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Make Your Move 11 - It's Over, Duder!

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
RAPUNZEL

Yay, Kits is back! You know, somehow this feels like the perfect moveset for you to come back with, Kits. No one but Kits would or should make a moveset for Rapunzel. I dunno, it just seems very fitting.

Anyhow, the actual moveset was pretty nifty. I'll spare you any talk about your measurement system, since others have brought that up, and cut to the part I feel is more important. When I started the moveset, I admit I was skeptical about how well you'd be able to manage the hair. But I think you did a stellar job. Rapunzel strikes me as very in-character: she can't really fight, she has to trip up her foes and then essentially kick 'em when they're down. A playstyle quite befitting of a princess figure, I think.

The pan felt a little random at first, but you kept using it and tied it into the hair (somewhat literally) to make it feel at place in the end. The lizard (or whatever it was--sorry, can't perfectly remember) wasn't so lucky. That's about the only complaint I have about the moveset, really. Her little friend just felt a little tacked on and I'd rather you just made some generic-ish hair or pan moves in his place. Still, all in all, this was a fantastic read. And I'm just glad to have you back. :)


UBOA

While the moveset here doesn't strike me as particularly ambitious, you do, so that's why I feel to comment when several others have already covered much of what I would. Uboa has a solid base in the category of mind games, but it's like the construction stopped at the foundation. You have something very workable here, I'd just like to see it taken further. Considering you specifically did this without help or input, I think it's definitely a good first effort, and a worthwhile point to work up from.


QWOP

Clearly, the greatest moveset ever made. But also very broken. 100/0 match-up against Table Man (that is a Robot Master, right?). For that, I give it 9.9 stars.


KYUBEY

This came as a bit of a surprise, but since I just finished the series, I found myself hungry to see what you did with Kyubey, so I read him pretty quick this morning.

You skirt the line a lot--and I mean A LOT--between pathetic and broken here. I was more or less expecting that, but I think it's probably taken to the extreme. To me, Kyubey seems both vastly underpowered and utterly broken at the same time. In the hands of an uneducated player, he's completely useless. If the player knows what they're doing, he becomes a monster.

Let me say this, though: Kyubey's character is simply oozing from his moveset. Even the number of things that aren't directly from the anime paint a vivid picture of how this seemingly-cute creature is actually a manipulative freak with no sense of shame found in abusing and torturing. I love that about this moveset. I see myself coming back to read it again several times for that alone.

The only other real point against Kyubey is that he's one of those characters who has to have a guidebook unlocked alongside him. There's simply no way a player would figure out how to respawn and avoid a life lost, or figure out that their grab is so central to victory, or conceive how to pull off a 7-second grab. I think you get the point. Speaking of respawning, where are these corpses that Kyubey can eat? I had the hardest time trying to find that in the moveset. Call me blind, but I couldn't, and I really wanted to know.

I know I probably sounded a bit negative here, but I did enjoy this moveset a lot. When you mentioned you were making Kyubey, my expectations were that you'd either have to go out of character to make him a decent Brawler, or else I just don't even know what. I just couldn't figure out what you'd do. What you did was a very pleasant surprise and I really enjoyed reading it (that's another thing, you have a rather captivating writing style). I just feel there are some issues with discoverability and balance.
 

Zook

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

I have one big problem with Rumble: I have no clue who the **** he is, where he's from, what he does, or even what he is. Am I playing as the rat guy or the mech in the background? As I read the rest of the set it became apparent, but it was a bit annoying to me, personally.

That said, he looks like a pretty cool character. (I just wish I knew something about him :( lol) I like how his up smash has no lag at the end of it, allowing you to reposition yourself as your rocket falls back to the stage, letting you force the opponent into it. The up special also serves as a nice fakeout move. The set knockback on his down smash (Yordle Blam? wut) also gives him some nice breathing room to fire off a rocket or an Electro Harpoon. The grabs are funny and seem in character; I especially like the one where he spits in their face. The way his Flamespitter interacted with his forward tilt was a nice idea, but I wish you included it in some more moves.
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
Gonna try and catch up any sets I've overlooked.

Vol Opt
As soon as I read about his absurd size, weight and inability to move, I thought "this couldn't possibly work" but after reading his Down B coupled with all the cable techniques and things, it started to become awesome. He works just like a boss character would work, setting up traps while ignoring the damage and watching your foe dodge around helplessly.
Sounds like mighty fun. Great job.
A small concern is that it isn't so clear which Vol Opt does which attacks. Maybe a re-read would help, but maybe calling the small one mini-Vol Opt or something would be better.
I'll try to ignore the idea of a free-for-all with 4 Vol Opts on FD for now...

Rapunzel
Welcome back, fellow AA-fan!

I haven't seen the movie but it doesn't take a genius to realize that Rapunzel has a lot of potential as a character. You've used pretty much all of that potential. All of the moves are pretty cool, you've got a unique tether, an awesome Neutral Special, some cool aerial grabs and a good grab game. The idea of braiding the hair is really awesome, the only concern is that I'd like to be able to braid the hair even when not grabbing.
Overall it's a great moveset which works out very nicely in the playstyle. I don't think it could be any better.

Swalot
You did a nice job, I liked most of the attacks, and the grab game is pretty awesome.
There were so many moves centered around various kinds of slime that it becomes kinda hard to keep up with it all, but I guess he isn't a pick-up and play sort of character anyway.
It sounds to me that once someone ends up inside Swalot, it's insanely hard for him to get out. The sole ability for Swalot to turn around is deadly and can leave most foes in freefall after trying to Up-B to the ledge. This coupled with the acids splashing around makes it even harder. Still it's a really unique way of killing, so yeah, kudos.

Boom Boom
With this moveset you basically answered the question: "How would Boom Boom work in Brawl?", nothing more and nothing less. It's incredibly simple, something which is pretty rare in MYM, and this gives the moveset a sort of simple fashion. If Sakurai were to put him in Brawl, this would be the moveset. But it's also generic (which is another Sakurai quality).
There are a few things though which I found pretty interesting.
The dash attack is...a speed boost? Completely unexpected. Down Throw is... a manual release??? Never seen it before. And then there's the absurd Back Throw.
These don't really go past the simplicity barrier, but I found them quite amusing for their absolute "originality". This set is good in a weird way. In your next set try to insert more of these kinda things and specify what they're actually for.
One more thing: the role the rocks have in his game isn't quite clear. You had something going there with that move but for some reason you left it aside.

Venustoise
It's a nice set, most of the moves are good, and he seems like a fun character to play. The best part? Aqua Jet when used inside the shell. I think that's just an awesome idea.
But I think you didn't use him up to his full potential. In other words, the seeds.
You could have made plants grow when you use water moves on them or something. It's a pity you didn't include this sort of mechanic in a character which mixes grass and water.

Gangreen Gang
I love these guys and I think you did a great job in converting them to Brawl. I love the idea of assigning a button to each character, it works great. There are a lot of interesting attacks like Arturo's Piggyback and Snake's Moonwalk, and I really like how Billy works and all the mechanics with Grubber. The group attacks are all really fun and as a whole it's a very well done rendition.

EDIT: Quick font test: can you all see the box and the smiley?☺
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
-Taga-

Description:

Yes, the very character that Eaode created that you did not know about joins the Brawl!!!

Taga is a Bouxrie (Booh-Ree) Dragon, a Bipedal Species of Reptile that has unique attributes such as the ability to speak, a human level intelligence, and the ability to summon electricity at will.

Stats:

Size: ***
Taga is average height compared to the rest of the cast.

Weight: **
Taga's weight is a little bit below average.

Speed: ****
Taga is decently speedy, having a fast running speed and relatively speedy attack execution

Power: ***
Taga doesn't have too much power, but enough to be able to rack up damages and get kills at around 100%

Range: ***
Taga has average range on his regular atacks, but gets more range when using electricity.

Fall Speed: ****
Taga falls a bit faster than most characters, increasing his combo ability and his ability to get comboed.

Attacks:

A: Taga jabs out with his left hand. No knockback.
AA: Taga Spins counter-clockwise, hitting opponents with his tail. If A is not pressed again he will stay facing the other direction. Low knockback
AAA: Taga completes the spin with a right hook. Has knockback equal to Mario's AAA, and hits enemies up and away.

Forward Tilt: Taga jumps in the air, spinning clockwise, striking with his tail and kicking immediately after with his right foot. Has decent knockback but a little bit of lag afterward.
Up Tilt: Taga quickly thrusts his right fist staright above him while clenching his left in anger.
Down Tilt: Taga quickly does a crouching spin and sweeps the ground with his tail. Pops the opponent up in the air with knockback like Roy's Dtilt in Melee.

Forward Smash: Taga brings his arms back quickly and then thrusts them forward in a kamehameha-like stance, unleashing a small explosion of electricity in his hands kncoking opponents up and away. this move won't kill outright on most characters until about 125% but you can at least knock them off and edgeguard.

Down Smash: Taga turns and jerks both his arms at a downward angle toward the ground, releasing small lightning bolts quickly downward with decent knockback. If the lightning does not hit the ground, it will continue downward at it's predetermined angle until it hits something. But it will lose knockback the more distance it covers. This move is great for edgeguarding because it will shoot down off the stage at a 45 degree angle and hit recovering opponents.

Up Smash: Taga crouches down and then launches himself into the air doing a barrel roll. He hits the opponents with a double kick and his tail (if the kicks don't connect). The final tail hit only connects if the kicks do not,m and the tail doesn't have as much knockback as the second kick. This move combos well at low percents, and at higher percents if you hit with the tail instead.

Forward Aerial: Starts out like Mario's Fair in SSB64, Taga spins and kicks with his left foot and then flips and delivers a second kick with his right foot at an upward angle. This move is great for combos because if knocks them upward without to much knockback and has decent stun.
Up Aerial: Taga does a backflip and kicks the enemy twice and then lands. The end of this move has an additional hit from his tail in the back that sends people at a slightly downward horizontal angle with weak knockback. The regular part of this move if just like Mario's or Falcon's in that it can continue combos well.
Neutral Aerial: Sex Kick with decent knocback.
Back Aerial: Taga spins back and extend a kick with good reach. Works like Samus's Bair in Melee but not quite as strong.
Down Aerial: Taga lifts up his legs and swipes downward with his tail like Mewtwo's Dair without the flip, and a little faster. This is a meteor smash.


Specials:

Up Special: Cloud Strike. A Cloud Zips by Taga's head and he grabs onto it's tail, hanging onto it for a little while before jumping off with a kick forward.
Demonstration:


Neutral Special: Taga puts his hands together very briefly and summons a ball of electricity in his hand. This acts like an item, he can throw it in any direction with warying degrees of strength. Once he throws it, it will elongated and travel in a straight path (if sent up/down) or in an arc (if thrown to the side). It gives decen damage and a bit of knockback. It can be followed up because it has a little stun like YLink's arrows in Melee.
Demonstration:


Forward Special: Taga reaches one hand out and Summons electromagnetic force to pull distant enemies toward him. Has little lag so it can be followed up by a grab, attack, etc. Does not damage opponent. (this could be great for saving your teammate as well :D)
Demonstration:


Down Special: Taga summons a huge lightningbolt down from the heavens to strike himself. If the opponent is hit by the bolt above Taga they will receive decent damage but barely any knockback. However, when the Lightning Bolt hits Taga, he will redirect it through his body and out of his hands on both sides of him. This delivers good knockback and damage, and has good range, but is very laggy afterwards.
Illustration:



Miscellaneous:

Grab: Taga reaches out his right arm and grabs the opponents.
Grab Attack: Taga jerks the opponents by their neck while jolting electric current through them.
Forward Throw: Taga holds the enemy in place and kicks them away, like Link's Fthrow but more powerful.
Down Throw: Slams the enemy into the ground and then stomps them, popping them into the air a little bit. Good for starting combos
Back Throw: Heaves the opponent into the air behind him and then sends out a Thunderbolt to intercept them, giving additional knockback and damage.
Up Throw: Just tosses them up into the air. Can be followed up at lower percents.

Get up Attacks:
< 100%: Taga pushes himself into a backflip and land on his feet.
> 100%: Taga Struggles to get up, and then punches in both directions.

Ledge attack:
< 100%: Taga springs himself up like a gymnast and kicks his enemies out of the way
> 100%: Taga gets one le back on the stage, swipes his tail, and gets up.

Taunts:
Up: Taga raises his head toward the sky and laughs
Side: Taga motions with his hands toward the side with a "WTF" motion
Down: Taga makes an open hand gesture and says "Of Course." in a sigh.


FINAL SMASH: IONIZATION

Taga Takes a powerful stance and stomps onto the ground. Electricty flows through the stage as all solid platforms and sage elements become an electrical hazard. Characters that touch the ground will take 10% damage and be knocked into the air with a bit of stun. Taga is immune to the danger and can roam the stage dealing additional damage to his enemies. This effect lasts for 15 seconds.
 

Junahu

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

There's no reason for this picture, it's just here as a little social experiment.

Vol Opt:
I have to admit that given what you had to work with, Vol is remarkably well implemented, and not all that awkward. Don't get me wrong though, it's still awkard, as are all movesets with a 90 degree learning curve, but at least that awkwardness plays into his status as a robotic machination rather than against it. It's kind of awe inspiring how well you interpreted this boss battle into a moveset, and the split between the monitor doing the A attacks and the main body doing to B attacks is rather neat too (though I wish the monitor started the match outside of the body and didn't have to be specifically summoned)

There are a number of places where a lack of an important detail/distinction hurts the moveset. For example; WHY is Vol immune to grabs... but only until he reaches 150%? You give a playstyle reason yes, but not a physical one. For all the poor foe knows, Brawl is just being a glitchy ****.
You also neglected to give any kind of ejection procedure for Vol's grab game. If the foe wants to, they can just stay inside forever, racking damage without bothering to leave whenever the doors open. Or they can just not bother with even that, and sit out the clock.


Uboa:
Mindgames taken to their logical conclusion yes? I actually like it, no need to have non-standard wacky attacks, when the whole point is that the foe doesn't know where the hitbox is. It was a very pleasant surprise when the ball fell into place and I realised how much the set does with so little. Good job. Seriously, I think I could learn a thing or two from you

Rapunzel:
Man what a lovely moveset. Extremely well characterised, with a cleverly realised concept that hides plenty of depth in those lucious locks. It must have been tricky for you to describe this moveset, given the dynamic, kinetic nature of her hair, and the infinite number of situations her hair can be in. You didn't always suceed, but the concept alone was so refreshingly intuitive, that I managed to figure out the murky bits.

The worst part of the set, in my opinion, is the first sentence you wrote in the Playstyle section "Rapunzel really is the ideal prone abuser". I mean, here you are with an ingenius moveset about hair, and you break out the old chestnut that she's a prone chaser? For shame, take pride in your ideas, they're wonderful!

I think including the girls in Rapunzel's throws was a bit much, and Pascal should have been something of a constant helper (who lurks in her hair, defending it from whoever is attack it), rather than simply acting as her pummel.

 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Party Pete
*Insert sarcastic remark about the end of he world here* A Clownbot set? This was certainly unexpected. The drinking mechanic here works really well, with the player being forced to choose between partying all out and going for the KO, or taking it easy, stalling for time before the addiction takes over. I also really love the little touches throughout the set, like having Pete automatically perform pelvic thrusts and dance moves while moving after so many drinks. Of course, as others have said, the attacks are weak and boring, which really takes a lot of the enjoyment out of reading it. That's really the only thing wrong with the set, and you definitely have it in you to do better. Don't go back to leeching just yet, man.



Gangreen Gang
Now that these types of sets are catching on, it's nice to see you improve on the genre and fix on the the major problems I have had with it in the first place: namely a lack of ways to control all of the members at once, and a lack of a shield due to using the shield button for another attack input. The group stance fixes both of those quite nicely, while also capturing their classic way of cruising around town. The way each member acts and behaves is also well done, and the interactions are logical and intuitive for the most part. The main thing I don't like, though, isn't the characterization that the Gang has, but rather the characterization that the set applies to the opponent instead. I really have trouble picturing every character being so weak willed that they can't stand a strong stench, or are frightened by a cyclops to the point of running away, or being so easily controlled by a simple taunt. Being slightly unnerved, made sick, and psychologically damaged, maybe, but having so many ways to limit the opponent's control of their character seems both un-fun and incredibly out of character for the vast majority of characters that the Gang would be facing. The fact that the Gang is so reliant on this control of the opponent to get them where they want them is a rather large and unfortunate blemish (for me at least, this is probably just a big pet peeve) on an otherwise great and fun set.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Soooo, Kyubey. You've got a glaringly redundant input there: making the player press UpSpec in order to respawn is kind of ridiculous, as there's not really any situation ever in which they won't simple press UpSpec and respawn; it'll just be there to throw off new players. Although, as Kibble says, there's plenty of that to go around.

I loooooved the first half of the moveset, despite some inputs that are a bit vaguely described considering how bizarre Kyubey's body shape and size are; this concept of forcing the foe to kill your little flitting hurtbox with weaker attacks, lest they leave fodder for your reincarnation lying around, is very clever, and also makes some internal sense, as weaker attacks aren't strong enough to KILL Kyubey and are instead just knocking him away from the battlefield. This is really neat stuff.

Once the contract comes into play, along with Kyubey's monsterous illusion form and all that stuff about messing with the collar you yourself put around their neck, the characterization gets a bit problematic: this idea of forcing power onto the foe with an unforeseen price is a bit too advanced to work effectively in Brawl, besides which this temptation of power has nothing to do with the human opponent and everything to do with - essentially - status effects and sequences of attacks, making it a bit less intuitive than something like Sarkhan Vol or DarkMega. And, of course, there is an element of flowchartness in a moveset like this, which progresses in steps by definition and which you even draw some attention to in the playstyle section.

But although I wasn't fully sold by the moveset's punchline, I was still quite charmed by the sheer volume of ideas it had to display. You're one of the most adventurous MYMers right now, FA - really pushing refreshing new concepts with each moveset. There's a lot to like here.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
...Okay, starting to get the feeling my set's being ignored...

T_T
From what I've heard, you changed a grand total of TWO inputs since last contest. There used to be a requirement a set cannot be put in unless in retains 5 or fewer inputs. It's kind of an unwritten rule you don't do that sort of thing nowadays, but that's the only reason I haven't commented it. No offense dude.

Edit: Woops you were told too? Sorry bout that.
 

Chaos Swordsman

Smash Apprentice
Joined
Sep 15, 2008
Messages
174
Location
In your closet.
Dude, I edited the last set because nearly every move was considered generic, then I was told to post it again in THIS contest. And now you're telling me nobody else is even going to read it?

T_T T_T T_T
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,542
Dude, I edited the last set because nearly every move was considered generic, then I was told to post it again in THIS contest. And now you're telling me nobody else is even going to read it?

T_T T_T T_T
No worries, Chaos. There's kind of a crapload of movesets right now, and commenters are scrambling to catch up. I'm sure you'll get some replies before long.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Indeedilly doodilly, neighbourino or however that whole Flanders thing goes. I should probably feel guilty, since I've commented most sets posted since Ashley - but I read what catches my eye at any given moment, what can I say? On that note, Ashley could do with some sprucing up in the visuals department - bolded and maybe larger attack names; more colors, including maybe a nice pale easy-to-read red for the body text itself; some extra spacing between attack names and attack text, to give it all room to breathe; just these little things that have nothing to do with the moveset's quality but will certainly help with getting people's attentions and making their reading experience smooth and enjoyable. Nobody's perfect, after all, and our experience reading a set is bound to worm its way into how much we like it.

The moveset itself, I found very interesting. Not having done much more than skimmed the original Ashley, I can't speak for improvement, but this is clearly no newbie set - there are some quite advanced interactions between moves and a lot of flow in terms of overall gameplay. I especially like planting a Piranha right next to a binding circle in which the foe is trapped (and this can be pulled off even if you can't get close enough to the foe, since you can just plant the Piranha and a second binding circle somewhere else on the stage). The Binding Circle is indeed the main attraction here - the way it allows you to lock up the foe's movement and move them very precisely around the stage makes for a fascinating centerpiece. I suppose it's overpowered, especially considering the many ways Ashley can punish a trapped foe (especially just making a voodoo doll of them and brutalizing that while they can only look on helplessly) and the fact that she can sit on the other side of the stage healing while they're caught (healing-at-will attacks are dangerous - there's a reason they don't exist in Brawl - and especially in a moveset like this that can so easily incapacitate the foe).

I do feel that Red comes off as an afterthought, more of an in-character point than anything that couldn't be done away with without much change to the playstyle. But maybe Red is supposed to be an afterthought? After all, your eyes will always go to Ashley, and that's just sad (my eyes do not, in fact, go to Ashley right away).

Last note, commenting patterns can be really weird sometimes. There are all sorts of reasons people address a certain set rather than another, and it's definitely not a personal thing - it's only logical that people will be excited to gobble up another Kupa moveset, given his long history of popular quality sets. That's one of the fun things about just starting out in MYM, actually: with every moveset you make, you'll draw more and more eyes to you, and before long you'll find that each of your sets has become an Event. That was my experience, waaay back in MYM 3.0, and I can't deny that I miss it, even if it can be a bit frustrating when you're taking those early steps up the ladder. Keep at it, though - I had a lot of fun reading this moveset. ;)
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Rumble

I agree with Zook that there needs to be something at the start to tell us about the character. I knew what was going on as Rumble is one of my mains in LoL, but very few MYMers have actually played the game to my knowledge.

At first I was off-put by how low the damage is on most of his attacks, but then I saw his god-mode Flamespitter which more than helps his damage output. Little things, like his FTilt receiving a buff if used after Flamespitter and his USmash having no end lag so you can always take full advantage of where you fire it give the set some interesting quirks and help establish his brawler/pressure-based playstyle.

I don't really have much else to say really, simple set is simple. It's in-character and would most likely be fun to play. Kudos to you.

Gang Green Gang

It's another Hugo set that has all the fundamental things that made Sid's Toys broken for 1v1 whiles till trying to pass itself off as a 1v1 set. Do not pass Go, DO NOT COLLECT 200 DOLLARS!

To be fair, I do like some of the concepts in it, such as Billy acting as a giant meat-shield and mobile "wall", but honestly, I'm growing tired of this concept very quickly when its namesake is practically the most balanced one and these kinds of sets always devolve into "gang **** infinite" so it's hard to take them seriously to begin with.
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
Welp, as it happens, I've got my 22nd moveset (Not counting Swinub. :glare:) for you guys on my 22nd birthday. Hopefully this is an improvement. Enjoy.




* * * Majora's Sceptile * * *
The Forest Pokemon





Sceptile is a forest-dwelling grass type pokemon with scary agility and the ability to saw trees to pieces with the leaves on his arms.

This Sceptile is partially OC, based to an extent off my personal Sceptile from Pokemon Ruby version... a sceptile who learned Leaf Blade at level 30 and had the attack until level 100. I used it as a sort of basis to make an OC-sceptile set that revolved around Dragon Claw and Leaf Blade, the two moves that were always in his moveset.




* * * Stats * * *

WEIGHT: 4
SIZE: 9
GROUND SPEED: 10
AIR SPEED: 9
FALL SPEED: 10

- Can crawl!
- Can wall jump!
- Can wall cling!

Sceptile is all about speed. He can move around the arena very quickly. His ground traction is also very good. However, his air controllability is extremely lacking, leading to a high learning curve to hitting with his aerials.





* * * Special Moves * * *

Neutral B: Leaf Storm
If you hold down the B button, Sceptile will charge up an attack for two seconds. After two seconds, he will stop charging(You can release the B button at this point) and hold the charge until you press the B button again. You can release the B button early to launch a weaker Leaf Storm with less reach. The attack functions like Mario Finale, shooting razor-sharp leaves that spread from Sceptile in a cone shape for about the distance of Bowser's fire breath. The move does low knockback and is multi-hit, dealing massive shield damage and 20% damage.

Side B: Agility
Sceptile hunches forward when the B button is held and dashes ahead the distance of two battlefield platforms nearly instantaneously when it is released. Normally, this move will carry Sceptile through the air, will stop at ledges(unless Sceptile is standing on one), and alters its trajectory to go at opponents who are slightly higher or lower than 'directly ahead'. The move deals 12% and knocks opponents in the direction behind Sceptile. He is invincible while moving, and can only be hit before he moves or after he moves. This allows him to pass through any projectiles, strong attacks, or opponents. When trees are involved, however, the move gets a little complicated. Sceptile can use this move to pass through trees without damaging them, but will still attack opponents. When Sceptile is inside a tree, he will "lock on" to an opponent in range of the attack and lunge at them from the treetops. If there is a second tree nearby, Sceptile will jump at the opponent, but will stop when he hits them and will then jump up into the other treetop. The attack has a slightly longer reach from the treetops, letting Sceptile reach opponents or trees 2.5 platforms away from the tree he is standing in. Sceptile will go from tree to tree in the direction he is facing, or will simply alternate between two trees over and over again.

Up B: Pursuit
Sceptile disappears and moves in the direction you press the control stick in a move that somewhat resembles Shiek's teleport. However, if an opponent is close to Sceptile when he uses this move, he will teleport to them and footstool jump off of them, and be able to teleport again. The move does no damage, and moves about as far as Shiek's teleport. The opponent must be on the inner half/two thirds of that range for the footstool to occur. Beneficial against physical edgeguarding, and useful for skillful gimping!

Down B: Ingrain
Sceptile crosses his arms in front of him and growls. About a second after entering this pose, roots shoot from the ground in front of Sceptile. If the control stick is tilted back toward Sceptile, he will be held in place. While stationary, Sceptile can use grabs, throws, tilts, smash attacks, specials, and even his final smash. He also slowly heals at a rate just barely faster than 1% per second. This can keep Sceptile from being belted into the stratosphere by a strong opponent. However, Sceptile is unable to move until he uproots by pressing Down and B again, or is cut out of the attack by a fire attack, explosion, or cutting smash attack. If the control stick is pointed away from Sceptile, the roots will reach forward a block and a half and grab for an opponent. The opponent will be held in place like Sceptile, but their damage will go UP at the same rate. They will then be in a Gulpin-like state, where they take constant damage and the opponent can be attacked without mercy. The opponent can escape Ingrain by using downward moves until the roots break. The roots have 50% stamina. Sceptile's attacks, opponents' fire attacks, and opponents' cutting attacks do normal damage. However, if an opponent uses moves that are not fire OR cutting attacks, the roots will only take half damage from their attacks.

* * * Tilts * * *

A: Eye Slash
Sceptile swipes ahead with one claw. This move does not have beginning or ending lag, nor does it have knockback. It hits the foe for a flimsy 3%, but has speed.

Dash Attack: Slide Kick
Sceptile slides into the opponent's shins feet-first, causing them to trip, or be spiked upwards at higher damages. It deals 7% when it hits.

Up Tilt: Tail Whip
Sceptile ducks down and stabs his tail upward, then whips it back down behind him. The first attack has hitboxes on both sides of Sceptile, and opponents hit by the low sweep behind Sceptile may trip. The move deals 5% damage on both hits, front and back.

Side Tilt: Dragon Downer
Sceptile pulls back for a half second startup and performs a downward Dragon Claw swipe. This move does 6% damage and can pound opponents into the ground at very high damages.

Down Tilt: Root Lash
Sceptile performs a very minor version of his Ingrain attack that reaches a short distance on either side of him. Opponents hit by the move are stunned briefly and take 4

Ledge Attack: Recovery Slam
Sceptile performs a frontflip onto the stage, using his momentum to force the opponent back, slamming into them for 2% and knocking them a decent ways back onto the stage.

* * * Smash Attacks * * *

Forward Smash: Leaf Cutter
Sceptile winds back for a half second and swings with his claw in front of him twice; forward and then down. Shortly after the gesture, a long blade of leaves appears and follows the exact motion he just made. If the opponent is close enough, the claw swipes will do an extra 2% per hit. The Leaf Blade attack will deal 6% per attack, and is multi-hit, dealing a large amount of damage to shields. The move has moderate knockback as well.

Up Smash: Leaf Mobius
Sceptile swings his claw overhead and draws a figure eight in the air. Afterwards, a leaf blade appears and traces the same path. This Leaf Blade is one-hit and does 10%, but spikes the opponent upwards. This move has high priority and is able to negate several meteor smashes.

Down Smash: Leaf Splitter
Sceptile raises his arms as a Leaf Blade spins overhead. He then faces the camera and swings his arms down on either side, and the Leaf Blade splits and follows suit. The move does moderate horizontal knockback and can negate weak projectiles. Each leaf blade deals 15% to opponents.

* * * Aerials * * *

Up Aerial: Tail Brush
Sceptile backflips in midair, sweeping above him with his large tail. The move has low reach, but brushes opponents a good enough distance. Has low startup and minimal ending lag. The tail sweep is somewhat slow, moving a little slower than Ike's up-smash but in a similar arc. The move does a good 8% on opponents it hits.

Forward Aerial: Tree Branch Spike
Sceptile flips over and spikes his opponent downward with his tail. This move has a second long startup and is hard to hit with, but it is nearly a guaranteed spike. It also does 10% damage on opponents.

Back Aerial: Leaf Protector
Sceptile spins around quickly, slashing his Leaf Blade behind him for 7%. This move turns him around and can effectively combo into Tree Branch Spike due to its low knockback.

Down Aerial: Seedling Shot
Sceptile stops in midair and shoots a sort of short-range leaf blade projectile downward. The projectile does low knockback, and travels just under the distance of Wolf's laser. If the leaves hit the platform, a sprout will grow where they contacted. After four seconds, a tree will grow! (See Sceptile's UThrow to see what this is for.) The initial projectile deals 9%, and the tree growing under an opponent will deal another 11%.

Neutral Aerial: Leaf Shield
Sceptile crosses his claws in front of himself, and a Leaf Blade appears and begins to circle him quickly. The leaf blade does 14% and no knockback, but outprioritizes a lot of attacks and is multi-hit.

* * * Grab Game * * *

Grab: Grove Grapple
Sceptile reaches out toward his opponent, and roots shoot from the ground in front of him. If the opponent is near enough, within about a block and a half, they will be held in place by the roots.

Pummel: Constriction
The roots will tighten around the opponent, dealing 1% damage rapidly.

Up Throw: Wood Spike
A large tree shoots out of the ground from below the opponent and knocks them into the air for 11%. The move does moderate vertical knockback. When Sceptile uses this move, the tree will stay where it is. Opponents will have to either knock the tree down (deal 100% to it) OR jump it. Sceptile, on the other hand, unlike opponents, can use it as a platform, and can even attack through it. However, when Sceptile uses his leaf blade on a tree in the arena, it will be cut down immediately. When Sceptile is on top of a tree (in the leaves), opponents cannot see him, giving him a good vantage for a surprise attack where the foe cannot see his attack being telegraphed or charged. Sceptile can have as many as five trees planted on a stage at once. If Sceptile is within a short enough distance of a tree (a battlefield platform), it will add 1% to the rate of his Ingrain healing. If he is between two trees, then it will add 2% instead due to there being two trees.

Forward Throw: Leech Seed
Sceptile spits Leech Seed on the opponent, siphoning damage from his own damage meter to theirs. The opponent is released by the roots, and they fall back with minimal knockback. After the initial 8% damage of the throw, the opponent will take 2% per second for about 7 seconds.

Back Throw: Flip Shot
Sceptile runs at his opponent, jumps narrowly over their head in a front flip, and knocks them behind him with his tail for a hard hit of 10% damage.

Down Throw: Earthquake
The roots hold the opponent down to the platform, and Sceptile jumps into the air, landing on top of the opponent and initiating a small version of Earthquake. The move does 12% and no knockback, but buries the opponent in the ground instead.

* * * Final Smash * * *

Final smash: AR:Secret Sword
Sceptile will pull out a black box and eat it! What just happened...? What? The words ACTION REPLAY then scroll across the screen, and Sceptile is now holding an absolutely massive blade! This sword will grow larger and extend upwards off the side of the screen. Sceptile will slowly swing the blade counterclockwise once, and then clockwise once. It takes about 5 seconds for the sword to make a full circle. If an opponent touches the sword, they will be rocketed in the direction the sword is pointing, and usually 1HKOd.





* * * Overview * * *

Sceptile is a character who is built for two things: Damage racking and self-preservation. Sceptile has a large number of fast attacks and specials that allow him to get damage on an opponent quickly, and even better yet, he has high mobility to keep him from taking the nastier hits. At high damages, Sceptile can stick himself to the ground in order to heal and prevent being 1HKO'd by something, but can still rack up damage on his opponents! Holding still is the last thing you'll want to do. After all, the person with more damage will get KO'd sooner, so you've got to keep your damage low and the opponent's damage on the rise! The up throw / down aireal can really help Sceptile in nearly every way. He can use it to make walls, platforms, and sneak-attack stations that could turn the tide of battle. He can also use it to increase his self-healing capabilities! Agility is very helpful when trees are involved, being one of Sceptile's longest-reaching and fastest attacks that allows him to ninja from treetop to treetop.




The Southern Seal has been broken.
The waters of Woodfall have been cleansed.
Only three remain. The four who are there... Bring them here.

EDIT: Earthquake to Grass Whistle to Agility. This isn't funny. :p
EDIT: Now it's Ingrain. Hippo, hippo, hippo.
 

Nicholas1024

Smash Lord
Joined
Mar 14, 2009
Messages
1,075
Rapunzel has a really great mechanic, but I feel the execution is at times sloppy, and for all the crazy stuff you can do, in the end her playstyle seems to be "Tangle in hair, hit with pan hit with pan hit with pan". Also, the random little girls coming out of nowhere for the forwards and back throw are a bad idea (don't get me wrong, the moves themselves are interesting, but random minions for the sake of letting you do more stuff almost always feels out of place, I've had that own problem in my own sets.) Still, despite all the bashing I've done with this set in this comment, I did in fact like it. As I said earlier, the mechanic itself is really cool, being basically one long trap that the opponent WANTS to attack and that you have endless ways to manipulate and make even more deadly. With a little proofreading this set could have been even better, and I hope to see more sets from you. :)

Boom Boom might as well have left out the play style section altogether, as the set's really simple and doesn't need one anyway. Basically, he runs side to side, using his tilts aerials, and occasionally smashes, bouncing off rocks and such to keep his momentum, and all the while going "BOOM BOOM BOOM BOOM BOOM BOOM" (sorry, had to get that out of my system. ;)). A lot of the attacks are generic, but I can't really bash the set for that when it's Boom Boom, and you squeezed all the potential out of him as is. So yeah, this probably won't be towards the super vote end of many lists, but it's still a decent set and an interesting yet simple take on the momentum based character, so good job here, n88.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Boss Battle


pharaoh
Pharaoh is the penultimate boss of a gameboy game that I doubt anyone has ever played [Popeye 2].
Pharaoh, like all the bosses of the game (save Bluto) comes out of nowhere and has nothing to do with anything. It's implied that Pharaoh is a robotic statue, built to scare Popeye away, which it attempts to do by spamming fireballs and abusing its massive bulk. It was a totally cheap boss, and the best way to deal with it, was to simply eat damage until you manage to get behind it, where Popeye was completely safe.
Of course, Pharaoh won't be succumbing to such a cheap strategy in Brawl...


Appearance: Pharaoh appears as a gargantuan statue. While completely inanimate, it can still slide forwards when it needs to ram into something

Stage: You fight Pharaoh up in the clouds, on a stage that is visually similar to Pit's home stage. The platforms even break up as they take damage.
However, unlike Pit's stage, this one is entirely flat, and a good deal wider too, putting it on par with most other boss stages.
Pharaoh stands at the right end of the stage, firing off attacks, mostly projectiles, from his mouth. When defeated, Pharaoh falls forwards, dealing a OHKO to anyone he lands on.

Music: Fatalize
Music during rematch in Great Maze Castle: Fighting of the Spirit

Attacks: In general, Pharaoh attacks more frequently at higher difficulties

  • Very Easy/Easy Mode:
    • Pharaoh fires one ball of flame that flies down to the floor. The ball then turns 90 degrees and flies across the surface of the stage, dealing 12% damage and repellant knockback. You should probably jump over this.
    • Pharaoh shoots a couplette of fireballs that travel on a wide arc, crashing into the very far end of the stage. Obviously enough, this attack hits players who are at long range.
    • Pharaoh fires one ball of flame that flies overhead. When the ball reaches the player's position, it suddenly plummets down to the ground, dealing 16% damage and spiking knockback. If it misses, it'll damage part of the floor, so you may need to get hit by this from time to time.
    • Pharaoh fires a shotgun salvo of three fire balls. One travels at a 60 degree downward angle, one at 45 degrees, and the third at 30 degrees. Each fireball deals 10% damage and repellant knockback. Rather annoying when the player is at mid-range, it's best to get in close.
    • Pharaoh suddenly slides his intimidating bulk forwards across half the stage, shunting the player with 20% damage, and knockback that can KO from 70%. Afterwards, Pharaoh gently slides back to his original position. This happens more frequently as Pharaoh gets closer to death. Try not to be right in Pharaoh's face when he uses this attack
    • Pharaoh turns around and retreats to the left side of the stage. This only happens when the player gets behind him.
  • Normal Mode
    • Pharaoh dribbles a lengthy stream of fire from his mouth, reaching all the way to his feet. This not only protects him from almost any attack from the front, but deals a flurry of painful 5% hits to anyone caught in the stream. These hits knock the player upwards through the stream, potentially leaving the foe right in front of Pharaoh's mouth when the attack ends.
    • Pharaoh turns around (if the player is behind him), then shunts the player offstage, dealing 20% damage and likely killing him.
    • Pharaoh slides forwards slowly, dealing no damage to the player, but sliding all the way to the opposite end of the stage. If the player doesn't jump over his head to get behind him, Pharaoh will push the player clean offstage. Pharaoh can also use other attacks during his journey.
  • Hard/Very Hard Mode
    • Pharaoh shoots a constant stream of fireballs at a 45 degree downward angle. He then adjusts this angle to 30 degrees, then 15, gradually sweeping the surface of the stage with fireball spam. Each fireball deals 10% damage, and light backward knockback. If you get caught by one ball, you may be trapped from upwards of 100% damage before you can DI out of the spam. More than likely, this destroys all of the platforms at mid-long range, leaving just the area in front of him intact.
    • A large orb of flame sneaks out of Pharaoh's mouth and drops to the ground. It then bounces up and forwards from the ground, traversing the stage like a big bouncy ball. On contact with the player, it explodes, dealing 40% damage and knockback that can KO from 60%. It also lightly damages the floor whenever it bounces.
  • Intense Mode
    • A lick of firey spit projects out of Pharaoh's mouth, creating a small fire wherever it lands (it can land just about anywhere). It lasts for 10 seconds, and traps foes that stumble into it, keeping them occupied with repeated 3% hits for at least 1.5 seconds.
Characters available for this fight:

  • Mario, his cape can deflect Pharaoh's flames, and his FLUDD can outright douse them
  • Pit, his shield can block Pharaoh's flames, and his spammable arrows can rack damage from a distance. Pit's flight will also come in handy when parts of the stage start crumbling.
  • Regal, his Side Special can close the distance between him and the boss very quickly, where he can lay on tons of damage.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Dark Star
So, it's time to play Guess the Playstyle! The two moves that immediately stick out to me is the Dark Line and Reality Tear. With just those two attacks you can create a giant funnel that keeps your opponents in permanent free-fall as they slide down the lines into the tear and back out the top to do it again, and you can use your grab to ensure that they are inside it. At that point you litter the stage with projectiles, clones, etc to rack damage on the opponent as they fall. For more aerially inclined foes, keeping them at bay with a reversed grab and your close range sweeping moves. The end goal would be blowing them up with bombs just as they slip through the tear, meaning that with the best timing, you can use one of your downward firing projectiles to detonate a bomb right on top of them, possibly KOing them at low percents. due their close proximity with the blast zone.

If my guess here is right, I really like where this goes, though it's probably a little bit overpowered considering how easy its set up the funnel. The sheer awesomeness of the concept easily makes up for it though. Definitely a really cool experiment, great job again, Nate.


Rumble
I happen to know wo rumble is in the first place, and this set certainly is a faithful to how he he plays in League of Legends, turning on the flamethrower and going to town. You could have made use of the overheat mechanic in some way outside of the Final Smash though. Also, make sure that you don't mention attacks that you haven't shown yet, because you mentioned the side special a few times before you actually showed it. Other than that, not too bad, but a little boring and probably confusing to people who don't know who Rumble is.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
FA does Rankings

So yes, this is yet another knock-off of Warlord style rankings that seem to be all the rage lately. As with Froy, I'm fine with the base system and see no reason to change things around particularly much. That said, this is all my opinion, and if a set you like is ranked low or one you hate is ranked high, just take it for a grain of salt.

10/10- Another thing I happen to agree with Warlord on is that this tier should be reserved for my favorite moveset ever made. As such, good luck getting me to give it out, though who knows, you could impress me MYM.
9/10- These sets are my favorites in the contest and most complaints I have with them are incredibly minor. 3 Movesets
8/10- Unlike the above sets, there are usually some issues here, or the basis simply isn't strong enough to carry it to the higher tiers regardless of execution, but still a highly recommended read. 5 Movesets
7/10- Sets in this tier are good, but lacking in some aspect or another that brings them down from being great. They still manage to stand out from the crowd, however. 5 Movesets
6/10- The set in question is either somewhat forgettable or suffers from actually very major flaws, but still is still overall on my good side. 13 Movesets
5/10- I no longer like sets in this tier, but it's not as if I have a particular distaste for them either. Their good points are simply not good enough or their bad points drag them down too much to reach a higher tier. 13 Movesets
4/10- These sets are just bad, either failing to do anything remotely interesting or having some absolutely massive problems to counteract what good points they have. 13 Movesets
3/10- There's salvageable stuff in these sets, but they're hardly enjoyable and would take a pretty big overhaul to be even decent. 18 Movesets
2/10- I won't say sets in this tier have no redeeming qualities, as that's not entirely true, but I'd say at this point I really bloody hate the set, or find it too lacking in any substance for me to give it a higher score. 10 Movesets
1/10- Get it away from me. 12 Movesets

Michael Reynolds

9/10

Cashman

9/10

Sakuya

9/10

Trent

8/10

The Soldier

8/10

Ace Trainer JOE

8/10

Skull Kid

8/10

Zodick

8/10

Luke Atmey

7/10

Uka Uka

7/10

Patchouli

7/10

Gatstaf Shepherd

6/10

Koala Kong

6/10

Armantle

6/10

Deathborn

6/10

Madolche Majoline

6/10

Sniper

6/10

Queen Worm

6/10

Putata

6/10

Bubbleman.EXE

6/10

Porygon-Z

6/10

Dark Meta Knight

6/10

Dark Sun Gwyndolin

6/10

Bisharp

6/10

Zak Gramarye

6/10

Voldemort

6/10

Beastman.EXE

5/10

Clayton

5/10

Sauron

5/10

Tabitha

5/10

Sawtooth and Squarewave

5/10

Ryota and Mistletienn

5/10

Mike Dawson

5/10

Nyx Assassain

5/10

Alakazam

5/10

Cold Enchanter

5/10

Pharoah Man

5/10

Spiral

5/10

Garble

4/10

The Thief

4/10

Randy Johnson

4/10

Princess Bubblegum

4/10

Ghetsis

4/10

GLaDOS

4/10

Asura

4/10

Rose

4/10

Stromboli

4/10

Witch

4/10

Trixie

4/10

Xehanort

4/10


Yukiki

4/10

Chrysalis

4/10

King Sombra

3/10

Kammy Koopa

3/10

Magnemite

3/10

Demoman

3/10

Lyn

3/10

Tigger

3/10


Jak and Daxter

3/10

Mr. Dark

3/10

Heavy

3/10

Feraligatr

3/10

The Joker

3/10

Headless Horseman

3/10

Breloom

3/10

Bigfoot

3/10

Aquaman

3/10

Ashens

3/10

Larfleeze

3/10

Athena

2/10

Cuty Mary

2/10

Pyro

2/10

Drillman.EXE

2/10

Clumsy Assassain

2/10

George Washington

2/10

Willy Wonka

2/10

Shang Tsung

2/10

Soundwave Superior

2/10

Gigalith

2/10

Sandman

2/10

Cooking Mama

1/10

Derpy

1/10

Flim and Flam

1/10

Manny Pacquiao

1/10

Kamella

1/10

Mukae Emukae

1/10

Ember

1/10

Flashman.EXE

1/10

Medic

1/10

Grimlock

1/10


Strong Bad

1/10

Yoshika

1/10
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
LINEBECK
I read through this thing once when it was posted, and again before commenting it now, and I must say, my opinion has gone slightly up this go around. The incompetent characterization is a pleasure to delve into, with a good majority of his attacks being wimpy and incompetent on their own, although being the genius captain he is, Linebeck can still hang around and toss in a few, key contributions to back up Toon Link on the battlefield. The anchor was a terrific little gem hidden in the set, with Linebeck even having a few of those bloody interactions to keep himself and Toon Link hanging on safely. Sending out a bullet or bomb blast to steer opponents into Toon Link's attacks (or vice versa) seems effective to the point of being dangerous to face (as Toon Link's AI is pretty good...for AI)...which leads me to one complaint that still exists after my readings.

As much as I can appreciate the captain and sailor mechanic, Toon Link mimicking Linebeck's attacks in the foreground seems little more than glorified double-teaming at times. Toon Link will be attacking with his speedy swipes, likely resulting in the opponent just dodging back into Linebeck's hits, and so on and so forth. I don't have this problem with Linebeck's drunken state, as it's temporary and the clear best way to use some moves practically, but when Linebeck can just sync up with Toon Link and pressure them back, the set starts to feel a bit more competent than it should, considering how Linebeck is portrayed throughout the set. While not my favorite set out there, Linebeck is definitely worth an additional read or two, as there is (intentionally) more than meets the eye hidden away.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
About 3.5 hours spent acutally working on this tacky set; rest was goofing off.

FREAKY FRED



Playlist

STATISTICS

Traction - 10
Size - 10

Weight - 7
Aerial Movement - 5
Jumps - 5
Ground Speed - 4
Falling Speed - 3

FREAKINESS

"He's a freeeeeeeeaky barber with a freeeeeeeaky barbershop who does freeeeeaaakky barber things!"

Fred has the potential to drive someone as insane as he is, with his creepy mannerisms and hair obsession.

This is put to good use in the world of Smash, as foes can become scared of Fred and his freakiness. Foes have an invisible freak meter, with 100 freak points. Several of Fred's attacks can causes him to decrease the number of "freak points" they have, causing only slight changes in animation at first.

The true change happens when he completely depletes the meter. When this happens, foes will become freaked for the next ten seconds. During these ten seconds, as long as Fred is on the same vertical plane as the foe and facing them, they will run away from him at their normal dash speed. The foe can still jump and attack during this time, though they'll be restricted to their dash attack in terms of standards. After the 10 seconds are up, foes regain themselves and have their freak meter completely replenished.

As a small bonus, the music changes and all sound effects outside of Fred's voice and the sound of the razor are muted during these ten seconds.

GRAB-GAME

GRAB - STRAITJACKET

Fred's grab causes him to whip out an orange straitjacket and swing it in front of him, covering a small distance in front of him. This has horrendously bad startup, as you might expect from a grab of this nature, but covers a decent distance and has some quick end lag.

If Fred catches the foe, he coils them lovingly, tying the straitjacket around them. They are now free to move around, alebit they cannot attack. They can button mash with average grab difficulty to escape this, Fred not being able to grab for about 4 seconds after they escape. If Fred gets right next to his foe, he grabs their straitjacket lovingly and enters a traditional "grabbed" state, allowing him to throw them.

Of note is that if Fred grabs a shieldbroken foe, they remain in their shieldbroken state during the grab, and can only react as normal once the regain their shield, allowing Fred to gain an easy few throws on them. While we're on the subject, if a foe's shield gets broken, a whopping 50 freak points are removed from their meter.

DOWN THROW - PORE POPPING

Starting up the razor, Fred proceeds to raise it to their forehead, attempting to shave their head. Once the razor gets on their forehead though, a comically exaggerated popping noise is heard as the character's forehead starts bleeding. Oh dear, it appears Fred has popped a pore! Fred lets out a muttered "Oops" after this, shrugging at the camera.

Foes who have a pore popped begin to take bleed damage of 2% per second as their hair starts to be coated with blood. They only bleed for about 4 seconds, and Fred can't stack the effect to prevent this from being utterly broken. Like all of Fred's throws, this doesn't release the foe after it is done.

UP THROW - BARBER'S SWEAT



Freaky Fred lovingly rubs his hand through the foe's hair, causing him to let out a bit of sweat at the thought of shaving the foe's hair. Fred's foes will not be released after this throw, so he can follow up with his pummel or what not.

If Fred performs this on the foe when they have lost at least 20 freak points, they themselves begin to sweat in anticipation of what's to come, and 3 freak points get taken away from them, as sweat slowly starts to coat their hair...

PUMMEL - SHAVE

Ah, here's what you were waiting for. Fred raises his razor up to the foe's hair/fur and begins to shave it clean, causing 5 hair clumps (each the size of a capsule on its' side) to fall to the ground every second. Fred can only do this for about 5 seconds before the foe goes completely bald, and he works at various paces depending on how much hair they have. Fred can cancel this into any one of his throws at any time. The foe's hair grows back after 15 seconds, of course. Of course, the foe loses 5 fear points for every second Fred shaves their hair.

So, what does hair do? If a foe steps onto a piece of hair, their speed is reduced, the effect stacking depending on how much hair is in one place. If they attempt to dash through this, they will trip and fly forward a Battlefield Platform as they do so. This also obscures the feet of the fighters if enough hair is in one area.

If Fred has caused the foe's hair to be soaked with sweat, stepping onto the hair will cause them to move along the possible path of hair at Sonic's dash speed, tripping at the end of the hair. They can fight against

If Fred causes their hair to be blood-soaked, it becomes even slippier than sweat, causing the foe to step on it and attempt to keep their balance desperately upon stepping on it, moving forward a Battlefield Platform at Ganon's walk speed if they do not button-mash to regain their balance. Upon moving a Battlefield Platform, they regain the balance...unless they move across other hair on the way, falling on normal hair will cause them to trip while falling on sweat-soaked hair will cause them to move while attempting to keep their balance on the blood-soaked hair, making this effective so they won't fight back. If they fall on another blood-soaked hair, they simply avoid it to prevent an infinite chain reaction.

Hair on the ground disappears 15 seconds after it was shaved.

SIDE THROW - PRATFALL

Fred grabs the back of the foe's straitjacket, beginning to pull it back like a slingshot. Fred will continue to do this as long as you hold the control stick, but foes will break out of the straitjacket and cause Fred to fly backwards from the knockback if they are kept more than 3 seconds.

When Fred lets go of the control stick, he releases the foe, causing them to fly in the direction he chose, face-first. They can button mash to escape from the straitjacket, regaining all their jumps once they do so.

If the foes hit the ground, they will skid forward 1-3 Battlefield Platforms depending on how long the control stick was held, taking 6% and and losing 3 freak points.

Should this be used straight out of the pummel, Fred will continue shaving their head as he pulls it back. This means that he can potentially force the foe to spread their hair as they are thrown, though it won't stack in larger increments, making it a bit more useless to Fred.

SPECIALS

NEUTRAL SPECIAL - "NAAAAAAUGHTY!"

Initial usage of the Neutral Special has Freaky Fred pull off one of his trademark Cheshire Cat grins, having a high lag time all around, about the same as a Falcon Punch.

If Fred manages to get through this, he will continue to wear the same expression on his face throughout all of his animations, never changing it, even if he is KOed. Now, while this may sound fairly useless, this does have some definite uses. Whenever Fred uses this special after the initial grin, he will laglessly let out a cry of "Naaaaaaughty!". If foes are within a Battlefield Platform of Fred, they become stunned in place for a second and have 10 freak points taken away from their freakiness meter.

This gives foes some actual incitement for the foe to enter Fred's barber world filled with creepy barber things, as he could simply use this to easily increase the meter if they stay away. This can also work well with his grab, as he can stun foes while preparing to hit them.

Of note is the fact that Fred can use this during the middle of any attack, meaning he can create an unpredictable attack to the foe's freak meter if the foe gets far too careless.

UP SPECIAL - RAZOR-RANG

Freaky Fred tosses his razor forward in an incredibly flamboyant manor, his back facing the screen in a pose similar to Captain American's shield tossing pose from MvC3. The razor spins, flying forward about 4 Battlefield Platforms at Mario's Dash Speed before flying back to Fred, who catches it once it reaches him. The initial trajectory of the razor can be angled, but Fred can start running away from the Razor to have it constantly flying back to him. One of the more notable properties of the razor is that the spinning allows it to hit foes in the background, the razor causing them to be dragged back into the foreground.

Contact with the razor deals multiple hits of 1% damage and will cause you to get dragged around by it, likely towards Fred. This can be a useful spacing tool, and a useful shieldbreaker against shielding foes.

In the air, Fred leaps for the razor as soon as it reaches 4 Battlefield Platforms away, before entering helplessness.

DOWN SPECIAL - BARBER'S CHAIR



Fred pulls out a Barber's Chair the size of Ganon in both size and width and places it down before him. The chair acts as a solid wall to anyone who comes into contact with it, which can be useful for setting a barrier for your hair traps. It also can't be rolled past, meaning it is somewhat useful as an added shieldbreaking measure.

If Fred presses the input when a chair is already out, the classic deathtrap cliche starts as two metal claws appear from the the chair and shoot out out 1 Battlefield Platform towards the foe, grabbing the foe if they don't dodge and forcing them to sit in the chair, removing 7 freak points . They can break out at any time with 1x grab difficulty, though Fred can regrab them while they're in the chair to force them to stay in it, as well as stacking grab difficulty if they're cuffed. Obviously, Fred is able to throw and pummel his foes while they're in the chair.

If the foe dashes or is knocked towards the chair, they will bounce off of it at double the speed they came into it, much like the Bumper item. This works extremely well with a tossed razor, as you can potentially force them to be grabbed by the chair or simply force them to bounce away. The razor does fly past the chair, preventing you from infinitely damage racking.

SIDE SPECIAL - ROOL'S BATHTUB

Fred pulls out a bathtub, as wide as 2 Bowsers and as tall as a Crouching Bowser, before swinging it in front of himself. This is laggy as hell, but worth it as the bathtub deals 24% and high knockback. As soon as Fred makes it through the attack, whether or not he actually hit with it, he will set it down on the ground. There, the bathtub can be stood in and knocked across the ground, dealing damage proportional to how fast it was going when it was knocked away. If you knock it into a hair trap, you can it to slide across the stage into the foe. You can also knock the foe into it with one of your gimpers to send them packing as it slides away. However, setting down the bathtub is laggy: clearly meaning you will want them strapped into your chair beforehand.

If you use side special next to the tub while it's onstage, Fred will swing it as normal before pocketing it for later use.

STANDARDS

JAB - TODD RAZOR



Extracting a vintage Straight Razor from his suit pocket, Fred swipes it at the foe's neck!! This deals 5% damage and decent knockback to foes hit by it, causing it be a somewhat decent damage building tool. It also causes them to bleed from their neck, the properties are identical to when the freaky barber pops a pore. However, the neck is a much more vulnerable area than their forehead; the foe gasps for air for .60 seconds every 2 seconds, causing them to become extremely vulnerable. They can, however, prevent gasping by shielding...

FORWARD TILT - CLOSE SHAVE

Fred quickly steps forward as he whips his razor in front of himself, doing 2% and slight flinching to foes hit by it. The foe takes no knockback, but is pushed back a slight bit, let's say a small Stage Builder Block. This move is fully angleable, similar to Bowser's ftilt.

After the initial swipe, Fred can abuse the flinch of the foes by repeatedly spamming this move, being able to push them across the stage in a Dancing Blade-like technique. Getting hit by this move 4 times (the 4th swipe and onwards deals no flinch to the foe), causes the foe to lose 5 freak points.

This move allows Fred to push foes around the stage, into your chair or their own hair or what have you. This deals some decent shield damage as well, giving Fred a good shieldbreaking technique. Despite this, Fred can't use this while he has an up special razor going, though this does function as an excellent follow-up to his up special.

UP TILT - SCISSORS

Freaky Fred takes a common tool used by barbers: the scissors, and snips the area in front of himself. This deals 8% and light knockback to the foe, not really worth the lagginess, is it?

Well, if the scissors hit shielding foes, the scissors puncture the shield! This causes foes to keep shielding as long as Fred holds the input, though they can button mash with 2x grab difficulty to escape it. If Fred chooses to release the input, he draws the scissors back with such sudden force that the foe trips, moving about 2 Battlefield Platforms past the barber. If Fred presses the input again, he snips the shield, dealing some decent shield damage, but giving him horrendous end lag that can be easily punished. Fred can cancel this into his grab, allowing him to grab the foe in an unpredictable motion.

DOWN TILT - FOOTLOOSE

Fred sneakily raises his heel up and extends his foot forward a bit. This isn't all that noticeable unless you actually pay attention to his foot, then it's quite noticable. If someone comes into contact with Fred's foot during this time, they trip over it and move past Fred. This can be useful if they're preparing to mount an assault or what have you. In addition, the foot movement is hardly noticeable if there is hair obscuring your feet, meaning foes are more likely to trip. If foes attempt to roll past you when you stick your foot out, they will trip as well.

DASH ATTACK - SERIAL SPRINT

Laglessly, Fred begins sprinting forward! His sprinting speed is only slightly faster than his normal dash, about 1 stat higher. Fred can attack while moving, and can even grab the foe and jump, but doing it all while sprinting forward. Fred can cancel out by shielding.

If Fred begins to sprint towards a foe and they are both facing each other, the foe will hop backwards 1 Battlefield Platform. This can help space them about into your chair or hair.

Speaking of your chair, if Fred sprints towards it, he will begin pushing it forward, reverting to his normal dash speed due to the weight of the chair. In addition, he can push foes tied in straitjackets as well, though pushing them around while they're in your chair is far easier, as they are less likely to escape.

SMASHES

FORWARD SMASH - PANCAKE STUFFER



Freaky Fred throws his arm out, fully angleable, in a sort of handshake motion. The arm stays out for about 1 second before Fred retracts it. If the foe hits Fred's hand with any attack, he grins as he pulls the foe uncomfortably close. From here, he extracts a plate of pancakes and stuffs 1-4 pancakes (depending on charge time) into the foe's mouth.

Foes who have at least one pancake stuffed in their mouth will have it constantly hanging out of their mouth, with the other pancakes stuffed in if Fred forcefed them it. Foes can simultaneously press the Special + Standard input to eat the pancakes drooping out of their mouth, taking .25 second for each pancake currently in their mouth. They gain a bit of weight for every pancake they ate, gaining 1 stat in the weight department for every pancake they ate, but jumping less and less high for every pancake they ate to the point where their jump will barely take them off the ground if they ate all 4, their falling speed increases similarly to their weight, as well.

So, why would the foe want to eat the pancakes, then? Outside the weight buff, if Fred uses the pummel on a foe who has had pancakes stuffed into their mouth, he takes a bit of time to shave the pancakes in their mouth in addition to the hair, causing bits of pancakes to fall to the ground in addition to hair, acting as an even better tripping trap than the one you already have, keeping them down longer. Pancakes last about 12 seconds compared to hair.

Still, there are debuffs to eating the pancakes as well. Eating the pancakes will make you a bit fatter, so much that if the foe ever trips, they will begin uncontrollably rolling forward at double their dash speed for about 3 seconds. Foes will become thinner after 6 seconds and regain jumps/lose weight once they do so.

UP SMASH - HEADBUTT

Fred steps backwards a Battlefield Platform upon the initial execution of this move, being an incredibly fast motion. Upon a second press of the input, Fred jumps forward a Battlefield Platform, delivering a devastating headbutt as he moves. If their is a foe within range and they do not shield it, their head will automatically be targeted by Fred. This deals 12-22% depending on the initial charge, and some bad end lag on Fred's part.

If Fred has applied any effects to himself using his down throw, guess what? They'll be passed on to the foe here, an interesting interaction saving a Sakuraish move. Obviously rushed, yes?

DOWN SMASH - JACKET SWIPE

Fred kneels towards the ground during his charging, doing so for the move itself. Once the charging is complete, Fred throws a part of his jacket outwards in an extremely flamboyant motion, the coat-tails lingering across the ground. Fred keeps the coat out for .28 seconds before swiping it back towards himself. If any foes were hit by the initial jacket swipe, they will start spinning in place for about 1-4 seconds, depending on the charge time, taking 5% damage for every second they spend spinning. Fred can grab them while they're spinning, or simply follow up on their vulnerability with another move.

Should Fred swipe his coat over any hair on the ground, Fred will hastily stuff it into his coat, keeping it there and removing it from the battleground. Should Fred swipe his jacket over his chair, it will begin spinning, causing anyone sitting on the chair to spin.

AERIALS

UP AERIAL - COAT-TAILS

Fred raises his jacket, causing it to drift above him as he falls. This reduces Fred's already floating falling speed by half, allowing him to maneuver through the air with ease and is able to attack as he does so. Fred will lower his jacket upon another tap of the input, this and the raising of the jacket are lagless, allowing him to reduce his fall speed erratically and unpredictibly.

If Fred has any hair stored from his dsmash, it will fall out of its' coat while it is raised, moving downwards slowly. This allows him to move the hair about on unsuspecting foes, as if the hair touches any foe's head, it will inflict any status effects it has on them. Fred can use his up special razor while drifting to bring foes towards hair as a good positioning tool.

NEUTRAL AERIAL - RAZOR SWIPE

Fred quickly performs a swipe of his razor in front of himself, dealing 8% to anyone hit by it. This is relatively quick, allowing Fred to wall-of-pain any foe attempting to return back to the stage.

SIDE AERIAL - JOYFUL DANCE

Fred spins in a gleeful manner in the direction you picked, doing so for .50 seconds. The spinning here deals 3 rapid hits of 6% to anyone hit by it.

As Fred is spinning, he is technically changing the place he is looking extremely fast. This can seriously **** with the foe if they have lost all their fear points, causing them to begin moving away from Fred and stopping at various times.

DOWN AERIAL - JACKET SLAM

Fred immediately grabs the ends of his coat, spreading his arms out so they and the coat cover 1 SBB on both sides of him. With a second press of the input, Fred pulls the coat inwards, entering a stall and fall motion, traveling downwards at a lightning fast speed, dealing 5% and upwards knockback to anyone hit by this.. If anyone was under his jacket at the time he pulled it inwards, they are muffled by the jacket and have to escape with 2x grab difficulty. This is a perfect way for Fred to get back to the stage, or possibly suicide KO if he is feeling spiteful enough. Just be warned: Fred will always die first if it's a suicide KO.

PLAYSTYLE

Think you're done reading it? You can't be assured
Wondering how I play will seem quite obscured
In no time, your longing will be cured
This playstyle section will soon get


NAAAAAAAAUUUUGGGGHTTTTY.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
LE’QUACK



Le’Quack is one of the many, many, many villians from Courage the Cowardly dog, a show that can’t decide whether or not it’s a B horror movie or a generic slapstick cartoon. Le’Quack is one of the very few villians that recurred (Second only to Katz) and leans far more towards the cartoony side, as you can pretty immediately tell by his appearance.

Le’Quack himself is a French duck with an incredibly thick accent who is somehow one of the most wanted con artists in the business. While some of his heists and scams he actively plans in advance, others are created on the fly as opportunities present themselves – the guy never misses a chance to make a quick buck. Regardless of Courage’s owners, Muriel and Eustace, never recognizing him when he recurs, Courage and Le’Quack immediately do, causing one of the bullet points on Le’Quack’s plans to be to “get rid of the little doggy” after his initial appearance.

Dr. Le’Quack, Amnesia Specialist
Nowhere TV
Le’Quack Balloon

STATS


Aerial Control: 8
Aerial Speed: 7
Jumps: 7
Ground Movement: 5
Size: 4
Falling Speed: 4
Traction: 3.5
Weight: 3

While Le’Quack is flightless, he still has bird DNA in him, giving him decent aerial capabilities. While he’s fairly small and light, his god-like recovery in combination with his aerial prowess make him a plenty durable character. Keep in mind though that he –is- a very stereotypical cartoon character, though, which means his traction is rather poor regardless of his mediocre movement speed.

SPECIALS


Up Special – Le’Quack Balloon




Le’Quack’s balloon floats in from the nearest blast zone at Sonic’s dash speed somehow with cartoon logic to Le’Quack’s current position, coming in underneath him so that he’s in the basket if Le’Quack is in the air. The basket is around 1.25x the size of Bowser, while the balloon holding up the basket is about the size of a Smart Bomb Blast. The basket is completely solid, not only can you stand inside of it, but also on top of the sides.

The balloon constantly floats upwards 3x as slowly Jigglypuff falls after it spawns. Dealing 20 damage to the balloons (Which Le’Quack can also do himself) will destroy them and cause the basket to fall down off the bottom blast zone. Le’Quack cannot summon another balloon until 12 seconds after the first one is destroyed/floats off the top blast zone.



There are two items inside of the balloon basket. . .The first on the right side of the basket is a bunch of rope with a cuff attached to it. If Le’Quack grabs the cuff, he can press either Neutral Z to release it, Down Z to attach the cuff to his own foot, or Up/Side Z to reach out to try to attempt to cuff it onto a foe for a grab hitbox.

Whoever gets cuffed to the rope will be unable to move more than 4 platforms from the balloon basket, the max length of the rope, but can do anything else they please. Le’Quack personally can simply re-grab the cuff to unlock it off his foot if he wants to unattach himself to the balloon, but foes must button mash out at quadruple grab difficulty.



The second of the two items inside the balloon Le’Quack can grab is a lever. Upon pulling it, a trap door in the middle of the basket as wide as Bowser will open (Le’Quack is barely skinny enough to fit on the side with the trap door open). Obviously, this lets Le’Quack or any foe cuffed to the rope fall out the bottom, them dangling in mid-air if they don’t reach ground after reaching the max length of the rope. DIing will do very little to help characters in such a situation if they just DI in one direction, but if they DI back and forth they can build up momentum. After 5 seconds of building momentum, they can potentially build enough to make it back into the balloon.

This is assuming the full length of the rope is below the balloon, though. If Le’Quack wants the foe to dangle in the air but his balloon isn’t very high yet, he can pull the lever again before all the rope falls through the trap door to get it caught – pulling the lever is essentially lagless.

Down Special – Le’Saw




Le’Quack takes out a saw from hammerspace and saws it back and forth for as long as you hold the button, doing 4 hits of 1% and flinching per second, dragging foes back and forth with the saw as he does so. This can enable Le’Quack to easily drag a foe attempting to jump out of his balloon basket back into it. This is also a decent damage racker inside the basket, where foes will struggle to DI out of the move for extended periods of time due to ground below them and walls to either side, which is useful for stalling until the balloon gets higher into the air.

Le’Quack can use this to instantly pop his balloon if he’s intending to KO a foe off the bottom. . .Not the obvious interaction you were waiting for? Fine, let’s get it out of the way – Le’Quack can saw off rope from his balloon basket to disconnect it, causing foes to fall down to their deaths. Le’Quack will permanently lose the rope. . .From this particular balloon. Any new balloons made will have all their rope back. Aside from dropping foes to their doom, it’s useful to cut the amount of rope if Le’Quack wants to constantly be in the air while the balloon is still close to the stage.

If a foe somehow survives having the rope detached from the balloon and makes it back to the stage, the rope won’t magically go away. It is mostly irrelevant to everything, but Le’Quack is able to grab the rope. Beware that the foe can still pull Le’Quack around at will while he has the rope grabbed with no movement penalty, considering how light he is. At this point Le’Quack gains a unique grab-game:

  • ”Pummel” releases Le’Quack’s grip on the rope. Le’Quack’s “throws” do not release the foe and leave Le’Quack in the grab state.
  • Fthrow causes Le’Quack to pull the foe towards him a quarter of the length of the rope and trip them if they were dashing.
  • Bthrow causes Le’Quack to swing the rope so that the foe is the same length way from him but on the opposite side of him (Making the foe a hitbox that deals 10% and decent knockback to other foes).
  • Uthrow causes the foe to get sent into the air very briefly as Le’Quack swings the rope up and interrupt any attack they were doing as they collide with the ground.
  • Dthrow causes Le’Quack to attempt to run around the foe to entangle them in the rope. If there is at least as much rope as the foe is tall, this will cause them to enter a grab state they must escape at normal difficulty, otherwise they just trip.

Side Special – Nowhere TV




Le’Quack takes out a television from hammerspace, which has his face on it with hypnotic swirling in the background. Anybody who is on the same vertical plane as it (There’s some generous leeway) who faces it will have to look at it for time varying based off how close they are to be hypnotized. A Final Destination away they must stare at it for 2.5 seconds, while right next to it they only need to stare at it for .35 seconds (!!!). Upon them getting successfully hypnotized, Le’Quack on the television will say “Duck is good, dog is bad!”. Unfortunately, the television’s screen is destroyed by any attack, so if the foe is right next to it they can probably just jab it to avoid being hypnotized. The TV is invulnerable from the back, though seeing they have to face the front that’s not all that useful. Even then, the TV still takes knockback as if it were Jigglypuff at 50%! Le’Quack can only have one television out at a time.

Televisions can be cuffed to the rope from the balloon basket, and the fact they can take knockback from behind means you can push them forwards into the foe’s face without risking knocking them off-stage. The televisions become weak hitboxes that deal variable damage and flinching based off the knockback they take, but the fact the televisions are solid means foes will get dragged while they’re in stun and still be staring at the screen. You still have to be incredibly wary of foes attacking and destroying the screen as the TV comes into their face, yes, but you can simply push the television slightly towards the foe (Not –into- them) with a weak attack to fake them out and make them do an attack in place, predicting you’re going to knock it into them, for them to just get hypnotized anyway from a distance.

Foes who get hypnotized do nothing but stand in place and drool like idiots until given orders, having to escape at double grab difficulty. We’ll get to how to command hypnotized foes soon enough. . .If there is more than one enemy in the match and you hypnotize someone, they will have to escape at 6x difficulty and fight as an ally on your team as a level 9 CPU (If they were already a cpu, they keep their AI level in-tact), any KOs they make counting for you. Dealing 9% or more to a foe in one hit in 1v1 will cause them to snap out of hypnotism, while the hit must deal 27% or more in a FFA.

Neutral Special – Rapid Flap


Le’Quack flaps his wings rapidly, slowing his falling speed by 75% for the duration of the move. During the start lag, Le’Quack can angle himself to face any direction. Once it’s over, Le’Quack pushes himself back with a wind hitbox a platform’s worth, creating a wind hitbox half a platform in front of where he was that pushes foes forward a platform. Aside from being a way to affect his own momentum when tied to a rope or push hypnotized foes to the edge, it can push foes around to counteract their momentum and can actually influence the balloon as far as it would a foe (Yes, it responds similarly to any other wind hitboxes, and no, you cannot blow the balloon downwards). Beware that you must use the wind hitbox on the balloon itself, not the basket.

GRAB-GAME


Grab – Hypnotic Suggestion


Outside grabbing the various items he creates, Le’Quack’s grab has rather limited uses against foes directly. He reaches out for superb range with average speed to boot, putting a wing around their shoulder, before snapping back into place and swinging the foe to his opposite side, turning them around like Mario’s cape and dealing 10%. With televisions in play, flipping the foe around has obvious benefits.

That’s all the grab does if the foe isn’t hypnotized, in which case he gains the ability to use his pummel and throws.

Pummel – Fear Mongering


Le’Quack starts repeatedly telling the foe to be afraid of him (In different but incredibly redundant ways) or starts “reminding” them why they were afraid of him. This will cause foes to be unable to turn their back to Le’Quack. If they pass Le’Quack, they will automatically turn around to continue facing him. It lasts for 3 seconds per each use of the pummel on the foe. This enables you to hypnotize the foe far easier, and the fact the foe will have to jump to move backwards will make them far easier for you to attack from above when hanging down from the balloon.

Side Throw – Le’Francs


Le’Quack orders the foe to go get him some money, motioning them off with his wing not around the foe’s shoulders off in the direction where the “money” is. This will cause the foe to –walk- in the chosen direction or weakly DI in it if they walk off-stage until they escape from the hypnotism. This is one of your main ways of getting KOs.

Up Throw – Into Le Balloon


Le’Quack simply orders the foe to get into his balloon basket. If there is no balloon out or the foe is already in the balloon, Le’Quack simply tells them to jump, which translates to them using all of their jumps –and- their recovery special to enter helpless. If you can’t kill with the side throw due to a low percentage and don’t want to bother with re-hypnotizing, this is a good way to transition into the other phase of your game.

Down Throw – Little Doggy


Le’Quack hypnotizes the foe into thinking that they are a “little doggy”. While this has several aesthetic changes in terms of the foe’s animations, it causes the foe to go on all fours and chase their “tail” every for .3 seconds every 2.5 seconds, interrupting anything they were doing. While foes are chasing their tail, they are considered as facing both directions for all intents and purposes. This lasts for 10 seconds on a foe after they break out of hypnotism. This throw is much longer than the others and can be escaped out of in the middle of it, so you largely have to choose between this and pummel.

STANDARDS


Neutral Attack – Boo!


Le’Quack shouts “Boo!”, generating a wind effect that pushes foes a platform away if they were within a Kirby of Le’Quack’s beak. If a foe is scared of Le’Quack through his pummel, this will cause them to uncontrollably run a platform away from him, though Le’Quack suffers slightly longer end lag as he starts laughing because of it. If the foe is not already scared of him, Le’Quack must use this from behind a foe, in which case they’ll short hop up in shock for a brief bit of stun as they turn around to face Le’Quack in midair.

Forward Tilt – Fetch


Le’Quack picks up a generic stick on the ground before extending it out in front of him, poking foes for 3% and flinching. He then proceeds to throw it in whatever direction you input, dealing 6% and mediocre knockback. The stick stays out as a generic item once it lands.

The painfully obvious interaction is that any foes who think they are dogs and are facing Le’Quack when he throws the stick will be forced to go get it for him, Le'Quack telling them to fetch. As they run, they can still jump and attack, but must DI/dash in the desired direction at all times. Le’Quack simply told them to be dogs, though, not completely ********, meaning they won’t fetch for you if you throw the stick off-stage like an ass. Beware that the beginning of the move as Le’Quack pokes with the stick is rather laggy, and if the stick is attacked by anything it will snap, regardless of it being disjointed.

If you have the foe cuffed to rope cut off from the balloon, you can complete the picture by holding the foe on a leash, preventing them from getting what you fetched. Fthrow can slow them down to potentially get re-hypnotized, but you can only guarantee they’ll never get there until their instructions to be a dog wear out if you use bthrow, in which case they’ll be able to attack you as they run past you.

Up Tilt – Beak Springboard


Le’Quack lowers his head to the ground before thrusting it upwards, dealing no hitstun or damage. The knockback starts out –pathetically- weak, but the knockback growth on the move is very strong, enabling it to kill as early as 120%. For the brief duration of the move, Le’Quack’s head (And only his head) has superarmor.

At low percentages, this enables you to thrust a foe in the middle of an attack just barely into the air in the middle of an attack, then cause them to land back on the ground and suffer awkward landing lag, stalling for time quite well if they were facing a television. At higher percentages, this becomes an excellent launcher to send foes up towards your balloon.

Down Tilt – Pecking Order


Le’Quack pecks the ground in front of him with his beak. This deals only 6%, but knocks foes into prone and is very fast. It would be worth it if not for the absolutely pitiful range on the move, as it requires foes to be almost touching Le’Quack due to how aimed towards the ground his beak is.

The move takes on new meaning when you take into account you can hit foes on lower terrain then you are with ease with the move – use it standing atop the aside of the balloon basket on a foe inside of it, and from there they’re easy fodder to be cuffed to the rope/dumped out seeing how little room there is to roll around in the basket.

Dashing Attack – Lunge


No, he doesn’t become a detective.

Instead, Le’Quack goes to do a diving tackle on enemies, transforming his body into a grab hitbox. If he misses, he enters prone, but if he hits the foe will be knocked into prone under him. Le’Quack will then cause the two of them to roll forward aways while in this stance, a platform by default if he was just generically dashing, more if he had momentum from his rope (Or anything else). At the end of it, both Le’Quack and the foe are in prone, but the foe will be facing the same direction Le’Quack was when he started up the dashing attack, and rolling up from prone doesn’t change what direction you are facing. Applications to bring a foe to a television and flip them are obvious, but things get much more appealing when the rope is taken into account – not just for dragging the foe across the stage, but for the fact that when Le’Quack gets hoisted back into the air he’ll be freed from prone while the foe is still stuck face down.

SMASHES



Forward Smash – Hammer Smash


Le’Quack takes out his signature weapon, his ridiculously oversized hammer, before smashing it down onto the ground in front of him. This has as much lag as Ike’s fsmash, but with a gigantic hitbox just as large as said move, which is quite impressive when Le’Quack’s hurtbox is so much smaller. This deals an astonishing 35-50%. . .But the hammer swing is completely overhead and aimed directly at the ground, meaning the knockback is completely downward. It’s god-like knockback, yes, but that’s not saying much when you’re smacking them into the stage. When they hit the ground, they’ll enter prone. If they’re on the ground already, they get pitfalled.

If you pitfall a foe in the balloon basket, whether or not Le’Quack is the one who does it, the victim will just take the knockback, as powerful as Ganon’s dair if the move did nothing but pitfall foes normally, as the trap door automatically opens and drops the victim out. Considering Le’Quack can stand on the side of the balloon basket up above a foe in the main part, this gives obvious applications to the move. If Le’Quack ends up just knocking a foe into prone due to them jumping up, no worries – you can just go pull the lever to drop them out of the balloon basket before they get up, seeing they have pretty much nowhere to roll to not get dropped out if they’re any wider than Le’Quack (Who is skinnier than even Kirby and company).

Foes cannot become hypnotized while pitfalled.

Down Smash – Hammer Spin


Le’Quack takes out his hammer and does his best impersonation of Dedede (He –is- a master of disguise, after all) as he blatantly steals his dsmash. Rather than dealing damage, the move has what’s technically a grab hitbox on the end of the giant hammer as the foe splats against the hammer (Taking 18-26%) and sticks to it as Le’Quack continues spinning the hammer around. After the duration of the move is over (Le’Quack spins around three times over 3x the duration of D3’s dsmash), Le’Quack lets the hammer fly in whichever direction he chooses, letting go. The hammer becomes solid at this point as it is dealt horizontal knockback that kills at 70-40% (Not a typo), but the foe is free to move, no longer in a “grabbed” state. The foe will have to jump to stop being pushed by the hammer if they’re on the ground. The hammer has an average fall speed once it gets off-stage, so once it carries the foe there gravity won’t get them out of the way automatically either.

The foe will always end up facing whichever way the hammer is going, and cannot turn around so long as the hammer is up against their back. Le’Quack’s hammer vanishes once it’s knockback is finished/it falls off-stage, Le’Quack unable to use his smashes until then.

Up Smash – Hammer Scrape


Le’Quack turns to face the camera before digging his hammer into the ground, all as part of the charging animation. On release, he thrusts his hammer upwards, dealing an immediate 16-26% and vertical knockback that kills at 130-80%. More importantly, though, the hammer will launch up a good chunk of earthy projectiles, covering about 4 Ganons above Le’Quack. They deal 10-20 hits of 1% and flinching per second, and will not fully fall to the ground until 3 seconds, going up slowly and being rather slowly affected by gravity to boot.

This move’s applications are used against foes cuffed to the balloon rope hanging out the bottom of the basket – if you use it directly under the basket where foes will dangle from the rope as their idle position, foes will be forced to DI away. More usefully, if a foe already has momentum going, then they’re largely guaranteed to swing back into your wall of dirt on their return trip.

AERIALS


Neutral Aerial – Le’Caroussel


Le’Quack spins around rapidly in a generic fashion for as long as you hold A for a maximum of one second. The moves is lagless to come out, but the ending lag is 75% of the time you were spinning around. Contact with Le’Quack deals 9% and causes foes to spin around in the same vein as Le’Quack complete with end lag, becoming hitboxes to other non spinning foes. Spinning foes are considered as facing both directions for the duration of their spin, making it easy fodder to hypnotize foes with. How long they spin is their percentage divided by 100 in seconds, meaning if they have 50% they will spin for .5 seconds. The minimum amount of time they can spin is .3 seconds and the max is a full second.

If Le’Quack is cuffed to the balloon rope, he’ll cause the rope to wrap around himself as he spins. This causes Le’Quack to get pulled towards the balloon basket as he reduces the length of the rope – a full second of spinning will bring him back into the balloon basket from the max length of the rope. This gives him an obvious retreat if things turn sour, though keep in mind if he doesn’t go all the way to make it back into the basket that the rope will unwind and drop Le’Quack back down during the end lag.

The same applies if you cause the foe to spin around when they’re cuffed to the rope, being a way to potentially bring them back up into the basket or simply just to stall them.

Down Aerial – Swoop Up


Le’Quack extends out so that he’s laying on his stomach in mid-air, then extends out his wings below himself before sweeping them upwards. This deals 8% to foes and vertical knockback that kills at 160% - this is an obvious way to scoop up foes below you up into the balloon basket when hanging from the rope or just in general.

Up Aerial – Headbutt


Le’Quack does a generic headbutt upwards, with his beak being the primary source of the hitbox above all else. This deals 7% and vertical knockback that kills at 180%, but is very very spammable, letting you do a somewhat vertical “wall of pain” against foes you’ve managed to swoop up with dair to be above you even higher into the balloon basket.

Forward Aerial – Flightless Bird


If Le’Quack is not cuffed to his rope, he goes to face diagonally downwards as the size of his beak gets exaggerated before plummeting towards the stage in a stall then fall that moves him as quickly as Mario’s dash towards the ground/forward. The move is largely lagless to start up, but on contact with the ground Le’Quack’s beak will get stuck in it as he takes an extended amount of time to uproot it. The move deals 10% and a spike on par with Rob’s dair normally, but if it hits a foe on the ground they will either get knocked into prone, or get pinned under Le’Quack’s beak if they are already in prone for the duration of his end lag, letting him stall for the television’s hypnotism.

If the move is used at such a time when Le’Quack cannot go downwards, AKA when he’s dangling in the air from being cuffed to the rope, then this turns into a obligatory attack who’s power gets boosted by momentum, as Le’Quack attempts to simply ram foes with his beak.

Back Aerial – Escape Artist


Le’Quack starts circling his legs in an overly fast fashion diagonally behind and below him, causing them to be a constant hitbox that deals 22 (!) hits of 1% and flinching per second like Yoshi’s dair, but with an even more awkwardly specific hitbox. There also is –some- knockback to the hits that pushes foes away from Le’Quack, preventing you from getting many hits in. . .Unless you already are being pushed back with backwards momentum from the rope/the foe is coming towards you with forwards momentum and the knockback will drag foes along with you/foes into you.

When you release the attack button, Le’Quack does a final kick with his legs out behind him that deals 8% and set knockback that varies – it’s initially 1 platform, but for every quarter second Le’Quack runs his legs in place it’s boosted by half a platform, able to potentially reach a max of 4 platforms. If Le’Quack had backwards momentum from the rope, this can easily propel him forward to boost it even further if he does it at the apex of his backward swing.

PLAYSTYLE SUMMARY


One of the single largest pay-offs for hypnotism above all else is simply getting the foe into the balloon for free, as getting enough damage on the foe to make them just casually walk off is exceedingly difficult, even when making a draft to send them off the stage faster. If Le’Quack wants to damage rack, he’ll either need to work on his pummel or pull off a dthrow to make it easier and easier to re-hypnotize the foe. The foe having the constant pressure of not looking at the television makes Le’Quack damage racking duties much easier as he swings to and fro from above. Le’Quack will inevitably have to defend the television during this process, though, so it’s not all rainbows and lollipops considering the foe will have –some- form of projectile. In this case, Le’Quack is best off using the disjointed nature of his hammer moves to block for it. One of Le’Quack’s most effective tools here is to simply distract the foe long enough fairly close to the television – there’s only so much constantly forcing them to face it will do, though if you pull off something like dash attack and bring the foe right in front of it, kudos to you.

You can potentially just use the above strategy forever, but transitioning to taking the foe into the balloon with a uthrow is fairly mandatory to KO at practical percents unless the foe just has a broken recovery. Once they’re in the basket, you’ll be aiming to grab them with the cuff as the end goal, but the predictable factor of it is high, so you’ll probably want to abuse dtilt. If you’re going for the kill, you’ll be using Neutral Special to bring the balloon over the edge before you take out the saw or simply fsmash them (Probably immediately after another dtilt) if you’re feeling particularly devilish. If they can recover from this too easily, you can just try to take them off the top with the balloon, stalling them in the basket for as long as possible (Fair works wonders) before you cuff them to it and abandon ship.

If you cuff them to it and send them out the bottom of the balloon sooner than later, it’s still a highly beneficial situation for Le’Quack as he gains tool to easily toy with the foe, not the least of which are nair and usmash. If the balloon was close to the ground, you can potentially even hypnotize them while they’re on the rope, considering how awkward it is to turn around in the air. Sawwing the rope from the balloon is also highly beneficial for this situation, as it will let you grab their rope for the rest of their stock, giving you highly effective tools for re-hypnotism with the television.

So to summarize, Le’Quack has three main phases to his game – hypnotizing foes while swinging from the rope attached to the balloon himself, doing the same thing but with the –foe- being the one cuffed to the rope, and KOing them in the balloon (Either off the top or dropping them off the edge). Both phase one and two can very easily transition to phase three, while three can transition to either one or two seamlessly, him able to transition when something’s not working and he needs to apply pressure better. The fact that he constantly goes back to the death in the balloon basket phase to transition between the other two phases will keep the foe constantly threatened of potentially getting killed. . .Having this constant threat of death for the foe helps Le’Quack to properly pressure the foe to face the televisions. He doesn’t even need his balloon to kill when dsmash can potentially OHKO a careless foe if he wants to emphasize there’s something he can do to the foe that’s even scarier.

A strategy not presented yet for getting the foe into the balloon basket is to juggle them, -then- to summon the balloon when you’re already both in the air so you don’t have to go around the solid basket to get to the top, as otherwise you will have to land in several hits quickly to knock them in properly, and that’s if the balloon is close to the ground. There’s a reason Le’Quack has two aerials entirely dedicated to fodder for bringing the foe upwards. This enables you to easily get the foe in the balloon and go to any phase of Le’Quack’s game right off the bat.

MATCH-UPS


VS. Marvin – 55/45, Le’Quack’s favor


Marvin’s aerial abuse makes hypnotizing Marvin a royal pain, but Le’Quack can just constantly stay in his balloon/dangle from it via rope to not particularly give a crap about Marvin’s stage control. Assuming Le’Quack places a TV down and defends it properly, Marvin will probably be taking to the air fairly quickly after he sets up a trap or two – Marvin has to actually land, though, meaning Le’Quack will probably get a fair chance to –keep- him there and hypnotize him eventually, even if Marvin just camps from a distance while Le’Quack swings back and forth. Regardless of Quack getting hit a lot, he can’t really be spaced by Marvin if he’s cuffed to rope, it being impossible for him to float off the top in a bubble most notably.

If Marvin wants to set up water, instant martians, or K-9, he’ll need to land at which point he’s more vulnerable to pressure from Le’Quack, so he generally prefers to just create modulators. . .Though blowing up the stage threatens Marvin more than Le’Quack. If Marvin gets particularly crazy, though, he can throw a modulator into the French Duck’s balloon basket to blow it up. This is generally quite risky, though, seeing Marvin has to horizontally overlap with the basket and be high in the air, which Le’Quack will see a mile away and attempt to send Marvin into the basket for. If Marvin succeeds, though, Le’Quack will be very vulnerable when he hits the ground and can’t get his balloon back, having little way to escape the controlled stage.

While the match-up has been written in a very pro Le’Quack fashion, Marvin has many more options in the air than Le’Quack, meaning Marvin doesn’t even terribly have to camp to do aerial battle with Le’Quack here, and can just come in and use his smashes at close range.

VS. Farfetch’d – 65/35, Le’Quack’s favor


Farfetch’d can pretty easily destroy televisions with Feint, though if Le’Quack predicts this incredibly obvious technique Farfetch’d will be eating a free dsmash. To hypnotize Farfetch’d is a difficult feat none the less considering how easy it is for him to go to the air, and because of Farfetch’d’s close range competency Le’Quack will largely have to play hit and run while hanging down from the balloon. If Farfetch’d wants to keep this close range competency, he can’t do much but attack Le’Quack as he swoops down across the stage for the most part, though making use of featherdance can limit Le’Quack’s otherwise predictable assaults. . .Though if Farfetch’d is more concerned with Le’Quack then his hypnotizing television, he has bigger problems.

The main thing that makes this match-up truly favorable for Le’Quack is just binding Farfetch’d down. Yes, Farfetch’d already dislikes losing his grounded swords dance moveset and having limited aerial movement in the other form, but things get really bad for Farfetch’d when he gets a permanent rope attached to his foot that isn’t on the balloon, at which point Le’Quack can just yank Farfetch’d’s chain to prevent him from going after his leek or fleeing to the air, leaving him much more predictable on the ground.

VS. Grunty – 50/50


Grunty’s obnoxiously campy nature makes her rather annoying to pressure, seeing Le’Quack has to painstakingly set up shop to swing over a specific portion of the stage. However, Grunty being so campy makes her very easy fodder to hypnotize if she just intends to endlessly power up projectiles, though the competency of her air game means she can leave the position to brawl with Le’Quack briefly before resuming camping. If Grunty gains the ability to draw Le’Quack in by hitting him with ftilt, things get particularly hectic as Grunty can halt Le’Quack momentum until he comes down. In the least, Le’Quack can see this coming and use his momentum to easily approach over Grunty’s defense mechanisms (Though he’ll have to get around fsmash) and force he to stay down just a bit longer with some move to hypnotize her, considering how long she’ll of had to sit on the ground to get up proper traps and camp like that.

Once hypnotized, Grunty will find getting interrupted by “chasing her tail” incredibly annoying as it disrupts her control over her projectiles and prevents her from getting very high up into the air at all, making it easy to re-hypnotize her. This would be all well and good, but Le’Quack won’t be getting much damage on Grunty in the process of all this, requiring him to do it over and over a good 3 times or so total until he can finally keep her hypnotized long enough to force her into the balloon with uthrow. From here, the match becomes largely biased for Le’Quack as Grunty loses access to her projectiles and can’t refresh her broom, forced to use her terrible aerial game. While this lets Le’Quack damage rack beautifully, he again needs to gets tons of damage on her considering how good her recovery is, leaving plenty of room for failure.

FINAL SMASH – THERAPY SESSION


Le’Quack takes out his hammer and smashes it in front of him in a –quick- motion for a change, dealing 50% to the foe regardless. Rather than pitfalling them, the foe instead gains amnesia. “Do you remember anything? No? Good, good. . .”. This causes the foe’s controls to become scrambled, but also enables Le’Quack’s grab-game to work on the victim regardless of whether or not they’re hypnotized, as he simply “reminds” them of things they “need to do”. This status effect lasts for 10 seconds, and foes must button mash out of being forced to walk forward/backward from Le’Quack’s side throw at regular grab difficulty.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Howdy hoes, My apologies for not announcing the first MYmini like I should have. But I'm making up for it by announcing the 2nd! Yay~


MYM11: Week #2
MYM Classic.




[16th October - 22nd October]
MYM1, this is the one MYM I think NONE of us have experienced first hand. You can find a list of the movesets [HERE], and you’ll need it for this week’s MYmini. What we want out of you this time, is to pick a moveset from MYM1, and design a set of four new specials for it (I.E. replace the special attacks of these generic movesets, with crazy specials of your very own). Can you do it? Can YOU breathe life into these deprived movesets?





As for Week 1's Mini, we received 4 entries and they were all good (except mine 6_6). But I really feel like the derserving winner this week, is ProfPeanut's 'Crom Cruach'. Such a wonderfully fun sounding boss battle, including an awesome free falling section. Special shout out to MT and SirKibble, who also took the time to create boss battles.
I've really never heard of any of these bosses, so very well done you crazy hipsters!
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Smashbot's Review Space

And now for the first post of the entire contest. Woo hoo. And just so everyone knows, my rating system is primarily based on stuff other than how pretty it is.

I also seem to have some sort of fetish for grabs/grab games.
=-=-=-=-=-=-=-=-=-=-=
K. Rool is the very first set of the contest and... well, it's good. Comparing it to his earlier Rool set (The Baron, I mean), well, it's a little unfair. Baron introduced a fairly new mechanic with the electricity and whatnot. K. Rool does use something a little less original. Don't get me wrong, using the crown as a boomerang-platform to keep battering the foe back and forth seems like a good idea. But there's some lack of focus between crown-games and the cannonball. Outside of those two mechanics, he seems a tad underpowered. Granted, he's fast, strong, and heavy, but that size just seems to totally screw him over. All in all, K. Rool is a good enough set but I'm not sure it's in The Top 25. Personally giving it a 3/5. It's good but it doesn't provide as much of a breath of fresh air as some of Kupa's other sets.

QWOP is QWOP. It's Khold being Khold and as a serious moveset it's terrible. But as a jokeset, it's rather humorous, even if it does take potshots at everyone's favorite(?) leader, MW, and some other MYMers. On the humor scale, it gets 3/5. There's SOME effort, but Khold overdoes it in several portions.

Vol Opt is similar to FA's earlier giant set, Wailord. Unlike Wailord, FA made this set in a serious approach. And it damn well works. Most everything about Vol Opt flows and fits, from manipulating wires with his normal attacks to combining Mini Opt with the rather unique grab game. It's one way of taking a character with bizarre limitations and potential and turning him into a set worthy of a super vote. Then again, this is just my opinion, but I've never even played a Phantasy Star game once in my life. And I still love this set. 5/5.

Uboa makes my head hurt. It's experimental on Sir_Slash's part since he's one of the newer participants in the contest. While I admit that Uboa herself is rather run-of-the-mill, there's some definite potential in her subtle mindgames. The screen's constant flashing makes for some possible and literal mindgames. But as is... well, he acknowledges it's a first attempt but I don't want to encourage bad behavior by pretending it's a good first try. 1/5. Now I'm worried I'll get epilepsy.

Rapunzel is someone who I hold some bias towards. After days of meditation- and trying to get TF2 to work after the update- I've managed to void all the bias out of my system to really buckle down and write up a constructive comment. First things first, Rapunzel, and to an extent, Kits, seems to revel in the fact that her hair almost makes her overpowered. A permanent loss of her hair seems to make more sense, but I don't recall her being able to bring the hair back by singing the healing song. A bit OOC for me and skews the balance a bit. Otherwise, there's some interesting mechanics that can definitely be even further expanded upon. 3.5/5 for me.

Boom Boom... I'll be perfectly honest, I thought this was a Koopaling before I read the brief description. At any rate, your attack's descriptions are rather short, but I suppose they speak for themselves when you keep momentum mechanics in mind. Which combines several of his moves very well. However, I do feel that momentum mechanics can essentially be applied to most any generic heavyweight minion character. Not to say I dislike the set, just that it feels sort of generic. 3/5 for giving a minion with little potential a good moveset.

Marvin the Martian? What the hell is this shi... wait, what? NSpec that causes the foe to float upward? That Uthrow seems to have some MODOK-like roots, although I'm not too sure if there have been sets with similar levitation mechanics. And I'm pretty sure I missed it, but the description for the Modulator lacks a time limit for how long the stage remains destroyed... I really hope there is one. Even just skimming through this set (Which I admit isn't too fresh in my mind), there's a bunch of cool designs and mechanics you make use of here. There's flow and playstyle in several moves and, in essence, no input goes wasted. I still disagree with Gossamer originating from Martian the Martian but that disagreement isn't enough from slapping a 5/5 on this guy.

Venustoise is an even stranger case of Boom Boom, although Venustoise has some additional mechanics aside from momentum that makes use of his powders, toggle stance, and withdrawal. In all honesty, I do feel this is a superior momentum-based set to Boom Boom. Don't get me wrong, it still has the same problems as Boom Boom in that momentum mechanics are very broad and applicable to several characters. However, I do feel that Venustoise utilizes such a mechanic better than Boom Boom. And while you move on to claim that he's primarily a defensive character- which I completely agree with- there's some offensive potential in that Venustoise can literally crash into his opponent and flee with Aqua Jet. Granted, none of that is implied and there are some generic inputs on his aerials save Stun Spore. It feels like his poor aerial capability is more due to his limited aerial attacks. Still, 3.5/5 for me.

Swalot seems to be a part of a trend I wasn't initially aware of- pure poison type Pokesets. Either way, it seems like Vol Opt's grab game expanded into an entire playstyle, and then you add a bunch of status liquids to compliment Swalot's goal in swallowing the opponent. Your specials mesh well with his grab game but some of the normal attack inputs seem to vary from filler to generic status effects, although I'm not sure how else you can fill up the rest of Swalot's inputs. There's certainly some flow between your specials and grab game, so that's all good. It gets a 4/5 for expanding upon a mechanic that has plenty of potential.

Ashley is a remix of an MYMX set. I remember looking at it but remember very little of the original, so it's like reading over an original set. But like any good critic, I looked over the original and compared bits and pieces of it to the new version... I was surprised to find a bunch of it copied and pasted. The addition of the Binding Circle stun could've just as easily gone into the input description. I recall several of the comments from the first set regard simplicity and a seeming lack of focus around Ashley's supposed gimmick. I suppose we can add that you changed up Fireball, her grab, and Red Flurry to affect Red and simulate something emulating complexity. That still doesn't change the fact that much of the moveset still seems simplistic and... well, pasted. 2/5, one for the improvement and another one for taking advice into account.

Party Pete... I heard MW hates Party Pete but then again he hates everything. Well, almost everything. I don't think he hates vests. Anyway, Party Pete uses party cola to practically swing the tide of battle to his favor, either by downing bottles early on for the effects or by exploding once his health percentage reaches too high. On the bright side, you make the effects of the NSpec more than just generic buffs. It's a matter of choice, and I do like that very much. There's definitely more to be expanded upon and quite a few mundane moves, but it's a decent enough entry for a character with very little potential. 2.5/5

I'll have to look over Gangrene Gang again so I'll save that for next week.

Dark Star is a good set with several interesting mechanics, but a majority of the moves seem like tacked-on projectile moves that work differently for the sake of complexity. And the organization is... well, let me just say that dislike is too soft of a word. It's too dang difficult to follow the flow of the moveset since all the moves are spread out and disjointed. In all honesty, I'd like to give this set anything above a 4, but for the sake of organization (see: the lack of it), it's getting a 3.5/5. Sorry nate, but fixing up the organization will really boost Dark Star's rating.

... Come to think of it, I'l lfinish the rest of the comments tomorrow. Sans Gangrene Gang, it shouldn't be too difficult...

WAIT, WHO THE HELL ARE YO-



YOU ARE NOT PERFECT
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
First of all, I wanted to say it's amazing skimming through the thread to see how many people are actually getting up and commenting those movesets. Everyone seems to be pitching in and making comments in the period of the contest most associated with people getting overloaded with sets and stopping commenting at all. It's actually inspired me to post and congratulate you all on a job well done.


However, I also wanted to express how awful it is that I'm seeing 'rankings' getting thrown up by every other member. It's bad enough that Warlord does it, but now people are emulating it. Way back when, there was a decision made that moveset reviews wouldn't hand down a single letter grade for a moveset because there's too much to a set to reduce it down to a simple score. And yet here we have individual rankings by every other person.

And at least Warlord, as much as I dislike the system, actually knows how to use a ranking system: five actually means average, and he rarely hands out any scores more than seven or less than three. ForwardArrow, you have a percentage score ranking. You gave Boom Boom 64% and King K. Rool 63%. What the hell is the difference between a 64% and a 63%?

And how demeaning and discouraging is it to take a moveset that someone worked hard on and just sum it up in a single score? A negative comment is one thing; a negative ranking is dismissive. After all, which sets get negative rankings anyways? Sets from people who aren't familiar with 'our standards' (which is another problem itself), or movesets where someone went and tried to experiment with something new. And it's okay not to like an experimental set, but a bad ranking tells someone that they shouldn't have wasted their time on it at all.

It makes me start to wonder if the purpose of commentary has made a subtle change; are comments these days more to offer advice and appreciate what people do right in a moveset? Or do we comment so that other people will share our opinions on sets?

And maybe I'm the only person who has a problem with that, but I can guarantee you'll not see any rankings or scores on comments from me.


Now then, that rant being over, I have actually amassed a few comments to share with you all. Yippee, but don't expect much more.


King K. Rool is not getting a comment because no, I am not reading another crocodile moveset. I've read more crocodiles than I care to ever again, and it would completely kill my appetite to comment at all. Be happy I'm reading any sets.


QWOP

The problem I have with QWOP is that I don't feel you truly managed to capture the spirit of the character. The moveset you made is straightforward enough that you can push a button and actually know what is going to happen, a concept entirely alien to the game where walking backwards and backflips are the most likely results of any attempt to walk forward. This feels more like a moveset for 'normal guy normal walk' than QWOP. You gave him a ground movement of five, so I'm going to make the vague assumption that the forward tilt moves him forward. This just doesn't work for the character for whom forward motion is a trial in of itself involving an arcane combination of button inputs.

Essentially, QWOP would have been a lot more likeable if instead of having some random effects and bad jokes attached to his moves, that he had a mechanic that made controlling him completely incomprehensible. Still though, it made me play the game for a few minutes, so I became a winner.

Vol Opt

This set is ambitious, for certain, but it feels like such a slurry of mechanics and combinations of moves so thick that it gave me a headache just to imagine. There are simply too many moves interacting with too many other moves for him to get his ultimate goal across. When you have a remote controlled screen projecting a hologram to fire an energy wave through an electrified wire… there's too much going on at once.

The other thing that really concerns me is that Vol Opt's screen body doesn't take knockback or hitstun. You mention a few times about things he does being punishable, but can you really punish someone if you can't stop them from attacking or knock them out of range?

The thing I sort of worry about is that the fight ends up becoming a very boring contest between Vol Opt who is setting up with very little concern for what the opponent is doing, and the opponent who is just trying to rack damage as fast as possible so he can KO Vol Opt.

The playstyle section mentions using the screen form of Vol Opt as a distraction, but why would that work? They can't stop Vol Opt's screen from doing anything, but there's nothing stopping them from wailing on the main body fast enough so that he can't do anything. The main body takes hitstun, and setting up pillars has a full second of start lag. As best I can tell, there is nothing Vol Opt can do in this situation.

A unique idea to be sure, but there are just so many mechanical issues that need to be addressed for it to work.

Uboa

Surprisingly clever. My Saber moveset had an invisible sword which was the key to many of her attacks, but Uboa takes it a step further by making her attacks completely unpredictable. Not being able to tell where or when an attack is coming definitely has a lot of mindgames to be had. The attacks are simplistic, certainly, but they don't actually need anything more on top of them. The screen flickers, you get hit, and you try to figure out where and when the hitbox is coming from. It's a very unique tug-of-war with Uboa.

Uboa's Side Special is probably the biggest problem of the set, as until the enemy is around KO range, this move essentially forces both players to stop playing for twenty-five seconds. This might be intentional, forcing the opponent to just watch Uboa flicker as their damage steadily goes up, with no sign of what's going on, but I can't be sure, and I can't help but think there might have been aesthetic improvements to be made.

Rapunzel

Economy of words, Kits! Economy of words! When you spend an entire paragraph doing nothing but describing the start lag of a move, and admit to it, and leave that paragraph in there, there is something wrong. It doesn't help when trying to measure out hair, whether it be attached to her head, and the end or front, or whatever else it can be gets pretty confusing.

That said, it's certainly a unique mechanic you have here for the character, although I think there's a lot of simplification to be done. I'd do away with the boosting mechanics of the Down Smash and Back Throw, they're really not necessary and don’t particularly fit into the overall balance of the moveset.

The pan gives her a nice melee moves, and it's interesting the way she can use it with her hair for range and to knock the opponent out for prone games. In fact, unconsciousness is really an underused mechanic, and the way that it lets her prepare her other abilities in nice.

Still though, this moveset is an excellent example of less is more, both in word count and in extraneous details and mechanics. The simple core of the set is nice and interesting though, I'll grant you. Not exactly a polished moveset, but one that has a lot of value of itself, and a step up even after your break.

Boom Boom

I like Boom Boom. I like how you expressly wrote the moveset with such simple, straightforward language that it would be impossible to be confused, and left just the right amount to the reader. I have a few nitpicks with the set, the lack of a hitbox on the Side Special, the fact that the Dash Attack is just a go faster move, the Neutral Special and Down Special should be switched, a couple redundant moves, the fact that it's the jab of all things that pulls out the boulder and how you made a moveset based on gliding forward with the dash attack and make no mention of using a DACUS.

Those aside though, it's a fun and straightforward moveset, and a momentum based character (and oh how I loathe that term, seeing as it was attached to Subaru after the fact when it was never what Subaru was to begin with) momentum movement based character with a lot of charm in its unique attack angles.

I also would like to say that I think that the way you originally presented the boulders is a little misleading. You mention using them to shove off and turn around, but that seems like a lot of work to set up, when it would be easy for the opponent to stop, and boulders last only eight seconds anyways. No, they're much more interesting as an obstacle to slam yourself into, flinging rocks ahead of yourself as you crash into the opponent, making it harder for them to react as you approach for another attack. Of course, that's something you never mentioned in the set, but it's one of the best parts of it, as far as I see.

Venustoise

Venustoise is what I'd like to see out of a lot more ranged movesets as he has a focus on mobility rather than just standing still. I really like how he has an interesting mix of defensiveness and vulnerability when he withdraws and how it changes his moveset.

I think the aerials really could have made better use of his mobility, as being able to get a lot of speed built up would make him a good candidate for jumping up to approach from the air.

I also don't like just how many of his Pokemon Moves didn't exist in the first generation games. If this were a moveset for Blastoise or Venusaur, then I'd understand it, but Venustoise was a character who existed in a time before any of that really existed.

There are a couple of extraneous effects scattered in the set, but it's charming, simple, and very fun to imagine playing as. Excellent job.

Kyubey

I really found this moveset pretty clever. The reincarnation mechanic is quite possibly my favorite that I've ever seen, and this is coming from a guy who has used on himself. It really should be automatic and have a little face indicator next to his stocks to show how many he has left though. Outside of how he gets the enemy to form the contract, I think you actually pulled this off perfectly, both very innovative, unique, and in character.

I really don't like what happens once he gets them to form a contract. I'll freely hand wave away his attacking moves, because this is a fighting game adaptation. I will begrudgingly accept that you've developed forming a contract as convincing the character rather than the player, because those mechanics are so difficult to do properly (DarkMega only pulled it off because it was a side part of his main goal).

But having Kyubey directly attempting to cause fear and attack a soul gem, or toss it off the stage himself is just so ridiculously distant from his actual goals and personality that I can't really accept it. Especially when he would have access to something more in character both as far as his abilities go and his personality.

The guy is a freaking container for grief seeds. And as he mentioned to Sayaka in that one episode, if they're filled up with too much despair, they might hatch a witch all over again. This could even play into a mechanic of the opponent having to refill the soul gems.

I do think that this was an incredibly ambitious set, and that all things considered you deserve props for just how interesting you made his early game and just how unique the ideas were, but I really just can't appreciate Kyubey, whose entire job is harvesting the despair of witches, making someone into a magical girl only to mess with their soul gem.
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
:leek: Farfetch'd :leek:


:leek: Stats :leek:
:leek:Size: 3
:leek:Weight:3
:leek:Ground Speed: 5
:leek:Traction: 8
:leek:jump Height: 8
:leek:Air Control: 9
:leek:Air Speed: 7
:leek:Fall Speed: 3 / 9 (Farfetch'd fast falls by tucking it's wings in and diving back toward the ground, greatly increasing its fall speed)




:leek:Mechanic: Leek Sword:leek:
Farfetch'd spawns at the beginning of the match (or after it is KO'd) holding its signature leek in its beak. Farfetch'd uses the leek in a lot of it's attacks, but it is in fact a simple battering item, and can be thrown away like a normal item. Farfetch'd's grip on the leek is incredibly strong, and it won't drop the plant, no matter how much you smack it around. When thrown by Farfetch'd, the leek deals 10% damage with surprisingly good knockback similar to that of the Star Rod. If an opponent tries to use the leek though, they will find that it is a terribly ineffective weapon for them, only dealing damage and knockback similar to the Fan when used, but with the attack speed of a normal battering item, and only deals 3% damage with flinching knockback when thrown. If the leek does end up thrown off stage, it will respawn as a normal item drop after one and a half minutes, which is quite a while to go without offensive capabilities. Of course, why would Farfetch'd ever want to throw away it's prized leek? This is where its grab comes into play.

:leek:Grab: Covet:leek:
Farfetch'd is extremely protective of its leek, and will go to incredible lengths to retrieve it. Pressing the grab button causes Farfetch'd to take flight and relentlessly pursue its leek, moving at Captain Falcon's dash speed towards it, regardless of where it is. If Farfetch'd reaches it's leek, it will snatch it up in it's beak, again taking hold of it. If an opponent gets in the way of Farfetch'd's flight to reclaim its leek, they take 10% damage withe moderate upward knockback as the bird plows through them to retrieve its possession. If they happen to be holding it, Farfetch'd latches on to them, even if they're shielded, and begins pecking and scratching at them furiously before snatching the leek again and hopping off a short distance, dealing 15% damage to the opponent with considerable hitstun, meaning that Farfetch'd can easily follow up and attack the poor fool.

While this won't help you retrieve the leek of the opponent gets ahold of it and immediately throws it away, it really shouldn't come to that if Farfetch'd is smart about it. The only time Farfetch'd should be throwing its leek is when it is just out melee range where it can swoop in and retrieve it whether it hits the the opponent, they shield it, or they dodge it. Immediately retrieving the leek can also put Farfetch'd in position for an easy followup, especially if the leek bounced off of the opponent. This grab can only be used once in the air, meaning that you could use it as a very rigid and predictable recovery if need be, but you won't be able to stall forever with it.


:leek:Combat Stances:leek:
Farfetch'd has two distinct stances that it can change between by using its up and down specials with completely different movesets and mobility options. Switching doesn't take too long, but the animation is just long enough to get you punished if you switch right in the opponent's face without having them in hitstun first, but fast enough to switch in the middle of a combo or string of attacks to change up tactics.

:leek:Up Special: Agility Stance
This is Farfetch'd's default stance. In this stance, Farfetch'd holds its leek in it's beak, allowing it to make full use of its wings for movement (though it can still throw the leek normally). In Agility Stance, Farfetch'd has five air jumps and a glide, similar to Meta Knight. However, due to being an actual bird, it is far more mobile and in control while in the air, and can cancel out of its glide at any time by tapping the jump button. In addition, Agility Stance automatically activates whenever Farfetch'd is without it's leek.

:leek:Agility Moveset:leek:

:leek:Up Special: Acrobatics
While in Agility Stance, using Up Special again causes Farfetch'd to put a lot of energy into one flap of it's wings, launching Farfetch'd two battlefield platforms in the direction you point the control stick at Sonic's dash speed. If you hold the B button at the end of the dash, Farfetch'd enter's its glide with enough momentum to pull up at least two Ganondorf's heights, allowing you to easily take to the air after a grounded dash or gain height to recover. In addition, you can cancel the dash into any of its aerials, specials, an item toss, or its grab retaining any momentum from the dash as you do so. The dash does not put Farfetch'd in helpless, but can only be used once in the air before touching the ground.

:leek:Forward Special: Featherdance
With a fair bit of startup, Farfetch'd twirls in place then flaps its wings forward, releasing a bowser-sized cloud of down feathers in front of it. The cloud isn't very thick, containing only about ten feathers in it, which slowly drift downward at parasol falling speed. The feathers deal no damage or knockback, but they still have moderate priority hitboxes, meaning that opponents attempting to attack while in the feathers are likely to simply clash with a feather, canceling their attack and destroying the feather in the process. The feathers will even clash with attacks that have transcendent priority as if they had normal priority.

The feathers are extremely light, and are easily moved about if they come in contact with something else. For example, a character running through a cluster of feathers will end up with some feathers sticking to the front of them as they move, which means that even simply moving through the feathers and not attacking in them can disrupt later attacks if they don't make maneuvers to shake the feathers off. Farfetch'd can even push a few along itself for protection, though it's small body and tendency to move about erratically meant that it usually won't be too helpful. Once feathers settle onto the ground, if a character moves over them, they will kick them back up into the air about one Ganondorf's height. Only 20 feathers can be on stage at any one time, and they do not disappear


:leek:Neutral Special: Gust
Farfetch'd begins flapping its wings rapidly, creating a small vortex of wind that starts out no larger than Farfetch'd itself, but can become as large as Mario if you charge it for two seconds. Once the B button is released, The vortex flies forward at Mario's dash speed and disappears after traveling two to four battlefield platforms of distance, depending on charge. It deals no damage normally, but it will push opponents along in a manner similar to the return on Link's Gale Boomerang. It also sucks up feathers from the side special, delivering them in one big clump to the end point of the vortex.


:leek:Aerials

:leek:Neutral Aerial: Barrel Roll
Farfetch'd spins horizontally in the air, battering nearby opponents with its wings, dealing up to six hits of 2% damage each, with very little end or landing lag. Pressing the A button a second time during the spin will cause Farfetch'd to exit the spin early, causing one slightly stronger hit that deals 4% damage with decent horizontal knockback, knocking opponents away. Canceling the attack early leaves Farfetch'd with more end lag than usual, so be careful. Using this attack while fast falling causes Farfetch'd to spin perpendicular to the direction it normally does, and the knockback from the cancel hit becomes a spike.

:leek:Forward Aerial: Peck
A rather simple attack, Farfetch'd simply pecks forward, dealing 3% damage with very slight upward knockback, meaning that it won't do much more than flinch the opponents until higher damage levels. The most notable thing about this attack though, is it's speed. Being a simple peck, it has almost no startup or end lag, meaning it can be used repeatedly at a rate just a little bit faster than Marth's repeated jab, and can be continued by holding the A button in a manner similar to a jab as well. In addition to this, Farfetch'd may move around freely in the air while using this attack, allowing it to use it while backing up, or attack while moving right through them before gliding away. Using this while fast falling causes the peck to be aimed downward at a 45˚ angle and actually deal decent upward knockback, popping them up into the air easily, the attack has a lot more end lag when used this way, though, so no spamming.


:leek:Down Aerial: Wing Attack
Farfetch'd enters its fastball state for a split second before opening its wings, smacking opponents hit by them for 10% damage and decent forward knockback and halting it's fall. If you hold the A button while using this attack, instead of simply halting it's fall, it transfers its momentum to a glide, allowing for easy escapes or followups afterwards.


:leek:Back Aerial: Blow Back
With a strong flap of its wings, Farfetch'd launches itself backwards in a manner similar to ROB's back aerial, but in the opposite direction and stronger in terms of momentum shifting. The attack creates a decently powerful blast of wind in front of Farfetch'd just a little bit larger than Kriby that deals no damage but pushed the opponent forward a good distance, putting them into their tumble state if they are in the air, and causing them to trip if they are on the ground. It pushes shielding foes back as well, though it won't affect them otherwise.


:leek:Up Aerial: Scramble
Farfetch'd begins flapping it's wings rapidly to gain altitude, causing it to shoot straight upwards a short distance equal to that of one of it's normal jumps. If Farfetch'd comes in contact with an opponent during this, they are dealt 5% damage as Farfetch'd scrambles on top of them and footstools them. Using this attack uses up one of Farfetch'd's jumps, and if you use it with no jumps left, it ineffectually tries to gain altitude, though ti will still automatically footstool opponents it runs into while using the move.

:leek:Glide Attack: U-Turn
Pressing the A button while gliding causes Farfetch'd to perform a 180˚ turn in mid air by backflipping then flipping itself right side up, like a fighter jet. the initial flip deals 5% damage with light forward knockback to opponents hit by it. After the flip, Farfetch'd remains in its glide, only now it is moving in the opposite direction.


:leek:Standard Attacks

:leek:Jab: Sand Attack
Farfetch'd flaps its wings to kick up a Kriby sized puff of dust in front of it which quickly settles back into the ground. Opponents hit by the dust take a measly 2% damage with no hitstun. However, opponents hit by the sand are also blinded temporarily, causing them to halt whatever action they were taking to rub the sand out of their eyes. They can still walk and jump while doing this, but they can't attack, shield, or dash. Opponents blinded by this attack can't be blinded again for the next three seconds, as they won't fall for the same trick again so soon.

:leek:Forward Tilt: Down Toss
With a rather fast flick of its wing, Farfetch'd tosses out one of the feathers from the side special right in front of it. This move has very fast startup and practically no end lag, but it is still far less efficient than the side special for spreading feathers around, and can't be used in the air. The feathers from this move also count toward the twenty feather limit imposed on the side special.


:leek:Down Tilt: Low Flight
Farfetch'd begins flying at ground level, capable of using any of its other aerials except for the down aerial, which returns it to the ground laglessly. In this state, Farfetch'd can make use of it's superior aerial movement capabilities got get around at ground level or attack the opponent. It can only hover like this for five seconds before it enters helpless and suffers pretty bad ending lag (or ends up KO'd due to hovering off stage), so be moderate in its use.


:leek:Up Tilt: Aerial Ace
With another powerful flap of it's wings, Farfetch'd launches itself into the air about Ganondorf's height before propelling itself back downwards at a 45˚ angle. Opponents hit by Farfetch'd during this take 6% damage with moderate upward knockback. If you hold the A button during this move, Farfetch'd will cancel the second part of it into a glide in a manner similar to the down aerial.


:leek:Dash Attack: Running Start
Farfetch'd puts on a small burst of speed before entering its glide at ground level. That's all there is to it, really, and Farfetched has enough initial speed to not immediately crash back into the ground and gain some height.


:leek:Smash Attacks

:leek:Forward Smash: Brave Bird
With a powerful flap of its wings, Farfetch'd launches recklessly launches itself forward one battlefield platform's distance, dealing 14-19% with knockback that KO's around 150-100%, not too impressive, especially for a somewhat laggy smash attack. What does make this useful is the fact that Farfetch'd gains super armor for the duration of the attack, meaning that it can power through an opponent's attack to hit them. In addition, Farfetch'd bounces off of the opponent a short ways into the air when he hits them, making it quite safe on shields, as you can jump away afterwards. This attack has one very large downside though. If Farfetch'd doesn't hit anything, it face plants into the ground with an animation similar to crashing into the ground from a glide, meaning that you are almost guaranteed to be punished if you miss this attack.

:leek:Up Smash: Takeoff
The charging animation for this smash is almost identical to the forward smash, but instead of launching itself forward, it instead immediately takes to the sky in a glide, starting off at the maximum angle a glide can move at. The momentum that Farfetch'd starts with in this glide depends on the charge, ranging from enough to reach 1.5 times Ganondorf's height at no charge to 4 times his height at full charge. While this attack does no damage on its own, you can attack airborne opponents with your glide attack to quickly return to the ground or cancel the glide into another aerial attack.


:leek:Down Smash: Updraft
Farfetch'd begins flapping its wings, creating an updraft of wind on either side of it, covering a battlefield platform wide and 3/4 of Ganondorf's height high area with the wind. The wind lifts opponents up off of the ground, preventing them from using grounded attacks, and also lifts feathers from the side special up off of the ground. This Smash is not charged, but instead lasts for as long as you hold the A button. Starting up the wind is a laggy, but there is very little end lag after stopping.


:leek::leek::leek::leek::leek::leek::leek::leek:​


:leek:Down Special: Swords Dance Stance
This is Farfetch'd's battle stance, and the one that you will use to actually rack up the damage on the opponent. In this stance, Farfetch'd holds its leek with one wing, meaning it can't fly and has a standard double jump instead of five smaller jumps and a glide.


:leek:Swords Dance Moveset:leek:​

:leek:Forward Special: Feint
Using this special causes Farfetch'd to dash forward or backwards backwards a short distance (about 3/4 of a battlefield platform) at Fox's dash speed, and remains facing the same direction if you choose to dash backwards. This dash can be canceled out of at any time into another attack. In addition, you can also cancel any of Farfetch'd's standards and aerials (but not smashes) into the dash as well, but only if they hit (which includes hitting shields). There is a decent bit of lag at the end, so you can't spam this dash everywhere, but you can cancel the lag with an attack, so shouldn't be too much of an issue.

:leek:Down Special: Leekspin
Farfetch'd rapidly twirls its leek in front of it, dealing rapid flinching hits of 1% to opponents caught in it for as long as you hold down the B button. The spinning leek also deflects weak (i.e. those that deal under 10% damage) projectiles. There is only a small bit of end lag on after releasing the B button, and if you press the button again during this time, Farfetch'd will perfumes a powerful followup slash that deals 15% damage with strong forward knockback that KO's around 160%. The slash also pushes shielding opponents away a decent distance, but has heavy end lag, so make sure not to miss. If used in the air, Farfetch'd twirls the leek at a 45˚ angle down in front of him instead.


:leek:Neutral Special: Air Slash
Farfetch'd slashes at the air in front of it with its leek, creating a blade of air about Kirby's height that travel's forward about half a battlefield platform's distance before stopping. It travels at about the speed of Falco's lasers, have a similar fire rate, and deals 3% damage with flinching knockback. There is virtually no end lag on this move, making this an excellent way to poke at the opponent and pressure shields. When used in the air, this attack is aimed downward at a 45˚ angle in a manner similar to the down special.



:leek:Standard Attacks

:leek:Jab: Tripleslap
Farfetch'd performs 3 quick swipes of its leek in front of it, dealing 2/3/4% damage with flinching knockback on the first two hits, and light forward knockback on the last hit. Very quick startup/end lag, making it a simple, but ideal jab.


:leek:Forward Tilt: Fury Attack
Farfetch'd runs forward a short distance wildly swinging its leek, dealing 5 hits of 2% damage each and carrying the opponent with it for the distance of a battlefield platform. It is quite punishable on if you miss, but thanks to the side special, it isn't punishable on shield and can be easily followed up.


:leek:Up Tilt: Rising Slash
Farfetch'd slashes upward as it leaps into the air about 1.5 times Ganondorf's height, dealing 9% damage with very light upwards knockback that won't even bring opponents far into the air until high percents. As the move becomes cancelable on contact, you don't have to travel the full height of the move, and instead simple dash over for a different followup if you so desire.


:leek:Down Tilt: Cut Down
Farfetch'd dashes forward half of a battlefield platform, slashing at the opponent's feet. Opponents hit are dealt 7% damage and trip, setting up a tech chase or other followup.


:leek:Dash Attack: Pole Vault
Farfetch'd slams the leek down on the ground in front of him, dealing 7% damage to opponents hit by it with a rather large amount of hitstun, but no knockback. Farfetch'd then uses the leek as leverage to catapult itself 1.5 times Ganondorf's height above the opponent with very little end lag.


:leek:Smash Attacks

:leek:Forward Smash: Quickdraw
Farfetch'd attacks with a lightning fast slash in front of it, but with an impressive amount of power behind it, dealing 15-22% damage depending on charge with powerful knockback that KO's around 140-90%. While the startup of the attack is incredibly short (think Meta Knight's down smash), the end lag is extremely heavy, meaning that once you use this move, you're stuck with it.


:leek:Down Smash: Hurricane Spin
Farfetch'd begins rapidly spinning in place while hold its leek, swinging it around to attack the foe, dealing rapid many rapid hits that total in 17-24% damage, with the knockback of the final hit KO-ing around 160-120% off the top. The startup and end lag are average for a smash attack, but Farfetch'd can cancel this smash into an item toss, throwing its leek with much more force than normal, having it deal 18% damage with proportional knockback instead. Just be careful not to toss it off the stage.


:leek:Up Smash: Jumping Cutter
Farfetch'd hops upward in a forward somersault similar to Sonic's up smash, slashing the area all around as it spins. This attack drags opponents hit by it with Farfetch'd back down to the ground, where they get hit by the last slash at the end of the jump for moderately powerful forward knockback. The attack deals 18-26% damage total, with the last hit dealing 10% of that damage, and KO-ing around 180-130%. If Farfetch'd is moving when it uses this attack (say, from a normal dash or from side special) it will retain its momentum into the hop, allowing it to cover a good bit of ground while approaching with this attack.


:leek:Aerials

:leek:Neutral Aerial: Quick Spin
Farfetch'd performs a horizontal spinning slash around itself with lightning speed, dealing 5% damage with moderate horizontal knockback away from Farfetch'd. It has noticeable ending lag if not canceled.


:leek:Forward Aerial: Smack Down
Farfetch'd slams its leek down in an overhead swing, dealing 10% damage to opponents hit and spiking them downwards. The attack has quite a bit of landing/ending lag if it isn't canceled.


:leek:Down Aerial: Sweeping Swipe
Farfetch'd slashes below it in a wide arc, dealing 8% damage with moderate upward knockback to opponents hit by the attack, making it an exe lent way to pick opponents up off of the ground.


:leek:Back Aerial: Air Cutter
Farfetch'd turns and rapidly slashes at the air behind him with speed that cuts the air itself, dealing rapid flinching hits of 1% each for a total of 12 hits, with the final hit having a small amount of horizontal knockback. These hits cover an area Mario's height in diameter behind Farfetch'd.


:leek:Up Aerial: Skyward Stab
After a bit of startup, Farfetch'd stabs upward with its leek, dealing 14% damage with powerful upward knockback that KO's around 140%. While the startup of the attack is rather hefty, it doesn't have too much end lag.




:leek:Agility Playstyle:leek:​
In this stance, Farfetch'd is not a strong fighter, and thus relies of disruption and hit and run tactics to get by. Farfetch'd is very mobile, having a wide plethora of ways to enter its glide to traverse the stage quickly. As such, it is far more at home in the air than it is on the ground, making use of its glide, Up Special, and multiple jumps to maneuver around the opponent's approaches and defenses. Featherdance is absolutely essential to defend yourself and find openings. Tossing a cloud of feathers on top of the opponent is a great way to stop them in their tracks, as they won't be able to attack you easily, forcing them to go out of their way to either avoid them or get rid of them with fast or powerful attacks. Even throwing a single feather out at them with your forward tilt can stop them long enough for you to make a getaway. Farfetch'd's other disruption moves, such as the jab, neutral special, down smash, and back aerial, are also great at throwing the opponent off balance and messing with their spacing, as well as being able to move already placed feathers into their face in the case of the wind based moves.

While this is a very defensive stance, Farfetch'd isn't completely without offensive capabilities in this stance. The forward, neutral, and down aerials are both nice quick moves for quickly dropping in on the opponent, dealing some damage then getting out of there with a glide or with feathers covering your retreat. The glide attack is also a good way to get a quick hit in, as it gets you out of there immediately afterward. This is where Farfetch'd's fastball comes into play. Farfetch'd's default floatiness makes for easy movement through the air, but being able to rocket down to the opponent makes it much easier to get a hit in and get out fast. In addition to these, aerial attacks are also available on the ground via the down tilt. As far as KOing goes, you're pretty much out of luck in this stance, as your options are gimping and landing a forward smash. gimping requires getting the opponent off stage to begin with, which can be pretty tough considering the poor knockback of a lot of these moves. Farward Smash is incredibly risky, and should only really be attempted if you manage to trick the opponent into using a very telegraphed attack to super armor through, though a smart opponent won't be doing that at high percentages. And of course Farfethch'd still has its leek, which is a great tool of harassment and getting in close, but you have to be careful not to throw it off stage, which makes it pretty bad for gimping.



:leek:Swords Dance Playstyle:leek:​
This is the stance the Farfetch'd can use to actually get in a and deal damage to the foe. Despite the leek giving it more range than the Agility stance, Farfetch'd's range is still not that great, so he can't play the close range camping game that Marth or Meta Knight do. Luckily, Farfetch'd has plenty of ways to get in. Simply throwing the leek at the opponent then immediately recovering and switching back to this stance it is a great way to lead off. Farfetch'd still has the same ability to drop in via fast falling that it does in the other stance too, and both the neutral and down specials angle themselves downward while in the air, making them ideal for dropping in on the opponent. The neutral special itself is a great harassment tool/poke that can pressure shields or make openings. And then we have the most important part of Farfetch'd's movement options: the side special. this move allows you to dash in whenever you see an opening, and the fact that you can cancel successful hits into the dash allows for all sorts of combos or simple getting out to avoid the counterattack. if you hit their shield. While most of Farfetch'd's moves in this set are pretty generic, the fact that you can cancel into Feint after any successful hit means a lot for the multi hit attacks, as well as for the attacks that move you around, allowing you to change exactly when and where you dash via proper timing. There are of course obvious progressions of moves for combos, such as Jab->f-tilt->u-tilt->n/f-air/u-air, but you can really mix and match just about anything if the opponent's damage level is in the right place. When it comes to KO's Farfetch'd has a good few more options than before. Canceling a dash to combo into a forward smash is ideal, though both of the other smashes have their uses as well. The down smash can punish rolls, and eve successfully dodging it leaves them open for a more powerful leek toss, and the up smash is ideal for approaching out of a dash or feint, and is a pretty good anti-air move. The up aerial can also make a decent KO move, and it can be combo'd into at the right percents.



:leek:The Whole Picture:leek:
Of course, these two stances aren't meant to be used alone. The lag on the switch between them is ver low, allowing for you to change things up on the fly. In fact, the Agility stance sets up the other stance quite well, with the better mobility allowing for easier approaches, and the feathers to make it difficult for the opponent to counter your assault. In general, you will want to stay in Agility stance when way from the opponent for the mobility, and switch to Swords Dance when you feel the need to go on the offensive, but you can even use Agility stance to quickly zip around the opponent and attack from a new angle thanks to the up special, and the down special in Swords Dance makes for a nice counter to projectile spam while running around. You also have to make sure to use the proper strategy for the proper opponent. Some characters will easily beat you at your own game offensively, meaning that you should use more of the hit and run game with Agility Stance, while some will out camp you, forcing you to go on the offensive more often to beat them. The proper mix of the two styles is up to the player to decide with their own preferences and the situation.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
Smashbot, the Lazy F*cker Part 2

I know I said I'd do this tomorrow but I'm up. So why not?

Gangrene Gang is an addition to MW's inflating amount of Hugolian sets. Seriously, he either has the same Hugo set fetish as I do or has subconscious desires to be gang-banged by a group of ethnically ambiguous pranksters. Anyway, you control Ace for ordering the others around and there's some interaction between each member that isn't Ace. Even if some of the inputs don't really make sense (Side grab is basically Bowser's dthrow, but down grab is a body slam? It seems like the only reason Side grab is fthrow is because it's multidirectional), that doesn't change the fact that there's definitely some flow, even if most of it is limited between Grubber and Billy. Snake also sort of proves my point about how momentum-based characters can basically apply to anyone... What? You've got this skinny little sonuvagun and then Boom Boom! Wouldn't it make more sense to stick Snake with grabbing and Billy with the momentum shenanigans? Outside of that, Arturo is probably my personal favorite here. Since he doesn't beat the same mechanic over your head again and again 4/5

Rumble is someone I've never seen before and could already tell he has quite a bit of potential for movesets. Then I read this one and get a face-full of moves either deviated or outright TAKEN from Brawl characters. Dsmash is DK's, Usmash is Snake's, et cetera. Even worse is a lack of detail; in your Side Special, you claim that the harpoons travel at a "quick speed". This can be categorized as, well, ANY relatively swift speed. The only remote sign of flow is between Firespitter and the ftilt and that's the ONLY time I see it. Regardless of when it was made four months ago or four minutes ago, it's not very good in my eyes. 1/5

Kobold Clan almost came off as a Hugo set based on the picture. I guess i was right. Anyway, first things first; who the Sam Hill is Arshargalon? ... With that out of the way, I'd like to say I personally like how you manage each Kobold/Trapper with a simple input, although I find it very strange that Trapper just stands there while you maintain control over a Kobold. Being able to control where your minions are stationed provides a tactical addition I haven't seen too often in recent sets, even if such micromanagement is largely frowned upon... unless they're Hugo sets. A majority of the moves seem to depend on props too much, even if they're actually used by the Kobold and help out with the team's playstyle. It seems a little random and has this element where you're just able to pull stuff out of your rear end, which rarely works unless it's somehow in-character (ie Pinkie Pie). Still, you pull off a Hugolian set nicely enough to warrant a 3/5.

Kyubey... I've been hearing good stuff about this set even if it's based off an anime that TIRK likes. It caught me off guard later in the moveset, especially with an absurdly overpowered grab game if the foe has a soul gem. I'm not calling the grab game overpowered because the recovery is flat out ********. Even if it's remotely in-character, this recovery move is simply ridiculous. The contract/soul gem mechanic has plenty of potential to expand upon and fluffing the tail is almost hilariously deceitful. It gets a 3/5 purely based on the fact that there's plenty of untapped potential that you partially draw upon in Kyubey's mechanics, but... goddamn, HE IS JUST SO DAMN POWERFUL.

screw taga

Sceptile doesn't have much going for it; it's basically limited to being the generic speedster and even though Majora really tries to make a name for the Pokemon, it just doesn't work out. I can guarantee that half of his moves are either deviated from or ripped off from other characters, either directly or with "subtle" changes. With that criticism out of the way, I just want to say that Sceptile's tree mechanic is much more interesting and it's really a shame you never draw inspiration from that with Sceptile. And considering it could provide a much more interesting playstyle than you've described, I'm surprised you didn't decide that was a better route. 1.5/5 because you come up with a possible mechanic that hasn't been explored AFAIK... and then ignore it.

Le'Quack might be Mid Tier in terms of Courage villains but whatever. As soon as I read "godlike recovery" I almost thought, "Well this should be good..." IT FLOATS. THEY ALLLLL FLOAT. AND WHAT'S THIS?!? MOMENTUM?!?!?!?



In all seriousness though, I do like how Le'Quack's playstyle revolves around a central point in the stage (ie his FLOATING balloon) even if some of it seems forced, like with the hypnotism special outside of multiman fights. The grab game, on the other hand, is marvelous. Everything flows with it and compliments Le'Quack's playstyle very well. In all honesty, this is my favorite MW moveset yet. 5/5.

Grunty would get five points for being a Banjo Kazooie character and then lose five points for being a Nuts & Bolts character. Thankfully, she uses more than that. On a personal note tough, the font, color, and size of the text is downright eye-stabbing. And this coming from a guy who usually disregards how "pretty" a moveset looks. I hate to be so Khold-hearted, but seriously. You get some additional critique from me in that your set suffers from magic syndrome, although I admit some of what you've come up with is intriguing. Projectiles that absorb projectiles, even your own? Risking the safety of your head just to bait them into portal traps? Additionally, I adore the writing style that really captures Grunty's character. Combine these pros and cons and you've got yourself a 3.5/5, though if you fixed up the coloring/font/sizes of everything, it'd be an easy 4/5 or 4.5/5.

And just when I thought I was done, I get Farfetch'd. Well done LoL, you magnificent hippo. It's also 4 in the morning an I'm tired. You're lucky I LIKE Pokemon. The first thing that catches my eye is the dual stance. No, not the leek sword, because that's an item that you start out with. Sure you can throw it, but... wait, what's this? Th-The grab...



Jokes aside, it doesn't really seem like a benefit for Farfetch'd since the foe will be smart enough to never hold onto the leek and will more than likely toss it off stage. Since Farfetch'd can never drop the leek, tossing it seems totally pointless. On the other hand, the two stances manage to actually stand out beyond the specials. It's more like you made two movesets that lack grab inputs, though I must protest that some of the inputs seem generic. As much as I like Swords Dance's SSpec, the rest of it seems... run of the mill. While there's literal flow with the moves in cancel out of each other, well, like I said, generic. Still, you have something good here and speaking as a Gen main, it's well made. 3.5/5
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503

However, I also wanted to express how awful it is that I'm seeing 'rankings' getting thrown up by every other member. It's bad enough that Warlord does it, but now people are emulating it. Way back when, there was a decision made that moveset reviews wouldn't hand down a single letter grade for a moveset because there's too much to a set to reduce it down to a simple score. And yet here we have individual rankings by every other person.

And at least Warlord, as much as I dislike the system, actually knows how to use a ranking system: five actually means average, and he rarely hands out any scores more than seven or less than three. ForwardArrow, you have a percentage score ranking. You gave Boom Boom 64% and King K. Rool 63%. What the hell is the difference between a 64% and a 63%?

And how demeaning and discouraging is it to take a moveset that someone worked hard on and just sum it up in a single score? A negative comment is one thing; a negative ranking is dismissive. After all, which sets get negative rankings anyways? Sets from people who aren't familiar with 'our standards' (which is another problem itself), or movesets where someone went and tried to experiment with something new. And it's okay not to like an experimental set, but a bad ranking tells someone that they shouldn't have wasted their time on it at all.

It makes me start to wonder if the purpose of commentary has made a subtle change; are comments these days more to offer advice and appreciate what people do right in a moveset? Or do we comment so that other people will share our opinions on sets?

And maybe I'm the only person who has a problem with that, but I can guarantee you'll not see any rankings or scores on comments from me.

Kyubey

I really found this moveset pretty clever. The reincarnation mechanic is quite possibly my favorite that I've ever seen, and this is coming from a guy who has used on himself. It really should be automatic and have a little face indicator next to his stocks to show how many he has left though. Outside of how he gets the enemy to form the contract, I think you actually pulled this off perfectly, both very innovative, unique, and in character.

-Thanks man, this is probably the part of the moveset I'm happiest with myself. If anyone's wondering why I didn't make it automatic, well... I was kind of hoping you'd discover he's not laughably underpowered as the moveset goes a long. It would be awkward to mention a mechanic halfway through the set too... so eh.


I really don't like what happens once he gets them to form a contract. I'll freely hand wave away his attacking moves, because this is a fighting game adaptation. I will begrudgingly accept that you've developed forming a contract as convincing the character rather than the player, because those mechanics are so difficult to do properly (DarkMega only pulled it off because it was a side part of his main goal).

-Okay this is the part where I think you're being more then a TOUCH ridiculous. I'll get onto that in a minute

But having Kyubey directly attempting to cause fear and attack a soul gem, or toss it off the stage himself is just so ridiculously distant from his actual goals and personality that I can't really accept it. Especially when he would have access to something more in character both as far as his abilities go and his personality.

-Alright, DM. I want to know this. How is it so far off from his actual goals to do this, honestly? Yes, I know within the series he tries to be a lot more deceptive about it, but here he has no reason and no real way to hide. He's in a one on one fight against someone out to kill him. He's granted their wish and within the context of the fight have no more use for him, so they're going to kill him anyway.

Seriously, what do you want me to do? Have him summon a random witch to try to make the opponent snap? Wouldn't that be considerably worse, considering it's pretty blatant he has absolutely no control over those things in the first place. At least within the show he's been shown to be able to influence the soul gems somewhat, see him shocking Sayaka's soul gem in Episode 7. Let's be honest, he's defeating the foe here and though in a different way then normal he's getting what the incubators want through the foe's emotional energy.


The guy is a freaking container for grief seeds. And as he mentioned to Sayaka in that one episode, if they're filled up with too much despair, they might hatch a witch all over again. This could even play into a mechanic of the opponent having to refill the soul gems.

-...again, do you want me to summon random witches to fight the opponent? Because that seems to be what you're suggesting here. By all means if that's what you think I should do just say the word, I can make this guy a minion character. But would that even make any bloody SENSE?


I do think that this was an incredibly ambitious set, and that all things considered you deserve props for just how interesting you made his early game and just how unique the ideas were, but I really just can't appreciate Kyubey, whose entire job is harvesting the despair of witches, making someone into a magical girl only to mess with their soul gem.

-The fact is, I don't see how it's that far off from what he does in the series. He's still trying to cause the foe to break down and become a witch, and when he's not the fact is everyone's intentions in brawl are to win the match, so I don't even see the Side Special and stuff being THAT far out there. The fact is, this is pretty much the only way to implement him without doing something completely stupid.

Anyway, if you honestly get mad at the sight of a slightly liberal interpritation of a character and what they want, you should hate Brawl and almost every MYM set. Why would Mario want to fight the Princess he's trying to save so much? Why is Baron able to build the electric barrier however he wants, when IN SERIES it can only be built one way and one way only? I don't know... I clearly just don't get you.
...alright, I guess I might as well respond to this. I think you probably have a point about rankings. I really do just want to be helpful, and quite frankly they don't do anything towards that purpose. So yeah, I'll concede you win there, and now I let's move on.

He's probably never going to see it, but I responded to Kyubey comments in bold. Just so you know I think the criticism is valid and I knew SOMEONE was going to say it, but bah. Also sorry I haven't commented any thing here, mostly just frustrated and felt a need to respond to this.
 

Katapultar

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

Or Izumi Konata if you're going by last name preference.​


A classic moveset made by RWB for a very popular anime character; RWB himself said that he watches good animes without delving into their individual franchises too much, he having made a moveset from Detective Conan, Bleach and of course, Lucky Star. Except that RWB doesn't tell you which anime Konata comes from in his moveset right away like you'd expect him to.

If you're like me back when I first read the set and didn't know about the Lucky Star franchise, you'll find the reading experience of the set rather vague, with the only real focal point being on popular video games and anime where Konata borrows (all) her attacks from. Basically, you literally know nothing about about Konata or her world but the video game and anime franchises that have been shoved down your throat...except when you get to that GENIUS Final Smash you may find reminiscent to Lemmy Koopa's: Konata summons the other recurring characters from the Lucky Star as Assist Trophies, with the Final Smash being the one point where RWB actually tells you about the series name and opens the reader's mind to Konata's ACTUAL WORLD rather than the one she herself 'lives in'. Although I believe every set should assume their reader doesn't know who their character is and tell them where they come from, this approach of keeping "Lucky Star" a secret from the readers is incredibly well done. Sounds like something Ju would do.

[COLLAPSE="Personal Experience"]Anyway, after finding out the series name on a Friday night I found myself curious about it and Wikipedia'd it. I was pleasantly surprised to find out the Lucky Star was a slice of life and that it had extremely cutesy animation. The next day was a Saturday where I went to the shops with my grandparents...and what do you know: I found the entire series of Lucky Star on the shelves! I didn't hesitate to buy it on a day where I had a great experience; when I got home I played the DVDs and......loved every single bit of it. This being after I bought Excel Saga from MYM influence, Lucky Star was the very first anime/TV show thing where I actually enjoyed every single bit of it. Absolutely amazing. From then on Lucky Star became my absolute favorite anime franchise thing of all time that I obsess over more than anything else aside from MYM. Though I haven't really indicated or told anyone about this kind of thing now you all know; the only reason I haven't made a set for a character from Lucky Star yet is because I'd be perfectionist about it in order to make it as good as it possibly could.[/COLLAPSE]


Stats

These stats are pretty much the same as the original's (a few minor changes) but are a bit more in-depth and up-to date.​



Size - 4
Konata is 142cm tall; given her mischievous personality this is definitely an odd trait for her.

Weight - 4.5
Koata SHOULD be light given how small she is but she doesn't really have a frail feel to her, making her a bit heavier than you'd expect.

Ground Speed - 9.5
Anybody could tell you that Konata's athletically talented though she chooses not to utilize this talent, it being inherited from her (awesome) father. When she runs she runs as quickly as the manly force that is Captain Falcon.

Jump - 8
RWB insists that Konata have good jumps, though this makes sense given her athletic ability. Her jumps are somewhat akin to Fox's, giving them a quick feel about them.

Aerial Speed - 3
A stat RWB didn't mention; I tend to feel that airheads like Jigglypuff and Luigi have better Aerial Speed, with there being no real explanation to WHAT trait a character has that would logically determine how much aerial speed they really should have. Slow movement in the air somehow feels right for Konata...

Fall Speed - 8
The ONLY stat with any significant change to it; I feel that low falling speed is more suited to focused characters like Lucario or airheads, with Konata DEFINITELY not being either of these. A faster falling speed gives her character a more "energetic" feel that she deserves, as she's a rather outgoing character who stirs up mischief.

Traction - 8
In my eyes characters with lower traction are 'clumsy' by nature; Konata's definitely not clumsy.







Neutral Special - Ki Attack

I'm keeping Konata's original Neutral Special in because it's rather intriguing and actually feels suited to her. Okay, Lucky Star is a slice-of-life series I know that but when it comes to characterizing an otaku who constantly makes references to her popular anime/manga series giving her an attack used in fiction is the way to go. For those who don't understand RWB was talking about THIS video game that came as a bonus in the visual novel game. It's not meant to be good by any means, with it having even worse balancing than our MYM sets themselves. No really.



Konata's not one to feel safe about leaving alone; underestimate her and you'll pay the price! The mischievous otaku brings her hands back, charging them with ki energy before firing it off as the Hadouken you all know and love.....how the hell did she do that!? If I've anything to say Haruhi must be doing some good meddling in Brawl. Anyways, the projectile travels 3/4s of Final Destination at the speed you see above, inflicting 9% with a bit of hitstun. Nothing special, just your typical spammable projectile...

But of course, our Konata's FAR more creative than that. See, she can CHARGE her Hadouken....except it doesn't actually power it up. That is, until you've held the attack in for 5 whole seconds as Konata's hair turns gold...if the enemy lets you do that......may Haruhi have mercy on their souls...



Konata lets out a massive Kamehameha! Holy crap, what kind of training's she been doing!? This devastating move is exactly like Samus' Zero Lazre in terms of power, duration and size, meaning it'll VERY likely KO enemies in one hit. Leaving Konata alone to charge it is VERY, VERY BAAAAAD.



Side Special - Cosmic Cosplay

Personally, I actually liked the Side Special RWB thought up for Konata (though I have almost NO idea what it references :glare:) with the idea of a momentum move that REWARDS you for hitting the enemy with it and has multiple uses out of it. That said, I've chosen something more..."realistic" for Konata to use...

Konata's eye glints as a mischievous idea comes to mind.....cosplay!? Let's just say that Konata tends to get influenced quite easily by the many anime and manga series she's exposed to....this ends up being quite awkward for the ones exposed to her like this, namely her friends....

Nah, just kidding. Instead, Konata uses her original Side Special like a real pro, staying true to her original moveset....Tama-chan Kick wasn't unsuitable for her, you know. Konata bends down before doing a flying kung-fu kick with both her feet that sends her forward 5/8s FD at Sonic's dash speed, though there's at least some end lag after the move. If Konata doesn't hit a foe she'll stumble for a moment before regaining her composure; if she does hit a foe her kick inflicts 12% that KOs at 170% with Konata being able to perform up to 5 "flips" in any direction. These flips act as spotdodges that quickly propel her a Platform's distance, with Konata being able to perform them surprisingly in order to easily be able to pursue her enemy or get away from them. Konata can even perform an aerial in-between flips, turning her into a vicious offensive character. And if all that wasn't enough, Konata can flip off PROJECTILE attacks and cancel them out...



Up Special - Shoryuken



Konata keeps the Up Special she was originally given as it very easily suits her style. She performs the iconic uppercut that works in an identical way to Charizard's Fly in terms of speed, distance and usage; enemies hit by the move take 13% that KOs at 110%, making the Shoryuken an excellent move for killing foes off the top of the screen. Konata enters helpless after using this move, so be careful not to whiff it.

Because this move's not as versatile or secretive compared to other MYM movesets it has a little surprise that comes with it: if Konata uses this move off the ground she won't go into helpless and can use it in the air, allowing her to use it as a follow-up move.



Down Special - Generic Punch

The Down Special was personally my LEAST favorite of the Specials, if not all the moves of Konata's set. Lucky Star has never really made any references to Naruto as far as I know (and believe me, I KNOW) and it just seemed REALLY unsuitable to have Konata randomly pull out the Sharingan with it being a hereditary thing and all. Not to mention the move's use seemed rather vague and out of place. For that reason, I'm changing it right here and now.

Konata's input for the Down Special is probably the most interesting one you can ever get....a generic punch reminiscent of Ryu's jab.....man, how many SF references are ya gonna pull, Konata? The punch inflicts 2% that causes as much flinching and hitstun that you'd expect from a jabby move. But you know what makes this move SPECIAL? That you can use it in the air. Yeah, that's right, it's no longer a generic punch! And also remember that somebody might pick up this costume and really be grateful for this move, cus you know, sets these days don't have generic punches....not criticizing them or anything, just that you might need one for a situation or something...




Final Smash - Crazy Lucky Star


Ah, that good old Final Smash of Konata's. I loved it quite a lot and could agree with some of the characterization for the Lucky Star characters, but some of it I just couldn't say yes. Also, I'm sure everyone would absolutely love pictures of the characters. I won't go into too much detail about the individual characters themselves as much as I'll show you my interpretation of Konata's Final Smash...

Konata lets out a sly laughter as what seem like Assist Trophies start spawning all over the stage, completely ignoring the fact that only one AT can be out at a time. These Assist Trophies however, are special; they're allied only with Konata (and her teammates) and only contain a handful of potential characters to be summoned. Below are the awesome characters who can be summoned into battle as general ATs or simply for this Final Smash...


[COLLAPSE="The Awesome Characters..."]Kagami Hiiragi



The most normal and second most popular of the cast. For the most part she's the normal one who's constantly forced to keep Konata in check, something that carries over in Brawl. When summoned, Kagami follows her summoner in order to keep them in check; if they don't fight or happen to be struck by an enemy's attack 3 times in a row without landing one of their own Kagami will lecture her summoner on how they need to study, increasing the amount of damage their shield can take by 1.3 and the amount of damage they inflict by 2% for 10 seconds. Also, if the summoner stands around for 10 seconds without doing anything or taunts 5 times in a row Kagami will get pissed off at their nonsense and comically smack the top of their head with her fist, one of the very few ways anyone in the series or Kagami will ever get "violent". This gives her summoner the urge to live up to her expectations, doubling the amount of damage (not knockback or hitstun) they inflict for 15 seconds plus 3 more seconds for every attack they land. After 10 seconds Kagami leaves with a sigh that spells "facepalm" at her summoner's foolishness. If she was summoned by Konata her effects are only half as effective but she lasts for 40 seconds due to the duo's relationship.


Tsukasa Hiiragi



The younger twin sister of Kagami, but nothing like her. Tsukasa is a loveable airhead who always goes with the flow; she tries her best but her best is unfortunately not good enough...except when it comes to cooking. When summoned, Tsukasa doesn't hesitate to bumble around like a lovable fool while seemingly doing nothing...or is she? After 30-45 seconds at random Tsukasa reveals that she has prepared....some choc chip cookies! Awwww yeah! These cookies are SOOOO DAMM GOOD that every player will literally be fighting over who gets the cookie; whoever eats it heals 999% from the marvelous taste! Better hurry too or else Tsukasa will leave if nobody takes her cookie within 13 seconds...oh, and she won't give cookie to anyone who looks scary...


Miyuki Takara



Lucky Star's resident Mary Sue has all the answers when you need them, for her memetic name isn't Miwiki for nothing! She'll provide her summoner with the know-hows of any attack they're struck by or manage to shield against. It takes Miyuki 3 seconds to finish her Wikipedia-reminiscent lecture about that attack but once she's done her summoner will be immune to the lectured attack! Unfortunately, there's a limit to how much of this divine knowledge her summoner can take and it solely depends on their intelligence; dumb characters can only hold in 6 lectures while a smart character (like Miyuki of course) would be able to hold in around 40, a number that exceeds the amount of attacks a character has in their moveset. That said, the summoner will forget about these lectures as the passage of time passes, which takes 20 seconds but they'll remember the lecture for another 10 seconds if they get struck by an attack they were lectured with at least 3 times. You're such a saint, Miyuki; too bad you can only stay around for 30 seconds...then again the lecture effect lasts for the rest of the match, for knowledge is power!



Yutaka Kobayakawa



The absolutely ADORABLE little cousin of Konata; anyone near tends to get the feeling that they MUST PROTECT HER. As an AT, Yutaka will simply stand in place; any character (including the summoner and other Lucky Star ATs) around her for 3 seconds start to pity Yutaka and acquire her 'healing effect'! This heals the character 1% every 0.5 seconds, but unfortunately Yutaka's rather frail and can be knocked down by an enemy's attacks...which would be stupid, because Yutaka's carer(s) become ANGRY and have their attacks inflict twice the damage and knockback on the character who attacked Yutaka until they're KO'ed; in the case of Lucky Star ATs they'll target the offending character more violently with their attacks. Once the offender is KO'ed Yutaka gets up and the effect is resumed; she'll stay around for quite a long time, one minute to be exact...why can't she stay around for longer!?


Minami Iwasaki



Yutaka's best friend; though she's stoic and cold on the outside Minami's true nature is that of a kind and caring individual. This side of her comes into play as an Assist Trophy, where she'll use her athletic ability on par with Konata's to come to the aid of her summoner if they happen to be knocked down, stunned, frozen, or under any similar kind of stats effects. She'll even push her summoner out of enemy's attacks at the very last millisecond if she's close enough to do so, sending them back 1.2 SBBs which won't ever KO them. If her summoner's not in any kind of trouble Minami will simply stand in place though she's able to help her summoner far more easily if they're nearby, so it's a good idea to stay near her. Minami lasts for a good 25 seconds and will stay around for 5 more seconds every time she's needed to help her summoner.


Hiyori Tamura


Yes, Hiyori's giving you the finger because you apparently deserve it (though it just looks like she's doing it. Japanese people don't have such crude tastes...).

A writer and doujinshi artist at heart who goes through the same problems that we as MYMers do with our sets; Hiyori is a friendly person though she possesses a desire to use her friends Yutaka and Minami for doujinshi material, one of the main reasons why she's their friend in the first place. When summoned Hiyori will sit back and start scribbling in her scrapbook, drooling with excitement with the flood of ideas coming to her the whole time...that is, until she gets writer's block and suffers a nervous breakdown! Much like in RWB's set, this magically causes a random explosion to occur where Hiyori is half the width of a Smart Bomb that inflicts 16% that KOs at 90%...the chances of the blast happening is completely random and it's almost impossible to see it coming; basically, you should really stay away from Hiyori...either that or "fight" more frequently during the match to give Hiyori more ideas for her work, which will help her ease her writer's block and prevent her magical explosion things.

....It also helps her masterpiece come into completion; if you were "fighting" (like KO'ing and kicking butt like you're supposed to as opposed to setting up, stalling and blatant camping), Hiyori will get her work done within 2 minutes...otherwise she'll take 10 whole minutes to complete it. So what happens now? Why, she publishes it of course! Hiyori lets out a cry of joy as piles of doujinshi start falling from the top of the screen like stickers! Any and every character on the ground who encounters one of these fanmade works feels the need to take a peek....the result? YURI, YURI, AND MORE YURI! The amount of intense sexual content causes the character to faint as they wonder what the hell's going through Hiyori's mind, causing them to lose a stock instantly. Konata is not affected by the doujinshi but most other summoners are; NOT ALL characters will faint from reading the doujunshi as some will simply shrug off the contents. After finishing her masterpiece Hiyori leaves the stage with much satisfaction.


Patricia Martin



You read right; this girl's an American who LOVES Japanese culture. She's meant to be a parody of the American otaku stereotype but this backfired and caused Patty to be hated by a good deal of Lucky Star fans and those who know about her. I don't hate her however; I once saw someone in real life that looked like her. Wait, did I just say that?

Fan reception aside, Patty is a girl full of energy with as much responsibility and dominance about her. She's also rather manipulative but not in a negative way. When summoned, Patty will run up to the nearest enemy (at MK's dash speed) in an attempt to grab them like a raving fangirl. If she fails to catch anyone, she'll simply leave and go watch the latest episode of Naruto, Bleach and One Piece on Crunchyroll; if she gets someone, however, she'll do one of two things depending on whether they're American or Japanese in creation:

If her target's American of creation Patty will find them boring as she's exposed to them all the time like ya'll are and toss them over the mountain like the dreams of Uncle Rico, inflicting 99% that KOs at 11%! Overpowered you say? Well YOU shouldn't be using American characters in the first place! Then again they would have died from listening to Patty's ultra high-pitched voice anyway...

If her target's Japanese of creation Patty will hug them while complementing their "cuteness", causing their bones to be crushed by her American strength for 15% that KOs at 90%. She then follows that character and keeps talking to them, causing their ears to bleed for 1% a second from her annoyance until they're KO'ed. Once you've met Patty you CANNOT unmeet her.

If her target's not an American or Japanese creation (which would likely mean they're made of LEGO), Patty will give them an American ID and make them American! This does nothing except make the flag of America appear on their HUD and have them die when Patty grabs them next...


Misao Kusakabe



And now we get to the ensemble darkhorse of Lucky Star, Misao Kusakabe. With a simplistic outlook on life and energy to spare, no place is boring when Misao's around! When summoned, Misao takes out a random lottery ticket that she hopes to use to win big.....most of the time the ticket's nothing, which makes poor Misao sad. BUT....there's a 1/100 chance that the ticket is a WINNER! When this happens, Misao becomes really happy and her summoner wins the match! Wait, what!?


Ayano Minegishi



Preserved friend to Misao, Ayano doesn't get many appearances at all. Mostly we know that she "rivals" Tsukasa in terms of cooking skills but....Ayano literally does nothing...like, really. And no, I'm not talking about her appearance in the series, I'm talking about her Assist Trophy. Ayano sticks around for a rather boring minute doing nothing. Poor Ayano doesn't get any action...


Nanako Kuroi



Ummmm, I think she's supposed to a.....teacher? Definitely a lazy person, Nanako is rather friendly with her students but isn't afraid to take it up to eleven when it comes to using corporal punishment.....on Konata that is. When summoned, Nanako does what every teacher does to waste your time: give you homework. What, in the middle of Brawl!? Preposterous! Regardless, Nanako will toss out sheets of paper that fall like stickers...just so you're safe, you'd BETTER grab one, even if you're the summoner. Once you've got held of some homework you can try your luck completing it by standing still; depending on how smart your character is and/or how familiar they are with Japanese schoolwork they'll be able to complete it within 10 seconds to 2 minutes...though they'd BETTER get it completed and submitted to Nanako within 2.5 minutes, because if they don't, Nanako will get angry and punch them for 25% that KOs at 60%! Ouch! While it may not hurt that much it actually does, really!



Yui Narumi



Konata's energetic but clumsy cousin who works as a Police officer for the law; don't mess with her or else! Yui will do nothing but stand around on patrol duty on the lookout for any characters who might break the law by hitting or grabbing another; if they do this Yui will fire at them with her gun for 15% with large hitstun! And while that may not seem so bad, if you're stupid enough to do it 5 times in a row the gunshot will knock you down while Yui runs up and arrests you for a KO Inspector Lunge style! Yui lasts for a rather short 8 seconds but that time is reset if a character breaks the law, including the summoner...


Soujirou Izumi



Who the hell's this guy, and why is he a male in a female anime? Why, he's Konata's dad! He's known as Awesome-kun for his amazingly awesome lifestyle that consists of having many little girls around him...and you know what's NOT awesome? The overload of male characters in MYM! That's right, Soujirou can only be summoned by female characters; when summoned he'll simply follow the summoner around and take pictures of them for 15 seconds before going away...if a non-female character happens to get near the summoner Soujirou will unleash his hypocritical rage on them in the form of a powerful kick! This kick inflicts a nasty 34% that KOs at 50%, but that's to be expected from the most athletic character in the series, no? It also teaches you to use female characters as to avoid getting hit by this move, yup.


Kanata Izumi



Kanata Izumi is Konata's mother, who unfortunately, died while Konata was young. She did come back to check up on her husband and daughter however, but was not able to be seen by them. Poor Kanata. Anyways, she'll appear to her summoner as a transparent figure to give them divine protection as a transcended being, but will only appear to those who are good. Not being able to be seen by everyone else, the best Kanata can do is use ghostly magic-syndrome to save her summoner from death 3 times, with them reappearing where they last stood with half of their damage healed. Kanata also blesses her summoner with good fortune in the form of no tripping and good summons, as that's all about luck'll do for you in the small world of Brawl. Once she's saved her summoner 3 times Kanata will go back to wherever it is she came from, presumably the afterlife...[/COLLAPSE]
 

Junahu

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


... :glare:

Who are you, and why are you posting my moveset? Your motives can't exactly be 'good', considering you took the images and reuploaded them


Farfetch'd:
Rool and I were talking a while back about this Pokemon, and how no Pokedex entry has any idea what Farfetch'd's relationship to his leek really is. It was almost as if the pokemon itself deliberately made no sense (Because the stories about him are so Farfetch'd :awesome:)
And this moveset really seems to bring across Faretch'd's contradictory nature. He loves his leek, and never wants to part with it, but parting with it is exactly what allows him to win fights. I seriously love how this set works in its concept.
But maybe that's because it reminds me so much of my own Donna Levmen (dual stances, battering item, desire to keep it vs desire to throw it away).

I would say that Farfetch'd does not strike me as a very capable flier. I do love the gliding themes that run through the moveset, but the high jumps/non-gliding air control sounds a little too good for a duck.
If I may make a MYM3-eske suggestion, why not make it so that the Agility moveset is used when Farfetch'd has no leek, and that the Swords Dance moveset is used when Farfetch'd has his leek. That way, I can hug this moveset even more.

Either way, I adore this moveset. :)
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
MYmini#2 entry


Every Loop from Sonic Ever
Every Loop from Sonic Ever (ELSE), is a towering loop de loop structure that impedes Sonic's progress everywhere he goes. Basically loop de loops are momentum gates; if you aren't going fast enough, you cannot get through

In Brawl, ELSE is a towering loop de loop structure that impedes Sonic's progress everywhere he goes. ELSE is entirely solid, and the top of him is lined with spikes (which deal typical spike damage and whatnot). The only way past him, is to run through the loop de loop. Don't worry, so long as you're at dashing speed, any character can make it round, even Ganondork.

ELSE can move left and right at a crawling speed, and can even jump a tiny bit, in case he feels like crushing his foe for a OHKO. While ELSE cannot ledge grab, he can do the next best thing; stick part of himself off stage and act as a ledge himself. If the foe wants back on-stage now, they're gonna have to run through the loop. He can even just jump offstage and use his solid bulk to drag the foe offscreen for a KO.
ELSE can only take horizontal knockback, but cannot flinch. He also cannot shield or roll or spotdodge. If he trips, he flips through the air, landing back on his feet. Naturally, if you land on the foe, they're dead.


Neutral Special: Booster
The surface of the loop de loop suddenly reveals itself to be a high speed conveyor, propelling players through the loop with no hassle at all. Wait, why would you HELP the player get through you? Well, the conveyor is so fast, that the player will find it hard for them to stop, potentially flying offstage via their momentum (especially if they were in the middle of dashing to begin with). If the player was dashing against the pull of the conveyor though, they will suffer no momentum at all once the conveyor takes them through the loop.
If one player/object enters one side of the loop, and another player/object enters the other, then Booster can be used to slam the two together, this deals 25% damage and shoots the objects/players back out where they came from.

Side Special: Shunt

ELSE suddenly lurches either left or right, and anyone hit by ELSE's sides takes 15% damage and knockback that can KO from 60%. Anyone standing at the entrance to the loop, is propelled in the direction of the shunt, potentially allowing ELSE to eject the player from the loop. Shunt has a lot of end lag, since ELSE is not very fit, and needs a breather.
Note// The player could be hit by ELSE's 'sides' while in the loop, if they're at the part of the loop where they are running straight up/down.

Up Special: Spikes

ELSE's spikes suddenly double in height, dealing 8% damage and upward knockback that can KO from 70%. Time this well, because there is a 5 second cooldown between uses, while the spikes reset.

Down Special: Goop

ELSE is actually a robot! And robots have lots of oil in them. This move sees some of that leak out from the bottom of ELSE, forming a puddle that stretches outward from ELSE. This greatly lowers the traction of anyone standing in the goop, making it much harder to get up to full speed/stop. Players who stand in the goop, will get goop all over their feet, and will start tracking goop wherever they step, potentially making the whole stage (and the loop de loop in ELSE) all slippery. Ironically, only by tracking goop, can the player get rid of the goop on their feet. Goop lasts 8 seconds, but can be refreshed if ELSE stands in it, and repeats his Down Special.
Even ELSE's traction is affected by goop. And while this (in conjunction with Shunt) can make it easier for him to chase the foe around, it also makes it easy for him to slip offstage.



Playstyle:
ELSE actually has one? Holy crap he does! I think I might actually enter this as a real moveset.
 

Sir_Slash

Smash Rookie
Joined
Sep 29, 2011
Messages
15
Location
The Dojo.
You guys make some really cool stuff, I won't lie. XD I might be working on a set soon. Maybe Nightmare or something. :)
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Kobold Clan
I f there's one really cool thing about this set, its the fact that the massive amount of props are completely justified by D&D logic. The multiple minions are also puled off rather well, being completely underpowered alone, only being even moderately competent when in a group, and even then not too much. Combined with all of the neat traps, it really does do an excellent job of capturing the character of D&D Kobolds. Besides being a little bit boring at times, the only other place I can fault the set is implementation of the dragon. Even if context wise it makes sense for it to be summoned when you use the side special, it doesn't feel right for the player to be in control of when the dragon appears. I would have made it so that the Dragon is a passive mechanic, having it come by every so often to try and murder the clan instead of being summoned. Other than that, this was a surprisingly fun read.


Kyubey
This is certainly a nice take on the "mostly helpless" character genre, and looks far more fun to play as than Penny or Fluttershy (sorry Junahu). The fact that against most opponents, receiving the "power up" from Kyubey is most certainly a negative status effect is an awesome take on "promise of power" mechanics in that the opponent never under any circumstances wants the power. I am a little disappointed that you never bring up how awesome this character can be in team or free or all matches. Turning your teammate into a magical girl/boy/whatever is a cool strategy, and in free-for-alls it lets the powered up opponent murder the other players before turning on you. My only real problem with the set is the fact that in some matchups, Kyubey is really overpowered,as the opponent lacks moves to properly KO it (i.e. Ganondorf, Bowser, etc) and some would have a really easy time doing so (gimping oriented characters). Though such a mechanic would be inherently hard to balance, and skewed matchups in either direction are better than just being overpowered all of the time, so it's not so bad. Definitely like this better than Vol Opt.

One last random thing though. I've never watched the show that this characters is from, but it seems that the nature of this set completely spoils an important plot twist, but I don't know for sure. I don't think anyone will care too much though.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
So, Gangreen Gang. Since Warlord doesn't like it when I talk about, y'know, the MYMer's actual development and recurring trends in their movesets in hopes of shedding more light on what their present moveset is doing, I'll pass on the obvious points of reference - other Warlord sets.

You've been doing some rather interesting things with momentum for a while now, and it's a playstyle trope that doesn't really see much exploration in anybody else's sets. I suppose the Hugo trope lends itself to it, although I don't see why it's so fitting to the Gangreen Gang to be slip-sliding the foe around and focusing on making them move extra-quickly (although lol cartoon logic and I do really like the idea of forcing them to crash into walls).

This moveset has an awful lot of but-wait-there's-more effects. A comb is just a comb, and having that comb stick in the foe and giving an arbitrary requirement for their picking it out is bizarre and not really logical. Gangreen Gang has a lot of very convenient effects like this this, especially status effects - and by the way, I hate those status effects that imply that the character is overriding the player, like the one that forces them to stick near Ace and attack him, or the one that forces them to flee from Grubber. They're stupid, random, and frankly feel forced into the moveset for the sake of flow.

By the end of the moveset, this doesn't feel an awful lot like a defined group of characters, just a collection of Warlordian stock characters (especially Billy - and by the way, it's ridiculous that eating rocks causes him to have stronger farts). You really took some creative liberties with this crew, and it's very obvious that you chose them for the sake of the more controllable Hugo moveset. In other words, it's a stock Type 1 moveset.

As to whether it's easier to control, I'm not so convinced. The attacks themselves are not as complex as those in Sid's Toys, and even the interactions are generally milder - but the amount of inputs is ridiculous (Up Z and Neutral Shield? Eeeesh who's going to keep track of what each and every input does and when it's useful) and again, attacks usually don't do what seems obvious. Of course you have a lot of direct control over everyone's motion, but they don't have many passive effects, so you're still flooded in micromanagement. No, giving an option to temporarily "fuse" two of them doesn't qualify as bringing down the learning curve.

So all the negative nonsense out of the way that hopefully is literal enough to satisfy you, there's a lot of good stuff going on here; you do a good job of making each of them flow on their own, as a self-contained moveset, and also fit seamlessly into the overall puzzle and flow into a full-fledged playstyle overall. Grubber particularly has plenty of interesting options all on his own, let alone when combined with the others. And the group attacks cover an easy complaint to make against most Hugo sets, letting you set up however you need quickly and efficiently and dive right into the meat of their gameplay. As usual, you're obsessed with everything being fully customizable and controllable and giving the player a massive range of options at any given time. And as usual, it's impressive stuff.

Coming off the back of that goliath of a comment, let's talk Rapunzel. It's been an awful long time since Unown, kits, and you don't seem to have fallen behind at all! I can definitely feel Daddy's influence on this set, since it's so concerned with being 100% interactive and allowing you to do more or less anything you can imagine with your hair.

As you've heard already, it's a very rough read, with some attacks that are really very simple when you catch onto them being buried beneath confusing language. This is and will remain a major point against the moveset, I'm afraid - people are always less likely to vote for movesets they're confused by, and Rapunzel has a pretty difficult-to-imagine centerpiece. There's not much to suggest here, other than scaling back the detail and shooting for short, clear sentences.

The moveset's actual content is naturally interesting, with her hair acting as a mobile, versatile form of stage control that's constantly connected to her, and with none of the moves bogarting attention with flashy overcreativity (although the sudden apparition of handmaidens in the FThrow and BThrow of all places feels a little bit awkward). I'm not entirely convinced by the use of the frying pan as her primary weapon - isn't she a bit too dainty for that? - but it wins me over once I realize how its hitbox can be essentially embedded into her hair. In any case the moveset bleeds character, establishing Rapunzel as both spunky and prim from move to move.​
 

majora_787

Smash Hero
Joined
Jun 23, 2007
Messages
6,122
Location
Texas
I fixed Sceptile's down special. It's now Agility, a move that lets him... Well, just see for yourself.

EDIT: I swapped Ingrain and Agility. Silly me, doing things that are just weird. :awesome:
 

Gatlin

cactus in the valley that's about to crumble down.
Joined
Nov 21, 2010
Messages
6,374
Location
Oro Valley
This thread, as well as all future MYM threads will now be stickied
Have fun :)
 
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