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To defend Escavalier a little bit, I personally don't believe that base speed necessarily translates to a Pokemon's movement capabilities. I think it's supposed to be more related to the speed at which a Pokemon can attack. For example, take a look at Scizor. The way it's portrayed as speedily moving about in the anime and its sleek, metal body might make you think it'd have a high base speed, but in reality, its base speed is only 65, which is quite slow. It's probably due to those big metal claws of his. Same with Escavalier; I don't think those big awkward jousting spear arms of his are suited to swift, precise movements. Besides, the Pokedex says it flies around at high speeds, so it must be true. (hippo) Anyway, that's just my opinion.
Also, thanks for the comment, smashbot! I think Kimiko was one of the cooler ones too (along with Omi). As for my writing style, it's probably because I'm old-fashioned and only around for every other contest (D). If you haven't seen them yet, I posted movesets for Omi, Clay, Raimundo and Jack Spicer too in MYM7/8.
Alright. I'll stray from Pokemon Syndrome or whatever the hell it's called and focus on the Pokemon itself.
As far as I can tell, it has no feet. It has that little rounded arse of his that I cannot fathom reach a 3/10 speed at worst. Scizor has feet, small wings that increase his acceleration, and can glide to a certain extent. Escavalier can probably hop and roll around like a Batman DSpec'd Helen Keller. And screw the Pokedex entry, those things break physics harder than Dr. Manhattan.
And yes, your self-claimed old fashionedness probably has that appeal I find difficult to apply. Besides, I figure I should get around to making contributions outside of sets being slowly outrun.
The Dagger of Time is an Artifact linked to the Sands of Time. It enables the wielder to reverse, stop, slow, and use various Sand Powers, as well as protect him/her from changes in the timeline or alteration by the Sands.
Well when you pick up the Dagger (spawns at a rate a bit rarer than Smash Balls; so a very small amount.) you lose access to your Special moves and are instead replaced with a new set of moves with a small ammo bank of 4 "sandtanks" appearing above your character portrait. Sand tanks are used for your newly acquired sand abilities and are unable to regenerate. After your sand tanks are used up the dagger itself disintegrates into sand and is left on the ground.
When you have the dagger of time you have 4 new moves to correspond with your 4 special moves.
~~Neutral Special
The Power of Delay
This will cost one of your sand tanks to use. Your character will stab forward with the dagger very quickly. It is as quick as a Ganon Jab. If you land the attack you deal 3% damage and the opponent is locked in place for 4 seconds allowing you to do any your other large KO moves.
~~Forward Special
The Power of Haste
This special will also cost you one sand tank. For the next 3 seconds the entire screen gets a slight sepia tint and will make your all your attacks extremely quick. This means that cooldowns on all your moves and beginning lag is cut in half. However your damage is cut down a fourth of the damage.
~~Downward Special
The Power of Revival
This special will cost you two sand tanks making it a more game changing option. When you press and hold the downward special attack the entire screen begins to GO BACK IN TIME!! For the next 5 seconds you may rewind the game in terms of positions, damage, cooldowns, even lives, everything except for Sand Tanks. When you let go of the special move then you the game will pause for a second and then will pick up from there. This makes it good for reviving from a KO of your own. Furthermore this ability can be activated from anywhere.
~~Upward Special
The Power of Sand
This special costs two sand tanks like the downward special. When you use this attack a blast of sand explodes in a "smart bomb" explosion area but instantaneously. All enemies are pushed away to the edge of this area with a bit of extra oomph at the end depending on how close they are to you when you activate this. Being hit point blank deals an Insane amount of knockback while being right at the edge makes the push negligible.
This can be used defensively as a GTFO kinda deal or offensively to secure KO's of the edge of the stage.
~~Final Smash
Djinn powers
If you happen to have both a smash ball and the dagger of time you may summon a djinn for the cost of all your Sand Tanks. A large djinn "genie" for those uninformed will appear in the background of the stage flinging fireballs the size of PK starstorm thingies and summoning sand tornados as big as ROB spin moves onto the stage . These will do a large amount of damage for 15 seconds at which point the djinn will fly away in a burst of sand that has no effect on the main battle.
The dagger of time is a broken item that will pretty much secure kills in 1v1 fights and will be crazy fun in free for alls.
What's this? A Super Smash Brothers 64 cartridge just appeared from hammerspace and is slowly descending toward the ground at Stopwatch speed! But... what happens when somebody touches it...?
WOAHWHATAHAGHRLALRB
Oh wow! Everyone in the fight has been transported to the SSB64's Hyrule Temple stage, even complete with its own whirlwind! But it still looks... blocky. In fact, every fighter suffers a graphical downgrade! Look at those polygons! At least frame rate isn't an issue now. Oh, everyone spawns on a random point in the stage, but they're always standing on solid ground.
But what's this? Everyone's smashes... aren't charged? Yes, that's right: all of your smash attacks automatically come out at full power, not requiring even the least bit of charge! Everyone also loses access to their SSpec for as long as the retro revamp is active! But wait, there's more! Everyone on stage is no longer allowed to air dodge or spot dodge!
With all these mechanic changes, it sure must benefit a bunch of characters and really hinder some others, huh? But then after ten seconds...
AGHSKAL:RJH
Peach's Castle, now?!? The mechanics haven't changed one bit, but the chaos is still ensuing! Worse yet, there appears to be two extra bumpers above the two ramps on the side! The good ol' platform is still there for the ever lucky recovery!
Another ten seconds and...
POKE FLOATS?!? This map wasn't even IN SSB64! I guess that cartridge really glitched the system! Even on a Melee stage, everyone keeps their current mechanic changes until fifteen seconds...
*bloop*
Just like that, everyone is returned to the original stage, with mechanics set to normal. Weird, huh? A trip down memory lane, even if said memory isn't the most favorable ones.
Escavalier
This set tries to do a similar thing to Knight Man with the simple moves coupled with interaction with a single move to alter their function. It kind of works, but the problem comes when there is almost never a time you don't want to use Twineedle. In this case, you might as well have made each move hit twice by default and it would have made almost no difference to how the set was played. The jousting style is kind of nice, but otherwise the set doesn't really go anywhere since the main source of depth or interest turns out to be rather redundant. Not a bad set by any means, but not too great either.
Phantom
Phantom is a lot more straight forward in its style than Knight Man, as stage obscuring mechanics are rather obvious in their use. Now, there are some things that don't quite make sense in this set. For example, you say that the twinkle of Phantom's eyes is a visual cue for the player so that only the player knows he hit the opponent, but what keeps the the opponent from seeing that too? And the boulder move doesn't seem to do much, unless is just pushes the opponent around. But you say it works like Yoshi's egg roll and since you don't say anything about damage or knockback, it implies that the damage works the same as well. Aside from that, I like the set, though I'd but in the middle of my rankings of your Khold Day sets, between Knight Man on top and Escavalier on the bottom. Happy belated Khold Day!
Big improvement from Party Pete. As far as I can tell he's not underpowered, and his poison mechanics are much better explained and refined. Being able to combine his iron defense and stage control abilities was cool and he even had some legit move interactions! I liked how self-poisoning didn't have a lot of ways to take advantage of it, as it definietely makes more sense as a desperation tactic than something a Shelmet would voluntarily do to take on random enemies.
Don't really have much else to say, pretty fun take on the Pokemon (I didn't even know it could spit poison lol) and a nice little moveset overall.
Escavalier: So hey, I heard people are complaining that this Pokemon has 20 base speed, yet moves fast in Brawl.
Personally, I think that is a nonsensical complaint. Just look at THE slowest Pokemon, a Pokemon who can't even attack every turn because of his sloth; Slaking. His base speed is 100, HIGHER than VIGORORTH. HIGHER than PIKACHU. HIGHER than almost any damn thing. Speed is about Attack Speed, not movement speed; moving faster does not randomly mean you get to attack first.
So, yes. I'm happy you interpreted Escavalier as a cavalier; charging back and forth across the stage and continually jousting the foe with each pass. The "constant approach" genre is not something many movesets try out, and Escavalier does seem perfect for it.
I love the relentless feeling Twineedle gives the set. Though, Twineedle needs some manner of drawback, even if just an extra frame or two of end lag (the way it's written, it implies that it covers for the end lag of the attack, while having none of its own). I can obviously see why you wouldn't want to just spam every single attack twice in a row, but most everyone else didn't.
Octavia: Wow. Just, wow. A moveset about standing still long enough to perform a concert? It's a brilliant idea that is pitch perfect for Octavia, and it means that the player can share in Octavia's frustration when the foe just won't leave her alone.
I adore the visual design that went into describing what each move looks like, as it makes every single input feel utterly unique. The anal level of detail at certain points, while a bit tough to read through, gave even the reading of the set its own character/charm.
This moveset really feels like you understand Brawl's logic perfectly. Giving Octavia literal power over physical notes that beat up the foe may sound strange to some, but to Brawl, it just makes perfect sense.
If there is one complaint I could level at Octavia, it's that the more complex attacks took a re-read or two for me to really sink my teeth into. Especially Fine-Tuning. I worry whether players will ever understand what that move is actually doing, because it turns out to be a central component in mastering Octavia.
SHELMET
Daww, I love that little guy. You've done a great job of giving a moveset to a character that doesn't seem easy to make one for. I'm impressed by the number of ways Shelmet can poison the foe, from directly poisoning them to coating the stage with poison to shaking it off of his own body.
I wish Shelmet had more incentive to do so, though; while the mechanic really fits Shelmet's character as a way to slowly eat away at the opponent while you hide in the safety of your shell(met), I feel like you could have had some attacks do extra things to poisoned opponents rather than be focused solely on spreading it around. You did this with Venoshock, and I wish you expanded on it a bit more.
Minor gripe aside, I love this set. It's simple, it's in character, and most importantly, it looks fun to play.
The superhuman killing machine Malcolm has...erm...is somewhere around Brawl.
Stats:
Jump – 3/10
Second jump – 2/10
Walk – 6/10
Run – 3/10
Air movement speed – 7/10
Fall speed – 5/10
Weight – 9/10
Traction – 3/10
Introduction
Malcolm is an engineered enhanced human warrior from the FenTech cooperation whom is best known for defeating Xan (a ten time champion in 2293) during the second official Liandri Grand Tournament. Known as the superhuman killing machine by military personal and veterans alike, he retains a huge fan base and respect to the point that there isn’t a planet that haven’t heard of him even though the tournament is simply just business for him. After his ninth back to back tournament win, he was defeated and suffered a spine injury by the hands of Gorge in the 2303 tournament. Even with his bad agility since his defeat, the disadvantage is usually negated with decades of experience. From sight, his size is slightly smaller than Ganondorf.
Even though Malcolm’s raw strength is no laughing matter, he heavily relies on his use of firearms at any time. He has on him twelve different weapons at this disposal all providing different effects and uses. Even with his physical attacks, it would be difficult for him not to use a weapon in hand to hand combat. In almost every one of his physical attacks (except for his air neutral) he can use a certain weapon to temporary change his move set to your own liking if he currently have it armed and ready.
Weapons
Before coming to this world, he is well armed from the start. With him are 12 different guns and weapons from his world to use on the battlefield in many different ways. Each gun can be used when drawn using its command during his weapon swap (down special) and each has its different effects when used as a weapon smash (side special).
(the list is loonnnnggggg!)
[COLLAPSE="weapons"]
Shield gun
Ammo: none (chargeable)
Command – down, down
Shield gun "aka Kemphler DD280 Riot Control Device” is a device that was originally intended to use to protect its users. It could be also used in close combat, but its potential in this tactic is unknown. This gun can recharge its ammo on its own by 1 every 1.2 seconds. Each of its modes can allow the user to move around freely.
Primary fire
This mode will allow the user to fire a short plasma pulse of the gun. On its own, each attack will consume 5% of its energy doing that much damage to the enemy. This weapon mode can allow charging. By charging for at least 23 seconds, the potential of the blast will be at its max capable of doing 65% damage and killing its foes at 94%. The firing range however is very lacking. By range it can only cover 2/10 of a stage builder block. You can choose to cancel the charge and keep its energy, but the ammo count won't recharge until it’s fired.
Secondary fire
This mode will put up a protective shield that is capable of reflecting energy projectiles and negating object projectiles. It can only defend objects in front of you. It will consume 1% of energy every 0.12 seconds. If the shield is activated near the opponent, then they will be pushed back a little.
Weapon smash - perfect shield
Malcolm raises his shield gun above him and uses its secondary fire to create a shield that spread down to his heels. From that point no attack can get through…no physical, no special attacks, no projectiles, and no explosives. However the energy of the shield gun depletes fast so by the time Malcolm uses this weapon smash at 100%, it would reach 0% in 2.76 seconds.
The initial phase of this attack when he activates the shield barrier can harm the opponent. The reflective gas that covers around Malcolm can stun the opponent for around 0.4 seconds at least. With this weapon smash fast recovery time, it would greatly allow him to follow up.
Malcolm’s Enforcer (aka assault enforcer)
Ammo – 300 bullets: 8 grenades
Command – left, up
This gun is a modified version of the classic pistol and the AR770 assault rifle. Together with the quick firepower of the enforcer with the quick grenade slot from the assault rifle, this weapon is an idea for standard combat.
Primary fire
It will allow him to take out both enforcers and open fire on the opponent at rapid succession. Each shot is executed .08 seconds doing 1% damage and will push the foe back and to the sky very slightly. This mode uses up much bullets so don't try to spam it much.
Secondary fire
A grenade will be release on the field as it. It can bounce on the arena until its remains on the field for 3 seconds. After that time, or if it hits someone, it will explode covering a moderate radius. The grenade can do 9%-15% damage and can kill at 164% by sending the foe upward. Be careful though, it can also harm the user.
Weapon Smash
Malcolm takes out two enforcers and cross his harms facing the screen with the end of each enforcer pointing out on each direction. He then releases a grenade from each Enforcer and lets them bounce. From there, both of the grenades will bounce randomly for up to a second and then explode. Unlike his secondary fire, this grenade can only explode when it active until the second has passed. However unlike his normal grenades, this can kill at 132%.
Impact Hammer
Ammo – none
Command – down, right
This former mining tool is often used in close combat capable of doing high melee damage. Despite it’s in the weapons arsenal, it’s the only gun capable of doing battering damage. This weapon has no ammo or energy.
Primary fire
It will thrust forward a small battering steel pole in front of its position. Though it attack is slow in speed, just one successful shot can kill at 148% as it launches the foe forward doing 4%-8%. This weapon has the ability to charge just like a smash attack except its more effective and can charge twice as long. Assuming the charge is similar to the time of a charged smash attack, it would had done 9%-13% damage capable of killing at 103% and at its truly charged state it can kill at 64%, however its damage doesn't change.
Secondary fire
Normally it will fire an Emp that can cover a wide radius that is capable of damaging foe and knocking equipment from foes, but before coming to the world of brawl, he made a few modifications since there will be little machines there.
Malcolm and his crew had modified this device to emit an Imp (Item magnetic pulse) to send a shockwave making foes to drop any items they had on them as well as doing 40% damage to anyone who has a transforming item currently equipped with an almost lethal knockback capable of killing at 80% and returning them to normal. It can only damage foes that have a transforming item equipped this way. The radius the weapon does can cover a stage builder block and a half.
Weapon smash - thrust attack
Malcolm leans back just lightly while charging the impact hammer and thrust forward with it like a sword. The attack has good reach as it can reach 9/10 of a stage builder blocks, but this attack can’t do much damage or knockback as it can do 4% damage. However if this attacks hits within point blank range (2/10 of a stage builder block), instead of thrusting with his hammer after it touches the opponent it will instead grab the opponent above the gun and raises the gun with the opponent above it. Then with a powered blast, He fires the hard shot the opponent sending them far upward doing the same damage, but capable of killing at 104%.
UT translocator
Ammo – 1 (infinite)
Command – down, left
The Translocator is a warp deceive that was often use for lower ranked tournaments matches as a mean for reaching higher places no mortal can reach. It can sometimes scramble the opponent’s atoms when someone warps directly under the opponent…but due to the generic structure for the denizens of brawl, it has no effect.
Primary fire
It will fire its only disc in this gun. When fired, it goes forward in an upright arc capable of reaching the other side of a small stage. This weapon state cannot be harmed though. By using the primary form, it will recall the disc and will warp itself back to your gun. Be careful though, the enemy can attack and damage your disc. If that happens, you can't recall it nor use its secondary fire. You have to get the broken disc and pick it up so that the gun will repair it. If the disc goes outside the arena, it will warp back to your gun. Pressing the primary fire again will recall the disk.
Secondary fire
It will allow the user to warp into the current position of the gun. He won't be able to use the primary fire of this gun until the user touches the ground. The second fire won't go through if the enemy had attack and damage the translocator disc. If the secondary fire is used when the opponent overlaps the disc, then both you and the opponent will switch places. The opponent recovery options will still remains.
Weapon smash - stealth disc
This will allow Malcolm to fire a translocator under him. However this disk is has the ability to blend to its surroundings after the second it touches the ground. It provides in preparing a recovery in the future when things go down south…as long they don’t destroy the disc.
Link gun
Ammo – 40
Command – left, left
The Advanced Plasma Rifle v23 is a plasma type weapon that fires projectiles with efficiency. The projectiles however do not make the opponent flinch in any way...like fox's blaster.
Primary fire
The link gun will use 2 ammunition to fire one plasma shot. The plasma shot can do 2%-4% each, however they cannot make the opponent flinch. They do have higher priority over small projectiles. Each shot can travel up to 9 stage builder blocks and its damage grows the far it travels. If it travels up to 8 stage builder blocks, then it’s capable of doing 9%-14% damage. Each shot.
Secondary fire
It will create a carving trail that can link to opponents to chip away 1% damage for every .32 seconds. However this mode will quickly drain the weapon's ammunition so doesn’t be in this mode for long. This type can also heal boost the attack of allies and heal machines.
Weapon smash - Plasma node
He will set a power node below him, but it will take about 5 seconds to build. (If he’s hit at any time during construction, he will have to start over.) After completion, as long he remains nearby the power node, the Link gun plasma changes its color to yellow and its damage is increased by double (it can do up to 8% damage now). Keep in mind that the power node can be destroyed if the opponent does 50% damage to it in total. You can heal the node using the Link gun secondary fire.
If Malcolm uses his Link gun’s weapon smash while standing under it, he will begin constructing a hybrid enhancer using the spare plasma cores from the link pod, However he needs 8 uninterrupted seconds to complete. After completion, His Link gun is now doubled whenever he goes during his stock (it be always yellow) and is quadruple when he stands under the power node (the color of the plasma is now red).
Keep in mind that fully upgrading, the health of the power node is now 25%. When that destroyed, the link gun color and damage will change back to its original form.
Flak cannon
Ammo - 9
Command – up, right
One of the many favorite used weapons, the upgraded version of the Trident Defensive Technologies Series 7 Flechette Cannon (or mk3 negoatior for short) fires a series of metal shards that are hot and strong enough to cause burn damage severally. The fire rate is low, but the overall damage of this gun is above normal. Its ammo is design to bounce through walls, but each shard can bounce once.
Primary fire
The cannon will fire 7 metal shards capable of traveling up to 4 stage builder blocks. If the foe is hit at point blank range, then the most damage they will take is 19%-26% capable of killing at 183%. Its damage and knockback will decrease the longer the shards travel.
Secondary fire
The cannon will fire a shrapnel (or an orb like grenade) from the bottom part of this weapon. When it hits a solid object or someone, it will explode releasing multiple metal shards in different directions. This type of grenade can do 14% to 19% damage with each metal shard capable of doing 3% damage each. The shrapnel is also capable of killing foes at 136% as it sends them in the direction against the area where the shrapnel hits.
Weapon smash - Destroyer
Malcolm puts in two more flak shells and fires focused shrapnel towards the ground in front of him. It would hurt him greatly, but he carefully calculated the angle of the shrapnel and added more shells to balance out its unstable flaw.
When the shrapnel hits the ground, it will send 8 shards in different directions ranging from forward to upward…but never anywhere behind Malcolm. The shards never go as far as 1.2 stage builder blocks, but they can do 2% damage each. For the shrapnel itself, it can do 23% damage capable of killing at 175%. It is mostly wise to use this when the opponent is at low damage.
Bio Rifle
Ammo – 15
Command – right, left
This weapon is often liked or disliked by different veterans for the longest. It can be an offensive weapon to quickly kill anyone with its green slime, or be used as a defensive weapon often used to either push opponents or to block a passage or to flee. These globs are affected by gravity.
Primary Fire
This weapon mode shoots out blobs of green goo that will stick to a platform or surface and last for 4 seconds after they stick to the ground. They do 4% each and only make the opponent flinch if they touch or get hit by one.
Secondary fire
This mode will hold him to one spot as he charges up the Bio Rifle. When fully charged, he would had consume 10 bio ammo and ready to fire a great green blog at the release of the B button. The more it’s charged, the greater the knockback becomes with its damage multiply by 4% times the number of bio ammo used. At full power, it can do 40% and could kill at 85%
Weapon Smash - Toxic meteor
Using a total of 7 bio ammo, Malcolm will fire a high powered above him. The blob can travel up and away from sight for around 8 seconds. After that, it would fall down directly above and crash to the ground scattering its blob anywhere in 4 pieces within three stage builder block radius including a bigger blob that land in the exact spot where Malcolm fired the blob. Each blob can do 5% damage while the center can do 12% damage at least. Be careful as it can also harm Malcolm too.
Grenade launcher
Ammo: 6
Command – right, down
This weapon was first consider useless when it first came out to the arenas, but as professionals like Malcolm begin to use this weapon for strategic and sabotage purposes, it has become more for a tactical weapon providing support and defensive solutions.
Primary fire
This firing mode will allow the user to shoot small ball that shortly bounce on the ground. When a fired grenade collides with an opponent, then it will stick on the foe until it’s detonated. Like the sticky bomb item, it can switch its targets by touching them.
Secondary fire
This will set off all grenades that have been set out doing 18% damage capable of killing at 128%. When Malcolm dies, all of the grenades are set off instantly.
Weapon Smash - Hot Potato
Malcolm will fire 2 sticky grenade to his body. When he overlaps his opponent, he will pass both sticky grenade to his opponent. He cannot detonate them however. They will explode in 26 seconds, so try not to get caught with them stuck into yourself.
Lightning gun
Ammo: 5
Command – up, left
The lightning gun is one of the highest damaging in Malcolm's arsenal. It can fire a ray of lightning that too quickly that it can go across the large arena screen in two frames. The only bad side is that it cannot kill.
Primary fire
It releases a ray of lightning that can do 21% damage and can also stun the opponent for around 2 seconds. The damage of this weapon will increase by double if the weather is rainy or hit a surface that surrounded with water.
Secondary fire
Malcolm will throw ammo from the Lightening gun and leave it there as it brims with energy. The next time he fires a lightening gun and it about to pass; the lightening trail will make a detour and targets the lightening ammo instead. The impact to the ammo will widen the hit box to twice the size of Pikachu’s thunder. Its can kill at 85% and does 13% damage at most…but its can also harm you in the process.
Weapon smash - Spark
Meant for close range combat, Malcolm can use the unbalanced polarity of the gun to fire an unfocused spark to the opponent. It can cover about 7/10 in range and when it hits someone, it can stun them for over a second doing 6% damage in the process. After the stun, they will be launched upward slightly.
Airil (Anti-Item Rocket launcher)
Ammo: 4 rockets – 2 mini cars
Command – right, up
The altered version of the Anti-vehicle rocket launcher (or AVril) has been modified to better suit the needs for Brawl. Considering the fact assuming that there are no vehicles in this universe, his team has been hard at work to find a use for this weapon on the field. The end result came with the Anti-Item rocket launcher (or AIril) which can target items.
Primary fire
A rocket will be fired from the gun and travel at a very low speed. It can travel so slow that it can reach 4 blocks in a second. It can do 34%-39% damage and has a kill power of 114%. Only one Airil rocket can be launched at a time.
Secondary fire
This mode cannot be used unless there is an AIril rocket on the field.
Malcolm will create a cursor which he can move freely as long he holds the B button. When it finds an item or a transformed character, the cursor will lock itself into the item on or into the transformed character and the rocket will accelerate by 3 times its normal speed. It will make the rocket respond with incredible tracking and speed. It will sure to hit the item and won't miss.
This mode can lock to an enemy whom has the effect of a final smash. Also a direct hit can sometimes cancel certain final smashes and/or transformed final smashes… resulting in knocking out the smash ball from then during the final smash.
Weapon smash - Armed Toy
Malcolm releases an AI controlled mini car. The car travels around slowly occasionally bumping into others (usually on purpose), and can fire 3 small rounds from its mini AK-47 in its hood doing 1% damage each. It can’t go off the edge from where it was released however.
This toy is also classified as that of any other item even though it can’t be picked up. Because of this, it can be targeted by the Airil or anyone else whom is nearby this toy.
Barrel shotguns
Ammo: 20
Command – left, down
For some reason Malcolm has grown a liking to this primitive earth made weapon and had modify it to his liking. From using technology from different colonies, his crew was able to make two separate shotguns attachable to increase its potential on killing power. This weapon is ideal for taking on heavily armed foes at close range. Though he is still bummed that his custom weapons cannot be used in tournaments.
Primary fire
This mode allows Malcolm to take out a single shotgun and fire one shot. This form can do 5% damage, but can kill at 145%. It can cover a range of a stage builder block, but it has a long recovery time.
Secondary fire
This mode allows him to fuse the shotguns together to increase its firepower for its primary fire mode and damage potential by 40% of its original damage and knockback.
Weapon smash - Gunslinger
Malcolm takes two shotguns and tilts one in front of him and one directly behind him covering both sides. He then fires a shot from each shotgun covering at stage builder to the left and right side of him. After he fired from both shotguns, he reverses his arms so that his opposite arms are tilted in different directions and fires another set of shots from his shotguns. In total, he fired 4 shots all capable of doing 18% damage at most capable of killing at 153%.
Stinger minigun
Ammo: 150
Command – left, right
The fusion of the original stinger and the Schultz-Metzger T23-A 23mm rotary cannon minigun, this weapon is often used to quickly damage any unarmored enemies. Other than firing rounds of bullets at incredible speed, they are pretty inaccurate.
Primary fire
This type of weapon as to its description, fires bullets at a fast pace, but it’s inaccurate and goes into different directions. Each shot does 1% damage and can go up to 8/10 of a stage builder block in range.
Secondary fire
This type can fire a more accurate range of bullets at a slower rate covering twice its range flinch the opponent slightly in the process. Each shot can do 2% damage this way.
Weapon smash - Steel Smash
This weapon is made from the strongest metal know to his world allowing it to be used in physical combat if needed to. In this case, Malcolm attempts to uppercut the opponent with the power of the minigun. It can do 18% damage capable of killing at 182% with a powerful set knockback. The knockback is usually set to strong to begin with so even at low damage, the opponent is still launched far.
Rocket launcher
Ammo: 12
Command – up, down
The Trident Tri-barrel Rocket Launcher is a favorite for beginner and veteran and alike. Often overused in combat tournaments, it’s equipped with rocket propelled grenades do heavy damage to an opponent. To make it worse, up to three shots can be fired at once making it possible to heavily damage an armored foe.
Primary fire
This will fire a single slow moving rocket straight in the direction where it was fired. When it touches anything, it will explode damaging anyone within its explosive range doing 13% damage capable of killing at 142%.
Secondary fire
This mode can load up to 2 more rockets into the gun. If not attacked for 2.2 seconds, Malcolm will fire three rockets in a spiral formation on the direction where the gun was fired at. The rockets still have the same damage and knockback.
Weapon smash - Rocket Chain
Malcolm will fire a rocket shot downward near his position (very similar to snake’s forward smash) covering a stage builder. By charging, this will allow him to load more rockets into his attack. When charged fully, he will fire three scattered shots covering 3 stage builder blocks in total.
The damage and knockback done this way is different from his primary and secondary fire. It can kill at 73% uncharged while doing 23% damage at most. It’s powerful indeed, but both the attack startup and recovery is very slow.
ASMD shock rifle
Ammo: 20
Command – down, up
One of the longest existing weapons in UT’s history, it is praised for its 100% accurate. The shock rifle is often highly respected from veterans alike for its offensive and defensive capabilities.
Primary fire
It fires a straight purple shot that almost hits instantly the moment it’s fired. It can do 6% damage and can do a low set knockback regardless of damage. This type of fire cannot be reflected by any and all means.
Secondary
It fires a slow moving orb unaffected by gravity launching them upward if one shot hits them. It can do up to 12% damage and can kill opponents at 175%. This fire has low priority and can be easily being canceled if it collides with another hit box.
If a shock beam collides with the orb, the opposite polarity between the orb and the beam will react violently resulting in a deadly purple shockwave or what veterans call it, the Shock Combo. The shockwave is in some ways similar to an explosion, except it’s much damaging and covers a radius of 2.3 stage builder blocks. It can do 28% damage capable of killing at 74%.
Weapon smash - Signal beam
By using 3 shock ammunition Malcolm can alter the polarity of the shock rifle primary fire. Instead of firing a shock beam, he will make all shock orbs that haven’t went off screen or hit an object yet will become stationary. From there it will sit there providing a point to execute a shock combo or to serve as an obstacle for the opponent.
Using the shock rifle weapon smash will take all of the stationary orbs on the arena and absorb it back to his gun for ammo.
The sniper rifle is powerful muzzled sniper rifle capable of traveling over 2 mile at a speed that it breaks the sound barrier. Malcolm’s crew had decided to modify the weapon after confirming that the sniper ammo won’t work on the brawl natives as their body are that of a super hard material of which this gun cannot pierce through. Instead they studied the shield that everyone carries with and modify the ammo capable of breaking it will prove promising in the future combat that lies before the team. For safe measures, the crew installs a ripper extension at the left part of the sniper rifle in the case anyone gets too close.
Primary fire
Fires a standard shot that can past by the entire large arena almost instantly. It can do 16% damage, but only capable of flinching the opponent just slightly. When it hits an opponent’s shield, it drains 85% of their shield.
Secondary fire
Using a bio chemical called ectoplasm, he fires a shot that can go through solid objects, but it travels at a very “Very” slow rate. It can travel like the speed of link gun plasma. The damage and knockback is still the same.
Weapon smash - Hidden Ripper
Malcolm releases a ripper blade in front of him vertically cutting the ground before him. The weapon crawls on the ground like a hothead item at a high speed cutting anyone who is in its path. It can even attach itself on walls, but it can’t stay on ceilings. It can do 10% damage at most, but has low priority. If a blade exists for more than 5 seconds, it will disappear.
The ripper is very effective in getting around grounded areas, but keep in mind that he only has 4 on him, so if you want to use this often, you have to spend a lot of time reloading.
Spider mine
Ammo: 6
Command – right, right
This spider mine layer V1 is not very known in the UT world, but for the military it is praised for its destructive efficiency in security, defense, and ambush tactics. There isn’t a vehicle around that hasn’t had these mines around somewhere.
Primary
fires a spider mine at an arc. When the spider mines land on the ground, they become active and lie in wait for anyone to come by to them. When the enemy is nearby, it will react by slowly crawling or jumping to them. When one exploded, it can do 8% damage capable of killing at 194%. (These mines can be shot down)
Secondary
The gun releases a visible red light instead of a spider mine. If there is a spider mine on the field, the spider mine will crawl, jump, or both to get to the point where the red light pointing to. Once it reaches to the point where the red light was last pointed at, it will stop moving and set itself up for anyone who disturbs it.
(Losing a stock while one mine exist will make all spider mines explode)
Weapon smash - Itzy bitzy explosive spider
Malcolm will release a spider in front of him without any AI programmed into it. The spider will slowly move forward on the floor or platform until it collides with someone. Whenever it reaches the ledge, it will simply turn back and crawl on that direction. If it keeps crawling for over 8 seconds, it will stop and prepare to self destruct on its own. From there, it will explode in 4 seconds.
Malcolm can pick up the non Ai spider mine as if it was a bob-omb.
[/COLLAPSE]
Primary and Smash Attacks
As an engineered enhanced solider with a long time tournament and war time experience, his strength is no laughing matter. The majority of his melee attacks are slow, but powerful nevertheless. If he has the proper weapon on him before he attacks, he will use that weapon instead.
Neutral A – Standard Assault
Malcolm will attack with two straight punches back to back doing at least 3% on each hit. After the two punches, he will perform a side kick to finish the attack. The kick part of the attack is powerful enough to kill at 155%.
If he had an enforcer after the second hit, then he will either use the primary fire of the enforcer or the secondary fire of the minigun after the full attack as long the attack button remains tapped.
Side A – boot kick
Malcolm can perform a powerful thrust kick to the opponent while moving forward at least 4/10 of a stage builder block. The attack alone can kill at 134% providing good set knockback against the opponent. His kick can do 10%-15% damage and has moderate priority against several attacks.
If he has a sniper rifle equipped after his boot, then he will attack with the handler of the weapon to flinch the opponent and doing 4%-7% damage. This can give a chance to execute an attack before the opponent recovers from this attack.
Up A –uppercut
Malcolm can perform a powerful uppercut from his position. The uppercut along can cover a good portion above him covering 7/10 block in height along with good priority, his hit box range can cover a large about of distance above him as well as 3/10 of a stage builder block in front of him. However it can do 10%-14%, this attack knockback power is very good considering it can kill at 129% if it hits the opponent above him.
If he has an impact hammer equipped, by pressing the attack button again he can attack upward a 45 degree angle above him even though it will most likely hit if the opponent is at low damage to begin with.
Down A – ankle kick
Malcolm performs a strong low kick targeting the lower portion of the opponent covering adequate range. The attack can do at least 9% damage to the opponent capable of launching the opponent upward capable of killing them at 179% with a strong set knockback. If the attack hits the opponent when they are airborne, the attack will spike the opponent instead if the enemy was struck around the knee area or closer of the attack.
If he has his Bio rifle equipped, he can also fire a small blob after his attack 4/10 of a stage builder block from his position. Be careful not to hit yourself with it.
Smash side – heavy punch
When Malcolm doesn’t have the time to change his weapons in time, he may resort to more hand to hands methods. He executes a powerful spin kick towards the opponent. The attack alone is slow and only covers 4/10 of a stage builder block in range, but it can do 19% damage at most and may kill at 116%.
Or if he has a shotgun on him, he will instead take the two shotguns and attach them together doubling its efficiency. The range of the dual shotgun covers 3/10 of a stage builder block, making it not the attack to go with…but its payoff is worth it. It only does at least 12% damage, but it can kill opponents as low as 81% this way.
Down smash –double sweep
Malcolm can perform a sweep kick in a full 360 circle similar to Samus down smash. The attack is very decent in damage and knockback compare to his other melee attacks. It can do 15% damage at most capable of killing at 134%. The damage done behind him is only ½ than the damage done on the hit in front of Malcolm.
If Malcolm has a grenade launcher in his hand, he will instead plant one instead of his combat attack. However, the spider mine can only jump 3/10 of a stage builder block in height and the sticky grenade won’t stick into others.
Up smash – Overhand dagger
Malcolm takes out his custom survival dagger from his sleeve and performs a half circle slice above him. The attack as it mentioned, covers the entire range above Malcolm as well as a half of a stage builder block behind and in front of him. It can do 18% damage at most and capable of killing at 121%.
If he has a flak cannon, he will use its secondary to fire a weak powered shot that will always fall just in front of him. The longer the charge, the higher it will go in the air.
Dash attack – clothesline
Malcolm attempts to tackle his opponent with a wrestler style take down attack. The attack during its startup allows Malcolm to overlap any opponents as he runs forward. With his right arm, he whole body becomes a hit box as he attacks his opponent with his brute strength with enough to knock the opponent down to the ground for 21% damage at most. The attack will always make the opponent lie on the floor when hit. From the spot where he activates his attack to the spot where the hitbox ends can cover at least 1.7 of a stage builder block. Also, during the attack start up, he will have super armor until the attack is executed.
If he has a shock rifle equipped, instead of performing his clothesline…he will quickly stop running and aim his shock rifle forward with his right arm and fires an overcharged shock orb. The orb quickly grows to the size of Dedede until it burst doing damage to anyone whom overlap the busting orb. This attack can do around 12% damage and might kill at 183%.
Grabs and throws
When Malcolm tries to grab his opponent, he extends his arms to reach them…but all of his grabs (normal, pivot grab, and dash grab) are all short in range…so grabbing isn’t the best method for his style.
However when he does grab his opponent, he can become very innovative if he has the proper weapons on him.
Grab attack - beat down
When attacking someone with his grab attack, he will viciously attack the enemy with a forceful punch to the body doing 2% damage, but at a slow rate.
If he has a link gun equipped, he will proceed to use the Link gun secondary fire to carve into the opponent’s upper body rapidly damaging the opponent by 1% as fast as fox’s grab attack speed
Forward grab – Close attack / Headshot
Malcolm attacks the opponent with his elbow staggering them away from Malcolm for 7% damage. He then follows it up with a solid right punch doing an additional 5% damage to the enemy and capable of killing at 167%.
If he has flak cannon armed, instead of a punch, he then aims the flak cannon towards the opponent’s face and fires it doing 8% additional damage capable of flinching.
Up throw / forceful uppercut / Boom!
Malcolm raises his arm which he grabbed the foe with and tightens. He then delivers a heavy uppercut releasing the opponent in the progress. This throw is powerful enough to kill at 137% while doing at least 11% damage. It can also harm people nearby with the same damage.
If he has a takes out his grenade launcher armed, he won’t do an uppercut at the end. Instead he plants a sticky grenade on the opponent’s head before throwing the opponent upward. Then after the opponent left Malcolm’s grasp. He set off the sticky grenade while the opponent is still in their damaged animation launching them even higher.
Back throw – Slam / trigger happy
Malcolm grabs hold to the opponent firmly and slams the opponent to the ground behind him in a style similar to judo. The power of his throw is very strong capable of bouncing the opponent upward. It can do 13% damage capable of killing at 182%. It cannot hit anyone else nearby.
If he has an assault rifle equipped, not only he will slam the opponent but he will also grab hold to the opponent’s arm. After the slam, he will hold the enemy down and start firing rounds at the opponent quickly doing 7% damage in total.
Down throw - power bomb / plasma feast
Malcolm grabs the opponent and performs a power bomb slam on them doing 14% damage capable of launching them upward. Even though it does good damage, it’s not known for killing.
If he has a Link gun equipped, he will place the opponent to the ground and step on them to hold in place. He then fire 3 rounds of plasma at them doing 9% more damage at them. The attack this way can kill at 166% as it launches the opponent upward.
Aerial attacks
In every case, air attacks are not Malcolm's strong suits. If anything that he should be concern with is to either space himself to avoid being caught in an attack from above or shoot it before they drops into him.
Aerial Neutral - double kick
Malcolm attempts to kick the foe up the two times in the air providing adequate range. (Similar to C.Falcon neutral aerial) Each of his kicks is decent in power and in priority doing 5% damage per hit. It’s not very known in killing his foes, but its weak knockback can allow it to set up certain follow up attacks.
This attack is the only attack that doesn’t have a weapon alternative. Originally he would use his Ion Painter gun for this, but there is no ion military satellite to hack in brawl.
Aerial back – Strong arm / Iron pulse
Malcolm attacks using his right arm to punch his foes behind him providing good range. The attack can do 7% damage capable of killing at 162% and has a quick at the start up. The attack can get an extra hit from the opponent during his landing animation.
If he has an impact hammer equipped, he will not attack using his punch like attack. Instead he will use the impact hammer to attack behind him. The force of the attack will make Malcolm move to the opposite direction. The hammer damage is the same, but its knockback is just 12% shorter than its normal down B counterpart.
Aerial forward – drop kick / mini-barrage
Malcolm fiercely extends both of his legs in an attempt to execute a wrestler style drop kick. This strong attack can do at least 17% damage capable of killing around 97% on the attack covering slightly over a stage builder block.
The attack animation remains for 6 frames allowing for a sour spot to hit the opponent. It does half damage and pushes the opponent, but at least Malcolm won’t be very open if the opponent dodges his drop kick. This attack can also hit the opponent after he lands to the ground during the attack or before his recovery animation finished.
If he has a minigun equipped, he attack is changed drastically. He will instead shot 3 rounds of ammo downward in front of him doing 2% damage per hit. The bullets have good priority and can cover at least 8/10 of a stage builder block in range. This might be a good spacing move.
Aerial up – sky uppercut / pop grenade
Malcolm attempts to perform a slow, but powerful uppercut. The reason it’s slow that it takes much time during the startup as well for his recovery time. Not to mention that his range is rather short in height and width only covering 4/10 of a stage builder each. However it can kill at 76% using only pure launch knockback while doing 19% damage.
If he has his enforcer armed, he will instead shoot a grenade upward above him. The grenade is set to explode 0.3 seconds the moment it’s fired. The height of the grenade depends on if you’re currently falling or jumping. If Malcolm falling, the grenade launch will be short, but if he just jumped and used this attack, the grenade will go up greatly. The knockback of the grenade is altered so that the opponent is launched upward.
Down aerial - air stomp / shield stab
Malcolm attempts to kick downward using his left leg. The range is adequate with enough power to spike the opponent at 78% damage at most though it has little priority. It can do 13% damage in average. The recovery time is really good comparing to its startup time. (In some ways, this is similar to Ganondorf’s aerial down)
If Malcolm has a shield gun on him, instead of kicking the opponent he will attempt to jab his opponent with his shield gun primary fire. When active, he will take out his gun and aim it downward. The animation frames will remain for at least 0.9 seconds or until he lands on the ground. If he hits someone under his shield gun, the opponent will be launched forward capable of being killed if their damage is 129%. The attack can do 11% damage in general and covers half a stage builder block in height.
Special Attacks
With a variety of weapons at his arsenal, he is capable of an almost unlimited ways to use his specials. However it might be a very good think. It requires quick thinking for the user’s part just like on the real battlefield. Also you should keep an eye out of your ammo. If a weapon is flashing red, it mean it only have 1 ammo or 10% of its ammunition left.
Refer to the weapons list for full detail about them
Neutral B - Weapon Fire mode
Malcolm will switch into his firing position and can use his currently equipped weapon. He can still move and jump, but he can’t defend, grab, ledge grab, or double jump.
B will allow him to use the primary fire while in this mode
A will allow him to use the secondary fire while in this mode
X or y can still have him jump.
Holding up or down will alter your aim direction
Double tap left or right (which used to run) will have him to roll instead of strafing. When rolling, he can overlap anyone and cannot go over a platform edge or any stage ledge.
If you need to return to normal, press the block button to have him return to his normal stance quickly.
Side B – weapon smash
Perform various attacks depending on your currently equipped weapon as you slide forward. Some weapon smashes usually consume more ammo than usual, but it gets the job done.
Down B – weapons swap
Malcolm can switch his weapons by entering the proper commands by tilting the controller stick in two separate directions when he is in his switching stance. After tapping the controller stick twice regardless of direction, a weapon will be drawn based from the command. At any time by pressing B, he can instantly add ammo to the current weapon he’s holding increasing the bullet amount by 20% (it takes 0.9 seconds to load some ammo into the gun).
The input commands are listed on the weapons list.
UP + B – Miner’s translocator
(This weapon will not be active if there a disc from the UT translocator on the field.)
Before the UT tournament the translocator was a primitive teleportation device used by miners as an emergency exit only. In this case of danger, it wouldn’t be more perfect if Malcolm were to be in the situation that he needs to get back into the stage…fast.
After Malcolm fires a disc from the Miner’s translocator, it releases a disc that travels in a long arc far above him in front of him. (The distance is much longer than the UT translocator.) By pressing B, he will instantly teleport to where the disc was. The disc will disappear and Malcolm reappears to where the disc was. (Malcolm will rearm himself with the weapon he was last using.)
Note – because this translocator overheats after its warp function is used, he can only use this type of weapon once. Also, he must warp and land to an object or platform safely before he can change weapons. This translocator disc cannot be shot down.
Final smash – Goliath
(Originally he want to carry both the Ion painter and the Redeemer, but changed his mind after knowing there is no ion satellite to hack and that he doesn’t want to risk using a nuclear weapon in this world.)
Malcolm calls forth his mighty tank, the Goliath. This powerful tank is known for its brute power in the front lines of wars and large team tournaments matches. The model Malcolm has chosen is the type that served in the military for over two decades mainly used in offensive attacks. The Goliath was reinforced with not only Carbon Duranium (which is the standard protection for most Goliath, but is also armored with the strongest of Titanium making its HP of around 100%.
After the tank landed, Malcolm’s final smash aura will end as the smash ball aura vanishes leaving only a tank on the field. At any time, he can go inside the Goliath by standing on top of it and tap down. Malcolm has complete control over the tank from its devastating cannon to its turret guns.
The attack button controls the main cannon. With a single shot, it can rupture rocky terrains and easily dismantle any machinery. One blast can do 40% damage and capable of killing at 62%. The cannon can only fire in an 80 degree angle forward towards the ground.
The special button controls the turrets. When Malcolm gets inside the Goliath, a cursor appears on the middle of the screen. The cursor will determine where the turrets will aim at. The cursor can be moved at any direction by using the controller stick and by holding the special button; it will constantly fire at the position where the cursor is at only hitting the area around the cursor doing 1% damage every 0.09 second.
Holding the L or R buttons will allow the Goliath to slowly move on the direction its facing or to turn the tank around. It may not seem like it, but this tank is really heavy. When it runs into someone, the opponent will be crushed and launched forward for 10% damage.
One major thing to note is that this tank can be damage by opponents. If it take 100% or more damage in total, it will explode violently. If Malcolm is still there, he will take 40% damage at most with a lethal knockback. (More like a Jigglypuff shield break).
Press the X or Y button to have Malcolm get off the tank when its damage is too high.
(keep in mind that your Goliath can be stolen by your opponent, so don't get carjacked.
Useless extras
Solder Kirby
He had encountered with this pink puffball and learned some valuable information about his methods. When Kirby uses its swallow and copy ability on Malcolm, not only did he copy his green hat, but also made a copy of his currently equipped weapon capable of using its primary and secondary modes. Orginally it would be something to not see as a threat as the weapon has less firepower and smaller in general, but as the batter progresses, it is clear that Kirby’s copied gun has unlimited ammunition. This has proven dangerous if this pink puffball were to ever copy a very powerful weapon. At that time, Malcolm was glad he didn’t bring his Redeemer with him (mini nuke). The world of Brawl is filled with interesting discoveries.
Subspace intro – How did Malcolm enter Brawl anyway?
During the offseason, an unknown organization has accidently created a wormhole that can gain access into different universes. This has the world governments overwhelmed and instantly request for any information about the world within the wormhole. Though many scientist attempt to check out the world, all of them has reported to be attacked with small three eye beings with purple chemicals around them in a dark like void. Sadly the scientist was never seen or heard from again. The government decided to hire UT veterans to check out the wormhole. Their communication with the veterans went on for a while until they receive a distress signal requesting immediate pickup. The eyes of the many scientists glare at the escaped veteran. His body was slowly being petrified until he’s completely turned into a trophy like statue of himself.
Though the scientists research this material extensively, they can only conclude that the “trophication” process only happens when someone takes a fatal injury and after someone spends a moderate amount of time in this world. Instead of someone dying, they get turned into a trophy. Even though they declare that it’s still as dangerous as entering into enemy territory, many people and veterans alike was reluctant to join to research the world. After some time, Malcolm arrives to them unexpectedly to check out the wormhole himself but only in the condition that he is paid a very large sum of money and that he can take any weapons and vehicles he desires. As desperate as the scientists and the world government was, they quickly accept his terms. With a mass array of weapons and a vehicle transport pad, he enters this new world with as much worry as that of the usual tournament. To what reason he would enter where others wouldn’t dare cross is still a mystery for many.
After over a day exploring the dark like world and killing thousand of these 3 red eye combat creatures, he surprising found a wormhole just spawned nearby him. Without hesitation, Malcolm jumps to the wormhole with a small parachute equipped in his armor case to the area outside the dark void. From his view, he can see the image of a beautiful forest from below with a lake barely visible nearby. After landing beside a nearby tree, Malcolm slightly cuts his arm out of curiosity and chuckles that there is no slash marks nor there was any bleeding. He can also feel his spine injury from before has healed itself to perfection. After informing the scientists of this latest discovery along with a visual feedback of his current surroundings, he eagerly sets off to explore this interesting world to what some refer to as brawl.
The Nintendo Super Scope was a random peripheral for the SNES that acted as the successor to the NES Zapper. While the Zapper was shaped like a standard pistol, the Super Scope was shaped more like a bazooka. Unfortunately, the Super Scope wasn't that popular and was only used in a handful of games with the most notable being Yoshi's Safari; the only FPS in the Mario franchise. Fortunately however, the Super Scope returns in Super Smash Bros as an item!
When someone grabs the Super Scope, they can tap the button to shoot repeated bursts of energy balls at the foe. Alternatively, you can cha-...wait...you're saying the Super Scope already exists in Smash as an item? And...this MYmini has to be -TIME- themed?! Ugh...give me a second, alright?
Monkey!
Devolution Gun
The Devolution Gun is...totally not just a repainted Super Scope. Nope, most certainly not. Either way, the Devolution Gun was the main firearm used by Dennis Hopper's King Koopa's army as they tried to stop Bob Hoskins Mario and John Leguizamo from saving some random bitch some random bitch in the smash-hit movie fucking horrible Super Mario Bros. movie.
In the film, the Devolution Gun was used to turn a man into a monkey ("Monkey!") as well as used against King Koopa in the final showdown. When used against Dennis Hopper, it devolved him into a hilariously ******** fearsome T-Rex! The brothers Hoskins Mario blasted Dennis Hopper's T-Rex form with the Devolution Guns once more, ultimately devolving the Koopa King back into primordial ooze.
In Smash Bros., the Devolution Gun will randomly spawn as an item...appearing almost identical to the Super Scope in appearance. The only difference is that the Devolution Gun will be slightly more metallic than the Super Scope. When you press the button to fire the Devolution Gun however, you'll instantly know the difference between the two as the Devolution Gun will shoot out a beam of energy the length and thickness of a Battlefield platform! Concentrating the beam on a foe will cause them to, shock and/or gasp, devolve! Focusing the beam on them for a full two seconds will manage to devolve the foe into...you guessed it; MONKEY!
As a monkey, the opponent will only have access to an incredibly limited character for a time frame of seven seconds! Yes, as a monkey, all you can do is run about and jump...so try and flee from the Devolution Gun wielding foe as fast as you can...as they can continue to devolve you! Focusing the Devolution Gun beam on a chimpy-foe will continue to devolve them...directly into primordial ooze! In this state, the foe is insanely light and cannot move. Fortunately, you take half knockback from attacks while you lay about as a pile of goo. While gooified, you'll eventually restore to your former (and original) state after five seconds.
As one final note, the Devolution Gun can be fired non-stop for twelve seconds before it runs out of "ammo." Like the Super Scope, it'll jam and puff smoke when it's empty.
The Penguin is one of the more iconic Batman villains out there, but his prime was more in the campier phase of Batman. In modern times, people have dismissed him as more of a joke due to how incompetent and stereotypical he is. None the less, the Penguin would like you to know that he’s an upper class of criminal that does not engage in such common brawling. He’s a completely legitimate businessman! He’d rather not be in this game at all, but seeing he has to he’ll do his best to fight without degrading himself. Preferably, the Penguin will just entirely remove himself from crime scenes by having hired thugs do the dirty work. When forced to fight, the Penguin uses an array of weaponry installed into his umbrella, the contents of which varies massively from writer to writer.
The Penguin’s ground movement is even slower than it would be normally thanks to the Penguin’s “dash” simply being a bit of powerwalking. He refuses to lose his posture under any circumstance. Because of this, if he’s going anywhere in a hurry he’ll have to take to the air. If the Penguin is standing still, his umbrella will automatically absorb incoming projectiles from the front, much like Link’s shield.
If the Penguin double taps up the same way you would double tap down to fastfall in the air, the Penguin will hold his umbrella above his head and open it up to cause him to “slowfall”, falling a bit faster than Peach does when she uses her recovery. Unlike Peach, the Penguin can still use his aerials while in this stance, though he cannot use Specials.
Specials
Down Special: Common Thugs
A generic Ganondorf sized thug spawns in front of the Penguin. Penguin then goes to take out a wad of cash and gives it to the thug before shoving them off and wiping his hands clean of the matter.
Thugs can be killed by dealing 30 damage to them, and have 6 attacks. They have Ganondorf’s standards – his utilt, which is replaced with Captain Falcon’s, as well as a laggy grab with no throws. They have level 3 AI.
The Penguin only has enough money on him to pay for 3 thugs. If you use the special without enough money, the Penguin simply searches his pockets fruitlessly. The Penguin automatically regenerates a wad of cash every minute, and regains a single one on death.
When thugs die, though, they drop their money for the Penguin to pick back up. Foes can pick up the money and throw it off-stage, so Penguin has to oversee his hired help to some degree. After all, they’re just mercenaries, it’s not like they have the Penguin’s best interests in mind…Speaking of which, the thugs can’t hit Penguin, but if Penguin hits the thug the thug will become unallied to him and attack everybody. Thugs are stupidly aggressive and only attack the nearest enemy, though, so this isn’t too big of a loss.
Up Special: Umbrella Copter
The Penguin opens his umbrella and holds it over his head, huddling his massive frame under it as if to shield himself from rain, before grinning as he turns on the helicopter function of his umbrella. This causes the actual umbrella part of the umbrella to retract and blades to come out that spin around rapidly, lifting the Penguin into the air as high as Sonic’s recovery. This doesn’t put Penguin in helpless, much like Sonic. Of course, the Penguin’s recovery is further boosted by his “slowfall” mechanic. The blades deal several hits of 1% and dragging knockback to bring enemies up into the air with the Penguin.
Neutral Special: Umbrella Gun
The Penguin opens his umbrella and places it in front of himself before firing bullets out of it. The bullets are the size of Shiek’s needles and travel a similar speed/distance, and the Penguin can fire 10 per second. Each one deals 1% and flinches the enemy. He can only hold it for 2.3 seconds before having to recharge it over 7 seconds before it can be used at full power again, somewhat like Charizard’s fire breath.
This is an obvious way to attack from afar while those ruffians fight each other in a barbaric manner. This will almost inevitably hit your thugs if you’re camping, but if you’re camping you’re probably out of range for them to bother attacking you. Otherwise, this move is a good way to hit the foe while simultaneously putting your weakened thug down to get back your money.
Side Special: Smoking
The Penguin goes to light the cigarette in his mouth with a lighter before puffing out a large cloud of smoke forward, about half the size of a blast from a Smart Bomb, lasting 10 seconds. Anyone who enters this obscured smoke cloud takes 1% per second, and once they leave the cloud will be stuck coughing and wheezing for half the time they spent inside of it, continuing to take 1% per second. They can still do everything normally while coughing and wheezing, but if they are sent back inside another cloud while they are they’ll be stunned for the remaining duration of the coughing.
Yes, this applies to both the Penguin and his thugs, so this prevents it from being too easily abused. Thugs, of course, are far more expendable, and if they die when the enemy is stuck coughing he can easily get back his money.
Standards
Jab: Whirling Umbrella
The Penguin clenches the stand of his umbrella in his fists and raises it behind his head, getting in the stance a standard baseball hitter would, before swinging his umbrella forwards. This deals 6% and weak knockback. If the Penguin continues to press/hold A like a traditional jab, though, the Penguin will swing so hard that it will carry over into his momentum and make him spin around behind himself, the umbrella still able to hit foes as he does. Penguin will continue spinning for up to 2 seconds. A great crowd control move, able to hit enemies and traitorous thugs coming at you from both sides at once.
Forward Tilt: Away with you!
The Penguin brings out his umbrella in front of himself, leaning forward, before opening it and sweeping it behind himself. The umbrella does several hits of weak dragging knockback and 1%, 10 in total. This is most easy to hit when enemies are approaching you, and if a traitorous thug is behind you this can give them fresh meat to play with. If a thug is close to death, this move also enables you to grab the thug out of the fray so you can privately loot their corpse.
Up Tilt: Overhead Swing
The Penguin lifts his umbrella above his head before smacking it down to the ground in front of him. It can catch enemies in the air, then not only bring them to the ground but knock them forwards as they sort of slide along it. This has respectable horizontal knockback and deals 10%. This can potentially save a thug from getting knocked off-stage and carrying your hard earned money to his grave.
Down Tilt: Kneel Before Me
The Penguin smacks his umbrella at a diagonally downward angle, giving the enemy a stern look as they trip at his feet and are dealt 7%. Aside from tripping, this causes enemies to drop any items they’re carrying – AKA cash from dead thugs. Aside from that, the move can stall an enemy inside smoke or for one of those overpaid thugs to lumber over.
Dash Attack: Tactless Charge
The Penguin opens his umbrella as he holds it in front of himself, using it as a flimsy battering ram. He’s none too excited about it, holding onto his hat as he runs far faster than his pathetic dashing speed would normally allow, and will dust himself off for bad ending lag after the attack is over.
The Penguin’s umbrella deals 15 hits of 1% and flinching over the move’s duration, and the fact the umbrella is considered solid for the move enables him to easily drag forward his opponents, probably into a smoke cloud or an enemy attack. At high percentages, you’ll want to mix this up with utilt when using it for this purpose. Better yet, though, if an enemy gets knocked into Penguin’s umbrella or dashes into it, they’ll get knocked back at the same speed, taking 8% in the process. A great way to force an enemy who just left a smoke cloud back into one.
Smashes
Forward Smash: Dancing Blades
The Penguin brings his umbrella in front of himself before causing blades to come out of it like in his Up Special, then has the blades spin round and round. This deals 22-34 hits of 1% and flinching over the duration. The blade has some decent suction on it to bring enemies in, and if Penguin inputs anything during the smash’s duration he’ll slightly thrust the umbrella in that direction. Aside from the thrust making it easier to catch enemies, anybody who is currently trapped in the hitboxes will take decent knockback in the direction the Penguin thrust. The launched victim will become a hitbox to outside foes, power varying wildly based off how fast they were launched. Thugs do indeed take more knockback when low on health, but considering they have so little it’s not that great a boost. It’s generally more useful to launch foes at thugs then visa versa, as the enemy will be launched too far away to try to cash in.
Up Smash: Blood Rain
The Penguin brings his umbrella above himself and blades sprout from the umbrella and spin around, largely identical to the Up Special. Due to not spinning around nearly as quickly, the Penguin does not rise into the air, though. This deals 26-42 hits of 1% and flinching and is a rather unremarkable move due to it having no suction effect, with even the Penguin himself not looking above him due to not wanting to see all of the gore.
The move’s purpose comes into play when the Penguin uses this out of a dash, enabling him to slide forward ever so slightly with his bad traction to make it harder for enemies to use directional influence to escape.
Down Smash: Umbrella Drill
The Penguin extends out blades from his umbrella again as he goes to use it like a drill, digging into the ground with it. While there is a hitbox on the umbrella still, doing anywhere from 20-30 hits of 1% and flinching, it’s a very awkward to hit with hitbox. Digging into the ground has a purpose, though, as it causes bit and pieces of earth to get shot up out of the ground to either side of him. These deal about 5% and weak knockback each, will get shot half a platform to 2 platform away from him at random, and there will be 3-5 of them shot out on each side of him based off charge.
There are also 8-14 smaller rocks that get shot up directly into the air 2 platforms, each dealing 1% and flinching. While the move does have bad ending lag, once it’s done the Penguin raises his umbrella above his head and turns it back to normal, causing the rocks to bound off the umbrella to his sides.
Aerials
Side Aerial: Swing
The Penguin swings forward/backward his lower half, dealing a hefty 11% and decent knockback. While rather laggy, if the Penguin is slowfalling he can build up momentum as he uses fair and bair in tandem, swinging back and forth. If he exits slowfall at the apex of when he’s swinging, he’ll launch himself in the desired direction. After a max of using both fair and bair 3 times in tandem, the Penguin can launch himself up to three quarters of Final Destination’s length, keeping his normal fair/bair hitbox in-tact the entire trip.
Neutral Aerial: Umbrella Shroud
The Penguin turns to face the camera as he brings out his umbrella in front of himself and opens it, almost completely covering his obese frame with it. This deals 9% and knockback directly away from Penguin, making it an absolutely stellar defensive maneuver with how lagless it is. The penalty is Penguin can’t slowfall while using the move thanks to the move using his umbrella, but if he launched himself with side aerial he can potentially spam this move to carry an enemy across the stage with him. If he predicts a dodge, he can just puff up a cloud of smoke to cover them as he passes by.
Up Aerial: Undignified Slap
The Penguin scowls as he looks above himself and does a rather unmanly slap. It’s a fairly quick move and does nothing outside 4% and stunning the enemy. If the Penguin is slowfalling, though, they’ll inevitably fall faster than him, so hopefully they’ll be below Penguin for a dair by the time they get out of the stun.
Down Aerial: Penguin Stomp
The Penguin stomps downwards for what’s essentially an automatic footstool, enabling him to jump off of enemies. The Penguin goes upward/the enemy goes downward a full platform, though. This enables the Penguin to stay in the air so he can continue to slowfall downwards/hide from enemies, waiting for the opportune moment to strike with a nair.
Grab-Game
Grab – Umbrella Stuffer
The Penguin extends out his umbrella as he brings it in front of himself, not unlike his Neutral Special or Fsmash, but potentially mindgames the foe as he simply closes it afterwards, catching anybody who was standing there in a grab. The Penguin has a simple pummel ofsqueezing the foe inside for 2% a pop, but he has no throws. Instead, the Penguin is free to move about after grabbing someone. To damage them, all he has to do is simply use one of his many moves where he opens the umbrella. Fsmash is the most obvious if you want a more traditional throw-game.
Aside from potentially getting free ammo to launch at other foes with fsmash, the Penguin’s standard attacks that involve the umbrella where it doesn’t get opened get boosted based off the weight of the victim trapped in the umbrella. Bowser can potentially double the power of these moves.
Final Smash
The Penguin pretends to be scared as he turns to face the nearest enemy, degrading himself from his usual posture. If nobody attacks him during this time, nothing happens, but if they do, the Penguin uses his totally legit businessman status to play the victim as 5 cops spawn on the stage. The cops only attack whoever attacked Penguin, but if anybody attacks the cops (Including Penguin) the cops will become hostile to them also. If you doubt that the foe will attack you, you can have a thug be the lure for the cops, but you’ll have to bait them into attacking the cops instead of you. Granted, you have 20 seconds to do it rather than potentially flubbing the Final Smash entirely, and it’s a lot more likely to cause some chaos in a FFA.
Cops have Captain Falcon’s standards rather than Ganondorf’s, can laggily shoot a single bullet as fast as Shiek’s needles that deals 6% and decent stun, and can grab enemies with handcuffs. They have 30 stamina each, so killing them is generally only practical if you lure them all together.
Welcome to the User Rankings! Every Monday, I'll be compiling the entire of the last week's activity in the thread and showing off, just who is the most active member? The point of this exercise is to recognise the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them.
To get on this list, you need to have made a moveset in this or a previous Make Your Move, as well as having posted in the Make Your Move 10 thread. The cut-off point for tallying is 3:59PM on Monday EST, 5:59PM PMT or 11:59PM GMT; other removals or changes are at my own discretion. The breakdown of points is as follows:
30points for a Moveset 5 points for a Comment 4 points for a Secondary Submission 2 points for a Secondary Submission Comment 1 point for a Regular Post +Regular Posts do not stack +Secondary Submissions are MYminis, Joke Movesets and other miscellaneous submissions
The second week of Make Your Move 11 was barely less impressive than the first, with a predicted drop-off in the third as we all prepare for Halloween week [direct from my crystal ball]. Everyone did a great job commenting and set making, being able to pull together a great sequel week and keep the contest rolling strong. October could really turn out to be one of those defining months for the community.
I somehow cobbled together enough comments to reach the top spot, being that I commented almost everything. Hey, it's only week two, that's not that bad! More deserving winners took second and third. First of all, Nick came second, with an impressive four sets, encapsulating the entire MegaMan Zero Guardian force. That is, Fefnir, Harpuia, Phantom and Leviathan, which you should all ready as they lack commentary. Behind him by a hair and a batch of comments, Kholdstare had both his Khold Day and an end-of-the-week romp. Within Khold Day, we had Knight Man, Escavalier, Phantom [for the first time] and later in the week, Zombie. Eight sets between two members - impressive showing, chaps!
Remember to check out the stadium to find all of the sets mentioned.
Octavia
This set really kind of blew me away. I mean, I came in fairly little since it's only your second set and such, though your high quality minis and comments made me wonder a bit. But THIS, this is impressive stuff to be honest. Octavia has some properties of a camper, but she still manages to have some very unique traits in how she can stretch and change the nature of her projectiles, as well as turn them into grab hitboxes. It's all really fun stuff, it seems balanced and there is plenty of flow here. I mean, I'm considered an impressive newcomer and this blows my second set out of the water. As a matter of fact, I can't really THINK of a better second set by any MYMer, which is really impressive.
There are some minor complaints I have though. Mostly the fact that the writing can be somewhat obtuse and a bit hard to understand at points. That and I feel that the moves, while there is a playstyle here, don't really have quite as with each other as I'd like personally, though it's definently here. I'm mostly just picking at straws though, because Prof this is incredible, one of my favorites so far, and I damn well hope you're here to stay.
Fefnir
Okay Nick I'm sorry it's taken me so long to read your wall of sets, been a bit busy. None-the-less, Fefnir is actually a pretty fun set, and one of the rare few times I actually didn't mind an ammo bank. It feels fluid here and works as a balancing factor, not something incredibly awkward for you to manage. The actual projectile games are pretty fun too what with the various ways to chain them into each other, though I feel the take on projectile hell isn't that unique as it becomes increasingly more and more common. That and I feel the Up Aerial and Forward Smash are overpowered regardless of their balancing factors (for the record, 2X damage and knockback is a lot). That said I feel the set would be satisfying and fun to play, and it's aggressive enough to avoid being a camper or anything.
Harpuia
The charge mechanic feels really obtuse to me at points, and I feel it might be a bit TOO effective against some foes when you rack up enough of it. I mean, you just attract them to your barrier and they're basically unable to resist while you use projectiles even YOU acknowledge as godlike. I mean sure the dude has a hell of a lot of lag, but this is still at least somewhat overpowered especially with the Down Smash making it pretty easy for him to set up. I like the actual ideas behind the set though, the projectiles were unique and fun and all served their purpose, and while I found it overpowered and at points tacky the charge mechanic opened up a lot of fun interactions. So yeah, this is a pretty nice set as well, though I think I prefer Fefnir.
Phantom
I don't really like Phantom that much compared to the previous two. He's pretty much a less interesting version of Mr. Mime. His attacks aren't nearly as tacky, but the invisibility doesn't REALLY contribute much to his goal of shield breaking, which isn't done in a manner that makes it any more interesting than Macho Man's. Which is a problem, because at least with Macho Man you could give it a lot of credit for the fact that he was the first and did it with far less then you do. So yeah, it's a worse Macho Man with basic invisibility shenanigans. Not exactly my idea of a good set, personally.
Leviathan
I sort of feel you posted these sets in descending order of quality, because Leviathan is just flat out lame. Unlike the others, there's not really any variety in how you play her or anything. Just cower and hide while the awkward water mechanic does it's thing, then once the water rises up spam a bajillion projectiles in a completely unsophisticated manner. I mean, there's nothing really interesting to Leviathan, no real depth the whole set just feels mindless really. Not to mention the water is far more awkward than it usually is what with it randomly rising and falling just with Leviathan's presence. I'd much rather she just made the water rise with one attack or another. Gives the player more control and would actually have made her game a lot more interesting.
Deviljho
Jho actually has a fair volume of decent ideas on display here. He needs to guard his back, manage a raging fit and can also dig through the stage until he can spike them through the now thin platform. These are all actually reasonably enjoyable ideas... except for the fact that Jho's moves don't really go anywhere with them. They're all just generic Brawl attacks. I mean, maybe you could have had him bury his tail for one of his attacks or something. Either way, solid ideas meh execution, but it's certainly better then Sceptile. I'm tired and this comment is rushed, sorry Majora.
Kimiko
Man, this set brings back great memories of Xaolin Showdown. As far as the set itself goes, it certainly pretty cool as far as gameplay goes. Usually projectile characters tend to be campers, but you've managed to combine it with a more rushdown orientated style that allows you to either sit back or go on the offensive depending on the situation. In fact, this set falls more into the "midrange camper" genre similar to Satana last contest. Luckily for you, this set is much more focused than Satana. If I were to level a complaint at this set, it would be that having multiple homing projectiles is a bit overpowered. In addition, those kinds of moves do nothing to test the skill of the user, only the skill of the opponent. If all you have to do is sit back and use two projectiles to keep the opponent busy, then things can get a little stale. Even dodging the Tangle Web Comb is far easier for Kimiko because she doesn't have to worry about the swarm of insects that easily punishes most dodge attempts. Aside from that, the set looks like it would be a blast to play, so great job, Phil.
Len Kagamine
Now here's yet another step up from what you've done before. The Speaker mechanic is really cool, and being able to switch between spamming weak attacks or finishing with a single powerful attack is a great dynamic to have. The problem is that you don't do nearly enough t elaborate on the specifics of this mechanic you need to give us some numbers so we can know exactly what you're talking about. Another way to make things clearer is to have information about the mechanic and the moves that control it in the beginning of the moveset, so that you can better show the purpose of the rest of the moves. Keep up the improvement, you're doing great.
First of all, thanks for the comment, LoL! And you do have a good point with the double homing projectile issue...but if your opponent isn't good enough to get past those, maybe they're not worth fighting! Nah, just kidding.
And now,
@The Penguin: So yeah, The Penguin. He was never my favorite Batman villain; kinda boring and not cool and such. But bias aside, you made a neat set for him, BladeKnight. One of his standout Specials is his Common Thugs move. That name is just really funny to me for some reason. They're generic minions, and you're quite aware of that, because it's pretty in-character for this guy to rely on other people to do his dirty work (at least, I think so). I think you could've made them do more interesting things than Ganondorf's standard moves, but that's just me. I really like the way you perpetuate Penguin's character by having him give his thugs money, and having the money itself be a separate mechanic to manage them with.
Aside from his Common Thugs, Penguin's game mostly revolves around his handy umbrella, which does all sorts of fun stuff. You have your iconic machine gun and helicopter applications, and some practical melee combat attacks. And throughout your clear descriptions of his attacks, you maintain Penguin's character, which is a real strength of your writing style that I like. At first, I thought Penguin's grab game was kind of a cop-out, but after reading into the fun stuff you can do with it involving some of his other moves, I kind of dig it. It probably would've been a better Side Special in place of the cigarette move, though, and then you could've given The Penguin some nice throws.
But anyway, overall, another fun set from you, BladeKnight. Hope to see more from you in the future
Imagine a Hugo set where it’s just five Ganondorfs but one has tilts, one has specials, one has smashes, one is flying around like a wizard and has aerials, and one has grab-game. They will surround the foe. And they will **** them. You can position them so the foe will repeatedly be knocked back into the others. It takes all of ten seconds to accomplish this.
The Ganons are all of the separate incarnations of Ganondorf created over the completely and utterly ridiculous Zelda timeline that fanboys pretend isn’t a complete joke.
You control each of the Ganondorfs separately – one gets Specials, one gets standards, and so on. They take hitstun and lag independently of each other, and all 5 must be KO’d to take a stock from them.
Ganondorf has the weight, size, movement, and traction of Ganondorf.
Down Special – Warlock Kick
Ganondorf performs Warlock Kick, straight from Brawl. This is one of the main methods of moving Ganon about the stage. You can potentially use the Flight of Ganon glitch to get high into the air to. . .Uuuhhhh. . .attack the enemy from above with this move a second time.
Side Special – Murder Choke
Ganon performs the Flame Choke straight from Brawl. This could be potentially useful for setting up infinites with the other Ganons, but none of them have any other attacks to knock foes into prone and the invincibility frames on the get-up attack/roll prevent much abuse. You can potentially position all 5 Ganondorfs perfectly to accommodate for all possible responses to this attack, but not only does that take a lot of work it will only land you a single hit. The primary use here is for suicide KOs.
Up Special – Dark Dive
Ganon does in fact not dive downwards, but instead leaps up and attempts to grab the foe before releasing them. The knockback on this attack after the grab is complete prevents theoretical infinites with Grab-Game Ganon.
Neutral Special: Warlock Punch
Your main KO method is to have Grab Ganon grab the foe then use this on them. Not a pretty prospect.
Ganondorf has the weight, size, movement, and traction of Ganondorf. Double tapping right/left on the control stick will cause this Ganon to start dashing in that direction, and double tapping down will cause him to stop.
Jab - Jab
Standard issue GTFO.
Forward Tilt - Sparta Kick
One of the group’s quickest KO moves.
Up Tilt - Volcano Kick
Ganondorf raises his leg into the air, sucking foes in with the wind, before slamming it down. Hitting with the slam is unlikely, but you can use the suction effect to lure in foes for other Ganons to ****, seeing this magically doesn't affect the other Ganons.
Down Tilt - Low Kick
Ganondorf does a low kick at the foe, which knocks them upwards for Aerial Ganon to potentially spike them back down.
Dash Attack - Shoulder Charge
Ganondorf can only use this while dashing, but it’s a primary KO move.
Ganondorf has the weight, size, movement, and traction of Ganondorf. This Ganon mindlessly patrols the stage back and forth for his movement.
Forward Smash - Elbow Jab
Ganon performs his fsmash with no strings attached. An excellent alternative to Warlock Punch, considering Sakurai made that move so utterly unspecial that it’s not only laggier than fsmash, but weaker as well.
Up Smash - Upward Kick
Ganon kicks upwards for a way to kill enemies attempting to escape the wrath of aerialdorf.
Down Smash - Double Kick
Ganondorf kicks in front of him, sending enemies in front of him behind him for the next kick, then kicks away. If you have a Ganon behind you preparing an attack, this can potentially stack with the second kick.
Ganondorf has the weight, size, movement, and traction of Ganondorf. This Ganon has fully controllable movement, but whenever he lands on the ground he will automatically jump up into the air again immediately, using both of his jumps.
Neutral Aerial – Double Kick (Again)
Ganondorf kicks twice in front of himself, enabling him to juggle the foe slightly and get them higher to hit with a uair.
Forward Aerial – Massive Punch
Ganondorf does a massive punch forwards, which is largely useless due to terrible landing lag.
Back Aerial - Backhand
Ganondorf does a backhand punch, which is too weak in comparison to the rest of his attacks to be useful.
Up Aerial – Random Flipkick
Ganondorf does the signature move of Brawl, being his fastest and most useful aerial.
Down Aerial – The Signature Stomp everybody rips off
Ganondorfs stomps downwards, spiking enemies in the air and dealing upward knockback to those on the ground. This is only useful for foes off-stage mostly, but can tech-chase an enemy Special Dorf has Murder Choked. If you’re lucky.
Ganondorf has the weight, size, movement, and traction of Ganondorf. This Ganon pursues the enemy while staying in range for his grab.
Grab – Grab
A grab with absolutely pathetic range and horrible end-lag. This –is- Ganon we’re talking here.
Pummel - Pummel
Ganon hits the enemy for unremarkable damage at a slow pace. Heavyweights aren’t supposed to have good grab-games regardless of all of their other moves being stupidly slow.
Forward Throw – Force Palm
Ganon extends out his palm and pushes the enemy away with some sort of mystical psychic power, apparently. Deals okay damage and knockback at best.
Back Throw – Degrading Kick
Ganon throws the enemy backwards like a wuss, so wussily that he has time to kick them before they get sent away. Still does crappy damage.
Up Throw – Throw Up
Ganon throws the enemy into the air, punching them on the way up in a manner similar to bthrow. His worst throw, with absolutely no application whatsoever unless the foe somehow has 300% and you’re playing on Shadow Moses.
Down Throw – Rebound
Ganon shoves the enemy into the ground, causing them to rebound up into the air for knockback weaker than uthrow, but strong enough to prevent any combos with the other Ganons, let alone a chain-grab from grab Ganon.
Final Smash
The Ganon that grabbed the Smash Ball performs Ganon’s Final Smash. Woo. Beat up on the victim with the other Ganons while the initial stun from the boar is in effect.
Match-Ups
Vs. Ganondorf – 30/70, Individual Ganondorf’s favor
Lure grab Ganon off-stage the same way you would Raticate and dair him for a hilariously easy kill, plank the hell out of the others from there and use your broken ledge attack to knock enemies off-stage and dair them to their doom. Sure, they may not come willingly, but Smashes Ganon will due to his mindless stage patrolling, much like Machamp. If you’re not cheap enough to do that, aerial Ganon constantly having to land gives him plenty of openings for even –you- to be able to put the hurt on him, and Specials Ganon having to move with Murder Choke and Warlock Kick makes him hilariously predictable as well. Granted, you have to do this largely perfectly seeing you have to damage rack and finish 5 Ganons (Though their recoveries are terrible), otherwise it’d be a unlosable match-up for individual Ganon. If, say, the match ended when you killed Specials Ganon or the others became horribly crippled when you did. . .The only realistic method of KOs is for Specials Ganon to suicide KO you when you're planking/killing grab Ganon, but this will more often than not end with him killing himself in a failed attempt.
Vol Opt
I enjoyed this set. It was simple enough to read yet got a lot across. For example all the move interactions with the pillars and the wiring was quite entertaining to visualize as there was just so much content! However herein lies the problem. In my opinion there was too much and somethings were just unnecessary. For example the up smash with the bouncing energy thing was hardly unnecessary. Also me being a total fool could have really appreciated a diagram for the set.
But in the end I really enjoyed said set. There was a lot to offer and this was puled off exceptionally.
Kanden
This set is pretty straight forward, you just have to smack your projectile around with your Jeice-esque interactions to stun the foe, allowing you to grab them or hit them with a slow KO move. It works well enough, and nothing is really out of place. In the end though, the set is just rather dry. There's not much you can do with it, and the character's very restricted mobility really sets the set into a bit of a repetitive style. I'm also not a fan of having so many grabs on so many moves, but that's just a personal preference rather than a legitimate complaint. It's really hard to fault the set anywhere other than being boring though, it's that well put together. You really are good at that kind of stuff Nate, jut try to apply it to something a bit more fun next time.
Fefnir
There is just something cool about imagining the screen covered in projectiles, and sets that manage to do that well enough would be a blast to play. This set almost does it perfectly, but it has a few glaring problems that drag the whole thing down. First off the Neutral special is a bit clunky, and could easily have been sped up and combined with the jab to free up a move. As it is, the cursor moves too slow to do anything fancy, which ruins a lot of the neat setups you can do. In addition, the ammo mechanic exists solely to to balance the projectile spam and tends to be a bit heavy handed at times in how much it drains. It comes off as lazy when you could have balanced it otherwise without resorting to an arbitrary (though in character) limitation. The set is pretty cool otherwise (though there are problems with requiring c-stick usage, which is part of why I never finished my Gordon Freeman set that I posted on the Bunker /shamelessplug) and organized spam is my favorite kind of spam, so you definitely get props for that.
Dark Star is a pretty fun move set actually, although I don't think it was the best choice to just toss out organization altogether and leave the reader to piece stuff together. I also think you suffer from under detail at points, for example the down special sounds like just a normal projectile until you read through the play style section (which IIRC was not there when the set was first released). However, on the whole I did enjoy the set, the Dark Star's reality warp trap is pretty neat, and you've got some good moves to abuse it with. I quite enjoyed the one move dealing with our standard duplicates and invisibility, and playing billiards with the electric orbs is just fun. One thing that could have helped though is if the electric orbs bounced off the stage (and perhaps your back standard lines as well), that would have made them so much more useful. It's not flawless (some of the moves don't quite seem to fit the character, others don't have much of an aspect in the play style), but it's still a good set.
Ganondorf was an amusing reference to how many Hugo-style sets we've been getting lately. There's not terribly much to say about the set itself, so I'll just mention that I do think the Hugo genre is getting overused (I haven't read your other Hugo set yet though). The thing about having multiple characters is that you need to keep it from degenerating into "Surround the opponent and beat them to a pulp", which is what can often happen (and is sometimes what's intended to happen). Another obstacle to the genre is that you simply don't have a good way to fully control more than one character at a time (you COULD argue that it's possible to do two characters, using control stick for one and c stick for the other, but that's a bit of a stretch and any more than that simply won't work), so that means that you'll either have the characters be mostly stationary outposts, simple AI behaviors, or have a large portion of the game focus around maneuvering them (which was done in Sid's Toys already). I do think that it's possible to make a good Hugo style set still, but I think it'd be quite tricky to do because of the above, as the main ideas for the genre have already been done. (I wonder if any MYM'ers will take this as a challenge...)
On an unrelated note, for those interested to see some of my past failings, here's the original version of Phantom (made at about the same time I made Spidey, so beginning of last contest) before Smady gave me a reality check on the quality of the set.
[COLLAPSE="Phantom Beta"]
Nicholas1024 said:
Phantom of the four guardians has joined the Brawl!
Phantom is a member of the four guardians from Megaman Zero, commanders for Neo Arcadia under Copy X. His capabilities are best defined by his ninja-style build, with his primary weapons being shuriken and a katana, as well as the ability to seemingly vanish into the darkness.
Neutral Special: Circle-star (Yes, they really call it that.)
Phantom tosses out his giant ninja-star, which does a nice 10% damage, with decent knockback, as well as good shield stun and shield damage. What makes this interesting is that you can angle the attack with the control stick (default is straight ahead), and the circle-star will quickly shoot out smaller shurikens in all eight directions, alternating between the diagonal and the normal ones (Just watch the way he uses it in the video, it works just like that). These each do 3% and minimal knockback/shield damage, and the rate of fire is one set of four per stage builder block. Additionally, the shuriken (both the main one and the smaller ones it shoots out) travel at mario's run speed. As you can tell, this is ridiculously difficult to avoid normally or with dodges, so most opponents will just go ahead and sit in their shield. Lag is small, but you can only throw one of these every 5 seconds, so no spamming.
Side Special: Mirage
Phantom quickly splits into two copies of himself, each half a battlefield platform apart from where he originally was. These copies cannot move or attack, and if nobody attacks one within half a second, the attack ends without lag. One of them is the real phantom, but the other is fake (Which is which depends on which way you pressed the control stick, that direction will be the real phantom The fake will flicker slightly however, so it isn't perfect). If someone attacks the fake, then the copy explodes (range similar to C4 explosion). This explosion does 12% with good knockback, and phantom is released from the attack laglessly. However, if someone hits phantom, he takes damage like normal, but no knockback, and the move ends. So, how do you use this? Well, this is great for punishing enemy attacks at point blank range. Lag is quite low (unless they don't actually attack you), so use one, and if they're already starting an attack, BOOM. Since phantom can easily confuse the enemy with some of his other moves, toss in one of these to make them fearful of even attacking. To make this even better, you can use this move twice in a row to split into four total copies, to REALLY mess with the opponent. You have to be on the ground to use this, however.
Up Special: Disappear
Phantom disappears and immediately reappears a battlefield platform above himself trailing theatrical smoke. (The smoke doesn't do anything, but it looks pretty cool.) However, much like Pikachu's quick attack, you can angle this with the control stick and do it twice. However, UNLIKE Pikachu's quick attack, you don't have to do those teleports in quick succesion, you can delay for as long as you want, AND teleporting won't put you into helpless. So, what's this basically mean? You basically have two midair any-direction teleports to confuse the opponent with, before beating them up with your aerials.
Down Special: Darkness
Anyone remember Phantom's EX attack from Megaman Zero 1? Well, after 2 seconds of startup lag, a wave of darkness completely covers the screen, and Phantom vanishes into it. While in the darkness, you are completely invisible until hit, and can still attack however you want! (Mirages make you visible though, I won't let you be TOO cheap.) However, your katana and projectiles are still completely visible, so attacking will give your position away. This lasts until you take 25% damage, so have fun! (If you lose track of your character, pressing the taunt button will cause phantom to flash visible on the screen. Or you could just attack.)
Standards:
Jab:
Much like model PX in the ZX series, Phantom tosses forwards four small shurikens, each doing a small 2% and minimal knockback. Individually these don't do that much damage to shields, but together they aren't bad, and this move has decent cooldown lag (like an average tilt. You can't just spam these while they're in shield for a shieldbreak, sorry.). Use this to get in some damage from afar, and just generally annoy your opponent.
Forwards tilt:
Phantom does a simple sideways slice with his katana, doing 11% damage and decent knockback, but it's quite punishible on shield. Yes, I can already hear you saying "Hey wait, how on EARTH does this fit in with his supposed shieldbreaking game?" Well, since he slices horizontally, this will hit through dodges. If they're trying to dodge to escape your wrath, punish them a few times with this, and they'll hide in their shield for the rest of the match. Lag isn't that good, but considering its purpose (punishing dodges), that doesn't really matter.
Down tilt:
Phantom throws a quick spray of 5 shuriken beneath him. (One straight down, two at a 30 degree angle, and two at a 45 degree angle.) So why does anyone care? Well, because of the low hitbox, on the ground this can shield poke (despite doing a measly 3% damage). More interestingly, this can go through platforms. If you're on a platform above the opponent, you could very well hit them with several of them, or even all five if they're jumping into it. Lag is okay.
Up tilt:
For those who don't know the game inside and out, the startup to Phantom's EX attack has him sticking his sword directly above him in the air. Well, for SSB 87 we've made this into its own attack, doing 9% with good knockback and great shield damage and shield stun. However, due to its straight-upwards range (like Snake's up tilt SHOULD be), this will only come into play if they're shielding on a platform above you. Lag isn't that good.
Smashes:
Forwards smash:
Taking another cue from the future model PX, Phantom tosses ahead a spinning shuriken (slightly bigger than a normal one). Once's it's traveled a battlefield platform OR hit something, it will spin there for a while, doing 8 hits of 2%, okay shield damage, and decent shield stun before returning (see: Link's boomerang). Charging will increase the number of hits, as well as the time it will stay in place (proportional to the hits, of course), up to 16 hits and double the time. This is your main weapon in shield breaking, as due to the extended hitbox and large shield stun, the opponent will be stuck in shield while you nail him with other moves. End lag isn't that good, startup lag is decent. Be warned, you can only have one out at a time, so don't waste it.
Down smash:
Phantom tosses his circle star ahead of him, but with the flat side facing up instead of towards the camera. Just like before, you get 10% with nice knockback and shield damage. What's interesting about this is that the shuriken will boomerang back and forth over two battelfield platforms worth of stage, and is effectively a moving platform for Phantom! However, all good things must come to an end, and this moves upwards as it travels back and forth, and it will gain the height of battlefielld's low platforms every swing after the original forwards motion. (so when it comes back to Phantom, it'll be at the height of the low battlefield platform, perfect to jump on.) Since you can use it as a platform, you can down tilt through it... need I say more? Charging the smash will increase the damage and knockback (20% and great knockback), but that's hardly the focal point of the attack (unless the opponent is in shieldbreak and you want raw damage). Lag is ok.
Up smash:
Phantom concentrates for two seconds (very laggy smash), and then a circular barrier similar to an oversized shield appears around him. This will take 25% before disappearing, and is basically there to let phantom beat on the opponent's shield without fear of retribution, as he is ungrabbable with it active. (What? You say Phantom never performed any such technique? Well, model PX has this as it's unique second level charge move, and model X can't do it. Model P is basically Phantom, so QED.) Well, due to the horrendous lag, you won't get this off except when your opponent is in shieldbreak, so when that happens, you have a choice to make. Do you want to confuse your enemy with the stealth offered by your down special, or intimidate them with the defensive barrier of the up smash? Your call. End lag is low by the way.
Aerials:
Forwards aerial:
Phantom tosses out a quick spray of 3 small shuriken out in front of him, one straight forwards, one at a 30 degree downwards angle, and one at a 60 degree downwards angle. Each does 4% with minimal knockback and okay shield damage/stun. From far away this is an annoyance move, but in close it's actually a decent damager, especially since lag isn't too bad (about the same as a tilt).
Neutral aerial:
Phantom tosses out a quick spray of 3 small shuriken out in front of him, one straight forwards, one at a 30 degree downwards angle, and one at a 60 degree downwards angle. Each does 4% with minimal knockback and okay shield damage/stun. Sound familiar? Well, the difference is that instead of a normal hitbox, these projectiles hit into the background! And the only clue for your opponent is that the projectiles have a slightly lighter color scheme. But wait, there's more!
Back aerial:
Phantom tosses a small black projectile behind him (turning around as he does so), which travels in an arc similar to mario's fireball. When it hits something, it reveals itself to be a little smoke bomb, creating a cloud of smoke with a 1.5 stage builder block radius. Inside the cloud, projectiles and characters are completely hidden from vies. Startup lag isn't good, but end lag isn't bad. Now, I shouldn't even need to mention the applications for this with the previous two aerials...
Down aerial:
In a carbon copy of Link's D-air, Phantom drops like a stone with his sword beneath him, doing 15% with excellent shield damage, knockback, and shield stun. The downside? The landing lag on this is absolutely horrible! However, if you hit a shield instead, phantom will drop out of the attack with very little lag, making this an excellent shield damage move. Startup lag isn't bad, but any idiot opponent that sees you above them will drop their shield and dodge. Unless you use a smoke cloud to disguise your true intentions...
Up aerial:
Phantom does a 360 spin in midair, swinging his sword as he does so. This does 10% with decent shield damage and stun, but the key is that it's a lingering hitbox, and unless you hit the ground, it will outlast dodges. However, landing lag is rather bad, so you'll have to use it a bit above the ground. Startup and end lag is pretty small, but the move itself lasts longer than most, so be careful.
Grab:
First off, Phantom has a very unusual grab. Instead of grabbing into the foreground, phantom grabs into the background with this. So the only time you'll actually connect is if they dodge.
Pummel:
Phantom whacks the opponent with the hilt of his sword for 3%. A better than average pummel, and fairly quick.
Forwards Throw:
Pulling his sword out of cyberspace/whatever, Phantom impales the opponent with it, giving them a nasty 12% damage, though little knockback. But that's not all! Over the next ten seconds, their shield's health is reduced by half, on account of them being weakened by that brutal stabbing. Do I even need to mention the applications?
Back Throw:
Pulling a small shuriken out of cyberspace/wherever he stores them, Phantom stabs the opponent with it (5%), before forcing them into a backwards roll. But that's not all! The shuriken will become stuck in the background at the midpoint of the opponent's roll, and if they dodge/roll into that spot again, they'll take 3% and are forced back to the stage. With this you can REALLY shut down the opponent's options.
Down Throw:
Phantom knocks the opponent down with an overhead swing of his sword, dealing 8% and forcing the opponent into a prone position. Time for a tech chase. It's worth noting that if they hold the special button while rolling, they'll be able to roll without going into the background (so normal attacks will hit them, but you can't regrab.) However, if you've cut off their roll opportunities with the Back throw, this is even MORE useful.
Up Throw:
Phantom simply tosses the opponent into the air, and then throws a quick smoke bomb after them, doing 6% damage, a stage builder block worth of knockback, and obscuring them in smoke. However, you have a decent frame advantage on them, so you can teleport next to them and perhaps whack them with an aerial if you predict them right...
Yeah, it was pretty bad. For the record, the order I made the set series in was Phantom(early MYMX) < Leviathan(mid MYMX) < Harpuia(late MYMX) < Fefnir (early MYM11)
Straight from Dexter's Laboratory, the Time Expansion Helmet is just one of many nifty inventions Dexter uses throughout the series. In the hemet's first (and last) appearance in the episode "Morning Stretch", Dexter uses the device to do his morning routine and finish his homework, which he couldn't do because he overslept. The device itself is able to expand the amount of seconds set in the helmet into minutes.
In Smash, the helmet floats down to the battlefield at the same speed and time the Timer does. The timer on the helmet will countdown from 1 to 15 as it floats to the ground. When the item reaches 15 seconds, the item will disappear like any other item left out for too long. However, when a charater grabs and wears the helmet, a wave will spread around the stage and freeze EVERYTHING (the opponents, the background characters, the items spawning, including the Smash Ball, stage transformations, etc.) in place! How long they will stay in place depends on the amount of seconds the timer of the helmet displayed as it was floating to the ground (ex. 1 second = 1 min, 2 seconds = 2 mins etc.). In addition, the character who has the helmet on will move 1.5x their normal speed. For those who have the helmet on, try to rack up as much damage to the opponent as possible, for the opponents on the recieving end of the helmet's effects will still take in damage but will remain in place until the helmet runs out of time. Also, items that are thrown from people that have the helmet on, or items used for shooting (such as the Ray Gun), it will also stay in place until the time runs out.
When the time runs out, all those attacked duing this time will be immediately affected, items will fall or countinue on with their trajectory, and background characters and stage transformations will continue on as normal. And the helmet is removable, so if you're bored with the allotted time or felt like you have raked up enough damage, just press the 'Z' button to countinue on with the game (it will disappear after use, so others can't use it again.)
Jinouga is the flagship monster for Monster Hunter Portable 3rd. It is also known as the Thunder Wolf Wyvern. Jinouga is classified as a Fanged Wyvern Species, a new class of monsters that are neither Pelagus or Flying Wyvern. Jinouga is similar to real wolves; it even howls like them. But it does not form packs. Quite the contrary, they are solitary hunters. This is no surprise, since they are extremely powerful and agile monsters, not needing teamwork to take down prey. Hunters must be extremely wary of this creature. It can also harness the power of electricIty, much like Lagiacrus, using it to take down larger prey and to defend itself and its territory. However, it is not known how it does so. One theory says that it may consume Thunderbugs in its habitat as its minor food source, fueling its ability to harness electricity. Thunderbugs are seen gathering around Jinouga when it is "charging" electricity; they may act as a source of energy.
Jinouga starts with a swarm of thunderbugs(8 tiers), which give him electrical strength in all of his moves. As he takes damage from his foes, thunderbugs in the swarm die and Jinouga's charge gets weaker. Eventually, the swarm will be dead, and Jinouga will be left in a weaker state, with no electric power. If the whole swarm is killed, Thunderbugs will not respawn. However, if there is at least one "tier" of thunderbugs left, they will respawn at one tier every three seconds.
What is a "tier"? Well, Jinouga's swarm of thunderbugs follows a tier system. The swarm's HP starts at 10, meaning 100% hp remaining. Every 10% the swarm loses, the swarm gets smaller and it goes down a tier. At tier 1, there is a minimal tiny group of thunderbugs flying around Jinouga. Tier 0 is a dead swarm with no respawning thunderbugs.
* * *STATS* * *
WEIGHT: 12
SIZE: Jinouga is about 1.5 times as tall as Bowser, and 2 times as long. He's a hulking beast, ain't he?
GROUND SPEED: 10
AIR SPEED: 9
FALL SPEED: 8
Jinouga is a weird character. You have to keep him at a balance-- He starts out grotesquely strong to the point where you're gonna need a couple of allies to take him down. However, if you keep Jinouga in the frey for too long, he will get progressively weaker to the point where Jinouga is WEAKER than your average character.
* * *SPECIAL MOVES* * *
Side B: SHOCK BUSTER
Jinouga growls as his body begins to arc with electricity. He then shoots a large electric projectile from his mouth that crosses the screen at a very fast pace, dealing 10% damage. Jinouga can rapid-fire these projectiles up to nine times. Each time he fires off a Shock Buster, he loses one tier from his swarm permenantly. This move is Jinouga's main projectile defense, and can help him keep opponents stunned.
Up B: SHOCK LEDGE
Jinouga hops a short distance into the air, and one tier of his swarm oozes down and makes a puddle on the platform. If used near a ledge, the swarm will group along the ledge. If anyone lands on the tier OR grabs a ledge that is swarmed by a tier, they will be stunned and will be forced to let go of the ledge. Gravity will also be lowered over the pools. Jinouga can power these pools with his swarm like he can shock traps if he is on the ground. If he uses all 10 tiers, the resulting pool will engulf a 2-battlefield platform area and it will be nearly impossible to double-jump (unless you're Jinouga. ;P). If used in the air, Jinouga will create a temporary platform out of one tier of bugs. Only he can use these platforms, which will hang around for five seconds. If any opponents try to use them, they will be stunned and pass through the platform. If Jinouga charges Blitzkrieg while on a platform, the platform will not disappear until after Blitzkrieg is shot or cancelled.
No Bugs - No Attack 1st Tier - 1.1 Seconds of Stun 2nd Tier - 2.2 Seconds of Stun 3rd Tier - 3.3 Seconds of Stun 4th Tier - 4.4 Seconds of Stun 5th Tier - 5.5 Seconds of Stun 6th Tier - 6.6 Seconds of Stun 7th Tier - 7.7 Seconds of Stun 8th Tier - 8.8 Seconds of Stun 9th Tier - 9.9 Seconds of Stun 10th Tier - 11 Seconds of Stun
Down B: SHOCK TRAP
Jinouga lets out a roar for a half second, and one tier of his swarm detatches from him and floats where he is standing. When Jinouga moves, the swarm will remain and stay in-place as a trap. An opponent can kill the tier like any other swarm of thunderbugs, but they can also get caught in the trap and be paralyzed in place for 1.5 seconds per tier. Jinouga can add tiers to existing shock traps as long as he has at least one tier on him and is standing inside an existing Shock Trap. Then he can press Down and B again to add another tier and make a stronger trap!
No Bugs - No Attack 1st Tier - 1.1 Seconds of Stun 2nd Tier - 2.2 Seconds of Stun 3rd Tier - 3.3 Seconds of Stun 4th Tier - 4.4 Seconds of Stun 5th Tier - 5.5 Seconds of Stun 6th Tier - 6.6 Seconds of Stun 7th Tier - 7.7 Seconds of Stun 8th Tier - 8.8 Seconds of Stun 9th Tier - 9.9 Seconds of Stun 10th Tier - 11 Seconds of Stun
Neutral B: BLITZKRIEG
Jinouga howls as arcs of electricity begin jumping around him. He is now charging Blitzkrieg! Jinouga can charge this move one second for every tier he has. When charging, shock traps and ledges will fly toward him and stun foes on contact, but will be re-added to the swarm of thunderbugs around him. Stunned opponents will remain stunned and will be pulled toward Jinouga at half the speed of Bowser's dash. At minimum charge, Jinouga makes a small half-sphere barrier of electricity around him that hits opponents away for 20% damage. 10% is added for every tier charged into the attack, and the range is increased by half a battlefield platform. If Jinouga charges the attack fully, it will reach almost 5 battlefield platforms in diameter and will deal 110% damage for a 1HKO to many midweight opponents. However, the move has to be charged for one second per tier input, meaning a full 10-tier Blitzkrieg requires ten seconds of charge. The move can be cancelled after Jinouga calls his tiers to him by pressing A. Cancelling while a tier is "inside" a platform could lead to the tier dying.
Hold A down and Jinouga will crouch down in a pouncing position. You can then change which way he is facing with the control stick and release A to make Jinouga pounce a short distance at his opponent for 8% (charged) with minimal knockback. Jinouga will turn 180 degrees after using this attack. If an opponent is in one of Jinouga's traps, they will not be broken out of stun by this move, allowing Jinouga to rack up damage on trapped foes.
Dash Attack: TRAPPER TACKLE
(9%) Charged (2%) Uncharged
Jinouga will rush forward, and if he has two or more tiers of Thunderbugs available, he will leave a 1-tier Shock Trap in his wake. This usually causes opponents to be stuck in the shock trap when they are hit with Jinouga's dash attack, making this a good move to guarantee trapping a target. Jinouga can use the dash attack on a trapped opponent to add tiers to the shock trap, but he cannot exceed 9 tiers in this fashion. If Jinouga has no bugs, this is just a tackle.
Up Tilt: VOLT HOWL
(10%) Charged ( 3%) Uncharged
Jinouga howls to the sky, and if he is in contact with a Shock Platform or Shock Trap, it will return to Jinouga's personal battery. This move also deals damage to opponents within half a battlefield platform, stunning them for a second. This can be used to pick up placed traps and platforms without charging Blitzkrieg. If all of Jinouga's bugs are dead, this is just a howl.
Side Tilt: VOLT DODGE
Jinouga slides around a single battlefield platform area, doing a 180 degree turn. If he uses this on an opponent, he makes the full turn in a half second, making this good for getting behind foes quickly and disorienting. This can also allow for good escape tactics. While this move is faster than shield-rolling, Jinouga is not invincible for as long, and does not move quite as far.
Down Tilt: THUNDER TRIPWIRE
(14%) Charged ( 3%) Uncharged
When this input is pressed, Jinouga will pull his feet in under him and get low to the ground, spinning in a quick circle as he arcs with electricity. When charged, the move will do 14% and will pull foes in into a multi-hit electric attack. Uncharged, the attack will do 3% and knock the opponent away for low knockback. Either way, Jinouga's tail, which sticks out of the electric hitbox, will cause opponents to trip if it hits them. This will leave opponents open briefly, and is a good move for quickly and easily making space for Jinouga to escape.
* * *SMASH ATTACKS* * *
Forward Smash: TASER TACKLE
(25%) Charged ( 5%) Uncharged
Jinouga backflips a short distance and then rams into his opponent extremely quickly, coursing with electricity. This move can cover two battlefield platforms, and is Jinouga's primary KO move. The backflip is capable of knocking opponents backwards, making it difficult to come up to Jinouga from behind when he is initiating this move. However, after he hits the opponent or misses, Jinouga slides along the ground for some unpleasant ending lag, leaving him open to attack.
Up Smash: STORMBRINGER
(20%) Charged ( 5%) Uncharged
Jinouga jumps up into the air, curling into a ball. If nothing else is done, he will simply land back on the ground without attacking. Jinouga will use a different attack based on if the A button, L button, or R buttons are pressed. If the A button is pressed, Jinouga will arc with electricity and pull nearby opponents in close for a 20% damage dealing vortex attack. If L or R are pressed, Jinouga will do something similar, but will fire off in the direction of the button that was pressed and ram his opponent for a large knockback move. This can be used to fake opponents out, cancel counter-happy foes, rack up damage on opponents bigger than Jinouga, or even bowl down a lineup of enemies who want to gang up on you while you're between them and a ledge!
Down Smash: THUNDERSTORM HOWL
(20%) Full Charge
Jinouga can only use this move when he has a full ten tiers on him. He lets out a howl, and after a half second, electricity arcs around him like an uncharged tier 1 Blitzkrieg for 30% damage and large knockback. This move has less charge than Blitzkrieg, but his a better clearing move than the down tilt. However, this is something only available to Jinouga if he has a full 10 tiers.
* * *AERIAL ATTACKS* * *
Up Aerial: REJECTION BOLT
(11%) Charged ( 4%) Uncharged
Jinouga will flip upwards, swinging his tail overhead with a streak of electricity in its wake. This move has high priority and is very good for rejecting spike attacks on Jinouga.
Forward Aerial: REPULSION BOLT
(8%) Charged (2%) Uncharged
Jinouga will awing his claws downward in front of him a short distance, leaving an electric glow behind. This move is very fast and lagless. Jinouga, when charged, can use this attack to reflect most projectiles. If it is an explosive projectile, Repulsion Bolt will only set off the explosion. However, lasers, fireballs, and even many thrown items (except containers) will be reflected by this move.
Back Aerial: THUNDERBALL
(8%) Charged
Jinouga bends backwards so his back is parallel with the ground and spits a ball of electricity from his mouth before flipping back over. This thunderball will travel two battlefield platforms, but will then arc around back to Jinouga and will home in on him similarly to Link's boomerang. The move will stun opponents for a full second if it hits. It will disappear when it hits an opponent.
Down Aerial: LIGHTNING STRIKE
(12%) Charged ( 4%) Uncharged
Jinouga will stop in mid-air and drop straight down, claws out and rippling with electricity. If Jinouga lands on a foe, this move will spike them in the air, bury them if they are on the ground, or knock them far in a direction if they are off to the side and get nicked. If Jinouga falls for a half second using this move, he will create a Shock Platform underneath him and land on it. This can allow for Jinouga to maneuver under the stage better, and to create more edge-guarding strategies.
Neutral Aerial: STORM CHASER
(8%) Charged (2%) Uncharged
Like with Thunder Lunge, hold A in the air and Jinouga will pause in a half-second lunging position in the air. Point the control stick in a direction, and Jinouga will lunge in that direction, arcing with electricity. The move does 15% low knockback multi-hit damage when charged. It covers a full battlefield platform. If it misses, Jinouga must land before using the move again. If it hits a foe, Jinouga can use the move again with low lag to recover off of his airborn foes OR to combo up fleeing enemies.
* * *GRAB GAME* * *
GRAB
Jinouga frontflips toward his foe of choice and lands standing over them, his foe on his back, and keeping his face close to theirs. The opponent is held down by Jinouga's intimidating stare.
PUMMEL
(6%) Charged (1%) Uncharged
Jinouga lets out a huff of hot air on his opponent, arcing with electricity, dealing a constant 2% per second for about 3 seconds unless the opponent breaks out before the move finishes.
Up Throw: LIGHTNINGROD
(14%) Charged
Jinouga hucks his opponent up in the air and lets out a howl as a bolt of lightning drops on top of them. The move spikes the opponent straight up in the air, and is a good KO throw. However, this move can also force opponents into traps very easily, and doing so will add a second to the amount of time they stay stunned.
Forward Throw: GRAPPLE TENNIS
(7%)
Jinouga bites onto his opponent and slams them against the ground, bouncing them forward, and then performs a move similar to his Volt Dodge. This move is good for racking up damage with chain throws, but isn't too good for keeping opponents at bay.
Back Throw: SHOCK BALL
(6%) Charged
Jinouga hucks his opponent over his shoulder with his jaws and shoots a smaller, faster Thunderball at them. This thunderball passes through opponents when it hits them, and instead of making a single return trip, it makes two. It will leave Jinouga, go a couple battlefield platforms away, arc back around to Jinouga, but will then fly past and arc back around for another return trip. This move is an alternative to Thunderball. It's harder to hit with, but can be much more rewarding.
Down Throw: FACEPLANT
(9%) Charged (2%) Uncharged
Jinouga throws his opponent up into the air as a tier of his swarm forms a Shock Ledge underneath them. The opponent lands in the shock ledge and is stunned. This move allows Jinouga to place a Shock Ledge that he know will snare an enemy.
Final smash: JINOUGA SUBSPECIES
Jinouga lets out a loud howl, as his fur begins to turn black and his eyes glow red. Jinouga now has no limit to tiers, all of his shock traps are automatically Tier 10, and Blitzkrieg Tier 10 only takes one second to charge. All moves do extra damage as well, due to Jinouga's electricity being replaced with the dragon element! Jinouga will be in this state for fifteen seconds before reverting to a 10-tier state. A smash ball can bring Jinouga from 0 tiers to 10 without making him have to lose a stock!
* * *OVERVIEW* * *
Despite his large size, Jinouga is a very fast and maneuverable character. Jinouga's main priority is to manage his thunderbug swarm. He has ten tiers to use at any given time, which he must divide between traps for getting openings on opponents, and himself so that he can use powered versions of his attacks. If he devotes too many tiers to traps, Jinouga's attacks will all be uncharged and weak. If he uses no traps whatsoever, Jinouga will be hard-pressed to get his hit-and-run nature in the air. Of course, Jinouga needs this hit and run! If he gets hit too hard too often, he will lose his swarm the painful way and will be left defenseless. Most of Jinouga's moves are very situational and allow him to manage specific sorts of situations. This also gives Jinouga a lot of options. One of the simpler strategies is to circle the outside of the stage with traps, stun opponents in a trap in the middle, and then charge Blitzkrieg to get up a larger charge off more easily. Of course, there are a large number of tricks that can be pulled off using traps and projectiles that can be used to rack up marge stun periods on opponents. And as you may have guessed, more stun periods means more damage-racking!
NOTE: This set was made before Jinouga made his appearance in a US Monster Hunter game! Jinouga, the Japanese name, was the only name known at the time. It'll probably be too late to edit this post later, so his name on the Bunker set list will probably be different from the name used in the set in the years 2012 or so. Whenever Monster Hunter 3G is released in the US.
KYUBEY
...I'm sure you don't need me to reemphasize how broken this set is. Such a short period of time to prevent Kyubey from eating a corpse (0.3 is fairly average for the startup of a move) will result in him restoring a reincarnation whenever he loses one. Regardless, the evolution of Kyubey from a weakling to the evil puppetmaster of his fights is a riot, with the first phase of his game being the clear most difficult. Stalling the opponent to make the contract does feel a bit pummel KO-esque, in that, once the opponent has the Soul Gem, they're as good as gone. The fight and flight method Kyubey utilizes to get his foot in the door are the most intriguing to look over, as the writing style emphasizes his weakness, pointing out the bare minimum reasons each move can be useful...that is, until the bombshells are released intentionally later in the set. This is a clever set I hope does not become overlooked because of its broken nature...yes, it's pretty deeply ingrained in there, but it's no end-all, be-all.
MAJORA'S SCEPTILE
This is a Majora set? The concept of trees and using them as a larger safe area for Sceptile to scamper around between is a cool defensive idea, but there are still steps that could have really boosted this into the atmosphere. Growing trees should have been the first special you added, since it's such a blatant centerpiece (probably in place of Pursuit or something). The trees also could have given Sceptile more unique ways to attack, depending on how 'large' they are (which should have been specified, by the way). Perhaps Sceptile could wall cling and use some attack while scampering up and down the solid (?) structures, or grow multiple trees and slice them down to topple them in a row, domino-style? Either way, the Sakurai moves throughout the standards are where these ideas could easily fit in without necessarily becoming awkward interactions. Considering you've evolved to this point, I'm hoping this will become the next area you improve in.
@Jinouga: Hey majora! It seems we have another set from you already. You're working hard, aren't ya?
At first glance, Jinouga seems like a cool character. I don't know the first thing about Monster Hunter, but this big...wolf-thing that has a sort of symbiotic relationship with a bunch of electric bugs seems intriguing. However, I'm about to get really nit-picky here regarding some things. Not to be mean, but because I really want to see you improve and I know you're capable!
First of all, Jinouga has this interesting 'tier' mechanic which is pretty much an ammo bank and determines how strong his electric attacks are going to be. You mention that he starts out at a certain tier...but you never state exactly what tier. Probably a minor detail since he spawns Thunderbugs every couple of seconds, but yeah. Also, I personally think 10 tiers is a little much and could be simplified/watered-down a little bit, but I guess I'll get into that later. And then there's the issue of Jinouga's size; you say he's a 15/10, but it would be more helpful to give a more specific description of his dimensions. The size issue will relate to something I'll talk about in a bit.
And so we arrive at his Specials, but I found myself slightly confused while reading them because it seems they're out of order. You mention Shock Traps and Ledges before you describe the moves that make them, so a quick re-arranging would fix that up real good. Speaking of Shock Trap and Ledge, I find that they're kind of really similar and could probably just be melded into one awesome Special Move. Being stunned for nearly 10 seconds seems kind of ridiculous, but I guess it's ok if the traps don't stay there forever and you can only have a limited amount on the field at a time. Blitzkrieg seems way overpowered at minimum charge...scratch that, it's just kind of overpowered in general, but I think a bit of toning down of damage would help some.
So, moving on to standards, I'm going to go back to the size issue I mentioned earlier. For someone big enough to deserve a 15/10 for size, his physical attacks seem a little too weak without a charge. Granted, Jinouga probably shouldn't be without a charge anyway, but still. Also, no 'tiers' for the charge on his Standard Moves? There are a couple of moves that stuck out to me as needing some work; Side Tilt being just a glorified roll dodge seems like a waste, Up Tilt controls requiring the L and R buttons seems highly unintuitive, and Down Smash requiring 10 tiers of charge seems restrictive.
Once again, I apologize for that massive wall of negativity. I think a bit of proofreading and some number crunching could work wonders on the set. And don't think it's all negative, no no no. I feel like Jinouga is part of the evolution you're going through, majora, into more sophisticated and creative sets. You're really getting up there in quality, and there's a lot of polish in here that wasn't present in some of your past sets. As a whole, Jinouga's a pretty neat concept; I like the cool electric predator feel of his playstyle, and he has some neat moves mixed in. So once again, don't take this too hard, majora, but I hope you can take a bit of my (hopefully) constructive criticism and use it to bring us some more great work this contest!
Does this Megaman boss look familiar? Of course not, it's an OC!
Box Man is Dr. Wily's latest creation, aiming to kill Megaman once and for all with the god-like power of boxes.
☐PLAYLIST☐ Why jazz? Because playing Box Man requires creativity and improvisation, just like playing jazz. And it fits nicely.
☐THE☐BOXES☐
Box Man's playstyle revolves all around boxes. They're exactly as big as a stage builder block and they "stick" to each other when they come in contact with other boxes, creating endless buildings and contraptions. They can stick in all directions and there is no way to separate boxes once they're stuck, except with the Jab and Neutral Air.
Each of the boxes has 15% stamina, but it'll never break from a fall. So if you create a tower of boxes and destroy the bottom one, the others will just fall vertically and stack onto each other again.
And if an enemy happens to be squished by the tower, they can get from 6% to 50% damage and some godlike knockback depending on the size of the tower. Box Man is also damaged by his boxes though, so if a tower is about to squish him, use the Up-Grab to grab it just in time.
Of course this is only one of the endless possible buildings you could make. You'll find some more techniques later on.
There can only be 8 boxes onscreen at a time, so Box Man will often have to manually destroy his boxes if necessary. He'll only regain his boxes once he touches solid ground. This is to prevent infinite recovery, as we'll see later on.
One more thing: foes (and Box Man himself) cannot dodge boxes with the side-dodge, so technically they're like hard parts of the stage.
Box Man pulls a box out of his back and holds it over his head, with almost no lag at all. If you press and release B, then you'll be able to walk and jump around with the box over your head. You can dash and double jump just like you normally would. If Box Man gets hit while holding the box, he'll let go of it.
As soon as Box Man pulls out a box, it has a slight aura around it, which means it's invincible and can't be broken. It lasts 3 seconds, which is very useful for building stuff without having the foe constantly destroy it.
☐BOX☐MOVESET☐
Note: All of the things below can also be done in mid-air.
B/Side B - Places box in front of him. Completely lagless just like most of his moves.
Down B - Places box under him and stands on top of it. This is also Box Man's primary recovery option, but a very effective one, since it gives him his two jumps back: simply place a box under him, then jump off of it, double jump, and repeat until you're out of boxes. See what I meant earlier by infinite recovery? The only downside to this recovery is that Box Man is completely vulnerable to attacks, especially spikes.
Up B - If there's a box above him, he'll attach the box to it. Otherwise nothing happens.
A - Throws the box in the direction you tilted the control stick, with plenty of lag. It'll reach about 3 blocks forward and 2 upward. It'll still attach to other boxes if it touches any, and it won't get any damage when it hits the ground. A thrown box deals 7% and knockback killing at 160%. Good for attaching boxes in hard-to-reach places.
☐SHORTCUT☐
If you hold B instead of releasing it, you can place a box simply by tapping the control stick in the desired direction (while keeping B down). This is particularly useful for recovery, since it takes much less time. If you still don't release B after placing the first box with this method, you can keep tapping the control stick to place more boxes, with almost no lag in between. Useful for creating instant towers of boxes.
Of course you can't run around with this shortcut, it's only for placing boxes quickly and effectively.
☐SIDE SPECIAL☐ROCKET HAND☐
Box Man extends his right arm in front of him and shoots a missile which pushes boxes offscreen. Looks like the one above except the hand is open. The move starts out pretty quick but you can delay the shot by holding B. While B is held down you can also aim it upwards with the control stick. But it WON'T SHOOT DIAGONALLY, it'll only shoot forwards or upwards.
The missile travels at Mario's dash speed and if it comes into contact with a foe, it'll deal 8% damage and good knockback and keep on going.
Once he shoots, he actually loses his arm, but once the missile goes off-screen, the arm will quickly grow back. If you use this when he doesn't have his arm, he'll shoot his other arm, ending up armless. Until at least one arm grows back, he won't be able to use any moves which require his arms, including the Neutral Special. And of course there are moves which require both arms, like the grab or the Down-Smash.
But let's get back to the missile. If you fire it against a box or a group of boxes, then it'll push it along and take it off-screen with it, without slowing down the missile's speed. But the real use of this move is for gimping.
Create a tower of boxes between you and your foe and shoot the missile at it. The foe will have to either jump over the tower if he can (Bowser probably can't) or lower the tower's height by destroying a few boxes and then jump over it.
In any case if he does manage to get over the tower he'll probably be freefalling if he used his Up B, giving you plenty of time to charge up an Up-Smash or something. Pretty neat eh?
☐DOWN SPECIAL☐BOX FORM☐
Box Man closes up and becomes…(you guessed it!)…a barrel! I mean a box, that's just my awesome sense of humor. The move takes a bit to start out, but once you're in box form you'll look just like all of the other boxes. But that's not all.
If you happen to be next to another box (under, over or next to you), then you can move from your box to that one with a tap of the control stick! If you've got a mass of boxes to travel in, then your foe will just be guessing which box you're in (a sound plays every time you move but there are no visual hints as to where you're going). By pressing B again Box Man jumps out of the box he's currently in and uses this new box as his new "shell".
Now what happens if the foe manages to damage and then break the box you're in? Well the hits that damage the box without breaking it do nothing, but the decisive attack deals twice the damage, but about half the knockback. But there's a catch: Box Man won't have a shell anymore!
In this naked form, he'll constantly receive twice the damage and knockback until he finds a new shell. But he's bit more agile, so that should help in avoiding your foes.
He can still use all his moves, so all you need to do is place a box under his feet and Down B inside it to get your shell back.
☐UP SPECIAL☐MAN-IN-THE-BOX☐
Box Man jumps out of his own box, ending up in naked form. This is Box Man's emergency recovery option. If he's out of boxes to stand on, you'll have to use this move to recover. It works like a sort of third jump, reaching as high as your second jump, but there are no invincibility frames, meaning you could easily get spiked. Box Man doesn't freefall after it though, so you can defend yourself if necessary. This means you can use all of your moves, including the Neutral B in case you have any boxes left.
You can also use this move to weakly spike foes under you with the falling box, since it's quicker than using Neutral B.
☐GRAB☐LIFT☐
Box Man extends both arms forward and they stretch out as much as Samus' grab, but with a bit less ending lag. Don't be fooled though: it isn't a tether. Box Man's grab is unique in that he can use it to lift anything, from players to boxes to entire structures. Also, he can grab both in front of him, over him or under him (with the control stick), and he can grab in mid-air.
With players, he'll hold them over his head and can now run around and jump around as he wishes, while they deal with higher than average grab difficulty.
It's just like holding boxes (minus the throwing), but when you press B (only works on the ground) Box Man won't simply place the foe in front of him, he'll pull out a box, place it in front of him, then put the foe inside the box. Like with boxes you can also press Down B to place the foe in a box under Box Man. If there's already a box where you're trying to place the foe, Box Man will simply place him inside that box instead.
The boxes which you pull out with this move don't have the 3-second invincibility, but they have another feature: once foes are inside, they have to wait 1-3 seconds depending on damage before they can press a button to break out. And remember, from the inside boxes have only 1% stamina. Or, if there are boxes adjacent to the one he's in, he can move around just like Box Man does. If both Box Man and the foe are moving around inside a structure, they can't occupy the same box and they can't attack each other, as that would just break them out of the box. It'll become a battle of epic mind-games. Pointless, but it's there. Also, if a foe (or Box Man) breaks out of a box, and there's a box above him, it'll of course fall onto him, dealing damage and knockback unless he breaks them with an attack. Box Man has the advantage of using his Up-Grab to grab the box (or boxes) before they squish him.
With boxes, nothing special, just refer to the box moveset above. Remember that if he lifts a box which is attached to other boxes, he'll lift the whole structure.
With structures it gets interesting. He can literally lift up anything. Let's see how it works:
See that cute little smiley? That's Box Man.
This one's pretty straightforward, he'll be holding the row of boxes over his head.
Note: in the second pic the top box should be to the right. Will fix soon.
In this situation a forward grab would be impossible (it wouldn't lift the box in front of him because attached boxes are inseparable), he'd just try to lift it, with a lot of lag. So in this case he just does a downward grab and ends up under the structure, holding it over his head.
What happens if he does a downward grab here? He'll end up holding the box above him, hanging from it, unable to do anything but use the pummel or let go.
☐PUMMEL☐ROTATE☐
Box Man's pummel isn't a pummel at all. He uses it to rotate whatever he's holding above his head. With boxes and enemies, it's completely pointless, but when he's holding entire structures it gets interesting:
What we see here is Box Man rotating what he's got above his head. As you can see, when he "rotates" he passes from the first box to the second, then by rotating again he goes to the third box. Now that he's at the edge if you rotate again he'll turn the row and hold it above his head. Then he'll rotate it again etc. That's how it works. He never moves when rotating, he just moves the boxes above him.
What happens here when he rotates? Well he ends up hanging from the top. And if he rotates again? he'll fall back to the ground and hold the next box. As you can see he can always rotate, and it can make him fly up in the sky and fall back down at will.
One more thing regarding the grab: If Box Man turns around while holding a structure, the structure won't turn around with him. Also, the direction Box Man is facing determines in which direction the structure will rotate.
Apart from playing Tetris, this grab can be used for endless techniques. The structures deal damage and knockback when they swing around, so they're great weapons too.
Box Man's biggest advantage here is the 3-second invincibility which boxes have.The only way foes can stop you is by attacking Box Man himself, making him let go of the boxes. But if you've got some imagination you can create structures which protect Box Man from attacks, while still being good gimping weapons, like below.
☐STANDARDS☐
☐JAB☐SPARTAN KICK☐
Box Man kicks, Spartan-style. 4%, pretty laggy, slight knockback.
If he kicks a box, it won't destroy it (the tilts are for that), but it'll launch it across the stage at Metaknight's dash speed! But unlike the Side Special, if there's a tower of boxes and he kicks the bottom one, only that box will dash forward while the other ones fall and stack onto each other again.
It deals 8% and some pretty good knockback (at least for a jab), killing at 160%. Also unlike the Rocket Hand, when the box goes off the ledge of the stage, it doesn't keep on flying forward, but it falls down, affected by gravity. Great for gimping.
☐FORWARD TILT☐PEBBLE☐
Box Man pulls out a small pebble out of nowhere and throws it at the foe. The move has about as much lag as a Mario fireball, and can only be reused once the pebble disappears after 3 seconds. The pebble reaches 5 blocks away but deals no damage: it has fixed vertical knockback comparable to Mario at 0% hit by a fully charged Mario U-Smash. The move's primary use, if it wasn't obvious enough, is for spacing, which is a crucial part of Box Man's game, as it gives him all his building opportunities.
Another thing the pebble has is that it destroys boxes in one hit, which means it's Box Man's best tool for destroying certain unwanted boxes without resorting to the reckless smash attacks.
☐DOWN TILT☐SPRING-MINE☐
Box Man throws a small mine on the ground which "detonates" on contact with both boxes and foes. The move is very lagless and there can be only one mine on stage at a time. The mine itself is a little black thingy, not very noticeable, but it isn't really a mine. When a foe passes over it, it deals 3% and it shoots the foe upwards at a fixed height of 6 blocks. This has two uses. The first is obvious: spacing and wasting time. The second is more elaborate.
Once the foe is in the air, Box Man can follow up with endless techniques. The most immediate one would be to lift up a row boxes, throw it in the air and use your side-special to shoot it upwards, pushing the foe towards the top blast zone. But you can also make use of the hitstun to pull off an easy grab.
Now, what happens when boxes pass over the mine? They also get catapulted upwards just like foes, although they do get the damage. What's the point? Well, squashing your foes. Fire a row of boxes towards it with your Side-Special or Spartan Kick, and watch as the whole thing jumps up into the air and falls back down onto poor defenseless foes. Can also be great for gimping if you get the boxes to go over the edge of the stage.
☐UP TILT☐JUGGLER☐
Box Man makes a full circle around him with his slightly extended right arm. A pretty lagless move which is great for juggling, as you may have predicted. It deals 6% and upward knockback killing at 160%. The direction of the knockback actually depends on where the foe is hit. The top of the circle means upwards, the right side means towards right etc.
Now the cool part here is that this affects boxes and structures in the same way. Hitting structures and boxes from various angles can make them fly in all sorts of directions. It's a sort of reckless move, but it can be useful especially when your foe is close to you and you've got a few scattered boxes here and there.
☐DASH ATTACK☐MINI-TELEPORT☐ Box Man disappears and reappears about 3 blocks further. It's a bit laggy on both ends, as much as Zelda's Up B. It doesn't go through solid ground, but it does go through boxes, and that's the main use of the move. In the common scenario of a tower between you and your foe, being able to get to the other side is an enormous advantage. Just when the foe manages to get over the tower, you can get on the other side and attack him from there, essentially rendering his feat a waste of time. What this means is foes will concentrate on breaking the boxes rather than getting over the tower, giving Box Man plenty of time to launch boxes at him with the Spartan Kick.
☐AERIALS☐
The Aerials are all air versions of the standards.
I wanted the standards to be a second set of specials instead of regular standards, since they're pretty useful in mid-air, so there.
☐NEUTRAL AIR☐SPATAN KICK☐
Box Man kicks, Spartan-style. This is the aerial version of the jab. Does the same thing, pushing single boxes out of towers. Very useful when there's a tower of boxes between you and your foe.
☐FORWARD AIR☐PEBBLE☐
Nothing special.
☐UP AIR☐JUGGLER☐
Samey same.
☐BACK AIR☐PEBBLE☐
Yeah, it's just like the F-Air, but backwards. Wow.
☐DOWN AIR☐SPRING-MINE☐
Yep. He throws the mine down to the floor. Useless info: it doesn't touch anything on the way and just keeps falling until it gets to the ground.
☐SMASHES☐
Note: all the smashes destroy boxes in one hit. And then there's the chain destruction mechanic, which I'm about to explain.
☐UP SMASH☐DOUBLE FIST☐
Box Man punches above him with both hands. 10-20%, kills at 150-100%, very little lag. A good move to use against foes who are in freefall after jumping over your towers.
But this move has another use:
Whenever you happen to have a tower of boxes above you, like shown, using the Up Smash will only destroy the box on top of him. But if you charge it, it'll destroy the others above it too in a chain destruction! This is one of Box Man's fastest ways to get rid of boxes, and it's a feature which it shares with the other two smashes as well. It destroys about 3 boxes a second and it destroys from 1 box to all of them depending on the charge.
☐FORWARD SMASH☐TOWER FALL☐
Box Man slams his fist on the ground in front of him. 10-20%, kills at 130-90%, lots of ending lag, like DDD's. Apart from being a decent finisher, and sharing the chain-destruction mechanic if you hit a row of boxes, it has a very unique mechanic. If you fully charge the move and you don't hit anything but the floor, then it'll triggerTOWER FALL:
What happens is that any structure of boxes you've created, no matter the size or shape, will suddenly tilt towards the direction you slammed your fist in. And without wasting too much time, it'll start falling, squishing foes underneath.
The boxes won't get damage when they hit the ground, and the damage and knockback dealt on foes depend on the amount of boxes of that specific structure (ranging from 10% to 40% if you used all 8 boxes and usually insane knockback).
Foes will have a hard time defending themselves as the only thing they can do apart from escaping (which isn't always easy) is break one of the boxes so that they can fit in one of the spaces, which isn't exactly and easy task, especially for big guys like Bowser.
Now you might wonder what happens with weirdly shaped structures. I'll show you:
As absurd and illogical as it may sound, a row of boxes like above will tilt and become a tower. Shut up Newton, it's physics. Since it doesn't squish the foes, it'll deal less damage, but it still has some good knockback.
A single box or a cube? All it'll do is tilt and fall on it's side.
Now what happens here? It'll fall on it's side, and those two blocks sticking out will break when they hit the ground, turning the structure into a simple row of boxes. Foes get extra damage if they get "stabbed" by that part of the tower.
In this case, the fourth box will be the one "in the way", so it'll break on contact with the ground, leaving you with the second structure.
☐DOWN SMASH☐GROUND SLAM☐
Box Man slams both fists on the ground on both sides. If the shapes in the last move didn't make you think of Tetris, then this definitely will. The move itself is quite laggy both before and after and it deals 8-18% and knockback killing at 120-80%. This smash shares the chain destruction mechanic when you use it on the top of a tower of boxes, but apart from that, it has another mechanic known as theTETRIS EFFECT, which is triggered when you fully charge the move and you don't hit anything but the floor, like in the F-Smash.
What happens is every box touching the ground you're standing on will break, like when you get a full row in Tetris.
So the above structure will lose it's bottom block and the row above will fall to the ground, squishing foes and dealing damage and knockback which depends not only on the size of the structure, but also on the height of the fall. Very hard to use effectively though.
☐FINAL SMASH☐EXPLOSIVE BOX☐
Press B and Box Man will pull out a box which is as big as a square of four normal boxes and hold it over his head. It works just like any other box, except that it's invincible and will never break. So what's the point?
If Box Man presses Down B, he'll snap his fingers and the box will explode, dealing 30% and insane knockback, killing as early as 60%. The explosion itself hurts Box Man too, so watch out.
The best way to use this final smash is to shoot your Rocket Hand at it and detonate it when it gets to the foe. Or if you're dealing with a foe who's recovering, kick it with your jab to make it fall onto him. You don't even need to detonate it in this case since it'll just spike the foe to his doom.
One more thing: before you detonate it, try attaching some normal boxes to it. The explosion will spread to the other boxes too, increasing the range and making it even harder to dodge.
☐SNAKE CODEC☐
Snake: No fair! He's got an infinite supply of WOODEN boxes to use, while I've only got one lame cardboard box! Otacon: Snap out of it, Snake. You've got more than enough weapons to beat the crap out of this guy. Mines, missiles, grenades- Snake: But he has more boxes than me!! And they're WOODEN for crying out loud. What can I do with my box? Hide in it? Whack it on their heads? Tell the chief I want a WOODEN box and I want it now. Otacon: Yeah Snake, sure.
☐PLAYSTYLE☐
Playing Box Man requires improvisation and creativity, but it also requires time and space. You can't build anything if your foe is constantly breathing down your neck with his fancy melee attacks. So to start off, I recommend a simple tower, followed by Rocket Hand to keep the foe away for a bit.
After that there isn't any rigid playstyle to follow, it's really up to you. So instead of directing you like a brainless monkey, I'm simply going to list a few of the things you could build.
I'm pulling the tower out again because there are tons of things you can do with it, other than simply pushing it with the Rocket Hand. You can make it fall with the F-Smash, but a fast foe can easily dodge that. So what you could do is use Box Man's great grab and place a foe inside a box (it helps if he's at high percents) then proceed to make the tower fall onto him. Not easy but it can be devastating if it works.
Since boxes halve knockback, the foe could just stay inside the box, but he'll get twice the damage, so it's kind of a gamble.
Another thing you can do is use the jab and neutral air. Also known as the Spartan Kick, this is the move which pushes only one box out of the tower, instead of taking the whole tower with it (look at the pic above). If the foe is on the other side trying to jump over, you on the other side can use this move to launch a few boxes at him. This is particularly deadly if the foe is recovering and the tower is close to the edge, since the boxes are affected by gravity and will fall onto him.
This is probably one of the most efficient ways to use a tower. Simply add a box like above so that you can grab it with Up-Grab. Then charge at the foe and push him off stage. The big advantage here is that you can jump too, stopping foes who are trying to jump over the tower.
After using the F-Smash to make a tower fall, you'll always end up with a row of boxes. Instead of destroying it, you can use the F-Smash to make it tilt and become a tower again.
But that isn't the only thing you can do. If you keep it, and you've got a foe trying to recover off an edge, simply use the jab (Spartan Kick) to launch all of the boxes off the edge and onto him.
If you've got a bit more time, you can do something even more deadly: lift the row above your head and throw it down at the foe. The only way he can dodge that is if he has an Up-B which can break through the boxes (like Fox, Mario or Captain Falcon). Otherwise he's f*cked.
If instead the foe is respawning, welcome him back with another big row of boxes over your head. Then throw it upwards with Up-A and quickly pull out your Rocket Hand and shoot upwards. The row will push the foe upwards towards the top blast zone. Although it is pretty hard to kill this way unless the boxes still have some immunity, it can give you time to build other stuff.
Another thing you could do which is probably more effective is trap the foe in a box and shoot that with the Side Special. If the foe has high enough damage, it might even get off stage before he manages to break out.
If you've somehow managed to kill the foe, then don't waste your time taunting. Now's the best time to build your craziest projects.
The above structure is one of the awesome things you can make. Once Box Man is under there, hold the middle box above you with Up-Grab and start jumping around like crazy. The point here is squishing your foes with it. It's a big structure since it uses up seven boxes, so it would deal plenty of damage and knockback. The only problem is if you end up off stage and are out of jumps, you're doomed.
One more thing: from under there you can place mines with your Down Tilt, which can be very deadly to the foes around you trying to break in.
This one is awesome. If you lift the above structure on your head, you can use it as a hammer of sorts. By rotating it with your pummel, it'll swing downwards, squishing foes underneath or spiking them if you're in the air. Then rotate it back and repeat.
In conclusion Box Man isn't exactly a family-friendly character. But if you're a good improviser and full of ideas, you can be devastating. All you have to do is learn to never waste any time, keep your foe away from you and build build build.
BASS.EXE
Is this your first moveset? I see you on the chat all the time and whatnot but I don't think I've ever actually seen a set of yours. Ah well, whatever. Bass does a lot of what I was trying to do with Gigan, only you did it far better - a character who uses reverse knockback to keep his victims near him while threatening with several powerful attacks. Thank you for pulling that off nicely.
There are a couple of moves that seem a bit overpowered, though most of those make Bass glitch out. Which is, by the way, a pretty clever way to balance moves. Bass even has a way to out an end his glitchy misery through that up special. The gifs you made do an excellent job of showing whats going on in what would otherwise be complicated attacks to imagine. I kinda wish you made them for every move, but at the same time, I understand why you didn't.
My only gripe (and it is a dumb gripe) is all the weird music terms for the attack names. It seems like a dumb, random design choice you would see in a JRPG for the name of the last boss's attacks.
I'm really impressed with this set. The playstyle is very clear, and it doesn't need a section elaborating on what it is. I'm envisioning playing as Bass right now; I feel powerful, I feel graceful, and I feel threatening. Perfect for the character. Encore, encore!
The Demon Barber himself, Sweeney Todd joins the Brawl!
Background
Sweeney Todd is the title character of the 1979 musical thriller Sweeney Todd: The Demon Barber of Fleet Street. This particular version of Todd is from the 2007 film adaptation of the play, portrayed by Johnny Depp. Once a happily-married London barber by the name of Benjamin Barker, his life was torn apart when he was unjustly imprisoned by the corrupt Judge Turpin. Turpin did this so he could take Barker's beautiful wife, Lucy, for himself. Barker's imprisonment warped him, filling him with sadistic rage and anger towards the world. He returned to London 15 years later, assuming the alias "Sweeney Todd". He found out that Lucy had killed herself and that Judge Turpin had adopted his daughter, Johanna. A vengeful Todd swears revenge on Turpin and, eventually, the entire London aristocracy. With the help of his former and co-tenant Mrs. Lovett, Todd reopens his barber shop under his new alias, planning to have Judge Turpin come by for. . . a shave.
Stats
Todd stands as tall as Snake and weighs as much as Wolf. His aerial movement matches Falco's and he falls as fast as Zero Suit Samus. Not being the youngest or most fit guy around, the Demon Barber runs as fast as Falco and shares Wolf's jump power.
There is no Barker; that man is dead. It's Todd now. Sweeney Todd. . . and he will have his revenge.
Up Special: Barber's Chair
Todd briefly turns his back to the camera, before dragging his specialized barber's chair out from the background and setting it down in front of him. The chair is solid, characters being able to stand on it, and takes half a second to set up. It's basically a red armchair that has been modified by Todd: it has a metal footrest and a foot-operated lever on the side. The purpose of the lever will be touched on later. Whenever a foe is thrown or otherwise knocked into the chair, they will be forced to sit in it, and Todd will automatically force his foe to sit in it if he grabs them near it. If they are hit into the back of the chair, they take 10% damage and fall into prone on the floor, suffering one second of stun. Once a foe is in the chair, Todd can use his grab next to it to step into the background and assume a position right next to it, ready to go to work on them. From this position, Todd has access to all his specials, and can use any of his throws by simply hitting the corresponding direction. Using Up Special again will make Todd turn the chair to face the opposite direction over half a second.
But Todd's foe knows what he has in store for them. . .right? The foe will sit for 2 seconds before they can get out of the chair by hitting up or forward. Todd will leave his position when the foe leaves the chair. But through smart usage of his specials and throws, the Demon Barber can lull them into staying longer. He can try more actively forcing them into the chair too. After all, Sweeney just wants to fix the foe's hair up a bit, no? He's doing it for their own good. . . or so he wants them to think. Some of Todd's moves can also extend the time a foe will sit through various means. The Demon Barber needs time to work his magic.
Todd cannot have more than one chair out at the same time: using Up Special again will cause the first chair to disappear as Todd hauls out another. Foes can destroy the chair by dealing 50% damage to it, robbing Sweeney of his ability to set another one for 5 seconds. Using Up Special in midair will result in a generic jump with slightly less vertical range than Wario's Up Special, but with better horizontal movement.
Grab and Pummel: Come on In. . .
Todd's grab is nothing special: slightly above average lag and range. He can however use his side special or neutral special on grabbed foes. And if he's used his up throw on the foe, they will not resist him as much, doubling the escape difficulty. For the pummel, Todd gets behind the foe, puts his hands on their shoulders and starts pushing them forward at his own walk speed. Tilting the opposite direction on the control stick will make Todd stop pushing, smashing the opposite direction will make him turn around and push them the other way. Hitting A will make Todd give them a shove: this ends the grab, but it makes the foe stumble forward half a platform. Foes can break out during this, and in fact it's slightly easier for them. Regardless, this can be an effective way to force the foe into your chair, especially if you put a barber cape on them first. Throws can be input during this, with Todd stopping before performing them. He needs to manually stop pushing before he can use back throw.
Forward Throw: Barber Cape
Before Sweeney can go to work, he's got to prepare his vict-. . .I mean customer. The barber pulls out a white barber cape out of nowhere and ties it tightly around the foe's neck, releasing them from the grab afterwards. The cape has a number of effects on foes. It triples their trip rate, doubles the lag of grabs and causes them to trip whenever they attempt a dodge or roll (excluding air dodges). If the foe stands still and holds down Z, they will remove the cape and toss it into the background over one second. The most important purpose of the barber cape is that it forces foes to sit in his chair for an extra 5 seconds when they have it on. If Todd doesn't have a chair out, or if the foe already has a cape on, he'll simply throw them forward, dealing 7% damage and knockback KOing at 170%.
Up Throw: Shaving Cream / Closest I Ever Gave
This move's function changes depending on whether the foe is in Todd's grab or in the chair. If they're grabbed, Todd will give them a bit of motivation to seek his services. For male foes, he will pull out a pair of scissors and cut random patches of their facial hair off. He then pulls out a small bowl of shaving cream and puts it on their face. Todd accomplishes this in just over a second: guy's got skills. For female foes (or any foe with long hair), Todd takes out the scissors and cuts off part of their hair, making sure it looks pretty damn awkward. This makes foes more susceptible to another one of Todd's moves. . . and I haven't introduced that move yet, so you'll figure it out later.
When Todd uses this on foes in his chair, he'll take out a razor or scissors and go to work shaving them or cutting their hair. Todd will take 10 seconds to cut their hair if given no other inputs. But mashing A or Z will make him speed it up, cutting the time needed down to 4 seconds if you mash the button as fast as possible. He'll stop cutting if up throw is hit again. If Todd manages to finish though, he'll stand up and motion to the foe that they can leave. Indeed, the foe is able to leave the chair after he does this. But they can't take their eyes off Todd yet. The Demon Barber can cancel this motion into down throw, side special or back throw. With proper timing, Todd can hit a foe who delays getting out of the chair for even a moment. After he motions to them, Todd can exit his position in the background by dodging left or right to end up on either side. He'll automatically exit after 2 seconds, moving whatever direction takes him furthest away from the foe.
It'll take a full minute for the foe's hair to return to its original state: until then they will not stay in the chair if Sweeney puts them there, and Up throw will be unusable. But unless Todd used down throw or side special on the cleaned-up foe, they will be more trusting of the barber for the rest of that stock. If Todd grabs them, they will blatantly not resist him as much, doubling the grab escape difficulty. This makes them easier to move around, but more importantly, makes it easier to land down throw or side special.
Neutral Special: Merry Mr. Todd
Forcing a foe into the chair isn't Todd's only option: he can potentially convince them to sit down depending on certain conditions. This move has Sweeney talk to the closest foe, saying one of two things depending on their gender.
Male or Genderless foes: "You sir! Would you like a shave? I can guarantee you the closest you'll ever know."
Female foes: "Would you like to have a seat madame? I can make you more beautiful than any other."
This does absolutely nothing unless Todd has a chair out. If Todd finishes his phrase without being hit, any foe within a main Battlefield platform will stop whatever they're doing and turn their attention to Todd (if he says the male/genderless phrase, all male/genderless foes will be affected, the female phrase does this to females). This stuns all affected foes for 2 seconds as they look at Todd questioningly. They will not do anything to resist Todd during this time unless he damages them, giving the barber time to grab or reposition them as he likes. But if he tries to use down throw or side special on them, they will immediately break out of Todd's grab: the foe doesn't want their hair cut before they get in the chair, right? If Todd has previously used up throw on any affected foes, they will walk towards Todd's chair for 3 seconds, motivated to actually have him fix them up. They will sit down of their own accord if they actually reach the chair. Foes will still panic if Todd tries to use down throw on them. . . assuming they aren't in the chair. If Todd pushes them with his pummel while they walk towards the chair, they will move at their own walk speed plus Todd's walk. A good way to hurry foes along.
If Todd uses this while in his position by the chair, he'll sing to the foe in an effort to calm them. He'll sing one of two songs depending on their gender: "Pretty Women" for males and "Johanna" for females. He alternates between them for genderless foes. Lyrics for both are below, shortened to fit the pace of Brawl.
Pretty Women
Pretty women
Fascinating...
Sipping coffee,
Dancing...
Pretty women
Are a wonder.
Pretty women,
Sitting in the window or
Standing on the stair
Something in them chills the air.
Pretty women,
Stay within you...
Stay forever...
Pretty Women,
How they make a man sing!
Proof of heaven as you're living,
Pretty women! Sir, pretty women!
Yes pretty women,
Pretty women,
Pretty women,
Pretty women
Johanna
are you beautiful and pale,
With yellow hair, like her?
I want you beautiful and pale,
The way I've dreamed you were,
Johanna...
And if you're beautiful, what then,
With yellow hair, like wheat?
I think we shall not meet again,
My little dove, my sweet Johanna...
But let's get real here: Todd will never get through the song in its entirety unless the foe specifically lets them. The point of his singing is if he sings for at least 1 second and continues to do so, the amount of time the foe would normally stay in the chair is doubled. He can stop singing by hitting B again, though he can use all his throws and specials while singing. He stops singing before using side special, down throw or back throw.
Not one man... No, nor ten men... Nor a hundred can assuage me!
Side Special: Welcome to the Grave
Todd's done hiding his intentions now. He draws out one of his straight razors and attacks with a laggy stab with pathetic range. If a foe is in range of the move he pops a pore on their head stabs the razor directly into their neck, embedding it there. This deals 20% damage and high shield damage, and stuns the victim for a second as they scream in pain. Todd will have a hard time following up on this due to the high end lag of the move, and foes will burst out of Todd's grab/get out of the chair afterwards. If they are wearing a barber cape though, it'll take them another second to get up as they fumble with it. This gives Todd time to use this again. It should be noted that the foe only lets out a second-long scream the first time they are hit with this. The amount of stun they take is halved with each successive hit. This resets after they lose a stock. Todd can use this move on grabbed foes as well.
The foe's suffering doesn't end there: they still have a razor stuck in their neck! They take 1% damage per second and have their jump power decreased by 25% for each razor stuck in them. If the foe stands still and holds down Z, they will pull one razor out of their neck over 1 second, similar to the barber cape. This deals another 16% to them and spills blood onto the stage (merely for visual effect). The razor becomes a usable item once they take it out and toss it to the ground, behaving like a weaker beam sword with less range. If the foe pulls 3 razors out of their neck over the course of one stock, they start to feel the effects of blood loss, becoming light-headed and falling into prone. From there, they can only move by crawling (even if they don't have a crawl normally). They can stand up by double tapping up, but they cannot dash, run or roll, and cannot jump higher than a shorthop. Regardless, foes in this state also have 1.5 times more trouble breaking out of grabs, which is very useful for Todd. He can finish his victim off by impaling another razor in them or using down throw: the foe letting out their death cry and losing a stock as blood goes everywhere.
One final note: both this move and down throw make the foe aware of just how dangerous the Demon Barber is. As such they no longer trust Todd, which changes a few things for his moves. Foes will only sit in his chair for 1 second naturally, and the barber cape only makes them stay for an extra 3 seconds instead of 5. Finally, the Neutral Special's primary effect becomes utterly useless against them, though Todd's singing keeps its normal effects.
Down Special: My Friends
For this move, Todd brings out strop (a strip of canvas used for sharpening straight razors). Indeed, Todd takes out one of his razors and begins to sharpen it. For each second he sharpens the razor, the damage of his razor-based attacks, including Side Special are raised by 7%. Todd can sharpen for as long as he holds the input, but he cannot increase his razor damage more than 35%. The Side Special's constant damage increases to 1.5% after 3 seconds and 2% at max. If you've got a particularly campy opponent, Sweeney can easily hide behind his chair and sharpen his blade. If he's got a trusting foe in the chair, he can even sharpen it then in preparation for a Side Special or down throw. But be careful, as Todd only sharpens one razor at a time. If you impale a sharpened razor in a foe, you'll have to go through the process again with a new one.
Down Throw: Goodbye, Johanna
Todd's made up his mind: he doesn't want his foe to live any longer. He puts a straight razor to their neck, and dramatically slits their throat, digging into their flesh as they let out a scream. This takes about 2 seconds to do, but is well worth it as the attack deals 27% and causes the foe to immediately fall into prone. They can get out of prone immediately, but the foe will soon notice some changes. They are unable to dash, going into their normal run if they try. They have a harder time breaking out of grabs, the difficulty multiplied by 1.5 (this does not stack with Side Special). They constantly hold their neck with their hand, as blood leaks out of their wound. This prevents them from catching items (via a dodge), and it also prevents characters who wield a weapon from grabbing or holding any item. Afflicted foes cannot hold barrels or any item that requires 2 hands either. Finally, they take 1% damage every other second (boosted to 2% with a fully sharpened razor). 20 seconds after having their throat cut, the foe will fall into the same state that 3 Side Special razors can induce (no I'm not saying it again). 15 seconds after that. . . they die. This attack is indeed an insta-KO, yet takes a long time to reach that point.
Now we go back to actually pulling this off. When he uses this in a normal grab, he holds his foe with one hand while he gets the razor with the other. This halves the normal grab difficulty (if grab difficulty is doubled for them, it reverts to normal difficulty). So foes are very likely to escape unless they trust Sweeney. When Todd has a foe in the chair, this becomes much easier to pull off. But the Demon Barber gets a bit overconfident in this case, deciding to take his time. It takes him nearly 4 seconds to actually slit their throat as he slowly puts the razor under their chin. The foe is free to get up .7 seconds after Todd finishes. Using this on a foe whose throat Todd has already cut is an insta-KO. Landing this and/or Side Special are key, weakening the foe and eventually leading to a KO.
Back Throw: Ejection
Todd simply throws the foe behind him for 7% damage and knockback KOing at 170%, mirroring the forward throw. Obviously, this does something different if used on a foe in the chair. Remember that lever I talked about? Todd quickly pushes that lever with his foot. This causes the chair sans footrest to suddenly tip over backwards and straighten out, forming a downward incline. The foe then slides backwards off the chair, flying 2/3rds of a platform along the ground before regaining control of themselves. If they go off the edge they fall at their normal fall speed while keeping their forwards momentum. If you have the chair set up right by the edge (you can't block foes from grabbing the ledge by putting your chair there), this can be an effective finisher, or at least a way to set up a gimp.
At last! My arm is complete again!
Neutral A: Away!
Fairly straight-forward, this has Todd throw both hands forward in an attempt to push the foe. This deals 3% damage and pushes the foe half a platform backwards. If they come in contact with Todd's chair during this time, they fall back into it. If Todd uses this right as the foe hits his lower body with an attack, both attacks will land. The foe will get pushed back as Sweeney takes full knockback and damage from their attack. If you can take the fight close to the chair, this can be a crafty way to force them into it.
Dash Attack: Herding Vermin
Todd puts his full force into a flying knee attack, letting his momentum carry him forward a short ways. This deals 8% damage and medium knockback that can't KO, as well as some nice stun. The knockback is just slightly angled downwards, making sure they won't go flying into the air. If the foe is dashing towards Todd as he hits them with this, they'll fall into prone, suffering increased stun as well.
Forward Tilt: Rushed Murder
Todd pulls out a razor and performs an obscenely quick horizontal slice with it. This deals 9% damage and significant stun, a good lead-in to a grab. But there is some above average end lag, so Todd could be in for punishment if he misses. This does do good damage to shields, but doesn't push them much.
Up Tilt: Complete Again
Possibly full of joy, Sweeney holds a razor before him at an upwards 45 degree angle. This can be angled slightly upwards or downwards. Contact with the razor deals 7% damage and low downwards knockback. Foes who try to shorthop into an attack will find themselves knocked into prone by this move. Angled even further upwards, this can be effective anti-air.
Down Tilt: Drag
From his crouch, Todd gets even lower and grabs at the foe's feet. While this is a grab, it can be blocked. The foe pushes Sweeney off them upon blocking this, resulting in lag for both parties. Todd will grab their legs and begin to drag them along the ground, forcing foes to escape this like a normal grab. He can grab prone or tripped foes like this too, in which case it's 1.5 times harder for them to push Todd off. Hitting back will cause Todd to turn around over .5 seconds and pull them the other direction. If he reaches his chair, he'll grab the foe by the waist and put them in it.
Additionally, smashing forward will cause Todd to start spinning the foe around (Mario's back throw). Foes can still escape during this time, but if Todd spins them for 1.5 seconds, he'll let go, causing the foe to take 8% damage and horizontal knockback KOing at 150%. If the foe escapes from this move at any point, they kick out of Todd's grasp and end up in face-up prone.
There's a hole in the world like a great black pit, And the vermin of the world inhabit it, But not for long!
Forward Smash: Razor Fury
Todd pulls out a razor and performs two forward stabs followed by a strong horizontal slice. The 3 attacks as a whole deal 17-26% damage and the final slice deals knockback KOing between 115 and 130%. Each attack also causes some shield push and significant shield damage: this move can really put a hurt on shields. But the shield push can be a bad thing, sometimes pushing foes out of range of the final strike and leaving Todd open. This is still a vital move for Todd to put pressure on foes, forcing them towards your chair or leading into a Neutral attack or down tilt.
Up Smash: Head Smash
No, this is not a headbutt or a Pokemon move. Todd raises his arms above him, joining his hands before performing a double-fisted slam attack. This hits above and in front of him, dealing 13-22% damage and knocking foes into prone. This move can hit foes who are already in prone as well, dealing normal damage and nice hitstun. This can certainly give him time to grab them with down tilt and drag them around. This move has above average end lag.
Down Smash: Bloody Blade
Todd crouches as he charges this. He laggily stabs the ground before him with his razor on release, having a strangely small hitbox for a smash. However, this can hit through shields if the foe's feet are not covered by it (for shields like Yoshi's that always cover their feet, this can hit if the shield is below half power). Hitting a foe deals 14-21% damage and embeds the razor in their foot. Naturally, this makes them scream in pain and suffer a lot of hitstun, though the end lag of this move prevents Todd from following up on it well. The Demon Barber suffers even more end lag if he misses, making this a really bad move to flub.
With a razor embedded in their foot, their dash speed is cut by 20%, and they now suffer extra lag every time they land from a jump, wincing in pain. This also deals 1% damage to them every other second. Luckily for the foe, they can remove it in the usual manner over just .5 seconds. However, their dash speed remains nerfed for 7 seconds after, and they still suffer increased landing lag during that time. Todd hates it when his foes take to the air, preferring them in prone on the ground or in his chair. Landing this encourages them to stick to the ground, where the Demon Barber wants them. He can even land this move twice: the effects stack with a razor embedded in both feet. This move also makes foes un-trusting of Todd.
Todd can use this on prone foes as well. He'll impale their foot or leg to cause the normal effects, or put it into their neck if he attacks from the front, essentially acting as a substitute for Side Special.
These are desperate times, and desperate measures are called for...
Neutral Aerial: Foot in the Other One's Face
Todd delivers a straight kick that deals 8% damage and average knockback. If he manages to hit the foe in the head with this, however, it does a bit more. If the foe is on the ground, they get knocked over, taking a few steps backwards before falling into their tripped state. This can easily lead into a down tilt. If the foe is in the air when their face is hit, they suffer increased knockback, KOing at 135%.
Forward Aerial: Weaving Blade
Todd takes out a razor and tosses it diagonally downwards, the weapon moving at Fox's fall speed. Contact with the razor deals 11% damage and upwards knockback KOing at 180%. You might notice something peculiar when the blade hits the ground: it ends up embedded in the background of the stage. . . .yep, this move can hit grounded foes who are in the background. In that case, it deals 11% damage and high hitstun. This can obviously set them up to be grabbed or attacked with a smash (Side Special is just barely too laggy). With fast reactions, Sweeney can predict a dodge and shorthop into an attack. Once the razor hits in the background, any character can retrieve it by hitting A or by rolling or dodging by it.
Back Aerial: Quick Cuts
Todd takes out a razor and stabs behind himself and then in front. This very fast attack deals 10% damage and knockback KOing at 150%. This is Todd's go-to attack for gimping foes, who hopefully have a razor or two embedded in them or are bleeding from the down throw.
Up Aerial: Down Below
Todd grabs above him with one hand in an attempt to drag the foe down, suffering above average lag if he misses. If he hits anyone, he grabs onto their leg, adding his fall speed to the foe's as they plummet down. The foe can break out at normal grab difficulty (not affected by other moves). This obviously has use as a suicide KO move. If they hit the ground, the foe ends up in prone at Todd's feet. More notably, if he drags a foe down onto his chair he throws them into it, and he himself lands right in his position behind the chair. If Sweeney's camping behind his chair, he can jump up and pull down foes who try to hop over his chair.
Down Aerial: Sweeney Stomp
The barber performs a Ganondorf stomp, but with a tiny bit more start lag. This deals 12% damage and spiking knockback KOing at 120%, obviously a lot weaker than the Gerudo king's stomp. It's still more than good enough to spike a weakened foe to their death. Todd can also spike foes right into his chair with this. He doesn't automatically fall into his spot, but the foe does suffer some decent hitstun.
How gratifying for once to know. . .that those up above will serve those down below!
Final Smash: Best Pies in London
The Demon Barber has the smash ball. . . this won't end well. Todd performs his grab, the Final Smash ending right there if he doesn't grab anyone. If he does grab anyone though, they're pretty much finished. A cinema sequence starts in which Todd drags the foe to his chair and throws them in, laughing slightly. He then pulls out a razor and says "How about a shave?" with a twisted grin on his face. Todd then slices their throat right open with a dramatic slash, blood spilling everywhere. As the foe bloods out, he hits the lever on the chair. The chair goes back as normal, but this time a hatch opens up on the floor, and the victim slides down through it.
They land in the basement of Todd's barber shop, otherwise known as Ms. Lovett's kitchen. Her business is making meat pies. . . out of the flesh of Todd's victims. Both Todd and Ms. Lovett pick up the now-motionless foe and toss them into the giant oven. At this point the sequence jumps ahead to Ms. Lovett putting a tray of pies on the table as she says "We won't discriminate. . . we'll serve anyone, TO anyone at all!" You can guess what's in those pies. The cinema sequence then breaks, as the victim instantly loses a stock. Also, somewhere between 6 to 8 pies spawn around Todd, each one healing 6% damage. Delicious.
If Sweeney is currently on a team with Pinkie Pie, she'll appear instead of Ms. Lovett. And instead of pies. . . Cupcakes.
Playing as Todd: Mass Murder
Mr. Todd isn't too hard to figure out. He doesn't want to FIGHT his foe, he just wants to murder them. While Todd can function as a typical rushdown character, a lot of his attacks leave him open, and he's very lacking when it comes to KO moves. First off you'll want to bring out a chair as quickly as possible to serve as Todd's base of operations. It's easy for him to wait behind or on top of the chair if the foe decides to camp him. Either way Todd will eventually get into a close range fight. The next thing you'll want to do is prepare the foe to be "shaved". Land a few grabs, put a barber cape on them and use up throw to give them some motivation to go for a haircut. Whether or not you succeed in preparing them, you need to get them to sit in the chair next. Todd can use his pummel or normal throws, or put them into prone or tripped and drag them to it. Or simply pressure them towards the chair with liberal use of neutral A, dash attack and forward smash, using forward aerial or down tilt to poke through their defenses. If your foe insists on keeping their distance, lure them over with neutral special (assuming they're properly motivated). If needed you can go to up air or down air to knock them in.
Once Todd has them in his chair, right where he wants them, that's when the magic happens. He can soothe the foe by singing, prep them if he hasn't already, and sharpen up his blades in preparation for a Side Special or down throw. After Todd puts his razor to their neck, dump them with back throw to start with an advantage. He doesn't even have to bloody them up right away: if he actually shaves them, they'll become trusting enough that any grab can lead to a side special or down throw. Once the foe's weakened and suffering from their wounds, it's time for the barber to dispose of them. He has no problems keeping up with his opponent now, and can easily penetrate their weakened defenses, especially if they've still got a cape on. It's time for the Demon Barber to go for a KO by landing another down throw or Side special, whatever it takes to get rid of the foe for good. This becomes even easier when they're forced into a crawl state. Even if he can't land a killing blow, he can still use the grab, down tilt or a forward smash to work towards a more traditional KO: even the air-challenged Todd can easily gimp his weakened foe once he gets them off-stage. You can even go right from the chair to a gimp attempt if you dump them off the edge.
Realistically though, Todd doesn't even need to force them into the chair. He can just try to embed razors in his opponent immediately with side special or down smash, using the barber cape and up throw to help him do it. It comes down to whether or not you want to wait: aggressive players might prefer the rushdown method to the "shave" method. While Todd is an incredibly skilled barber, even he can't shave two people at once. On top of that, Sweeney's a pretty secretive guy: he hates free-for-alls that allow others to steal his kills. That being said, he excels at 2v2, where he has a partner to assist him in dragging a foe into the chair. And they've even got a choice of two foes: take the biggest threat out of the fight and let your partner take on the weak link. That's pretty much it: Todd's a character with a cemented goal of murder by razor, and has a lot of ways to achieve it. Serial homicide has never been this much fun.
Changelist
The Up Smash is completely changed.
Todd now has an unlimited number of razors to work with.
New effects and mechanics have been added to the Side Special, Down Throw and Down Smash: most notably a shared KO mechanic that has the foe bleed out as a result of these brutal moves.
The Up Special's recovery properties have been streamlined.
I do enjoy reading experimental movesets, and Dark Star definitely fits into that category of unique characters. There is some semblance of magic syndrome tucked into this moveset, but for the most part you manage to make your additions and reinterpretations of the set consistent with the character's own behavior.
He's certainly a very complex and unintuitive character though, and your organization and choice of which moves do what doesn't make a lot of straightforward sense. I'm not a huge fan of when Special Smashes are entirely different in function from the Specials they're connected to, and in this case the Special Smashes are not only very unique moves, none of the smashed specials do damage while all of the regular specials do.
I'm also going to take a little time to criticize the back standard, mostly because it turns him around before he attacks rather than being a true backwards attack, which just makes it incredibly awkward to actually use, especially since such an important and unique move takes its slot.
Now then, the playstyle is something really interesting interesting and unique. While I think it's a little much that he can effectively keep the opponent in the air almost permanently (how many MYM sets especially are completely reliant on the ground to do anything?), it's a new approach on stage control and projectiles with the unique pinball mechanic and really creative grab game.
King Ramses
I was part of the review for this set, but I think I'll actually comment it myself too, so you can also get my opinion unfiltered by any others. After all, a review doesn't usurp a comment, and since I can't read all sets, I might as well comment the ones I do read.
Like I said in the review, I really like how the slab protects enemies from Ramses, so the fact that there are moves like the Forward Tilt and Up Tilt which specifically affect enemies holding the slab completely disrupts what his stated limits are. I would have really liked if he had instead had certain abilities that made him more effective at retaking the slab himself, possibly as a subset of his grab-game.
I also don't like the ability to make a fake slab, because it strikes me as what I'll call a 'generic playstyle expander', a move which doesn't really fit into the overall character or direction of the moveset before it's added, but is added to the set because it creates a new facet to the playstyle, but it ends up feeling artificial in the end as opposed to the more interesting curse manipulation.
I do wish that the curses were a little more consistent in style and all had actual hitboxes, instead of some of them affecting opponents in range and doing no damage or just plain taking over characters (I'm looking at you Utilt!) from anywhere. I should generally be able to expect that if I hit the A button and a direction, some sort of damage is going to happen in the vague direction I'm pointing my control stick.
King Ramses would be the most interesting to play in a free-for-all match, as forcing opponents to chase down and fight over his slab to avoid his attacks would make sense... but he has neither the range nor the raw damage to make that really effective as a strategy. Ramses has a pretty limited effective range except for his locust storm, so enemies who don't have slabs can easily stay out of his way, and he doesn't really have the ability to punish enemies who don't have the slab.
Ramses has quite a few ideas, really cool ideas, but his range of curses end up feeling like a list of interesting, unique ideas that are never fitted together into a rewarding playstyle. The moveset is at least barely functional, as the KO methods discussed in the review showed, but his damage output is so weak, his KOs so difficult to get, and the slab's effect on the playstyle is really pretty minimal in the end.
The slab might have been more effective if Ramses say had screen-wide curses, dealing damage and hurting their stats, or taking temporary control over opponents, but he has such limited range, and so many moves that actually depend on the opponent holding the slab that it's not really an effective tool against him or for him. The moveset as written though just ends up never really taking advantage of its concept.
Le'Quack
So, a new Warlord set. I have to say right off the bat that I like how this one works, even just starting to get into it it's quite Warlordian but is quite unique and more intuitive than some other sets can sometimes get to be. The way that the grab works with the pummel is a very cool way to combine those mechanics and let him order foes around in an intuitive matter, and you didn't make the mistake of making it useless to grab without hypnotizing the opponent. I really like it. The Down Thow is the only one I can complain about since it takes over the player's movement and helps him rebuild hypnosis in a pretty ham-fisted way.
As far as the cuff and rope goes, I was wondering how button mashing works to escape when the opponent is free to perform all of their moves; it's a bit of an awkward problem to solve though, and Rider's solution of control stick shaking wasn't really any better either, but button mashing at least keeps it consistent with most escaping mechanics in Brawl and in Make Your Move. Minor quip though, why is it that Le'Quack can break the rope with a saw, but Marth can't just Uair himself to freedom, since he still has access to all his moves?
I like the Up Tilt, and the way that it's actually useful throughout his game for different things. You've done this with a few of the moves, and I really do like how you've so far avoided making any moves so over specialized that they only work in one specific situation.
I also do like the smashes for giving him some much needed damage-building and other KO methods besides dangling them off his balloon, but giving him such powerful, and obviously slow attacks seems a little dangerous when he's got an ability to keep the opponent very still for a decent duration of time. Especially when the Forward Smash will pifall them (can enemies be hypnotized while pitfalled? Sounds like a potential infinite near the TV)
Of course,a fair bit of these 'broken' options (Up Throw against Luigi combined with Neutral Special to blow him offstage would enduce so much rage) require a fair bit of set-up and proper use of his mechanics too, so I'm not too afraid of him being broken when real Brawl movesets have a much, much easier time getting ridiculous spikes than Le'Quack does.
Bass.EXE
At first I was sort of apprehensive about how you described your plan for Bass.EXE as a mid-range fighter who pulled opponent's towards him, but upon actually seeing it, I actually like it a lot. He has a lot of tricky moves, and it gives him a unique flow. It's also much better than my extremely sketchy ideas for the character at combining his close range and melee range abilities into a smooth transition.
It also means that he actually has combos, but it's a very unique way of using combos in how hea has to adjust for knockback to decide which projectiles and melee moves to use, as well as those interesting sweet spots.
I don't like the Up Special, not only is it (not a move that he ever uses) but it's pretty punishing for a player to use, even accidentally, as a last ditch death move. I'm also not too terribly confident in any lone projectile to be able to hit an opponent, especially with the start up this move has.
Random things I'm noting as I'm going through this, Forward Smash seems pretty underpowered, the energy arc doesn't do much damage and takes quite a while to actually use, and the entire move is kinda slow, doesn't have fantastic range, and not very powerful. Also, while I do love what you did with the Down Smash, why does Falzar get in this set but not Gregar? For that matter, you explicitly said at the top of the set that this was for BassGS, so why does he have all of the moves he only uses later? This is the slightest of nitpicks, but I'd prefer some consistency.
I like the Dash Attack, it really gives it an interesting rhythm, but it seems weird it only does its effect when the opponent doesn't move. Also, I don't like the Forward Tilt, because while I understand that the mechanic is linked to the move name, Accelerando, the move itself provides no indication that it's some sort of accelerating attack. And that's one thing that I think as a general principle Make Your Move could improve on; for most moves, and especially for standard attacks, the move's effects should be self-evident and not require a trip to the the online strategy guide to understand why things work the way they do in the set. Moves that only make sense because the name describes them are a no-no. This is actually something I think we in Make Your Move screw up on a lot, especially with Pokemon sets (myself included) where moves have completely random status effects justified only by saying "but the Pokemon learns Y Move!" when there is nothing to indicate in the set that it is in fact that move.
There's also a weird pattern to how you're describing your moves and your writing style; the order of details seems a bit weird. I want to know what the move immediately does and looks like first, not explore a tangent of why the move is named the way it is or some minor detail on how it works. A basic principle of writing is to concentrate the most important details together and put them first. And naming the Forward Aerial SERENADE is a big oopsie, considering there's another Battle Network character with the exact same name. I'm not sure why all of his moves are musically named either; music themed naming is just a general theme for Mega Man games (Blues, Gospel, Serenade, Rock, Roll, Treble).
The Up Tilt does exactly what I like to see with follow-up attacks; it's unique, gives him options, and lets him determine spacing and damage based on what moves he wants to perform. And his unique long-ranged spacing game is really interesting, the way he can control the opponent.
The choice to use Gospel related moves also creates an interesting dynamic; with his combo and projectile based playstyle, he can get a lot more mileage out of a minor damage increase, but that also means that dropped moves can make him vulnerable and open up his attacks. I like it.
I'm quite honestly baffled by the number of signature moves you completely failed to include in this moveset though. No Life Aura, no Earthbreaker (I would have much preferred it over that extremely overcomplicated Down Aerial), even some of the signature abilities from the BassGS fight like firing gospel claws at the stage or Banishing World (the Neutral A does not make up for its exclusion). Granted, I'm willing to make an exception to the Life Aura due to it's ridiculous nature and how hard it would be to balance, but I would have liked even a passing mention of it, like say making it his shield animation, since it is his defining ability in Battle Network 2 and 3.
I do certainly like this moveset though, character bias notwithstanding (in fact, character bias is probably making me harder on you for the places it clashes with my interpretation). Of all of the sets of yours that I've read this is both one of the easiest reads and also one where your use of extra mechanics on moves and complex, interwoven playstyle came out the best. Bass.EXE feels like a combo character who really avoids flowcharts or any sort of heavy, overbearing forced direction for the set, and I really like how it works together.
Although what's up with the lack of a playstyle section? It makes sense on sets like Boom Boom (Boom Boom did NOT have a playstyle section, just a paragraph that said MOVE AND HIT PEOPLE TO WIN) but in this set, with all of the complicated combos and interesting frame traps and way the moves flow together I would have really appreciated seeing how you pieces all of these puzzle pieces together rather than just leaving an admittedly well constructed jigsaw puzzle scrambled on the floor.
The Penguin
Man, I think I was considering a moveset for the Penguin back in Make Your Move 6 when there was a discussion about having a Batman movement. Then years later and with absolutely no collaboration Warlord and I posted Two-Face and Clayface nearly back-to-back.
So the Penguin; a flightless bird, but one with style. I like the idea of the summoned thugs, and you do a good job of making it intuitive to use; if he runs out of money, it's completely obvious to the player why the attack isn't working, which is a good thing to do to make it intuitive. The thugs are pretty underpowered though; Level 3 AI, some of the most mediocre attacks in the game, and 30 stamina means they're just a couple of quick attacks from being easily dispatched, so the fact that the Penguin only has enough cash to pay for two of them doesn't make much sense from a balance perspetive or from a character perspective; I can easily see this guy walking around with $100,000 on him. At least make it harder for the opponent to toss his wads of money away, since they're the ones who will certainly be up close when fighting thugs and grabbing the cash should be incredibly easy for them, depriving Penguin of most of his game.
I like the animations for his moves, you've got his characterization down very well and simple decriptions that add a good bit of character to his fighting style. The Fair and Bair do this very well too; while I'm no fan of mirrored inputs, this pulls it off because the purpose of it makes sense, and they're also functional attacks. I like the grab too, but I would have really liked it if he had throws as well; maybe the Forward Smash could have just been reproduced in one of the throws and given him other options too, like a gimping option or an option to let him catch and finish off thugs for his cash.
I might have liked a bit more gadgetry and some more focus on elements outside of the thugs, but it's still a very solid moveset that, while lacking some polish is a good set that stands on its own and importantly speaks to how well you've accomplished style; it's a moveset that is good to look at and has a simple, easy to read and understand, evocative writing style.
Box Man
An Akiak moveset? I think I'm obligated to comment this on principle.
Interesting choice of character, a Mega Man OC. It's obviously a series ripe with opportunity for OCs, since Robot Masters all have a pretty clear style and an have pretty much anything as their theme. What immediately comes to mind when I imagine this character is how he would act in an actual Mega Man game, and it's surprisingly clear to get an idea of this kind of character throwing boxes around, changing the arena as Mega Man drops it, and it's easy to imagine how Mega Man might use the weapon he'd get from him. Both are things that I'd think would be essential to have thought out for a Mega Man set.
And the Side Special instantly creates a mental picture of just that, and a very unique but fun mechanic to killing. It's also very easy to imagine in Brawl or in Mega Man. All of the Specials are pretty imaginative, and I really like where he set is going fromt the begining.
I do think that the boxes need to be little sturdier than you've described them though; most characters can easily smash through a bunch of boxes in a single hit, and at 1% stamina, Fox can just stand still and hump the B button and every single box will be destroyed within moments of it becoming vulnerable.\
The grab game is interesting, and I like how he can put the opponent in the box, but the mind-games of moving around with the foe also inside aren't really that interesting, as the opponent only wants to get out and Box Man has more to gain trying to get a gimp or kill instead.
I don't have too many problems with the extremely simple tilts (although where's the Dash Attack) but they and the aerials certainly could have contributed to his playstyle through helping him gimp, space, and protect his boxes in addition to letting him break them. The aerials that don't have to do with damaging boxes especially have a problem here.
Ultimately I think the only problem this moveset has is that it's much easier to break his boxes an ruin his attacks than you seem to give him credit for. People can attack quickly, and something like say Ike's Neutral Aerial spaced properly could destroy half a tower in a single hit, but that's a number-crunching balance quibble in the way of a truly well done moveset.
It honestly has a bit of a nostalgic feel, a moveset that truly didn't let itself get stuck in our usual tropes and norms of playstyle, took a concept that was fresh, intuitive, and fun, and ran with it, creating a wholy unique style of play from scratch. Very well done indeed.
Hey majora! It seems we have another set from you already. You're working hard, aren't ya?
You know it.
At first glance, Jinouga seems like a cool character. I don't know the first thing about Monster Hunter, but this big...wolf-thing that has a sort of symbiotic relationship with a bunch of electric bugs seems intriguing. However, I'm about to get really nit-picky here regarding some things. Not to be mean, but because I really want to see you improve and I know you're capable!
Let 'er rip.
First of all, Jinouga has this interesting 'tier' mechanic which is pretty much an ammo bank and determines how strong his electric attacks are going to be. You mention that he starts out at a certain tier...but you never state exactly what tier. Probably a minor detail since he spawns Thunderbugs every couple of seconds, but yeah. Also, I personally think 10 tiers is a little much and could be simplified/watered-down a little bit, but I guess I'll get into that later. And then there's the issue of Jinouga's size; you say he's a 15/10, but it would be more helpful to give a more specific description of his dimensions. The size issue will relate to something I'll talk about in a bit.
Well I guess I neglected to mention that he starts at a specific number of tiers. He actually doesn't start with 10. And yeah, I suppose I can specify his size COMPARED to an existing smash character.
And so we arrive at his Specials, but I found myself slightly confused while reading them because it seems they're out of order. You mention Shock Traps and Ledges before you describe the moves that make them, so a quick re-arranging would fix that up real good. Speaking of Shock Trap and Ledge, I find that they're kind of really similar and could probably just be melded into one awesome Special Move. Being stunned for nearly 10 seconds seems kind of ridiculous, but I guess it's ok if the traps don't stay there forever and you can only have a limited amount on the field at a time. Blitzkrieg seems way overpowered at minimum charge...scratch that, it's just kind of overpowered in general, but I think a bit of toning down of damage would help some.
I could mention Blitzkrieg third, that would probably solve a lot. But Shock Ledge and Shock Trap are different in context. One is completely intended to stun opponents, while the other is intended to provide ground that ONLY Jinouga can use. The thing about traps that I GUESS I didn't specify is, you only get 10 tiers. You can only have ONE 10-tier trap out at any time. And it can be attacked without the opponent being stunned. Which kind of makes it... Yeah.
I figured Blitzkrieg would be okay because of its low reach, but I could lower damages by 10% or so.
So, moving on to standards, I'm going to go back to the size issue I mentioned earlier. For someone big enough to deserve a 15/10 for size, his physical attacks seem a little too weak without a charge. Granted, Jinouga probably shouldn't be without a charge anyway, but still. Also, no 'tiers' for the charge on his Standard Moves? There are a couple of moves that stuck out to me as needing some work; Side Tilt being just a glorified roll dodge seems like a waste, Up Tilt controls requiring the L and R buttons seems highly unintuitive, and Down Smash requiring 10 tiers of charge seems restrictive.
He's abysmally weak uncharged for a reason. It's serious incentive to manage your electric charge well, and makes you understand EXACTLY what you're risking when you make that seven-tier trap.
I suppose the side tilt was kinda meh, but I don't see a huge issue with the up tilt or down smash personally.
Once again, I apologize for that massive wall of negativity. I think a bit of proofreading and some number crunching could work wonders on the set. And don't think it's all negative, no no no. I feel like Jinouga is part of the evolution you're going through, majora, into more sophisticated and creative sets. You're really getting up there in quality, and there's a lot of polish in here that wasn't present in some of your past sets. As a whole, Jinouga's a pretty neat concept; I like the cool electric predator feel of his playstyle, and he has some neat moves mixed in. So once again, don't take this too hard, majora, but I hope you can take a bit of my (hopefully) constructive criticism and use it to bring us some more great work this contest!
Thanks. I'll go give it a tweak here in a minute.
Just felt I needed to post to say, the User Rankings will be delayed until sometime on Tuesday, probably along with the deadline too, to incorporate the Halloween sets and not interrupt in the middle of any projects being posted together in such a busy time for the thread.
Oh, what the hell, lets comment these two new sets.
I really can't state enough how impressive Box Man is after such a long absence, Akiak. It has intuitive design - snappy, but well-versed writing - the playstyle feels right for the character. This is well up to standards in most regards, with the only real error being that there is filler in a lot of the tilts and aerials. Don't chastise yourself for this, though - it at least gives him some basic versatility, though as filler, it could be replaced with far better. I was very impressed with what you did on inputs like the Spartan Kick and the smashes in general, in terms of quite grounded concepts, but which all add a certain level of depth to the character. With this kind of creativity placed on top of such an innovative, simple idea, it really shines when it decides to be complex. I just love how the boxes work in general, with the simple sticking-together mechanic helping to immediately form some flow when the player goes to make structures, it lends itself to a smart moveset.
Mainly what I do like, though, is that the structures allow for some unique KO methods as well, crushing opponents underneath them and pushing them off-screen with a wall of them stapled together. There are minor quibbles here; you could have made the boxes a bit stronger and some of the moves feel a bit similar to each other, but it's nothing major. I was impressed that a lot of these quirky structures do serve a purpose, as you either take advantage of the odd shape to create a fortress for Box Man or use it as a shield as he goes and attacks them. The set is stock full of really interesting little details like the ability to stop falling structures when you have your arms on and how you can make use of mindgames and immediately go into an attack by moving through the boxes themselves. The set is a little hit-and-miss with stuff like putting opponents in the box, which could have been expanded upon, but when it gets a good concept in its teeth, it really rips it to pieces in a most delightful way. Very likeable set indeed and I'm intrigued as to your future sets.
Onto Sweeney Todd [and Silver isn't even here right now so I doubt he'll read this comment]. This set is far more appealing to me than any of your previous, Silver and though the writing is a little rough around the edges, it has very few flaws aside from that. Todd enjoys buttering up his victims in flamboyant, but not flashy ways and you capture the ideas of the film well with a combination of specials and the grab game. The combination itself comes off as a little awkward in terms of inputs, but with a set dealing with this level of obscurity in the concepts, it's definitely called for. The way it works is surprisingly intuitive for a barber moveset: Todd is all about repeated grabbing and putting off the kill until he's ready, but generally does this in such a non-interfering way that the set comes off far better than past attempts at this sort of thing. While a lot of what you have to work with is bland, you make interesting use of stuff like the razors, creating a miniature ammo bank within the set that centres around Todd's opportunist approach.
There's some obvious filler and it is in fact so obvious, it almost seems redundant to talk about it. Some of the aerials definitely didn't do much aside from further Todd's means of approaching a foe... in the air. Todd also doesn't feel like an aerial character whatsoever and I can't imagine anyway to fix that, so it's largely a minor problem to have with the set. Though I did find it odd to see stuff like the generic kick in the set beyond just the aerials as well. Like how the writing isn't perfect around the initial [and excellent] first section of moves concerning the actual barber chair and building up to the murder, this is largely forgiveable and hard to hold against the set that much. What I was a little disappointed with, though, was that you never touch on the final smash material - actually making the opponent into pies. The only reference you make to it is in one throw which is rather situational as a KO move, and I feel like this could have been - with some difficulty, mind you - made a central part of the set and helped to branch out some moves.
This all comes off as rather ineffectual on its own, but yeah, the set has its problems beyond just the scope of creating a set for a demented barber. Though at the same time, what's important for Todd is pulled off really well here, despite the fact that it's mainly backed up by some very mild rushdown moves later on. Little feels out-of-place and it panders to the character entirely, without seeming extremely filler. I dunno, though, I feel like you could have done a bit better had you done some stuff with prone abuse (there's lots of set-up for it, but nothing that takes advantage of it). This is far less important than pulling off the character in this case though, which you do splendidly throughout: from Todd's psychotic chanting, to the opponent running away with blood leaking out of them in an almost comical fashion. This is also one of the times when I feel like just piling on stuff for the opponent to slowly pull out themselves adds to the methodical playstyle of the character. It's hard to criticize just because of that great characterisation and the way you pull it off is impressively subtle.
Harupia
Wow, that's a doozy of a mechanic there. And yes, I know that is how electromagnetism works in real life, but there's no reason to make the mechanic so complicated in game that it requires mathematical formulas to know how strong it is. I think that is could have been made a lot simpler by simple having there be one flat positive and negative charge, so you wouldn't have to deal with the numbers. Don't get me wrong, it's a really cool mechanic, but it would have made the set a lot more readable and easy to picture if it was simplified. Aside from that, the set seems to be trying to do a bit too much. You already have charges to move opponents around, did you really need to add wind effects to that too? You don't even have the wind moves apply charges to the opponent, which would have made them fit in a lot more. At least the set still has the same cool projectile flood vibe that Fefnir had, but then it feels like it's just retreading old ground in that regard. Some simplification and focus would have done wonders for this set, but the core mechanic is still really cool, so keep the creativity up.
Phantom
If there's anything that can rival momentum in usage as a mechanic this contest so far, it would be obscuring the stage, which this set does in spades. It does it a little bit better than most in my opinion for one reason: the smoke fades fast. You can't just sit in the smoke to mess with the opponent, you need to place it, make use of it, and keep moving, adding to the fast paced ninja vibe of the set. I like the shield breaking approach in this set, but I don't like the ways you force the opponent to shield. If they can't dodge -or- shield an attack, things get a little unfair. Dodges are punishable if done wrong, so trying to force those kinds of situations instead of punishing people who dodge outright would fit a lot better. Overall, I like this set a good bit better than Harupia or Fefnir, as it is much more focused and dynamic, and does some cool things with the opponent's shield. It's rare that shield poking ever goes mentioned in a set at all, let alone receives any focus.
Weight - 4 Size - 2 Ground Movement - 6 Air Movement - 9 Fall Speed - 5 Traction - 10 Jumps - 8
SPECIALS
Neutral Special - Box
The Box Ghost pulls a box out of his back and holds it over his head, with almost no lag at all. If you press and release B, then you'll be able to walk and jump around with the box over your head. You can dash and double jump just like you normally would. If The Box Ghost gets hit while holding the box, he'll let go of it.
As soon as The Box Ghost pulls out a box, it has a slight aura around it, which means it's invincible and can't be broken. It lasts 4 seconds, which is very useful for building stuff without having the foe constantly destroy it.
If you hold B instead of releasing it, you can place a box simply by tapping the control stick in the desired direction (while keeping B down). This is particularly useful for recovery, since it takes much less time. If you still don't release B after placing the first box with this method, you can keep tapping the control stick to place more boxes, with almost no lag in between. Useful for creating instant towers of boxes. Of course you can't run around with this shortcut, it's only for placing boxes quickly and effectively.
The Box Ghost's playstyle revolves all around boxes. They're exactly as big as a stage builder block and they "stick" to each other when they come in contact with other boxes, creating endless buildings and contraptions. They can stick in all directions and there is no way to separate boxes once they're stuck, except with the Jab and Neutral Air.
Each of the boxes has 1% stamina, meaning any attack will destroy it, but it'll never break from a fall. So if you create a tower of boxes and destroy the bottom one, the others will just fall vertically and stack onto each other again.
And if an enemy happens to be squished by the tower, they can get from 6% to 50% damage and some godlike knockback depending on the size of the tower. The Box Ghost is also damaged by his boxes though, so if a tower is about to squish him, use the Up-Grab to grab it just in time.
Of course this is only one of the endless possible buildings you could make. You'll find some more techniques later on. There can only be 8 boxes onscreen at a time, so The Box Ghost will often have to manually destroy his boxes if necessary. He'll only regain his boxes once he touches solid ground. This is to prevent infinite recovery, as we'll see later on.
Box Moveset
Box Ghost gains a whole new set of moves while he's holding a box, all of which can be performed in the air.
B/Side B - Places box in front of him. Completely lagless just like most of his moves.
Down B - Places box under him and stands on top of it. This is also The Box Ghost's primary recovery option, but a very effective one, since it gives him his two jumps back: simply place a box under him, then jump off of it, double jump, and repeat until you're out of boxes. See what I meant earlier by infinite recovery? The only downside to this recovery is that The Box Ghost is completely vulnerable to attacks, especially spikes.
Up B - If there's a box above him, he'll attach the box to it. Otherwise nothing happens.
A - Throws the box in the direction you tilted the control stick, with plenty of lag. It'll reach about 3 blocks forward and 2 upward. It'll still attach to other boxes if it touches any, and it won't break when it hits the ground. A thrown box deals 7% and knockback killing at 160%. Good for attaching boxes in hard-to-reach places.
Side Special - Plasma Blast
The Box Ghost extends his right arm in front of him and shoots plasma which pushes boxes offscreen.
The move starts out pretty quick but you can delay the shot by holding B. While B is held down you can also aim it upwards with the control stick. But it WON'T SHOOT DIAGONALLY, it'll only shoot forwards or upwards.
The plasma travels at Mario's dash speed and if it comes into contact with a foe, it'll deal 8% damage and good knockback and keep on going. If you fire it against a box or a group of boxes, then it'll push it along and take it off-screen with it, without slowing down the missile's speed. But the real use of this move is for gimping.
Create a tower of boxes between you and your foe and shoot the missile at it. The foe will have to either jump over the tower if he can (Bowser probably can't) or lower the tower's height by destroying a few boxes and then jump over it. In any case if he does manage to get over the tower he'll probably be freefalling if he used his Up B, giving you plenty of time to charge up an Up-Smash or something. Pretty neat eh?
Down Special - Ghostly Box
The Box Ghost closes up and becomes…(you guessed it!)…a barrel! I mean a box, that's just my awesome sense of humor.
The move takes a bit to start out, but once you're in box form you'll look just like all of the other boxes. But that's not all. If you happen to be next to another box (under, over or next to you), then you can phase from your box to that one with a tap of the control stick! If you've got a mass of boxes to travel in, then your foe will just be guessing which box you're in (a sound plays every time you move but there are no visual hints as to where you're going). By pressing B again The Box Ghost jumps out of the box he's currently in and uses this new box as his new "overalls".
Now what happens if the foe manages to break the box you're in? Well you receive twice the damage, but absolutely no knockback. But there's a catch: The Box Ghost won't have overalls anymore! In this naked form, he'll constantly receive twice the damage and knockback until he finds new overalls. But he's bit more agile, so that should help in avoiding your foes. He can still use all his moves, so all you need to do is place a box under his feet and Down B inside it to get your overalls back.
Up Special - Ghost in the Overalls
The Box Ghost jumps out of his own box, ending up in naked form.
This is The Box Ghost's emergency recovery option. If he's out of boxes to stand on, you'll have to use this move to recover. It works like a sort of third jump, reaching as high as your second jump, but there are no invincibility frames, meaning you could easily get spiked. The Box Ghost doesn't freefall after it though, so you can defend yourself if necessary. This means you can use all of your moves, including the Neutral B in case you have any boxes left.
You can also use this move to weakly spike foes under you with the falling box, since it's quicker than using Neutral B.
GRAB-GAME
The Box Ghost extends both arms forward and they stretch out as much as Samus' grab, but with a bit less ending lag. Don't be fooled though: it isn't a tether.
The Box Ghost's grab is unique in that he can use it to lift anything, from players to boxes to entire structures. Also, he can grab both in front of him, over him or under him (with the control stick), and he can grab in mid-air.
With players, he'll hold them over his head and can now run around and jump around as he wishes, while they deal with higher than average grab difficulty.
It's just like holding boxes (minus the throwing), but when you press B (only works on the ground) The Box Ghost won't simply place the foe in front of him, he'll pull out a box, place it in front of him, then put the foe inside the box. Like with boxes you can also press Down B to place the foe in a box under The Box Ghost. If there's already a box where you're trying to place the foe, The Box Ghost will simply place him inside that box instead.
The boxes which you pull out with this move don't have the 4-second invincibility, but they have another feature: once foes are inside, they have to wait 1-3 seconds depending on damage before they can press a button to break out. Or, if there are boxes adjacent to the one he's in, he can move around just like The Box Ghost does. If both The Box Ghost and the foe are moving around inside a structure, they can't occupy the same box and they can't attack each other, as that would just break them out of the box. It'll become a battle of epic mind-games.
Also, if a foe (or The Box Ghost) breaks out of a box, and there's a box above him, it'll of course fall onto him, dealing damage and knockback unless he breaks them with an attack. The Box Ghost has the advantage of using his Up-Grab to grab the box (or boxes) before they squish him.
With boxes, nothing special, just refer to the box moveset above. Remember that if he lifts a box which is attached to other boxes, he'll lift the whole structure.
With structures it gets interesting. He can literally lift up anything. Let's see how it works:
See that cute little smiley? That's The Box Ghost.
This one's pretty straightforward, he'll be holding the row of boxes over his head.
In this situation a forward grab would be impossible (it wouldn't lift the box in front of him because attached boxes are inseparable), he'd just try to lift it, with a lot of lag. So in this case he just does a downward grab and ends up under the structure, holding it over his head.
What happens if he does a downward grab here? He'll end up holding the box above him, hanging from it, unable to do anything but use the pummel or let go.
The Box Ghost's pummel isn't a pummel at all. He uses it to rotate whatever he's holding above his head. With boxes and enemies, it's completely pointless, but when he's holding entire structures it gets interesting:
What we see here is The Box Ghost rotating what he's got above his head. As you can see, when he "rotates" he passes from the first box to the second, then by rotating again he goes to the third box. Now that he's at the edge if you rotate again he'll turn the row and hold it above his head. Then he'll rotate it again etc. That's how it works. He never moves when rotating, he just moves the boxes above him.
What happens here when he rotates? Well he ends up hanging from the top. And if he rotates again? he'll fall back to the ground and hold the next box. As you can see he can always rotate, and it can make him fly up in the sky and fall back down at will.
One more thing regarding the grab: If The Box Ghost turns around while holding a structure, the structure won't turn around with him. Also, the direction The Box Ghost is facing determines in which direction the structure will rotate.
Apart from playing Tetris, this grab can be used for endless techniques. The structures deal damage and knockback when they swing around, so they're great weapons too.
The Box Ghost's biggest advantage here is the 4-second invincibility which boxes have.The only way foes can stop you is by attacking The Box Ghost himself, making him let go of the boxes. But if you've got some imagination you can create structures which protect The Box Ghost from attacks, while still being good gimping weapons, like below.
STANDARDS
Jab - Spartan Kick
The Box Ghost kicks, Spartan-style.
4%, pretty laggy, slight knockback.
But this kick is actually interesting! If he kicks a box, it won't destroy it (the tilts are for that), but it'll launch it across the stage at Metaknight's dash speed! But unlike the Side Special, if there's a tower of boxes and he kicks the bottom one, only that box will dash forward while the other ones fall and stack onto each other again.
It deals 8% and some pretty good knockback (at least for a jab), killing at 160%. Also unlike the Rocket Hand, when the box goes off the ledge of the stage, it doesn't keep on flying forward, but it falls down, affected by gravity. Great for gimping.
Forward Tilt - Punch
The Box Ghost punches.
5%, little lag, no knockback, good reach.
Down Tilt - Stomp
Stomps the ground with his foot.
7%, a bit of charge-up, no ending lag, slight upward knockback.
Up Tilt - Uppercut
The Box Ghost uppercuts just like Mario.
Just like Mario.
Dash Attack - Beware!
Box Ghost suddenly enters a flying state, moving a Battlefield Platform with a cry of "Beware!" This actually scares the foe if they are in range, causing them to run 3 Battlefield Platforms backwards. They can possibly dash straight into an area where they are helpless to resist your boxes, if you're careful.
AERIALS
Neutral Aerial - Spartan Kick
The Box Ghost kicks, Spartan-style. This is the aerial version of the jab. Does the same thing, pushing single boxes out of towers. Very useful when there's a tower of boxes between you and your foe.
Forward Aerial - Kick
The Box Ghost stretches his leg out and kicks.
6%, pretty quick, slight knockback, good range.
Up Aerial - Backflip Kick
The classic backflip kick.
7%, almost no lag, slight knockback.
Back Aerial - Back Kick
Simple kick backwards.
6%, slight lag, decent knockback, good range.
Down Aerial - Ground Pound
The Box Ghost slams down to the floor, destroying all of the boxes under him. Finally something (not so) interesting! The move itself is similar to G&W's D-Air, with some small charge-up and then a rocket speed fall to the floor. This is a great move for getting rid of lots of boxes in little time. There's plenty of ending lag though when he hits the ground. It spikes enemies under him, dealing 7% and it can't be cancelled. A good suicide move.
If you use this on a foe inside a box, The Box Ghost will first break the box and then squish the foe, dealing around 21% in total.
SMASHES
Up Smash - Ground Pound
The Box Ghost punches above him with both hands.
10-20%, kills at 150-100%, very little lag. A good move to use against foes who are in freefall after jumping over your towers.
But this move has another use: Whenever you happen to have a tower of boxes above you, like shown, using the Up Smash will only destroy the box on top of him. But if you charge it, it'll destroy the others above it too in a chain destruction! This is one of The Box Ghost's fastest ways to get rid of boxes, and it's a feature which it shares with the other two smashes as well. It destroys about 3 boxes a second and it destroys from 1 box to all of them depending on the charge.
Forward Smash - Tower Fall
The Box Ghost slams his fist on the ground in front of him.
10-20%, kills at 130-90%, lots of ending lag, like DDD's. Apart from being a decent finisher, and sharing the chain-destruction mechanic if you hit a row of boxes, it has a very unique mechanic. If you fully charge the move and you don't hit anything but the floor, then it'll trigger TOWER FALL:
What happens is that any structure of boxes you've created, no matter the size or shape, will suddenly tilt towards the direction you slammed your fist in. And without wasting too much time, it'll start falling, squishing foes underneath.
The boxes won't break when they hit the ground, and the damage and knockback depend on the amount of boxes of that specific structure (ranging from 10% to 40% if you used all 8 boxes and usually insane knockback).
Foes will have a hard time defending themselves as the only thing they can do apart from escaping (which isn't always easy) is break one of the boxes so that they can fit in one of the spaces, but this won't be easy for big characters which need 2 or even 3 blocks of space.
As absurd and illogical as it may sound, a row of boxes will tilt and become a tower. Shut up Newton, it's physics. Since it doesn't squish the foes, it'll deal less damage, but it still has some good knockback.
A single box or a cube? All it'll do is tilt and fall on it's side.
Now what happens here? It'll fall on it's side, and those two blocks sticking out will break when they hit the ground, turning the structure into a simple row of boxes. Foes get extra damage if they get "stabbed" by that part of the tower.
In this case, the fourth box will be the one "in the way", so it'll break on contact with the ground, leaving you with the second structure.
Down Smash - Ground Slam
The Box Ghost slams both fists on the ground on both sides.
If the shapes in the last move didn't make you think of Tetris, then this definitely will. The move itself is quite laggy both before and after and it deals 8-18% and knockback killing at 120-80%. This smash shares the chain destruction mechanic when you use it on the top of a tower of boxes, but apart from that, it has another mechanic known as the TETRIS EFFECT, which is triggered when you fully charge the move and you don't hit anything but the floor, like in the F-Smash.
What happens is every box touching the ground you're standing on will break, like when you get a full row in Tetris.
So the above structure will lose it's bottom block and the row above will fall to the ground, squishing foes and dealing damage and knockback which depends not only on the size of the structure, but also on the height of the fall. Very hard to use effectively though.
For those who weren't in the chat, I've made some changes to Box Man. There's a new set of tilts and aerials, plus the dash attack. And the boxes stamina is higher, which changes a few things.
Okay, you probably all know what a Grovyle is. Just in case though, Grovyle is a Pokemon introduced in the Third Generation of Pokemon, and is the Grass-Type Starter Pokemon of the Hoenn Region. It is a very quick and agile Pokemon, and according to its Pokedex entries, it's virtually invisible in a forest, and not many Pokemon can catch it if it's hiding in or running through one. The reason for this is that Grovyle runs around on top of trees, leaping from branch to branch, and is extremely good at doing so. Also, the leaves on its arms and head, and possibly even its tails, can be used as blades by Grovyle. Sadly, that's about all the information we actually have on Grovyle, so I'll have to wing most of it, seeing as there really are no trees in Smash, and creating them would be completely OOC. Sorry Junahu.
⌠STATS⌡
Ground Speed: 8- Now where have we seen this before, I wonder? That's right, I'm incapable of making a slow set. Sue me. Anyways, Grovyle runs around about as quickly as Shiek.
First Jump: 8- Grovyle's Pokedex entries state that its powerful leg muscles allow it to have great jumping abilities, and so here we are, with a nice eight.
Falling Speed: 8- Grovyle isn't heavy or anything, but for some reason he falls quite quickly, sort of akin to the spacies in that regard. However, he only falls around the same speed as Link, so it isn't quite as odd.
Traction: 7- Grovyle's a runner; he's going to be able to stop when he wants to or turn around smoothly. Still, this isn't perfect by any means, and Grovyle will still slip a bit and of course still trip.
Attack Speed: 6- Despite being some sort of ninja, Grovyle isn't really as adept at attacking as its evolved form. Its attacks are a bit quicker than average, sure, but they're nothing to brag about.
Range: 6- A good deal of Grovyle's attacks are sword-like in nature, or propel him forwards a bit, so while Grovyle doesn't really have a projectile or anything, he doesn't suffer here.
Midair Jump: 5- Sadly, leg strength doesn't really have much to do with the midair jump, so Grovyle doesn't get any bonuses here. Too bad I suppose.
Size: 5- Grovyle is scaled up quite a bit from his usual 3". In Smash, Grovyle is about as tall as Pit, and about as wide as Falco.
Weight: 5- Being about average size, you'd expect Grovyle to have an average weight, and so he does. Grovyle dies around the same time as, say, Sonic would.
⌠FOREWARD⌡
You can think of this as a sort of "Mechanic" section if you want, but really it's just a briefing. Anyways, before I get into the actual moveset, this has to be said. Grovyle, unlike just about all other characters, will keep running at a stable speed if you let go of the control stick. This allows him to use any of his attacks while running or dashing, unless stated otherwise. Pressing down will stop Grovyle. Of course, this means that you can't use Tap Jump while using Grovyle; otherwise you wouldn't be able to use your Up Special or Up Tilt whilst running about. This also serves a different purpose...it allows Grovyle to maintain his current speed without accelerating further, which is very important in this set, as you will see. And speaking of momentum, all the "details(damage, knockback, stun, flinch) listed in the set assumes Grovlye is traveling at his regular maximum dash speed, unless stated otherwise. So, at twice speed, attacks would do double damage and knockback. That's all I really have to say here, just keep this in mind while reading the set.
⌠SPECIALS⌡
⌠Neutral Special⌡⌠Leaf Blade⌡
Leaf Blade is essentially Grovyle's signature attack...he's the one who does it most "naturally" in the Pokemon games, and so it will need to be fairly important in Smash. Grovyle hunches down a bit, and then the leaves on whichever arm is facing away from the camera shine for about half a second. This barely requires any effort at all, and so it has almost no startup lag, which is great. However...Leaf Blade won't do much at all if used like this. If a foe just happens to get hit, they'll take a measly 2% damage and very weak upward knockback.
Well what the hell's the use of this, then? Well...you need momentum for Leaf Blade to be effective. You see, Grovyle prefers hit-and-run tactics, thus his fighting style centers around this. You need to run up to or past your opponent while using Leaf Blade..which is done by just using the attack in mid-dash or walk. This won't interrupt the movement, but you can obviously stop after the move connects if you want.
Now, really I'd like to give a detailed list of knockback here, since manipulating Leaf Blade is pretty important. However, I'll just list a scale here. If you use Leaf Blade while walking at half speed, you'll do 4% damage and weak vertical knockback. If used while Grovyle is at top speed, Leaf Blade will dish out 11% damage and relatively high horizontal knockback. You generally won't KO with Leaf Blade; that's not what it's meant for, and even the strongest hit won't KO until around 170%.
Now, Leaf Blade can land a "critical hit;" that is, there's a sweet spot. It's right in the middle of the move, and can be judged by how long the blade has been shining. Criticals, or crits as I will probably call them, deal 1.5x more damage, and stun the opponent for a third of a second, hindering their ability to counterattack. They don't deal any more knockback because knockback manipulation is essential to Grovyle's playstyle - you don't want to mess up by accidentally getting a critical.
⌠Side Special⌡⌠Giga Drain⌡
Grovyle takes a bit more of a physical approach to Giga Drain than most would, and he does this by leaping forward 2 BFPs at 1.5x the speed he was traveling(or at half the speed of his dash, if he was moving too slowly). If he lands on anyone, he'll stab his arm blades into their body and suck out some of their energy before kicking off of them to land back where he started the leap from. The entire move takes about 3/4ths of a second, and deals 12% damage total(7% from the stab and 5% drained). Giga Drain also gets rid of any momentum you had, sad to say.
You might be thinking that Grovyle will heal from this..well, you're wrong, if so. Grovyle has skill, but since he's not yet fully evolved, he has trouble producing a large amount of energy, and thus his best option is to steal it from others. As such, there's a 5-section gauge down near Grovyle's damage percentage, and each use of Giga Drain fills this gauge up one section. When used with all 5 sectors filled, Giga Drain becomes Focus Energy! This has Grovyle go into a sort of "charging" animation you might see in Dragon Ball Z for about half a second. After this, the gauge will empty completely. Focus Energy makes all of Grovyle's moves that have sweet spots always crit for six seconds, thus maximizing his damage output. However, you can't use Giga Drain with all that energy flowing through you! It might cause an overload...yep, no Giga Draining until the effect wears off.
Also, remember just how predictable this move is; do not throw it out only when you need it. Mixing it up is the best option, otherwise your opponent will simply attack you when you're trying to get this off.
Securing critical hits isn't the only thing you can do with the energy you amass from Giga Drain, of course, but it'd be best to explain the other options in the moves that take advantage of them...
⌠Down Special⌡⌠Agility⌡
Like this one! Yep, Agility also uses up your siphoned energy, and does just about what it can be expected to; it speeds Grovyle up! Agility uses up every bit of energy you've got stored; it doesn't necessarily require a full gauge, but is obviously much more effective with one. With one segment, Agility will increase Grovyle's ground speed by 20% for four seconds. That's right, each sector used will increase Grovyle's speed and acceleration by 20%...meaning that with a full gauge, Agility will -double- your maximum ground speed and acceleration! The main point of this is to get more momentum for your attacks, thus increasing their power for a KO. With Agility, Leaf Blade can deal up to 20% damage and KO at 120%! And that's on an attack that's NOT meant to kill opponents!
Of course, that half-second-long hitbox on Leaf Blade sure seems smaller when you're moving so fast... and especially so when you learn that Grovyle's Traction scales down even more than his speed scales up! That's right...so while you effectively have around 14-16 Speed, your Traction is 1, maybe even worse. If you miss, it'll be hell to get back around to attack. That also means that Agility is not to be used to speed up combos; only for finishing the opponent. But with your monstrous speed and acceleration(which is unaffected by Traction for whatever reason), you should be able to get to your opponent within four seconds.
Also, an extra something to think about...even when Agility's four second timer runs out, Grovyle keeps the speed boost until he completely runs out of momentum! That happens when you stop by yourself, obviously, or when you're hit by an attack or use a move that stops you.
⌠Up Special⌡⌠Seed Bomb⌡
What?! Grovyle doesn't learn Seed Bomb by level up so him having it here is an abomination?! Well fuck you Jun. This is a HGSS Grovyle or something. Learned it by tutor. Either way, Grovyle uses Seed Bomb as a ninja would; he swiftly takes out a little seed, throws it at the ground under him, and BOOM! Explosion galore! Now, the actual explosion is pretty small; only about the size of that of a Bob-Omb's, and it only deals 9% damage with low vertical knockback to opponents. However, Seed Bomb creates a good bit of black smoke that obscures the screen. This smoke, unlike most other smoke, can be cleared away by simple movement. And..it basically immediately is! You see, Grovyle takes the 9% damage like anyone else, but he uses the force of the explosion to launch himself 3 BFPs in any direction you choose! You gotta be holding the direction when the seed explodes, though. The careening Grovyle will deal 4% damage and horizontal knockback killing at 140%.
After the three BFPs have been traveled, Grovyle will hit the ground and sort of tumble. However, he can turn this into a dash for added momentum! Just hold forward(the direction you were tumbling), and Grovyle will recover and start dashing at 1.2x his maximum dash speed! This stacks with Agility too, so...hoo boy. That's a max speed of 2.4x Grovyle's maximum ground speed...damn. And you start off at max speed, so no building up! Unfortunately, of course, it damages Grovyle, so it's not something to use unless you really need a kill.
If used in the air, Seed Bomb acts the same way, but instead of throwing the seed, Grovyle just crushes it. It's pretty volatile, you know? The move'll launch him the same distance as it would grounded, and three Battlefield Platforms functions as a pretty solid recovery. Sadly, the explosion still damages Grovyle for 9%, so you don't get out free. However! Grabbing a ledge has Grovyle immediately roll up onto the stage, entirely invulnerable, and start dashing! You don't get a boost, but you DO start off at max speed.
⌠STANDARDS⌡
⌠Standard A⌡⌠Fury Cutter⌡
Hitting the A Button has Grovyle jump forward a BFP and slice with his leaves as they glow a bright green, dealing a whole 1% damage and flinch to the opponent...and that's it, under normal conditions. However, if you were dashing, you can hold the A Button, and Grovyle will stop, pivot, and hold a crouching position until you let go of A...at which point, he'll leap forward 2 BFPs at whatever speed he was going when he used Fury Cutter, slashing as he does so. This second hit(assuming the first Fury Cutter hit) does 2% damage and, well, more flinch. If you don't hold the A Button again, Grovyle will resume his dash at the same speed he was at when he used Fury Cutter. If you do...he'll take the same position he did before, again for however long you hold the A Button. Connecting with a third hit will deal 4% damage, and so on.
You can do this as much as you want, but Fury Cutter's power will only double if you actually hit an opponent; missing will not end the chain, but it won't further it along either. Getting hit by an attack WILL restart Fury Cutter, and will end your momentum obviously. Flinch also increases with each hit, but only by 20%. However, you may not want to use Fury Cutter as an attack at all; you see, when you turn around normally, that spot where you stop for a split second to start dashing the other way counts as losing all of your momentum...meaning it ends Agility. Fury Cutter allows you to bypass that, as Grovyle is technically building up potential energy while crouching.
⌠Dash Attack⌡⌠Pursuit⌡
You must be currently holding a direction for Grovyle to use his Dash Attack; that is, you must be accelerating. Otherwise you just use Fury Cutter. And you have to hold the A Button for about a fourth of a second, or you'll end up using the Forward Tilt. Pursuit has Grovyle track the foe - he'll follow them by default now, at a pace just a bit faster than the foe's regular dashing speed. Once he gets within one Battlefied Platform of the enemy, Grovyle's arm blades will glow a light grey, after which he'll lash out with them. If the hit connects, the enemy takes 7% damage and light upwards knockback. However, Pursuit is slow to hit, and is easily dodged or shielded.
But that's what you want the foe to do! If Pursuit is dodged(as in air dodge, spot dodge, or roll), shielded, or blocked by special means(Mario's Cape, Pit's Mirror), Grovyle will strike again the instant the foe can be hit! This second, nearly unavoidable attack deals out 14% damage and moderate horizontal knockback. You're relying on your opponent's instinct to be a pansy and block everything, which isn't hard to trick them into doing, since a lot of Grovyle's attacks look similar. Oh, and if you end Pursuit by hitting A(to initiate Fury Cutter), you'll keep that dash speed! This is handy when fighting people like Sonic, who are originally faster than Grovyle. Don't ask how he mimics speeds faster than his...
⌠Forward Tilt⌡⌠False Swipe⌡
False Swipe is contrary to most of Grovyle's other moves; it's basically Grovyle's own personal Rool. You see, False Swipe gets weaker as momentum increases. Even at a standstill, the quick, ordinary slash only does 8% damage, but the knockback from it can KO at 125%! The more momentum increases, the less and less knockback False Swipe gives out.... At normal full speed, you'll only send them about a BFP forward. When that's buffed via Agility, it's only half a BFP...at the absolute max of 2.4x normal speed, the opponent doesn't even move!
Why is this useful? Combos, dear boy, combos... That, and the opponent still flinches all the same no matter what, so you can use this to bypass foes when at max speed if you want. Or to trap them into a Fury Cutter, if you want that instead.
⌠Up Tilt⌡⌠X-Scissor⌡
This is how you'll be getting into the air most of the time; after all, it's tough to keep up attack momentum while hitting those pesky X and Y buttons. At first glance, X-Scissor looks much like Grovyle's regular old jump, though tilted forwards quite a bit, but closer inspection reveals that his blades have taken on a faint yellowish sheen.. Immediately after taking off, Grovyle will slash downward with both of his arms, making the sort of cross-slash you'd expect from an attack named X-Scissor. That may seem useless, but you can hold off on executing the move by...well, holding the A Button. When you release the button, Grovyle'll use X-Scissor. Not complicated.
Getting hit by X-Scissor gives the foe a handy present of 11% damage and heavy, spiking downward knockback. If the opponent doesn't tech, X-Scissor can kill at 105%... You can of course aim for an opponent who is off the stage, looking to use X-Scissor's jump's slant to spike the foe to their death, but you'll probably have to hurt yourself with Seed Bomb to get back to the stage...
One more thing! X-Scissor can critical, and that's done by hitting the opponent right as the two blades cross each other. A crit deals 15% damage and is capable of KOing enemies at as little as 70%! Gimping isn't really Grovyle's focus, but with a spike that strong, X-Scissor is certainly capable of it.
⌠Down Tilt⌡⌠Slam⌡
Remember how hitting down on the control stick stops Grovyle? Well, this attack takes advantage of that. Slam takes Grovyle's saved up momentum and puts it all into a single attack. Basically, Grovyle lunges forward a BFP, and tackles/pins any foe he hits to the ground, dealing more damage and flinch the faster he's going. The tackle takes a good half a second to get going, and missing leaves just that much end lag to be suffered. Plus, you still lose all your speed and momentum whether you hit or not.
Slam's damage caps at 32%(that's going at 2.4x speed mind you) and a full 2 seconds of stun. Course, that just means the opponent can't escape Grovyle's grip for that long... So what to do? Well, while you have the enemy pinned down, you can use Giga Drain as much as you want until they escape! Giga Drain doesn't rely on momentum at all, so use that to your advantage here. However, be wary, because when they DO eventually break out(it's only 1.5x the strength of a normal grab), Grovyle will be tossed off and land on his back(his prone state).
Now, Slam's powerful, but it doesn't play well into Grovyle's overall hit-and-run tactics, so don't even try and work it in. It's also not a KO move, since it...can't KO. No, Slam is best used when you've used up all your power, and need to get in a lot of Giga Drains in a short time. Yeah, at max speed/momentum, Slam allows you to get in at least three Giga Drains! Course, you're entirely out of momentum there, and will have to work it back up.
⌠SMASH ATTACKS⌡
⌠Forward Smash⌡⌠Crush Claw⌡
A little forward here: Grovyle can charge his Smash Attacks while running. I woulda thought that obvious, but maybe it isn't to you. Crush Claw has Grovyle lift up his arm(the one closest to the foreground) and hold it there while you charge the attack. When it's done(IE when you release the charge or the game does it for you), Grovyle twists his arm down and slams the blades into whoever he's passing up at the moment, if anyone. Crush Claw deals a nice 14-21% damage, and bounces the foe up off the ground a set distance depending on charge(1-3 BFPs). This can combo into quite a few things, like the Up Tilt, but it's mainly for damage and getting people out of the way while you build up momentum - they see you charging this, and they'll probably run or jump, not attack.
⌠Down Smash⌡⌠Double Team⌡
This is a tricky move to pull off - you have to make sure that you hit the Down button either immediately after hitting the A button, or at the exact same time. Otherwise, Grovyle will stop short, because pressing down normally stops him. And of course hitting the A Button too soon will just use Fury Cutter.
Now, the move: After the original input of this move, Grovyle will start leaving "after images" every half a second, for three seconds. However, these images, like Grovyle, will constantly move, and can build momentum! They turn around at corners and won't attack, even if you do. If they're hit, they disappear. Well, this seems all mindgamey, you may be saying, but what's the point other than that? Well, any momentum and speed the afterimages pick up is added to Grovyle when they're destroyed! This only refers to that which they GAIN, by the way, not their total. Sadly, this buff doesn't last forever, as the speed will start to deteriorate after one second, leaving Grovyle back at his original speed within five seconds. Also note that you can't stop at all while under the effects of Double Team.
⌠Up Smash⌡⌠Acrobatics⌡
Grovyle immediately leaps upwards and forwards, keeping his speed, and...lands. He doesn't do anything during that jump. It's basically just a really fast, horizontal...jump. However, if you happen to hit a direction while jumping(which can be difficult, depending on your speed), Grovyle will redirect his momentum and fling himself straight in that direction, doing one of a few different actions. And don't worry; Grovyle goes in a straight line, so if you press forward/backward, he won't hit the ground until he's done with the move, unless there's something in the way.
Hitting "up" causes Grovyle to simply jump up higher - this keeps his current momentum and speed, and you can use any aerials out of it. Pretty handy. He still travels horizontally, though, so you won't get as much height as a normal Jump, just far more horizontal distance.
Hitting "forward" or "backward" or any diagonal direction causes Grovyle to use Quick Attack in that direction. This is, basically, a really fast attack; no lag on either end, and travels for a good BFP. It deals a measly 5% damage, but raises your current Speed by 10%. It also causes knockback that puts the opponent almost exactly equal to that of your current speed(after using Quick Attack)...meaning you can basically use any aerial at all out of this, since it leaves your opponent right in front of you.
Hitting "down" causes Grovyle to...shoot himself down towards the ground. This puts him back on the ground with his current speed. Well, what use is this, you ask? Well...not much, honestly, at least aggressively. This option is mainly for stopping your leap short, for the purposes of getting over traps/under opponents. The only real benefit is that there's no lag upon hitting the ground, so you could do anything once you get there...but you could do that if just stayed on the ground to begin with!
Now, these little tricks can be VERY hard to time, depending on what speed you're going at. However, they can be useful at any speed...especially in combination with the Aerials. Which are up next.
⌠AERIALS⌡
⌠Neutral Aerial⌡⌠Fury Attack⌡
Grovyle flails his arms about wildly while keeping up all his speed. Grovyle can start this move easily, but suffers 1/4th of a second of end lag after it as he calms down. Each hit - there are up to six - deals 2% damage and carries the foe along with you. Basically that just means that they'll be "dragged" along by the hits, but can easily DI out. The last hit does NOT knock opponents far away from you; in fact it keeps them about level with you. This means that Fury Attack can easily be thrown into just about any aerial combo, no matter what speed you're going. Sadly, Fury Attack's damage doesn't go up(or down!) with momentum...but that just means the knockback won't skew, so you can use this move to its fullest potential at any speed!
⌠Forward Aerial⌡⌠Iron Tail⌡
Grovyle's tail starts to glow a bright silver as the little gecko flips forward. If he hits anyone with his metallic tail, then they'll take a ton of downward knockback(killing at 115% if they don't tech), as well as 14% damage. That's assuming you hit near the middle of the arc; that's the sweetspot, though it's rather easy to get. Otherwise, the move only deals 9% and KOs around 160%. The start lag on the move is average, but the end lag is rather bad, especially if you whiff the attack, as Grovyle will do a 360 spin if you miss. That's about half a second of end lag, as an estimation.
Iron Tail really doesn't have any other effects besides damage and knockback, and due to the end lag it can't be used in the middle of a combo. Still, it serves as a reliable aerial combo finisher, provided you don't miss. Duh.
⌠Up Aerial⌡⌠Aerial Ace⌡
This isn't even Pokemon syndrome; I have come to the conclusion that literally every Pokemon can perform this move in some way and they all came up with the name on their own, without ever having heard it before. Grovyle uses Aerial Ace by basically uppercutting the foe with his leaf blade. It acts as a sort of third jump that travels 1.5 Battlefield Platforms straight upwards, and drags foes along with it. So it's pretty similar to Mario's Up Special. The move deals five hits of 3% damage, with the last hit dishing out rather low set upwards knockback.
Due to this move's very low lag, it can easily be used more than once in the air, but you won't get any more height out of it. Still, it can be used twice in a row in a combo, though it isn't tough to escape. It also of course functions as an addition to Grovyle's recovery; if you can get back to the stage with just this and your jumps, you won't need to harm yourself with Seed Bomb.
⌠Down Aerial⌡⌠Double Kick⌡
Grovyle, well, kicks. Twice. Shouldn't be that hard to imagine. The kicks come out quickly and deal 7% damage each. Grovyle aims the kicks downward, yes, but they don't really do any downward knockback. In fact, each one knocks the opponent slightly upwards, so if the foe is just below Grovyle when he uses the move, they'll end up about even with him. The move is very punishable on miss, seeing Grovyle obviously goes through with both kicks. Otherwise though, the move is very safe thanks to its low end lag.
Double Kick is a good move to use if the opponent is just out of range of another Aerial, you want to set up for a grounded, high-hitbox move, or in a combo. I obviously suggest following up with Aerial Ace, but you're free to do whatever. However, be sure you're going to hit, as a miss or shield will cost you dearly.
⌠Back Aerial⌡⌠Acrobatics⌡
Yes, I know Up Smash used this name. Too bad. Grovyle takes use of his great agility and flips around completely while holding his arm blades out. The blades cover half a Battlefield Platform on each side of Grovyle and deal 9% damage with light horizontal knockback. The start lag is minimal, and the end lag isn't much worse, so there are no problems there. And after turning around, Grovyle maintains all of his momentum and continues to move in the new direction. Therefore, this variant of Acrobatics allows a player to completely reverse direction with no delay or penalty to momentum.
As far as combos go, the move can be useful as a starter. Say an opponent is approaching from behind; use Acrobatics and not only do you deal damage, you're now in the perfect position to continue the attack. That is, facing them.
⌠GRAB GAME⌡
⌠Grab⌡
Grovyle simply grabs at the area immediately surrounding him. This can be done in the air or on the ground. The grab has very short range and suffers from a lot of end lag if it misses, but is rather quick. Now, once you've got the foe, Grovyle will automatically throw them, depending on which direction you're moving; basically, it will always be the opposite direction. Grovyle has no pummel, and the player doesn't have any control at all on which direction the foe is thrown. Grovyle will keep all his momentum after using the throw and generally just continue on his way. Oh, Throws are listed in the direction they actually move the foe; basically running headlong into an opponent will do a Back Throw. Also as such, there's no Forward Throw.
⌠Back Throw⌡⌠Mega Drain⌡
Grovyle stabs his arm blades into the foe in his grasp, and once again begins to suck the very life out of the opponent. Now, really isn't a throw at first; basically Grovyle just sucks a small amount of energy from the foe, converting it into half a bar. Mega Drain deals 5% damage, which isn't a lot, but hey, you get a little bit of energy out of it. After sucking out the energy, Grovyle quickly slashes the foe away, dealing another 5% damage and horizontal knockback that can KO around 150%. The whole thing only takes half a second.
⌠Down Throw⌡⌠Energy Ball⌡
Grovyle uses 2 sections of his stored up energy for this attack, meaning it isn't exactly a freebie. Anyway, Grovyle quickly conjures up the power for the move, which ends up as, well, a dark green ball. Grovyle drops the foe, then fires this sphere this into the foe's stomach point-blank, dealing 19% damage and devastating downwards knockback that can kill as low as 90%. This is, no surprise, probably Grovyle's most dependable kill move, provided you have the energy for it. Also, if the foe isn't actually above ground, they're basically dead unless they can Meteor Cancel well.
If you're wondering why there are so few moves that use that energy, it's because you're SUPPOSED to use it for Agility, not anything else. Still, Energy Ball is a worthy candidate as well.
⌠Up Throw⌡⌠Bullet Seed⌡
Basically, Grovyle tosses his foe up high, then spits a load of seeds into them, creating a sort of juggling effect similar to Ivysaur's own move. The seeds deal 2% damage and moderate flinching each. Normally Grovylewill only hit with about four seeds, since he's still moving and all. Still, if you hold the A button after using this move, Grovyle will continue to spit seeds upwards as it travels across the stage. Kind of handy to keep opponents from approaching from above, I suppose. He can only hold this for up to a second total, though. And of course, you can't use any other moves while doing this.
⌠FINAL SMASH⌡⌠Leaf Storm⌡
What the hell else would it be? Anyways, when Grovyle activates his Final Smash, he doesn't stop like most other characters. No, Grovyle keeps running, and summons, well, a storm of leaves as he does so. There are tons of leaves, and they basically form a hurricane across the entire stage. Every second, opponents will flinch and take 5% damage from the swirling leaves, leaving them wide open for any attack, while also serving as a bit of defense. The move by itself can't KO, but the winds actually speed Grovyle up, acting as a constant Agility. Therefore, you are basically God in this windstorm. The Final Smash lasts for 15 seconds total. That is all.
Er, Week four of smashbot's weekly comments. And thank God this week was more bearable than last week. Nick is still on my hit list for the stunt he pulled on me, regardless of whether or not he knew what he was doing.
First up is Octavia. Peanut, I've gotta ask where the Sam Hill you were during MYMX's pony movement? Seriously, Octavia pretty much blows the mane six sets out of the water in my humble opinion. You wrap everything together with her stance, notes, and grab. There's flow, there's a new and interesting mechanic, and the writing style is awesome. I didn't quite expect this, Peanut, but I'm pleasantly surprised. 5/5
Malcolm seemingly has no commentary whatsoever. So I'll throw in my two cents and first say that Unreal Championship 2 drained months off my life. And HOLY HELL THAT SPOILER IS GIGANTIC. You clearly put quite a lot of effort into ensuring that every gun has its use and for that I applaud you. And while I can't recall every weapon exactly, I faintly remember some sense of balance... although the minigun is a tad more powerful despite its lack of interaction. However, it seems... forced. Like you're throwing in Weapon A into Input A because Weapon A isn't used all that often. That's just my impression, but overall? 4/5
Zombie is your Halloween contribution, Khold. You seem to acknowledge that the only thing anyone will really remember the coming days is Duck Twacy and as a result, Zombie suffered. Not to say I dislike the idea presented, but the execution is lacking. Some additional mechanic having to do with the Headcrab leaping off the zombie to play tonsil hockey with the victim would be nice. 1.5/5, but you definitely seem burnt out.
The Penguin is somebody I was genuinely excited to see, especially after you took me off guard with Batman. I was a little disappointed. Penguin's thugs seem pointless due to the cost in comparison with what they can actually do. But like with Batman, I can't help but smile at how well you characterize Penguin; all his attacks ooze with, well, what Penguin does best. Which is be haughty and a devil may care businessman. But characterization alone can't save a set from overall generic inputs. One other mention is the grab, but other than that? 1.5/5... and on the off chance you're making a Mr. Freeze set, let me know.
Hugodorf is your most original set in a while, MW. Yes, most original in that you don't beat the momentum mechanic over our heads like Plorf beats off a horse's private parts. 100/5
Jinig- uh, Jinouga is one of your mysterious projects you've been working on I believe... oh what the hell, I've been aware of it. At any rate, you introduce us to his primary mechanic in tiers. Which is a fancy way of saying ammo bank, which I have no objection towards, as I have my own ammo bank character in Pyro. That's irrelevant. The first thing I've noticed others complain about is the overpowerdness of some of his tier investments, namely how long you can stun people with all your tiers. People, you're essentially sacrificing what makes this character good for, presumably, a guaranteed kill. And then they come in and you're loved. Tenderly. And while there's incentive to do so, it's far more beneficial in the long run to keep the tiers... but you might not play like that. That's what's so different between Jinigg- I MEAN, Jinouga and your prior sets. There's not just a playstyle; there's a choice of playstyle. Easily your best set yet, even with the flaws. 4/5
Box Man/Ghost is another nice addition to the incoming number of interesting mechanic sets. I have worries that players may be able to build boxes too quickly if their execution is very good... or if they form boxes in certain phallic shapes. Other than that... yeah, I honestly can't think of anything else to say that hasn't already been said by Smaddy. 4/5, with the single point deducted due to partially wasted inputs you just as easily could've used to round out your box playstyle.
Sweeney Todd... I think he's overrated. Not the set, the set is terrifying. A lot of this set reminds me of Freaky Fred... in fact, it feels like a complete Freaky Fred except better and replacing tackiness with M-rated glorious gore. While not all of it feels unified in its playstyle, Sweeney still succeeds in establishing itself as a similar yet standalone set that brings comparison into question. Not a bad thing, as I still enjoyed the set. Then again, it's 4 AM and I'm tired, so what do I know? Well, that a few others agree that the set is good. 3.5/5
Grovyle is someone I expected to have already been done to death by the literal Pokemon lovers. But I've been proven wrong now. One thing though: MOMENTUM. It's a mechanic that has appeared several times in this contest. Additionally, the transition from Giga Drain to Focus Energy is random and... well, generic. He gets passive sweetspots for a certain amount of time. As would be the case with Agility, but you explicitly tie it in with Grovyle's playstyle. USpec really solidifies part of what you're trying to deliver with Grovyle- he's a ninja. The majority of his normals tell the story as well and even if momentum is more overrused than the late Meta Knight, Grovyle still implements it successfully. 3/5
This week was pretty darn good. I wonder what's in store for-
Pretty well done set. The way the Kobolds line up and how you gain control of each one is simple and intuitive, and I love the Down Special and all the different behaviors, that was the best part of the set. The various traps are pretty cool, I particularly like the tilts, although the fake trap feature sounds like it was tacked on just for the hell of it, you could have talked about it more.
To be honest I've never really liked moves like the Jab or the Side Special which make the characters scared and make them do "unintentional" moves because it looks pretty unnatural, especially the dragon which appears whenever you want to, but with the general stupidity of the Kobolds I guess it can pass. One thing I didn't get is do they share damage or not?
Imperfections aside it's got some cool stuff going on, so kudos.
PS: There are two down tilts
Kyubey
My mind is blown. Really, from the moment you started listing his absurd mechanics starting from the Up Special, I couldn't stop reading. I love how you decided to organize the whole thing: a very bland organization which becomes complete madness in the reader's imagination. From the moment the grab game kicks in, it's complete overkill, and I love that. I have absolutely no idea what to think regarding balance, it's probably off the charts either upwards or downwards, but I'm not sure I care in this case, because the epicness has pretty much blinded me.
It wasn't exactly easy to understand, probably because I've never seen this anime, but this is more or less balanced by your mesmerizing writing style. Awesome job.
Le'Quack
This guy has always been a favorite for me and you did a perfect job in his Smash rendition. The Specials are all pretty cool, I especially love the Side Special. The balloon mechanic is interesting, what with all it's interactions with the other moves, but the whole rope mechanics do sound a bit hard to pull off, especially against fast characters. The most awesome part of the set was the hypnotizing. The "throws" which command the foe to do this or that were just great, and all in all it looks like you've put thought into every aspect of the moveset. This set is oozing in quality, great job.
Er, Week four of smashbot's weekly comments. And thank God this week was more bearable than last week. Nick is still on my hit list for the stunt he pulled on me, regardless of whether or not he knew what he was doing.
Jinig- uh, Jinouga is one of your mysterious projects you've been working on I believe... oh what the hell, I've been aware of it. At any rate, you introduce us to his primary mechanic in tiers. Which is a fancy way of saying ammo bank, which I have no objection towards, as I have my own ammo bank character in Pyro. That's irrelevant. The first thing I've noticed others complain about is the overpowerdness of some of his tier investments, namely how long you can stun people with all your tiers. People, you're essentially sacrificing what makes this character good for, presumably, a guaranteed kill. And then they come in and you're loved. Tenderly. And while there's incentive to do so, it's far more beneficial in the long run to keep the tiers... but you might not play like that. That's what's so different between Jinigg- I MEAN, Jinouga and your prior sets. There's not just a playstyle; there's a choice of playstyle. Easily your best set yet, even with the flaws. 4/5
This week was pretty darn good. I wonder what's in store for-
I worked hard to give Jinouga some sort of option. I mean, how OP or UP he is REALLY just depends on how much you're willing to risk. Sure, you CAN make *a* trap that will stun your enemy for ten seconds, which is a grotesquely long time. But that trap can be destroyed like any tier of thunderbugs. And where does that leave you? OR you know. You could take the battle safely and have it drag out longer.
And in all seriousness, that's sort of how people play Monster Hunter. They can lower the damage they do to create massive openings in the monster's defense, and drag the battle out to MAYBE end it more quickly. OR they can do it the standard way and play it safe, no explosives involved.
I'm glad you liked it. It was a fun set to write, but I tried to take it seriously. And if it makes you feel better, my next mysterious project isn't a momentum set.
Pachirisu is a little thing, isn't it? Most of it's mass comes from it's big, bushy tail, which is about 75% of the size of Olimar. It's body is about half the size of it's tail. But remember: big things do come in small packages!
Pachirisu's small body is especially quick and agile. It runs and dashes very eratically: it takes small leaps forward to run! In addition, it's first jump is very specifically horizontal: it only adds to it's run, making it go a bit further at the speed of it's run! It's second jump is more vertical, so don't think it can't reach for the skys!
Another cool thing is Pachi's wall run: All it has to do is run - into - the wall and press the jump button!. You can access the wall run by simply performing a wall cling, too. After going into said wall cling, moving the control stick up and down makes Pachi run, well, up and down! He moves a bit slower on the wall, but he's still a speed demon! Pachi can also run upside-down, but only for 3 seconds before it loses it's grip and falls. Pachi has the ability to jump off of the wall, too, just by pressing the jump button!
Specials
Side Special - Sweet Kiss
Pachirisu blows a kiss to it's friends! How cute!
~The kiss is represented in the form of a heart shape travelling at Sonic's dash speed forward up to 5 SBBs. Any opponent hit with this is dealt a little bit of hitstun, but nothing horrible. The effect? Opponents find themselves unable to directly attack Pachirisu for 5 seconds. Traps and projectiles still work, but any jointed hitbox that comes into contact with Pachirisu is voided. Pachirisu himself suffers a bit of end lag - .8 seconds, before he can move.~
Down Special - Berry
Pachirisu digs up a snack to eat - or to share!
~The berry takes .7 seconds to dig up, which Pachirisu then carries around like a normal item. By pressing the special button, it can gobble it down itself, which heals a neat 5% damage. By pressing the jab, Pachirisu instead extendes the berry out, offering it to the foe. If the foe attempts a melee attack on Pachi, they instead take the berry and munch on it themselves, but ends up choking on it. This deals 5% damage and a funny choking animation that lasts 1 second. Team members of Pachirisu will be ale to indulge in it's healing qualties.~
Up Special - Quick Attack
Pachirisu dashes forward, showing off it's quick speed!
~Pachi pretty much performs Pikachu's Up Special with a few quirks. Like Pikachu, Pachi can re-angle itself, but unlike the yellow rat, Pachi can do so twice, with the last re-angle being much shorter. Pachi does not go into free-fall after this, instead being able to access his aerials afterwards. Pachirisu uses this to recover, obviously, but it can also use this to go into a wallrun, simply having to touch the wall and press up.~
Neutral Special - Thunder Jolt
Pachirisu shoots lightning bolts form it's cheeks!
~Again, this is much like Pikachu's Thunder Jolt. The Lightning hugs the ground like Pikachu's, except it never detatches itself from Pachirisu's cheeks. instead reaching out a maximum of 3 SBBs, which takes a second to reach. This deals 10% electrical damage and flinching knockback, but only lasts about two seconds. If used in the air, it is exactly like Pikachu's Thunker Jolt, being in an orb intil it hits a solid object and then crawling along the ground.~
Grabs and Throws
Grab - Head-Hopping
Pachirisu jumps up onto it's friend's head!
~Pachirisu's untraditional grab involved it jumping onto the opponent's head. The opponent can move around normally and even attack Pachirisu with a well-placed upward strike, Pachirisu taking 10% damage to knock off. Pachi's pummel involves him giving the foe a little jolt, which deals 2% each hit. Pachirisu can leave the grab anytime by jumping off. This gab can also be used in the air, provided Pachirisu is touching the opponent's head.~
Down Throw - Thunder
Pachirisu's friend tries to brush him of, making Pachi ticked! Pachirisu calls down thunder!
~ The lightning strike comes down from the skies, much like Pikachu's, only this time, it's impossible for it to miss the foe. As a bit of a payoff, it's not as powerful, only dealing 10% damage and no knockback due to Pachirisu being on top of them. However, the foe is stunned for a brief moment, allowing Pachirisu to follow up, though not enough time for another thunderbolt.~
Up Throw - Fling
Pachirisu flings it's friend upward, staying in the air to come after them!
~This deals no damage, sadly, and also very small knockback, which does depend on the weight of the foe. If Pachirisu is fighting, say, Olimar, Oli will fly a decent amount upwards, but a foe like Bowser (or heavier) will barely go farther than if they had jumped. Both Pachirisu and the foe end up in the air when this is used, and both have immediate access to their respective aerials.~
Forward Throw - Swift
Pachirisu jumps off of it's friends head. It wants to play tag!
~Pachirisu jumps off in the direction that the move was input. The foe is left with a footstool effect, and Pachirisu runs about 2 SBBs forward, if possible, running up any wall he comes into contact with.~
Back Throw - Super Fang
Pachirisu bites his friend! Bad Pachirisu!
~Fairly standard throw, as Pachirisu bites, dealing 10% damage. Pachi jumps off of the foe immediatly following the bite, running 3 SBBs away, as a child would to escape punishment. Like his F-throw, Pachi will automatically run up any wall he comes into contact with during this time.~
Smash Attacks
Forward Smash - Electro Ball
Pachirisu hurls a ball of electricity forward!
~The size and speed of the ball depends on how long Pachirisu charges the attack. When C-Sticked, the ball is about the size of Pachi's body and moves at about the speed of Captain Falcon's walk, dealing about 10% damage. Fully charged, which takes standard time for a smash attack, the ball is about the size of Jigglypuff, moves at Captain Falcon's dash speed, and deals 20% damage. The knockback also significantly increases from a small flinch to fairly decent. The range is 5 SBBs, after which the ball disintagrates. Pachi has a bit of ending lag, but it's nothing horrible.~
Up Smash - Thunder Wave
Pachirisu shoots some electricity upwards! What a light show!
~This move always has the same effect, no matter the charge: dealing 10% damage and fliching, also causing a footstool effect, which substitutes paralysis. Charging this attack, for which the time is fairly short for a smash attack, extends the reach from just above Pachi to 4 SBBs upward.~
Down Smash - Discharge
Pachirisu releases all of his pent up electricity!
~Pachirisu creates a 2 SSB-wide circular area that immediatly gets covered in electric energy, which increases to 4 SBBs when fully charged (which takes quite a bit of time-3 whole seconds). This "vortex" of electricity deals 3% damage each second that someone is in it, the whole thing lasting for 5 seconds. The catch is that Pachirisu can't use any of his electrical attacks - which are his strongest, mind you - until 3 seconds have passed since the vortex fades, and cannot use discharge for a full 20. Projectiles are rendered useless inside the vortex, immediatly falling as soon as they detatch themselves from their owner's body. This includes Pachirisu.~
Aerials
Up Aerial - Tail Whip
Pachirisu does an awesome somersault in the air!
~Pachirisu's tail is realy the star of the show here, as his whole purpose of using this move is to brush thefoe with his tail. If he's successful, his statically-charged tail deals the foe a solid 1% damage, and a bit of hitstun. Pachirisu actually increases his height in the air as he does so, putting himself directly above the opponent.~
Down Aerial - Iron Tail
Pachirisu does a flip, then flies towards the ground with it's new, heavy tail!
~This move is remeniscent of Yoshi's D-Special, if that helps with the visualization. In fact, it pretty much is Yoshi's aerial D-Special. The only difference is that if Pachirisu comes down onto a foe, they are immediatly given a footstool effect, and 5% damage, and Pachirisu bounces back up, ready to use another aerial.~
~Generic Aerial is generic, but useful. Pachirisu spins in the air, electricity surrounding his body. If he comes into contact with the opponent, they are dealt 5% damage and a decent amount of knockback. Pachirisu drills forward for 2 seconds, for which the entire time, he is a hitbox. It's a decent GTFO move for foes who are too close for comfort, but too far away for anything else.~
Back Aerial - U-Turn
Pachirisu, covered with electric energy, flies in a U shape!
~Pachi looks like a much smaller version of Pikachu's Volt Tackle during this move. It does indeed fly in a U-shape, which is about the size of a U made of 5 SBBs, turning Pachirisu around, but it also leaves a trail of electricity behind, which lasts for 2 seconds and has a weaker version of his discharge effect, only dealing 2% per second the foe is inside the electric trail and only deals hitstun. Pachirisu ends up in freefall, making this more like a traditional recovery than his actual recovery.~
Neutral Aerial - Head Smack
Pachirisu headbutts forward!
~Fairly standard fare for a Nair, as Pachirisu's head has very little range and is not very powerful, dealing 3% damage and flinching knockback. Good for GTFO or to set up another attack, but it's not going to win the game by itself at all.~
Standard Attacks
Down Tilt - Nut
Pachirisu digs up a nut! He must have been saving it!
Visually, this looks a lot like his down special, but only taking half the time to perform. The nut itself is merely a throwing item, thrown at the press of A, which flies a decent distance depending on whether or not Pachi is in the air. The nut deals 5% damage to the foe, and can travel through any of Pachirisu's electrical fields.~
Up Tilt - Thunderbolt
Pachirisu performs a cool trick with his lighning!
Pachirisu shoots small bolts of lightning upward out his cheeks, which reach up only 2 SBBs and deal 5% damage, each. They also deal flinching knockback. They fly out in a V-shape, and can trap foes in-between them for a second if the move is timed right.~
Jab - Head Smash
Pachirisu deals out an endless supply of quick hits with it's head!
~If you couldn't tell, this is pretty much Pikachu's jab. Each hit with his head deals 1% damage, and comes out in quick succession. This is as good a way to damage-rack Sweet-Kissed foes as any, but be careful when you use it because this has the absolute lowest priorety in the game.~
Forward Tilt - Spark
Pachirisu shocks anyone in front of him with this quick attack!
~The range of this attack is very short, reaching out just beyond Pachirisu's body. The spark deals 5% damage and a little bit of knockback, again being good for a little GTFO.~
Final Smash - Rodent Rampage
Pachirisu calls on it's family for help!
~Pachirisu calls in for 5 other Pachirisus to come in and help him. They each have access to all his Aerial and Standard attacks. They each have 30% stamina, which, when drained, causes them to run of the screen. Pachi can babysit these others by healing them and keeping them safe from enemy traps/projectiles. It's going to be fun.~
Playstyle
Playing as the EleSquirrel Pokemon
Pachirisu is all about running around with high energy!
~Pachirisu is a character thet never stops moving, using high energy quick attacks to deal small amounts of damage that quickly amount to something greater. Pachirisu almost dances around the opponent. Because of his very light weight, he obviously wants to Sweet Kiss the foe before doing anything major. From here, he can use his grab or smashes, depending on how far the foe is. Whn not able to use this, Pachi plays a bit of a hit-and run game, using his quick attacks to deal damage and then run away, prompting the foe to follow him, lest he use his Discharge. Pachi's aerial game is very much a set-up: he wants to grab his friends, or put them on the ground, Sweet Kiss them, and then grab them.
If you couldn't tell, Pachirisu, despite his rather impressive arsenal of projectiles, likes to play close, chasing foes around, for lack of a better word, playing with them. Discharge is an intimidating move for opponents, especially campers, who will want to seek out and stop Pachiisu from ever being able to put their projectile spam to jepordy. Of course, this all works into Pachirisu wanting to play close for grabs and such. Pachi also has the small healing factor with Berry if his player's feeling campy that match.
Talking a bit more in-depth about his aerial game, it's very GTFO-orientedachi really wants the foe out of it's face if it's in the air, mostly due to the fact that it's probably in the process of running away, recovering, or coming out of a wallrun if it's up there. Pachi won't really be fllowing foes around in the air at all, as he's not an aerial chaser, mostly wanting them to come back down so he can take advantage of his quick ground speed and fast attacks.
Pachi is all about making foes follow you, hitting, taking advantage of short periods where it's in control, and getting out. It's not a heavy hitter and may have some trouble killing, but if you stick to your guns, you'll be okay.~
Extras
Taunts
Entrance: Pachirisu crawls down a structure in the background, jumping onto the battlefield excitedly!
Taunt Up - Pachirisu does a cute little backflip!
Taunt Side - Pachirisu Sparks up it's cheeks a little!
Taunt Down -Pachirisu fluffs it's fur, crackling a bit!
Win and Loss
Win 1 - Pachirisu is sleeping! He tired himself out!
Win 2 - Pachirisu jumps onto the opponent's head!
Win 3 - Pachirisu munches down on an acorn!
Loss - Pachirisu claps happily for it's friend! What a fun play date!