when Tropy used the clock last at that particular time, though none of Tropy's effects will. If he has not used the clock at that time yet, the foe will simply re-appear right where they were. Of course, this leads into any amount of mindgames, particularly when you can send your foe off-stage.

Back Throw (✹) The Definition of Insanity

Summoning his clock, Tropy forces the foe to grab the hour hand themselves with their relative appendage, thrusting it in an anti-clockwise direction just as in Tropy's down special before the clock falls out of view again. This causes all projectiles that hit the foe in their current stock and dissipated to re-appear as if that event hadn't happened, though the foe themselves does not receive a decrease to their percentage - how unfair! Tropy is then given the chance to, God forbid, throw the opponent normally for once - being able to thwump them with his tuning fork for 8% damage and knocking them in a given direction behind him, the default being diagonally-up. You don't need me to tell you to hit them into those old, newly-established projectiles. This throw is the only one that requires your clock - if your down smash is in use when you use this move, you'll simply use your forward throw instead.







Final Smash (✹) Out of Control Time Machine

Pressing the special input, Tropy attempts to summon his clock... but something is very wrong! As he summons it, the clock starts to creates sparks and parts of it start to explode and create plumes of smoke. Seeing this, Tropy uses his up special and teleports away, as the clock is soon sucked into a quickly developing black hole as pictured. Over 1.4 seconds, this black hole grows to the size of Bowser. Over the next 10.0 seconds, the black hole causes your different saved sets of projectiles that you had in your neutral special to appear at random twice a second. If a projectile comes within a Bowser of the black hole, it sucks the projectile in and grows a third bigger, potentially growing to the size of Jigglypuff's Puff Up [final smash]. The foe is affected by the black hole too, which sucks them up and spits them out in the same direction with high knockback and 15% damage. Once it grows to the size of Giga Bowser, it starts to randomly lash out whips of energy like a supernova, stretching out a full platform and hitting foes for 20% damage and high knockback.

Once the first ten seconds is over, the black hole implodes, pulling in everything around it at a strength dependant on its size - at minimum, it pulls in everything within an exploded smart bomb's radius, at maximum it will pull in everything on New Pork City. If foes are pulled in at this time, they lose a stock, as the black hole gets smaller and smaller until it disappears from sight completely. After that, Doctor N. Tropy returns to the stage and regains his regular moveset.





Playstyle (✹) Master of Time: Controller of Space

Tropy is similar to other trap-based characters in several ways: he needs to set-up, he wants to mindgame into his traps and he benefits from occupying much of the space available. However, after these few points, he is very unique in that he has such a lavish amount of options and with enough time can flood the stage over and over with the opponent's worst nightmare. The only real limitations to N. Tropy's projectiles and their interactions is your own memory, as there are an infinite amount of ways to combine to thwart practically any opponent. The only real problem is how to get there. Admittedly, Tropy doesn't have the most fascinating early game, but he does have several strategies to help him get the foot in the door. Moves like his dash attack, his side special and standard attack are all great ways to open up the match as they easily lead into a plethora of other moves: be it a grab, a down special and then a down smash, or any of your fireballs, respectively. If later on your foe gets too smug about these opening few saves, overwrite them with some more bizarre projectile placements - vary up the saves so that with your down special, your opponent is kept guessing what is coming next.

What does benefit Tropy, though, is that many of his most crucial moves in setting up aren't at all useless in function when used off-hand, and at least act as general get-away moves that will pressure your opponent. Your standard attack is perhaps the most easy to do this with and one of your most crucial moves due to its interactions with your up tilt and up smash, meaning you'll want to get as many of these handy little fireballs out there as you can. If your opponent comes gunning for you, they will have a more hard time getting past these projectiles due to their homing properties. Though that approach is mostly for the air - making use of your down tilt, down smash and grab game works a-plenty on foes trying to approach on the ground, though you will soon teach them why that is a bad idea if you're competent. Most of your best offences are ground-based - your down smash is great for stalling, your forward tilt keeps them in place and your forward smash is a great follow-up to either of these and deeply unsettling for an opponent due to how powerful it is.

All it really takes to get ready for a good match as Tropy is to throw out some standard attacks, thereby creating ammunition to use against the opponent in the form of your up smash and up tilt. One thing first, though: save. You will find few saves more important than one stocked with standard attacks. Depending on how your opponent behaves will determine how you use them. An opponent who tries to get over them would be best treated with your down special, bringing the fireballs back toward and shielding you from aerial assault. After they duck to avoid them, you can react with something like your up aerial to pull in all those fireballs, hitting the foe with them and then again when you fire them back out. If they approach on the ground, use a down tilt to make them jump into them, or failing that a well placed up tilt to bring the fireballs to them. Your back aerial serves a similar purpose here - take the fight to them. Whatever happens, always be sure to save the state of things to your clock so you can return to them later if they will benefit you. Make the foe regret approaching the same way twice! Punish them for their lack of imagination!

Of course, this time is the most important for the foe to get a foot in on Tropy, though after this initial period, Tropy probably will have enough to really get going on building some complex saves and manipulating them in devastating ways. If you haven't already, use your forward smash to create time zones, and throw a side special down alongside it so you can attempt to pressure your foe away from the centre of the stage by then using your grab to freeze it there. The foe will be forced to approach, or camp on the opposite side of the stage out of fear of your down smash, especially if you're rearing up some fireballs higher up on the stage at the same time. If they actually get hit into that hole, you're in for a short match, but more than likely you can simply keep them occupied so that you can throw out even more standard attacks, start manipulating them to different times with your fireballs, set up for stuff like your forward aerial that they wouldn't expect. And always remember to save your projectiles to your clock. A key to playing Tropy well is in always being pro-active. Thus you probably will want to actually save your down smash and make use of your neutral special instead. Your up throw can also help in putting the foe in a good position - when they're moving around the fireballs themselves and you save, using your down throw later on can make it remarkably hard for them to dodge.

Once you have things going well like that, to the point that the foe is always in danger of being hit by a set of projectiles in your neutral special, now is time to get beyond damage racking and go for the knock out, and this is where things really start to get interesting. Down smash plus side special is the most obvious thing to do here, but combining your smashes together - yes, all of them - can create a tornado of death that would even put Auron to shame. Considering your set-up time just now, this shouldn't be too hard, as the tools you used to diffuse the foe's approach, if used simultaneously with the clock, can now be used to create horrific combinations of projectiles. Opponent stalling on the opposite side of the stage? Throw out your up tilt with a forward tilt behind it. If that doesn't work, you can always hit rewind and try again, or an up smash to pressure them further. If you can try boxing them in with some wacky combinations like a frozen time zone created in your forward smash surrounded by clusters of fireballs. Throw an up tilt close to it to try and force them into the opponent, saving as you go - if that doesn't work, simply summon that set again and try using your up smash, or try teleporting above your opponent and hitting them back down as they miss and go behind them. Make them live to regret being so avoiding when you later grab them and their airborne self back into a nest of up smashes and forward aerials with your down throw. Speaking of which, it can never hurt closer to the end of a stock to use your back throw to flood the stage.

There are far too many combinations to talk about in detail here, though an obvious aspect of Tropy's game is his gimping, which is also fairly unique in how he doesn't even really need to be actively pursuing it. Combined with your grab game, you can effectively send your opponent back to the side of the stage, summon a set of projectiles blocking them from just climbing back up the ledge [which may just be lying around] and then hit them from above with down aerial, which is actually a safe choice due to your up special. Hey, if you're really smart, you will save a forward aerial there, or even throw up an up aerial right above there from where you fire up a bunch of up smashes or up tilts, pretty much making it impossible for them to recover. Tropy himself has no problem recovering whatsoever - on top of his neutral aerial [while not reliable, it still refreshes his otherwise bad jumps] he can obviously use his up special, but also in a way that creates problems for the opponent. In this way, the characters who should really be afraid of Tropy are those who also require set-up, as even in recovering, he can flood the stage with his fireballs and force them into a hole in the very position they're standing. And they can't stand for long if affected by your forward throw, which keeps them from grabbing the ledge altogether - combine this with your side special to make the ledge impossible to grab, then use your teleport to get in position and throw a fatal down tilt in their direction. Entropy is chaos, but controlled chaos is unpredictable and terrifying to any opponent.




Versus Father Time (✹) Control Freak versus a Fake God

What Father Time has going for him in this match-up is how effectively simple his manipulations of time are - they require practically no set-up, just like Tropy, and generally can do many of the things Tropy can, simply without the combinations of attacks Tropy has with his side special, fireballs and so on that make him able to build such complex mega-saves of different tactical positions, leaving Father Time as a bit of an old man in comparison. What makes this match far tougher for Time, though, is that Tropy never really has to overstep his boundaries and approach to fall into Time's traps, and can largely fight - as in his boss fight - from a mostly static position, even if it means just spamming his projectiles to avoid being hit by traps.

If Time does actually manage to make Tropy fall victim to his traps, generally Tropy will be suffering the same humiliation time and time again if Time knows what he's doing. Time is not only limited to time-based traps, and also has a bunch of moves that will plague Tropy with special effects that make him prioritize staying in one place. It's also far too easy to position yourself so that you accidentally fall into a trap laid by Time, meaning you have to keep your wits about you with this enemy more than most. In a good match for these two, there will be a chess-like amount of movement into position to launch an assault, but generally Tropy will come out on top due to the advantage of his projectiles over Time's ground-based traps and the fact that he can play perfectly well without moving around that much.

Versus VideoMan.EXE (✹) Control Freak Ditto

What VideoMan.EXE faces here that will confound him more than other enemies is that Tropy has few moves that don't work into his greater playstyle, so using them against him isn't going to help matters much. At the same time, Tropy's moves largely are best in combination, so using them out-of-context to a greater strategy is only going to make them hard to make a good tape out of, unless VideoMan.EXE takes some extended time to edit together with. The biggest problem, though, is that few of Tropy's moves sans his aerials have conventional hitboxes, making it almost impossible for VME to string together combos with them and largely making him reliant on capturing those aerials. And surprise surprise, Tropy has a way of messing that up with his neutral aerial.

This isn't even getting into how much damage Tropy can do by using VME's stalker-like traits against him. As long as VME is on the move, Tropy can use his clock to save his position for later, alongside his other moves which he'll be using to procedurally bully VME out of ever getting off a good record. Of course, VME has plenty of ways to approach besides just stalking, but fundamentally tailing Tropy just leads to being predictable and easily led into a trap. Especially if Tropy can successfully force VME from one side of the stage to the other - even if VME is successfully landing hits and Tropy is largely missing - it still spells doom for VME, as Tropy can even make use of a few standard attacks here and there and still come out on top.

Versus Galaxy Man (✹) Master of Time versus Man of Space

Galaxy Man is actually quite competitive unlike the last two match-ups, largely due to the unconventional ways in which he attacks and how he can successfully out-stall Tropy by tipping the stage in a way that doesn't suit Tropy. This is one aspect of the match Tropy can't control, and it just eats him up inside. His side special starts to become meaningless as it means nothing with a tilted main stage and Galaxy Man's attacks largely allow him to dominate the early game well due to his better approaching than Tropy, who largely wants to play defensively. Of course, there's not much that Galaxy Man can do to offset Tropy's usual, but can trump Tropy at his own game with moves like gravity well that allow him to influence his own projectiles too. If Galaxy Man can successfully pressure Tropy and actually keep him from having too much safe time in which to use his clock - which here, is possible - this could be a close match, or be one that puts Galaxy Man at a slight advantage.

Versus Garbodor (✹) The Judge versus The Garbage

This is more of a cut-and-dry match than most due to how Tropy can simply throw out a side special and erase all of Garbodor's garbage. This without even having to go near it and get stuck, meaning Garb's going to have to vary his game up to even stand a chance here. Only by hitting with an explosion and putting his body in a safe place where Tropy can't destroy it, can Garb then try to nudge and pick at Tropy while he's setting up for whatever he is doing. At the same time, Tropy can always go on the offensive here and in a rare occurrence for him, actually get more of a pay-off than if he played more camp-y or countering an offensive opponent. And yes, those arms and such aren't going to be in very good condition if Tropy makes use of his side special and can temporarily get rid of them, especially in tandem with his grab. Though if Garb can actually hit with his grab - the one with just the hand sticking to the opponent - he can potentially pull Tropy toward his own side special, which is inevitably going to be in use a lot. This may seem impossible, but is one of the few ways in which Garb can win this stomp.

Versus E.E.D. Soldier (✹) Controller of Time versus Manipulator of Mass

This really turns out to be a bit of a nightmare for Tropy if E.E.D. plays his cards right, as he can potentially split up the stage and move it around in ways that don't play to Tropy's favour. If Tropy ever gets too comfortable in his current set-ups with his clock, E.E.D. can just as well move the stage out of place and force Tropy to re-think his strategy or even make a whole new set of time slots on his clock. On top of that, E.E.D. can easily burrow away to avoid much of the possible assault laid on by Tropy. E.E.D. can even avoiding traps leading into your side special gaps, as he can just burrow through the side of the stage. Hell, you may even be aiding him with that move, as he can more easily screw around with the stage!

It's not all bad news, though, as Tropy can get a good amount of returns on E.E.D. simply by waiting for him to manipulate the stage and then throwing out his clock when the stage is finished moving. E.E.D. can also stall like this and try to force Tropy to use his clock first, but then Tropy can just create some temporary solutions that can later be replaced. In a long match, Tropy wins and it's in E.E.D.'s advantage to try to finish the match quickly after he has moved the stage into its most warped position he can. Once this is done, the clock is ticking as Tropy can build up his regular combinations of projectiles and work with what E.E.D. soldier gives him. What makes this the "nightmare" for Tropy, though, is that E.E.D. is truly in control and a skilled player will know what set-up is worst for Tropy, who has no way of really stopping him from just creating disjointed platforms and moving them around to make it awkward for Tropy to build up any ambushes.​
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
"I went to college!"

"You bet your lily white livers I'm the Flying Dutchman...and I'll let you in on a little secret!"

The Flying Dutchman

"...I'm going to STEAL YOUR SOUL!"

The Flying Dutchman is a ghastly green ghost who appears as a recurring character in the popular show, Spongebob Squarepants. The Dutchman was once a feared pirate who ravaged the Seven Seas, being one of the most famous pirates of them all. When he died, he went down with his ship, falling into the water by the Bikini Atoll, an island famous for being a location for radiation tests. His body was never recovered by human beings, instead being found by fish living in the town of Bikini Bottom, his body was being used as a window display. In the afterlife, his spirit haunts the town of Bikini Bottom as his body was never put to rest. After being dead for more then 5000 years, he's adjusted to his job of scaring people quite well.

The Dutchman's powers have expanded upon becoming a ghost; he has gained masterful manipulation over fire to the point of being able to use it underwater, has been shown in some appearances to be able to fires lasers from his eyes, control over a hellish portal known as "The Fly of Despair" and the ability to fire beams of energy from his mouth. These powers have allowed him to become the gatekeeper of Davy Jone's Locker, the underwater equivalent of Hell. The Dutchman often escorts what he calls "Bad Undersea Folk" to Davy Jone's lockers, them kicking and screaming all the while.


Statistics

Size: 9
Aerial Movement: 8
Traction: 7
Jumps: 7
Recovery: 6
Weight: 5
Movement: 2
Falling Speed: 2
Float: Yes, 2x as long as Peach's.


Specials

Down Special: The Fly of Despair


If you're not familiar with the show, here's a handy dandy linkto help you imagine this move.

Now, I'm sure something has immediately sprung to your mind upon seeing this, if you're Warlord: It's something akin to "OH NOEZ, A GENERIC PORTAL RECOVERY! I'M ON THE FIRST INPUT AND IT'S ALREADY RUINED FOREVER!" for the rest of you, it's "lolol he opens a fly. i get it.", the first indeed used to be true: But I wouldn't say it's generic anymore. While there is in fact a portal, it's far less generic then the standard portal recovery. Far less generic.

As soon as the input is pressed, the Dutchman reaches forward in a grablike motion, with an expression on his face that seems to be that of regret. After he reaches his hand one Kirby–distance outwards, he grabs the air, as he generates an Olimar-sized Zipper in his hand. In a smooth motion, he pulls downwards on the Zipper, creating what appears to be a vagina-shaped hole that constantly floats 1 Kirby off of the ground. The hole itself is slightly taller then Ganon, actually, 1 head taller then the Gerudo King. It takes about .40 seconds for the Dutchman to create one of these portals, and he has about .5 seconds of ending lag coming out of it. For now, The Fly of Despair does nothing, that is, until you create a second one. When the Dutchman creates a second one, both of the portals begin to swirl, the insides of them turning a deep orange color. It seems like they finally lead somewhere! If the foe gets knocked into one of these portals, they will cling to the sides of it, desperately attempting to break free from it's grasp. Those unfortunate souls remain there for 5 seconds before being shot out of the second portal, dealing 8% with decent horizontal knockback. Multiple foes are allowed in the portal, in fact, this is encouraged: every foe in the portal adds 3% to everyone's damage when they are knocked out, in addition to 5 more seconds being added to the window of time foes can stay there, giving you plenty of time to gather up all the foes. To clarify here, since I doubt I'll get the chance to later: If, say, Mario were to be forced into the first Portal and Luigi were to be forced into the second Portal, Luigi will be teleported toe the first portal and will be shot from it if you don't act quick enough. The Flying Dutchman's projectiles can be shot through either of his portals, them moving immediately out of the second one. Getting back to the move itself, the main thing about your portal is that The Dutchman himself can venture into it, being transported to the other one with a delay of .25 seconds.

...That is, unless, all of your foes are gathered up inside. If the Dutchman enters either of his portals with all of his foes inside, the stage blacks out for a second, before clearing to reveal...



OH JEEZ, WHAT THE HELL IS THAT

Indeed, once you are inside the Fly of Despair, abandon all hopes. Everyone will find themselves on this new hellish stage, the length of which is about the size of two Battlefields. The only blast zones present are the one at the top and the one at the bottom; if the foe is sent into the left blast zone, they will reappear from the right and vice versa. I wouldn't be so quick to call it a stage, however, as there is no ground here. That's right: For the next 15 seconds, everyone will be doing nothing but free-falling in this hellish landscape, so hellish that the mere sight of it would make Giygas himself cringe. The height of the stage is 6 Ganons tall, the stage is constantly scrolling downwards here at a speed akin to the road on Big Blue, meaning that if you get frozen here you're pretty much going to die a horrible, painful death off of the top blast zone. Everyone can still use any sort of tactic they would normally be able to use in midair. If you go into helplessness, for example, you might as well be screaming "KILL ME" right then and there because if The Dutchman gets to you, you're absolute history. If that's not enough for you, the Flying Dutchman is given such a thrill knowing that he's about to kill his foes that he all of his aerials now boost him upwards in mid-air and come out faster, akin to Wario-Man. In addition, it is impossible for the Dutchman to enter helpless state inside of his Fly. After 15 seconds of this, everyone of the Dutchman's foes will be shot out of the portal that they didn't enter, the Dutchman flying out shortly after that. KOed foes will not spawn in the Fly of Despair, and neither will items, instead, all the foes you KOed will reappear shortly after you exit. If only one person is left floating in the Fly of Despair, all the others having been KOed, they are let out immediately. Obviously, the Dutchman can't use his down special inside the Fly, and your portals are destroyed once you die. A way the Dutchman can destroy his portals will be revealed later on, but for now, let's continue.

By the way, credit to Warlord for the brief concept of this move, without him, The Fly would have remained nothing more then a generic portal recovery.


Neutral Special: Ablaze With Fear

The Dutchman leans forward from his hunched-over stance, now levitating Kirby's height off of the ground in this position. Plugging up one of his nostrils, The Dutchman proceeds to close one of his eyes as though he were aiming for something. After striking this pose, a cone of toxic green fire as tall as Ganon erupts from the Dutchman's uncovered nostril. The fire covers an area of two Bowsers and has an excellent multi-hit property, containing foes within them in a manner that's almost identical to PK Fire, if not better. The multiple hits your fire trap deals to the foe totals up to about 6% per second, if they are unfortunate to be stuck within them. This move has about .15 seconds of starting lag and .15 coming out of it, but if you're an at-all competent Dutchman player you should have your foes trapped within the fire trap when it ends. The actual move itself lasts for about .25 seconds, but the input here can be held for as long the Dutchman player wishes. That's not to say that The Flying Dutchman player should rely heavily on this, as it is easily DI'd after a period of time.

When used in the air, once the Dutchman stops holding this input, the fire drifts down from the Dutchman's nose, at about Snake's falling speed. It retains the same attack properties as it did before, so getting a drop on the foe with this and subjecting them to the multiple hits of the flame as it drifts downwards is an excellent idea, as there is potential it can drag them downwards to the bottom blast zone for a KO. This is easier said then done though, but at the very least it'll hold the foe in place while The Dutchman plots his evil schemes. The fire will keep moving until it either hits the ground or disappears off the lower blast zone.

After the Dutchman exits the move, the fire on the ground remains exactly where it was fired at. The cone shape diminishes into a more pillar-like shape; it has the same size, area of effect and damage-dealing properties as it did before. The Flying Dutchman is obviously immune to his own fire trap and only one of these fire traps may exist for each Dutchman on the field. If you use your Neutral Special in the air, the flames that fall onto the ground will create this trap as well. The trap itself lasts for 7 seconds, but the Dutchman has several moves the "feed the flame", refreshing the time it lasts.

If the Dutchman uses this after he's created a fire trap, the Dutchman will begin to grow a bright green, far brighter then he was before. During this time, moving the control stick upwards will have The Dutchman raise his arms, causing his fire trap's height to spike upwards, adding a Bowser to the height of the trap. Pointing it downwards will cause him to point at the ground, giving the trap more distance, adding two Bowsers to each side of the Fire Trap. The Dutchman enters these states with about .15 seconds of lag, and is immobile while he is able to manipulate his trap in this way. Pressing any button besides A will cause the Dutchman to exit this move and perform the attack you pressed. If you press A, the Flying Dutchman's current fire trap sinks into the ground as he leans forward, shuts one eye and clasps his nostril, beginning the first part of his Neutral Special again. Surprisingly, your fire trap doesn't disappear after your death.


Side Special: Haunting Memories

When the Dutchman presses the input, the ground Wario's distance in front of him begins to rumble as dirt starts to rise. The Dutchman cackles to himself, as he generates a Bowser-sized mass of green smoke to cover the activity happening underneath the ground. This takes a decent amount of time, 1.20 seconds, but the Dutchman is completely immune to knockback during this time, while still being vulnerable to damage. Once this time has passed, the Dutchman points one arm forward, causing the smokescreen to move 3 SBBs forward at Captain Falcon's dash speed before disappearing. This smokescreen has the added benefit of pushing foes along with it, making it the perfect tool to push foes into your fire trap, or perhaps pushing them from your fire trap into your Fly?

Once he's pushed the smokescreen, it is revealed exactly what was underneath it: a skeletal fish in a pirate hat, wielding a sword. This is what remains of the souls who were condemned to Davy Jone's lockers, a mindless skeleton that now serves the Dutchman as a pirate on his crew. The fish is about as tall as Ganondorf and floats forward at the Gerudo's dashing speed as well. The skeleton floats 1 Kirby off the ground where it was summoned, due to being cursed by the Dutchman. Due to a lack of motivation, the skeleton will simply float idle until a foe is within a close enough range. If the foe is at least 3 Bowsers away from the skeleton, it will move towards them in it's un-motivated float. As it floats, it swings it's sword a Wario distance forward at a rate of 2 swings per second. Each swing of the sword deals 5% damage and low knockback, each swing is a freeze frame, which makes it extremely effective against those shielding types. Once the skeletal fish is a Kirby away from someone, it will reach forward and grab those pesky foes with it's bones (see those 4 bones in the pic?). Once they're grabbed, he constricts them, holding them in place and dealing 3% damage per second. The foe can escape this with 2x more difficult then the normal grab, with no other way to. Of note: If the foe was shielding at this time, they will keep shielding, the bones dealing extremely good damage to the shield instead of the foe.

Each skeletal fish has about 20% stamina and all are resistant to knockback. Four of them can be on the field at the time. But who says you want them on the field? Your skeletons can enter the Fly of Despair without The Dutchman and company, while you cannot summon more skeletons to make up for the lost numbers, this can be rather effective if you want to overwhelm the foe. It's not like your skeletons would ever want to enter the Fly, what with how unmotivated they are, so you'll just have to find a way to force them.


Up Special: Smoky Materialism

The Dutchman stalls if he is in the air, laughing as his body materializes into a toxic green smoke. Pressing the shield/dodge input at anytime will cancel this, allowing you an opportunity to fake foes out. This animation is about .18 seconds long, once it is complete, the Dutchman disappears as a thick green smoke is left where the Dutchman was. You now control the smoke, it moving at the speed of Mario's dash for the next 2.8 seconds. The Dutchman is immune to knockback and hitstun in his smoky state, he is still, however, able to take forms of damage during this. As the smoke swoops through the air, it leaves behind a trail, which will come in handy later on.Vlad laughs as his image fades, leaving only a light blue transparent shadow behind. After this move is complete, the Dutchman falls into helplessness if he is not inside of his Fly during that time. Immune to helplessness there, remember? Your smoke trail remains even after you exit this state. While the obvious purpose of the smoke trail at a glance would be to obscure your various traps, you can still make out everything the smoke trail covers making that somewhat useless.

If you press the up special input a second time, The Flying Dutchman will snap his fingers before transitioning to his smoky state. Once the Dutchman snaps his fingers, the smoke trail you left behind? The trail turns solid, being able to be stood on or be used as a wall. The downside here is that the Dutchman will always pass through it, not actually able to camp from it. However, all of his traps such as the Fly and the fire trap can use this. The Dutchman's projectiles can also make a hole through the solid smoke, giving it a decent use as a sort of wall you can snipe your opponents through. The trail has about 15% stamina, and can't be destroyed by the Dutchman's traps or minions. Only one solid trail may exist per the Dutchman, as the next time he turns a smoke trail solid, the current one will disappear.


Aerials

Neutral Aerial: The MacNeil Spin



The Flying Dutchman faces the screen with an un-nerving grin, arms to his sides. Suddenly, his head starts spinning 360 degrees! Huh, guess that the Dutchman's learned some tricks from other demons. The Dutchman's head is a hitbox that spins around 3 times over the course of a second, each time his head spins, 4% is dealt to those who come into contact with it. This has decent knockback as well and is an incredibly difficult move for your foe to DI out of, even at high percentages. Despite this, the landing lag here is absolutely attrocious. When in your Fly, this move sends The Dutchman up one Kirby, making this one of your best options for juggling.

If you press B while using this move, however, it's use changes entirely. As the Dutchman spins his head, he spews out flames from his mouth, forming an effective shield all around his head due to his spinning. Due to his head spinning, the Dutchman is able to hit foes lurking in the background or dodging. The Dutchman can hold the input to keep holding out the flames as long as he wants, but they begin to diminish after 2 seconds of continuous use, being reduced from Kirby-size flames to Pokeball-sized flames. If a foe is unfortunate enough to stumble into the flames, they will be given 4% damage and be lit aflame. When lit aflame, the foe enters their helpless state and takes 2% per second, if they hit the ground, they will write around, continuing to take damage. The foe must button mash to stop the flames, being slightly harder to escape from then the typical grab. The foe suffers .25 seconds of lag cooling themselves off from this, making them vulnerable to the Dutchman's various tricks.


Forward Aerial: Ghostly Wail



Glaring, The Dutchman extends his neck forward. Closing his eyes, the Dutchman lets out a dark howl, mocking that of a wolf. The start-up lag here is nothing to be proud of, and it is the only aerial of yours that keeps all of it's lag and momentum while inside your Fly of Despair, gaining no buffs. While the Dutchman is howling, a small hitbox appears from his mouth. The size of the hitbox is pitiful, usually only affecting those directly next to The Dutchman's head. The hitbox stays out for a short time, and the Dutchman strikes a triumphant pose immediately after performing this maneuver, giving this some end lag. Thanks to this end lag, the Dutchman is incredibly vulnerable to a counter attack from foes.

What does this move do to make it at all worth using, then? If the foe is unfortunate enough to get affected by this pitiful hitbox, they are stunned in place for 3 seconds, terrified by the Dutchman's howling. Outside of your Fly, this can make a decent keep-away move so you can get some traps set up. Once in your Fly, however, this becomes your best kill move. Thanks to the Fly constantly scrolling downwards, if you land this near the top blast zone, this is your best killer. Your other aerials can juggle the foe upwards, and the increased momentum can help you space yourself properly.


Down Aerial: Toxic Drool



"Expecting a generic gimp? Too bad, Flying Dutchman time!"

....

The Flying Dutchman's facial expression turns into the one seen in the picture above, a bit of drool slipping from his lips. Quite horrifying, ain't it? Fortunately, the Dutchman's expression doesn't stay like this for very long as he changes back the instant a drop of neon green drool escapes his lips. This whole animation isn't as pitifully laggy as it sounds, actually coming out at a decent speed. So, what's the point of this move, then? His drool, of course! The drool from his lips goes downwards at a fast speed, from the top of Final Destination's blast zone, it reaches the lower blast zone in about 5.5 seconds. The drool is about the size of Pikmin, but with a slightly different shape then Olimar's little minions. If the drool comes in contact with the foe, they are coated with the drool for about 10 seconds. If they were in the air at this time, they're footstooled very lightly. If the drool lands on the stage, it coats an area as wide as Bowser with drool. When the Dutchman uses this inside his Fly, he is boosted 2 Bowsers upwards. He can't juggle his foes with this, but it can help him to setup a hit with this.

That's it? Isn't it blatantly OOC for someone as intimidating as the Flying flippin' Dutchman to attack someone with his own saliva? There has to be a big benefit involved there, and there is. You see, if you press the input again as the drool falls, the Dutchman will snap his fingers, causing the drool to explode into a cloud of acid! The initial explosion is an extremely high priority hitbox the size of Kirby that deals 10% damage and high knockback, being a decent killer for the Dutchman if his foe is low enough. You cannot detonate drool that has landed on a player or the stage. A translucent green smoke cloud is present where the explosion went off, lasting for the next 15 seconds.

This is one of your best ways to space your skeletons about, as the smoke cloud and players coated in drool will attract your ghost minions to the smoke/coated player at the rate of Ganondorf's walk. Obviously, they will attack players if they get close enough. The skeletons can float off-stage to get to off-stage clouds. I almost forgot to mention: This acid will snuff out your flames if it comes in contact with it, so be careful whe-
BZZZZZTTT



























Intercepting Transmission...
Corrupting Mainframe...
Deleting Moveset...
Welcome, Plankton...


HEY, YOU! YEAH, YOU WITH THE FACE! DOWN HERE!

Yeah, yeah, so what if someone is making a set for the Dutchman!? You wouldn't get this excited for a set for moi, it would just be "PLANKTON HAS NO POTENTIAL, HE'D JUST HAVE GENERIC SETUP TO BUILD A GIANT ROBOT!" Yeah, well, I'm tired of it! If that wimp Dutchman wants his set to be posted, he'll have to face my best man!


SPONGEBOT STEELPANTS
Battle Music

Ain't she a beauty?

THE FIGHT

As you might expect, you play as the Flying Dutchman, equipped with 3 stocks, for this battle to the death. This battle takes place inside Plankton's lab at the Chum Bucket. Four hovering platforms each the size of a Battlefield Platform make up your battleground here, but it is possible to fall to the ground, which is about 6 SBBs long. Going onto the ground isn't advised, however, as while you will become immune to Spongebot's reign of terror, Plankton himself will continue to attack you here. A lone spring lies on the ground to help bounce you back up to the fight.

Spongebot floats in the background of stage, taking up a good portion of the screen. Circling him at Fox's dashing speed on a jetpack is Plankton himself, no bigger then a Pikmin. On normal, Spongebot has about 300% to spare, but can only be hit during certain parts of the fight. Fighting Spongebot is not the main goal of this fight, however, instead, you want to teach Plankton a lesson! Tossing Plankton into your Fly of Despair is the way to win this fight, Plankton has the weight of Pikachu, and you'll want to get him in there by any means necessary. When fighting Spongebot with non-Dutchman characters, killing Spongebot is the way to win the fight, as Plankton no longer has a move that heals Spongebot.

SPONGEBOT ATTACKS

Karate Chop
Raising his arm up high, Spongebot holds it in the air for .25 seconds, adjusting his arm if the foe moves, so it will crash down on them. After this short period of time, it instantly lowers his fist to karate chop the area where the foe was. The robot fist deals 15% damage and gimps the foe downwards horribly if they were underneath it. If Spongebot's hand collides with a platform, he will cause it to spin upside down for 3 seconds, making it unusable. This is one of the times where Spongebot makes itself vulnerable, as the fist can be attacked while it is being sent down into the foreground. In addition, if your fire trap is on the platform that Spongebot hits, his hand will catch aflame. While his hand is aflame, he takes 8% damage for the next 5 seconds, and will have the exterior of his hand burnt off, revealing the metal underneath. Spongebot will keep attacking with this, despite the state of his hand. If Spongebot's hand collides with another fire trap-covered platform, it will melt right onto the platform. Spongebot's hand can be damaged here to attack Spongebot itself, Spongebot desperately attempting to yank it off. After 5 seconds, Spongebot will yank so hard that his hand comes right off and attaches itself to the platform. It will still continue to use this attack with it's other hand, albeit more aggressively, using this three times in a row without any breaks. If it's other hand melts, Spongebot ceases to use this.

If one of Spongebot's hands get melted onto a platform, Plankton groans as he pulls out a remote with a large red button. He angrily presses it, causing the platform the hand is melted onto to explode. The explosion engulfs the entire platform, and deals 30% damage and high knockback. Stay clear of this if you value your afterlife.


Karate Swipe
Raising his hand to his side so that it is on level with the platform, Spongebot swipes it's right arm across all of the platforms in an extremely swift motion! This deals 20% damage and incredible knockback to anything it hits. Spongebot leaves his hand out for half a second on the left side of the screen before pulling it back in. During this split second, you can attack Spongebot's hand all you want. Spongebot's hand can be melted in this state, and if one of it's hands is already melted, Spongebot gains an upgrade to this attack: This attack comes out twice as fast, and Spongebot will swipe his hand from right to left 4 times before pulling it back. Like with all other hand-based attacks, Spongebot will not use this if both his hands are melted.

Bubble Blaster
Spongebot opens his mouth wide, letting out a barrage of bubbles into the foreground! 8 Bowser-sized bubbles are let out in all, and the float around the battlefield at Ganon's walking speed. If The Dutchman comes into contact with one of these bubbles, he will be engulfed by it, losing control! The Dutchman player must button mash to get out of it with 2x grab difficulty. Spongebot loves to use Karate Swipe if you're contained and in the line of fire, as it likely won't be attacked during it's moment of vulnerability. Once the bubbles are popped, by attack or by from escaping from being engulfed, they drop a Pikmin-sized waterdrop that travels downwards at the speed of Kirby's Down Special. This waterdrop will put an end to any fires taking place, whether it be your Fire Trap and will put out Spongebot's arm, if it's aflame. Be sure to be careful of where you pop this!

Laser Vision
Spongebot glares, it's eyes glowing red. Suddenly, two red laser beams shoot out from it's eyes, heading straight onto the battlefield! The two laser beams extend down from Spongebot's eyes to the floating platforms, and are each the length of Luigi. The lasers stay out for five seconds, and deal 5% damage for every second the Dutchman makes contact with it. The lasers also pop all bubbles they come in contact with, so take caution, as Spongebot will likely use Karate Chop after this if you don't have any fire on the platforms.

Nose Plunge
Spongebot will only use this attack once both of his arms have been eradicated. During the startup frames of this attack, Spongebot looks extremely pissed off. Suddenly, it plunges his face straight down at The Dutchman's location! This deals 28% damage and amazing knockback. This is an extremely fast motion, even for a boss. If this comes into contact with a platform, Spongebot will impale his nose into it, taking half a second to pull back. If Spongebot's nose comes into contact with the flames, it will start melting, dealing 8% over a period of 5 seconds for the robotic Sponge. After this, the exterior will completely melt off. Whenever Spongebot uses this again and hits a platform, it will completely destroy it's nose. Spongebot can still use this despite it's lack of nose, instead smashing it's head into the platform. This deals 20% damage and pitfalls the Dutchman if he is on a platform. Every time Spongebot uses this "head-bang" against a platform without hitting The Dutchman, he begins to look more and more damaged. After using this three times, Spongebot begins to malfunction, floating in the background. This is a prime time to finish off Plankton, make the most of it.

PLANKTON ATTACKS

Plankton will attack at random points during the fight, even when Spongebot is attacking.

Raygun
Plankton pulls out a raygun, aiming it at the Dutchman. Plankton can continue to float about during this, making pursuit relatively easy. After a second, Plankton fires 5 homed in shots from his raygun at the Dutchman. These lasers are about the size of Fox's laser, and travel at Captain Falcon's dash to the Dutchman. Each laser deals 5% damage and flinch, and they have infinite range. If The Dutchman decides to go down to the bottom of the level, Plankton will fire his raygun at The Dutchman, just out of reach, making sure to punish him.

Spongebot Revival
Plankton pulls out yet another remote control, pressing yet another button. Spongebot, if he was down, will immediatly shoot back up and let out a glare at the foe. This completely heals Spongebot, and causes him to regrow his nose/arms/what not. Plankton can only use this once, however, so he'll have to use it wisely.























Ain't I a stinker?​


COMING SOON

And Warlord, this is not the full set. The full set will be up soon, no need for 1-starring it yet. (D)​
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Really, is that all you are going to post on this? At least have some depth. Anyway this will probably be used for something I'll make later on, so don't call me a hypocrite until it actually does come out

Just kidding, but I think that a opinion would be nice.

Wait, why did I post again?
 
D

Deleted member

Guest
I may as well say this now in this post: I'll be gone from this Thursday [tomorrow] to next on a family vacation [30th-7th]. So the user rankings will be a two-weeker again and don't expect any activity from me in this time.

Krillin is an excellent moveset. It encompasses much of what I liked about Gastly, while achieving far more within its simple restrictions, which are also far more serviceable to the character. This moveset just screams DragonBall Z compared to every other set for characters from the series - from the overarching themes of the playstyle to the particular portrayal of Krillin as a coward who just wants to stall as much as possible to the obligatory DragonBall Z moves that are worked into making a definitive set for the series. The neutral combo combined with the tri-form, topped off with solar beam and the large amount of rushdown is perfect for DragonBall Z and really helps in making the playstyle work along the theme of Krillin simply wanting to wuss out, run away and fire his destructo disc at the unsuspecting opponent. You're able to fit in some casual functionality of charging and angling moves, which works here in giving Krillin some more control over his own moves that works well alongside that great solar flare mechanic.

It has to be said that what Krillin achieves, like Gastly, could be a lot deeper. However, here it does come across as a completely necessary sacrifice to make the playstyle more characterised and the moveset as a whole, particularly considering a lot of the more simple moves flow together particularly well with the tri-form. Here, it's pulled off so much better than in Vlad and really shows off the potential of this concept, on top of what it's already showcasing for DragonBall Z. It's not really anything new, but it's a perfect way to bring a Krillin moveset together and I love that you went that way, highlighting how Krillin actually fights competently. He's more than just a joke character and it's great to see a fitting tribute for a character as likeable and memorable as Krillin. Alongside a beautiful organisation and all those great extras, it's so easy to get carried away, but I do feel like this is one of the stronger movesets, if not the outright best so far in this contest - can't imagine a much better Krillin moveset than this.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,542
As some/most/a few of you probably know, I was woring on a rather large project that I wanted to post at the end of the week. Unfortunately, my dad decided this would be a good week to start coming home and giving me hours of yardwork to do every day, neatly cutting into my MYMing time. It's Wednesday now, and only one of the six planned sets is complete, so I doubt I'll have time to finish it this week. Perhaps I'll take it a bit more slowly and post it right at the end of the contest, Ginyu-style. Ah well, I promise I'll have something for you at the end of the week. Here are some comments, anwyway.

Bobbery
[COLLAPSE="Getocoolaid"]I can't help but agree with what some other MYMers have said about this one.
It's not your best work, and a few of the mechanics (the fuse-lighting taking
center stage here) seem a bit awkward. Even though you have filled up every
input, there are a good chunk of moves that seem like they could be done away
with; you have three different versions of Bobbery exploding, with ony minor
differences between them. Also, having to wait ten seconds for a recovery is
horribly underpowered, especially when exploding as a recovery resets his fuse
so that he has to wait another ten seconds to use his main KO move.

That said, there are some interesting points in here, with the way you
manipulate the bombs and Bob-Omb minions. Regrettably, quite a few of those seem
a bit OoC, but the point stands that you're developing some good interactions -
I'm glad you're taking your criticism to heart and hope to improve.
[/COLLAPSE]

Gallade
[COLLAPSE="LegendofLink"]Gallade is certainly successful in creating a loosely-constructed combo
character, which we get to see about once in a blue moon. Gallade manages to
neatly avoid flowcharts, and also works in a few nice surprises like having his
own unique way of being rough on shields. Kudos on that.

I really don't feel as though Steadfast provides that much of a transition
for Gallade, though. It certainly allows him to become more effective at higher
percentages, but I don't feel as though his actual playstyle would differ that
much. Also, I don't know what was there before, so I don't have anything to
compare it to, but I actually dislike the counter move being included as a means
of racking up Gallade's damage, which seems rather OoC.[/COLLAPSE]

EED Soldier
[COLLAPSE="JOE!"]Before I begin, I would like to point out that you have given your character
a terrible name that is so pathetically easy to make jokes about that I'm not
even going to bother.

Anyway, this guy does achieve that sandbox feeling you were going for, and is
an extremely fun set to read and think about - this was one of those sets I read
and just immediately imagine taking into the game and messing around with. What
with every move relating in some way to messing with the stage, he even manages
to have a bit of flow within that sandbox plastyle, which is quite impressive.

Still, his sandbox mode of play means some moves are going to be ignored,
which I really hate to see. It also would have been nice to see a bit more
character from an original character.[/COLLAPSE]

Cosplaying
This concept deserves celebration if only for the fact that it gives us an excuse to create partial movesets without descending into the madness that is Mercurious.

Krillin
[COLLAPSE="Junahu"]I think I'm the only person in MYM who never watched any shows about
DragonBalls. I feel like this somewhat inhibits my ability to enjoy this set,
which references the show quite a bit; those attacks that say they're common
maneuvers in the series and Krillin's characterization are both a little
difficult for me to appreciate.

Anyhow, Krillin is a good moveset that keeps up our streak of great veteran
sets. He very much has that underdog feel you were going for, and a rather
unique playstyle centered around that Solar Flare. Your writing and organization
is, as per usual, very easy to read.

Although I find it funny that you claim something is "easier
in practice than it is in theory"[/COLLAPSE]

N Tropy
[COLLAPSE="SmashDaddy"]Entropy is an interesting set. His take on time-manipulation, while far
simpler than most, as it largely involves his projectiles traveling through time
instead of the fighters themselves, can still be a bit tricky to fully grasp in
some places; the writing style makes the set a bit of work to read from time to
time.

The set is still quite enjoyable, though; N Tropy's method of manipulating
his projectiles is entirely unique, with his various mix-ups, interactions, and
savestates making him quite a different monster than the average projectile
spammer. I'm also impressed that you managed to make a coherent time-travel
mechanic of any kind. Better than that last piece of grabage you
posted.[/COLLAPSE]
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
E.E.D. SOLDIER
As I said earlier, it's nice to see Mewtwo's Final Smash turned into a sandbox mode of sorts. Indeed, it seems as though plenty of new sets are starting to mess with the stage (at least, the three I'm commenting now), and, unlike gimping, there's plenty of territory to explore in this genre. Soldier has all the stage interactions we've seen so far, such as moving platforms around to his liking (Lemmy) and pulling debris out of the stage (Sloth), as well as some awesome new concepts. It's great to see Quicksand used as more than a generic pitfall, and creating walk-off edges using the pieces you've broken off is pretty damn sweet as well. The strategies you have are great to imagine, although it would be nice to see some tactics written in the context of a fight against MYM sets, rather than simply writing strategies against generic foes who must jump over his obstacles and what not. For example, moving traps out of the way for some characters would devastate them, while in other cases, it would simply expand their range, shooting E.E.D. in the foot. Regardless, what you do have is quite exquisite, and would indeed be toward the top of MYM sets to try out in a match, just for kicks.

KRILLIN
Yeah, like n88, I haven't seen anything DBZ-related on the tube...in fact, much of the time I would spend watching TV is now dedicated to none other than this very contest. Regardless, I walk away from the keyboard with a clear picture of Krillin's character in my mind, due to your crystal-clear characterization of him through his individual moves and playstyle goals. Yeah, yeah, his playstyle isn't over-the-top unique, but it's a decent mish-mash of concepts, so it's fairly enjoyable (although, like Victini, not your best). Incorporating the time-based charge of Wario's fart into Solar Flare, then forcing the weak Krillin to stall until he's ready to unleash his wrath would appear simplistic on the surface, although his nuances keep him fresher than an over-complicated Wario. In particular, zooming in the camera to hide Krillin's offscreen antics was nothing short of awesome; I'm left hoping we could see an entire moveset dedicated to this, rather than a phase of one. Otherwise, his copies feel a bit too similar to Vlad for my liking, although their interesting, dynamic camping AI allows for some devious maneuvering from Krillin. Solid set out of a set of solid smidgens of sets.

N. TROPY
Yeah, Father Time comparisons are going to come like peas in a pod for this set, whether it's fair or not. In my eyes, while Father Time was more impressive for its time, N. Tropy pulls the time-altering concept off on a more believable level. While his antics do require -some- mental capacity, it is nothing out of the ordinary, considering he can have up to six projectile layouts on the map at a time. As you mention, his GTFO attacks and set-up are far from new or fascinating, although I feel the payoff is mostly worth it. Possibly my favorite option the not-so-good doctor has is erasing a portion of the stage to go with his projectiles, as this keeps him from becoming a standard camper with a time-based element. Although there's still a gimping element to entropy, his ability to gimp with his time-based projectiles gives him an edge compared to generically hitting opponents away from the stage. Yeah, it goes without saying this is better than your trashy previous set, and is quite an impressive accomplishment on its own.
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
ORIGINAL CHARACTER WITHOUT CHARACTER

A lot of what I think about E.D.D. Soldier has already been said. The set has quite a lot of flow going through it, with nearly every attack having a justified role in the overall playstyle. Speaking of which, it's kind of surprising that the concept of beating people with torn-up chunks of the stage hasn't been used since Mewtwo's Final Smash. JOE, I think it's safe to say that you are the undisputed king of... *puts on shades* ... Stage control. *shot* Anyways, E.D.D. would probably be the most fun to play as in Brawl out of all of the sets in the contest. Everyone you fought with would probably a different way of using him, seeing as how his playstyle is so versatile.

But alas, nothing is perfect. As you can probably see by the header up there, E.D.D. is severely lacking in the "character" part of "original character." And I know you're probably sick of hearing this, JOE, but it's true. Sure, you gave him a (very small) backstory. But other then that, nothing. What's Soldier's personality? What motivates him? Ect., ect.

But I'm just nitpicking. And pushing that aside, this is a great set with a creative playstyle. JOE, you can expect at least a vote from me come the end of the contest.

STILL BETTER THAN YAMCHA

What Smady said, but with less fanboyism. Great Krillin set, Junahu. And holy ****, you were on a roll last night.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
EXTREMIST EARTH DESTRUCTION SOLDIER

You’ve given him enough tools for a sandbox stage builder mode character, that’s something that cannot be denied. You stretch this out over many, many inputs, though, when you already had it for the most part covered in the first few moves. He is far, far too concerned with fighting the stage rather than the enemy, as the amount of moves he has to actually take advantage of his various stage set-ups to actually harm the foe are minimal. He has enough projectiles to camp with, granted, seeing some of his stage **** moves double as them, though the sand seems to be given too much of a focus considering how little there is to actually manipulate it properly. What seems most jarring though is the lack of traps, and while many would not care about this I know you specifically could acknowledge the complaint that what traps he –does- have feel rather underpowered. The approach in the playstyle summary also feels a bit awkward, because no matter what he’s going to be camping (Sand counting as that) and setting up traps to get in the foe’s way – the approaches are obviously best mixed.

So ultimately the soldier is a usual campy/trap character, but that’s not bad considering how largely it’s differentiated by how completely and utterly he ***** the stage. There certainly is plenty of versatility available in what kind of stage he creates regardless of what he does with it largely being the same no matter what, and really is about time all of the stage destruction in MYM was brought to its inevitable conclusion. Considering the soldier’s non stage **** moves largely flow into a specific playstyle, though, I’d of liked to of seen the set take a more focused approach in that regard, along with more ways to actually take advantage of your creations.

WORST CHARACTER IN ENTIRE SERIES

After Fat Buu and Goku, anyway.

Krillin manages to stall in a campy manner like you’d expect while being aggressive at the same time, managing to make one of the most organic hit and run movesets I’ve ever read rather than the largely forced attempts in the past. While just having a reason to do so in the Solar Flare wouldn’t make him all that interesting, the mindgames with the duplicates enable Krillin to seamlessly transition from cowardly tactics to actually manning up, and considering how incompetent he is at doing either of these two things individually he actually has to do it, with the foe being left clueless as to whether you’re actually approaching them or not. I particularly admire the subtle things you did with the AI in the moveset to make it shockingly useful despite its otherwise random generic nature. Once Krillin has stalled enough, his game becomes even more unique as he simply plays keep away with the foe as the camera stays zoomed in on them, sending in duplicates as decoys.

Blah blah blah characterization, Frieza and the other less awesome parodies, the general Dragonball feel the moveset manages to completely and utterly capture (Specifically with that jab, regardless of it being harder to use than Lunge’s entire moveset), - you don’t need me to tell you these things, but you’re definitely at your peak regarding them here none the less.

Actual criticism is simplistic but still relevant – filler. Some of it is obviously necessary for when Krillin decides to actually grow some balls and it’s typically good DBZ fanservice most of the time, but that uair and that grab-game? Really? With the later, it seems like you just wanted a way out of Dark Bowser’s cage. The filler barely holds back the moveset from an 8 star rating and from claiming the title of the best DBZ moveset over Jeice (And more importantly the vastly superior Nappa). Not that that is particularly relevant commentary for you, seeing you pretty much completely succeeded at what you set out to do.

FATHER TIME

N. Tropy has an exceedingly unique playstyle, and while it –is- painfully obvious for as generic of a time lord as N. Tropy, you have found the perfect medium between an unsmash essentially entirely unplayable moveset like Father Time while still managing to keep enough of what made said moveset so compelling. Transferring only projectiles is actually far more unique than any other time travel mechanic we’ve had anyway. It feels a tad awkward how little other things are transferred, but the foe can be transported about via the dthrow anyway, so it’s not like he –can’t-. The moveset is very solid conceptually, and N. Tropy has enough decent ways to manipulate his projectiles to make the moveset very, very solid.

What I dislike is how his ways of manipulating the projectiles seem to overtread their ground a tad and border on the forced creativity I commended you on avoiding with the moveset conceptually. It’s probably due to his ability to more simply move them about in actual practical manners being accomplished by a combination of the clock and the utilt, but considering the jab fireballs are so blatantly the main actual fodder to be manipulated I think the moveset could’ve been somewhat simplified by giving him more of said fodder. It would’ve been better than that incredibly awkward Side Special/Dsmash which only flows into it specifically, the combination contributing little but conceptual brokenness to the otherwise great moveset.
 

BlackFox

Smash Rookie
Joined
Jun 16, 2011
Messages
21
Location
Wherever you don't
Hey guys, I'm new here to the world of MYM...I was gonna make a set for Mr. Fantastic, but when I checked my word document, almost everything was erased. I had everything except for extras, and grabs, but when I checked it, I only had specials. I will re-do him, but later, cuz I'm not in the mood. Instead, I will make another character.

Anywyas, I will say that the sets here are really good, and I hope that my set will be good enough.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Hey guys, I'm new here to the world of MYM...I was gonna make a set for Mr. Fantastic, but when I checked my word document, almost everything was erased. I had everything except for extras, and grabs, but when I checked it, I only had specials. I will re-do him, but later, cuz I'm not in the mood. Instead, I will make another character.

Anywyas, I will say that the sets here are really good, and I hope that my set will be good enough.
Welcome to MYM, Blackfox! You might wanna check out the Stadium, as there are many helpful articles there. Something that could help you get comfortable with the community as well would be to participate in making MYMinis, which are very easy to make. You might also want to swing by the MYM chat to get acquainted with everyone.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Krilin

Now this is the kind of set that I really like. It takes a moderately complex and fresh concept/goal and conveys it with relatively simple and organic moves/interactions (without being too boring in the process). The fact that it is 100% in character is just a bonus. If I had to have one complaint about the set, it would be with the stated reliance on Solar Flare, when the passive-aggressive cautious rushdown style that he has would seem to work just fine for him in all stages of the game, not just in the damage building process, especially since he reverts to much more generic projectile/clone spam against an opponent blinded by Solar Flare. This is a very minor problem though, considering that Solar Flare still adds a lot to the moveset even without it being the focus. Smady and everyone else has already covered the more detailed strengths of this set well enough so I'll leave it at that for now (though wasn't this set a joint with Smady?). Definitely my personal favorite set of the contest so far.

N. Tropy

This set is the exact opposite Krillin. It takes a very simple goal (covering the stage in projectiles) and uses VERY complex moves and interactions to achieve this goal. The only time manipulation sets that I am familiar with are Mephiles from last contest (which was the most convoluted and weird mechanics I have ever seen) and the one I'm working on right now, so I don't have much to compare it to. You do, however, manage to explain all of the interactions and how the set works well enough… after the first three paragraphs of the neutral special. 75% of the text on that special was just explaining how to control the clock, without any mention of what it did. You even mentioned that you could erase sets of projectiles before talking about how the special could save sets of projectiles, causing me to go back and re read those first three paragraphs a couple of times to make sure I didn't miss anything. The initial organizational snafu aside, the set is a very creative take on projectile spam, and I very very much love the side special, as on demand holes in the stage sounds like a LOT of fun. Very nice job, just try to clarify the point of things a bit earlier next time.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Welcome to the contest, BlackFox! I'm BKupa666, the head leader of this contest. As our long-time member Khold suggested, you ought to check out all the fabulous links we have stored on the first post of this thread. In particular, we have some great old sets linked up for you to take a look at, if you're wondering about the general content level of movesets posted here, or if you're simply hoping to find some inspiration. Good luck and happy trails on your path to becoming a MYMer!
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
BARON K. ROOLENSTEIN


Baron K. Roolenstein? Who is he? Is he the long-lost third K. Rool brother? They must be triplets...

*laughs*

. . . . .

*trips Sakurai off a building*

This guy just can't keep his mouth shut, eh? Anyways, after his island was consumed by the sea, K. Rool seemingly took a break from his career of villainy, lulling the Kongs into a false sense of security. Upon his return, he kidnapped both DK and Diddy, sealing them inside the robot KAOS as a (questionable) brain source. Throughout Donkey Kong Country 3, KAOS was used as a puppet leader for the Kremlings, in order to draw attention from the real head honcho pulling the strings: K. Rool's new scientific persona, Baron K. Roolenstein. Unfortunately for the crazy doctor, Kiddy Kong was sent out after his friends. After two hard-fought battles, Kiddy eventually sent K. Rool packing and freed the Kongs.

Amazing that a mere infant Kong could complete such an arduous task and defeat such a menacing antagonist all by himself, without -any- help whatsoever, don't you think?

LINKS:


0 ♒ ♒ ♒ STATISTICS ♒ ♒ ♒ 0

SIZE: 10
WEIGHT: 10
AERIAL MOVEMENT: 7
FALL SPEED: 7
TRACTION: 7
JUMPS: 1
MOVEMENT: 1


While K. Rool retains his standard values for both weight and size, his movement capabilities are altered significantly. Rather than becoming a rock-like heavyweight, K. Rool comes 'packing' his helicopter pack along with his Baron costume, putting it to use much more frequently than as a generic flight recovery. His faithful pack allows K. Rool to drift around in the air much more easily than a regular rock-like HMA, as well as descend at a much slower pace. It is also the Baron's primary mechanism for traversing the stage, allowing him to float around to his heart's content while performing his shocking (literally) experiments on opponents.

0 ♒ ♒ ♒ ATTRIBUTES ♒ ♒ ♒ 0

K. Rool's helicopter pack isn't just for show, you know. The pack's propeller is constantly spinning, allowing him to glide along the ground rather than dash with his feet. Although Baron has no additional jumps, he is able to hover horizontally by holding down the jump input; he travels around in mid-air at Ganondorf's dash. If you tap down on the control stick K. Rool is hovering, he flaps his gloved hands stupidly, as if trying to fly. By doing so, he defies gravity and pushes himself upward one Olimar per input, continuing to hover when you stop tapping (he can DI while flapping as well, to move diagonally upward). His combined hovering and flapping allows him to move to any height he wishes to reach. While hovering, K. Rool has access to his aerials, in addition to his Smashes and grab-game.

Baron's helicopter pack can hold him up for a surprising fifteen seconds (some of which can be spent during certain moves) before slowly lowering him back to earth; he is able to air-dodge to cancel his flight early. Characters who come into contact with K. Rool's propeller as it spins (whenever he's moving, in other words) take multiple, spaced-out light hits of 3% and a bit of stun. Although K. Rool can try to catch an opponent in his propeller and fly them to wherever he wants onstage, he may want to rethink this tactic, as if his helicopter pack takes any damage whatsoever (even the lightest hit of 1%, not counting flying high above the stage in a magnifying glass), he falls to the ground in a helpless state he can't cancel. This doesn't just spoil Baron's gimping game...the mad doctor will have to watch his step while using his basic damage-dealing tactics as well, lest he find himself in a world of shock (pain, too).


0 ♒ ♒ ♒ SPECIALS ♒ ♒ ♒ 0

NEUTRAL SPECIAL - ELECTRIC PODS
Baron takes a Hothead-sized spherical metal pod out of his coat and places it on the ground in front of him, with .35 second startup lag. Immediately after being placed, he presses his remote control, causing a second pod to emerge from the first (which seemingly overlapped it) and travel in the direction chosen with the control stick during the startup period, at Ganondorf's dash speed (most often, K. Rool will opt to extend the pods vertically or horizontally, to boost the usefulness of the ensuing trap). K. Rool cannot move during this time, although he can press B to stop the moving pod at any time (he could potentially extend his pod from blast zone to blast zone, where it stops automatically); if he is attacked, the pods vanish, forcing K. Rool to restart his set-up. After the pod has stopped, a beam of electricity as thick as Bullet Seed's stream appears between the pods instantly, just like in K. Rool's final battle in DKC3.

Opponents who come into contact with the electricity take 8% and knockback in the opposite direction that can KO Mario at 145%. If a character fires a projectile at a barrier, it will be defused instantly. Although Baron has quite a few methods for building damage with the help of his pods, he is not immune to their electricity. Opponents can take advantage of the electricity to rack damage on K. Rool's massive tail even more rapidly. K. Rool will have to be careful where he places his pods, in order to prevent an untimely failure. If the opponent wants to play it safe, however, they can stand next to or on top of a pod (which serve as tiny platforms), and grab and throw it, interrupting the electricity and causing the entire trap to vanish. If K. Rool initiates the move in the air, he drops the pods a Mario beneath him, as the first pod uses an underside propeller to hover in place as the second one extends in K. Rool's chosen direction, as he hovers in place automatically, directing them. K. Rool himself can remove a set of pods from the stage by tapping B once they're in place. Pressing the input afterward restarts the pod set-up, allowing K. Rool to place his pods in a new strategic position.


SIDE SPECIAL - SKELETON ZAPPER
Baron takes his remote control and presses it, shooting a jagged bolt of electricity the size of a horizontal Mario forward, with 1.5 times the lag of Wolf's Blaster (although K. Rool can tap the input to fire multiple bolts slightly more rapidly). The bolt travels half of Battlefield in the direction chosen during the startup lag at Mario's dash speed before fizzing out. If a character gets zapped, they take 10% initially, while their skeleton flashes through their skin (just like in the original SSB and DKC3), but suffer no immediate knockback. However, depending on how close the character was to K. Rool when they were hit, they are dealt one, two, or three unavoidable "aftershocks", each spaced five seconds apart; each shock deals 5% and .75 second of stun to opponents.

If the character was hit at the end of the bolt's path, they suffer from just one aftershock, while if they were directly in front of K. Rool, they take the full three shocks. If hit, opponents had better use the breaks between shocks to flee from Baron, who will undoubtedly be attempting to attack them into a set of pods mercilessly when they do occur. A second before each aftershock, the victim flashes slightly, queuing them into how long they have left to flee, as well as tipping off K. Rool to prepare an assault.


DOWN SPECIAL - STEEL KEG
Baron extracts a Kirby-sized steel keg from his helicopter pack and rolls it forward along the ground, with the lag of throwing a Waddle Dee. A keg will roll until it falls off the side of the stage or screen, preventing K. Rool from summoning a second keg until the first is gone. Opponents who come in contact with the keg take no damage, but are scooped up by it, as it rolls under their feet, forcing them to "log roll" upon it as it travels forward. Characters who meet this fate must jump off the keg to escape it, lest they ride it right off the stage; in other words, K. Rool can toss a keg at a character to force them into the air, either to dodge or to jump off of it. Because kegs travel at Captain Falcon's dash speed, K. Rool can also use kegs to roll opponents out of his face. Of course, these options can force opponents into an airborne horizontal set of pods, or into a vertical grounded set, respectively.

Sadly, victims are not helpless against the steel kegs' awesomeness; they can attack the keg to roll it back at the Baron, causing him to roll upon it himself if it hits. Characters, including K. Rool, can also attack a keg into an electric barrier, causing it to become coated in electricity and speed back the opposite direction at double its regular speed. This transforms the rolling hitbox into one similar to Ness while under the influence of PK Thunder, blasting opponents back with incredible force and dealing 25%. Like the normal keg, the electric keg does not discriminate when damaging characters. K. Rool will want to be cautious while putting this tactic to use, as an electric keg can zap even his heavy weight offstage, but if he can time a keg to bounce back and hit an opponent stunned from Side Special, he can score some satisfying KOs even earlier than usual.


UP SPECIAL - COMBUST
Baron extracts his remote and mashes it desperately, causing a Bowser-sized explosion of smoke to appear around his helicopter pack after .4 second. The explosion deals 10% and spikes opponents with moderate force; meanwhile, K. Rool himself takes 5% and is launched a set distance, two and a half Ganondorfs straight up. K. Rool cannot DI left or right while blasting up, but can do so as he begins to fall, which he does slightly faster than usual, as his pack won't start hovering again until he reaches the ground. Unlike when his pack is attacked, K. Rool is not helpless; he is able to dodge and use aerials as he descends.

Most of the time, fifteen seconds of hovering is enough to ensure K. Rool recovers; if he finds himself with opponents closing in and attempting to attack his pack, however, he can detonate it on them, blasting himself to solid ground. Suffering 5% is generally preferable to watching your opponent laugh as you tumble to your doom. If K. Rool is hovering above pods he has set up with Neutral Special while being pursued, he can escape in a similar manner, possibly even spiking opponents into the electricity in the process. Unfortunately for him, K. Rool can rarely, if ever pull off this spike regularly, as it renders his pack incredibly vulnerable; it's more of a tiny safety net, if anything. Not to worry, though, as K. Rool is far from unequipped with spikes...


0 ♒ ♒ ♒ STANDARDS ♒ ♒ ♒ 0

JAB - RUBBER GLOVES
Baron quickly removes one black glove from his hand and stretches it in front of him, taking .4 second to do so. He can hold the input as long as he wishes; upon releasing A, he releases the glove, snapping it back onto his hand, which deals 6% and stuns opponents at close range. If a character dashes into, attacks or is launched into the elastic glove, on the other hand, it serves as a slingshot, bouncing them backward with identical damage and strictly horizontal knockback that KOs around 150%.

He has the choice between stunning an opponent, before hitting them with a stronger move (such as Side Special), or launching them directly into a vertical set of pods. The latter tactic allows K. Rool to hold out his jab, catching the opponent as they ricochet off of the electricity and sending them right back. K. Rool can also catch non-energy items and projectiles in his stretched glove, launching them back at opponents 1.5 times faster than they were thrown at.


DASH ATTACK - MANIACAL BOUNCING
Baron immediately plummets to the ground a character width in front of him with .4 second lag, before bouncing a Ganondorf and a half into the air over .5 second. At the apex of his jump, K. Rool can tap A to repeat the animation; he is able to bounce forward as many times as he wishes. plummeting back to the ground whenever you don't input an additional jump. In addition, at any time during his jumps, K. Rool can cancel his movement into a hover.

Bouncing skyward enables him to gain vertical momentum much faster than if he were jumping, or even flapping. Opponents who hit his body take 8% and knockback that KOs around 150%, while opponents he lands on take 10% and are buried in the ground. If K. Rool initiates this move with an electric barrier above his head, he'll be in for an unpleasant shock. However, if he buries an opponent upon landing, he is able to immediately jump back up and extend pods directly above the incapacitated victim, giving them very little breathing room while giving him plenty of room to put the hurt on them.


FORWARD TILT - FIREBALL BLAST
Baron points his remote control forward (or angled up or down), pressing a button to shoot a Soccer Ball-sized flame, with .45 second lag on both ends. Should K. Rool hit an opponent, they take 8% as their buttocks catch on fire, forcing them to dash opposite the fire for a second. Airborne victims fall at twice their regular speed and dash upon landing if hit. Fireballs are clear tools for positioning opponents where K. Rool wants them, such as near an electric barrier before a Side Special aftershock occurs (or even right into a barrier).

If they make contact with a metal pod, however, it turns a burning red tint and loses its platform properties for seven seconds (time cannot overlap, although it can be refreshed with an additional fireball). Opponents cannot land on burning pods and grab to destroy K. Rool's electric trap for the duration of the effect. However, K. Rool himself is unable to use the pods as platforms, which may end up biting him if he needs to make an emergency landing while hovering over an electric barrier.


DOWN TILT - SHOCKWAVE
Baron rises a tiny distance into the air for .45 second, before slamming to the ground. This creates a shockwave the height of Hand Slap to travel one-third of Battlefield at Mario's dash speed, appearing a character width at a time. The shockwave deals 7% and set vertical knockback, somewhat similarly to Hand Slap as well. Not a very difficult move to comprehend, no? Regardless of its simplicity, its importance to K. Rool's game is not to be understated.

Should K. Rool set up pods above him and his opponent, he can toy with opponents who are launched toward the ground after he hits them up into the electricity. Not only can the shockwave launch opponents back up into the electricity for a second hit, it prevents them from teching the return hit to the ground, which they will likely attempt to prevent entering their prone state. Outside of interactions with electric pods, K. Rool can use his shockwave to knock a Down Special keg away, should an opponent attempt to roll it at him, as well as slip up attackers in a pinch.


UP TILT - PACK PUSH
Baron reaches back to adjust a setting on his helicopter pack; it appears as though he made his propeller spin faster, as it grows slightly and becomes a blur after .55 second. Above K. Rool, a slight wind effect appears, pushing opponents up one Marth each second; the fast propeller also lifts K. Rool skyward half this height each second he holds it out (he cancels with .4 second end lag, as he readjusts the setting).

Opponents attempting to drop down on top of K. Rool can be pushed safely out of the way. Although the wind deals no damage, opponents who hit the propeller from the side take 5% and are hit into the wind. If he has an electric barrier set up over his head, K. Rool can attempt to blow his opponent...up into the trap. While doing so, K. Rool must ensure his opponents do not DI out of the wind, as he cannot follow them side to side because of his pack using all its power to travel vertically. He must also take care not to boost himself right into the electricity himself.


0 ♒ ♒ ♒ SMASHES ♒ ♒ ♒ 0

FORWARD SMASH - MAGNETIZE
Baron taps his remote to shoot a metallic magnetic beam forward (or angled up or down) with the lag of ZSS' Paralyzer. The beam is Mario-sized (albeit slightly thinner) and travels up to half of Battlefield at Dedede's dash speed before vanishing. K. Rool can aim to hit either an opponent or the stage with his magnetic beam, for different results. If K. Rool hits an opponent with a beam, they become...shall we say, attracted to him. If the victim is launched within seven to twelve seconds of being magnetized (determined by charge time; magnets cannot stack), they are pulled to the origin of the magnetic force (K. Rool) after .35 second at Sonic's dash speed rather than flying away. They travel the shortest distance possible to K. Rool: a straight line; if they are hit while being dragged, however, the pull stops and they are launched as usual.

K. Rool can also shoot a second magnet on the stage floor to pull the opponent there and into their prone state (albeit not becoming stuck), as long as he is further from them than the magnetized floor, due to the closest magnet attracting the foe. If an opponent is drawn to K. Rool, he must smack them away, before they collide with him and knock him back (if he dodges, the opponent becomes prone at his feet). K. Rool can use this effect while hovering over-top an electric barrier, drawing the opponent to him as they bounce off the barrier before spiking them right back down, like a paddle ball. K. Rool can only have one character width-sized portion of the stage magnetized at once for a time proportional to his charge time, in addition to one magnet per opponent (two magnets out in a 1 vs. 1).

If K. Rool attaches a magnet to the stage, but not to an opponent, however, he'll be the one attracted to that area of the stage upon being launched. This allows K. Rool to stick around for a long time, although it does little to aid his recovery. Foes can hover around the magnetic floor and punish K. Rool as easily as they would a character with a portal recovery. Despite its predictability offstage, it does provide K. Rool with some comfort while handling electric barriers. If K. Rool is launched or spiked toward a barrier (or if an opponent interrupts his hovering by attacking his pack), he is drawn away from the barrier, and hopefully his opponent as well. This bides him time to breathe a sigh of relief and retaliate with a ranged move.

Also, K. Rool and his opponent aren't the only things that can be drawn to a magnetic portion of stage; his steel kegs can be attracted as well. Kegs freeze on top of magnetic fields, losing their 'log-roll' hitbox until a character attacks it away from the magnet. Of course, an electrified keg can stick to a magnet as well, creating a majorly-dangerous trap for everyone to avoid or pressure their opponent into. K. Rool is still drawn to magnets with a keg on top, so in this latter case, he'll be employing that high-risk, high-reward strategy that's so popular with all the Kremlings nowadays. Fortunately, D-Tilt destroys magnets on the ground, allowing K. Rool to free kegs and eliminate this risk, as well as follow-up on magnetized opponents who are drawn in and become prone.


DOWN SMASH - CRATER CRUSH
Baron hovers up a tiny distance, before slamming to the ground with incredible force, creating a Marth-deep indentation in the stage (does not work on drop-through platforms) over the course of 1.2 second. K. Rool is able to make two of these indentations onstage at a time, although they cannot be made on top of each other. Indentations last for twelve to eighteen seconds, depending on charge time. Opponents K. Rool lands on suffer 19-24% and are spiked with brute force (if airborne); K. Rool bounces off opponents he spikes, although if he misses, he plummets to the stage, or into an electric barrier or his doom.

The risky nature of the airborne Smash will likely have K. Rool using this move predominantly on the ground to create pits. Once he has pits set up, he can attempt to pressure his opponent into the pit with a steel keg or magnets, before setting up an electric barrier above them to seal them in. Using Side Special to stun opponents may help while executing this tactic. Once trapped, opponents will be forced to jump and air dodge through the barrier, where K. Rool will likely be waiting to spike them right back down from above. If he can trap an opponent inside a pit and send down an electrified keg, K. Rool can also opt to build off-the-wall damage, although this tactic is more predictable and easy to dodge.


UP SMASH - HEADLIGHT BLIND
Baron faces the screen and tilts his head straight up, turning on the light strapped to his head with .35 second lag; the light extends upwards in a ray, getting broader as it reaches upward. The beam of light reaches a 1.4 Ganondorf above K. Rool, reaching crouching Dedede's width at its highest point. The not-so-good doctor keeps the light on for .85 second before turning it off, unless an opponent happens to touch the beam, in which case they become suspended in it, stunned for one to three seconds (although they can mash free, becoming prone on the ground). K. Rool turns off his light once his opponent is free, suffering .5 second end lag.

Before this occurs, K. Rool can either tap left or right to swing his head that direction, tossing the opponent without dealing damage, but KOing them around 155% with horizontal knockback. K. Rool can also hover in any direction, with his opponent stuck in their state of suspension. The most obvious choice is for K. Rool to trap an opponent and hover upward into an electric barrier, although if he wants to play it risky, he can hover close enough to the barrier and shine his light through the electricity. In this case, K. Rool can catch an opponent, then wait for them to become free, allowing them to fall onto the electricity in their prone state.


0 ♒ ♒ ♒ AERIALS ♒ ♒ ♒ 0

NEUTRAL AIR - SMOKE OUT
Baron taps his remote, causing a cloud of smoke to erupt from his pack and obscure the area in a .75 Smart Bomb-sized circle around him, over .4 second. K. Rool hovers inside the smoke for a second before it vanishes; during this time, the smoke cloud moves along with him as he hovers. K. Rool can also tap A and the control stick while inside the smoke to rapidly hover 1.5 Battlefield platform in that direction, escaping the smoke and leaving it behind for its duration. Opponents who hit the smoke take 5% and enter a footstool effect, while K. Rool flying out deals 13% and knockback that KOs around 135%. K. Rool can attempt to hover his cloud of smoke directly into opponents to send them down into a horizontal electric barrier. This is also a handy tactic to use to flee from opponents attempting to end K. Rool's flight by attacking his pack; he can quickly jet a fair distance away, becoming a hitbox while leaving a second in his path.

FORWARD AIR - PUFF UP
Baron puffs out his chest a moderate amount over .35 second, expanding his width slightly; he is able to hold this stance for as long as he wishes, returning to normal with little end lag. His front becomes a constant mid-priority hitbox during this time, dealing 6-7% and small set horizontal knockback during this time. If he is attacked, the air leaves his body, blowing opponents back a Battlefield platform. K. Rool can simply bump opponents around in midair, pushing them away from him or into a barrier. If he needs to, he can also puff himself up and fly around regularly, pushing opponents back if attacked and making it more difficult for opponents' attacks to hit through him and damage his pack, due to his increased girth. If short-hopped on the ground, K. Rool can hover and puff into opponents' shields to eat away at them quite handily as well.

BACK AIR - PACK SMOG
Baron's pack begins emitting a crouching Dedede-width trail of green smog after .2 second, trailing behind him wherever he hovers in midair. He is able to continue trailing smog for as long as he wishes, with the nasty pollutant remaining in the air for a second and a half before fading away. If a victim becomes caught in the smog, they take 2% per half second and lose half of their aerial momentum while in the smog. If some feisty offensive brat is attempting to jump up and knock your pack out of commission, K. Rool can unleash smog in his opponent's face, slowing them down in midair while he continues to hover away. In most cases not involving characters with Z-Airs or ranged aerials, K. Rool can keep his pack safe by escaping from his opponent faster than they can pursue, and even flapping and hovering back to counterattack while they're still moving slowly.

UP AIR - FLIP KICK
Baron performs a generic flip kick, similarly to Ganondorf...at least, until his pack holds him upside-down with his feet in the air. This allows him to hover in place (or side to side, although not vertically), retaining the kick's hitbox all the while, for as long as he wishes. Opponents kicked by K. Rool are launched vertically, taking 8% and knockback that KOs around 160%. This is K. Rool's quickest aerial by far, allowing him to flip around the position of his helicopter pack rapidly, if an opponent is closing in (he'll hopefully knock them away in the process as well). Underneath an electric barrier, K. Rool can hover back and forth, repeatedly kicking a victim up into the electricity to rack damage. While airborne, he does open up his pack to grounded attackers, however. . .

DOWN AIR - FRUSTRATION
Baron stomps down three times in a row, with .3 second lag on both ends, and .2 second lag between kicks. Each kick is a spike, dealing 7% and moderate downward knockback. In midair, K. Rool can easily spike an opponent into an electric barrier from above; if he's lucky, and his opponent either cannot DI or has high damage, he can stomp them down into the electricity three times with one D-Air. K. Rool can hover slightly horizontally while stomping, although this is not nearly as fast as his regular hovering. If he lands while stomping, K. Rool stomps into the stage, as he does during D-Smash. Each stomp lowers the ground one Kirby height for seven seconds. K. Rool can either stomp the ground all in one place to lower it a fair distance, or move forward while stomping, creating three small holes in the stage. Once he has holes, K. Rool can attempt to use magnets, kegs and the like to trap them in the hole while he seals a barrier over them. Although this spike is quite efficient for K. Rool, keep in mind it is his only aerial that does nothing to really defend his helicopter pack. As this will be a priority for K. Rool, its uses can be somewhat restricted at times.

0 ♒ ♒ ♒ GRAB-GAME ♒ ♒ ♒ 0

GRAB - STRANGLE
Baron reaches forward clumsily with both arms, having about .75 times the lag of Samus' beam, holding characters he captures by the throat with one hand. He reaches forward approximately one character width, although the lag of the move keeps his grab from becoming Dedede-like. K. Rool can grab while airborne, hovering in place if he catches an opponent (for the duration of his hover, at least, after which he releases his victim and falls). His throws are perilous, yet amazingly helpful if utilized correctly, as they include a few blatant KO options. Grabbing an opponent will be a temptation for K. Rool, despite its laggy nature. To be safe, wait until your victim is unable to retaliate before going for the throat; Side Special is quite a boon here.

PUMMEL - ACID
Baron extracts a thin glass vial from his coat, full of fiery orange acid, and force-feeds a drop of it to his victim. For each droplet he stuffs down his victim's throat, the victim dashes a character width uncontrollably, holding their mouth as if they ate Superspicy Curry, upon release. Upon release...meaning, if K. Rool throws his victim, this effect becomes null and void; he must allow the victim to escape for this effect to take place. Each droplet deals 2%, but is fairly laggy; nevertheless, K. Rool will often want to get in at least one pummel, just in case his opponent mashes free. Although he won't be able to mess with them with a throw, they'll still dash at least some distance away from him, or into a vertical electric barrier.

FORWARD THROW - SOLIDIFICATION
Baron takes a flask of black potion from his coat and force-feeds it to his victim. Although no effect is noticeable at first, if an opponent attempts to jump, they'll find their fall speed has been doubled, due to the liquid having solidified inside their stomach. This effect lasts for three seconds, or until the victim suffers 30%. K. Rool's F-Throw does hinders the steel kegs' ability to boost opponents into the air by having them jump off it as it rolls. Regardless, if an opponent drops onto a horizontal electric barrier while their fall speed is increased, they'll bounce a lesser distance off of the electricity, allowing for faster damage-building. This and K. Rool's other potion throw effects cannot stack.

BACK THROW - FIZZY LIFTING DRINK
Baron takes a flask of white bubbling potion from his coat and force-feeds it to his victim. Although no effect is noticeable at first, if an opponent attempts to jump, they'll find their fall speed has been halved, due to the liquid having produced floaty bubbles inside their stomach. This effect lats for three seconds, or until the victim suffers 30%. K. Rool cannot repeatedly whack opponents into a barrier from above while their floaty state enables them to DI away. However, the ease with which they are launched allows K. Rool to use magnets more effectively on a character he has performed a B-Throw on. This is especially useful as a precursor to attracting opponents into a D-Smash pit.

DOWN THROW - GROWTH SPURT
Baron takes a flask of purple potion from his coat and force-feeds it to his victim, causing them to grow as if they ate a Super Mushroom and break free of K. Rool's grasp. The opponent remains super-sized for 1.5 second, or until they suffer 30%. Of course, during this time, the opponent has a much easier time KOing K. Rool, due to their massive stature, as well as ending his hover by hitting his pack with massive hitboxes. However, their size makes them a whole lot more vulnerable to K. Rool's electric barrier, if he has set it up properly. For example, if he's quick to cancel his hover after D-Throwing in mid-air, K. Rool can footstool his giga-victim, sending them down into the horizontal barrier he'll (hopefully) have set up. If he can use magnets to attract a giant opponent into a pit he's made with D-Smash or D-Air, the large opponent will have no way to dodge an electric barrier over their head, and will likely take the full damage quota required to end their potion's effect. Just remember that, although K. Rool has options to mess with a giant opponent, they are still, y'know, giant.

UP THROW - SHRINKAGE
Baron takes a flask of yellow potion from his coat and force-feeds it to his victim, causing them to shrink as if they ate a Poison Mushroom; they wriggle free from K. Rool's grasp, taking 3% as the flask falls and shatters on their tiny head. The opponent remains tiny for 1.5 second, or until they take 30%. While a tiny opponent has an even easier time damage-racking on an even larger K. Rool, he, of course, can bash them around much more easily, what with their pathetic weight and all. He can simply go for the KO by knocking them onto a horizontal barrier from above, as it zaps them up to their doom, among other options. If he's looking to get a lead in the damage count, on the other hand, he can shrink an opponent beneath a barrier, before knocking them up into it. The tiny opponent is pinballed up and down with increasing frequency, due to their weight; if they tech, K. Rool always has D-Tilt, although he'll have trouble performing it fast enough to catch a tiny opponent in some cases.

0 ♒ ♒ ♒ FINAL SMASH ♒ ♒ ♒ 0

FINAL SMASH - KAOS KARNAGE
Baron taps a few buttons on his remote and cackles wickedly, as KAOS, his puppet-leader robot from DKC3 descends onto the stage. KAOS is one Bowser wide and 1.5 Ganondorf tall, and pursues the nearest opponent at Ganondorf's dash, hovering through the air to do so. Should KAOS come into contact with a victim, blades will spin out of its sides and spin, dealing multiple hits totaling up to 15% on characters; while the blades spin, KAOS boosts into the air, trapping his opponent with his blades as he goes. After the blades deal their damage, a generic boxing glove emerges from KAOS, dealing 10% and moderate horizontal knockback to characters. The vertical and horizontal knockback can push victims of KAOS into vertical and horizontal electric barriers, respectively (which KAOS passes through harmlessly). The chaos caused by KAOS also bides time for K. Rool to set up barriers, holes onstage, or magnets to his liking. KAOS vanishes after fifteen seconds, falling uselessly to the stage as a hook lifts him off the screen top.

0 ♒ ♒ ♒ PLAYSTYLE ♒ ♒ ♒ 0

While Baron K. Roolenstein possesses one main trap, its versatility gives K. Rool what is essentially a whole truckload of traps. The same electric barrier that can be set up horizontally can be removed and remade in a vertical shape, or a diagonal shape. A barrier can be made to stretch across an entire stage, or short enough barely cause any commotion. No matter how K. Rool handles his barriers, however, he'll be relying on them heavily for building damage on opponents. It is of utmost importance for K. Rool to set up his metal pods correctly to form an effective barrier, then use said barrier to finish the job and leave his opponent's jaw on the floor in shock.

Baron's helicopter pack is a major asset for him in both setting up electric barriers and in navigating the stage once a barrier is onstage. He has fifteen seconds worth of flight time, and unlike Peach, or characters restricted to purely vertical hovering, he is able to use combined hovering and flapping to move around in an uncannily liberal manner. However amazing his flight capabilities may be, K. Rool must be sure to defend his pack at all costs; if he gets attacked while flying around, the consequences can range from being interrupted when setting up pods, causing them to disappear, to landing in your own electricity, or even being gimped while recovering. K. Rool will have to use his aerials frequently to ensure he meets none of these fates. Fortunately, he is able to put distance between himself and characters hoping to bring him down to earth with the likes of N-Air and B-Air, move his pack's hitbox away with U-Air, and even spike opponents down first with D-Air. Paranoid players can even attach a magnet to a safe location to ensure K. Rool lands on stable ground (safe being the key word, as if your magnetized floor is too close to an opponent, K. Rool is easy to punish).

When setting up pods to make an electric barrier, K. Rool will want to balance the ease with which he wants to damage his opponent with the ease with which his opponent will be able to damage him using said barrier (don't say that ten times fast unless you hate your tongue). For example, if K. Rool sets a horizontal barrier close to the ground, he'll be able to juggle opponents into it more easily, but opponents won't have to launch K. Rool much at all to hit him into his own electricity, due to his size. If K. Rool makes a skyscraping vertical barrier, he'll be able to push opponents into it with more ease, but he'll have trouble escaping from opponents who want to do the same to him, as its height prevents him from hovering over it quickly. Diagonal barriers provide a bit more of a middle ground, although on occasion, they can make it obvious which part of the barrier K. Rool will be pressuring his opponent toward. There's a lot of room to toy around with electricity here, but it all must come with care, or K. Rool will find himself on the receiving end of the pain they dish out.

Creating sky-high barriers is generally fairly easy, as K. Rool can hover up a fair distance before sending out pods out of reach of his foe. To create grounded barriers, however, K. Rool will often find himself relying on his spacing or stunning moves, such as Down Special, Side Special and dash attack, to put his opponent out of the picture while he gets to work. Magnets offer a more complicated, but more effective alternative, as opponents K. Rool launches are dragged away from him against their will. As with the position of barriers, their size also determines how easily K. Rool and his opponent can rack damage on each other with its electricity. In some cases, K. Rool will be creating different-sized barriers based on comfort, while other times, he'll just want to get a barrier of any size out as fast as possible, before his opponent starts drooling over him with fancy combos. If K. Rool is unsatisfied with any barrier he creates, he can always get rid of it at any time and create a new one, although he'll want to be the one to determine when this is. If an opponent attempts to cut off a barrier by landing on a pod and throwing it, K. Rool must try to pressure them off, or thwart their efforts with a well-aimed F-Tilt.

Underneath and above barriers, K. Rool will want to focus on pinballing opponents into the electricity as much as possible to build damage. On the ground, K. Rool can push opponents up with U-Tilt, U-Air and D-Tilt (which also prevents opponents from teching the rebound), or force them up to some degree with a steel keg or U-Smash. Side Special can stun feisty opponents, giving sluggish K. Rool time to launch them up...and up and up again. An alternate option on the ground involves creating a pit with D-Smash or D-Air and forcing an opponent in with magnets in combination with B-Throw or spacing attacks, then stretching a barrier above their head. Large characters may find themselves trapped in a pit of pain, as they are unable to crouch and dodge the electricity, while small characters are forced to air dodge through the barrier predictably. While hovering over barriers, K. Rool can use his various spikes to push opponents down into his barrier. His throws also come in quite handy, particularly F-Throw and D-Throw, as K. Rool's potions inflict a negative status on an opponent for a few seconds, which he can take advantage of to force his victim down like the economy.

When using a vertical barrier, K. Rool's spacers become valuable pressure moves, as they allow K. Rool to pummel a foe against the electricity with utter ruthlessness. Side Special bolts retain its usefulness, while jab, F-Tilt, F-Air and pummel really start to shine, as their potential becomes apparent. The use of magnets also expands, as K. Rool can place a magnet on one side of a barrier before launching an opponent, forcing them into the barrier upon being launched (although this does not attract them into the barrier multiple times; the opponent falls to the ground after one shock). Vertical barriers also aid K. Rool by electrifying Steel Kegs, creating a speedy, deadly projectile that can launch opponents with ease. Once he has damage-racked sufficiently, K. Rool can focus his stunning attacks on holding a character in the path of an electric keg, although he'll want to avoid the same path at all costs. Setting up a floor magnet to capture a keg is predictable, but lessens the risk of K. Rool falling victim to his own attack. If he wishes to KO more safely, K. Rool can simply bounce an opponent off the screen top with a horizontal barrier, or force them to dash to their own doom with F-Tilt or pummel.

They don't call Baron K. Roolenstein a mad scientist for nothing...his gameplay is fraught with risks inherent in his vital attacks. He can dominate characters with his electric barriers, but can be dominated by them just as easily. In other words, K. Roolenstein's own creations can be turned against him, similarly to his famous namesake scientist. To emerge victorious, K. Rool must play safely around his dangerous trap, keeping his distance from opponents while formulating an attack strategy and hovering around the battle to do so from opportune locales.


0 ♒ ♒ ♒ MATCH-UPS ♒ ♒ ♒ 0

VS. GALLADE - 60 / 40
Gallade's speed tends to work more against it than for it against K. Rool, considering his pummel and F-Tilt can be used against Gallade to force him away at high speeds, or into a barrier. In addition, Gallade has trouble KOing the doctor, due to his options shutting down portions of K. Rool's game that are irrelevant to him, for the most part. K. Rool won't be worrying about shielding too much, especially when magnets allow him to travel to new locales upon being launched. In addition, his pack's versatility ups the difficulty of using Gallade's aerial game to his advantage. Of course, being a combo character, Gallade isn't hopeless against K. Rool. When you take into mind K. Rool will be pinballing Gallade at close range, where his Neutral Special will prove to be hazardous for K. Rool's pack. Gallade can use the opening his leaves provide to attack K. Rool in the air, possibly D-Airing him into his own barrier. Although it pains me to say this obnoxious cliche, this match can sway either of both ways (because rhymes make everything better, yes?).

VS. VENOM - 50 / 50
K. Rool must get a barrier onstage as soon as possible against Venom, who can easily have his way with him in close combat. Sure, K. Rool can attempt to get Venom out of the way with a keg or magnet, but his priority must be his barrier, if he wants any hope of coming out on top. Once a barrier is present, however, K. Rool can start to take over the match, although self-defense is still a focus for him. Venom can use his aerials to push K. Rool into his own electricity, so K. Rool must keep up the pressure himself and refuse to let up, even once he has Venom pinballing off his barrier. If he is able to bounce Venom around for long enough, K. Rool's stalling results in Venom's mechanic screwing him over and putting him in K. Rool's dust. Of course, Venom is far from helpless...he'll want to aim for K. Rool's pack and trap him in his own electricity, or simply use D-Throw to hold K. Rool onstage while he swings onto a pod and disables the doctor's barrier. Venom's mechanic evens out his superior melee prowess, keeping him toe-to-toe with K. Rool, whose defensive options aren't shabby at all, and whose main trap allows him to take advantage of Venom's control chaos.

VS. VLAD - 20 / 80
Vlad's ability to split himself into quadruplets and gangbang K. Rool really screws him on many levels. For starters, while it's tough enough to pinball a floaty character as it is, K. Rool finds it next to impossible to manage multiple opponents at once, especially if they're placed close enough to him (this is one match-up where keeping duplicates close together is actually worthwhile for Vlad). K. Rool is a massive target to envelop, allowing Vlad to walk the doctor right into his own traps. Even if K. Rool manages to take to the skies without being snared in a bubble, multiple Vlads can snipe at K. Rool from either side with Ghost Rays, busting his pack up with absurd ease. Baron's only real hope is to set up magnets and hope to outlast each individual Vlad, as their power is far from stellar when separated, and their weight is far inferior to his. Nevertheless, if Vlad doesn't want K. Rool being attracted back to a safe location of his choice, he can simply trap K. Rool in a bubble offstage, eliminating his jumps and gimping him without launching him and triggering the magnet. Quite a lopsided match-up to say the least...

0 ♒ ♒ ♒ EXTRAS ♒ ♒ ♒ 0

UP TAUNT - REMOTE CONTROL
K. Rool takes out his remote control and presses a few buttons, creating an assorted cacophony of beeps and buzzes.

SIDE TAUNT - HYPOTHESIZING
K. Rool strikes a thinking pose, with one hand to his chin, grinning evilly.

DOWN TAUNT - MAGIC POTION
K. Rool extracts a randomly-colored potion in a flask from his coat and chugs it. Although electric buzzing is heard and his bloodshot eye twitches, nothing happens, causing K. Rool to toss the flask carelessly away.

ENTRANCE - HELICOPTER LANDING
K. Rool attempts to land gracefully as he flies in from the bottom blast zone with his pack, but it malfunctions last second, causing him to crash clumsily. He dusts himself off angrily before the fight begins.

VICTORY POSE #1 - MANIACAL CELEBRATION
K. Rool jumps and flaps around the stage, laughing hysterically, using his helicopter pack to do so in great wide bounds.

VICTORY POSE #2 - SPIN DOCTOR
K. Rool spreads his arms, as his pack spins him around in a blur for a while, before stopping. Although K. Rool doesn't appear to be dizzy at first, his eye twitches suddenly as he falls onto his back clumsily.

VICTORY POSE #3 - MONSTROUS TRANSFORMATION
K. Rool chugs a green potion from a flask, before gagging and running offscreen, where monstrous roars and electric thundershocks can be heard, as he transforms into an unknown beast offstage (K. Rex, anyone?).

VICTORY THEME - SCIENTIST'S CELEBRATION
What better way to top off Baron's victory than with a clip from his own demented boss theme?

LOSS POSS - SHOCKING UPSET
K. Rool claps with his remote in his hand, rolling his good eye and occasionally twitching, with his skeleton showing through his skin. Looks like his wife won't be too happy he wasted her good pots and pans on his electric barriers...
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
DR. TIKI

While K. Rool largely revolves around a single trap that he’s attempting to force the foe into, that sole trap is impressively versatile and is essentially several traps in one. While the vast majority of his moveset consists of spacing moves to send the foe into the electric barrier (With a shockingly small amount of redundancy, my favorites being the magnetism and throws), he actually needs all these ways to do it because of his own vulnerability to the electric barrier, less he be beaten at his own game. For further icing on the cake, the pits K. Rool can create enable him to actually pus his mass spacing options to good use by giving him bigger goals of where to ultimately get the foe, and in combination with the sheer versatility of the electric barrier turns the moveset into one of the best “interaction playgrounds” that has ever been come up with. Considering how blatantly you ignored the Kremling’s strength in the Kaptain persona, I doubted it’d be in at all for the scientist persona, but I was very happily proven wrong. Regardless of it being his most obscure persona, you very much so capture K. Rool’s character here, far better than in Kaptain.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
When I first started movesetting, I had a deep love for original characters whose backstories were as detailed as the moveset itself. And in a sort of tribute to my roots, I am currently working on what so far is turning out to be the most rich and inspired OC I have ever developed and hopefully one of the best MYM has seen to date.


While I am hoping to develop original artwork, I do currently have placeholder artwork as a fallback, courtesy of one of my online gaming personas, which currently serves as my avatar.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Roolenstein

The idea of a damaging wall that you can position any way you like at any length you like is simply an awesome idea. Add in the fact that just about every move you have can force them into the wall and you've created a sumo-pong mashup style that is really cool. The fact that his own traps can hurt him keeps Roolenstein from being hideously overpowered, as is the fact that the traps are easily removed if you give them any room to breathe. I only have two minor problems with the set, the first being the easy infinite created by bouncing an opponent into a barrier with the rubber glove, which I'm sure was just an oversight fixed by adding some sot of cooldown to bouncing the opponent off of the glove. The second is in the throws. While making a person larger/smaller and making a person fall faster/slower are technically two different effects, they end up being redundant in my opinion as they accomplish the same goal of easier barrier abuse or easier time knocking the opponent around (leading to more barrier abuse). Other than that, the set is a very creative take on the trap character, having only 1 (or two, depending on how you view the Magnet/Keg interaction) versatile trap, freeing up other inputs for more interactions and useful moves.


Satana

Satana has a lot of interesting concepts, but it seems to have a problem fitting them all together. The projectile manipulation aspect is neat, and it can make for some interesting setups, and the knife lets you get away with having almost no normal melee range attacks by giving you basic attacks on demand, but by making doing damage with the knife (and that specific knife too, making it more difficult to use the knife as an additional versatile projectile) almost completely necessary for Satana to KO at reasonable percents means that you can't abuse her projectile game freely without landing a Backstab early, which isn't easy considering that she can't grab with the knife out but lacks the close range tools to land a grab without it. Basilisk is another interesting part of the set, reminding me of Sarkhan's transformation with the abuse of powerful moves. The problem here is that aside from the free flight covering the recovery weakness, none of the special smashes really fit into Satana's game anywhere, and the temporary invincibility and superpowered minion just seem random compared to how the rest of the set is constructed. Overall, the set is just being pulled in too many directions and the conflict of focus takes away from the very well constructed projectile and aerial game.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
"Orders were... do not finish the match."





AUTO


AUTO is a robot that serves as the antagonist of WALL-E. It was given a message not to return to Earth so it upholds these orders by trapping the many morbidly obese people on a ship full of "salvation", which it controls with supremacy. The protagonists want to return to Earth so they try to stop AUTO, which puts the plot of the film into motion.

AUTO appears in Brawl as a Fiend that only appears in Timed Matches when there are at least 2 minutes of the match left. It spawns directly at the top middle of the screen, only being the size of Mr. Saturn. AUTO's first act is to wall off 4 blast zones in order to prevent any player from being KO'ed. From here on AUTO sounds an alarm that calls forth robot servants to attack the player:



Gillchich
Size: R.O.B. The Gillchich has no feet so it can move over landmines.
HP: 20 (only flinches)
Movement: Approaches the nearest player at walk speed.
Attack 1: The Gillchich rears it's right arm before punching forth once with each arm, inflicting 5% + 6% with weak hitstun. It's unlikely to be hit by both punches but if you are your speed is cut in half for 8 seconds.
Attack 2: The Gillchich bends down and aims it's right arm. After 3.5 seconds of lag the Gillchich fires a lazre similar to R.O.B's fully charged one, except this one inflicts 12% and "paralyzes" the one hit by it.
Four of these will attack the players, who shouldn't have any trouble dispatching them what with how slow they are. After having it's minions dispatched AUTO will sound an even louder alarm that summons new minions:


Defender Z
Size: Pig King Statue
HP: 50 (has Super Amour)
Movement: Usually approaches the nearest player at walk speed, but if 2 SBBs within a player it will move at Ganon's dash speed.
Attack 1: Defender Z brings it's arm back before swinging it upwards, inflicting 18% with set knockback upwards 3 SBBs with large hitstun. The attack is slow but is a pain to get hit by because of it's stun.
Attack 2 - Blast Punch: Defender Z holds it's arm in front of it curled up into a fist before firing it as a rocket. The arm travels infinitely at Sonic's dash speed. The arm inflicts 25% that KOs at 100%, but because the KO Zones are shut off the attack will instead "pitfall" any player knocked into the wall of AUTO's creation. Blast Punch is a rather predictable attack.
Attack 3 - Haymaker: Defender Z will only ever use this attack when it's HP is down to half. From here it moves to a player at Ganon's dash speed with a powered up fist. Once in range it proceeds to use an attack similar to it's normal attack, albeit at a a slower rate; if it connects the victim takes 35% that KOs upwards at 50%. Victims that hit the wall are "pitfalled" for thrice the duration.
AUTO tries to sound the alarm, but now realizes that it has run out of minions. It seems that it has....run out of defensive options. Of course the only thing left for the players to do is actually defeat AUTO.

You may remember that AUTO is constantly at the top of the screen, and that most players won't be able to reach it...well, that can be solved by using the scrap metal left behind by the robot minions, which acts as a battering item akin to a Baseball Bat (Gillchichs leave behind 1 while Defender Zs leave behind 2). AUTO has a measly 100HP for you to take down, with it taking flinch. Unfortunately for you, AUTO is not going to go down that easily. It still has a few tricks left, which it will use to try and stall as much as possible; if undefeated by the time the match finishes, when the Timer Runs out, AUTO will win the match.


Captain's Wheel

AUTO's most devious trick; being the boss of the game now, it can control the settings of the stage along with it's trajectory. Here AUTO spins in a clockwise direction like a gear, tilting the stage along with it at Mario's dash speed. This is a double-edged sword; while a tilted stage can make it easier to reach AUTO it comes with the price of harmful scrap metal tossed around by the velocity of the moving stage. Considering how powerful the scrap metal is, this can be annoying as hell, though it will never be more than enough to actually completely hinder your characters.


Electric Shock

If there is anyone near AUTO it will release electrons from it's metal self to shock that player, putting them into a stunned state; this only works on characters who have been knocked into AUTO from his above attack.


Power Wall Lazre

AUTO will use this attack when it's not moving the stage about. Here it forces the materialization of strange techno cannons from the corners of the walls it uses to block off the KO Zones, 4 in total. Cannons will point at random players while charging for a total of 4 seconds before firing a techno arrow at Sonic's dash speed; if this arrow hits you you're killed and will not respawn until AUTO is defeated. If AUTO uses this to kill every player it will win the match, but it will rarely use it and it takes time for the cannons to come and go.


After you beat AUTO it explodes and dies. Yay!

 

Junahu

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

Y U No post more minis?

Woody (like, duh)
Woody is that bland kind of everyguy (toy?) that falls from grace, goes through some character development, and then, for two more movies, does absolutely nothing of value outside of being the typical sequel plothammer. God he sucks.
How can you look in his eyes and NOT want to hate his face off?

Woody in Brawl is demoted right down to a common item, a "toy" of the casuals if you please. He is tiny (he stands as tall and mighty as a puny Pikmin), can be knocked off the stage with ease, and is entirely immobile. If a player picks him up, he does nothing worth noting. It's only when thrown that things become slightly less boring.

When thrown, the player keeps ahold of Woody's draw string, drawing out that familiar line of elastic as Woody sails through the air. Woody is a fairly reasonable item when thrown, averaging at around a Pokeball's level of knockback and damage. Once Woody lands on the floor, or hits some poor guy, the elastic pulls taut, and Woody is returned to the player's hand (while saying "There's a snake in my boot!"). If the player was in the middle of something else, Woody will be discreet enough to not interrupt the player's action. If the player has another item in his hand however, woody will knock that crap right off the player in order to nestle once again in their palm.
And so the player is again ready to throw Woody away. He's like a creepy boomerang, always returning to the player who threw it, regardless of whether or not they even want it back. Hey! He's like a Pixar sequel!

To actually drop Woody, the player needs to be beaten upon by the other players. Hopefully, one of the many poundings you're receiving will make you drop your item (which in this case, is the demonic Woody that you WANT to drop but can't).

Now, obviously enough, no player really wants to hold Woody at all, so everyone is going to simply avoid picking him up. And... bizarrely enough, that actually works. Just avoid picking him up, or better yet, kick his butt off the stage.





Cork the Toy Hunter
A cheap, creepy, rip-off of Woody.
But, Cork kills a kid and rides his corpse to toy hell, which is far more exciting than anything Woody ever did.

Cork and Woody look so alike, that trying to tell the two apart, is like seperating Super mushrooms from Poison mushrooms. And just like the afformentioned fungal items, mistaking Cork for Woody is a bad mistake. If struck by an attack, the draw string becomes stuck on whichever of the player's limbs hit Cork. And just like a tetherball, after flying a certain distance, the bungee-like elastic drawstring sends Cork flying right back into the player's face. And this, naturally, causes damage and knockback to the poor sap who hit Cork to begin with (somewhere close to a thrown bat, in terms of knockback power). So yeah, DON'T HIT CORK!
Luckily, if you just pick up and throw Cork, nothing untoward will happen. So, unlike Woody, the best thing to do with Cork is to throw him away.

 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
And finally I decide to make a Mini!

Geri's Brawl
Event Match


VS.

Characters: Any Character vs. random CPU Character
Stage: Final Destination
Time Limit: 5:00


In Geri's Game, an old man plays an epic game of Chess against.... himself. Now he's decided to play a game of Brawl, but he still insists on playing both sides.

In this match, everything starts out normal, but every fifteen to thirty seconds (you'll never know exactly when it will happen), you switch control of the characters with your CPU opponent!. The goal of this match is to KO your opponent, regardless of who he is controlling at the time. The opponent plays similarly to a level 9 CPU, but with a few quirks. Whenever the character they are controlling is either tied or losing in damage percentage, the computer player will always try to run away and play keep away as much as possible, only throwing out attacks to stop your advance or knock you away. On the other hand, if the character they are controlling is winning in damage percentage, the computer will go on an all out offensive in an attempt to finish you off. This makes things rather difficult for you, as dealing a lot of damage to the opponent in right off the bat can result in getting the tables turned on you as you switch places with them, leaving you in a tough spot as the now hyper-aggressive computer play takes advantage of it's new temporary lead. Even worse, when the opponent is at high percentages compared to you, it becomes very difficult to land a kill move as they never try to attack you directly and leave very few openings for typically slower kill moves. The best way to go about this is to try to keep the damage percentages of both characters balanced throughout the match, so that you can still be technically losing to the aggressive AI, but they will be at a manageable amount of damage so that you can KO them while they are overly aggressive. This is overall easier said than done, as the differing times of the switches and the way the AI switches gears wen you tip the scales even slightly makes balancing out the damage quite a challenge.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Submerged Submarine​


Yeah, yeah, let's get the obligatory underwater physics out of the way. Characters have infinite jumps underwater and do not entire their helpless animation on moves that would trigger it on land, although their overall movement speed is .25 times slower than usual; while a match can be held without turning into a tedious Slow Brawl, the underwater feel is still retained to some extent. Now, onto the stage, which showcases more than just underwater physics, unlike those generic Starfy stages tossed around in SSBU threads...

You fight on the sandy deep sea floor, in the minefield where Marlin and Dory had their "party" in Bruce the great white's submarine wreckage (visible in the background). This stage is as wide as Bridge of Eldin, although the vertical blast zone is nearly as high as it is on New Pork City, encouraging aerial (or swimming) battles to some extent, although opponents do have incentive to fight on the ground. If opponents use attacks that come into contact with the sandy floor, they create a cloud of particles and debris, which varies in size depending on the area of sand they hit and lasts for five seconds. Characters can use the sand as a little sanctuary to hide from opponents, prepare traps, and all that good, fun stuff.

Due to all the commotion in the water around his lair, Bruce will frequently swim around in the background, moving leisurely at Ganondorf's dash while observing the fight. He does little to interact with the characters, other than calling out standard Australian phrases when opponents perform impressive maneuvers...at least until he catches the scent of blood. All characters can draw blood (shown as a simple thin stream of bubbles, unless they're Pennywise using D-Smash) by dealing more than 15% to their foe in one hit; blood travels to the surface in a straight line for three seconds before vanishing. If Bruce overlaps the bubbles in the background, he'll sniff it up as his expression changes dramatically.


Once he smells blood, he'll enter the foreground and begin chasing opponents around at Bowser's dash speed. Onstage, Bruce is three Bowsers long and 1.25 Ganondorf high, being invincible in his massive state; opponents he chomps take 25% but no real knockback to speak of. Bruce returns to the background after twenty seconds or three chomps. Players can escape from the bloodthirsty shark by using their infinite jumps rapidly to traverse the stage; they are also able to hide inside a sandy cloud, causing Bruce to stop pursuing the hiding character until the sand subsides. While airborne, however, characters must not air dodge, as Bruce follows opponents into the background; if he does so while airborne, he may charge into one of the mines, causing the entire stage to be enveloped in explosions, dealing 40% and KOing every character onscreen instantly (leaving the victor random, if everyone has one stock). On the bright side, Bruce mainly attacks horizontally, keeping this danger fairly insignificant, but still present.
 

MasterWarlord

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

The majority of Satana’s actual flow comes from fairly run of the mill camping. You introduce some new concepts to it to make it more interesting with putting the foe’s back to a wall to more easily space them for your awkwardly specific ranged hitboxes, N. Tropy’s ability to freeze projectiles briefly, and dragging the foe into projectiles that have already gone past them with the dtilt. Still, it’s not enough to save it, when the only other things that flow into the main playstyle being stalling for poison style damage and standard fare of trying to bring the foe to the ground, regardless of the superb execution.

It would probably be one of the better camper movesets out there if it wasn’t for how much stuff is going on in the moveset – campers don’t terribly need generic melee attacks unless you want to just brag about their generic versatility, which you don’t even attempt to do anyway. The poison damage/stalling the backstabbing throw introduces is good, but it probably should’ve been left out of the moveset otherewise, seeing just simplistic poison damage is enough motive to stall anyway. That and, of course, Basilisk, who has even less relevance to anything than the knives, feels horrifically tacked on and contributes very little to the moveset, outside her ability to force any match to become a draw and some eye candy for the casuals.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810

H A U N T E R

Haunter, the evolution of Gastly, is shrouded in mystery. It moves through solid walls and hides in darkness; some mistakenly believe it comes from another dimension because of its tendancy to appear suddenly and unexpectedly, with malicious intentions. Its clawlike hands will grab at its victim from behind, or it will extend its ghostly tongue and lick them, and they will start trembling uncontrollably. Haunter is here to sap away life and steal souls, and fear is the very first step. This is an actively malevolent Pokemon; there is no whimsy, no playfulness in its cruel pranks. The stakes are very high indeed when there's a Haunter on your tail.

S T A T S


weight.........................2
jump...........................6
float............................8
traction.......................4
speed.........................8​

Haunter cruises along quickly and turns slowly. He's comfortable in the air, but not unduly so. He's a featherweight and a large target - a miserable combination. He does not generally fight head-to-head, although he has the raw power to do so if forced.

Note that Haunter's hands are not a part of his hurtbox.

M O V E S E T

S P E C I A L S


Down Special
Invisibility
Haunter grins broadly and chuckles as he laggily vanishes out of sight. His invisibility lasts for a maximum of six seconds, and he can cancel it prematurely by repeating the input. Like Gastly, he is entirely impossible to see in this time; unlike Gastly, he can attack and be attacked, jump and run, and so on. Some attacks will jolt him out of invisibility earlier. Others will extend it. There are not generally visual indicators of where Haunter is at any given time, leaving both the player and the opponent in a guessing game.

If you doubletap this input, Haunter's hands will remain invisible while the rest of him disappears. Now the opponent knows where you are, as do you... providing your hands remain at your sides.

Neutral Special
Nightmare
Haunter extends a hand slightly and a small sonic wave radiates from it in all directions. It has the radius of a Bob-Omb explosion. Any opponent caught within this hitbox is sent into a faint-like sleep. If it connects in the air, the opponent goes into a footstool state.

While asleep, being in close proximity with Haunter - within one platform of him - will cause passive damage of 4% a second. In addition, the foe will be inflicted with one fear state that lasts five seconds.

Forward Special
Night Shade
Haunter extends both his hands out at his sides and faces the screen. With some lag, the space between them - where Haunter is - becomes pitch black, shrouded in darkness, for the next eight seconds. Vertically, it's about as tall as two Haunters. No matter where Haunter's hands are on the screen, this attack creates darkness in the space between them, be it on a horizontal, vertical, or diagonal plane. Nothing can be seen within it but the outline of the stage, drop-through platforms, and so on. Only one Night Shade space can exist at a time.

Up Special
Stalker
Haunter's right hand becomes independantly controllable; it moves at the same speed as Lucas's PK Thunder, and in any direction, free from gravity. If it touches a ledge, Haunter will vanish from where he's standing (or falling, if in the air) and reappear clinging to it. Pressing Up Special again brings your control back to Haunter's body, but leaves the hand floating where it is. Pressing the shield button while controlling a hand will toggle your control over to the other. You can control them both together by pressing both shield buttons at once while controlling one, although you have to first manuever them to be next to one another, or use it straight out of just controlling Haunter. To reconnect a hand with Haunter, doubletap Up Special.

While controlling a hand, you can still use all of your attacks. Aerials can be used by tapping up or Y just before using the attack itself. In the case of attacks that indiscriminately use "a hand", the one that attacks will be the one you're controlling at the moment, the one attached to Haunter or, if neither is and you're controlling Haunter himself, the one closer to the opponent.

S T A N D A R D S

Jab
Hide-and-Seek
Haunter reaches out a little and tries to tap an opponent on the shoulder. If used face-to-face, the attack does 2% and will cost you dearly. If used from behind, it causes the opponent to abruptly and automatically turn around. They may attack, but then again, it may not be Haunter, just his hand.

In addition, Haunter's touch in this attack sets the opponent shuddering for the next five seconds. They are affected by one fear state. Fear states from Jab do not stack - only one is possible at a time.

Dash Attack
Drag
Haunter continues running and becomes a moving wind hitbox, dragging along foes and hands alike for its one-second duration. This is a quick way to reconnect you with your hands, a quick way to pull a foe into a Night Shade, or a quick way to bring you into close contact with your foe.

Forward Tilt
Shadow Ball
With a WHOOSH sound effect, both of Haunter's hands are engulfed in a sphere of ghostly purple energy. This last for up to two seconds if you hold down the input. Contact with either hand deals 4% and short-range knockback. They have slight attracting properties, pulling in foes and one another. If they're both connected to Haunter, they will overlap and may as well be considered one hitbox; if they are separate, they are two separate ones and, if placed carefully on the stage, can even briefly juggle the foe between them. They are visible even in darkness and invisibility for the duration of Shadow Ball.

Up Tilt
Cold Breath
Haunter lifts himself slightly higher into the air and breathes down on a diagonal angle. His breath deals 4% with no knockback but decreases the foe's run speed and attack speed for the next four seconds.

Down Tilt
Shadow Smear
Haunter lowers himself into the ground, leaving a big, dark smear on the spot. This is a hiding state, although he comes out of it with heavy end lag after a maximum of four seconds (you can emerge earlier by repeating the input). In Night Shade the place where he's hidden is not so easy to see. Most of his attacks still work out of this state, providing his hands are not hidden there with him - as does his Down Smash.

S M A S H E S

Forward Smash
Lick
This attack is self-explanatory; during the charge, Haunter extends his tongue, and during the attack, he licks upward. This attack deals the opposite of knockback - it freezes the opponent in place for the next second. In addition, it deals 10% and puts the opponent into a fear state that lasts seven seconds. The hitbox is small and requires some degree of precision.

Up Smash
Twinkling Lights
Above Haunter, and how high up is decided by how long you charge, a sudden array of twinkling lights appear in midair. They flash for less than a second before disappearing; if, however, they overlap an opponent, they don't disappear, but hang there, holding them in place for the following three seconds. They are visible even in darkness.

Down Smash
Astonish
Haunter's eyes turn red, his body puffs up and expands, and he lets lose a bloodcurdling shriek. This comes out almost instantly and makes him visible, even if he's standing in darkness. The hitbox mostly overlaps him and extends slightly forward. Any opponent caught by it is dealt 15%, put into a fear state for the next ten seconds, and knocked slightly backward into prone. This attack can be used out of a Shadow Smear. Charging increases the damage. Haunter is vulnerable in his wind-down if he flubs this attack, and gives away his position as well.

A E R I A L S

Neutral Aerial
Orbit
Haunter becomes slightly magnetic as he briefly glows, appearing for just a moment even in darkness. For the next second, he has a magnetic effect that is especially apparent on aerial foes. In addition, his hands will spin wildly around him, as though caught in orbit. They are both claw hitboxes dealing 9% and middling knockback. Like Dash Attack, this is an easy way to scoop up your hands and put them back under your control.

Forward Aerial
Sucker Punch
Out of invisibility, visibility or whatever else, a single fist wreathed in purple fire thrusts forward for about half a platform, with little start-up but notable wind-down. This attack deals medium horizontal knockback and 9%. This attack can segue directly into controlling a hand in free flight if you continue to hold it down.

Back Aerial
Swipe
Haunter sweeps a hand behind him in a downward arc. Foes pressed right up against Haunter may dodge its medium hitbox entirely. It deals 10% and largely horizontal knockback. This attack has excellent priority but a small hitbox with a tendancy to miss immobile foes.

Up Aerial
Transmogrify
Haunter thrusts a hand up into the air above; it goes about a platform into the sky with transcendant priority before descending hastily again. If it makes contact with a foe, they'll suddenly vanish in a flash of light and a fully visible Haunter will reappear in their place; they, meanwhile, will reappear where Haunter was. The most obvious use of this is to put the foe into a Night Shade, where Haunter was previously lurking, hidden, sending only a (perhaps invisible) hand out into the light. It has heavy wind-down lag, though, as the hand slowly descends back to its original position.

Down Aerial
Confuse Ray
Haunter's hand glows red, revealing its position, and then shines a thin black beam directly downward. Contact with this beam will cause reversed controls which last three seconds, as well as dealing 4%. The hitbox is very brief, however, and telegraphed by the start-up animation. On the bright side, the beam is invisible in darkness, and this attack indicates precisely where your hand is at a given moment.

G R A B


Grab
Poltergeist
Haunter’s hands both make up the grab hitbox. Once the foe is caught, you regain control of the hand and can drag the foe about at will, in any direction. Deposit them in the darkness, beside Haunter, or over a ledge if you want. It’s a fairly difficult grab to struggle out of.

Regardless of the grab’s nature, there are two pseudo-throws available to you, depending on whether you press A or B.

Standard Throw
Ectoplasmic Replica
The hand suddenly releases the foe, except with a puff of smoke there are two foes, about a platform apart. Which one is real and which one is a malicious imitation is chosen by the way you tilt the control stick. The two behave exactly the same, and it’s only once the copy is hit that it vanishes. This may be easy to make heads or tails of in clear daylight, but when one of the two may be in darkness and the foe doesn’t even truly know that they’ve been grabbed in the first place, it becomes a deadly way to trick the foe into behaving as though there were safe and in the daylight (when the real foe is actually still in the dark). Better still, when that copy starts getting hit around by apparently nothing, they still won’t suspect that they’re really in the dark – they’ll just suppose that it’s an invisible Haunter or invisible hands and try to fight accordingly, not anticipating attacks like Down Aerial, Shadow Smear (into Astonish), etc.

Special Throw
Soul Eater
For this throw to work, the grabbed foe must be within a platform of Haunter. They’re deposited roughly onto the ground, and Haunter suddenly swells up over them, his eyes turning red and diabolical and his horns growing sharper and more intimidating. By default, this attack fails – Haunter seems to deflate like a balloon, and with disappointment strikes downward with a single hand, dealing 6% and slight upward knockback. If the foe is in a fear state, though, and vulnerable prey, he will siphon out their very life, dealing heavy damage with that same slight knockback. One fear state, 10%. Two fear states, 15%. Three fear states, 20%. If there are four fear states stacked onto this foe – one from each of Lick, Hide-and-Seek, Astonish, and Nightmare – Haunter will gleefully plunge into their body, vanishing in a cloud of wispy purple winds and dark-red flames, and devour their soul, dealing out an instant KO as he feasts. He reappears after three seconds, emerging from the ground, as the foe respawns.

F I N A L S M A S H


Final Smash
Dark Fog

Haunter's malevolence gains a new potency when he gets the Smash Ball. He vanishes instantly, then reappears in the background of the stage, suddenly giant, grinning with a huge red smile, and wreathed in flame. His hands, now massive, close in on either side of the stage, cutting off the horizontal blast zones. An identified ghost appears on the stage, looking much like Haunter before one finds the Silph Scope; you control it foe the next ten seconds as it drifts slowly about the stage. The ghost is just an illusion, a cursor of sorts, and can't be hit. Wherever the ghost goes, Haunter will twist the very fabric of the stage in an attempt to terrify the opponent to death; this means a whole host of random effects, like sudden eruptions of purple fire and black ice (dealing about 14% each with variable knockback), random clouds of smoke (dealing 3% per second), pieces of the stage crumbling and creating what appears to be open air but which will more than half the time actually just be illusory invisible ground (and when not, actually opening up holes in the stage through which the foe might plummet to their doom), and the opponent's shadow itself rising up and attacking with the opponent's forward smash. In addition, the Silph ghost will occasionally be suddenly replaced by Haunter himself, using Astonish, but with twice his normal size and effect. After ten seconds of this torment, Haunter will remove his hands and vanish, as will the stage itself; the foe is left standing in what appears to be a void. They're to stand in this forlorn invisible space for another three seconds while fire and ice continue to erupt all around them before the Final Smash ends at last and Haunter - and the stage - reappear.

F E A R S T A T E


A major part of Haunter's game is this notion of the fear state, these night terrors that can be induced by a handful of separate attacks and that can't be stacked on more than once by any one of them. They play a larger role than simply deciding how potent his Soul Eater is - in fact, that throw will very, very rarely be pulled off as an instant KO, as the fear state from the Jab wears off so quickly and both Astonish and Lick need a certain degree of time and effort to be pulled off properly.

No, the more important property of the fear state is its immediate, physical effect on the opponent. With one fear state, the shuddering begins. The foe trembles feebly and begins to dread what may lie in the darkness. The sickly presence of Haunter will produce an intense state of terror that manifests itself in the form of passive damage - while Haunter is within one platform of the foe, they will take 1% each second.

With two fear states, that revulsion and pervading dread grows stronger. The presence of Haunter deals 2% each second. But escaping from Haunter is no longer enough. Now the darkness, too, creates that sensation of maddening fear. Being lost in the dark becomes a terrifying thought, and so it, too, will deal 2% per second while the foe stands inside it.

When the foe reaches three and four fear states, that fear turns into hysteria. 3%, then 4% per second for both Haunter and the darkness. The foe must flee to the bright corners of the stage, must distance himself from Haunter while he calms down. This is when they are most vulnerable, and when the cruel game that Haunter plays with his victims reaches its gristly conclusion.

P L A Y S T Y L E

I do say gristly conclusion, even if it doesn't come from Haunter's second throw, because once the opponent is forced by sheer weight of damage to flee to the bright corners of the stage, Haunter has all but won. From there, it's an easy thing to - from a safe distance - push the foe off with one of those hands, probably with an aerial.

Haunter is partially a poison-type, but there is no literal poison involved here. He and his ilk poison the mind, terrify the senses, and crush the spirit. This is his gameplan, and it's one that comes about only through careful deception.

It's important to recognize that Haunter's invisibility and darkness are only tools; he doesn't become ineffective without them. He doesn't lose the game when he reappears and the foe figures out where he is, and he doesn't need to be hiding to be able to face a highly aggressive foe. His aerial game is capable of warding off the foe who presses him, and at the same time of splitting up his two hands so that he can make a vast zone of darkness. Once he does so, he can begin to warp the opponent's perceptions.

The foe is constantly given clues as to where Haunter may be, but swinging wildly at hands is a fool's bargain, as they will flare up and attack a foe who foolishly overlaps them in an instant. Haunter has to keep changing the way he approaches - one moment, turning invisible altogether; the next, staying visible but hiding in darkness; the next, turning his body invisible, disconnecting both of his hands and leaving them drifting in space while his body takes cover underground or in the Night Shade (and the hands which seem so lifelike have no hurtbox between them); the reverse, moving his hands forward while his invisible body drifts in space; and at any moment perhaps swapping places with the foe, putting them in that hiding spot that they tried so desperately to find (and failed, if you took care to cover your tracks and keep the foe occupied avoiding the attacks of your hands), or simply teleporting onto a ledge, hiding underground (preferably while in darkness to keep the foe from recognizing the smear on the ground), or launching a physical attack with a hand that has drifted closer to you while keeping the foe from reaching you.

Haunter can't control everything at once, however, which is why simply drifting has to be replaced with bursts of motion, with fluidity, with adaptation. Haunter is not a mastermind who character who requires the player to plan eight steps in advance, but rather one who has the necessary tools to capitalize on opportunities that present themselves. The hand that you left drifting limply by a ledge in case you need to suddenly retreat to it can turn in an instant into a grab hitbox meant to deposit the overaggressive foe over the ledge while Haunter once again turns invisible or creates a Night Shade. Likewise, the hand that's pursuing the foe with a string of aerials may suddenly connect with a Haunter (hidden for his own safety, perhaps) and launch into a Hypnosis that immobilizes the foe for just long enough for Haunter to spring out of the ground into an Astonish.

For the bulk of Haunter's attacks, which immobilize, irritate, and mislead, pose little threat outside of the context of the fear state. Suddenly not being able to move from the weight of darkness is the foe's worst nightmare, and being frozen in the air by an Up Smash becomes a damage mechanism. A sudden dash attack turns into a devastating ploy that pulls the foe once again into an environment in which they're constantly growing weaker and more vulnerable. The foe can try to fight in the dark - where Haunter may not even be - or they can retreat to the lighter parts of the stage to get a grip on themselves, and risk a finishing strike from afar. Once they're damaged enough, Haunter can make his final surprise attack, which will most often come from a brief string of aerials, a brief combo of sorts. He can also tap into cheap KOs at the most unlikely moments through his Up and Down Aerials, Hypnosis, or even a Night Shade spread beyond the edges of the stage, but he cannot assume the foe's incompetence.

Haunter is certainly not constructing a haunted house, a series of feeble prank-like attacks that eventually shove the foe just over the edge. In a way, the legends are accurate - he is creating a dimension of his very own, a world of illusions, deception, darkness, and above all, fear. It's through this dimension that he stalks his prey, tortures them, and finally achieves his sinister goal.
#93​
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Sorry for being so behind on my commenting lately, I've been rather busy.

@King K Rool
Does this mean we'll see a Gengar moveset from you this contest?
 

MasterWarlord

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

This is a far more focused set than the flimsiness of Gastly, though you do try to insist on some simplistic versatility in the playstyle summary anyway. Yes, Haunter, could theoretically be played without everything that makes him who he is, but that’s largely casual play and not him at his best. I’m surprised at how you insist the set is “versatile” when filler is so kept to a minimum, as even control reversing is relevant when a foe inside Night Shade may not know their controls were reversed at all. In any case, the poison (fear) damage and the hands are the main things that enable this set to actually differentiate itself from other invisibility sets, and they do the job spectacularly. While with just the hands Haunter would be trying to hide all the time to harass the foe with his invincible hands, he typically wants to be close to the foe so that his poison damage will trigger, making things much more complicated for him. This combined with Night Shade eventually being a source of the poison enables Haunter to sufficiently dictate where the foe goes. I’m not a terribly large fan of the insta KO, though, when it’s largely his only kill move (Unlike Gastly, he has little gimping game), making all of his poison damage he racks up feel a bit pointless.

Yes, versatility is definitively bad in MYM, because it’s almost always false advertising.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
SANTANA
I confess, I am somewhat disappointed that Basilisk plays a more minor role in the set than was advertised at the beginning of the set, especially when his appearance before Santana's own moveset hinted at an important role. It appears as though you intended for him to be bigger than he ended up being, but then created a moveset in which he became unnecessary, what with Santana's somewhat interesting camping game.

Although that's not to say I dislike Santana. Her melee attacks do feel somewhat forced (Basilisk's back-up should have been prioritized over generic sex appeal grab stalling), but enclosing an opponent into what is essentially a campground (new term for the range of a camper) puts her a cut above simply using GTFO moves to get the job done. Despite me growing ever more tired of gimping, Santana's platform allows for a bit more use for her stalling (the platform is differentiated from Gastly's as well). I prefer Venom for having flow, but Santana is a fair enough set on her own...from what I know of both characters, though, her (mainly, her beast's) potential seems to have been wasted more egregiously.

HAUNTER
I see some hints of Jafar scattered throughout Haunter, which is immensely satisfying for me, considering the set is one of my all-time favorites. Haunter's use of the fear status is comparable to Jafar's poison, while his darkness and control reversing is quite similar to Into Red Smoke mindgames. The separation of Haunter's hands into hitboxes also aids his invisible game in a much more effective way than Gastly's random glowing attacks, and creates quite a few mindgames to boot. Playing his fear status and hand games off each other to rack damage is quite ingenious, as they combine into quite a unique playstyle based around uncertainty. The set is definitely better than Gastly, and I do enjoy it quite a bit, although I would like it even more if it wasn't posted so close to him...if a Gengar set comes to fruition, it will take something substantial to keep my interest in yet another darkness/invisibility Pokemon set.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
It's Independence Day, Junahu Brown!

The Rev. Sir Dr. Stephen T. Colbert, D.F.A.



Stephen T. Colbert is the youngest of 11 children, born into a devout Roman Catholic family- his family was so devout, in fact, they sent their teenage son to an "exorcism day camp" when they discovered he liked Dungeons & Dragons. Colbert is of Irish descent and only adopted the French pronunciation of his surname to "get the cultural elites" on his side. Stephen was regularly beaten up in high school, and by the time he left for college he was determined never to be a victim again. As such, on the first day of his freshman year he walked into class and punched the first person he saw; his ethics professor. He attended Dartmouth College, although his acceptance into the university appears to have been largely influenced by a claimed familial relationship with a wealthy donor, and graduated in the top 47 percent of his class with a major in history.

Colbert later moved into reporting, working in TV news for several stations in Virginia and North Carolina. In 1997, Colbert was promoted to anchor of the Channel 7 News on WPTS Patterson Springs after outing the previous anchor, Wayne Colt, for his cocaine addiction. His ensuing investigative reports into Colt's downfall earned him a local Emmy, and eventually a correspondent position at The Daily Show. This corresponds with the year the comedian joined the cast of the show. Colbert has implied that he only got his own show by blackmailing Stewart with incriminating photographs.

- Shameless copypasta from Wikipedia​

SPECIALS

NEUTRAL SPECIAL – FIREWORKS

"Now, nation, nation, nation. There are many ways to send fear down the spines of those dirty redcoats. Most involve sending their prissy tea down the river, but there are a lot more ways to make them **** their pants. Now, one of the best ways, I've figured out, just so happens to be one of America's favorite past-times outside of pornography and football: fireworks. "Stephen, how do you know this?" you may be asking. If you're asking, you're a dirty Canadian. Everyone knows redcoats are combustible!"

Reaching into his coat, Stephen plucks a small box of fireworks out, the package is smaller then a crouching Squirtle, meaning it's rather miniscule. Grasping the package in his hands, Stephen places it on the ground carefully in a motion that's 1.5x as laggy as Snake using his down special. The package has 20% stamina, which will instantly be depleted if struck by an attack with fire properties. The Stephen cosplayer can't damage these with their own moves, so don't expect a case of Strangelove's down aerial anywhere. When the package loses all of it's stamina, it lets out a hiss for .30 seconds before bursting into a colorful, Bowser-sized explosion of sparkles! The explosion deals 15% fire damage with high knockback. Almost instantly after detonating, the sparkers in the explosion spread, covering an area that's two Bowsers long and about as tall as Wario. The sparklers deal 5% fire damage, with a containing hitbox for the next 4 seconds. On the fifth second, the sparklers give off a small explosion, dealing no damage but giving good knockback before they disappear. Stephen can have 5 packages of these fireworks out at a time (Don't ask where he gets them.), so if he were to spread the packages well enough, they could successfully detonate each other.

As am easter egg, if multiple Stephens are present in the match, they can not only detonate each other's fireworks, but their firesworks can affect each other. Imagine all the fun you could have!

UP SPECIAL – FLAG PUNCTURE

"You thought it was over? Nation, you've only begun to descend into the greatness that is my mini. To clarify something here, my mini is 100% American, not like the Canadian junk that Rool calls movesets. You want me to prove myself as American, you say? What, the fireworks weren't enough for you? In that case, it's time to bring out one of the most American things around, the American Flag. You know what I'm going to do with it? I'm going to shove it straight up TWILT's ass. He had it coming; he and Rool constantly roleplay pancake/maple syrup sexual fantasies. Those filthy Canadians."

On the ground, Stephen Colbert glares as he takes out an American Flag the size of Ganon and swings it downwards. This deals 6% damage and forces the foe into their tripped stance, but thanks to the small size of the hitbox, this is semi-risky to use. The flag, while it's lowered, also serves as a high-priority barrier for Stephen, blocking any and all incoming attacks. Stephen is vulnerable from behind, however, and he has lag plucking this out of the ground, giving it very little point.

In the air, however, this move is almost completely different. Stephen takes a tremendous leap with his Flag as soon as he takes it out, ascending upwards with decent horizontal movement. After moving 2 Ganons upwards, Stephen looks downwards as he places his feet around the flag, as though he were a rope climber. From here, he plummets downwards at the speed of Kirby's down special, dealing 8% damage and a light gimp to whoever is unfortunate to land underneath the flag.

Where does the actual puncturing move come in? If Stephen uses the flag above an un-detonated package of fireworks, Stephen actually causes the tip of his flag to become embedded in the package, Stephen still carries the flag, around, with the fireworks stuck on it. If 20% is dealt to the package (or however much stamina the package had when Stephen picked it up), it will still explode, dealing explosion damage to the foe and Stephen, if he's in the air at the time, giving him an even better recovery. The flag bursts into flames immediately after this, dealing incredible knockback for a second if the foe comes in contact with it, but the flag burns in a pile of ash afterwards. Stephen gives this motion incredible end lag by saluting his fallen flag, before pulling out another one. This makes it a risky maneuver, but well worth it if Stephen is able to make good use of it.

SIDE SPECIAL – FLAG DASH

"Now, you may be wondering; why so many flag attacks, Colbert? I ask: Why are so many Canadian Beavers immigrating into our country? Why are so many Mexicans infiltrating our country and eating our food, our homes and our jobs. I guess it's just a common trait in yellow-skinned men. Now you know exactly what this move is for: stabbing the shit out of 'em."

Stephen takes out his flag once again with a triumphant grin on his face. Holding the flag in front of himself, pole first, he begins charging forward! Stephen charges at Mario's dash speed, and dashes five stage builder blocks forward, before grinding to a halt. This is a fairly standard move, dealing 8% damage and good knockback to those who come in contact with the pole. ...That is, unless Stephen's embedded the pole inside of a package of fireworks. If they are hit while the package is there, it will explode, dealing 18% damage and causing the package to explode onto the ground. Stephen takes recoil from this, sending him 4 SBBs backwards at Fox's dashing speed. Stephen holds the flag in front of himself during this time, keeping him vulnerable to front attacks, but this is risky; especially in a free-for-all setting.

At any time, Stephen can tap the A Button to lob his Flag forward, he does so at such a speed that he enters his tripped stance afterwards. The flag travels 6 SBBs forward at Captain Falcon's dashing speed, and, upon landing on the ground, will embed itself into it. The flag retains the same properties it did before, essentially acting as a wall that reflects projectiles. It can still be lit aflame if any fireworks explode by it, but the flag itself cannot detonate any fireworks. Stephen can tap the A Button by the flag to pick it up, and cannot use his Up Special or Side Special unless he does. If a fireworks package is already embeded inside it, the flag will detonate upon landing, setting the standards firework dealie into motion.

DOWN SPECIAL – INSULT

"One way, of course, to drive your foes nuts is to send some insults right at 'em. Insults like "You going back home to your beaver wife, Canadian?", "Headin' off to get some food stamps?", "I bet you're gay.", "I bet you're reaaaalllly gay.", "I bet you're super-gay." and most importantly: "I bet you're more gay then Doogie Howser."

Stephen crosses his arms, striking his trademark face: a smirk with one eyebrow raised and one lowered. Once he makes this pose, he lets a short insult escape his lips, all insults are short ("Canadian!", "Mexican!", "Bear-Hugger!", "Tree-Hugger!", Tree-Hugger-Hugger!" to name a few.), and the length of the insults does usually have some short differences, but nothing major. Stephen can charge this move to adjust this move's range, the maximum charge is around 3 seconds, and he can perform this while moving or when he's in the middle of other moves. The range of this varies from a half a battlefield platform in front of Stephen, to all of Battlefield and a half in front of him, depending on the charge. If the foe is within range when Stephen finishes the insult, they immediately start dashing towards the spot where he was when he first used this move, they still continue what they were doing at the time while on the move. If they were in the middle of attacking or charging, they will still do so while moving. After reaching one character width away from him, they will stop moving.

PLAYSTYLE

Huh, I thought this would be kind of obvious by now? Never the less, let us elaborate on what we have learned. Stephen plays like a stereotypical trap character with his fireworks, make no mistake, but his flag gives him some interesting offensive opportunities. Stephen's obviously going to want to get at least one firework up at the start of the match, from here he can branch out. If you want to be really blatantly defensive, you can spread out your fireworks. Doing this is going to take some work, however, Stephen, fortunately, has a nice little defensive option with his grounded Up Special. He can obviously puncture a firework onto his flag from here, and just use his down special to lure foes in while he escapes from the area. Tossing the flag into your fireworks should do the trick here.

But, where's the fun in that? One of the best ways to play Stephen is as an offensive trap character, lay down a firework, puncture it with your flag and have some fun with those unpatriotic foes of your's. You're going to want to get right in your foe's face, using your up special as something of a barrier to get close, using it as a shield or perhaps even tripping your foes; giving you the opportunity to space yourself and lay down a firework. If the foe is using a move that should leave them open for a bit, using your down special and immediately rushing them down through side special could do you wonders.

Rushed/Bad/Generic Playstyle is Rushed/Bad/Generic; Rushed/Bad/Generic Mini is Rushed/Bad/Generic. I'm well aware of this, it's a mini, it doesn't matter.

TAUNT

Cosplaying Characters get a shiny new taunt to replace their old, boring one. Why? Because I'm not screwing up this color scheme.

Up Taunt – Wag of the Finger



Stephen leans forward, places one hand to his side and raises the other, wagging it back and forth with a disapproving look. As he does so, he exclaims "Wag of the Finger!"
 
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