Time's up, let's review the results for Jobs #31 and #32
Job #31: Submit a stage for Sulley & Mike
Monsters Incorporated (submitted by M Master Hero Sock-on-Rye )
Doors' Hall (submitted by me)
Door Chase (submitted by @DarkVortex)
Vote for your top two favorite stages. Your stage can't be your first vote. Here are my votes:
1. Door Chase: I mean, it's a fun concept, just fighting on a conveyor belt that carries doors.
2. Doors' Hall: I am somewhat proud of the concept I came up with for this stage. I think it makes for a very chaotic stage, but experienced players might end up doing some crazy shenanigans using the teleporting doors.
All in all, the three stages that were submitted are very similar to each other. I find it somewhat funny that nobody submitted a stage from Monsters University (although I don't think that movie was that bad...)
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Job #32: Submit a moveset for Sulley & Mike
Vote for your favorite submission. Your own submission CAN be your vote.
Similarly to what I did with Maleficent's moveset, I decide to abstain from this vote. I really liked how Master Hero emphasized the interplay between Sulley and Mike, but I am not a fan of how much he relied on projectiles. So yeah, some good aspects from Master Hero's moveset and some good aspects from mine makes it hard for me to decide which one of these movesets I like the most.
Job #31: Submit a stage for Sulley & Mike
Job #31: Sulley and Mike's Home Stage
Oh, come on. Like we didn't just think of this as soon as this job was shown.
Monsters Incorporated
This stage could be mostly located in the Scare Room, where monsters going in and out of doors would be the main hazard of this stage. Also, on rare occasions, like if you select this stage on April Fools Day, it changes into the Laugh Room as seen in Monsters at Work.
Job #31: Doors' Hall
View attachment 372814
This stage is admittedly pretty similar to the one submitted by Master Hero, but it has some differences. The stage layout is very simple (like Battlefield, but a bit bigger and with a couple more platforms, to create a sort of hourglass shape). The main platform has five colored doors (red, blue, white, pink, green). At the top of the stage, there is the sort of monorail that moves the doors and, at random, some doors might be dropped on the five smaller platform or may simply remain at the top of the stage. The doors that appear in this way are the exact same reproduction of the ones that appear on the main platform and deal no damage when they are dropped. However, characters can use them to quickly move around the stage (eg: entering the red door on the main platform teleports the player to the one attached the conveyor belt, entering the pink one teleports them to the copy on the stage etc.). Of course, these doors are two-ways (but entering inside the ones that are atop of the stage might be difficult). After some time, the door are taken away.
Since it is important for players to be able to recognize the five doors at a glance, each door as a motif on it (red = triangles, blue = waves, white = circles, pink = stars, green = squares) to help colorblind players.
The submitted stages are:View attachment 372781
Door Chase
One of the most iconic parts of the film. Players fight on top of the conver belt carrying the doors. Sometimes a door will go by and open up a mini area for players to fight in, such as Books Room or the Trailer that Randel ends up in.
Monsters Incorporated (submitted by M Master Hero Sock-on-Rye )
Doors' Hall (submitted by me)
Door Chase (submitted by @DarkVortex)
Vote for your top two favorite stages. Your stage can't be your first vote. Here are my votes:
1. Door Chase: I mean, it's a fun concept, just fighting on a conveyor belt that carries doors.
2. Doors' Hall: I am somewhat proud of the concept I came up with for this stage. I think it makes for a very chaotic stage, but experienced players might end up doing some crazy shenanigans using the teleporting doors.
All in all, the three stages that were submitted are very similar to each other. I find it somewhat funny that nobody submitted a stage from Monsters University (although I don't think that movie was that bad...)
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Job #32: Submit a moveset for Sulley & Mike
Job #32: Sulley and Mike's Moveset
Neutral Special: Turkey on a Roll
Sulley picks up Mike and tosses him like a bowling ball. This is a reference to their dynamic, while the name is a reference to getting three strikes in a row while playing a round of bowling.
Up Special: Scream Canister
Mike and Sulley ride one of the canisters as a rocket to get away from the blast zone. To accommodate for Sulley's weight, it's probably a Laugh Canister instead.
Down Special: Down and Dirty Dancing
Sulley and Mike attempt to do the famous "Dirty Dancing" pose, only for Mike's legs to give in and unceremoniously toss Sulley into the opponent's oncoming way. Consider this to be the antithesis to their neutral special.
Neutral Aerial: Snow Cone
Mike throws an Abominable snow cone at the opponent. Emphasis on abominable.
Side Aerial: Go Long, Young Pig
Sulley tosses Archie the Scare Pig, a hog with spider legs, like a literal "pigskin".
Up Aerial: Wake Up Call
Mike blows an air horn near Sulley, which startles him awake enough to unintentionally hurt the opponent this time.
Neutral Ground: Toxic Touch
Still afraid of what those poisonous spike balls can do, Sulley and Mike play an impromptu game of keepaway with one until an opponent comes in contact. Hold it long enough as either of the two, and it can cause self-damage. For best results, compare this to Tom and Jerry's tennis match attack in MultiVersus.
Side Ground: Warehouse Detour
Mike and Sulley ride a runaway track from the Door Warehouse directly into the opponent.
Down Ground: Slam the Door
Sulley slams one of the condemned doors onto the opponent, with intent to shatter them himself. Sure, it's out of character, but who would want to make a child laugh during his or her goth phase?
Grand Finale: Dig Deep
Both Sulley and Mike unleash their primal urges, and roar their lungs out at the opponents. This Grand Finale targets all nearby opponents, and is best suited without the use of a headphone jack.
The two movesets were submitted by M Master Hero Sock-on-Rye and me.Job #32: Sulley & Mike's moveset
For this duo, I wanted to emphasize Sulley's massive frame and, likewise, power. The duo's interaction are more aesthetic than actually functional, although they do share a few attacks here and there.Generally, Mike stays in the background while Sulley fights in the foreground.
Ground attacks
Aerial attacks
- Neutral - Scary Fist: Sulley punches twice. Each fist can be charged.
- Up - Wake Up!: Mike plays an air horn that makes Sulley jump out of surprise. Sulley's jump acts as a hit-box that has a sweet spot on Sulley's horns. This attack can be charged.
- Down - Put That Thing Back Where It Came From: Mike comes to the foreground and kicks back and forth several times while facing the camera and jumping, whereas Sulley goes to the background and performs an awkward dance (that is merely an aesthetic detail). Mike's kicks deal damage and their power, as well as the amount of kicks performed, can be increased by charging the attack. The dance Mike and Sulley perform is one that they actually do in the first movie.
Special attacks
- Neutral - Aerial Punch: Sulley punches forward. This attack can be charged.
- Up - Friendly Juggle: Sulley grabs Mike and juggles with him. Mike acts as a hit-box.
- Down - Monstrous Stomp: Sulley stomps with both feet. This attack can be charged and acts as a spike.
Grand Finale - Scary Nighttime: a cinematic Grand Finale. Sulley roars, sending all opponents inside a door. There, they appear to stay in a dark room. After a few moments, Mike appears, yelling at them. This only deals minor damage, but Sulley will then appear and roar, dealing in turn massive damage and high knock back. Opponents are then sent flying away.
- Neutral - Run!: Sulley grabs Mike while he dashes forward, dealing damage as he rolls over opponents. It's a reference to that scene where Sulley is chased by Waternoose that freaked me out like nothing else as a child.
- Up - Doorway to Safety: Sulley and Mike go inside a door that magically appears out of thin air, only to reappear out of the same door nearby. This attack is somewhat similar to Zelda's up special in its functionality, as Sulley and Mike deal high damage to opponents once they go out of the door.
- Down - Scream Extractor: Mike opens a scream extractor, which flies forward at very high speed. The extractor acts as a projectile that bounces off surfaces and opponents, but disappears after a while. Only one extractor can be used by each player at a time.
Vote for your favorite submission. Your own submission CAN be your vote.
Similarly to what I did with Maleficent's moveset, I decide to abstain from this vote. I really liked how Master Hero emphasized the interplay between Sulley and Mike, but I am not a fan of how much he relied on projectiles. So yeah, some good aspects from Master Hero's moveset and some good aspects from mine makes it hard for me to decide which one of these movesets I like the most.