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Make Your Move 12: Now with accurate title! MYM12 is closed! MYM 13 is Open!

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
MYmini Week #4
Improbable Boss Time


[3rd Mar-10th Mar]
Cosmic forces have aligned, and now the 4th moveset you’ve ever made has become a Boss. Wowzers! Nothing good can come of this. If a straight forward boss is too bland for you, you can also make a “3v1 Boss Moveset” out of that character.
Incidentally, if you don’t have 4 or more movesets then… go make more movesets (or use your most recent one… whatever)
Tetris is now a boss. Your argument is invalid

:phone:
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Fibrizo immediately is far more appealing than Agiri due to the writing style being greatly improved. It's not perfect, but that it's this much shorter makes the set far easier to understand and process. You definitely captured the feel of the character well here – he brings absolute anarchy to the match, flooding it with hitboxes, hell-ish status effects and the like, while siphoning the pressure of the match with his neutral special. It's hard not to love the combined soft interactions of many of the overly creative moves – stuff like purely destroying the stage, turning it into a minefield alongside your other projectiles and all the while, forcing your opponent to attack you because of the neutral special is pretty brilliant. Where the set is less brilliant is in its overuse of stun on opponents, effectively taking them out of the match entirely, and Fibrizo does this with such ease that it barely requires thought. I also didn't like the tacked on notion of having to attack Fibrizo himself to disable a lot of his status effects, which gets awkwardly tangled up with his neutral special and generally you could have played off of these initial moves more than you did in the set. The reason why this hurts the set is it gives Fibrizo too much direct control and kills the chaotic vibe the set has going. A big step-up from Agiri nonetheless and a stunning amount of improvement, one of the more enjoyable boss sets I've read in a while.


I enjoyed Yutaka in the same way I enjoyed XP Tan back in the day, and it's odd to me as I really have no reverence for the character whatsoever, I couldn't possibly be more dissuaded by a set than when it's for a shy anime girl. But surprisingly, this set was able to pull off a simplistic, but really palpable playstyle, which plays on Yutaka's faults. The shield mechanic feels just fantastic to me with how it plays with the concept of a shield as a “bubble” for Yutaka, gradually growing stronger as her confidence does. It all comes together, with help from moves like the neutral special and so many moves that can easily backfire or are simply meant to be thrown out at random, to create what is not an especially unique type of playstyle, but one that is wholly unique for Yutaka and at times, very clever with how it plays with how Brawl works. The other hand of that argument is that this makes the set very unintuitive, and not always clear. There's too much muddling around with the poison damage specificiations and stuff like that up special, and the down tilt, come off badly. This set would be much better if the inputs were played around with to feel more comfortable. It feels disorganised, but it has the makings of a very, very good moveset, and is one I, for whatever reasons, deeply enjoyed reading, all of it.

Many thanks for the positive comments! The above sets were started near the end of MYMXI and close-to-finalized afterwards, with Yutaka actually having been completed a week before the start of MYMXII...before I even got started on Agiri! I'd been saving up these 2 sets like a piggy bank of sorts, which was why I was able to get them out in a timeframe so close to each other. I don't think I'll be able to attempt any similar feats for the rest of the contest regarding consistent quantity due to the fact that not only have I set myself a higher bar of standards given my showings, but also need to get started on something that I can keep at and allow to utilize the advice and lessons I've learnt over the commentary I've received I'll need to start with something from scratch. Because of this, Medusa, the third set I 'promised' during the advertising period, is a largely dead project despite the fact that it essentially has its inputs completed.

I'm actually quite surprised that you liked my 2 sets to the extent that you do; mind you, I was obviously expecting them to be good, but I knew there'd be many mistakes among them that would keep them away from the realms of perfection, which I'm perfectly willing to accept.



And now we have Yutaka Kobayakawa, aka yet another Kat Lucky Star set. Like many of these sets, Yutaka is a very imaginative and generally crazy set, but somehow less crazy than the likes of Ayano. I love this concept of an incredibly weak character who has nothing but willpower and careful manipulation of Brawl's mechanics to help her. Her goal to become stronger is greatly personified in this set as she has to build her confidence (shield), gain experience (tripping resistance) and overcome her naturally weak disposition (knockback resistance). She has to put in so much effort to become capable of racking up damage and being able to defend herself like a normal character, at some point just having to get space to shield/heal her poison damage. I actually like the random buffs here and how they force Yutaka to put all her effort into a single attack to actually do decent damage. Her weak disposition is really hi-lighted well with her tripping during attacks, grab and ultimately having to take more damage as she holds it all in while fighting instead of taking it directly like a normal char. And thanks to Yutaka's ability to shrug off damage for a while and heal with her oddly fitting up special, she actually decides the flow of the match herself, and she definitely needs all the advantages she can get. I really do like this set, and I accept its imaginative nature considering the character (only move I can really call out is the down tilt: a sickly girl like her definitely needs rest, but sleeping on the battlefield is a bit much).
Your writing style was fun at times, but I think you could've done with less detail here and there.
Seems you have quite a lot of good things to say about my Yutaka, don't you Silver? :3. Heh, in any case, I'm glad you acknowledged the fun writing style, because I wanted to make sure it worked with Yutaka's character and got the right feel going for it; for the most part I did have to sacrifice some reader leisure for that reason and force the set to drag out for longer than it should of.

Not necessarily directed at your comment, but rather a fun fact, is that I brainstormed the concept for a Yutaka set for over a year given the nature of her character. Some of my ideas for her included making her the Banette of status-effects, making her a jokingly overpowered character who "guilt-trips" the enemy with weird counters that use their power against them of sorts, turning her into a "spectator" character who doesn't count towards the match, giving her an absence mechanic that made her vanish from the match, giving her a mechanic that makes her die if she gets too much damage and generally giving her a ton of negative mechanics, making her an Assist-Trophy orientated character, and finally turning her character into a jokeset about slice-of-life characters and not using violence to win. But then, thanks to my experiences from Ayano that it was okay to make non-fighting characters fight, I finally created the concept you know, which I believed to be the perfect fit for her - all my previous ideas for her were both incredibly tacky and were completely out-of-character in that they tried to make Yutaka take advantage of her illness.

I'm glad Yutaka's set turned out the way it did, something I thank Ayano for - it's great that the characterization bits managed to reach the general populous, or at least the 3 people who I know have read the set (including Ju-boy as I saw in the chat, who I was really hoping would comment on the set given his interesting views of characterization and Brawling points-of-view that I learnt quite a bit from).

I can't really think of much else to say. But thanks guys!





Angel, I'll opt for him him instead. My mind was flipping between Ayano, Sayaka, Jason and even my own Clare while reading him.
It's funny because my Yutaka and Party Pete were on my mind when I was reading him. I don't have enough resources and what not to be able to comment on the set, but I'll say that I loled at the extras, and learned what it means to achieve climax. :awesome:







MYmini Week #4
Improbable Boss Time


[3rd Mar-10th Mar]
Cosmic forces have aligned, and now the 4th moveset you’ve ever made has become a Boss. Wowzers! Nothing good can come of this. If a straight forward boss is too bland for you, you can also make a “3v1 Boss Moveset” out of that character.
Incidentally, if you don’t have 4 or more movesets then… go make more movesets (or use your most recent one… whatever)
I unfortunately have to do a boss for a certain deformed blondy from a god-awful anime I used to fap to.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
MYmini Week #4
Improbable Boss Time


[3rd Mar-10th Mar]
Cosmic forces have aligned, and now the 4th moveset you’ve ever made has become a Boss. Wowzers! Nothing good can come of this. If a straight forward boss is too bland for you, you can also make a “3v1 Boss Moveset” out of that character.
Incidentally, if you don’t have 4 or more movesets then… go make more movesets (or use your most recent one… whatever)
http://www.smashboards.com/showpost.php?p=8620167&postcount=1546


done


and if that doesnt cut it, this also works beautifully

http://www.smashboards.com/showpost.php?p=8745016&postcount=1690
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
In an alternate universe, Trainer JOE is what has to be turned into a boss for the mini.

They're no longer called "minis".
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Gardevoir
The reflective screens here are a really cool idea. You have plenty of ways to manipulate them and interact with them, and so does the opponent. The fact that each screen can hold energy, but only so much without breaking, means you have to manage their positions carefully, leading to even more layers of strategy. Unfortunately, the set suffers from confusing wording and some logistical problems in places. The neutral special is rather confusing, and I'm still not entirely sure what exactly it does. The down special is a neat idea, but status effects aren't exactly common, so attacks that are made especially for them aren't too useful. At least you had it interact with your up special, so it's not too bad. The last weird thing is the dash attack. I'm not entirely sure how you would be able to tilt a dash attack backwards, as you need to be holding the stick forward to use the attack in the first place. Aside from those small problems though, I really like this set. Definitely some great work.


Angel
I have a soft spot for stance changing, so this isn't quite as bad to me as a lot of others seem to think. Unfortunately, it does suffer from the fact that the stances don't do enough to differentiate themselves. All they do is alter speed/hitboxes/damage somewhat, meaning that a player will most likely settle on one that is best for their preferences/matchup with little incentive to mix things up. The focus on dodging attacks is rather neat, but it doesn't quite match up with the rest of the set. And then there's the clones, which really don't seem to add anything aside from all sorts of uncontrollable chaos to the set. Again, I like the basic concept you were going for, but in the end it just didn't quite work.


Naoto Shirogane
Nice to see you back making sets, Wrk. It doesn't look like you've lost your touch, either. Everything here is rather simple, but the many ways you can position and use your persona add all the complexity you really need. All I can really fault the set here is with a few little nitpicks. The side special charging is a bit too easy to pull off because Sukuna is invulnerable while he is following Naoto. The fact that fully charging it can be detrimental to your health while Sukuna is in Solo Mode does help offset this, but that's a really strong beam to be able to use so easily while they are together. A lack of a viable recovery option is another strange choice. You even have Naoto fall into helpless when she recalls Sukuna to regain her third jump, so it's probably intentional. It still doesn't make much sense to me, though and it it seems like even more punishment for separating Naoto and Sukuna. Overall, an excellent comeback set, and I hope you stick around.


Kirby Enemy Team
Okay, this set is just bizarre, and yet strangely endearing. It follows a similar philosophy to Phatcat's Team Pedastal in that the individual members are primarily AI controlled, but you control another entity tasked with repositioning them as needed. They interact rather nicely, especially Twizzy, giving you a good deal of control over what is happening despite not directly controlling the characters' movements. Now, there are a few logistical issues. For example, you say that Cappy does not respond to inputs while he is without his cap due to his rage, but he still has a full set of capless inputs. How exactly does that work? Does Kabu respond to the side special and down special commands? Would a foe getting hit by Twizzy carrying Noddy using the up smash take the knockback, fall asleep, or both? The set is lacking lots of little clarifications like that, which can make things a little confusing, but otherwise the set is surprisingly functional given it's manner of control. Definitely a fun attempt at the ever-popular "Hugo" genre.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
BEHOLD. I shall rework this for my MYMini#1 entry.

Marioman19 said:
i've worked up a moveset for the little guy, check it out.

Skills (1 to 5)
power: Ll
speed:lllll
jump:lll
weight: Ll

a moves:
(a) punch: It's a punch

(running a) running headbutt: Need i say more?

(a strong up) arm lift: The bunny lifts his arms up

(a strong right) more punching: ...

(a strong down) weak plunger swing: The bunny swings his plunger down

midair attacks:
(a) air punch:...

(up a) arm lift #2:..

(back a) backwards spin left: Are you still reading this?

(right a) air kick: The bunny lifts his legs fowards

(down a) screwball: The bunny starts spinning downwards.

Smash attacks:
(up smash) plunger up smash: The rabbid lifts up his plunger in a sword like pose.

(right smash) gnaw: The rabbid sinks his teeth into the nearest thing.

(down smash) plunger down spin: The bunny spins his plunger in a circle.

B moves:
(b) bunnies can't play soccer: A soccer ball appears in front of the rabbid,which is like mario's fireball, but has greater range and can be charged.

(side b) plunger shoot: The bunny takes out his plunger gun and shoots, if you press b just as the plunger connects, they oponent will be stunned momentarily.

(up b) bunnies can't fly: The rr makes a mad dash upwards, in an attempt to fly, only to land on his face or an enemy.

(down b) bunnies don't leave their burrows: The bunny burrows underground, when you press b again, he burrows back up, can stay under ground for 3 seconds.

Grabs:
(a) the bunny thrusts his arm foward

(up) the rabbid slams his head upward.

(right) the bunny strikes a disco pose.

(left) the rr throws them.

(down) the rabbid jumps up, and throws a plunger downwards.

Final smash:
Bunnies suprisingly can burp: After the bunny grabs the smash ball, he starts shaking it up and down, then eats it, and lets out a posionus burp.

Misc:
Taunt: The bunny raises his plunger up, and screams "daaaahhhh!!!!"

shield: Bubble sheild

entrance:the rabbid attempts flying down onto the battlefield, only to fall flat on his face.

Claps: He cheers, he doesn't clap.

Victory poses:
#1: The bunny blinks twice
#2: Screams "baaaahhhhhh!!!"
#3: Holds up a gold cow trophy.

Alt costumes:
Regular,black, red, pink [the color, not the character]
 
D

Deleted member

Guest
User Rankings Week #3

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 11 thread. The cut-off point for tallying is 3:59PM on Sunday EST, 5:59PM PMT or 11:59PM GMT; other removals or changes are at my own discretion. The breakdown of points is as follows:
30 points 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
Activity this week was not outstanding, mostly being reserved to commenting and the odd mini for most people. Though keep in mind, if we look back to that archaic activity research Junahu did in Make Your Move 5, the third week was then, as it is now, the trendily lazy one. I won the week again, barraging the thread with my awful opinions in delightful snack format. Second place goes to Nate, who actually posted a set, Angel, which deserves more feedback than it has received so far. In third was another staunch commenter in the form of LL, commenting four sets apiece in two separate posts, making an appearance in the top three in the most formal way possible. So, lets try to pick up if we can, guys. Still, credit to those who participated in making the week mark at all.

Overall User Rankings



Points: 66

Points: 45, Movesets: Amps, Chantique, Kang, Angel

Points: 40, Movesets: Trine

Points: 36, Movesets: Agiri, Fibrizo, Yutaka

Points: 31, Movesets: Captain Hook

Points: 31, Movesets: Mona, Sentinel

Points: 25

Points: 21, Movesets: Doc Scratch

Points: 17, Movesets: Dry Bones, Kirby Enemy Team

Points: 44

Points: 5, Movesets: The Necromancer, Zasalamel

Points: 5

Points: 4

Points: 4, Movesets: Angel

Points: 4, Movesets: The Coachman

Points: 4

Points: 4, Movesets: Gardevoir

Points: 4

Points: 2

Points: 1

Points: 1
 

webcoroma

Smash Rookie
Joined
Feb 28, 2012
Messages
21
Location
San Jose, CA, USA, Earth.
Is this a good one?


He’s covered wars, ya know. Frank West joins the brawl!

Frank West is a freelance photographer and photojournalist. Frank is not a handsome man. He's not even particularly good looking. He's a big guy, with a lantern jaw and a no-nonsense attitude, and all he's interested in is the biggest scoop of his career. He is a relatively well-known freelance journalist who has covered many world events, wars, and other big stories. Lately, however, his career has begun to fizzle out. Looking for the next big scoop, he stumbles on to some strange events happening in the small town of Willamette Colorado.


Size: About the size of Captain Falcon.
Weight: Little bit heaver then Captain Falcon.
Walk Speed: Above Average.
Dash Speed: Fast.
Jump: Above Average.
Fall Speed: Above Average.
Air Speed: Average.
Traction: Normal.
Crawl: Yes.
Glide: No.
Wall jump: No.
Wall cling: No.
Idle animation: Frank will stretch out his back and groan a little bit.
A: Frank throws a left punch. (4%)
AA: Frank throws a right punch. (5%)
AAA: Frank does a karate chop. (6%)

Forward Strong Attack: Frank does a front kick. (8%)
Up Strong Attack: Frank swings a lead pipe (10%)
Down Strong Attack: Frank does a foot sweep. (5%, Trips)

Forward Smash Attack: Frank swings a baseball bat. ( 10% uncharged 25% mid knock back charged)
Up Smash Attack: Frank swings a 2X4 ( 10% uncharged 23% mid knock back charged)
Down Smash Attack: Frank swings a golf club. ( 10% uncharged 24% low knock back charged)

Dash Attack: Frank runs by and swings a knife. (5%)

Nair: Frank does the jump kick (13%)
Bair: Frank swings a Cash Register. (14% When the cash register hits a target, it emits a "cha-ching" noise.)
Fair: Frank swings a Acoustic Guitar (12%)
Uair: Frank swings a Frying Pan. (10%)
Dair: Frank does the Knee Drop (20% Frank goes straight down to the ground.)

Grab: Frank wraps a Croupier Stick around a opponent's neck and pulls them to him.
Pummel: Frank knees his opponent's chest. (3%)
Backward Throw: Frank does a Sulpex. (25% mid knock back)
Forward Throw: Frank does a Great Swing. (30% mid knock back)
Down Throw: Frank preforms the Face Crusher (20% no knock back)
Up Throw: Frank throw his opponent in the air and shoots them with a shotgun. (40% can be interrupted.)

Neutral Special: Frank takes a picture. (No damage, Stuns the foe for 20 seconds. can’t spam)
Side Special: Frank throws a random item. (damage is between flinching and 50%)
Up Special: Frank pulls out a zombie on a rope and throws the zombie up to grab something. (no damage. Very silly though.)
Down Special: Frank pulls out a Juice (The things you get from the blenders) In least likely to get: Randomizer (Gives Frank stomach pains and makes him puke. Throws up three times. Moves up the ranks everytime a different Juice is used) Energizer (Frank cannot be injured) Pain Killer (Frank receives half physical damage) Untouchable (Frank cannot be grabbed by opponents but can still suffer damage from their attacks) and Quick Step (Frank is able run at three times his normal speed. However, actions such as attacking and jumping are not affected.)


Final Smash: Frank vanishes and a horde of zombies swarm the stage. Lasts about 20 seconds. ( About ten zombies per opponent. 30 max. Zombies do 10% damage.)

Victory Pose 1: Frank dusts off his hands and says: Well, I guess play time is over.
Victory Pose 2: Frank imitates a zombie.
Victory Pose 3: Frank takes picture of the losers.
Lose Pose: Frank just claps.

Taunt 1: Frank makes a comment about one of his opponents. (9/10 times it’s snark)
Taunt 2: Frank takes a quick pic of his opponent/s.
Taunt 3: Frank drinks some OJ. (does not heal)

Wiimote sound: Frank saying “Fantastic!”

Character Entrance: Frank leaves from a vent.

Series Symbol: It’s a camera.
 

smashbot226

Smash Master
Joined
Sep 1, 2007
Messages
3,027
Location
Waiting for you to slip up.
No excuses

Amp is a set that never quite gelled with me after I finished reading it, to be perfectly honest. While the effort required to take down all four amps doesn't seem all that difficult, it's far more of a chore with some characters since, all things considered, you effectively have four hitboxes you have direct control over. Hell, even the TAUNTS are attacks that come from the movement amp. Not saying it's a bad thing but it can certainly be a tedious thing. For my other complaint, well, it's more to do with the simplicity of the set. As far as Hugo sets go, it's balanced, if a tad UP- there's definitely some fun stuff you can do with UTilt and FSmash in tandem with tethers. But I also feel that the set limits itself to the point where whatever merits the set makes for itself are drowned out by how miniscule Amp is. Taunts translating as attacks for the movement amp doesn't bode well for the set as a whole when the offensive- and in this case, the offensive amps are arguably your riding creative force for this set- has creative spurts, but only spurts.

Chantique, I feel, is sort of in the same boat, but not to the same degree. Granted, most of her playstyle revolves around keeping your lightsaber holstered at all times to maintain the benefits toward all your attacks, but in this case the simplicity is a part of a single set. You get some lethal moves while using the lightsaber but the general risk of losing don't outweigh the bonuses that come with retaining it. It definitely feels like you gave Chantique some mechanics to play around with and then built your moveset around that, which I approve of. The grab game in particular is rather appealing since it emphasizes Chantique's goal of keeping the saber close to her at all times; otherwise, she loses much of her options. But at the same time, I feel like she has a large dependency on the saber as well, which sort of brings down her appeal, though not to a matter of life or death. Just that if she's lacking her saber, the most interesting move she has is, what, FThrow?

Kang is a noticeable jump in... well, people are going to claim this entire comment will sound like masturbatory aid. Which is laughable considering I might've been the first person to read it, though far from the first to comment on it. Regardless of having all those mandatory boss set quirks that pretty much require three other characters to take him on- you even say so yourself- he makes use of them quite well. The time travel mechanics aren't completely convoluted and is relatively balanced in that Future Kang is somewhat limited by what Past Kang can do; smart foes can completely avoid focusing on Growing Man in the past to somewhat screw Kang in the future, et cetera. It provides a metagame within a metagame; how should Kang's adversaries influence or take advantage of the time stream? I'm even more enthused that another one of Kang's potential playstyles is to act like the conqueror he is; while I'm not totally sure what the limitation is on FSmash or USmash, the ability to actually give your NSpec minions these weapons really help characterize Kang's role as a conqueror. The manner in which you translate this is even more impressive.

Veran is (apparently) an MYMini 0 set you've decided to (re)create... my knowledge regarding the background of this set is admittedly lackluster. And after finishing it, I do think it has the same problem as Chantique though to a lesser extent; what you manage with Veran is very creative. While a majority of your offense revolves around sending out enough projectiles on-screen to make a bullet hell game blush, you combine that with the doppelganger mechanic alongside the pillar. Basically, you not only fill up the screen with projectiles, but you restrict their movements to make getting caught in these projectile fields easier. The addition of possession makes this job even easier if you prefer to get the dirty work done yourself. This all leaves sort of a bittersweet taste because even without the playstyle section, I kind of figured this all out before I hit the aerials section, which was relatively lacking in my opinion. The Wallmaster grab game is quirky, but really just that- quirky, other than UThrow. It's a set with a nice idea and several novel ways to implement it, but isn't anything that special otherwise.

Yutaka was a considerably easier read than Agiri yet at the same time, I'm completely unsure of what to think of the set. While I would have actually liked to have seen your pre-Warlord opinion Yutaka set, the way it stands right now is slightly awkward. At least for me. She has a BUNCH of knockback-changing moves that are supposed to either go into her eventual poison damage mechanic or shield, which gives her a sort of pseudo offensive-defensive style in that she needs to stay offensive to remain defensive. The shield mechanic is an interesting touch befitting (I can only assume) of the character as is her entire grab game; while my experience is lacking, the originality contained in that section was certainly worth the read. Better still is that she apparently doesn't take poison damage during the grab, further emphasizing her offensive playstyle, even if that doesn't seem like the best kind of playstyle for her kind of personality. Everything else, however, seems to revolve around buffing everything with NSpec and using special attacks labeled as normal ones. Not to complain about that whole shtick, just that Agiri seemed to have the same non-issue as well. The second part, I mean.
Good dig on MW for a point he'd no doubt bring up.

Captain Hook got a bangbros-worthy reaming by FA for an apparent multitude of problems. Fortunately, I am not FA. Unfortunately, I am neither FA nor entirely enthusiastic about this set. I think your biggest mistake was trying to import Disney Rumble mechanics into MYM Brawl: it almost seems like you're trying to advertise your own idea rather than make a set. And at times, it genuinely seems like that, between the supposedly amazing FSmash when it's properly in-engine and the hilariously tacky USpec. I can't really say much more about it that hasn't already been said, either by MW or FA- this feels far more like a DR set than anything.

Sentinel is an attempt at a MvC3 character in the exact same vein as my Haggar set in MYMX. I recall one person WV'ing it and I do not even like it. Needless to say, you seem to be riding heavily on the fact that people will overlook the set's problems, which I will get to later, with "LOL F*CK THE KNICKS" when in reality, only a quarter of us will actually understand what you're referencing. Now that THAT elephant is out of the room, onto the set itself. You don't really take any creative liberties whatsoever, which is very unfortunate considering the character you're making a set for, and largely- well, entirely- draw upon fighting games for the set. It's far easier to look at a character from a "what are his powers/abilities" standpoint and not necessarily from, "what could he do in the games?" Limited thinking such as the latter won't get you too far.
Ignoring the fact that MODOK was from columns A and B yet placed 37th anyway (wary).

Angel- two sets named Angel in the same contest, huh- definitely feels more, if you forgive me for using a buzzword, visceral. He almost reads like a demonic Meta Knight of sorts, with his chivalrous attitude toward bringing weapons into the fight and combo-heavy playstyle. And then you've got the alternative Angel, which brings in a far more aggressive yet defensively bankrupt beast. Both good options, though I feel like Angel will rarely fare worse off without bringing his swords in- they provide highly damaging options for Angel while acting as battering items for opponents. As for the rest of him, it's a fairly mixed bag leaning toward positive. While his stats seem OP for the most part sans size, the options you allow Angel users to... use... allow him to make up for whatever shortcomings he might have. That Ready Stance might be a little ridiculous, especially when you mention players won't get dodge addicted like they do with Lucario. Nonetheless, I think it's a good set that reminds me of SSF4's normal links; the ability to chain move into move manually is a necessity. That's not something you get to see every day on here.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
MYmini #4, because nothing else is happening

Boss Battle: Biospark



You’re kidding, right? This little guy is a boss? He’s only as big as Kirby! Or maybe his small size makes him that much more dangerous as a boss? Either way, Dream Land’s original ninja is your opponent, and he’s going all out!

You’ll fight Biospark in a completely enclosed area, with floor, walls, and ceiling. It’s about Battlefield-sized, but wait--doesn’t being in an enclosed area make it so you can’t get knocked out? Don’t be naive--your foe has surely accounted for that. Biospark has 150 HP on Normal mode.



Skill 技能 Darkness Veil
You’re pretty good, but how well do you fight in the dark, huh? Biospark will use this move occasionally throughout the battle, making a brief signal with his hand as the playing field becomes totally dark. You’ll still be able to see the area immediately around your character, and you’ll catch a brief glimpse of Biospark’s glowing eyes right before each time he attacks. This can last for anywhere from 3 to 8 seconds, depending on how far the match has progressed (later in the battle, the time will be longer).

Skill 技能 Smokescreen
This is another non-damaging move, but another key part of Biospark’s fight. Smashing a smoke bomb against the ground he’s standing on, Biospark will vanish suddenly. He can reappear at any point along the edges of the battlefield--even clinging to the walls or hanging from the ceiling. He can use this from any of these positions as well to move somewhere else. If he uses this while the screen is dark, you’ll be able to tell where he was, but not where he is, by the gleam of his eyes. This still can be useful, though, because he’ll very rarely reappear near the spot where he was. So at least you know something about his current location.

Attack 攻撃 Kunai Storm
Biospark’s just getting warmed up. This is his most basic actual attack. He launches a flurry of kunais (the knives in the picture above) at random angles, barraging the entire battlefield with them. This move is practically impossible to avoid altogether, and shielding it will cost you virtually all of your shield in most cases. On average, however, this showy attack will only deal about 15% damage. Like I said, Biospark’s just getting warmed up.

Attack 攻撃 Piledriver
Oh, look--it’s Kirby’s Up Throw! However, in the hands of a true ninja, it’s much more powerful. Biospark will drop down from the wall or ceiling as necessary, then immediately dart across the floor at nearly Sonic’s dash speed. If he grabs you, he’ll perform the throw as you’d expect. However, it deals no knockback. In addition to the 30% damage you’ll take from this attack, you’ll be lying on the ground paralyzed until you shake the attack off using the control stick. This is roughly twice as difficult as escaping the average grab, and Biospark’s not going to wait until you’ve recovered to continue the fight.

Attack 攻撃 Whirlwind of One-thousand Kicks
The attack’s name is a slight exaggeration--emphasis on slight. Biospark will leap toward a wall or floor/ceiling either clockwise or counterclockwise next to the one he’s currently on, to a random location on said wall/floor/ceiling, his foot outstretched for 5% damage if he connects with someone along the way. He does this extremely fast, and of course, he doesn’t stop there. He continues in the clockwise or counterclockwise pattern-for example, going from the left wall to the ceiling to the right wall to the floor--and will repeat the cycle roughly 10 times (okay, maybe 1,000 was a big exaggeration). Each kick deals knockback toward the center, where you’re likely to be hit again. The best place to be to avoid this attack is the corners of the battlefield, but you’d better get there quick, and even then, no guarantees.

The Final Blow 最終 Silencer
Perhaps you’re still wondering how you’re at any risk within this enclosed battlefield. You can kill Biospark via reducing his HP to zero, but he certainly can’t send you flying past the blast zone. But you see, he doesn’t need to. Biospark will only use this attack in the darkness, and only when you’re above 80% damage. It initially behaves just like a Piledriver, albeit at almost 1.5x the speed. However, upon catching you, Biospark will perform no throw. What he does instead...you’ll never know. When the light returns, you will be standing on a respawn platform, one stock down from where you were a few seconds ago. Ready for round two?
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Geto's 600th post comment bananza!

Junahugo Kerbeh Klobbah Klan
Alright, so Kirby Enemy Team is a Hugo set made by Junahu. By this very definition, I went into this set with high expectations, despite not knowing a single thing about any of the characters. Starting with the asthetics, its a very pretty set to look at, although that's expected from a Jun set. The colors work very well together, and of course give a good impresson early on. Gameplay-wise, I am a little disappointed that you went with a generic purple-colored mist as the main controlled "character", instead of working up a cool c0ontrol scheme, although since it's a team of mooks, I suppose that it works better character wise for there not to be a clear "leader: or favorite". Plus, I guess it makes controlling all of them easier (which is kinda opposite the point of the rather chaotic Hugo genre), but I digress. Right away, I like Sir Slippy's role on the team, the obvious anchor and "controller". And once we get to twizzy, I can see where this is going to be different from the other Hugo sets, mostly in the inputs. It's pretty clever to split them up in the way that you did, especially on Scarfy, which pretty awesomely manages to avoid the whole mess that usually comes with splitting Aerials/Standards. The moveset has all the awesomeness of the Hugo genre and the charm of a Jun set. It's safe to say that combining those two things makes it a definite awesome set in my book.

(will edit more comments in later)
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
! Boss Battle !


(((Obscure Deformed Blonde I Used To Fap To)))





By a most unfortunate incident, this happened to be my 4th set, and the one I would've preferred NOT to do out of all the sets I've ever made...aside from Jason, the only American character I've ever made a set for. In any case, the title says it all, and I don't have an ounce of care left for the "character" you unfortunately have to bare witness to. Even more unfortunately however, is that old graves must be defiled for this mini, which may be worthwhile because you get to beat up a character whose name means a whole lot of things and gives you too many different results if you try to type it up on Google.

This is actually a really easy fight, unsurprisingly, and makes the fight against Petey look difficult; it's so easy in fact you could win it even with Bomber! You get to use one character for this fight, because you'll only ever need one. The Deformed Blonde is fought inside a futuristic-looking room in a flying fortress, the latter of which you can tell due to having a window-view of outside in the background; the stage is as wide as Final Destination, and kills can only be attained by knocking the other player towards the side of the stage - Deformed Blonde has 20-100HP depending on the difficulty and takes knockback and hitstun like Mario would, because it obviously wouldn't make sense for the darn thing to have knockback resistance like a normal boss would, now would it?

The battle opens with your character being greeted by the Deformed Blonde, who has suddenly appeared in front of them in a cloud of black smoke. It then begins to ramble on about welcoming the character to the flying fortress they're on and telling them that it was given orders to -destroy- them, before getting into a boxer's stance to show that it means business. It takes a total of 14 seconds for the Deformed Blonde to finish its dialogue via using the Jaws Revenge Director's daughter's voice, but it doesn't take into account that the Brawl has already started and that you can attack it during that time! This sneak attack won't kill the Deformed Blonde even if it usually would unfortunately, with the strange creature going on about how unfair it was for the player to interrupt its speech before it points towards them in a condemning manner whilst saying "Get them!". Now, some generic, rather awfully drawn henchmen will run out from the sides of the screen as a minion-fest of sorts in order to attack the player, because the Deformed Blonde is apparently incapable of doing anything by itself...

First, 3 generic smug stock mooks in black spandex, pop out from the screen on the Blonde's side and run in, kind of like Primids but way more pathetic in their art style. They stand behind the Deformed Blonde, aim their guns at the player, and then fire away! Unfortunately they have really bad aim and never end up hitting you, but rather end up hitting their master on the back! They end up inflicting 10% onto the Deformed Blonde via shooting it in the back and knocking it down before running off the screen like little non-japanese girls, or simply end up being pwned by you since you can kill them with one hit, which is far more satisfying in the first place. Strangely enough however, the gunshots from the generic soldier dudes are actually capable of detonating any bombs on the stage with their guns if you planted any. The Deformed Blonde will usually use this if you're far away from it, and there's a 1/19 chance that one of the soldiers will be completely naked.

Another move the Deformed Blonde will attempt to use, and this one it will actually use itself, is to teleport behind your character and attempt to deliver a punch with similar lag to Bowser's F-tilt, except the Blonde is so weak its punch only inflicts 1% with no hitstun. If it hits it will then go back to where it was beforehand, but otherwise it will be open to attack and for you to pwn.

The Deformed Blonde doesn't seem to be very keen on playing fair however, as it will extend out its hands and fire out a blue pulse that causes your character to be frozen in place...if their damage percentage is over 100%. If so, they'll be stuck in a grab, albeit one they can instantly move out of after 2 seconds; keep in mind that the character will be stuck for one second longer if 50% is more on their damage. The Deformed Blonde will attempt to use its henchmen and they will be able to attack you for 8% while you are trapped, so be careful. This can be dodged.

The Deformed Blonde has one final cheap trick it can use however, which is to do the same thing as before except to cover your character in a green-ish transparent hamster ball! It may seem as if the Deformed Blonde's victory is actually inevitable now as your character will suffocate to death, but that does not actually happen; rather, the Blonde has made on helluva mistake! You see, you happen to be completely invincible to outside attacks inside the hamster ball, and can roll around and bounce in it! You can keep bouncing on the Deformed Blonde to inflict 12% and knock it down, or run it over with your hamster ball to do the same damage. I should warn you however; if you were on the ground when the Deformed Blonde cast the ball over you, you will not be able to jump, while in the air you'll keep being forced to bounce back and forth in the air uncontrollably as if you were continuously footstooling off the ground. There is, unfortunately, no way to rid yourself of the ball, unless you manage to kill the deformed blonde, which is thankfully doable with the hamster ball you're stuck in; that means even Ayano can kill this boss!

The Deformed Blonde has one final trick it'll try to use that randomly does not involve magic syndrome, but rather it taking out a remote to break off a Platform's width of ground underneath you! There is no way to stop this once it gets started, but the execution is telegraphed in that the ground beneath you will shake for a second before falling off. This move may not seem all that threatening, but being stuck in a hamster ball proves otherwise! In the air you could end up falling out of the fortress and dying via bouncing into the pit, while being stuck in-between a pit and the Deformed Blonde is rather bad, but you can roll over the hole and bounce off the edge of the other side to get into the air! Just make sure the battle isn't prolonged, as the Deformed Blonde will use this attack to gradually cover the entire area of the stage except where it is standing... speaking of which, you can in fact trick the Blonde into attacking you via teleportation punch if there's a pit behind it, which'll cause it to fall through and die!

There is also one last thing you can do to make winning the match a breeze: if your character is able to produce food items that other players can take off them and consume, the Deformed Blonde will run up to you and take your food item before ravenously eating it, becoming fat and falling through the fortress floors, dying in one shot! It takes 10 seconds for this to happen and 2 Platforms worth of floor around the Blonde will fall with it, so be sure you are far away when this happens. Fun to watch, even if it can only be done with certain characters like feminine females and incompetent butlers.

By the way, you fight the Deformed Blonde, generally as a first boss character for n00bs in a random imaginary Story Mode. Maybe.​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Made in the same time-frame you can watch a 12-episode anime if you're bored :3...

~(~(~(Kirika Ueno )~)~)~







Kirika Ueno is one of the main characters of C3 (Cube X Cursed X Curious), a Japanese light novel/anime series about cursed tools and High School peeps of which 70% of today's anime is composed of the latter kind. Kirika herself appears to be little more than the school's serious, strong-willed Student Body President whose secretly in love with the generic main protagonist, but is soon proven to have some super special secrets of her own that allow her to qualify as a main character. She was forced into joining a research organisation founded by her brother and also forced to wear two cursed tools: the first is Ginstrnag's Love, which is basically a sex dominatrix outfit hidden beneath her school clothing that protects her from mortal injuries but will kill her if she takes it off (can't show you it for...reasons). The second tool is The River of Black Strings, which appears to grant her the ability to throw out pointy black straps out of her sleeves for battle purposes (and apparently reveals a foe's murderous/sadistic side) in exchange for the tool constricting itself over her time after time and forcing her to undergo immense pain as she has her body parts squeezed and snapped, as the tool was originally used by a sadist to inflict pain on a masochist; she doesn't necessarily mind the pain all that much however as the first tool cancels out all the injuries caused to her body and she claims to feel refreshed afterwards. This dark secret, along with her immortality, justifies Kirika's fearlessness and reasoning to go at everything alone as she's not only capable of doing so but also does so to hide her secrets from others in order to protect them; she tries to help the protagonists whenever she can however due to being the "Student Body President" who has to help all her classmates, which goes to show just what kind of character she is.​



~(~(~(Stats )~)~)~


Kirika is rather tall (for a teenage lightweight female protagonist), and has rather typical action-girl status that make her fairly similar to ZSS except she falls faster but is as light as Jigglypuff; this is to balance the mechanic provided by Ginstrnag's Love however, which causes Kirika to heal off any damage 2 seconds after taking it at 1/8ths of its total every second until the damage is fully healed off to the point where she'll essentially be immortal against enemies who do not attack her consistently enough. She suffers a negative mechanic in the form of The River of Black Strings however; once 25 seconds of the match have passed black straps will start to crawl out of the openings of Kirika's clothes and tighten around her hands, legs and neck, with they being more noticeable on Kirika's HUD to tell the players of her impending torture, which will occur within 5 seconds - this means brief but unavoidable pain for Kirkia as she screams out in pain, all her body parts both tightened and snapped for a whopping 140% before Ginstrnag's Love reforms the broken bones as Kirika is forced into prone; in the air Kirika is merely stunned in place. This damage and any Kirika would take afterwards will not be healed off normally to the point where enemies could easily KO Kirika out of her prone state, but after 7 seconds her damage percentage will reset to 0% before her mechanic and the 30-second countdown are reset. Oh, and by the way, if Kirika would be KO'ed while she has 0% she won't lose a stock but rather will respawn with 100% on her damage meter that is regenerated at 5% a second, so she could easily commit suicide with a foe and not die herself - the curse timer does not reset in-between stocks however, so be careful not to be left wide-open or else you might as well have lost a stock in the first place.​



~(~(~(Specials )~)~)~


->Neutral Special<-

Kirika bends down (leans downwards in the air) and aims an arm directly beneath her before firing out a black strap from her sleeve that shoots itself downwards at a blinding speed while going through all surfaces, inflicting 4% with very slight downwards knockback and almost no hitstun to struck foes that won't ever KO from point blank until 800%. With execution speed on par with Wolf's Blaster, the most simple use of this move is that of a pestering one, though holding down the input will not only prolong the strap's stay but will also cause the ends of it to fly back up and inflict upwards knockback to those who come into contact with it after 0.5 seconds, with Kirika being able to determine where it appears around her just like with the Warp Star item. The default position for the strap's reemergence is directly beneath Kirka however, which'll cause her to not only take damage from the strap but also be caught in its continuous hitbox and juggled all the way up to the top of the screen as a way of recovering she can control not only with her regeneration but also the fact that she can rid herself of the strap anytime by releasing B; she and foes in general however can escape from the strap's juggling hitbox by DI'ing out of it, which allows Kirika to wriggle out and use her strap as a trap, though she cannot move whilst doing so. Note that the lingering strap has tentacle priority and thus can be destroyed with any attack, though Kirika will still be in the same stance as before and thus will instantaneously throw out another strap that she can set-up again if B was held down.​


->Side Special<-

Kirika effortlessly extends an arm to fire out a strap that travels almost instantaneously for 1/2 of FD's length before being reeled back in for some lag if no target is grabbed, with she being able to angle it up to 45 degrees. If she manages to catch a foe however, the strap will end up wrapping itself around their waist and giving off the standard "enemy-tether" effect that causes the two characters to be bound together; the fastest moving character can and will drag the other character and if one would suffer knockback they'll end up dragging the other character along with them. Kirika can in fact drag her foe into the abyss with her for a suicide KO this way, but they can't do the same if they're KO'ed as the strap will be torn from their body once they enter the blast zone. The initial strap can be destroyed by taking 10%, though foes actually have the option to exploit it by reeling their part of the strap in by using their grab to drag Kirika in at Ike's dashing speed in order to use their grab on her (for as long as they hold Z), though unless they have a Pummel and/or Throw that can destroy the strap with its hitbox they'll end up being dragged along with for the ride. In order to strengthen her strap, Kirika can keep re-using this attack to fire out and automatically place more straps on her single victim to add an additional 10HP for each one, though she suffers a bit more start-up lag with each new strap; on the other hand, adding more straps to the horde is the only way for Kirika to drag her enemy along with her for the ride without them breaking the initial strap with their attack in the first place - unless Kirika was the one who inflicted the injury on herself, that is.

Curiously enough, if Kirika used this offstage and caught a foe with the strap she'll end up dragging them down into the abyss for a unavoidable suicide KO unless they can destroy your strap in time, which shouldn't be too hard for them. If you do succeed at pulling this off however, and with 0% on your damage meter, you'll be able to take off one of the foe's stock free-of-charge.​


->Up Special<-

Kirkia shoots out a black strap from her sleeve in a 45 degree angle with the same efficiency as Olimar's 6-Pikmin recovery, except here enemies only take 2% with mild hitstun and Kirika is allowed to reel herself towards any ledge, surface or opponent she comes across and jump off them to perform a "footstool jump" with similar angling and distance to that of her recovery that leaves the latter footstooled by holding B down for the entire move. If Kirika chooses to jump off the surface she reeled herself towards she'll regain her second jump, but is allowed to use this recovery as many times in a row without consequence due to needing something to attach herself to in the first place. Not following up with the aforementioned option allows Kirika to hang on the surface and use her aerial game from that position or simply reel herself towards it with another use of the Up Special or Z, though if the aforementioned surface wasn't a ledge Kirika will automatically footstool off it.

By the way, if Kirika uses this move whilst bound to a foe with the Side Special she'll instantly reel herself towards their location and jump off them whilst leaping towards the opposite direction without causing them to be footstooled. Kirika travels at Super Sonic speed and can jump back and forth as many times as she likes, though she's not invincible and can be intercepted by foes, especially those who'd reel her in with their grab...which is what she wants since she'll be knocked away with them for a suicide KO, so the foe kind of has to be careful NOT to attack Kirika while they're trying to break away at the straps. I should also mention that Kirika won't be KO'ed if she'd end up jumping towards a blast zone, so she doesn't necessarily have to worry where her enemy is when she jumps.​


->Down Special<-

Kirka bends down and clutches her chest as a black aura surrounds her, healing off all her health and delaying the timer of her curse by 15 seconds. The trade-off for this however is that Kirika will take an insane 200% from her next curse, will writhe in pain for a whole second before falling prone AND be forced to wait 13 seconds before being rejuvenated. This move can only be used once but becomes usable again every time Kirika is rejuvenated from her curse. You might want to use it if your damage is too high for comfort or more importantly if you want to suicide-KO with your foe via making your damage 0%, though you'll have to be extremely careful not to let this backfire on your as 200% is a LOT of damage, and foes could easily KO you within the one-second you're left prone.​



~(~(~(Grab )~)~)~


A standard long-range grab like ZSS' that has Kirika extend an arm to fire out a single strap that wraps itself around the victim and pulls them towards her, though if she'd encounter an item along the way she'll laglessly bring it back towards her. If the foe was bound in straps via the Side Special they'll be reeled in at Ike's dashing speed for as long as Z is held but can prevent themselves from being grabbed if they can cut the straps in time or if they try to grab her at the same time, which'll keep either character from reeling the other in towards them; note that Kirika doing this not only shortens the straps' length but also removes them from the foe once the grab ends if she pulls if off so use it wisely.

The Pummel simply has the foe be squeezed for 2% per hit.​


->D-throw<-

Kirika extends her other arm in order to fire out another set of straps, but this time these straps constrict both the foe and Kirika. From here, both characters will have to escape the grab normally, but neither will be able to escape until both have been released; in other words, if Kirika had 150% and didn't button-mash to escape and the foe had 0% and button-mashed they'd be forced to wait until Kirika has been released from the grab! It helps even further to this cause that Kirika actually takes damage from her Pummel and other Throws along with her foe. Perhaps the deadliest thing about this throw however, is that if Kirika would suffer from her curse whilst being constricted with her foe BOTH characters will have their bodies crushed! Essentially speaking, the foe will end up taking all that damage you would've normally taken by yourself and won't be able to attack you out of it as the grab as a whole is cancelled and both characters are forced into prone. If Kirika has more damage when attempting this throw she'll be able to keep enemies in for longer with a better chance of taking them down with her, though with her Down Special she can inflict more damage on them at the cost of keeping them constricted for a far shorter period of time due to having her damage healed off. This move alone may tempt players to go on the offensive instead of trying to get away from enemies when the curse comes calling.​


->U-throw<-

Kirika fires out straps from her other arm towards the floor, which burrow themselves before they quickly emerge at the foe's feet and poke them upwards for 4% with excellent knockback but weak growth that only makes the move KO at around 225%. If A is tapped anytime before the first strap damages the foe Kirika will send another one out at the same rate, except this one can be dodged or destroyed due to the move producing rather weak hitstun; up to 2 additional straps can be sent out at a foe for juggling or further damage, or Kirika can simply use her other moves instead. You can use this from the D-throw to knock both Kirika and her foe into the air in order to create some interesting set-ups depending on the difference between the two characters' damage percentages and how heavy the foe is, such as poking at the enemy with the Neutral Special from above or following up with an aerial attack of any sort.​


->F-throw<-

Kirika raises a hand whilst continuing to hold her foe, which sends out countless straps that attempt to skewer the foe for 18% that KOs them at 95% - easily Kirika's best KO move. The foe can escape from this without button-mashing at around 65% or less, though at 140% or so they'll find themselves inevitably stuck in place for the kill; even if they do escape from the throw however the straps won't stop chasing them and will attempt to fly towards them at Sonic's dashing speed, skewering them for great damage if not destroyed via tentacle priority. Foes should have plenty of time to run away or prepare an attack in general, though they shouldn't try to approach Kirika or else they'll be attacked.

With the D-throw this move will target both characters and will effectively take a good 5 seconds to set-up, greatly damaging the two characters in the process, though with clever planning Kirika can take advantage of the rejuvenation from her curse or regeneration to take less knockback than she should have after using her damage to hold the foe in for longer. Effectively speaking, this move variation screams stall or suicide, generally depending on the damage of the players.​


->B-throw<-

Kirika makes the strap around the foe dig into their skin and through their body as it breaks into fragments inside them that stick out of various parts of their body, with the foe taking 9% and knockback that KOs at 195% from all that rather intense gory pain. From there the fragments stuck in the foe become damaging hitboxes that inflict 1% per 0.3 seconds onto themselves and any other characters or items that make contact with them, the latter of which taking 4% from the initial hit. Essentially speaking, the foe's body has become a damaging hitbox that'll damage Kirika if she comes into close quarters with it (she won't usually, even if she grabs them, with this only really mattering if foes have a physical grab or moves), as well as progressively damaging any strap she places on the foe; thankfully Kirika's tentacle priority-based strap attacks won't be affected however. Foes can rid themselves of their inner thorns with 5X the difficulty of shaking off a Pikmin, or they can try and use their thorns to their advantage to further damage Kirika or help degrade her Side Special's use.

From the D-throw, this naturally causes both characters to have strap fragments sticking out of their body, which isn't really all that helpful to Kirika but can be used to punish enemies who'd try and grab or hit her with a physical attack - she'll be able to handle the pain far better than her foe anyway given she can regenerate all the damage she takes over time, and once she's rejuvenated from her curse the damage will go away.​


~(~(~(Standards )~)~)~


->Standard<-

Kirika fires out a strap towards the floor 0.5 SBBs ahead of her, inflicting 3% with flinching pushback to enemies in the way. If you tap A again Kirika will fire out another strap 0.5 SBBs ahead of the previous one in a cycle of sorts you can continue for as long as you like, albeit with more lag for each newly placed strap; you can cancel out of this move into a shield or normally with B, or simply continue the attack with the planted straps by tapping the control stick in any upwards direction to make the first strap fire out of the ground from where it was planted as a Platform-long hitbox that inflicts 1% with knockback in the opposite direction that KOs at 335%. Once a strap has fired out of the ground another use of the control stick will make the next one fire out, which will be a Platform longer than the previous one to the point where you can continually juggle a foe with this, though don't expect to get too far given the low damage and knockback output. If Kirika is attacked by a foe or 3 seconds pass without her doing anything she'll have the straps automatically shoot out from the ground as brief damaging hitboxes to foes, which is a decent way to put them on the defensive whilst pestering them without doing too much damage to your Side Special strap with your own move. Kirika can also stab herself with her planted straps without having them all set-off, which can be used for both defensive and spacing purposes as you'll be attacking the foe at the same time if they were in the way; the knockback obviously isn't that much and is hardly threatening to the foe via the Side Special straps if Kirika has low damage, but at higher percentages the move can be quite the game controller.​


->Dash Attack<-

Kirika fires out a strap towards the floor a Platform ahead of her whilst stopping in place, inflicting 2% with flinching pushback to enemies in the way. Tapping or holding A however has Kirika follow-up by reeling herself towards and over the anchored strap to perform a flying kick that propels her far enough to be able to immediately follow up with an additional 7% and horizontal knockback that KOs at 195%.​


->F-tilt<-

Kirika raises an arm forward and sends out a strap that jabs the area in front of it for similar range and lag to that of Dedede's F-tilt, poking enemies for 10% with semi-horizontal knockback that KOs at around 155%. The impending strap has tentacle priority, so while it can be destroyed with a single attack tapping A will simply have Kirika send out another one without suffering any start-up lag. Due to the damage and hitbox of the move, using it will destroy a single strap placed on the foe through the Side Special as a way of stopping foes from dragging you towards them with their grab as an emergency of sorts or simply being dragged with them when you try to knock them away. This is also a decent poker and KO move to jab enemies from a short distance with.​


->U-tilt<-

Kirika fires a strap 0.4 SBBs above her for a quick 3% with slight upwards knockback that can KO at 340%. Tapping the control stick in a direction will allow Kirika to extend that same strap in an arc like with Yoshi's Egg Toss to inflict 2% with decent hitstun to any character hit as a way of disrupting enemies without hitting your Side Specials straps.​


->D-tilt<-

For her crouch, Kirika bends down on both knees while planting the palm of both her hands on the floor; she is allowed to crawl from this position, and I'm sure you've read enough of my recent sets to know about the knockback resistance one gains when crouching. Tapping A has Kirika send out a strap without any kind of gesture as it sweeps the floor in front of it whilst inflicting 1% and causing any foes 0.5 SBBs in front of Kirika to be tripped, though you can hold A and charge the move for up to 2 seconds to have the range be extended to a Platform's distance, which you can do while crawling. Kirika suffers almost no lag from using this move, and can even reel foes towards her for a grab if they've been strapped with the Side Special and essentially gain some extra reeling time by having foes trip in the first place. That, and having foes try to knock you out of your crouch will promote downwards knockback that can be rather fatal to them should they end up flying and going on the trip with you.​


~(~(~(Smashes )~)~)~



->F-Smash<-

Kirika holds an arm out and fires out a strap that you can move around in a similar manner to Pit's Arrows, albeit with a good deal more starting lag (Snake's F-Smash). Foes normally take a fair 7-14% that KOs at 215-180% upon being hit by the tip, though holding A upon connecting the attack will instead have the strap tie itself around the victim's waist in a similar manner to the Side Special, only this time foes take 10% and decent hitstun from their waist being crushed. In addition, the sharpened tip of the strap will be pointing a Platform's distance outwards in front of the victim, which doesn't inflicting any damage on them but rather skewers other characters for 15% and point-blank horizontal knockback that KOs at around 80%...that'd usually be bad, but in Kirika's case it's quite deadly as the strap in itself is tethered to the victim just like with the Side Special, it having 10-16HP whilst increasing the strength of any other Side Special straps by 1.05-1.2X their combined amount. Effectively speaking, the foe has become a mobile hitbox that can KO Kirika quite easily (she'll die from point blank at no later than 60%), but at the same time absolutely screws with the foe since Kirika can very easily drag her victim off the stage for a suicide KO if they try to kill her at all, and thus forces them to try and break off their strap while facing the other side in order to not die. Thankfully however, Kirika cannot put any more than one F-Smash strap on her victim and will simply attack them with this move normally if they already have one on them, so it won't take them long to rid themselves of the one strap as to prevent Kirika from simply rushing towards them to kill herself and her victim.​


->U-Smash<-

Kirika fires numerous straps towards the floor directly underneath her, which you're through the ground in the same way as the Neutral Special, except here you can keep the straps underground for as long as you like and move them any distance; this all occurs after charging the attack, mind you. Releasing the attack will have the straps shoot up from the ground to 2-8 SBBs in height whilst skewering players for 7-15%, causing them around 0.7-4 seconds of impact stall depending on how much of the straps went through their body before they suffer upwards knockback that can kill them at around 160-135%, all before the straps break apart on the spot. Note that while the impact stall players suffer is rather long, and all the more so if they were on the ground and were struck by the fully-charged attack, Kirika herself cannot do anything to follow it up, and is in fact hindered by it in a way as that time not only makes her curse come closer but also makes her prone to outside interference; enemies still take the attack's knockback, however. The move is surprisingly quick to execute due to you needing to determine where the straps will emerge from, and is surprisingly good for causing paranoia towards the enemy as they won't know exactly where the straps will strike; that, and Kirika isn't in a punishable position even if she misses with the straps.

One thing you may have noted is that the straps will emerge from underneath Kirika by default just like with the Neutral Special, and will skewer her for damage and knockback in that case. Note that the damage from the move occurs at the very moment the player is skewered, and thus the knockback the move will cause is instantly determined at that very moment, regardless of any changes to the player's damage percentage during the impact stall. Kirika could easily exploit this were she to have her damage percentage change from her curse or rejuvenating from it to either take low knockback whilst having a high damage percentage or take high knockback whilst having 0% via having the rejuvenation occur during the impact stall so you end up being KO'ed but not losing a stock, and possibly taking the enemy with you in the process.​


->D-Smash<-

Kirika enters a T-stance with her body as straps begin to cover partial areas of her arms, legs and head as amour of sorts. While this amour may not be the most necessary thing in the world for Kirika, it does protect her from damage for 5-12 seconds before she takes all the damage she would've suffered beforehand later on at 1.15X the intensity as the straps creep back into her body whilst cutting away at her skin for aesthetic effect as she takes an average amount of hitstun; if Kirika would be KO'ed before taking this damage she'll end up taking it during her next stock instead in the case where you would've tried to negate the damage taken from the curse or hold off damage from attacks so their knockback will allow you to suicide at 0%. While Kirika will inevitably take the damage at a more intense rate, one positive of having it concentrated is that she can heal it off with her regeneration in one go rather through individual portions. Some players may want to use this before attempting a self-damaging move or the curse's calling, though they'll still take the hitstun from the latter anyway and simply end up taking more damage.​


~(~(~(Aerials )~)~)~


->N-air<-

Kirika fires a strap diagonally beneath her about 2 Platforms ahead of her, inflicting 12% with downwards-horizontal knockback that can KO at around 175% or earlier through a meteor smash. While the move has good range and is fast, it's easy for enemies to know when she'll use it, and if Kirika fails to connect the attack at all the strap will fly back and skewer her for the same damage and opposite knockback that can induce Star KOs - you can't quite use this as a recovery however due to Kirika being knocked backwards and generally away from the stage, though it can be used to stall in the air and space to some degree if you don't hit with it. Just be careful of your curse as that alone will make the damage fatal to Kirika.

Using this while bound with Side Special straps will have the strap fire out towards the foe's direction and knock them away in the opposite direction; if they attempt to shield this the strap will end up adding 10HP to the tethering but be unusable until the tether is broken, but if foes spotdodge the strap will turn around and go after Kirika! She can end up being hit by her own strap and will probably want to be, though she can shield or dodge her own strap for the same effect as the foe though she cannot use any other attacks - the strap will add yet another 10HP to the tethering in coming back to Kirika, and will add more if Kirika decides to dodge. In most cases however the foe won't want the strap to go back to Kirika, though they won't have any say in the matter if they're in the air where they won't be able to dodge: either let the strap hit Kirika for a suicide KO if her damage is high enough or be hit by the strap/shield it. This is mostly a win-win situation for Kirika, and one she can best take advantage of by being in the air.​


->F-air<-

Kirika fires out a strap 2 Platforms ahead of her, which whips in front of her erratically in a cone shape that inflicts multiple hits of 1% for 6% a second to any foe within attacking range; being strapped to a foe via the Side Special will make the strap crawl along the tether and poke at the foe for the same amount of damage whilst adding 10HP worth of amour. Kirika can continue her attack even on the ground either way, and can cancel it into any action via a aerial or ground transition. This is more or less a decent poking or lure move that can easily cancel into a move like the Up Special or Side Special if you want to take advantage of the foe's need to avoid damage.​


->B-air<-

This time, numerous straps fly out from Kirika's back and spread out a Platform's distance in a cone-shape 45 degrees, tearing a number of holes in her school uniform for some obligatory anime fanservice. This attack is obscenely fast, and inflicts 28% that KOs at 75% for what is truly Kirika's best KO move...at a price. Using the move at all causes Kirika to take 20% from her body being tightened to inhumane levels, and also suffers massive hitstun that leaves her open to an enemy attack for around 1 second at 0% and 4 or so at 100%. This is your only real retaliation move in some cases however, especially when you've jumped off the enemy via an Up Special transition. Even with the D-Smash active, this is a move you should definitely use with caution and only at the very last moment.​


->U-air<-

Kirika performs your typical spammable flip-kick that inflicts 6% and hits everywhere but below Kirika for knockback in the opposite direction that KOs at 275%; not the best KO move from point-blank but a rather useful one to finish foes off from a U-throw set-up or via knocking them away and being dragged along with them from the Side Special straps that makes this move scary when near the top of the screen.​


->D-air<-

Kirika shoots out a strap beneath her foe 3/4s of a Platform beneath her but with the lag and execution difficulty of Wolf's D-air. The move has a grab hitbox that bypasses shields however and will fling caught enemies up into the air 1.5 SBBs above Kirika with a fraction of hitstun that can actually KO enemies if both characters were high enough in the air from being knocked away together via the U-throw or Side Special. You can also use this to poke at grounded enemies, launch them into the air and them attack from either the ground or the air, whatever strikes your fancy.​



~(~(~(Playstyle )~)~)~


Kirika is a rather odd character whose somewhat adapted to pain and injury to the point where she can use it to her advantage, making her one of those characters who benefit from taking damage, especially since she can just regenerate from any hits she takes. That, and the player pretty much has the right to go crazy if they can pull off a suicide KO at 0% since they themselves won't die but will be very close to due to the fact that Kirika is a lightweight.

At the start of the match Kirika has her U-Smash and Side Special moves she can use for ranged combat, though it's generally best if she takes the initiative in a battle given her curse. She does obviously want to strap her foe with the Side Special as to ensure that she takes them along with her if they try to KO her, and while the move is easy enough to land actually trying to keep the straps on the foe let alone handle them can be a bit of a challenge; foes can choose to either rid themselves of the straps placed upon them by attacking them, or give into their sadistic side and use them to reel Kirika into their grab and potentially KO her on the spot without dying themselves if they manage to break away at the straps with enough Pummels or a Throw. Either way, Kirika should use the foe's decision to her advantage via by poking at them from different angles, trying to grab them or simply use the Up Special to zip around the stage like a madman of sorts. You need only to drag the foe down to hell with you at 0%, which isn't all that hard considering the Down Special and Kirika's constant regeneration, and you'll be a stock ahead of the foe.

The above is not something Kirika can keep up forever, though. While she's able to swat off any attack given time, that same time is also a hindrance to her as she'll have to face the wrath of her curse sooner or later, and will be placed in a dire position that makes her ripe for being KO'ed. Players will eventually get used to this mechanic as they play Kirika, and can even use it to their advantage if they combine it with the D-throw to put enemies in the same dire position that turns the match into a sudden death of sorts. If you can't pull that off however, it's best to stay away from enemies during that time and play defensively whilst trying to strap them for a suicide KO.

Kirika doesn't have to get her KOs only by suicide however; said option was more or less the easy way out.​
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
Tropius



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Tropius is the Fruit Pokémon, which is fitting considering that he likes to eat fruit a lot. Well, he also grows fruit under its head, which apparently is the result of him eating his favorite fruit so much. He has giant leaf wings that can somehow lift his whole bulk into the sky, though doom him with the Grass/Flying typing, which is only good for fighting other Grass-types. He seems to hang around jungles a lot too, where he can fit in with the trees and bountiful fruits, though that docile lifestyle of his is probably the reason he's not a very good battler.

The important thing is, Tropius is a flying sauropod.


Stats

Size: 10
Weight: 9
Ground Speed: 2
Air Speed: 5
Traction: 7
Jump Height: 6 [5 jumps]
Fall Speed: 2
Gliding
Crawling


Tropius kinda lumps around the battlefield with his heaviness and slow movement, doesn't he? Pretty floaty too, though he's got the aerial maneuverability to somewhat make up for it. At least his glide is faster than Charizard's nigh-useless one, though he can't rise or dive as quickly as the other gliders. What's up with the crawl, though?



Specials



Down Special - Tropic Thump

Tropius stamps his foot into the ground [15%], which by itself just flinches and isn't any larger a hitbox than his foot. Oh, I'm sure that Tropius could hit a prone foe with this if he trodded over one first, but that would be rude. No, Tropius just wants to create a hole for him to look at and…spit a large seed into. Silly Grass-types. Tropius might get interrupted while he does this, which would prevent the rest of the move from happening. There's a proper way to plant these seeds.

Normally, this would be pointless; thankfully, Tropius is a Pokémon and thus has elemental powers. The seed will suddenly sprout into a full-grown banana tree after five seconds, tall enough for its leaves to remain above Tropius' head (or, one and a half Ganondorfs tall). It sways leisurely in the background (impeding no one) if there's no wind pushing it or something; if any character lands on its crown, it'll bounce that character back up as though he or she footstool-jumped someone. The only time a tree won't sprout is if Tropius already has three trees of his onstage.

The tree will grow a bundle of fruit every five seconds (That's quite the growth rate you've got going here, Tropius) in its crown. The fruit can be knocked down by whacking the tree with any attack with decent knockback, or maybe by battering the fruit itself some really strong winds. Once it's down, the fruit can be eaten like any other food item [12%]. Yum!


If any character rapidly descends and lands on the tree crown (maybe with certain Down Airs or Down Specials), the tree will bend towards whatever direction it was swaying depending on the force. Sonic and Zero Suit Samus, for example, can make it dip somewhat; Yoshi and Toon Link will have more success. It'll take someone like Bowser or Tropius to make the tree bend all the way to the ground, its crown brought to quite a horizontal distance away from its base. Huh? Oh, right. When Tropius uses Down Special in the air, he stalls with a flap of his wings, then falls straight down [18%] at the same speed as Toon Link's Down Air. This'll send foes flying upwards with good knockback that might KO around 140%, but it won't plant another seed when Tropius lands.

So yeah, just input this above a tree and Tropius will land and bend it to the ground. At that point, it'll be best for him to jump away from the tree, unless he wants to get smacked by it [25%] the moment he releases his weight. Anything hit by the tree as it slams onto the other side due to the released tension will be sent flying pretty far, along with any fruits that may have been stuck on the crown. Warlordian physics at its finest.



Side Special - Tropic Toss

Tropius readies to beat his wings once forward in a swift motion. It takes up a precious half-second of ending lag afterwards as he moves his wings back, but he also dislodges at least four Deku-Nut-sized seedlings from his leaf wings. These seedlings descend in an arc with a bit of space between them; using this on the ground will have them cover a BFP of stage in front of Tropius with a Smoke Ball of distance between each of them. Using this in the air will have them land further and farther apart.

But wait - these seedlings can't seem to take root and disappear if they land on the stage! Silly Tropius, you need to actually hit foes with this move! Doing so will have those seedlings latch onto the foe and drain their health [2% each per second] for up to ten seconds, increasing Tropius' survivability! Sadly, foes can shake these seedlings off with attacks that spin them around quickly; something like R.O.B.'s Side Special can weed out six seconds from that time, though less well-equipped characters can dash-dance on the ground so that their repeated turning-around can shake the seeds off. I guess Tropius will just have to keep tossing seeds forward then, as a foe can have up to ten seedlings leeching them at a time, while Tropius can only have forty seedlings in total out at once.



Up Special - Tropic Twister

Tropius rapidly flaps his wings, alternating each pair, as he forms a Sandbag-tall, crate-wide whirlwind in front of him. The whirlwind takes about three-fourths of a second to form as Tropius creates it, though getting hit will make him lose his concentration. Afterwards, if the input is held down, Tropius will push the whirlwind forward with his wing flaps, it traveling at Meta Knight's glide speed up to a Battlefield in distance. He'll hover in place if he does this in the air, and inputting this with a whirlwind in front of him will make him push it forward similarly.

These whirlwinds last for about nine seconds before dispersing, sucking in anything small nearby into it and whirling them about. Anything larger than a Soccer Ball will have to be thrown in/run into the whirlwind for it/he/she to be spun around for a second before getting shot out of the top two SBBs in distance. Characters, in particular, have some DI that'll affect the angle from which they'll get shot out by a few degrees, but they can't escape being thrown up into the air tumbling if they get sucked in. No, Tropius, trying to set up a OHKO column of whirlwinds is just too impractical for you; stick to setting them on the stage to force your foes into the air. They'll have to either jump across or get flung upwards anyway. Or, they could keep their body close to the ground and crawl past the whirlwinds, a technique that Tropius himself can use. Shhh, it's a secret to everybody.

Indeed, Tropius isn't immune to getting spun and flung by his whirlwinds, oddly enough; however, he sure does it more gracefully, if one describe a sauropod as graceful, as he tightly circles the vortex before springing upwards, body realigned for takeoff. He can even hold jump as he does so to start gliding once he reaches the peak of his ascent, though he'll still face the same way he was facing when he entered the whirlwind.

If Tropius' seedlings fly into the whirlwind, they'll get sucked in and spun around until the whirlwind disperses, effectively surviving for much longer than they should. That crafty Tropius and his loopholes. If any foes run into a whirlwind with seedlings, those seedlings will latch onto the foe and leech them as they should, making those whirlwinds even more dangerous for your foes to get sucked into. On the other hand, getting spun by a whirlwind also rips off any seedlings that might be attached to that foe, so they might use them to free themselves of passive damage. Then again, the seedlings will get caught up in the whirlwind and can simply wait until another foe steps in again. Whirlwinds will also rip fruit out of trees if they overlap, spinning them inside and flinging out anyone who tries to run in and eat them. Trees will get battered by them, but they'll be unharmed.



Neutral Special - Tropic Trump

Tropius bends his neck inwards and spreads his wings out as he…uh, what ARE you doing, Tropius? I'm not sure I know what those yellow specks of energy appearing around you are for, nor why you're absorbing them. I mean, you're standing there doing that for a really long time. Like, a whole minute at the most. Eh, at least Tropius falls slowly when he does this in midair by stretching his wings out, and he can shield or dodge out of it like any other charging move. He'll stop this action and start flashing a golden tint once he charges that full minute's worth, wherein re-inputting this move will have Tropius rear its head back then…fire a deadly solarbeam forward from its mouth?! O_O

This solarbeam is almost identical to Ivysaur's in duration and hitbox, except that it's twice as thick and can be quickly angled up or down by 45 degrees as it fires. Needless to say, it's stupidly powerful [30% total] and KO's foes at 50%. But hey, what kind of idiot would let Tropius charge this move for a whole minute? Hang on, what's that, Tropius? What? Every 1% that you heal off of your percentage charges this move by a second's worth so long as you actually heal it? But that means all you have to do is take a beating, then eat five fruits from your fruit trees to get a quick KO! Or a Maxim Tomato combined with health gained from seedlings! Or even just one Heart Container! Geez, you're kinda overpowered for a big lizard.



Attacks



Jab - Meal Munch

Er, let's move onto something not ridiculously strong, shall we? Tropius bends his neck in, then stretches it out to its full length and bites [5%], munching on anything a bit more than a SBB away. He can angle where his head goes during the starting lag to either directly above him at the air, or to ground level, nipping at the foes' feet. It only flinches the foe, and it's not as as spammable as other jabs, though at least it…consumes any food items that Tropius bites down on at the same time, allowing him to directly eat fruit without having to knock it down? We're trying move past your silly solarbeam, Tropius, not describe moves that flow into it!


Dash - Barrel Roll

Tropius kinda lumbers forward for his dash at a not-very-impressive speed. When he decides to attack, he suddenly tucks his wings to his body and turns to the side as whatever inertia he has tips him over and makes him roll on the ground twice [16%], covering about 3 SBBs of ditance. Geez, maybe his ability should be Klutz. I mean, sure, getting hit by a rolling dinosaur will deal some heavy knockback that'll KO at 120%, but Tropius ends up in prone at the end of it, making him quite the vulnerable lizard. Tropius can use this move to ram down and flatten his trees if he hits their trunks, though, effectively destroying them to replace them; the tree trunk deals some decent 150%-KOing knockback as it falls [14%] then disappears. If there was a fruit, it'll stay attached to the tree as it falls down and hopefully not get flattened to useless mush by Tropius' rolling weight. Maybe he can time using this move to stop short of the fallen fruit and eat it while prone, I dunno.


Forward Tilt - Razor Leaves

Tropius quickly beats his wings twice to create gusts of air. While both wing flaps create a strong wind effect made visible by wind lines that'll push foes and objects by a BFP, what Tropius really wants to do is dislodge a dozen tiny leaves from his wings on the second flap, scattering them in a Bowser-sized area in front of him. These leaves are blown by wind effects such as the one just created, and obviously hurt anyone they hit [1% each] while flying. Once there's no wind blowing, though, they'll float down harmlessly until they either get picked up by another wind effect or they touch the ground and promptly disappear. Yeah, Tropius can use this once, then move forward and re-input it again to blow away the initial leaves as they float down, but he'll only be able to catch around half of them this way thanks to the slight ending lag of this move.

C'mon, you're good enough at figuring out move interaction to know what else Tropius can do with these leaves. You don't? Listen and learn, then, newbie: If Tropius blows these leaves into any of his whirlwinds, the whirlwind will pick up the leaves and spin them within itself for as long as it lasts! Not only does this prolong the life of those leaves, it also turns those whirlwinds into constant hazards that'll damage foes before throwing them into the air. Given a whole dozen leaves, a whirlwind can deal about 12% before releasing a foe, and Tropius can blow those leaves (and any seedlings too!) out of whirlwinds as well by re-inputting this move in front of one. Throw more leaves into whirlwinds, set up more whirlwinds to catch leaves falling from fading ones, etc. Hey, you're the one who wants to play Tropius, you decide how to utilize this. Just watch for that sixty onscreen leaf limit that Tropius has, okay? It'd be embarrassing to use this move and not have any leaves fly out.



Down Tilt - Gust Rise

Tropius bends his neck and wings close to the floor when he crouches and slowly steps forward with this pose when he crawls. With this input, he suddenly flaps his four wings upwards at the same time, creating a powerful rising wind gust that's almost as strong as Mr. Game & Watch's Up Air. I guess foes landing back on the ground isn't on Tropius' agenda. This gust is visible via wind lines like the rest of Tropius' wind attacks, and is strong enough to blow Tropius' leaves and seedlings out of his whirlwinds and temporarily make the leaves hitboxes again, if he crawls under them. Or maybe he can use this to make leaves and seedlings falling from a high-up bygone whirlwind stay up a bit longer while he gets his next twister going. Or he could pluck out fruit from trees by blowing them upwards before they fall back down, if they don't fly into a whirlwind.


Up Tilt - Saurian Stomp

With the help of a single wing flap, Tropius quickly rises up on his hind legs, towering up like the long-necked lizards of old. Then he immediately flaps his wings back to suddenly stomp back down [19%] on any idiots standing in the way. Ouch. This'd only hit any foes that for some reason are standing or crouching right in front of Tropius and haven't hit him yet, but the transcendent priority on this helps land this on those who'd attack into the range of this move. It's very quick too, and not too punishable either. Any foes hit are stomped into a weak pitfall; maybe Tropius can follow up with his grab?

Should Tropius do this and hit a tree with his front legs when coming down, he'll bend down the tree as though a character stomped down on it from its crown, as described earlier. Then all he has to do is tilt down to move off the trunk and let the tree smack everyone else in the vicinity as it snaps back, flinging off fruits as well. It's pretty good for sweeping the area around Tropius, that's for sure. Yes, Tropius won't get hit by the tree if he bends it down this way, use your head.



Grab Game



Grab - Trammel

Unlike every other Grass-type Pokémon in existence, Tropius doesn't have extendable vines he can use for a grab game. Instead, Tropius makes a strong wing flap downwards, lifting his entire body a SBB into the air. It seems like a more abrupt version of his usual jump, as he looks downwards while hovering for a moment in the air. Then, BAM! Tropius plummets back to the ground almost instantly with a wing flap, pinning down anyone he lands on with his weight and his feet. It's almost as fast as Ivysaur jumping once, then using his Up Air at the peak to fall back down quickly. Yeah, those leaf wings of his are the only reason Tropius can move and attack faster than Ganondorf. Still, this grab's about as fast as most tether grabs in start-up.

Left by itself, Tropius will just jump up before falling back down in place. So help him out and tilt left or right while he's hovering for him to move accordingly; he'll be able to land a SBB at most away from his original location, and thus actually grab someone this way. He can also grab prone foes with this, if that's what you're wondering.



Forward/Back Throw - Trounce

Basic throw of repositioning time! Tropius bends his head down and grabs the foe with his mouth while extending his wings out. Then he hops into the air with his wings while he flings the foe away [13%] in the respective direction with his head. Hey, nomming on people's heads wouldn't make a very practical grab, you know. This has some decent knockback for sending foes far away; who knows, might KO at 160% if the foe doesn't get thrown into a whirlwind. This throw ends with Tropius in the air, though he'll land if he doesn't jump immediately after.


Up Throw - Travel

Tropius grabs the foe with his legs before taking off into the sky. Eat your heart out, DK; Tropius has full freeflight as he carries the foe on an unscheduled flight, flying at Pit's Up Special speed until the foe finally frees himself of the grab. Of course, the foe will fall down tumbling when he does get free while Tropius is left in the air with one less jump than usual. Better move before the foe Up Airs you then. Don't be silly and fly into a whirlwind, Tropius, you'll just both get sucked out of the grab and into a spinning vortex! What a lousy pilot you are. You just want to abuse your immunity to your own leaves and seedlings, don't you?


Down Throw - Tramp

Tropius decides to choose the route that many other dinosaurs would choose - namely, stomping forward and trampling the foe underfoot [16%]. Gee, wonder what the foe did to deserve that. The foe is left in prone when Tropius is done trodding a SBB forward, so he'll have to get up while Tropius is free to fly off and plant more shenanigans around the stage. Or he could dodge another grab attempt, which is possible if Tropius acts daringly enough.


Aerials



Glide Attack- Leaf Storm

Tropius does a 360 degree spin [5%] while gliding forward, wind lines flowing from the tips of his wings. This somehow sucks in any leaves in a half a Smart Bomb area, momentarily turning them into hitboxes as they fly towards Tropius. Then again, it's also about as fast as a Landmaster spinning on its side, and just as spammable because of the start and ending lag. Unlike most glide attacks, this doesn't cancel him out of his glide, and actually has worse landing lag than if he landed normally. Maybe you should have a tree, whirlwind or extra jump to cancel it instead.

While the spin deals weak knockback, it dislodges an extra six leaves around Tropius and creates a gale that surrounds and follows Tropius as he continues to glide, indicated by wind lines flowing alongside with him and pushing nearby leaves as well. The leaves remain hitboxes as they fly along, albeit only in the direction Tropius glides, so Tropius can effectively have a whole hurricane of leaves flying beside him, which is sure to discourage foes from approaching. The gale will persist if Tropius re-inputs this to create more leaves, only disappearing the moment Tropius exits his glide. Of course, then all those leaves following Tropius will start floating back down harmlessly if they don't get sucked into a whirlwind.

On the other hand, if Tropius glides into any of his whirlwinds with this gale following him, any and all leaves in the whirlwind will be pulled and shot out of the whirlwind just as Tropius is! I hope he planned to glide and attack right after, just so he can make use of all the leaves he left in there.



Neutral Air - Air Meal Munch

Copy-pasting the jab? Looks like it. Tropius bends his neck in before snapping out with his head, biting down [5%] with flinching knockback and snacking on anything in the way. Tropius can angle this to strike within 180 degrees on the side he's facing, snatching a single fruit snack from whirlwinds with his long neck (he doesn't have to fly inside and get whirled this way, see) or treetops right after the footstool jump. Om nom indeed.


Forward Air - Gust Fall

Tropius readies to make a strong combined wing flap, creating a powerful visible gust. This momentary wind effect blows in a 40 degree cone aslant forward and downwards, reaching up to three SBB away and pushing foes down while Tropius is pushed back up the other way from the force of the move. Naturally, Tropius can use this above a projectile-packed whirlwind to create a shower of leaves and seedlings upon foes, though they're are as good as gone if there isn't another whirlwind in the way. Maybe he can send a fruit bunch down to the ground with this too. He probably only has one shot at gimping foes with this, though, as it'll be tough to move back in a good position to attack with this again.


Down Air - Saurian Spin

Tropius does a full body flip forward, kind of like Charizard's Neutral Air. It deals medium general knockback [13%] that'll probably KO around 180%, and…that's it. Tropius still falls as he does this, has some ending lag and bad landing lag to it, and will use this just to knock foes or fruit on trees away. Leaves don't knock away foes that get too close, you know. He can at least use this before landing on a tree so that he bounces back up without room for punishment.


Back Air - Silver Wind

Tropius creates a silvery wind (doy) behind him by turning and flapping his wings twice. As he turns back to his original direction, this wind, tall and wide as Tropius is and marked by silver wind lines that curl at one end, move to the opposite at the pace of Mario's fireballs. Strange, it doesn't seem to push foes nor damage them.

Whatever odd power is imbued in this wind catches and pulls any leaves that it comes across, even out of whirlwinds, to spin and follow it. Uh, I'm not sure why, actually. Blame it on Pokémon powers. Anyway, the leaves will act as a hitbox even at this slow pace, so Tropius can create one of these winds then throw his leaves into it to make an approaching wall of pain, or what have you. Given some weird placement, Tropius can have a row or column of spinning leaves, or maybe just a scattered wall of them. Tropius can only have one of these out at a time, so make another one to destroy any existing ones if they're too far from the blast zone. Tropius' normal air gusts are also capable of sweeping away any leaves grabbed by this wind, out-prioritizing its pull.



Up Air - Leaf Tornado

Tropius makes the same alternating flapping motion that he does with his Up Special, except that the start-up is only half as long (three-eigths of a second, don't scroll back up!) as he adds half a dozen new leaves and any others in the immediate area to a miniature twister. Then he lets it loose as it flies straight up at around Wolf's blaster speed. No, Tropius, you should tilt to a direction while you're making it to alter where it goes!

This mini-twister will drag any foes it hits while dealing damage with its whirling leaves. At the same time, it drops a single leaf behind for about every half a SBB it travels in distance, said leaf simply floating down. Once it's out of leaves, it flies off as a weak twister with no hitboxes to drag the foe along, instead merely pushing them a bit. But no matter if it has leaves or not, it can suck in any leaves and seeldings in a Bumper-sized area around it that are floating down or flying on a silvery wind, whirling them about and leaving them behind on its path (Inconsistent wind physics? Now you've offended Junahu, Tropius). Should it run into a whirlwind, the mini-twister will be destroyed while adding its bundle to the whirling vortex; it'll also dissipate if it hits the stage, the leaves scattering about. Other wind gusts can't do anything about it, though it's not like Tropius can ever catch up with one to experiment.



Smashes



Forward Smash - Tropic Wave

Tropius stands tall on all fours as he beats his wings behind him to charge up this move. Upon release, he leans forward and bellows out as his wings furiously flap forward, unleashing a barrage of leaves upon foes. While the leaves will probably be too far to reuse if they don't hit a whirlwind, more charge will increase the velocity they fly out by a large margin, and thus also the range of this move; this scales from Ivysaur's Side Special speed to Fox's blaster speed, reaching from a BFP to up to a Battlefield in distance. Moreover, since Tropius is directly forcing these leaves forward instead of relying on the wind to push them, these leaves will initially deal more damage and knockback the faster they fly [1%-5%].

Normally, Tropius only throws out six leaves with this move. However, while charging, any and all leaves on the side of the stage that Tropius faces are quickly pulled towards him at a breakneck speed, flinching [1%] foes that they pass by. These leaves, should they reach him in time, are added to Tropius' attack when he releases it, thus dealing even greater damage. The ending lag of this move ensures that Tropius can't keep recycling leaves with this attack, but the move is still an effective way to sweep a field of leaves in order to create new ones.



Up Smash - Leaf Shredder

Tropius fans his leaf wings upwards to charge, then shuffles them madly back and forth like two pairs of scissors as they take on a greyish aura. These wings act as long-reaching hitboxes that deal repeated flinching [20%-36% total] before sending foes away at 190%-135% KOing knockback. And hey, look, it also sends three to twelve leaves a BFP into the air depending on the charge, though they're not hitboxes when flying up like that. That's one less complex way of making whirlwinds dangerous places.

If Tropius strikes the crown of one of his trees with this, he'll shred off the wide leaves that make up the crown and effectively destroy the tree. Now that's just careless. The banana leaves, five in total and long as a Beam Sword, are tossed into the air similarly to the smaller leaves, where they can be affected by all the attacks that usually interact with leaves! Whirlwinds, mini-twisters, wind gusts, you name it - each of these leaves aren't very sharp [1%] but they do deal quite some hitstun when they whack into the foe's faces, moreso than mere flinching. On the other hand, they actually fly and spin slower than the smaller leaves, so while they're easier to dodge, they'll also come last in a shower of leaves. While they don't add to the leaf limit, they also disappear the moment they touch the ground, so don't let that tree's sacrifice go in vain.



Down Smash - Earthquake

Tropius rears up to charge this move, then crashes down with his mightiest stomp, creating shockwaves that move across the - just kidding. Tropius' Attack stat is too terrible for that to happen. While the charging animation is about the same as mentioned above, Tropius lands with both his feet upon release [10%-18%], then stomps with his feet three additional times [3%-8% each]. The first stomp has about the same hitbox as Charizard's Down Smash, and the three extra stomps are smaller in size and knockback. The first stomp is only likely to KO anyone at 190%-130%, and the lesser ones even less so, not to mention that any foes would get knocked away before they can be struck again by this move

The move's not done when the big lug stops stomping, though. Tropius leaves behind a tremor in that patch of earth that lasts between three to six seconds afterwards depending on the charge. The tremor is as large as the impact created by the first stomp, but repeatedly deals damage equal to that of the lesser ones. That should keep people from waltzing around Tropius' turf or trying to crawl under whirlwinds.



Final Smash - Tropic Thunderer

Tropius has absorbed the power of the Smash Ball, and uses it to become…Giga Tropius. (CHEW)

Alright, some details. Tropius grows to a massive size rivaling Bowser's transformation, except that he otherwise looks exactly the same. Of course he still retains his inputs, although they're all supersized to match his strength. Neutral special won't plant a tree, but instead does let him do a mighty stomp. He also loses his leaf and seedling limits, throwing out exponentially more of them with his attacks. Bigger wind gusts, bigger whirlwinds, total invincibility - man, it's too much work describing how to play as a stomp-happy sauropod. It'll all either disappear or downsize once the time's up anyway, so just go bananas while those twelve seconds last, Tropius.




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Playstyle
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Tropius playstyle is very unique - wait, what do you mean, everything here's been done before by various movesets? Don't make Tropius sad, he worked hard on this! Well, what DO you want to do?

Charge up his solarbeam? Tropius has a few keep-away moves, though they're not too ideal. He can hide behind his whirlwinds or threaten to whack people with his trees, or just keep using his wings to blow foes away. Of course, he'll also need to keep landing seedlings on foes, and more importantly keep snacking down on those fruits without letting enemies snatch them away instead.

Damage rack with leaves? Up Smash, Side Smash, Forward Tilt, Up Air, Glide Attack - Tropius can whip up quite the leaf storms indeed, storing them in whirlwinds then firing them about with wind gusts or escorting them with his glide. It'll be tricky to set it up alright, but his aerials should give him enough control over their placement. Even trees can be planted just to shred them and add to the verdant hurricane blowing around the stage, eventually racking percentages up to places where Tropius can just Down Air or Forward Throw to KO foes.

Use wind effects to gimp foes off? Sure, why not? Tropius' whirlwinds make direct movement across the stage pretty difficult for anyone without teleportation. He can ride them upwards to reach the higher sections of the stage and create more whirlwinds, and use Down Special to quickly travel back to the ground too. Forward Air and Forward Tilt make pretty powerful gales, and Up Air can even drag foes about if you give it enough leaves. If the foe wants to plant his feet on the ground, discourage them with grounded whirlwinds, your grab game, Down Smash and Up Tilt. Well-placed trees can even bounce them back up in certain circumstances.

But the real answer is that Tropius is combining all these strategies: gathering stage control, sowing leaves and seedlings wherever he can, blowing foes away and munching on his favorite fruit. It's tough for him to KO, to be honest, but at least when he finally does, he'll probably already have that solarbeam ready to fire again. Tropius wants to outlast the foe like he outlasted all the other fossil Pokémon, chilling in the jungle like the flying sauropod he is.
 
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ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Tropius
Since I feel up to it, figure I may as well comment this thing.

Anyway, Tropius is actually a really fun set. The whirlwinds by themselves are fairly basic, but there is obviously a lot to do with them and how you can move leaves, leech seeds, and bananas around. As you yourself say, there's not a lot in the set that hasn't been done before, but you still manage to pull it off fairly well, all things considered. There's plenty of depth in his gameplan, he feels plenty versatile, but flows all the same. Aside from that, your writing style is quite enjoyable here, you're pretty much just being goofy and insulting Tropius/the reader/yourself on a regular basis. At any rate, it's a lot easier to digest writing wise than your other sets, though you've always been good at tuning the writing to the character. You get the feel of Tropius across quite nicely in the organization and attacks as well, he feels powerful, but at the same time rather pacifistic, perfectly fitting for a Pokemon such as this.

While there is a lot to like here, I do feel like at points the set is a bit lacking, namely in that a lot of the attacks do little more than reposition the leaves. Sure, you make good use of said repositioning, but honestly I am a bit tired of just using that as a method of flow at this point, especially when you spread it over as many inputs as you do. The other problem is... well, you do cop out on a few inputs here and there. The grab is missing a pummel, and the Jab and Nair are the same, not to mention a mirrored throw on top of that... I can forgive skipping an input or two, but you don't really have any good reason too here, so it detracts a bit from the set. And really, it's not as unique as Gardevoir either, though admittedly that set has grown on me a lot since it's original posting, especially with the new grab game(love that Down Throw, btw). I can't fault you though, Tropius is a harder Pokemon to work with and still manages to be a very solid set, if still inferior to Gardevoir. Good work here Prof.
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
MYMini numero cuatro

It's a so-far average day as four Smashers are chowing down in a remote Chinese restaurant. Sure, all the bandits and thieves in the place don't make savory company, but they're keeping their distance.

Suddenly-

SKADOOSH!!!


1647445616273.png

Wha-what?! Where'd this panda come from? AND WHY IS HE SO AWESOME?!

It's a desperate battle for the four players against this mysterious deadly warrior. It's almost like he's some ancient character locked into his Final Smash mode; in fact, it looks like he's not even flinching from any of their attacks! He's just taking on the hurt and dishing it back tenfold! How can our fighters hope to take down this force of pure awesomeness?!

Well, there isn't any life bar to be seen, but the boss has a percentage like any other character, taking up a fifth slot on the bottom right section of the screen. It seems he does still take damage, but he sure isn't showing it and he's not slowing down anytime soon either.

Thankfully, everyone's fighting in an enclosed stage about as big as Luigi's Mansion if it had two more stories added to it. So no one's going to get KO'd by awesomeness anytime soon; they'd have to be at 500% before the epicness of the next force that sends them flying will break through the walls and KO them instantly. The stage is divided into the ground floor, a level that's one battlefield platform above the ground floor made of two soft platforms each 3 stagebuilder blocks long and connected a wall, and another identical level above the first one. So there's a big space in the center for people to fall through if they get to the top levels.

The initial explosion seems to have broken some wooden beams about as long as a Beam Sword out of the structure, set apart from the background by their lighter hue. Looks like there's one for each of our four fighters (like that warrior would even need such a blunt weapon) which will never fade out of the battle and act as a battering item. It can even be used in the air if one presses their Neutral Air. Characters will swing the beams downwards like Ike's Forward Smash, spiking anyone that they hit [20%]. Of course, it's pretty much useless against the legendary warrior until he's taken 300% damage, in which case he'll get bopped downwards. Then, of course, he'll recover and jump back to kick your posteriors. Now, if you want to win this boss battle, what you need to do is deal enough damage to him so that you can spike him such that he falls two Battlefield platforms in distance (use that gap in the middle of the arena) before he recovers from the hitstun, in which case...



"Po, wake up! You'll be late for kung fu practice!"



1647445634017.png




"Wha? Man, I have got to stop playing that Smash Bros. game so late..."
 
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MasterWarlord

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


Stamina: 550
Stock: 3

Unlike traditional bosses, Voldo is capable of taking knockback and is rather light, only as heavy as Mario at 50%. If you knock off a side blast zone, he won’t be affected by it and will simply run back in from the side you knocked him off from. If you knock him into a solid object with remotely strong knockback, he will take 20%. If you knock Voldo into a pit, he’ll take 35% before running back in from the left side of the arena. Voldo cannot take hitstun. He can be grabbed, but only when not performing attacks, and if he’s about to enter an attack animation he will escape the grab automatically.

The “arena” for this boss battle is Voldo’s home turf that he’s been guarding for countless years – Vercii’s Money Pit. The stage is a very, very long scrolling one (8 platforms wide), with hazards randomly appearing from a list. Details on the stage hazards are listed under “environmental attacks”. Voldo runs about the stage, having dodges and a shield like a regular character, doing nothing but evading you during what would be the normal “downtime” for a boss where they sit and do nothing, having commendable movement speed and jumps.

Direct Attacks:

Back Slash: Voldo slashes behind himself for a token 8% and knockback that kills at 160%. This is quite fast, and is not in Voldo’s main arsenal of “attacks” that he will use when it’s time for him to use one. Instead, Voldo can use it in place of a dodge/shield, though he won’t use it more than twice during the intervals where he’s not using one of his main attacks.

Rapid Slash: Voldo does a series of 4 downward slashes as he moves forward a platform. Anyone hit by a slash will take 5% and weak set forward knockback that will always combo into the next slash, with the final slash dealing knockback that KOs at 150%. This will not knock foes in prone out of it. In addition, Voldo will cause some dirt/coins/rubble to get flung behind him a platform as he does each slash based off the terrain he’s on about the size of Wario. These particles deal 8 hits of 1% and flinching over the .7 seconds they exist. This attack is like backslash in that it is not part of Voldo’s main arsenal and is used in place of shielding/dodging during the running away phase – Voldo still cannot use more than 2 attacks during his running away phase under any circumstance. This attack hits foes chasing after him like the backslash, but will also be what Voldo will end up using if a foe gets directly in front of him most of the time. Voldo travels much more slowly while doing this attack, a bit slower than Ganon’s dashing speed.

Counter: Voldo performs his taunt from Soul Calibur. This is yet another “attack” that is used in Voldo’s running phase. If Voldo is attacked during this time, he will take the damage of the attack, but not the knockback, before doing a single slash to the foe that deals double the damage Voldo was dealt. Voldo can keep this taunt stance up for up to 2 seconds, so if you don’t want to stand by idly you’ll have to grab him out of it. Just be cautious you don’t grab him right before one of his attacks is going to start, though, or else you’ll have set yourself up to get hit.

Downward Slash: Voldo does a generic downward slash, dealing 12% and putting foes on the ground into prone and spiking aerial foes. If Voldo is within a platform of you whenever you jump over a pit, he will actively move towards your location to attempt to spike you with this move. You can obviously attempt to exploit this to knock Voldo into one, but keep in mind your spike will deal no stun to Voldo and thus will not interrupt his spike.

Bloody Drill: Voldo attempts to grab you in what’s essentially a blatant bear hug, but with big meaty claws. Notably, this grab can reach across to the other side of small walls due to Voldo stretching his arms out so far, grabbing you with his claws and holding you against the wall. This version of the grab deals 15% immediately and 3% per half second until escape.

If Voldo grabbed you with nothing in-between you and him, he’ll throw you into the air for very light set vertical knockback before hosting his claws into the air and catching you on it. Voldo will spin his claw around en mass as if it was some sort of buzzsaw, causing it to deal 17 hits of 1% and flinching per second. Voldo will walk around as he balances you on top of his claw, with you having to DI to escape, with the AI intelligently moving about the claw to predict where you will go. If a pit is the nearest object, Voldo will move to it and attempt to dump you in said pit before following up with a downward slash. If a wall is, Voldo will take you to the wall before throwing you against the wall, dealing 10%, then bringing his claw down in front of him to attempt to pin you with an infinite jab combo, continuing to keep it up for a maximum of 4 seconds after that point. Any other sorts of hazards work too. Last but not least, Voldo can always carry you to a walk-off blast zone if that’s what nearby, though that’s generally the easiest to DI out of.

Crabwalk: Voldo gets into a crabwalking position with his stomach facing skywards. He can move and jump just as quickly as normal, and will actively seek out foes while in this position. If they’re in prone (Voldo automatically enters this stance once he knocks a foe into prone), Voldo will simply get on top of them before stabbing them rapidly for 35%. If they’re a far distance from Voldo, Voldo will do mass backflips as he switches which position his belly is facing, being a hitbox that does 13% and knockback that kills at 165% all the while. If you’re particularly far away, he’ll pick up a good bit of momentum before flinging himself towards you, claws pointing downwards, spiking you for 20% before coming down, still a hitbox – grounded foes get knocked into prone by this hitbox.

If Voldo gets into close combat without you being in prone, he will attempt to ram you, dealing 8% and weak vertical knockback to get you above him if you aren’t already before jumping at you and thrusting his stomach/back up at you. This deals 10% and vertical knockback that kills at 140%. In addition, if you attempt to attack Voldo from above while he is thrusting out his stomach, you will take the knockback of your own attack in addition to the knockback from Voldo (Though Voldo will still take all damage/knockback too). Voldo will stay in this stance for 10 seconds.

Pursuit: Voldo enters the background and starts pursuing you for 6 seconds instead of fleeing. Background hitting moves can hit him, but if you have them he will still actively dodge them like a player character. Either way, whenever Voldo is in the same position as you (Aside from being in the background) he will deal a cross slash with his two claws, dealing 18% and vertical knockback that kills at 110%. If you just hold onto your shield in a very predictable fashion, Voldo will perform the bloody drill grab instead, though you can shield it once Voldo’s altered entered the attack animation. Voldo will also attempt to do a downward slash on you as normal from the background if you are over a pit.

Fleshball: Voldo curls up into a ball before he starts rotating around en mass via the same logic as Sonic the Hedgehog. Voldo is intelligent enough to only do this when far away, and considering the fact he runs away so much this isn’t all that rare. Voldo will release the charge after either 5 seconds have passed or you/a hitbox that can deal knockback get within a Bowser of him. Taking any knockback at all causes Voldo to leave this stance.

Once the charge is released, Voldo shoots himself in your direction at Ganon-Sonic’s dash speed, traveling 2-20 platforms, being a hitbox that deals up to 40% and knockback that kills at 60% at max power, but very very quickly gets weaker as it slows down. Voldo will never KO himself with this move, being capable of turning around through the background/foreground thanks to his boss status.

Environmental Attacks:

Bottomless Pits: Throughout the scrolling stage are various pits that are anywhere from Bowser’s width to 1.5x it. The pits have a bottom blast zone very close to the ground, so a single downward slash from Voldo can quite easily send you plummeting. Pits are always at the bare minimum at least 3 platforms away from each other.

Walls: Walls in the form of golden statues can also be in the arena, completely solid an as tall as Ganon. Note that if any walls are in the way of Voldo’s fleshball he will just go around them into a Z plane briefly, likewise he can jump over pits while in fleshball form. Walls cannot be within 5 platforms of one another.

Slopes: There are occasionally slopes (3-5 platforms in width) in the arena that will generically boost the momentum of momentum related things for chars that go down them. This includes Voldo’s flesh ball, and he is intelligent enough to actively attempt to use it at the top of a slope.

Boulder Chase: This attack can only occur when Voldo runs in from a side blast zone after having been “KO’d” – a boulder will suddenly be chasing him, rolling at Mario’s dash speed. The boulder deals 20% and knockback that KOs at 80% on contact. Voldo is vulnerable to it, but he will not exit his running phase until the boulder comes to a stop after having traveled 5 platforms, and he will not use his counter during this particular running phase. The boulder sticks around as a solid wall once it vanishes 1.5X the size of Bowser. Yes, the boulder’s momentum can be boosted by slopes, and Voldo will always run in from the side at the top of a slope if he’s using this attack.

Ceiling Crush: Voldo goes into the background to pull a visible lever, causing a Bowser sized portion of the off-screen ceiling to come crashing downwards at Captain Falcon’s dash speed. Contact with the bottom deals downward horizontal knockback that KOs at 100% and 19%. Aside from the direct threat, the wall stays down after it comes down, so if you’re on the right side of it once it comes down this is essentially an instant death. Voldo likes to try to lure you to the right blast zone before grabbing the switch, though the AI is quite versatile. This attack will not interrupt Voldo’s Pursuit Mode, though he will not use the lever until it scrolls at least 2 platforms off towards the right blast zone.

Swinging Axes: Two gigantic swinging axes that swing through the Z planes are next up in the scroller. These axe swing by every half second, dealing 35% and knockback that KOs at 60%. While they’re on-screen, Voldo will attempt to camp by the axes, which he is technically vulnerable to, dodging any projectiles sent his way and rapidly jumping through the axes during the interval in a very acrobatic manner. If you get to him, he will attempt to use the back/rapidslashes to knock you into the axes, or, most commonly, use a well timed counter to reverse your attempts to send him into the axes he’s vulnerable to. If you stay 2.5+ platforms away from Voldo for 5 seconds, he will stop camping by the axes and attempt to grab you for a bloody drill to bring you over to them.

Spike Tiles: A bunch of differently colored tiles spawn in the arena as wide as 5 platforms, each tile as wide as Kirby. You can simply jump over all of them, but if you do not have such a good recovery or fear a downward slash from Voldo, you must avoid a bunch of specific tiles, or else a spike will get shot out from the wall in the background nearly instantly that deals 26%, instantly breaks shields, and knockback that KOs at 75%. Voldo is vulnerable to these, but he knows which tiles are harmful and which are not, and will never jump onto one of the harmful ones, though will regularly try to downward slash you into them. To get across, you must mimic Voldo – you may want to stand back and watch him a while, as if you get too close he will DI back to downward slash you.

Piles of Money: These become more and more common as time passes, representing you getting closer to the actual money pit part of the money pit, and range anywhere from Bowser size to triple it. Attempting to pass through the pit will results in you getting enveloped by it, slowing your movement by half and obscuring your character, though they can do everything else as normal. Voldo does not have his movement impeded in any way by money, and it also obscures his actions – he will regularly attempt to charge his Fleshball inside these.
 

Waver

Smash Cadet
Joined
Jan 5, 2012
Messages
71
Location
In your cookie jar...
NNID
WaverJR
3DS FC
2964-8605-0439
Switch FC
SW-1450-5084-6730
X-naut moveset with animations made by me!:D

I couldn't draw animations for all the attacks due to limited memory on my SD card. But before I write the set, the animation was done on Nintendo's Flipnote Studio.

The X-naut​


A brief bio

X-nauts are a race of aliens who works under the evil Groudus from Paper Mario, the Thousand Door. There are different kinds of X-Nauts: the standard white one, the black elites, and the blue doctor X-nauts. Here is the moveset for the X-naut.
THE RED BOXES SHOW THE STANDARD HITBOX.
THE BLUE BOXES SHOW THE SOURSPOT.

Stance- X-naut stands on his tip toes, then down on his heels. Arms firmly on his sides.
http://i.imgur.com/bUTVD.gif

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Specials​

Standard B- Persistent Blaster (NO ANIMATION, SORRY)- The X-naut pulls out a small, comical looking gun. It shoots out 3 slow, football shaped energy bullets. The bullets are a little slower than Ganondorf's running speed. Pretty slow huh? Well here's the catch, the bullets have an awareness range. When an opponent is near a bullet, the bullet slighty veers itself to the victim. Each bullet has superficial damage and knockback. But the hitstun is excellent. The bullets life time is about 4 seconds. X-naut's shooting intervals are a bit longer than Wolf's blaster. It's main purpose is a startup for a combo, or to interupt an opponent's attack. 2%

Forward B- Potion Chuck (NO ANIMATION, SORRY)- X-naut tosses a potion in a lobbing fashion. Every potion thrown has different properties: Burning (High knockback), Shock (Semi-high knockback), Normal (Medium knockback), Lipstick (No knockback), Shrink (lower attack power and stamina), Curry (7 seconds), Sleep(Immobilized, but can easily wake up), Trip prone (5 seconds). If the potion hits the ground, it will explode into smoke as wide as 75% of a battlfield platform. This attack has some wind up, but has little recovery time. Fire- 6%, Electric- 8%, Normal- 4%, Lipstick- 5%.

Up B- Artificial Wings (NO ANIMATION, SORRY)- He quickly sticks his hand in his collar and pulls out a sky blue potion. He drinks it and sprouts wings. You have 3 flaps, the first flap being automatic. Press B to use the other flaps. The flaps have low height, but horizontal movement is great. You don't have to use all the flaps, you can cancel by using an air attack or air dodge. Windup for this move slow but he slightly loses falling momentum when finding his flying potion. This move doesn't hurt, just blows nearby oppenents away with every flap. So in a way, meteors attempts are really challenging.

Down B- X barrier (NO ANIMATION, SORRY)- 3 X-Yux's fly out from X-naut's back and makes a barrier for him. It reflects like Fox's reflector, but it can protect you against everything. The drawback is that you can't hold it, the barrier lasts for about a second. So timing is a factor. This move does not hurt. The link below show the X-Yux.
http://www.mariowiki.com/images/6/6f/X_Yux.PNG

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Standard Attacks​

A,A- X slap- X-naut slightly tip toes forward and slaps the opponent comically with one hand, then slaps with the other. The first slap has little knockback and the second has low set knockback with high hitstun. 2%+2%=4%
Animation: http://i.imgur.com/Zjff7.gif

Forward Tilt- Straight Roundhouse Kick- X-naut simply kicks forward with on hand on the ground. This is one of the forward tilt attacks that can be angled. This attack has substantial knockback for a tilt, killing at around 130%. This attack comes quickly, so it's a good "bug off" attack. 7%
Animation: http://i.imgur.com/JrSI0.gif

Down Tilt- Torpedo fist- X-naut gets down on his belly and slides with his fists outstretched. He doesn't slide far, it's about the legnth of half of a Hanenbow leaf. The knockback is low but has a high chance of causing the opponent to trip. The wind up is kind of slow, having to get on his belly and all. But he gets up quickly and goes right back into his stance. Sweet-6% Sour-4%
Animation: http://i.imgur.com/ToX1O.gif

Up Tilt- Arch Kick- X-naut gets on all fours and kicks on foot up at a 180 degree angle. Great juggling move, but a challenge to maintain juggle because the knockback trajectory is up and slightly away. This move can kill at around 200%. This attack comes quicker than his forward tilt. Sweet- 7% Sour- 5%
Animation: http://i.imgur.com/J9I0c.gif

Dash Attack- Belly Bump (NO ANIMATION, SORRY)- X-naut thrusts his rotund body forward at the opponent. This attack is based on one of the attacks they do in the actual game. Has high knockback for a dash attack. The trajectory is like DeeDeeDee's dash attack, but a somewhat lower. It's a good dash attack since he spends his recovery time sliding forward a little. 9%

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Smashes​

Forward Smash- Wrench Swing- X-naut grabs an oversized wrench, and swings it in the same arch as Ike's Forward smash. This is X-nauts strongest smash attack. A good smash to use after some air combos. 15%, charged- 23%
Animation: http://i.imgur.com/WuM4j.gif

Up Smash- Dangerous Flip- X-naut crouches down then swiftly backflips, kicking the opponents around him. Being right in front of him will cause straight upward knockback, and behind will do a wimpy meteor smash. The windup is kinda slow, so it's not a good smash to use when you're in a "dodge then attack" skirmish. Sweet- 11%, charged- 19% Sour- 9%, charged- 15%
Animation: http://i.imgur.com/O2KW8.gif

Down Smash- Concoction Explosion- He holds a potion and quickly breaks it under him. The explosion from the potion spews a burst of smoke with the same properties as his Forward B. The knockback is 100% horizontal, but it's medium low. Windup is terrible, but that can trip up a "dodge then attacker". The sour spot of this move will not have the special properties done to the opponent, just a wimpy hit with no knockback but lots of hitstun. Sweet- 12%, charged- 20% Sour- 9%, charged- 12%
Animation: http://i.imgur.com/in62q.gif

--------------------------------------------------------------------------------------------------------
Aerials​

Neutral Air- Arm Fan- X-naut instantly spins his arms around like fans. His whole body is the hitbox. Sweetspot knockback is substantially high and can kill at around 163%. Sour has meduim low knockback, allowing you to followup with another air move if the opponent hits a wall. Sweet- 11% Sour- 7%
Animation: http://i.imgur.com/CzcXI.gif

Forward Air- X Bounce- X-naut frontflips with his feet out. Touching his feet will cause the alien to bounce off the opponent in a similar fashion to Diddy's forward B. This attack is a meteor attack if it connects. It's not a strong meteor move, but it's a good recovery move when someone's trying to edgeguard you. 9%
Animation: http://i.imgur.com/NYoH9.gif

Back Air- Wrench Swipe- He uses his big wrench and swings behind him. Probably his slowest air attack. Has medium knockback. Good for short hops and mindgames. The trajectory of the attack knocks away. 12%
Animation: http://i.imgur.com/r6rEs.gif

Down Air- X Screw Driver- X-naut crosses his arms and his feet pointed downward, spinning like a drill. The hitbox is almost his entire body. The drill kick hits 10 times with no knockback and has high hitstun. The attack moves you to the center of his body, so you'll most likely get hit by all of the hits. So while your opponent is recovering from a drilling, you can followup with a tilt, smash or an air attack. 2+2+2+2+2+2+2+2+3+4= 23%
Animation: http://i.imgur.com/wJEph.gif

Up Air- Upward Blast- He uses his gun to create a burst above his head. This move has the same effects as Zelda's up air except it's quicker, the range is bigger, but it's weaker. This attack pushes him downward a little. This is a good air attack to use after his up tilt. 13%
Animation: http://i.imgur.com/qTuWb.gif

-------------------------------------------------------------------------------------------------------
Final Smash

Mega Growth- X-naut reaches something in his collar again, and he has a green potion. He drinks it and he grows is really huge. He's a little shorter than Giga Bowser. His attacks are 2 times as strong, and he doesn't flinch. This transformation lasts for 25 seconds.
-------------------------------------------------------------------------------------------------------
Throws

Pummel- He uses his wrench to whack the victims head. 2%
Forward throw- Thrusts his wrench into the victims gut. 6%
Back throw- Turns the opponent behind him and zaps them with a tazer. 9%(Killing throw)
Up throw- Tosses the victim up, and hits the opponent with a "raise the roof" type of attack. 5%(Juggle to an uptilt upsmash combo)
Down throw- Throws the opponent down and hip drops them. 8%

-------------------------------------------------------------------------------------------------------
Taunts

Up- Faces the camera, and crosses his arms. A transparent X symbol will appear when he crosses his arms.
Side- Tosses his gun up, catches it and strikes a shooting pose facing the camera.
Down- Fixes his glasses and snickers.

-------------------------------------------------------------------------------------------------------
Colors and Costumes

White X-naut
Black X-naut
X-naut PhD
Yellow X-naut with blue collar and boots
Green X-naut with orange collar and boots
Ninja X-naut- Wears a black hood. Still wears glasses. Has the fishnet undergarment, and a purple suit over. Has a sheath for his shield. He wears geta sandals with navy blue socks.


This pretty much sums up the moveset.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
X-Naut:
I must say I'm extremely impressed with the way X-Naut's attacks play out, especially since you took the time and effort to animate the vast majority of them. These guys were such quirky little mooks, and its great to see their cute oddness carry over into the moveset.
Gameplay-wise X-Naut is a very functional, very 'grounded' moveset, making it a completely different read to MYM's usual fare. The attacks are fitting, the animations have a pleasing rubbery-ness to them, and as far as I can tell, the moveset works pretty well. Nothing here makes it 'stand out' per-se, but there's certainly nothing wrong with it either.

The most solid complaint I can level at X-Naut is how barebones the grab/throws are. They're essentially glazed over, which is dissapointing.


The Neutral Special (Persistant Blaster) is a great move, giving you the chance to set up for yourself whilst still functioning well enough as a straight projectile. The way the bullets curve towards the foe seems extremely fitting for X-Naut for some reason..


A fair few people here dislike random elements, such as what I'm assuming the Side Special (Potion Chuck) uses. Personally, I love it, especially for a character like this.

I'm tempted to suggest other effects for the potions, such as making the opponent tiny for a brief moment, but given the random nature of the move, it's probably for the best that all the potions act similarly. The smoke from throwing a potion to the ground has the potential to hide what people inside the smoke are doing, which is sweet, but I kind of wish the properties of the smoke varied depending on what kind of potion was thrown..

For the Down Special (X-Barrier) I'd suggest three X-Yuks coming out from behind X-Naut in order to form the barrier, rather than X-Naut himself actively taking one out. I dunno, I keep replaying how the latter would look in my head, and it just feels a little awkward.


I assume flipnote has limited canvas space, since a couple of animations looked a little awkwardly squashed (particularly Upward Tilt). Moves such as Forward Smash and Backward Air didn't have enough inertia to them




But I cannot overstate how awesome these animations otherwise are.

 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Comments and somesuch

AGIRI GOSHIKI
Well, I’m not really sure what to say about this set. To be honest, everything is pretty hard to keep track of, so even after finishing it, I don’t feel like I still totally grasp Agiri. Admittedly, what you’ve done here is impressive; she’s intricate with her mindgames to a point that’s almost unbelievable. As a reader, I had a hard time keeping up, which leads me to believe both the opponent and the player would probably be in the same boat. It seems that you added on multiple effects to moves wherever you could justify them, and all in all, I felt it gave way to a set that’s just too much of a good thing. Her mindgames are neat, but in the end it felt to me like there was just too much of them to really allow Agiri’s player to stay on top of them without some intense prior training on how to play as her.

KARKAT VANTAS
I’m probably one of the only people who actually found the writing style amusing here, but hey, what are you gonna do. Karkat revolves around a pretty simple concept, actually, and I like how far you went with it. He pretty much has to damage himself to get anywhere with the match, but as he himself says, you can’t do it too much or you’re just ruining everything. He’s like Melee Pichu, in a way, but with some cool twists that make him a lot more interesting. The balancing act between your damage, your opponent’s, and that looming prospect of going into God Tier really made this set quite enjoyable. Nice work, Majora!

KANG THE CONQUEROR
So yeah, I finally got around to reading this set, and now I understand what all the buzz was about. I’m not so much a fan of sets designed for 3v1, but setting that aside, this set is really quite the work of art. Kang has some (fairly) simple concepts to build around, and it really feels like you made nearly every move add to those concepts in interesting ways. Again, though, what I feel makes this set really shine is that at its core, it is a simple concept. There is nothing particularly confusing about playing Kang once you know a handful of little details about how things like the soldiers and his time travel work. I can’t help but applaud how workable you made some of those things that have a tendency to get overcomplicated in the name of whatever. Definitely an awesome set, for that and a variety of other reasons.

GARDEVOIR
Gardevoir is certainly interesting. I think, as you mention, she’s well outfitted for team matches. Perhaps she’s something of the ideal character to stick on the other part of those 3v1 matches? Either way, all her workings with the barriers are pretty fanciful. I admit a couple of moves didn’t quite make sense to me (Neutral Special is, I think, the best example--I think rewording it would probably make a big difference), but nonetheless, I can tell what you seem to be shooting for, and I think it’s pretty neat. Admittedly, Gardevoir is quite lacking in the offensive department, and even if that’s obviously how you intended her, it looks like she’ll have to take enemies to some pretty darn high damage percentages before a KO is even thinkable. Still, this is a very fun set, and I did enjoy it quite a bit.

KIRBY ENEMY TEAM
This set is awesome because it has Kirby enemies does a lot of things that feel atypical to the Hugo genre, and I think that’s definitely a good thing. Properly inputting moves into a set otherwise run by AI, of course, has a few natural drawbacks, but I honestly feel most of the pitfalls were avoided here. Each team member has enough options not to be useless, and they can actually work together in some pretty nifty ways. In short, I came into this moveset hoping to like it but not really expecting to, since the Hugo genre and a few other things mentioned early on made me pretty wary of the rest of the set, but in the end, the set was quite charming and likable and managed to weasel its way out of most of the reasons I wasn’t sure I’d like it. Quite commendable, Jun!
[/KirbyBiasThatPretendsNotToBeKirbyBias]

X-NAUT
I was planning on stopping my comment block at the above, but this set looks bite-sized enough to tackle, and what’s more, YOU HAVE SELF-DRAWN ANIMATIONS! That, even before I get into the bulk of commenting, is rather impressive. On to the actual set, the X-Naut is a deviation from the crazy sets we typically have here in MYM, in that he's much more down-to-earth and suited for the Brawl we all know. Even so, you have a few things throughout the set that are pretty nifty and interesting, like the footstool-ish effect in the FAir and the fact that the DSmash potions can affect enemies the same way the SSpec ones can. Speaking of those potions, that was one thing I think you could make a little more interesting. Don't the potions the X-Nauts use in TTYD shrink Mario and other such effects. It might be fun to have some more quirky effects like that than just fire or electricity. Still, this was a fun moveset to read, and again I have to say, those animations are sweet!
 

Waver

Smash Cadet
Joined
Jan 5, 2012
Messages
71
Location
In your cookie jar...
NNID
WaverJR
3DS FC
2964-8605-0439
Switch FC
SW-1450-5084-6730
X-Naut:


I assume flipnote has limited canvas space, since a couple of animations looked a little awkwardly squashed (particularly Upward Tilt). Moves such as Forward Smash and Backward Air didn't have enough inertia to them




But I cannot overstate how awesome these animations otherwise are.

Yeah. Since it's for DSi, the space is very limited. But thanks for the feedback about the potions. You and SirKibble.
 

Waver

Smash Cadet
Joined
Jan 5, 2012
Messages
71
Location
In your cookie jar...
NNID
WaverJR
3DS FC
2964-8605-0439
Switch FC
SW-1450-5084-6730
X-NAUT
I was planning on stopping my comment block at the above, but this set looks bite-sized enough to tackle, and what’s more, YOU HAVE SELF-DRAWN ANIMATIONS! That, even before I get into the bulk of commenting, is rather impressive. On to the actual set, the X-Naut is a deviation from the crazy sets we typically have here in MYM, in that he's much more down-to-earth and suited for the Brawl we all know. Even so, you have a few things throughout the set that are pretty nifty and interesting, like the footstool-ish effect in the FAir and the fact that the DSmash potions can affect enemies the same way the SSpec ones can. Speaking of those potions, that was one thing I think you could make a little more interesting. Don't the potions the X-Nauts use in TTYD shrink Mario and other such effects. It might be fun to have some more quirky effects like that than just fire or electricity. Still, this was a fun moveset to read, and again I have to say, those animations are sweet!
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Thanks a lot! I'm going to take that potion suggestion and put it in right now.
 

Zook

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

Necromancer plays true to the concept of the character - overwhelming the foes with waves of undead in order to pull off laggy spells. Living on through his creations after death is a wonderful concept, and I think you pulled it off quite nicely here. That ability, coupled with your usage of time-stopping, horde-control, DoT attacks, and myriad of projectiles makes the Necromancer a great read. If there was one thing I would like to see different, it would be the forward special; outside of engorging zombies, it doesn't seem particularly useful, and even less so midair, though I suppose it could help his recovery/gimp game.

TROPIUS

You certainly picked a difficult character to make a set for here. You managed to really capture Tropius's passive nature in this set, giving him the ability to make food for himself and the tools to defend his fruit and charge up a powerful Solar Beam. Really, you did a superb job on making his playstyle feel natural to the character, so kudos for that. Unfortunately, there are a few negatives things going on in here, too. A lot of the moveset is dedicated to creating leaves and moving leaves, with the intention to move said leaves into tornadoes, which is quite frankly bland and boring to read and imagine to play, in my opinion. (And does he really need so many ways to manipulate those leaves?) I did really enjoy your take on Solar Beam, although the healing mechanic speeding up the charge times confuses me a little bit. Does the decrease to charge time carry over to the next Solar Beam, or does he use it up once he fires a beam off?
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Week 5 MYmini

MYmini Week #5
Big Easy Catchup (MYMX Edition)



[11th Mar-17th Mar]
We're playing catchup this week, partly because I'm feeling nostalgic, but mostly because you guys yell at me when I'm too strict. :c
Go [Here], find a cool sounding MYmini topic, and then make a suitable entry for it. The caveat is that it must be a MYmini you did NOT enter when it originally ran.
So um... yeah. Go do that.
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
Tropius
While there is a lot to like here, I do feel like at points the set is a bit lacking, namely in that a lot of the attacks do little more than reposition the leaves. Sure, you make good use of said repositioning, but honestly I am a bit tired of just using that as a method of flow at this point, especially when you spread it over as many inputs as you do.
A lot of the moveset is dedicated to creating leaves and moving leaves, with the intention to move said leaves into tornadoes, which is quite frankly bland and boring to read and imagine to play, in my opinion. (And does he really need so many ways to manipulate those leaves?)
Alright, before I see yet another "Why so much repositioning" complaint:



Forward Tilt - Razor Leaves

Tropius quickly beats his wings twice to create gusts of air. While both wing flaps create a strong wind effect made visible by wind lines that'll push foes and objects by a BFP, what Tropius really wants to do is dislodge a dozen tiny leaves from his wings on the second flap, scattering them in a Bowser-sized area in front of him. These leaves are blown by wind effects such as the one just created, and obviously hurt anyone they hit [1% each] while flying. Once there's no wind blowing, though, they'll float down harmlessly until they either get picked up by another wind effect or they touch the ground and promptly disappear. Yeah, Tropius can use this once, then move forward and re-input it again to blow away the initial leaves as they float down, but he'll only be able to catch around half of them this way thanks to the slight ending lag of this move.

C'mon, you're good enough at figuring out move interaction to know what else Tropius can do with these leaves. You don't? Listen and learn, then, newbie: If Tropius blows these leaves into any of his whirlwinds, the whirlwind will pick up the leaves and spin them within itself for as long as it lasts! Not only does this prolong the life of those leaves, it also turns those whirlwinds into constant hazards that'll damage foes before throwing them into the air. Given a whole dozen leaves, a whirlwind can deal about 12% before releasing a foe, and Tropius can blow those leaves (and any seedlings too!) out of whirlwinds as well by re-inputting this move in front of one. Throw more leaves into whirlwinds, set up more whirlwinds to catch leaves falling from fading ones, etc. Hey, you're the one who wants to play Tropius, you decide how to utilize this. Just watch for that sixty onscreen leaf limit that Tropius has, okay? It'd be embarrassing to use this move and not have any leaves fly out.

You're not stupid, and you'll notice that all of Tropius' repositioning involves wind effects. Since the bolded and underlined was apparently not obvious enough, those leaves become hitboxes whenever they're being blown about by those same wind effects. Forward Tilt, Down Tilt, Forward Air, Back Air, Up Air; whenever these moves are moving leaves, they are also turning them into a dangerous 1%-each-and-flinching shower of hitboxes. Furthermore, Tropius isn't Cloudman.EXE, he can't set up his whirlwinds easily enough to always put them in an ideal position to catch leaves. A lot of the time, they'll hit the ground and Tropius will just have to make more, which really doesn't cost him much time. So in practice, he should really be using those wind effects to wants to batter foes with leaves, not so much move leaves from whirlwind to whirlwind, which are both walls and storages.
 

Zook

Perpetual Lazy Bum
Joined
Jul 30, 2005
Messages
5,178
Location
Stamping your library books.
I understand that you didn't mean all those moves be solely for moving leaves into tornadoes; however, I thought that you wanted Tropius's main playstyle to rely on creating leaf tornadoes to serve as barriers to charge Solar Beam (one of his best KO options)/grow fruit/stall out while the opponent has seedlings on them. The way I took it, you were implying that that yes, Tropius can use the gusts of leaves offensively when he needs to, but most of the time he should be using them to creates barriers. It just makes more sense to store them in tornadoes than blowing them around as projectiles because while in tornadoes they remain in the air longer, they stay hitboxes longer, they can be mixed with seedlings to create a truly potent hitbox, and doing so makes them more relevant to Tropius's defensive playstyle.

You may be miscommunicating how fast and far the leaves travel; the way I read it, they become a hitbox only during the actual wind animation of a move, and they travel as fast/far as a normal character being blown by wind (which is neither very fast nor far).
 

LegendofLink

Smash Apprentice
Joined
Feb 17, 2008
Messages
164
Location
Pennsylvania
Angel
This set is pretty cool. With the simple attacks that gain their complexity from the many options you get out of them at the core, you already have a solid base to work off of. The swords and item interactions also add to the myriad of options and choices on how to connect your attacks and how to approach the foe. If it was just left at that, things would be pretty cool, if a bit similar to Sayaka from last contest. Unfortunately, you end up adding yet another layer of complexity with the "gameface" demon form (which also borrows a lot from Sayaka, now that I think about it) and it fails to add to the set as the previous layers did. This might work out if the two forms are perfectly balanced, but it's really hard to judge that. If the base form is better, they won't want to ever use the other form and the forced transformations are almost a punishment. If the demon form is better, they'll just stay in it and never change back. There isn't enough differentiating the two forms to make it worth the effort of managing it. Aside from that, though, it really does flow well and accomplishes the rare feat of doing special things that are relevant in team, 1v1, and FFA situations without special cases or weird conditions. I just think you went a little too far with the layers of complexity.

Also, Black text is really hard to read. It would be nice if you didn't use it so often.


Kirika Ueno
Once you get past the character concept here, (which is creepy as hell,) you actually end up with a rather ingenious premise for a set. Regeneration that comes at the cost of massive self damage that you and the opponent have to plan around is a really cool idea. It especially works here because you have so many ways to manipulate your damage percentage, and plenty of reason to, thanks to the additional focus on suicide KO's. Eventually the set settles down into a rhythm. It is more or less reactionary and defensive for a while, but as the timer on the straps tics down, you need to become aggressive, either knocking the foe out of range so they can't punish you, tethering yourself to them so that if they punish you you take them with you, or going into the grab game and the awesomely devious down throw. In fact, you can even combo it with the increased self damage from fully healing yourself for simply ludicrous amounts of damage. If there's one problem I have with this set, it's the fact that a lot of the moves tend to get rather redundant. Neutral Special, Up Smash, and the Jab all do very similar things with very similar purposes, and I think that three moves to tether yourself to the foe is also a bit much. That aside, though, I really like this set. It's creative, and tricky without being confusing or overly complex. Great job.


Sorry, got caught up in something so I don't have time to write out as many comments as I wanted. I'll be catching up throughout the week, though.
 

BladeKnight420

Smash Rookie
Joined
Sep 11, 2011
Messages
23
Poison Ivy


Stats

Jumps: 6
Aerial Movement: 5
Falling Speed: 4
Traction: 10
Ground Movement: 6
Size: 6
Weight: 4

Specials

Down Special: Flower Turret

Poison Ivy causes a flower about as tall as Ivy herself to sprout up out of the ground over 5 seconds, though Ivy doesn’t have to stick around all that time. The flower has 30 HP once fully grown, though is quite weak while growing, starting with 1 HP and gaining the other 29 over the 5 seconds. Ivy must ensure her babies don’t come to any harm during this time.

Once the plant has reached adulthood, the flowers will shoot solar projectiles in the enemy’s direction every 8-12 seconds at random. The randomness of when this occurs is to make the flowers less predictable. The projectiles are the size of a Smart Bomb, deal 5%, and a stun a bit weaker than Zero Suit Samus’ dsmash on contact. They can travel about half as far as Final Destination before vanishing, though they do so at the ever-so slow speed of Ganondorf’s dashing speed.


Up Special: Vine Grab

Poison Ivy causes a vine to come up out of the ground. If she is in the air, then the vine will extend out towards her at Luigi’s dashing speed. It will show up under he if she’s off-stage, while otherwise it will come out of the ledge. Once it comes into contact with her, it will pull her back to its’ point of origin. Poison Ivy can use any attacks she wants as she gets pulled, and can jump out from the vine’s grasp whenever. Getting hit by any attack knocks her out of it. If the vine comes in contact with an enemy on the way to Ivy, it will swat them away for 10% and decent knockback.

Should the green goddess use this move on the ground, a vine will come up under the foe’s current location before extending up to half Final Destination’s width after them at Luigi’s dashing speed. One who is unlucky enough to get caught by the vine can still attack, though they cannot use movement attacks. It is supremely difficult for someone to get out of this. Triple as difficult as a regular grab!


Side Special: Vine Whip

A vine wrapped around Ivy’s arm undoes itself before Ivy whips it forward about as far as three Donkey Kongs. Should they get whipped, they’ll get tethered to Ivy as the vine wraps around them. They can still attack normally, but cannot move apart from each other further than the tether allows. A combination of weight and dashing speed determines who can pull around who. As an example, Ivy’s total of weight and dashing speed is 10 (6 dash 4 weight). While Ganon is heavier, he’s so slow that his total value is only 9 (1 dash 8 weight).

If somebody intends to get out of this tether, they must attack it. It has 30 HP, so the simple solution is to just not get hit.

If Ivy uses this when a foe is already tethered to her, she will pull them in to her at point blank range. This does no damage but is very fast.

If Ivy hits a flower turret with this move, she will tether herself to it. This causes her to be unable to be knocked away or move farther away than three Donkey Kongs from it until either the flower turret dies or Ivy does. This causes Ivy to take double any damage the plant takes, but also heal any damage the plant heals! Pressing Side B here will cause Ivy to retract her tether.


Neutral Special: Toxic Spores

Ivy extends out her hand, opens her palm, then blows forward a bunch of toxic spores. The cluster of spores are as big as a Party Ball from Melee, and travel forward about 4 Bowsers. Contact with the spores only flinches your enemies, but also poisons them, causing them to take 1% per second for 15 seconds. Hitting them with this move when they are already poisoned increases the duration by 15 seconds. While the duration caps at 30 seconds, if you use this move on a target who has at least 20 more seconds of poisoning to suffer, they will start taking an extra 1% per second instead of getting seconds added on to their timer. This can cap at up to 4% per second, after which using this move on a poisoned foe just increases the duration regardless of how much time they have left.

Using this on a plant will heal it for the same amount it would damage a foe, and potentially heal you if you synch up with it via Vine Whip. Keep in mind it takes quite some time to manually unfasten yourself from a plant, though, so you’ll have to defend your plant if you don’t want to take more than you heal.


Standards

Jab: Hair Flip

Poison Ivy flings her hair forwards. This deals a very unimpressive 2% and flinches the enemy, but also has disjointed priority that beats out anything so long as it comes into contact with an actual foe, in which case the enemy has to go through a brief animation where they push Ivy’s hair out of their face. Ivy is free to do as she pleases during this time so long as she doesn’t move away from the enemy. This is an excellent move to set-up to hit with some of Ivy’s more difficult moves like her grab or Vine Whip, and can also prevent the foe from dodging an outside vine grab coming for them. Of course, such a move has loads of end lag as Ivy must push her hair out of her own face if she misses.

Forward Tilt: Strangle

Poison Ivy whips the vine on her arm at a 45 degree angle downwards in front of her, reaching forwards about one and a half Bowsers. This simply deals 8% and knockback in the same direction that’s somewhat competent. If somebody is caught on Ivy’s Vine Whip, they’ll get brought down to the ground, taking the damage on contact with it, then get put into their knocked down states. From here, Ivy can tech chase by using Side Special again to pull the enemy to her.

Up Tilt: Spinning Bird Kick

Not one to care about petty copyright laws, Poison Ivy jumps into the air and spins to get upside down before spinning her legs around rapidly. Sadly, Poison Ivy lacks the magical levitation powers of Chun Li’s version of this attack, meaning she will come down to the ground again rather quickly. She spins her legs for almost the entire duration of the move, and due to this turns her legs sideways before turning them downwards over the course of the move. Poison Ivy ends this move facing in the opposite direction she originally was, and can DI normally while in the air. If the enemy is somehow hit during all the hits during the move’s brief duration, they can potentially get hit 12 times, taking 1% and flinching each time, but also getting very slightly dragged with Ivy’s legs.

No, this move is not just some move intended to bring enemies to the ground. Rather, this move is meant for repositioning in super close combat that is presented by Vine Whip. Think of it as miniature hit and run, if you will.


Down Tilt: Low Kick

Poison Ivy crouches, puts her hands on the ground, then supports herself with her hands before sweeping her legs out forward. This deals 5% and trips Poison Ivy’s enemies at low percentages, before starting to deal knockback at 80% and on. Said knockback isn’t all that good, but if the enemy has 80% any sort of knockback will space them a good distance away.

Dash Attack: Lust

Poison Ivy does a tackle forwards, sending her flying forwards a Bowser width. This attack is among her more powerful (Only a bit weaker than Dedede’s dash attack!) and is surprisingly fast to start, but leaves face first on her stomach at the end.

If you hit somebody in prone with this move, you’ll land on them with a grab hitbox, causing Poison Ivy to enter her regular grab while staying in the sexual position.


Smashes

Forward Smash: Roll

Poison Ivy drops to the ground and rolls forwards two thirds the distance of Final Destination, stopping at ledges and walk-off blast zones if need be. Contac with Ivy deals anywhere from 15% to 25%, and while the knockback improves it never gets all that great. As Ivy spins around, the vines on her start wrapping around her, covering her entire body by the halfway point through her rolling. Ivy gains superarmor once this occurs, turning this into an effective approach from a longer distance. Ivy unfortunately ends this move in prone, limiting the otherwise great approach of this very fast move, but there is no end lag besides entering prone.

If Ivy has someone grabbed on her Vine Whip, then they will get wrapped up with Ivy when she comes into contact with them. They must knock Ivy out of the attack to prevent this, which cannot be done if Ivy gets wrapped up before that point. Victims of this form of the attack will take about 10% as they spin around with Ivy, before the move ends with Ivy having her enemy grabbed in a manner identical to her dashing attack, albeit with her on the bottom.


Up Smash: Thorns

Poison Ivy causes some spiky thorns to protrude up from the ground about the size of everyone’s favorite pink puffball. If the thorns hit, the enemy takes vertical knockback that can KO at higher percents, along with 16%. At max charge, the thorns can KO more realistically and deal 28%.

That’s all there is to this attack unless it is used on someone who has been knocked down. This will cause the thorns to brutally impale the enemy, dealing double the damage but no knockback. They can get off the thorns like they would any other grab.

The thorns do not vanish after Ivy uses this attack. They will stick around and function as (smaller) Brawl stage builder spikes, but if an enemy enters prone on top of the spikes or rolls into the spikes from the position they will get impaled. The thorns last until Ivy uses this attack a second time.


Down Smash: Absorb

Poison Ivy turns towards/away from the screen before extending our her arms and looking up into the sky for a charging animation, yellow energy circling her. After the charge is done, Ivy curls up her hands into fists before a blast of sun energy occurs around her. This can deal anywhere from 20 to 30% damage, and the knockback is actually viable for killing, obviously improving as charges increases.

If this hitbox comes into contact with a plant, then the plant will start firing 4x as quickly for a time that depends on the charge. At minimum charge, this lasts 3 seconds, while at max charge it lasts for 8.


Aerials

Neutral Aerial: Sweet Aroma

Ivy causes an aroma to come out of her body somehow or another, creating a Dedede sized hitbox overlapping her. Ivy can hold the move as long as she wants. If anyone comes in contact with the aroma, they will be forced to DI/walk towards Ivy so long as they remain within range out of lust. They can still attack, shield, and spot dodge, but not jump or roll. Hitting Ivy with any attack will cause this to end, and with how small the range is Ivy has to be very careful as she lures her enemies about the stage.

Forward Aerial: Vine Whip (Again)

Poison Ivy whips out her arm vine again a fair distance. This deals 5% and weak knockback, functioning as a laggier longer ranged version of Tink’s zair. This move’s main purpose is to space the enemy –away- from you if they’re already on the vine, as the enemy will get sent to the end of the attack’s range. This can obviously work for stally sorts of purposes with toxic spores, but can also send the enemy back into a flower turret stun or a vine grab when they aren’t prepared. It also works even with her close combat game, as you can send the enemy away to whiff an attack so you can hit them during their end lag. More often than not, end lag is far worse than hitstun in Brawl.

Backward Aerial: *** Attack

Poison Ivy butts out her, well, butt. This is a very fast move, but has all sorts of landing lag if Ivy pounds her *** on the floor. If Ivy hits an enemy in the air, they take 9% and decent knockback. If she hits someone on the ground, it will be the same knockback unless Ivy lands on them from above with the move, in which case the enemy will be knocked into prone. If Ivy lands on someone in prone with this move (And Ivy has good enough aerial DI to knock someone into prone, DI where they roll, then land on them with this attack, all with the same bair), she will deal double the damage before laggily getting off of the foe, during which time they cannot do anything.

Up Aerial: Scissor Kick

Kick flips upwards before performing a scissor kick, dealing 5% and alright knockback. This is quite fast, and gives Ivy yet another competent close range option. The more you read, the more you realize she’s in need of these, no?

Down Aerial: Stamp

Poison Ivy stomps downwards with her legs for a fast but somewhat weak meteor smash that does 9%. It can still gimp, but it’s not going to earn Ivy any awards. If the enemy hits ground while in stun from this move, they will get knocked into prone.

Grab-Game

Grab: Embrace

Ivy’s grab has horrific range, and while fast the grab still isn’t absolutely lightning quick, so it’s really nothing to write home about. This is hands down easiest to use when your enemy is trapped in a Vine Grab (In which case the enemy can attempt to escape both grabs at the same time) or by luring them in with Vine Whip. Once she grabs them, Ivy puts her arms around them in a loving embrace.

Pummel: Kiss of Death

Ivy kisses the foe for her pummel. This heals the foe of 1% per pummel and is quite spammable. Outside of team battles, this has a more elaborate use. You see, if the victim is poisoned in any way, not just from Toxic Spores, Ivy will absorb all of the poison from the enemy, curing them, but healing herself for the same amount they would’ve taken from the damage once the timer expired.

Side Throw: Struggle

This is not an actual throw, as it does not cause Poison Ivy to release the enemy, and she is still able to use more throws and pummels after using it. This causes Poison Ivy to knock the enemy to the ground with her on top of them like in her dtilt, or in the case of a bthrow to be underneath the enemy. Inputting fthrow/bthrow from here causes Ivy to roll about with the enemy in her grasp as far as she would when she is normally in prone. Ivy can roll off the stage in this position for a suicide KO if she so desires.

This works better with an Up Special grabbing vine coming for you before you pull off the grab, as you can bring the foe down too far to recover while your ride’s already coming for you and you alone. You can also use this when the vine is coming for either of you and let it actually get you while you are still rolling around with the enemy in prone. It will cause you to release the foe from the grab, but you’ll then both be in point blank range of each other until they mash out, leading to many regrabs. You can always roll into some flower turret solar projectiles too, as enemies cannot escape your grabs while stunned from that.

If used on a bed of thorns, rolling will cause the person on bottom to take 8% each time. Yes, Ivy can take damage from the thorns, but she’s the one starting this, so she doesn’t have to if she can’t heal enough damage with her pummel.


Up Throw: Whip Up

Ivy whips the enemy up for her “real” throw, dealing 9% and alright vertical knockback. If the victim is bound to Ivy by Vine Whip, then they will not be able to take the knockback of the throw, but will take extensive hitstun from it. They will not come out of the stun until they’re fairly close to the ground, making it very awkward for them to avoid getting re-grabbed. An air-dodge is all that’s needed to avoid said re-grab, but you better hope you don’t get read and ftilted into prone for a dashing attack re-grab. In this scenario, the enemy has to knock Ivy out of her attack rather than dodge.

Down Throw: Hypnotic Kiss

Ivy gives the foe an especially passionate kiss, healing them of 5%, but enabling Ivy to control them. The enemy has to escape this with difficulty a bit more than a grab, the grab escape timer resetting. In 1v1, you have the enemy suicide, but the catch is they’re probably caught in a vine grab or you’re tethered to them via vine whip, so you either can’t do that or you’ll go down with them. You could destroy the vine whip, but they’ll probably escape by then and then you won’t have a vine whip to work with. If you can land a grab without any vines, more power to you.

In FFA, vine whipping the mind controlled victim can actually be useful, as otherwise Ivy cannot move at all while controlling the foe. This way, you can drag around Ivy with the mind controlled victim, defending her as you attack other enemies.


Final Smash

A gigantic flower comes up out of the ground and seemingly devours Poison Ivy before locking her into a protected compartment. The player then gains the ability to angle the flower wherever they wish and can shoot out projectiles by hitting any button. Each projectile deals 16% and decent knockback. They have no range limit and travel quite fast. Poison Ivy can shoot about 3 projectiles per second, and the Final Smash lasts for 10.
 

Junahu

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

Tropius:
I can definitely see what kind of moveset you were building up here. You wanted to emphasise a kind of docile, deliberate harvester of fruit, just as content to feed himself as he is to fight the opponent. It's clear you put in a good deal of research into this Pokemon and how he behaves, and on the whole it pays off really well.
The connection between healed damage and solarbeam's charge time is brilliant, inspired, genius (and more positive words). Blowing leaves around is also cool and fitting, and it certainly helps shut down the opponent's options to give Tropius more breathing room. But, I'd say he needs a Special Attack that creates
leaves, rather than having them crop up on a handful of regular attacks.

So, yes, this was a very enjoyable moveset, and I liked it quite a bit.
[you can stop reading here unless you want to read pointless rants]

However, I feel that, by allowing Tropius to grow trees and spit seeds, he is depicted as a pokemon that really CAN create trees for sustenance. If he could do that, he wouldn't need to be built like a Sauropod, nor would he need wings to fly with.
This is kind of a problem with a lot of grass Pokemon movesets, where the pokemon is given the ability to create plants or trees, just so it can play in a familiar enviroment. I know a Tropius moveset without fruit eating would be a bit... fruitless, so having a way to make fruit is important here.
I think it would have been a bit more acceptable for Tropius to be able to drop the fruit hanging from his neck, and then eat that (I know that's inconsistant with Tropius' behaviour, but I feel it's a lot less jarring than magic tree growing powers).

And, connected to the issue of trees; I noticed that some of Tropius' attacks have specific unique effects if they hit trees. I'm not a fan of this kind of move interaction, since it implies that no other character in the game has attacks that can do these things (yup, only Tropius has a move that involves slashing with a sharp weapon).
It's also inconsistant with the way you knock fruit off the trees (using powerful attacks). If a super strong attack only knocks fruit off the tree, but a barrel rolling dash attack can utterly anihilate them...
It just feels weird is all.

Also, shame on you; Leech Seed is an Egg Move. You skipped over the awesome potential of Sweet Scent, Bestow and Natural Gift, for that?
 

MasterWarlord

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

Poison Ivy here seems to be at her more interesting when she’s focusing on her close-up game, which thankfully does make the meat of the moveset. I sense a small versatility vibe with the traps and such, but it still focuses on the close range stuff primarily none the less, and the long range stuff is made more relevant by the excessive grab/prone focus the set has, as well as the jab. More-so than close combat, this is one of the more interesting raw prone abuse sets on the market in combination with the vine tether, bringing the foe in/sending them out so you know where they’re going to roll, then punishing them for it with one of a variety of moves. Of course, the vine whip isn’t all that needed in the first place. The Up Special vine and thorns seem to serve the purpose of outside hitboxes to push the foe into, not sure why you placed the flowers at the start when the real star of the show is Side B. The dsmash interaction for the flowers feels kind of forced – I wish you found a better way to work them in. Still a fine set, probably on par or better than Smashbot’s beloved Penguin.

SKARMORY

I’m glad that, with all of the sets that have to stall obscene amounts of time for Solarbeam, you give Tropius actual ways of speeding up the process. What you introduce with the tree, particularly with the utilt interaction, is also rather cool, but both this and Solarbeam are rather downplayed in favor of pushing about the leaves with wind hitboxes. Which is still perfectly good and still flows just fine, don’t worry, but I don’t think the trees in particular really go that well with it. The main way to make the trees relevant to the whirlwind/leaves game is destroying them to make more leaves, when you may as well have spawned leaves normally. They’re relevant to Solarbeam, yes, but Solarbeam is only all that relevant when you are just stalling like other Grass Pokesets, as Tropius seems to play exceptionally campy as he redirects his projectiles en mass to ensure they never expire. The two things that are being neglected here being Specials feels more awkward, but to be clear, those two concepts are still strong on their own and if you just ignore those inputs the set is perfectly acceptable to me.

I agree with Junahu that Tropius growing trees in general is kind of awkward. Not just for the characterization in general, but more specifically when Tropius can grow fruit on his neck as is and said neck could probably have the same physics as the tree, what with how long and frail it is. It would help to make it feel more "Tropius" and less a really fat Jumpluff.

SAYAKA

The prone abuse in the set feels somewhat versatile in a good way, and I thought having a foe laying in prone in front of Angel was a very unique and fitting way to trigger his transformation. Unfortunately, his transformation feels largely like a downgrade, as it does nothing but take away his spacing versatility and shield while giving him nothing but movement speed in return. If you’re aware of my opinion on TAC, you should be well aware that I consider movement speed nigh useless, but to be fair it’s more relevant here when you actually need to catch up to foes who attempt to roll up from prone away from you and have time to land a hit to boot. This set also has an abundance of moves to knock enemies into prone, but no specific moves that actually do things to enemies that are in prone – I point you to Poison Ivy for examples of what I would like to see some of in this set.

For how simplistic the set is at the core, the set manages to somehow be a confusing read with the sheer quantity of strangely triggered sub-mechanics, and, believe it or not, feels counter-intuitive for a simplistic set. The swords in general feel like a weaker part of the set, not contributing much to Angel’s game and the item throwing attacks getting redundant much quicker than in Spiritomb. The comparisons to Sayaka are a bit hard to avoid making too, as the main difference here is pretty much just the prone and a bit of extra emphasis on spacing with the Joe Calzaghe shuffling special.

HUGO SET FOR UNDERPOWERED CHARS

You showcased an impressive awareness of this set back when I was talking with you in xat over it, and with how the great Noddy section was added in later/that great Final Smash this feels like a set where you’re really motivated. The set feels quite intuitive now (Making the set work with shields and dodging is particularly commendable), and still manages to get enough of the obvious Hugo interactions that 5 chars presents to be enjoyable, finding a nice medium between the mediocrity of Pedestal and the deathtrap of Sid’s Toys. More than enough people have praised this set, and I largely agree with them.

To offer something actually new to the table in terms of commentary, I’ll bring up two things. First, why is Scarfy the fully controllable one of the team over Twizzy? Scarfy very much feels like the least essential party member of all, while Twizzy is the group’s main form of transportation. Being able to specifically carry other characters exactly where you want them would largely alleviate my second point, which is limited individual control over the movement of the characters. Having to space the black void properly to pull only one character is awkward and gives you essentially a seventh object to keep track of (Counting Noddy). There’s more to be lost then gained with changing up the control scheme, but that’s just a simple unavoidable downside you get with this. Making Twizzy be controllable over Scarfy would largely alleviate this. Though in this case, Scarfy becomes almost entirely pointless and you’ve opened up another hole by patching up the previous one.

TOKEN WRK SET

Naoto’s standard fare melee attacks don’t really seem to go all that well with Sukuna’s ranged attacks in his separated form, even if you number crunched it to actually be viable. Most of Naoto’s set is dedicated to very, very uninspired In-Smash melee moves that leaves me longing for n88 or LoL to come in, while Sukuna’s purpose is pretty much all range when separated – the gap between Sukuna and Naoto is a big danger zone, though Naoto has little reason to do it. Naoto’s melee attacks also get nerfed without Sukuna, to the point even with number crunching I see very little reason to not keep Sukuna with you at all times. . .In which case, Naoto is completely and utterly forgettable. Potential is not something that can be forgiven when you have some giant flying teleporting laser firing Robocop as a partner in a dual set.
 
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A TWILTHERO and Hyper_Ridley production!

Vergil is the main villain in Devil May Cry 3 (and he makes an appearance in a way in the first game too). He's Dante's twin brother, but despite this, they are opposites in ideology. While Dante is cocky and a loud mouth, Vergil is cold, calm and collected. He is quiet and prefers swords over guns, since he considers firearms unworthy of a "true warrior". However, his quietness is not due to a lack of self confidence; it is because he never shows fear for anything.

Vergil is known for using a katana known as "Yamato" though he also has access to the sword "Force Edge" and the gauntlets known as "Beowulf." He also has other cool tricks up his sleeve...though it'll be explained later in the moveset. Anyway, he has joined the Brawl to shake things up. They will NOT forget this devil's power...​


Size - 7.5/10
Vergil is roughly around the same height as Marth here.​

Weight - 5/10
Vergil has average weight, roughly around the same as Mario.​

Ground Speed - 7.5/10
Vergil runs decently fast, moving at the pace of Marth's.​

Fall Speed - 5/10
Vergil falls at the same pace as Mario. There is a way to make swiftly Vergil drop all the way down though...​

Traction - 8/10
Vergil has very good traction. He rarely makes mistakes, so he'll turn around with very little trouble.​

Jumps - 9/10
Vergil's jumps are also excellent, rivaling Falco's.​





Special Trait - I Need More Power!
Vergil will have 10 orbs by his name, which can be filled in. You see, Vergil will require these orbs for some of his important moves, which will be explained later. Vergil will at first start off with 3 orbs filled in, though he can get more by doing some tasks:
  • Every 5 hits Vergil gets on his opponent will fill in 1 orb.
  • Doing a taunt (which takes a whole second) will fill in 1 orb.
  • If Vergil gets hit, he'll earn 1 orb for every 5 hits.
  • Throwing the opponent will fill up one orb.
These orbs will be apart of Vergil's main game plan, so don't forget about it. Chances are, you'll be wanting to save those orbs for later. Vergil can't lose these orbs in anyway (even if he's KOed) besides spending them for himself.



Down Special - Devil Trigger
Vergil transforms into his demonic form, which hardly takes any time at all. In this mode, Vergil gets:
  • Health recovers by 2% a second.
  • Damage boosts by 1.2x the ordinary damage.
  • Attacks are now 1.2x faster.
  • He can now cancel any move he wants into a special.

"Now...I'm motivated!"

Vergil can also Devil Trigger anytime he wants, so this is a good way to save yourself. While in the mode however, Vergil drains 1 orb every 2 seconds, and it requires at least 3 orbs to even use. Not to mention, while in this mode, Vergil can't build any more orbs (though taunting still works). Finally, Vergil must spend at least 3 orbs before he can transform back to normal. You probably won't be entering this mode until later, though it can be extremely useful.

Neutral Special - Summoned Swords
Vergil will fire off a blue magically generated sword, which will fly forward at a very fast speed. The range is around 3 stage builder blocks, and hitting opponents with this will deal off 3-4% damage per sword, and every 5th sword will cause the opponent to stumble back a stage builder block (all others do no knockback, not even flinching). Vergil can summon swords at around 2 per second, making this a very useful zoning tool. Main drawbacks are that the swords themselves have low durability, meaning almost any attack can go through them. They also do not build any orbs for Vergil.

Interestingly enough, if Vergil is in Devil Trigger, the swords travel a good 5 stage builder blocks, and while they normally only fire forward, they now track the opponent wherever they are.

Now, if you hold the B button for a second and half, 8 swords will appear around Vergil, acting somewhat as a barrier. This formation is called "Spiral Swords." The sword's durability is also much greater, so they can act as an effective shield. They do 3-4% with flinching knockback upon contact, although they immediately disappear upon hit. A very useful move in terms of pressure, although this requires 2 orbs.


"Don't get so cocky..."

There are even more formations Vergil can do with Spiral Swords depending on the button combination the player does when the swords are out...for the price of one extra orb.

Pressing both A and B buttons will activate, "Sword Storm." 6 swords will then lock above the opponent, tracking them wherever they go. After 2 seconds they are activated, they will rain down on the opponent, each taking 1/3rd of a second, dealing off 5-6% damage with flinching knockback. The only way to avoid them is to carefully spot dodge or block the whole assault (which will cause them to be stuck in block stun if they choose do that). A very useful formation indeed.

If you hold B again while Spiral Swords are out, this will activate the formation, "Blistering Swords." 6 swords will line up behind Vergil, and pressing B will fire them like his ordinary swords, but this time ALL of the swords will cause the opponent to stumble back, instead of not doing any knockback whatsoever. An extremely useful formation, especially for gimping.

Finally, pressing the shield button will activate the formation, "Sword Trap." This will cause the swords to disappear, and leaving them as a trap where Vergil is. Anyone getting a stage builder block near the trap set will have 6 swords immediately lock onto the opponent, and if they hit, this deals off 16% damage with knockback KOing at 90%. Only way to avoid is to spot dodge upon sensing them, or just blocking them, though it drains greatly. Another useful formation, especially if you use it near an edge.

Side Special - Judgement Cut
Vergil takes on a battle-ready stance before quickly unsheathing then re-sheathing his sword. The sheer speed of it creates a Kirby-sized sonic boom 2 stage-builder blocks in front of him. If you perform it with a smash input, it appears 3.5 stage builder blocks forwards. It deals 10% and KOs at 160%, but it lingers for half a second after being created. There's moderate end lag to the attack but as long as the attack hits your opponent, Vergil is safe even if shielded. In Devil Trigger, the Judgement Cut orb is now the size of Bowser, being much larger.


"This may be fun..."

Up Special - Dark Slayer Teleport
Vergil immediately teleports to the nearest opponent within half the length of Final Destination. If there is no one within that length, Vergil immediately reappears on the same spot. There is very little lag at both ends. Alternatively, if you press a direction immediately after Vergil disappears, he'll teleport straight in that direction. In the air, it's the same thing, though if Vergil chooses to teleport down, he'll simply teleport downwards (which is not a good idea if there's no ground below.) Though Vergil can only teleport only once in the air, he will not be in helpless state.

This will be a very useful move for Vergil, especially in terms of pressure and such. Vergil can actually cancel any attack he wants into this teleport, although the move must have hit the opponent (blocking or not).

Final Smash - The Dark Angel
If Vergil has grabbed the smash ball, he will utter a threatening, "You're going down..." and immediately transform into his Devil Trigger form. He will then flood the screen with Judgement Cut orbs, and anyone not blocking will suffer from 30-50% damage depending how many orbs hit the opponent (it's pretty much random, though if they're in the middle of the screen, it'll do the most damage) with knockback KOing at 75% damage. If the opponent IS blocking, this move will quickly drain and destroy the shield, so this will only prevent slightly less damage. That said, this final smash CAN be avoidable, specifically if you edge hog alot.

If Vergil did not grab the Smash ball, he can still access his final smash, but for a huge price. Vergil MUST be in Devil Trigger for this to work, and to top it up, it requires a whooping 9 orbs to use, so if you want to use it, you must use immediately after you Devil Trigger (and instead of just pressing B to activate it, you need to press both attack buttons for it to work). What's worse if the move misses, not only do you waste the 9 orbs, Vergil is left wide open for 2 seconds. As you can see, trying to kill someone via the final smash isn't exactly practical. However, it's not hard at all to earn those orbs, and you'd look extremely flashy if you do manage to use it.


Neutral Attack - Weapon Combo
Vergil will do 2 strikes with the hilt of Yamato, dealing 2-3% damage each, before doing a swift katana swing forward, reaching a full stage builder block forward, dealing 5% damage, KOing at 160%. Has little beginning lag, but if Vergil does not hit the opponent at all, Vergil has nearly a full second of ending lag.

If you let Vergil finish the animation where he sheathes his sword after the attack (taking a full second), this will gain Vergil one whole orb. You probably won't be using this until the opponent reaches the later percentages though (around 50-60%).

Forward Tilt - Stinger
Vergil does a charging stab with the Force Edge sword that reaches a stage builder block, and deals off 11% damage with knockback KOing at 150%. There's somewhat low startup, but the ending lag is a long second if it doesn't connect. If blocked, it leaves the opponent in a huge amount of block stun, giving Vergil plenty of pressure opportunity.

Similar to his jab, if you let Vergil sheathe his sword instead of cancelling the animation, Vergil can gain one orb.​

Up Tilt - Upper Slash
Vergil will perform a rising vertical slash with his katana, which has a fairly large hitbox. Has lag similar to Ike's up tilt at both ends, and hitting with it deals off 10% damage, KOing at 150%. Similar to his jab, if you let Vergil sheathes his sword instead of cancelling it (taking a whole second), he'll gain one orb.

Pressing A again will have Vergil do a follow up vertical slash downwards, which knocks them down to the ground in front of him. This is almost always guaranteed to hit if you hit with the original slash, dealing off 7% damage. Since Vergil sheathes his sword rather quickly doing this slash, he can't gain an orb this way. Overall, this move can be a useful anti-air if used properly.

Down Tilt - Round Trip
Vergil will throw his Force Edge sword like a boomerang that travels 2 stage builder blocks. Normally, this would only travel forward, but if the opponent is within range, it'll track them. This has 5 hits of 2-3% damage with the last hit KOing at 170%. There's actually a considerable amount of startup, but there's no lag when the sword returns to Vergil.

While the Force Edge is out of Vergil's hands, he can't do any other moves that involve it. In Devil Trigger, the sword will travel an extra stage builder block.

Dash Attack - Rapid Slash
Vergil dashes forward, leaving behind a flash of slashes behind him. Travelling 1.5 stage builder blocks, this is a multi-hit attack of 3 hits, each dealing off 4-5% damage, with knockback KOing at 95% damage. It also comes out very fast, but has somewhat heavy ending lag, making it easily punishable if blocked. If they DO block this move, Vergil will actually switch sides of the opponent, and they'll be pushed forward a stage builder block. This is not only a good KO move, but also a good positioning one as well.


"Scum!"


Forward Smash - Lunar Phase
Vergil jumps forwards 2.5 SBBs while performing a spinning flip kick with Beowulf, ending with a mighty slam onto the ground. He rises twice his height at the apex of the jump. The spinning part deals 12 hits of .5% each, with the final hit dealing 10-20% and dealing vertical knockback that KOs at 120-90%.

Due to the large radius of the attack and its moving nature, this is a great anti-air attack. each hit carries the opponent with Vergil, making it tricky to DI out. Of course if the enemy DOES escape, then Vergil is open to some hefty punishment as the move as above average end lag (and moderate startup lag). While you can of course cancel the move into Dark Slayer, you'll have to to do this before the enemy escapes the vortex of pain you're inflicting. The sheer number of hits this move deals on its own also makes it great for filling up Vergil's Orbs.

"You're mine...take this!"

Up Smash - Rising Sun
Vergil will do two rising uppercut kicks, shown below, dealing off 8-12% damage with knockback KOing at 90%-70% damage depending on charge. This move has very good priority. This has very little startup, but somewhat heavy ending lag since Vergil needs to land. This can chain from the forward tilt easily, making it a good combo extension uncharged.

If your opponent's at a fairly low percentage (I'm talking below 40-30%), you can teleport (up special) cancel the second hit, and quickly jump up to hit the opponent with an aerial. A good move indeed.

"Hmph!"

Down Smash - Sword Spin
Vergil will spin his katana (shown below) for 1-3 seconds (depending on charge). This has little lag at both ends. During this spin, Vergil's katana will stop any projectile, and at the end of the spin, Vergil will do a stab forward which will reflect the projectiles right back at the opponent (beams will be absorbed). When Vergil is doing the stab, he'll be temporarily invincible. If Vergil has not collected any projectiles with this move, he will not do the stab.

If an opponents gets to close to Vergil while the katana is spinning, they'll suffer 11% damage with knockback KOing at 140% damage. The frontal hitbox is kind of bad though, and with meh worthy priority, you'll very rarely be using this as an offense move. If the opponent is somehow hit by the stab, they'll suffer 14% damage instead.

"Too easy."


Neutral Aerial - Aerial Rave

Vergil does a quick strike with his katana before doing another good ranged horizontal slash with it. Both hits will do 5-6% damage each, KOing at 140% damage on the 2nd hit. Starts up very fast, though somewhat heavy ending lag. Similar to his jab, if you let Vergil take one second to sheathe his katana (he'll continue the animation if he lands on the ground), he'll gain one orb.

Forward Aerial - Helm Breaker

Vergil does a diving vertical slash with the Force Edge sword, downwards as he falls. Hitting will do 11% damage and getting hit by the tip of the sword will spike opponents (anywhere else will do sideways knockback KOing at 140%. Has decent range, starts up very fast, but when Vergil lands back on the ground, there's heavy ending lag.

If you do this move over a pit, Vergil will plummet to his doom. However, you can Devil Trigger in midair and immediately teleport upwards to save yourself. A good spiking move if used properly.

Backward Aerial - Aerial Spin

Vergil spins his sword behind him, and similar to his down smash, it'll absorb any projectiles that come near him. This move starts up super fast and Vergil will keep spinning his sword until he hits the ground or until he does his up special. Unlike the down smash however, Vergil will not do any stab that will reflect the projectiles, so this will solely be used as a defensive move. If opponents get near the spinning sword, they'll be hit 6% with horizontal knockback KOing at 210%.

Up Aerial - Crescent Night
Vergil does a fast flip kick with Beowulf, having good vertical range, but only a little frontal horizontal range. Upon hitting, this will deal off a good 15% damage, with vertical knockback KOing opponents at 130% damage. While this may start up very fast, Vergil suffers heavy ending lag, making it unwise to randomly throw out. He'll be safe as long as it hits though.

Down Aerial - Starfall
Vergil stops in midair for moderate startup lag before performing a dive-kick with Beowulf. This deals 10% and generally downwards knockback, but it also has a little horizontal knockback as well. By a little more I mean that it KOs horizontally at 250%. Moderate end lag, and if the move is shielded Vergil recovers at the same time as his opponent.

Vergil has a somewhat unique air game because he has 2 diving moves. Helm Breaker offers more damage, a spike, and a disjointed hitbox along with faster startup time. Starfall offers an alternate angle to attack from and is safer on wiff or shield along with giving Vergil some more breathing space if he lands it. Decisions decisions.

"Crash!"

Grab - One Hand
Vergil will attempt to grab anyone within basic grab reach with one hand. If Vergil fails to grab anyone, he'll suffer quite a bit of end lag compared to most grabs. His throws will be well worth it though...

Pummel - Bash
Vergil will smack the opponent with the hilt of his katana, at an above average speed of 2-3% damage per hit. Again, nothing special here. These singular hits count toward Vergil's orb building.


Forward Throw - Release
Vergil shoves the opponent before doing a quick katana strike which flings them away with 12% damage with a set knockback of 2 stage builder blocks forward. If the opponents going to land on the ground after being flung away, they'll stay grounded for 2 seconds, allowing Vergil to set up. Otherwise, if they're gonna fall into a pit, they'll be able to recover like normal.

Backwards Throw - Rapid Strike
Vergil sets his opponent behind him, before dashing through them, doing rapid fast slashes. This will deal off 11% damage, with a set knockback of 2 stage builder blocks behind Vergil. If the opponents going to fall to the ground, they will stay grounded for about 2 seconds, allowing Vergil to set up/run away/whatever. Otherwise, if they're about to fall into a pit, they'll be able to recover like normal.


"Pathetic!"

Downwards Throw - Impalement
Vergil will thrust his katana into the opponent, dealing off 8% damage. This will also cause the opponent to enter a "crumple" state, which means they'll fall to their knees before finally falling to the ground. This gives you an opportunity to follow something up with perhaps a KO move, or since it'll take the opponent a good 2.5 seconds to recover, you can use the time to set up. That said, while the opponent is in this state, Vergil cannot grab them again, preventing any potential infinites.

"Rest in peace."

Upwards Throw - Sky Strike
Vergil will fling his opponent upwards, and quickly follow it up with an upwards katana slash, dealing off 10% damage with a set knockback of 2 stage builder blocks upwards. If you act fast enough, you can quickly jump up and follow it up with an aerial attack.


In case you couldn't tell, Vergil's a lockdown and pressure beast. A lot of this stems from his main special, the Summoned Swords (neutral special). Harass the opponent a little bit by firing them (with a little help from his side special) at the opponent, forcing them to block/attack back. Vergil's katana strikes have some good range in them, so he can hopefully outrange some of his opponent’s attacks, building some orbs while he does so. If the opponent is throwing stuff back at you, don’t be afraid to use his down smash to counter them.

If the opponent's blocking, Vergil has them right where he wants them. Vergil can use his tilts to keep them stuck in block stun. If they manage to get away, track them down with his teleport (up special). If the opponent's shield breaks, now your chance to attack! A Devil May Cry character thankfully has some stylish combos that will net him some good orbs. Be creative on this. A simple one would be forward tilt into up smash into teleport into any aerial. You also simply walk up to them and grab them, if you think they’re still going to be blocking. Most of his throws set up well so he can get ready for his Spiral Swords.

More on the orbs, Vergil will want a lot of them. As said before, a lot of combos will net him some orbs, but stuff like his down tilt or forward smash will earn him quite a bit as well. If your opponent’s far away enough, you can show some disrespect by just taunting from afar…though this will give them the idea of getting in closer…

More on that, Vergil's main tool of pressure is his Spiral Swords formation. This will make the opponent afraid to go near him, since it's a constant attacking barrier. Try teleporting with this to keep the pressure on. Some cool tricks you can try out are doing his neutral combo/forward/up tilt/taunt, and while the swords are still protecting him, he can regain a whole orb while doing it. Vergil's is all about disrespecting his opponent. The other formations are also excellent. Sword Storm will force the opponent to block/dodge the swords, giving Vergil a chance to get in. Blistering Swords give Vergil some excellent Gimping tools. Sword Trap will give the opponents less places to run to, and you can force them into it with stuff like his dash attack...

Another useful thing is his ability to gimp well. Give the opponent the threat of his good ranged aerials, specifically his spiking forward aerial, coupled with annoyingly good projectiles in the neutral and side special, and your opponent may be dead within 50% damage.

With great the Spiral Swords formations sound, you might be thinking of just solely using his orbs for that. A smart opponent will constantly be trying to avoid him, and punishing his rather laggy attacks. This is where Devil Trigger comes in, as it can save him from a lot of situations. And hey, a damage and speed boost, with constantly healing is by no means a bad thing for Vergil. Just make sure you got some orbs to even use it...

Vergil doesn't have that many KO options, but thankfully has plenty of damage racking ones. If the opponents not blocking, Spiral Swords will do some good damage, and combine that while doing some of his smash attacks, he's going to build a lot of damage rather quickly. When you’re ready to kill, smash away, or surprise them with a dash attack.

With his Swords special, coupled with standards that keep them in block stun, a great pressure tool in his teleport, and some serious good damage racking, Vergil seems to be nearly unbeatable right? Well…not exactly. See, Vergil’s main weakness is that he has some rather punishable moves. If Vergil’s up against anyone with high priority and high speed moves, Vergil is in a little trouble (Vergil players will struggle against characters like Metaknight). That’s why it’s important to get the upper hand with Vergil as soon as possible.

tl; dr: Overall, Vergil’s one of the best pressure characters in the game, with some crazy lockdown shenanigans. Vergil has tons of option at his disposal; though just make sure you get the first hit in. No one will stand in his way…


Up Taunt - Where's Your Motivation?
Vergil stretches his neck while saying, "Where's your motivation?"​

Side Taunt - You Shall Die
Vergil points his katana at the opponent, while saying, "You shall die."​

Down Taunt - Bring It
Vergil puts his hand on his ready Katana, ready to strike.​

Victory Pose 1 - Might Controls Everything
Vergil stylishly sheathes his katana while uttering his famous line, "Might controls everything and without strength, you can protect nothing...let alone yourself."​

Victory Pose 2 - The Older Twin
Vergil's hair will be down, making him look exactly like Dante, but he stylishly brushes his hair up again.​

Victory Pose 3 - Classy
Vergil does some stylish katana slashes, and utters out, "Not very classy for someone's dying words."​

Victory Pose Against Dante - Foolishness
Vergil sheathes his katana, while saying, "Foolishness Dante...foolishness."​

Loss Pose - No Respect
Vergil looks away from his opponent showing no sign of respect.


"Might controls everything."


TWILT's note: This was a fun joint with HR. If people like this set, then great! If not, then lolItried. In that case, just think of as a warm up set for (hopefully) better sets to come. It's been a while since I made a moveset, so yeah. Anyway, enjoy if you can~.
 

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
should be popping out 1 more set real soon.

for the hint, I'm doing something a litle different: I'm taking a smash veteran, and giving them a fresh new set.

....and Is it me, or is it kinda breezy?...
 
D

Deleted member

Guest
MYmini week 3 results!

Week 3: They just didn't care:
1) Everything's Better With Penguins by SirKibble (4 votes)
1) Go Karting With Bowser (by MasterWarlord (4 votes)
2) Monumental Theft by Smashbot226 (3 votes)
2) Johnny Yong Bosch by TWILTHERO (3 votes) >:
2) Batman Gambit by Davidreamcatcha (3 votes)

3) The Computer Shall Taunt you/I Can’t Reach it/Only Idiots may Pass/Waste of Time Story by Junahu (2 votes)
3) Mouse World by KingK.Rool (2 votes)
3) Calling Your Attacks by Kholdstare (2 votes)

MacGuffin by Katapulter (1 vote)


Nice job to the winners! Will have week 4 poll up soon.

EDIT: Week 4 mini poll up!
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Vergil

ZOMG This is the best moveset ever perfectly flowing sword-based playstyle lots of creativity that is both insanely creative while not being tacky at all 50/50 matchups with every other moveset ever. SUPER VOTE SUPER VOTE SU - *shot*
 
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