FrozenRoy
Smash Lord
Yutaka Kobayakawa
I am going to start, straight-up, with my ultimate opinion of this set, and work my way down from there: I think it is the best set in MYM12 right now.
She has this wonderfully simple, yet as far I have seen unheard of, shield mechanic, as it starts off as a pitiful 10 HP shield, but as you pull out damage on the opponent, your confidence gets higher and you can take more damage, to a theoritically infinite level. And it loses 10 HP at the same time a normal shield would lose it, but it slowly regenerates. So you need to be careful with it, but it's a powerful tool.
But it works even more into the set than just that, as Yutaka can absorb damage like nothing with her Side Special, taking no damage like a boss...until the time is up and she starts taking 2% damage every second for even more damage than she absorbed! It can't be dodged...but it CAN be shielded. See where that's going?
Her recovery? Fairly broken, but Yutaka is light. We're talking lighter than Pichu light here. Characters WILL be able to whap her right off the stage easy, and with the two second startup, it is hard to abuse...but good to use. She can also hold off her person damage for longer, but then she'll take more damage overall...and she gets a massive penalty if her shield breaks. Also, she has this neat Neutral special buff, letting her trade increased damage and knockback for a 1/3rd chance of tripping on the buffed attack(s). But fear not, as tripping does not deter Yutaka's confidence, and in fact every time she trips, she pumps herself up a little, reducing the chance of tripped by half. Essentially, Yutaka can trade being open now for less chance of being open later.
After that, Yutaka's moveset is filled with all kinds of little goodies: A jab that has a wonderfully nice little flail, allowing you to risk a massive damage output for an almost assured chance of tripping out of it(Unless you've buffed your trips high enough, of course), an absolutely lovely dash which I will let those who have not seen it see for themselves, a down tilt that actually has her sleep for some fun effects, a forward smash that is horribly hard to use, but has INSANE damage potential, not to mention the Up Smash lets her just buff attacks with her shield power, at the cost of said shield power...there is a lot of fun to be had with little effects smattered throughout attacks which retain their purposes all throughout the ground game.
The air game continues the fun, with high risk, high reward Bair/Fairs, a neutral special with a strange buff and an amusing Nair, along with Yutaka's weird grab mechanic, in which she struggles with herself to actually keep the opponent grabbed.
Overall, though, Yutaka lives and dies on the shield and soaking up mechanic, along with the trip games, which gives her a strange, but very fun sounding, offensive-defensive game, where Yutaka has awesome defensive might and potential, but must actually be offensive to gather, gain and utilize the potential! It is pretty balanced too, without really any blatantly overpowering moves, but yet despite the fact Yutaka is not strong, she does not seem underpowered, even while exuding an aura of meekness and weak illness.
She also has a team-only mechanic, which I thought was pretty neat to have, essentially buffing teammates who help her out. Did I mention this set has Extras? Yeah, extras! I always love seeing them and Kat has put a lot of tender care into them, with loving attention paid to detail and little images, showing a true attention to the character as expected of a Katapultar set.
Overall, I really like this set for an introduction of many concepts not seen often, such as unique shielding and self-tripping, while also being executed with a certain loving grace and, perhaps most importantly, being quite balanced, paying attention not only to the concept but to a grand execution, along with playing Yutaka's character itself a great service. For this, I call it my favorite set so far.
Necromancer de Warcraft
Alright, I heard this guy was pretty good, but I'mma temper my expectations a bit. But before I even look at the set, you know what I have to say? That image of Necromancer is rad. But this is MYM comment, not image comment!
...
Still rad though.
I'll be totally honest: The zombie control part of the grab mind control confused me at first. I got it eventully and I am not sure it could be explained better, but I had to reread it a few times to really snatch the handle on it. As for the rest of the set, I am...not entirely sure what to make of it, I guess? The way you mess with the summons is cool, especially the zombie head tricks and fattening them up, but the mind control did not really seem all that cool as it could be. And I think the amount of things you can do in this set, at least reasonably, is a bit overstated, as while he has quite a few things to do, I am not sure all of them fit in to his playstyle and it seems like some are just kind of there to be cool or interesting without truly meshing into how the character plays.
I also think you might have overestimate how having him not die until all his minions are dead affects his survivability. It doesn't seem that hard to get rid of all the minions when he does, especially since he won't be there to help aisde from the Mind Control, so it seems like he still might die a little fast...
Overall, though, I think I did like the set for what it brought to the table, it just did not seem superbly good or anything. It is probably on a level similar to Doc Scratch and above Captain Hook. This comment seems to have less meat to it than my others...sorry.
Elsa Maria
Alright, here one I've been wanting to check out for a bit, so it's totes time to see it.
She is...a bit thick, hard to read and understand, I think. I dunno if it's the writing style or just because of all the tentamanipulation making it a bit complex, I can't say I really understood her well the first time through reading. The forward smash especially gave me trouble, I was just...never able to visualize it well. Does it just loop back to Elsa? Is it just a straight circle or just circular? My mind also variously thought of it as more spiral-y, or as a C looping back, it just had some real trouble there, even if it seems spelled out relatively clear. And while the playstyle is very defined(Make tentamaze, don't get in close, cool stage shenanigans), sometimes the moves seem almost...I guess the word I would use is "disjointed", working on a basis a lot like a single move rather than an interaction, which can make the maze seem a lot more disjointed rather than flowing and not contributing as well to the ideas.
But part of this is probably me. Honestly, I dunno why, but reading this basically made my mind go "My brain is full of ****". While some moves, like the NAir, I could picture fine, some just...I had trouble seeing them well. There are some good things, though, as the stage changing mechanic? Awesome. The minions popping up like that? Pretty useful. Sort of reminds me of Necromancer's passive zombie summoning, but more central. And the idea of making a maze behind all this is very solid. But I don't really feel it came together very well at all, ending up sort of messy, that kind of thing. Even rereading it, I...can't really say I particularly enjoyed it, though I wouldn't say I particularly disliked it either. I guess it seems like a lot of wasted potential, in my opinion. I'd probably put it somewhere below Karkat and Hook, but above the poorer sets this contest and Zasalamel.
And...since I dunno if I feel like commenting Gray right now, so you'll have this three comment post to keep your mind on. Have fun!
I am going to start, straight-up, with my ultimate opinion of this set, and work my way down from there: I think it is the best set in MYM12 right now.
She has this wonderfully simple, yet as far I have seen unheard of, shield mechanic, as it starts off as a pitiful 10 HP shield, but as you pull out damage on the opponent, your confidence gets higher and you can take more damage, to a theoritically infinite level. And it loses 10 HP at the same time a normal shield would lose it, but it slowly regenerates. So you need to be careful with it, but it's a powerful tool.
But it works even more into the set than just that, as Yutaka can absorb damage like nothing with her Side Special, taking no damage like a boss...until the time is up and she starts taking 2% damage every second for even more damage than she absorbed! It can't be dodged...but it CAN be shielded. See where that's going?
Her recovery? Fairly broken, but Yutaka is light. We're talking lighter than Pichu light here. Characters WILL be able to whap her right off the stage easy, and with the two second startup, it is hard to abuse...but good to use. She can also hold off her person damage for longer, but then she'll take more damage overall...and she gets a massive penalty if her shield breaks. Also, she has this neat Neutral special buff, letting her trade increased damage and knockback for a 1/3rd chance of tripping on the buffed attack(s). But fear not, as tripping does not deter Yutaka's confidence, and in fact every time she trips, she pumps herself up a little, reducing the chance of tripped by half. Essentially, Yutaka can trade being open now for less chance of being open later.
After that, Yutaka's moveset is filled with all kinds of little goodies: A jab that has a wonderfully nice little flail, allowing you to risk a massive damage output for an almost assured chance of tripping out of it(Unless you've buffed your trips high enough, of course), an absolutely lovely dash which I will let those who have not seen it see for themselves, a down tilt that actually has her sleep for some fun effects, a forward smash that is horribly hard to use, but has INSANE damage potential, not to mention the Up Smash lets her just buff attacks with her shield power, at the cost of said shield power...there is a lot of fun to be had with little effects smattered throughout attacks which retain their purposes all throughout the ground game.
The air game continues the fun, with high risk, high reward Bair/Fairs, a neutral special with a strange buff and an amusing Nair, along with Yutaka's weird grab mechanic, in which she struggles with herself to actually keep the opponent grabbed.
Overall, though, Yutaka lives and dies on the shield and soaking up mechanic, along with the trip games, which gives her a strange, but very fun sounding, offensive-defensive game, where Yutaka has awesome defensive might and potential, but must actually be offensive to gather, gain and utilize the potential! It is pretty balanced too, without really any blatantly overpowering moves, but yet despite the fact Yutaka is not strong, she does not seem underpowered, even while exuding an aura of meekness and weak illness.
She also has a team-only mechanic, which I thought was pretty neat to have, essentially buffing teammates who help her out. Did I mention this set has Extras? Yeah, extras! I always love seeing them and Kat has put a lot of tender care into them, with loving attention paid to detail and little images, showing a true attention to the character as expected of a Katapultar set.
Overall, I really like this set for an introduction of many concepts not seen often, such as unique shielding and self-tripping, while also being executed with a certain loving grace and, perhaps most importantly, being quite balanced, paying attention not only to the concept but to a grand execution, along with playing Yutaka's character itself a great service. For this, I call it my favorite set so far.
Necromancer de Warcraft
Alright, I heard this guy was pretty good, but I'mma temper my expectations a bit. But before I even look at the set, you know what I have to say? That image of Necromancer is rad. But this is MYM comment, not image comment!
...
Still rad though.
I'll be totally honest: The zombie control part of the grab mind control confused me at first. I got it eventully and I am not sure it could be explained better, but I had to reread it a few times to really snatch the handle on it. As for the rest of the set, I am...not entirely sure what to make of it, I guess? The way you mess with the summons is cool, especially the zombie head tricks and fattening them up, but the mind control did not really seem all that cool as it could be. And I think the amount of things you can do in this set, at least reasonably, is a bit overstated, as while he has quite a few things to do, I am not sure all of them fit in to his playstyle and it seems like some are just kind of there to be cool or interesting without truly meshing into how the character plays.
I also think you might have overestimate how having him not die until all his minions are dead affects his survivability. It doesn't seem that hard to get rid of all the minions when he does, especially since he won't be there to help aisde from the Mind Control, so it seems like he still might die a little fast...
Overall, though, I think I did like the set for what it brought to the table, it just did not seem superbly good or anything. It is probably on a level similar to Doc Scratch and above Captain Hook. This comment seems to have less meat to it than my others...sorry.
Elsa Maria
Alright, here one I've been wanting to check out for a bit, so it's totes time to see it.
She is...a bit thick, hard to read and understand, I think. I dunno if it's the writing style or just because of all the tentamanipulation making it a bit complex, I can't say I really understood her well the first time through reading. The forward smash especially gave me trouble, I was just...never able to visualize it well. Does it just loop back to Elsa? Is it just a straight circle or just circular? My mind also variously thought of it as more spiral-y, or as a C looping back, it just had some real trouble there, even if it seems spelled out relatively clear. And while the playstyle is very defined(Make tentamaze, don't get in close, cool stage shenanigans), sometimes the moves seem almost...I guess the word I would use is "disjointed", working on a basis a lot like a single move rather than an interaction, which can make the maze seem a lot more disjointed rather than flowing and not contributing as well to the ideas.
But part of this is probably me. Honestly, I dunno why, but reading this basically made my mind go "My brain is full of ****". While some moves, like the NAir, I could picture fine, some just...I had trouble seeing them well. There are some good things, though, as the stage changing mechanic? Awesome. The minions popping up like that? Pretty useful. Sort of reminds me of Necromancer's passive zombie summoning, but more central. And the idea of making a maze behind all this is very solid. But I don't really feel it came together very well at all, ending up sort of messy, that kind of thing. Even rereading it, I...can't really say I particularly enjoyed it, though I wouldn't say I particularly disliked it either. I guess it seems like a lot of wasted potential, in my opinion. I'd probably put it somewhere below Karkat and Hook, but above the poorer sets this contest and Zasalamel.
And...since I dunno if I feel like commenting Gray right now, so you'll have this three comment post to keep your mind on. Have fun!