Meltryllis
Not gonna lie, I was thrown for a bit of a loop when you guys told me you had successfully made a 30,000 word moveset in 3 days, which while its a bit more obvious HOW you guys were able to do that seeing the final product is none-the-less very impressive. Its not just a big wordcount either, its a set that reads surprisingly nicely to get through and ultimately has a clear, focused goal of extreme snowball offensive pressure. Sadistic Nature's an incredibly strong buff that gets a lot out of landing multi-hits in particular and allows Meltryllis some really powerful combo strings, including the occasional 0-to-death if played well. But the drawback makes her frail status far more extreme, and Neutral Special's mechanic of absorbing part of the foe(or perhaps the entire foe) to give Meltryllis long-lasting buffs means she does have some incentive to try and stick around as long as possible. Side Special even gives another bonus for NSpecial's snowballing to make the dynamic more extreme and makes the risks of her 40 weight and Sadistic Nature's drawback feel all the more real.
The set could just have been simple snowballing, but it actually takes a smarter approach than that, realizing a particularly strong frame 5/potentially frame 1 kill move, an obscene damage multiplier, and the benefits she gets from NSpecial are enough on their own, and focuses a lot on neutral, with Meltryllis' ways of fending off an opponent in neutral while keeping them playing the dance to get in NSpecial hits to snowball. This is described as "the dance" in the moveset and its pretty fun to see play out, Meltryllis designed to always be just out of the foe's reach until its too late for them if she's playing well. And every time she avoids a foe's attack, she gets to make one of her following moves worse with a crit star. I found DSmash to be a standout move in terms of concept, I really like the in-and-out of dodge state as a way to weave around opponent's attacks in a unique way. It does end up coming across as pretty balanced too, games with Meltryllis often end very fast one way or the other as she's left with tools that make the opponent's mistakes pile up on them, but in her case she can afford to make fewer of them in total, so it kinda balances out.
I will say the set's advertised selling point, the Neutral Special stealing attributes from other characters, is probably the weakest part of the set for me. The effort that went into it is undeniably impressive, but it definitely feels like having the set spend as much time as it does talking about extremely specific matchups is a bit wasted, because like. Its one character out of over 80 in Smash itself, and god knows how many she'd be going up against in MYM(and I do tend to imagine MYM sets playing against each other a lot too), so its kind of hard to appreciate the changes when their applications are so niche. It also feels like it detracts from how the set's design later on can be handled, because the set isn't really able to more than sparingly mention the actual rewards of NSpecial when they change so drastically from opponent to opponent, making it harder for Meltryllis to create moves that really pay out the snowballing mechanics in exciting ways. It all ends up feeling like a big block of flavor text that's obviously more important than that, but I just don't think it adds much to the set's actual depth compared to how well designed the snowball aggressive game she has is.
Its undeniably a cool set, one that looked like when it came out it was primed to win the JamCon until this JamCon went completely insane and one I would've been quite happy to nominate. I'm not nominating it, but I hope one of you get a JamCon win in the future despite that, because this was undeniably very impressive.
Taranza
This is going to come across as a bit hypocritical after how I said I didn't like Meltryllis focusing so much on specific matchups, but I think the way Taranza handles playing against minion characters is great. I think I like it more here because its a side goal of the set and the move that does it is doing something else simultaneously, but the set goes out of its way to give him a tool to steal minions from minion characters that both provides compelling counterplay for the opponent while still allowing him to take advantage of a mechanic that's ubiquitous in MYM that existing Smash characters don't have an immediate response to. Plus, sneakily, the set gives Taranza a little downside against minion characters in Down Throw, a very powerful payoff to his grab that becomes considerably worse if a minion smacks him out of it, so there's an actual give and take that I like there. It doesn't dramatically effect my opinion of the set, but when people so frequently flub mechanics like this by just making them destroy minion/trap/projectile characters, its refreshing to see one that interacts with it in a way that makes the matchup MORE interesting rather than less.
Aside from how he interacts with MYM minion sets, Taranza is fine. He's a bit limited by his short design cycle to being a very basic camper type character, but the execution on it with the careful use of movement slows to not be too oppressive, the cooldown on his very obvious "space into trap move", and some fun moves like Up Smash and Down Aerial that give him a bit more nuance to his projectile game at least make it reasonably entertaining to read. I kind of found myself feeling like reading through the set that his stage control was missing a single piece to it to make the payoff feel more worthwhile. That said, throwing in some high power sweetspots amidst all the movement slows is an obvious but fun way to give him better kill potential for playing his game well. I did feel like a good number of moves were just kinda "there to attack in X direction and not much else", but there's enough good ideas in here that I did come out of the set liking it a bit. Pretty impressive given you finished it so fast to go immerse yourself in Kirby and the Forgotten Land.
Alolan Marowak
I'll get my main gripe with this set out of the way ahead of time: I think Hex and Will-O-Wisp together end up feeling a bit too oppressive. Dealing with a flinch every 1.5 seconds is actually a pretty scary mechanic to fight against that constantly puts you on the defensive, and having the foe get pursued by a powerful stunning hitbox the entire time afterwards from the same move is a bit much. This feels like a mechanic you should snowball towards and not get access to nearly as casually as Alolan Marowak does, and I think the set would do well to either remove the Hex component(the set doesn't honestly get much out of it) or nerf both sides of the move considerably.
That aside, Alolan Marowak's pretty fun! Using Bonemerang as a means to project your own hitboxes across the stage with a boomerang projectile, potentially splitting Alolan Marowak's attacks into two pieces across the stage from each other, is a fun mechanic, and a solid take on disjointing your hitboxes away from your own body. The set gets good mileage out of this by scaring opponents into defending poorly for very powerful punishes like Down Smash or creating a big, oppressive wall around the bone like with Up Smash, or in smaller mixups like between Dash Attack and Up Special that are significantly less committal. Forward Smash is a move that particularly stuck out to me in terms of being a cool move even before you factor in the mechanic with how each variant is best against a different option the opponent picks against it, and how much scarier it gets in the context of Will-O-Wisp and Bonemarang on top of that. The set's melee is pretty solid across the board, a slightly weak grab game aside, and it manages to make the relatively common MYM concept of "move your hitboxes to a different part of the stage" remain entertaining with enough of its own flare on it. Its not a set that gave me a lot to complain about aside from the balance of one move, the most I can say is it doesn't have as strong a concept or characterization to grab me with as Honchkrow or Enya did last contest. I still think you did a good job here, its a worthy addition to the JamCon even if its a bit outclassed due to so many more ambitious in scope projects coming out alongside it.
Venom Strange
We usually don't get more than the one "how the hell was this made just for a JamCon" set per JamCon, and in this JamCon we got four of them, which is pretty incredible, and Venom Strange seems like its already becoming a fierce competitor for the title. I can absolutely see why, because the way this set handles minions is very cool and impressive. Starting the set off with the Wards, Portals, and Containers as ways to manipulate the summons in some pretty unique feeling ways, Venom Strange can use the summons both as autonomous constructs and as aids to his melee. Their autonomous functions tend to be pretty simple in a way that feels deliberate, but when you can put them in glass cages to follow up on Strange Supreme's attacks or portals that put foes in them(or in Rocket Raccoon's case, to build up a bomb supply) or transport powerful hitboxes all around the stage with Ghost Rider, it becomes a lot more obviously compelling. I like how simpler minions like Captain America serves a useful purpose as a guard to another minion and a potential passive(but tricky to use) counter against opponents, and even Ant Man feels like he has his purpose with the various prone setups the set has.
What I think sells the set for me, beyond that, is Venom Strange has his own set of moves that are clearly designed to work off these summons in clever ways. A move designed to fling a foe behind you specifically, for example, gets a lot of mileage in this set, Nair's pull effect works well into the attacks of autonomous minions, Jab's weak trap that is created in a surprisingly natural feeling way can still be used to some potentially interesting mileage alongside all the positioning and portal games the set offers, Dair's position swap that feels far better balanced than older variants of the effect, Down Throw weaponizing portals against foes offensively... I could go on a while, but its nice to have both a distinctive and well thought out set of minions alongside a set of moves that are clearly designed to supplement them, sometimes even in ways I don't commonly see in minion sets.
To address a couple weirder points of the set, I enjoy Venom Deadpool's presense. BThrow's damage is a bit high(once you figure out the funny formula), but I think he feels weirdly well implemented as a joke summon, both in terms of the humor being designed in a way that feels like it wouldn't just get annoying from match to match and having a bunch of niche uses that are fun but not taking up space in Strange's set where he'd end up causing problems. He's kinda like Captain Falcon's nipple spike from back in the day: its funny that its there, sometimes its helpful, but usually its just a novelty that holds some good comedic value. The actual thing preventing me from nominating this set as a well thought out, ambitious project that utilizes minions quite welll is just I was never sold on the Wards. I feel like there's a lot of potential jank situations they create that, while not usually popping up in a competitive match, could still get people stuck for an extremely long time when they do crop up. I honestly wonder how two Wards would interact with each in a mirror match to prevent looping foes in moving back and forth against their will at Ganondorf's walk speed. Just covering a couple edge cases with this would probably do enough to make it fine, but I'm not really that fond of using it to lock the opponent in place with the autonomous minion attacks either. It feels like a pretty clunky reward, likely to get the minion killed as the opponent's far more diverse arsenal will probably just kill the minion who would frequently miss access to their own mobility in the case of quite a few summons in the set, and doesn't really feel like a particularly engaging payoff compared to the much more interesting constructs introduced later on.
Still, this is a REALLY impressive second set back and I see why its already got some big fans. If this is what you can put out in 3 days Nate, you've already made quite a showing in your return.