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Make Your Move 13 - Most Recent Movesets: The Advertisement Period Begins

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544
Take a Knee
The character equipped with the Take a Knee mechanic has a rather unique crouch. When the crouch input is given, they will go down into their crouched state as normal. Rather than pop back up when the control stick is allowed to return to its default position, however, they will remain crouching until the analog is tapped upward, at which point they spring to their feet. While crouching, the fighter only has access to their Down Tilt, Down Smash and Down Special. Attempting to use a different attack or Shield will cause the fighter to exit the crouch in order to execute that move.

While in their crouched stance, the fighter has a 25% resist to all incoming damage; once they've decided to take a (figurative) stand, they're hardly going to lay down for the foe. Of course, they might not have to. This mechanic also allows them to access their roll dodges directly from this crouched state simply by tapping the control stick to the left or right, in the usual manner. Inversely, the fighter may at any point cancel a roll into a crouch by tapping down on the analog at any point during said roll; the transition is quick and seamless. The evasiveness this lends a crafty player is unarguably the mechanic's strong point.

Evasion/Resistance

[Late Mini Entry for Week One]
 

Junahu

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


Final Boss
The last obstacle, the ultimate foe, final bosses are monstrous unknowables that stand in our heroes way. With enough tricks and immunities to test the mettle of any strategem, the Final Boss is a truly cosmic horror.
They are imposing, durable and versatile, with a penchant for weaving distractions for the good guys to break upon. Yet they infrequently have one key weakness; their lacking mobility. It is kill or be killed as the heroes butt heads against yours.
To help avoid the dumb muscle, the monstrous vestige that sprouts from the boss is a red herring, a fake body of sorts that takes little punishment. It can attack, sure, but its main trick is to absorb blows intended for the smushy 'human' weakpoint of your bossy self.
However, since it is still tethered to and very much a part of you, there is much risk in allowing your demonic distraction to be pulverised. Play it smart, your royal bossiness..

 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Set with actual character made in 7-8 hrs instead of reading sets


Mukae Emukae



Mukae is a character from Medaka Box. She is a Minus, a person with a passive destructive ability they have limited control over. In this case, Mukae's Minus is Raff-Rafflesia, which causes her to corrode anything her hands touch. Personality-wise, Mukae is a yandere, developing an obsessive crush over the male lead shortly after her introduction and wanting to kill anyone who stands in her way. She's somewhat psychotic due to negatives of her ability, though this persona and all that come with it are based off her first appearance in the manga.​


Stats
Mukae is not fit to be a fighter, housing slightly below-average stats. She is however, fit to be a destroyer. If you're grabbed by Mukae, your body is corroded at the astonishing rate of 10% a second. If Mukae grabs an item, it'll disintegrate over one second and becomes nothing but rot when thrown. Minions corrode twice as quickly as foes or over one second if they don't have HP, while makeshift walls melt thrice as quickly HP-wise. Both good and bad, Mukae leaves nothing in her wake.​


Specials

Neutral Special
Mukae can use her ability to erode the air of all things, cutting off an enemy's oxygen supply if they're in the direction the wind is blowing. She holds her hands out, and while this has no noticeable animation or sound-byte, causes any living thing in her line of sight to take poison damage of 5% a second. They also flinch every second they don't have air and tumble every 2 seconds. All of this ignores shields. Mukae suffers very little lag on both ends, so foes have to either time their attack on her or get out of her line of sight...but did I mention that Mukae can melt things that touch her hands as she holds them out, and is able to walk back and forth and crouch and jump while doing so? Not very far mind you, as most foes can easily jump over her.​

Side Special
While Mukae can't turn her ability off, she can control its intensity. Using this move makes an acidic aura around Mukae's arms visible, which can be enlarged or shrunk with a forward or backwards input for different effect. Tapping forward 3 times or smashing it once QUINTUPLES the damage done to foes/obstructions and instantly reduces items to nothing as if they were food items, while the opposite causes items to diminish over 3 seconds and reduces the damage done to foes to 2% a second. The changes are obviously a lot more variable than listed above, but why would you want to know those when you'll always want to increase the intensity to max output? And no, this doesn't affect the Neutral Special.​

Up Special
In Mukae's hands appear two small blades, one a knife and the other hilt-less...both of which she holds by their sharp ends, cutting herself. Getting her own blood on her hands for whatever reason holds back her corrosion ability, you see. With these two blades, or at least the hilt-less one, Mukae performs a rising slash as far as Wario's Corkscrew travels, dealing 8% with average knockback at a low angle, good for gimping or stage-spiking but not helped by the feeble range and priority. Mukae not only doesn't enter helpless after the move, she keeps the knives in her hands and can drop them like items with another input of this move to inflict 2 separate hits of 5% and weak downwards knockback. Used on ground, Mukae doesn't rise during the slash for better or worse.

Mukae cuts herself for 10% upon using this move and takes a further 1% a second while holding her knives, but with that blood on her hands she won't melt anything she touches. Why would you want to do that? Because without it, Mukae will melt the ledge if she grabs hold of it, and she'll be at a disadvantage with a relatively inferior recovery. The knives are items that can be knocked out of Mukae's hands, but they cannot be thrown and are instead dropped when she tries to grab. Blood stays on Mukae's hands for 5 seconds at most but can be shaken off like a status effect by wriggling the control stick, taking no more than 0.4 seconds with a bit of effort.​

Down Special
Mukae touches the ground, causing it to corrode at a slow rate. This affects a SBB width of ground around Mukae, and cannot be stopped - once that part of the stage is fully melted, one must wait until Mukae is KO'ed for it to come back. The stage melts at such a rate that Mukae can fall with it over the course of 2 seconds on the middle of Final Destination, though her weak jumps and recovery won't do much for her - at the very least, new ledges are formed on the parts of the stage between the gap that Mukae can grapple with her recovery or melt away. If Mukae's feeling particularly reckless, holding the input for up to 2 seconds will triple the length of stage corroded - while not particular fast, foes interrupting you won't stop the stage from corroding. Mukae can even melt the side of a stage by touching it with her hand via Neutral Special, in which case the corrosion will spread out in a cone-shape but ultimately affect the stage in the same way as touching the floor once fully corroded. Finally, Mukae changing the intensity of her corrosion causes the stage to melt 5X faster or slower, the former being almost instantaneous - if Mukae wanted to she could very well get rid of the entire stage just to kill off her opponents easily...

So why should she ever want to hold back on the intensity of her corrosion? Well, you see, if Mukae is ever knocked into a surface her hands will make contact with it and as such she'll corrode it! While Mukae will still bounce off walls/tech them, being knocked into the stage with high intensity corrosion is very much a curse as Mukae will melt through the stage so quickly she won't have time to recover! Similar variations to this can include being bounced off the stage via a Brawl D-throw in which case Mukae will cunningly melt the stage underneath her foe, while being dragged across the ground will melt a huge area. This mechanic effectively turns Mukae's high-intensity corrosion into a high-risk high-reward maneuver that can either damage foes massively or doom its user. In some cases it's better to play it safe with low-intensity corrosion at the cost of dealing less damage, or even making yourself bleed if you don't mind the damage.​


Standards

Standard
Mukae brandishes the two knives seen in her Up Special, dealing 1% to herself in the process. She doesn't take damage if she already has them out through said move, but puts them away afterwards if she didn't (no, this does not affect lag). This applies to all her other knife-using moves, meaning she'll take damage every time she wants to use one.

Mukae slashes sideways with the hilt-less blade to deal 2% and incredibly small GTFO knockback with flinching that results in both characters being frame-neutral. The second hit is a vertical downwards slash with the knife that also deals the same damage unless you hit with the exclusive sweetspot at the tip in which case foes take twice as much damage and decent horizontal knockback that KOs at 200%. This cycle repeats itself over and over, foes being able to DI upwards to avoid taking damage at all or away from Mukae but take knockback. If foes don't try to move away, Mukae will often try to chain this into her lethal grab that makes said knockback quite deadly. This attack doesn't have good range or priority, but for what it's worth it can catch foes for you or knock them away at your discretion, and the vertical slash -can- hit foes above you in which case they take downwards knockback instead of horizontal.

If you're wondering how Mukae slashes with the knife when she's touching the blade, she flips it over so she's holding the hilt during the attack.​

Dash Attack
Mukae leaps forth desperately with her hands outstretched, as if to embrace a long lost lover. The deadly leap covers 2 SBBs distance, and any foe who fails to get out of the way is grabbed and their body corroded. Onstage, both characters are forced into prone, with foes being able to do anything they can from that position as can Mukae, sans using a get-up attack since she's already damaging them. You'd think foes could just roll away and get off fine and dandy, but that's not exactly a good idea as doing so will cause Mukae to lose her balance and enter prone, and you know what happens then: instant stage corrosion if Mukae was feeling particularly ambitious about damaging the foe. Foes can't roll behind Mukae either, so they have no choice but to get up on the spot and let her keep on damaging them or knock her away with a get-up attack. That said, Mukae can just roll away too or use the invincibility frames from getting up on the spot to dodge the foe's get-up attack and counter with a grab.

Mukae's leap can also leave her offstage, and if she grabs a foe from there her momentum will drag them to the bottom of the stage until her victim escapes, a simple suicide KO. It's still useful at lower percentages anyway, as both parties are left in a frame-neutral stance and the foe will be slightly further from the ledge than Mukae.

Mukae keeps her hands out for as long as you hold A. If she persists with this and doesn't grab anyone by the time she reaches the floor, her hands will not only melt the stage but she'll keep going through it! Mukae keeps going through the stage as if it wasn't there regardless of intensity, an interesting way to suicide against foes trying to recover as the trek to get to what stage is left takes longer. Once the player stops keeping Mukae's hands out, she flips for a bit of lag, but is otherwise able to transition to her normal moves.​

F-tilt
Mukae raises an arm limply and gives it a rough shove forward. This pushes foes 1.2 SBBs back on the ground or half that distance in midair and burns them for one second of passive corrosion damage at 3/4s its efficiency - while it doesn't interrupt a foe's action, it doesn't refresh a foe's recovery either and can be used to send a foe tumbling off an edge whether they're shielding or not. Although this move doesn't have a lot of range and is slow as Bowser's F-tilt, it can be held for up to 2 seconds to fire out whenever you want to. The move can also be angled and makes for a good counter against jointed hitboxes should you clash with one, given foes will suffer from corrosion anyway.​

U-tilt
Mukae holds knives in each hand and stabs them upwards. While not the most spammable tilt nor one that covers much area around Mukae, it does deal 9% with decent base upwards knockback that scales to KO at 200%. Knocking enemies upwards is not something Mukae would want to make a habit of given her stage-destroying tendencies, though this is the closest thing she gets to a breather at lower percentages in case she wants to destroy the stage or intercept foes with her aerials. This move also has decent "juggling" properties when there's less stage for foes to land on, though it's not an invincible move or anything.​

D-tilt
Mukae sits in a feminine position and places her hands down, as if tending to the ill. Here that's a sick joke however, as Mukae corrodes any item in front of her and foes who are prone, tripped, crouching or grabbing hold of a ledge. Foes are free to fight back with their prone/get-up attacks, though not that Mukae minds too much, as between her bad recovery and self-damaging those moves don't tend to deal a lot of knockback, and you'll get so much more damage on them with the corrosion. Despite touching the ground, this move doesn't melt the stage, but does melt nearby ledges - if you can't hit foes out of their invincibility frames, do the next best thing and deprive them of the ledge without having to go offstage yourself.​


Smashes

F-Smash
Mukae brings a knife back before stabbing it forward as far as she can, similar to Marth's Shield Breaker in terms of posture but obviously lacking disjointed range, though it can be angled slightly. This deals up to 14% and knockback on a low angle that KOs at 130%, its good range born to poke at foes and intercept their recovery. Mukae even keeps the knife out for a brief moment after the stab if the input is held, causing foes to take 8% with set GTFO knockback in the direction they were hit.

If Mukae stabs a foe against a wall, they'll be impaled there for a moment with two choices: either have access to their moveset to defend themselves but take up to 10% passive damage from the knife over 1.5 seconds before being released, or shake off the knife to free themselves quickly but risk a follow-up attack. If Mukae can get foes there, the sides of a stage melted through can suffice as walls, and while foes won't fall you can take the time to riskily footstool jump off their head to recover or even melt the wall they're pinned to before knocking them down to their death.​

U-Smash
Mukae gets down on one knee, brandishes a knife to each side before leaping a small distance off the ground (close to that of her first jump), slashing both knives overhead 3 times. Each slash deals up to 10%, but has some weird knockback properties going for it: getting hit from above deals very little knockback but allows each hit to combo into itself before 50% or so (good against characters who like to stay in the air for obsessively long periods of time), while getting hit from the sides or below deals horizontal knockback that KOs at 150%. Around the last hit or so, Mukae stops moving upwards and defies gravity for the briefest of moments up until the player takes control, where they can follow up in the air or go back down to ground. The wide-hitting nature of this move is not only useful for limiting the opponent's space on a destroyed stage but for blocking them off when the two of you are on melting ground - the leaping part of the move places Mukae on higher elevation than her for, and they'll generally have no choice but to use an aerial to either knock Mukae back up and save her or knock her into the sides of the stage where that part melts. Whether you're trying to jump or fall past Mukae, her movement and the multi-hitting nature of this attack make it very awkward to spot-dodge, and if you're hit when trying to get out of a melting stage you can end up being combo'd by all 3 hits.​

D-Smash
Mukae bends down, draws her knife and holds it by the hilt before violently stabbing it downwards. Against standing foes and those in prone with their lower-half towards you, the knife is stabbed into their feet for up to 15% and causes up to 10% passive damage until shaken off, where it falls to the ground as a prop that deals similar damage to a falling knife via Up Special when the stage its stuck into is corroded. Being stabbed in the foot pops foes up into the air a very small distance and not only deals 1% to them whenever they land, move 0.5 SBBs along the ground or use a foot-based attack, but doubles their landing lag.

If you use this on a foe who's crouching, tripped, prone with their face to you, holding a ledge or on a lower platform than you, you stab them in the head for up to 35% and decent diagonal downwards knockback that KOs at 120% but a fair bit earlier offstage. Foes also take up to 15% passive damage until they shake off the knife. This is very rewarding in the context of timing a foe's action when they take hold of a ledge, as you can play a mix-up game using your Down Special and D-tilt - if foes let go of the ledge to escape punishment, simply corrode it or the entire stage itself. While Mukae can also stab foes trying to jump towards her, the knife's poor range makes it very hard and as such more suited to edge-guarding.​


Aerials

N-air
Mukae casually holds out a hand while the input is held, which you can move in any direction except downwards. This not only corrodes platforms easily, but also corrodes the stage in a special way, leaving behind a rugged indent that implies someone took a bite out of biscuit, nearly as large as Giga Bowser. The corrosion never reaches the surface no matter how close Mukae was on contact nor does it ever corrode any more than 1/4 of the stage's length in one go. In addition, any bit of stage left under the corroded area will fall off it it was shorter than the area combined by the corrosion and that above it - an obvious stage-spike set-up. It's possible to corrode the stage so that it becomes a relatively thin platform, though that would leave little ground for Mukae to fall through and is rather foolish unless you really know what you're doing with your gimping.​

F/B-air
This move takes up two inputs simply because of to how useful it is. The result is Mukae performing a vertical slash in the chosen direction, very quick but poor-ranged, dealing 10% with low horizontal knockback on a veeery low angle that eventually KOs at 200%. A staple for someone with an affiliation for gimping and stage-spiking, but not just because of the damage: if Mukae stabs her knife into a wall, she'll slide down a small distance before coming to a halt, effectively entering a pseudo wall-cling. This wall cling lasts for 3 seconds before Mukae's knife begins tearing through the wall and causing her to slide down, a fate which can be prevented by using a refreshed albeit slower midair jump (her recovery is not refreshed though). Mukae's jump lets her reach high enough so she can continuously use this move against a wall to climb it and return to stage, though said progress is rather slow and her jumps are laggy enough to be punished with even a footstool jump. Mukae can at least use her Specials, B/F-air and N-air while clinging to a wall, in which case her Neutral Special is aimed in the opposite direction, Down Special will melt the wall and N-air indents it. They key to using this to recover at all is landing it as early as possible, though sometimes it's not possible to land at all offstage if the stage's underside is awkward.​

U-air
Mukae slashes her two knives above her in a cross-shape, going through similar lag to Zelda's U-air. Foes hit by this take 14% and diagonal downwards knockback behind Mukae with average scaling that KOs at 180%. The move also halts Mukae's momentum if she uses it out of or in the middle of a jump. Not the easiest move to hit with, but very rewarding depending on the situation: knock foes into the melting stage as you climb out of it, or even into the abyss below if they try to edge-guard you. It's also an incredibly hellish approach move given Mukae can advance towards foes while destroying the stage, simply intercept them when they come down from the air given Mukae can't operate from high-up - if the foe has a better jump than you, using you Neutral Special to force them out of a camping position can be a nice way to get them there.​

D-air
Mukae kicks downwards with both feet, spiking enemies for 6% and average knockback that KOs at 180%. With as much lag as other typical D-air spikers, this is you to-go move for scoring the kill on enemies offstage, the move even propelling Mukae off foes a very small distance to help with her recovery back onto the stage if A is pressed upon impact. If this move hits a grounded foe they'll be popped up into the air instead for what can potentially combo into the U-air to knock them offstage. Initiating the landing lag of this move and holding down on the control stick has Mukae transition into her crouch, allowing access to the Down Special, Tilt and Smash to deal with foes after they've been knocked down or avoided your attack.​

Grab

What you've all been waiting for. Mukae's ultimate method of corrosion damage-racking. If your hands are covered in blood, the Pummel lets Mukae not use her throws and take time to wipe them away via control stick wriggling, though foes will be able to escape during this time.

As an Easter Egg, if there's a knife stuck in the foe's head from the D-Smash when they're grabbed, Mukae will pull it out to make them take 10%, holding them in place for an extra 0.75 seconds that racks up damage and time.​

F-throw
Mukae adjusts the corrosion on her foe to such a degree that their body turns a sickly black color before being pushed away on a low angle for set knockback no further than a SBB. While somewhat tacky :glare:, the foe retains the black coloring around their body for however long Mukae managed to hold them for, causing them to to corrode everything they touch at the same rate Mukae was when she used this throw on them. At lower percentages this won't be doing much damage, but at higher percentages it becomes a living hell as foes are forced to stay in the air for however long or die, generally devoid of their beloved interactions what with they destroying their own walls, minions and items upon touching them. They could also try grabbing you, but then you're in a position to grab them and they can't stand on ground long enough to do so. Not the greatest method of knocking foes offstage, this throw works wonders when there's a lot of stage before you, in which case you can have your foe de-compose it for you. If you can get the foe's damage to a ludicrously high level and throw them on the highest corrosion intensity, this move will somewhat act as a pummel KO as the foe falls through the stage like a rock.​

B-throw
Mukae grabs the opponent by their hand and swings them behind her, slamming them into the ground for 10%. She ends up leaning too far however, and trips as she's forced into prone along with her foe. A similar scenario to the grab-Dash Attack, but with a couple of differences: Mukae managed to grab a hold of the foe's leg with her other hand, and is using the one she first grabbed the foe with to dissolve the ground - entering yandere mode. The foe takes half corrosion damage and the stage dissolves at half the rate, but if Mukae is left to lie there while still holding her foe she'll end up dragging them down with her, the two character's fall speeds combined and Mukae able to cancel the hold into any move. Foes can attack Mukae while she's prone, though she can roll away as usual or let go by pressing down on the control stick. Mukae's grip is a tad more difficult to break off compared to a normal grab, which is bad considering her insane damage output. Foes can't just stand still given they'll be dragged into the ground with Mukae, yet at the same time running along the stage will result in more stage being dissolved, so taking to the air is their best option. If the foe's jumps are good enough, they can end up doing you service by taking you so high into the air where you can counter with your dangerous moves.

If this move is used behind a ledge, the two characters will start falling instead entering prone. If both characters fall towards the blast zone they'll both be KO'ed instead of the foe being free the moment Mukae dies.​

U-throw
Mukae stabs the foe in the chest with her knife once for 8% before slashing at them again for another 8%, dealing low upwards knockback that won't KO until 280%. During the assault Mukae murmurs something along the lines of "Let's get married!" to handsome male characters and yells angrily to those who aren't, but that's besides the point. After her murderous attack on the foe, Mukae enters a sort of yandere mode for 5 seconds, making her move faster and further towards her assaulted target, whether that's jumping towards them or dashing, which are both upgraded to be slightly above average. This also near doubles the distance gained from the recovery when a foe is within attacking range, and finally causes Mukae to move forward a little when attacking if the foe is nearby. You'll want to use this throw for starting an offense on the foe via gimping them, or even egging them on to attack you before the buff expires so you can't make the most of it, maybe grab them again. It's also heavenly as an actual recovery when melting through the stage after attacking a foe, given you'll be jumping even higher if they're nearby.​

D-throw
Mukae continues to hold the foe, but gets down and uses one of her hands to corrode the stage below at half the normal rate. You can hold foes while melting the stage to drag them down with you this way, in which case they take half corrosion damage. You can follow up into another throw or slam foes into the ground with 5% and making them enter prone with another input. If the foe's damage is particularly high from being corroded, you'll be able to hold onto them for longer and make them sink to their death while you recover, without having to go through any gimping problems.​


Final Smash
Mukae's superior Kumagawa appears and uses his ability All-Fiction to repair all the damage done throughout the match, effectively restarting it minus the timer, coin count, KO scores and of course set-ups. This might sound bad for Mukae given she's not set-up orientated, but she now has the ability to turn her Minus on and off with her Neutral Special, even when taking hitstun. She also no longer damages herself with the knives and the oxygen deprivation ability is passive when her corrosion is on, affecting a Smart Bomb area around her at half the normal rate. This lasts for the rest of the match, and if the Smash Ball is obtained again Mukae will dissolve the entire stage and deal 100% to all foes around her with knockback that KOs at 80%, though it's dodgeable.​

 
D

Deleted member

Guest

DOPPELGANGER
For every human being, there is an equal in the demon world.
It is said that they linger in the shadows of their human counterparts, waiting for an opportunity to take their place.
Not a single character, the doppelganger only appears to fight when it sees it may be time to take over a human life, its greatest desire.

They walk in shadows and are very defensive, preferring to attack only when their foe is incapacitated by another force.
So powerful is the mysterious arcane magic of a doppelganger, they can impose a mortal injury upon themselves to affect their human victims.
A similar technique has the doppelganger make use of a magic shield, aided by their ability to temporarily copy and take on the opponent's form.

The doppelganger holds out one hand with an open palm, creating a ferocious blue flame.
It makes use of a close-range attack to hit a body part, this leaves an abnormal mutation that mirrors itself on the doppelgangers body as a light blue patch.
This area is now armoured by the magic shield and for every 2% of magical damage that area takes, it now resists 1% of physical, jointed attacks. This is dispelled by a smash attack.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Davian User Rankings #2

While the Recap may come late due to the unexpected number of movesets posted this week - the Rankings arrive on schedule! Far more bustling than previous weeks have been, the long-awaited Illbleed movement was posted and veteran Smashbot posted his first moveset this contest! Go check 'em out!

Given that we had our second PSABR moveset this week, I'll be adding them to the Rankings - they're worth ten points left than normal movesets, but it'd be somewhat incorrect to label them in the same category as them.

For those unfamiliar with the User Rankings, here's how it works. 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 recognize the most dedicated among us – those make your movers who are currently pushing the boundaries, as well as highlighting all movesets made by them. The one who tops the list at the end of the contest will win a prize from me - what is this prize? Not gonna spoil it, but lets just say it will be worth your while.


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 13 thread. The breakdown of points is as follows:

30 points for a Moveset
20 points for Misc. Sets (PSABR, MvC, etc)
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, Reposts and other miscellaneous submissions

Katapultar: 626 - Athena, Madolche, Ghetsis, Young Xehanort, Luke Atmey, Putata, Tabitha, Yukiki, Mistleteinn, Mukae Emukae
FRoy: 588 - Cold Enchanter, Beastman, Randy Johnson, Gatstaf (Shepherd, Howler), Headless Horseman, Skull Kid
ForwardArrow: 496 - H.N. Elly, Lizard, The Scout, Killerman
WoMF: 463 - Larfleeze, Trixie, Gigalith, Derpy Hooves
Smady: 340 - The Soldier, Queen Worm, Cashman, Micheal Reynolds
Davidreamcatcha: 281 - Princess Bubblegum, Ashens, Stromboli, Strong Bad, The Pyro, Neo Cortex, The Joker
JOE!: 267 Ace Trainer Joe (Alakazam, Feraligatr, Breloom, Porygon Z, Bisharp, Armantle)
Junahu: 259 - Mike Dawson, Clumsy Assassin, Yoshika, Kamella, Sakuya Izayoi, Cuty Mary
Kholdstare: 188 - Aquaman, Queen Chrysalis, Ember
Agidius: 169 - Pharaoh Man, The Heavy, Rose
MasterWarlord: 161 - Ashens, Clayton, Stromboli, Koala Kong
Big Mac: 159 - Zak Gramarye, The Sniper, Uka Uka, Queen Worm, Trent, Zodick
Kupa: 151 - Willy Wonka, The Medic, Lord Voldemort
Hyper_Ridley: 146 - Garble, Grimlock, King Sombra
Getocoolaid: 142 - Kammy, Flim and Flam, Shang Tsung, GLaDOS
Nicholas1024: 92 - Bubbleman.EXE, Flashman.EXE, Drillman.EXE
Bionichute: 91 - Soundwave, Bigfoot, Mr. Dark
DM: 85
Tirkaro: 64 - Gwyndolin, Creeper
Conren: 49 - Magnemite
emergency: 46 - Sakuya Izayoi
n88_2004: 45 - Spiral
SmashShadow: 34 - Arsenal Primid
Peanut: 34 - Nyx Assassin
Waver: 33 - Floazar the Toucan
Smashbot: 32 - Sauron
Jimnymebob: 31 - Jak and Daxter
peeup: 32 - George Washington
Majora_787: 32 - Sawtooth and Squarewave
Plorf: 31 - Dark Meta Knight
Really Shy Guy: 31 - Lady Gaga
Xiroey: 31 - Zigzagoon
ManlySpirit: 31 - Lyn
Koric: 30 - Witch
Violenceman: 30 - The Thief
BladeKnight: 15
SirKibble: 8 - Wind Waker Bang Head Against Wall Guy
TheSundanceKid: 7
Lucidthought: 3
Diamondfox: 2
Waver: 2
Sonic the Baron: 1
lordvaati: 1
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
[collapse=Yurya]
I am not going to go into the greatest detail here but my "new" character is the great Ganondorf.
Well really what I am doing is adding Black Shadow from F-Zero but I would be giving him the current Smash Ganon's moveset in every way leaving Ganon in need of an entirely new one so...

Ganondorf is a sword character with gargantuan power but also using magic at range.
Up-b and side-b will both be very useful at ranged pressure while neutral B and down-b both relieve Ganon of pressure on himself.
His general playstyle will be using projectiles to bait a foolish approach which Ganon can punish with his Behemoth of a sword.

Neutral B: A very quick sweeping backhand in front of Ganon. Works well as a gfto move but also reflects very well.

Up-B: Ganon leaps up charging a projectile above his head the longer he charges it the stronger it gets but he can fire it at any point during his rise. The projectile itself will bounce off the stage and doesn't wear out.

Side-B: Slow large arcing projectile, can be charged but not stored, uncharged comes out pretty quick and is good for zoning, fully charged is a heavy hit.

Down-B: Airborne Ganon plummets straight down with high priority landing with both fists creating an earthquake effect. Grounded version has the same effect as Ganon slams the ground. Does have endlag though even though start-up is minimal.

His basic attacks don't need too much description as they will be generally slow extreme ranged power sword attacks with some quicker surprises built in.
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A good start, maybe flesh it out more? Check out the tutorial I put in the General Moveset Thread :)
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
"In the depth of darkness, I had the chance to think about all kinds of things. That even includes the creation of everything in this world. And at that time, I realized something...how unstable this world is.

Yes, this world is covered by the thinnest layer of skin. And its content is always deep and...ambiguous.

Could it be a soft substance?

Or perhaps a hard one?

If it isn't either of those, could it be a liquid?

Is there any proof it isn't just a hollow cavity?

For the question of what lies within, no one will ever know, as long as what's outside the layer of skin can't be seen. In other words, it is a total mystery as to what lies beyond this layer of skin. And as for what lies within...that would depend on our imagination. And if it turns out to be something that no one has ever imagined...

It would leave that person in fear."


"So?"

"Humans are not afraid of death. Rather, they are afraid of imagining death."

"Hello? I'm asking you...what is your point?"

"My point? I see...

Well, it actually means this.

I...



have stopped imagining."



Asura

Asura is the main antagonist of the Soul Eater anime and one of it's more main antagonists in the manga as well. Asura is the first "Kishin", literally "Demon God", which eat the souls of men, and the one who essentially created madness, which spreads and does basically exactly what you would expect supernatural madness to do: Drives you insane. Once one of the Eight Warlords, which may or may not all be Eldritch Abominations but does include the Big Good apparantly, his own skin was ripped from his body and used to create a prison to hold him and his madness by Shinigami.

Unfortunately and expectedly, he got revived, and once again insanity seeps into the cracks of the world...

Asura's power cannot be matched by one fighter at this time. While I may tone his set down to give him a 1v1 mode later, for now he is a 3v1 boss exclusive. This set is fairly long and I do love my music, so have some music videos to keep you entertained and to see some examples of how Asura fights


Beautiful Madness

"What's wrong with giving your body to madness?"

Asura has some mechanics to go over before we get to the statistics section. This is about his primary power of "madness". There are two passive uses of this.

The first is the most obvious and that is the fact madness spreads while Asura is on the field, creating "madness levels" that change the state of battle as it is out. There are multiple levels of madness, of course. Madness starts at 5% at the start of the battle and goes "up" a level every 15 seconds. The levels are 5%, 15%, 30%, 45%, 60%, 75% and 100%: Since you start at 5% and there are 6 levels ahead of it, that means it takes a minute and a half to reach complete madness saturation. What the current level of madness is is shown next to the timer on the time of the screen: If the battle is untimed, then a countdown to each madness level is shown instead, with the level shown next to it as before. Each level of madness produces effects that, unless noted, do not stack with previous levels. In addition, the background will become more like it is in the background of that second image I used for him. Though Asura starts off weak for a boss, he ends up incredibly powerful...

What each level does has been hidden in collapse tags for easier reading.

5%: The starting level. Asura has 2% super armor, meaning he has super armor against any attack that deals 2% or less, in addition to minimal other boss resistances: He only becomes ungrabbable for half a second after 4 consecutive grabs, for example, and most normal boss resistances are present here only weakly(IE he only gains hitstun resistance after many consectuve attacks for a short time). No additional side effects.

15%: Asura now has 5% super armor. If Asura is grabbed more than once in a row, he will counter with a sweeping attack with his skin scarves (Those...scarf things you can see on his back and body that are made of his skin) half a Battlefield platform both left and right unavoidably for 4% damage that will flinch the foe and stop the grab. Asura only takes 3/4ths hitstun from attacks and does not take hitstun for half of a second after being hit with 4 seperate attacks in a row without 10 frames of reprieve. Status effects now last half as long against him and he is now immune to pitfalls and footstool jumps. No additional side effects.

30%: Asura's super armor has been increased to a frightening 8%, rendering him immune to most jabs, multi-hit attacks and especially weak tilts. Asura will now counter with his anti-grab scarf attack if he is attempted to be regrabbed at all half a second or less after the last time he was grabbed. Asura now only takes half of the hitstun from normal attacks and can only be hit with 3 seperate attacks in a row before he becomes hitstun immune for 1/4th of a second. Asura is now immune to status effects and still cannot be footstooled or pitfalled. Asura now also cannot be put into prone. In addition, as a side effect, the crowd will now only cheer for Asura. This is...entirely unrelated to gameplay, but certainly adds a little sense of hopelessness when everyone is against you!

45%: Asura's super armor remains at 8%. Asura will now counter being grabbed at all with the anti-grab scarf attack and cannot trip, be footstooled, pitfalled, placed into prone or have a status effect placed on him. He still takes half hitstun from attacks and has the same amount of hitstun immunity to combos as before. The crowd will still only cheer for Asura. However, Asura's attacks now deal 3% more damage, in addition to KOing 10% earlier than their listed amounts, increasing his offensive capabilities.

60%: Asura's supoer armor is now a gross 11%, rendering him immune to medium strength tilts. In addition, his anti-grab scarf attack now deals 8% damage, though who would grab Asura now? Aside from tha, any and all buffs from the 45% level are retained for this level. In addition, apparitions of Asura's madness will now appear on the stage itself. These apparitions will appear randomly at intervals of 5-15 seconds between each one and look like Asura himself, except transparent. They function as if they had a hurtbox, but cannot be killed, do not suffer hitstun, or knockback and basically just absorb hits. Apparitions will try to either grab foes, holding them in place at grab difficulty along with adding in a disturbing animation (such as ripping a toothy maw into the foe's face and ripping it off), though this does nothing: it's just a madness induced illusion. They will also use "phantom" moves of Asura's own: These do not deal damage or hitstun, but do deal knockback. They disappear after 2 seconds.

75%: Asura's super armor increases even further to 14%, allowing him to completely ignore weaker smashes, such as Jigglypuff's, unless charged. In addition, however, attacks will now do 2% less damage to Asura than usual, though this applied after the super armor. Or, in other words, a 15% base damage attack still hits through the 14% super armor, even though it only deals 13% damage after reduction. In addition, Asura's attacks now deal 6% more damage and KO 15% earlier. Aside from that, Asura retains everything good about the previous level that wasn't just upgraded. His apparitions, however, are also upgraded: They now appear every 5-10 seconds and last 3 seconds.

100%: Asura has survived for a minute and a half without dying and now madness has completely overtaken the field. Asura's super armor now is 15%. Asura also takes 5% less damage from all attacks, just as before included after the super armor, and his weight is increased by essentially 2 "levels" to use JOE's chart. Asura's attacks now deal 9% more damage and KO 20% earlier. Asura takes only 1/4th hitstun from all attacks. In addition, he retains all the other various bonuses like tripping immunity that were not just upgraded. Apparitions now take only 1-10 seconds to appear and stay out to cause trouble for 4 seconds, leaving to the possibility of more apparitions coming in that going out for a time. In addition, their "phantom" attacks now deal half the hitstun of the real attack(Before any madness modifier to the attack: See various attacks as you go through the set) and their grabs cause 1.5x grab difficulty instead of normal grab difficulty. Asura also will automatically heal 1% every 2 seconds. Asura also gains another midair jump of equal height to his other. If you have not seriously harmed Asura by this point, you're in a world of screwed.


If Asura is playing in a mode where bosses have multiple stock, Asura's madness level will decrease to it's base 5% over the 15 seconds after he died, meaning he should scramble to use the higher levels until it returns to that. It then goes back up as before.

The other use of madness involves Asura's idle animation, surprisingly. Asura's idle animation has his palms together in a stance like prayer. If Asura remains in this stance for a second without being interrupted, then his next attack gains a 20% boost to it's damage, hitstun and knockback. Although a second is a long time, Asura has ways of gaining it, such as higher level apparitions and moves you'll see. Because of this, Asura will want to take moments to simply stand idle and gather his power. He can only have one such power boost at a time, so you can't stack a bunch of these and unleash a mega attack. Bear this in mind as the set goes on. He'll flash while he has this boost.


Maddening Measurements

Asura is a tall but lanky man whose height rivals Ganondorf, perhaps a hair smaller. But most notable is that Asura does not have a lot of weight for a boss at all: his weight is equal to Samus. Considering Asura gets better the longer he survives, this is a very bad thing. His dash speed is actually quite fast, though: he can dash around about as fast as Marth. His walk speed is, however, very slow, as he walks at a calm and deliberate pace with his hands praying.

Asura's jumps go quite high, his first going higher than the second, and he has exceptional air control combined with slightly below average air speed with a high degree of floatiness. This, unfortunately, also means it's easier to KO Asura off the top than usual thanks to said low fall speed. He has a glide which can be activated like any other glide even after your second jump has been used (thanks to Asura having a glide but no extra jumps) and can walljump. He can't crawl, cling or float however.


Soul Specials

"Pain is not the issue. Rather, it's the future created from that pain which should be feared."

Neutral Special: Vajra

Vajra was once Asura's partner and weapon, but Asura devoured him and his soul, leaving behind only the weapon, which he will summon from hos stomach and into his mouth at will. This is what it looks like, by the way: Only one of the tips pokes out when Asura uses this move or other moves that use it.

Anyway, Asura brings Vajra to his mouth with some sickening, puke-like noise, during which time you may aim in any direction, upon which Asura fires. The projectile itself is quite good, as it deals 9% damage, knockback that KOs at 170% or so and will pass through multiple enemies while hitting all of them, which is perfect considering you're fighting three people. In addition, it will bounce off of any solid surface once. It will also bounce off of apparitions with a long, metallic "ting!" noise filling the air. It travels about as fast as Wolf's blaster, by the way, and goes just a bit longer than that before petering out. About as thick as it too, albeit longer, like a singular laser.

This move, however, gets increasingly dangerous as more madness enters the field. After getting to just 15%, Vajra may reflect itself off of an infinite number of surfaces, although it is still limited by it's range. At 45% this ceases to become an issue, as the move now has infinite range. And at 75%, the move now moves at the speed of Falco's lasers instead of Wolf's, allowing for increased speed.

But the biggest change comes when the madness reaches it's peak at 100%, as the move loses it's rebounding properties...but gains something much more deadly. Specifically, the blast gets 1.5x thicker, but more importantly, it now releases a MASSIVE explosion when it hits a solid object or character, rather than rebounding or passing through. This does a great 16% damage that KOs at 120%...but that's BEFORE all the madness modifiers from having it at 100% or the possible further modifier for gathering madness by standing in place. And the size of this explosion? Smart bomb radius. Yeah, you're going to want to abuse that. One thing to remembr, though, is the explosion's hitbox doesn't last as long as the end lag at this point...so if you miss or shielding foes are not shieldbroken, you can be in for some pain.

A note about lag. Starting lag isn't too high to begin with, though it's by no means fast, but it's slightly quicker if you use this repeatedly in succession, as Asura doesn't need to keep puking up Vajra. End lag is actually fairly sizable, as Asura swallows Vajra once more unless you keep firing off shots, and it is slightly increased at 100% madness since Asura is pouring more energy into each blast. Ergo, spamming this can backfire pretty easy. Use it as a tool, not as spam.


Down Special: Black Healing

Asura closes his hands in his idle praying stance along with closing his eyes, chanting in Hindu as red and black energy pulsing around his body. This causes him to heal, which is very bad when it lets Asura survive longer. He'll heal very quickly, too: 2.5% every second! Considering this does not take long to activate, that's pretty good. Of course, it's not all that simple: Asura cannot attack while healing, which leaves him a sitting duck against foes. Perhaps more importantly, the AMOUNT Asura can heal is based on the madness level. You see, Asura can only heal 5% per use of this move at the start, with 5% more allowed to be healed in one shot for each level. So at 45%, you can heal 20% before having to automatically exit. This caps the heal of this move per-use at 35% when you have 100% madness. Still, 35% is sizable, and so are even the lower amounts. This move does, however, have a cooldown period of 5 seconds after you stop using it. Given how long that is, it's highly recommended you are safe when you use this, so you can heal as much as you possibly can per use. Apparitions keeping the foe busy, or even tricking the foe into thinking you're using it by them using it (even if it does them no good!), are a good example of when to use this. There is slight lag to come out of this stance, done by pressing any button, but it's not major...still, you need to cancel before the foe is in your grill, not during.

At 100% madness, this move heals twice as fast, though it's ending lag is increased, as Asura is much more focused on healing then and thus takes longer to break his concentration.


Side Special: Skin Scarves

I already told you what these were. But let's go over this move. This lets you control one of your scarves, by obviously pressing the Side Special input. Pressing B repeatedly during this time will cycle through which scarf it is, indicated by the scarf shaking a little. You may now move the scarf at Fox dash speed in any direction you can take it over the next two seconds. Any foes in your way take 6% damage and very light knockback, though you can turn around and try to keep hitting them or force them to dodge. After two seconds, the scarf will automatically retreat at a breakneck speed, giving this less lag than you would expect, though it's still somewhat depending on how far away the scarf if. Pressing shield will have Asura cancel this move and cause the scarf to return to him immedietely.

While moving the scarf around, pressing B will cause the scarf to dive down and stick into the ground, acting as a solid wall with 40 HP. Considering you can bounce your NSpec off of walls, that's useful, not to mention seperating the field. Even cooler, if you hit a foe with this OR press B while hitting a foe, the scarf will smack the foe into the ground and hold them against it, unable to do anything but struggle. They must escape at 2x grab difficulty to be free, whereupon they are released with a pop like a grab release and the scarf remains embedded. To get the scarf out, simply select it with Side Special and press shield. Alternately, they will automatically release themselves after 10 seconds.

When a scarf is released due to being damaged or due to the time limit, they become "frayed", signalled by their...well...frayed ends. These can't be used to stick to the ground for 5 seconds, but are otherwise normal.

Ay 15%, this move can be controlled for 3 seconds. At 30%, the foe is trapped against the ground at 2.5x grab difficulty. At 45%, this move can be controlled for 4 secondss. At 60%, it can be controlled for 5 seconds. At 75%, this move deal double damage and scarves remain embedded for up to 15 seconds. At 100%, the scarves move at Sonic's dash speed. Obviously you cannot use other scarf attacks if you embed every single one in the ground.


Up Special: Flight of the Insane

Asura rises slightly and enters free flight in a quick animation. There's not much to say to it: It's but a single precious second of free flight. It's not that great of a recovery for now, but it doesn't put you in freefall, so you can go into your glide afterwards, though this can only be used once per midair trip. In addition, it takes time to recharge, a second on the ground for every second using this.

This move gains another second of flight for each madness level(IE 15% is 2 seconds, 30% is 3, etc), which means it caps out at 7 seconds of free flight, which is pretty insane when you can cancel it with aerials and go into a glide. At 100%, Asura's body becomes a hitbox that has base damage/knockback of 12% and KOing at 180%, making this move much harder to gimp.


The Mad God's Standards

"Delivering fake peace, is it really such a noble job?"

"At least I don't intend to be a nuisance like you!"

"Now you're just quibbling!"

Jab: Mad God Roar

Asura opens his mouth and lets out a shrill and unpleasant scream. This doesn't take long and creates a hitbox around him that extends to roughly half a Battlefield platform to both sides and a Ganondorf up. The fact it covers your back makes it an excellent jab, in addition to being quick on both sides. It's knockback is actually very upwards based, though it only KOs at 210% and it deals 6% damage. But what's really interesting about this move is how it grows with madness...especially vertically.

At 15%, this move expands to a Battlefield platform on each side, in addition to now going a Ganondorf and a half up. That's the most side-to-side range you'll get, though it's still insane...but every time the madness level goes up, another half of a Ganondorf is added to it's vertical range. Until, at 100%, this move has INFINITE vertical range, making it frightening for characters to be above you. Sure, you can air dodge the hit easily enough, but since it has decent power (boosted by your madness!), you can star KO foolish people who travel or are hit too high above you. Have fun threatening them with that!


Forward Tilt: Fingerpoke of Doom

Asura points forward...and his finger extends. It keeps extending until it hits a wall or the blast zone in fact, dealing a solid 11% and knockback that KOs at 160% to anyone who happens to get hit as it extends. It doesn't extend slowly either: This thing is going at Sonic's dash speed. While this sounds great, the finger itself is a jointed hitbox, and it becomes harmless after it's gone past the foe until the move stops, wherein it coming back to you for end lag deals the same damage. Because of this, it's pretty easy to hit you during this, so be careful of that. At least it doesn't take long to start, though it's end lag depends on how far the finger has to go to return to you, as it returns to you at Sonic dash speed. Knockback, by the way, is shallow and follows the finger's direction, which makes it hard for recoveries lacking good vertical coverage.

At 30%, this move does 3% more damage before any other madness modifiers. At 45%, the finger will hit back anyone who hits it by striking them with some of it's own skin, dealing 6% damage and light upwards knockback. At 75%, you can press A during the start lag to have Asura point in both directions and extend his finger in either direction, allowing you to essentially cover that entire horizontal plane. At 100%, this move goes and returns to you at 1.5x Sonic's dash speed.


Down Tilt: The Swirling Eyes of Insanity

Asura's crouch, by the way, is a quite hunched over position, with his scarves falling to the ground. It actually reduces his hurtbox a fair deal. From this crouch, Asura's scarves spring to life, whirling just above his crouch position in like a helicopter blade, striking an amazing Battlefield platform of distance while doing so. It will deal three hits of 5% during this time, the first two knocking the foe closer to try and hit them multiple times easier, while the third launches them with knockback that KOs at 200%. Considering that later levels of Asura's madness will cause each hit to do more damage, this is one of his best melee moves, as it is damaging, starts up quickly and has decent but not great knockback, it's even disjointed! It's ending lag is actually fairly bad for a tilt however and because the scarves twirl ABOVE Asura, certain characters can just go under it while crawling or, in the case of someone of Rattata size, just go under it normally. Despite this, it's massive range makes it one of Asura's best melee moves.

This move gains only one direct benefit from the madness level. At 15%, the priority of the move is considered to be the combined damage of all of the hits(15% base) instead of each individual hit.


Up Tilt: The Appropriate Place

Asura raises a scarf up and strikes diagonally forward with it, punishing aerial foes fairly well. This deals a solid 12% damage, althoughh it's knockback is weak and will not KO until 220%. It also has a very fast startup and pretty low end lag. By pressing "A" when you hit the foe, you won't deal the knockback to them: Instead, the scarf will lift them up for a moment before slamming them down VERY hard for a powerful spike which prones foes who hit the ground from it. With it's ability to go off the stage, this makes recovering high risky against Asura, who will gladly pluck you out of the sky and send you to your demise. This move goes 3/4ths of a Battlefield platform. You can also use the prone to buy you time, of course. Do beware, however, as it won't cover the area directly above you or the area above and behind you. Use your NSpec for that.

At 30%, this move goes a full Battlefield platform. At 60%, slamming the foe against the ground deals 7% damage in addition to it's normal damage. At 100%, the scarf will hold the foe in place at 2x grab difficulty before releasing them into prone, while Asura is free to move and attack.


Dash Attack: Vajrush

Asura's scarves wrap around him as he once again pukes forward Vajra, a bit longer this time, rushing forward with his scarves spinning fast enough to become a drill, moving at Fox's dash speed and essentially using himself and Vajra as a moving lance. This move goes a very high length of two Battlefield platforms and will let you travel right off the stage if you want, dealing 4 hits of 1% before finishing off with a single hit of 10% that deals knockback with a great KO power of 140%. It has a bit of a long startup and it's end lag isn't quick, though. It also, however, deals MASSIVE shield damage, as Vajra's spikes will glow red as Asura pushes through and the shield begins to crack. If Asura is using this and an ally shields, try hitting him out of it to save your friend! The multihits are pretty easier to DI out of...

At 15%, this move gains a minor suction effect that makes it harder to DI out of. At 30%, this suction effect gets stronger. At 45%, this move deals even MORe shield damage. At 60%, the suction effect is made even STRONGER, making this move about as hard to DI out of as Pikachu's D-Smash. At 75%, this move will break a full strength shield at the end of it's 5 hits. And at 100%, the suction effect is strong enough that DIing out of the multiple hits is absolutely impossible, which considering the boost you'll be getting to damage and knockback and how this move eats shields is terribly frightening. Do remember it has some bad starting lag and is somewhat punishable at the end as well, though.


The Fury of a Mad God

"Shinigami!

Do you know the pain of having your skin torn from your entire body? I've forgotten it myself...

Try to make me remember!"


Up Smash: The Inescapable Certainty

Asura screeches as multiple scarves rise from him and wrap around themselves approximately a Ganondorf above him. This actually is faster than it sounds. This action itself deals no damage, but anyone who stays there is about to be in a world of hurt, as three scarves shoot out from this mass of skin scarf. Each one of these is homing against a specific foe out: If one foe has no stocks left and only two remains or only one remains, the extra scarf will instead home against the nearest enemy. Scarves home in at Captain Falcon's dash speed and will try their hardest to hit the foe once, which will deal 14%-17% damage, pretty low, but has a high knockback that KOs at 110%-95%, very high. The scarves will only strike the foe once, but they will pursue the foe for half of a second, a pretty fair amount of time, from when this move is used. If a scarf does not hit the foe in that time period, then it simply retracts like it does when it hits the foe, staying in place until Asura is done with any action he was doing if need be.

That's because, you see, Asura can move freely during this move, adding even more of an element of danger to this move. And you know how the scarves acted as solid walls during the Side Special? They still will as they follow the foe along in this move, acting totally solid...and letting you freely rebound your Neutral Special off of them to create a veritable maze of lasers, made all the harder by the fact the foes must dodge the scarves still. And at 100%...well, try dodging when you can explode the end of the trail. Not to mention using the Jab to travel foes upward against it or just plain using it with your overall amazing range. And we haven't even gotten to the madness levels helping it...

Asura suffers minor end lag after summoning it, but much harsher ending lag when the move ends and all the scarves return.

At 30%, foes must dodge the scarves for 3/4th of a second instead. At 45%, an extra scarf comes out of the bundle. This scarf always simply targets the nearest foe, making their life a bit worse. At 60%, scarves stay out until when they would normally retract, though they do not move after hitting the foe and simply stick around as something solid to use. At 75%, the foe must dodge for a solid second instead. And at 100%...Asura suffers absolutely zero ending lag from when the scarves return, meaning this move has only average starting lag and low ending lag. Truly frightening.


Down Smash: The Madness of Terror

Asura clasps his hands together and begins some Hindu chanting, his body rippling with red. After a moment of this that gives it startup that isn't too quick, a dome of red soul energy covered in Hindu and Buddhist runes bursts out until it covers a Bowser to both sides of him and a Ganondorf above him. This deals 17%-21% damage to anyone who happened to be hit by this and sends them flying to be KOed at 140%-120%. At the basic level of madness, the move ends and Asura returns to battle, as this move has very low ending lag for a smash attack. Combined with startup that is average, it makes an excellent GTFO move, which is sort of required for a 3v1 boss.

But at 30%, the dome will stay around for about 4 seconds after creation. This won't damage foes and they can enter it freely, but inside this dome of mystical madness Asura feels much more at home. You know how it normally takes him a second of idling to recieve his power boost? Inside this dome, it only takes half of a second, allowing much easier powering up! Foes can still interrupt you, but as your madness level increases, increasingly laggier moves will be needed to break through your super armor, thus making you more likely to get it off. Asura may only have one dome out at a time like this: Using this move outside leaves no dome behind if one already exists. At 45%, it stays around for 5 seconds. At 60%, it's length is increased to a Battlefield platform on each side. At 100%, the chant changes to a much shorter one due to Asura's maddening power being so abundant, cutting the starting lag in half.


Forward Smash: The Crushing Reality

Asura's most straightforward attack: One of his scarves balls it's end into a fist and punches forward 3/4ths of a Battlefield platform. It contains his best mix of damage and knockback on a Smash, dealing 16%-19% damage while KOing at 150%-125%. It's not very slow to start nor is it very fast, not quick to end nor slow. This makes it ideal to throw out when you just want to use a strong attack. Similiar to Link's Forward Smash, you may press A to simply use the attack again in a row with lower starting lag a single time. And at basic madness level, that's all.

At 15%, you may use the follow up F-Smash twice instead of once. At 30%, you may use it three times. In addition, you may now press back to have Asura seemlessly turn directions while using the attack, allowing you to strike foes who roll past you. At 45%, you may angle it like Bowser's F-Tilt and the like during startup, in addition to being able to use the followup four times. At 60%, you may press any direction with the follow-up attack to have Asura use his F-Smash in that direction, turning it into an omnidirectional attack. In addition, the followup may be used five times. At 75%, you may use the followup 6 times. And at 100%, it may be used 7 times and Asura's scarf fist now gains transcendant priority. Although it never does anything fancy, the fact it slowly turns into a transcendant omnidirectional attack makes it an insanely useful tool to simply beat up the foe without worry or to chase them around with it.


In the Grip of Madness

"The order you have created can provide humans with a sense of peace and security. But under the thin layer of skin of that order which you created...what could possibly be there?"

"Who knows?"

"That's a lie. You should know."

Grab: The Grip of Madness

Asura stretches out a scarf in four directions: two to each side of him and two diagonally upwards to each side of him. Small safespots exist between the two, but the safest place to be is right above Asura, as he has no grabbox there. Each one goes the length of Samus' grab, so you can also outrange it, due to the severe end lag Asura has that is associated with these sorts of grabs. Asura can actually use moves that don't require his scarves during this time, however, with a small delay before he can more similiar to a normal grab's end lag. Asura can grab multiple people with his scarves this way: They are thrown in the order they were grabbed in. If two or more foes are grabbed at the same time with this, it goes by classic controller port priority.

At a 75% level of madness, the end lag of missing with the grab is cut in half.


Pummel: Rehabilitation Session

The only one of Asura's moves here that hits all foes at once. Asura sends a red shock of madness through the scarves, dealing 1% damage to any grabbed foes. He can use this move at a rate of roughly Lucario's pummel. This move does not get the standard madness bonuses to damage and does not use up your charged idle madness either. Because it'd be dumb to be able to do 10% per pummel.

However, the pummel DOES double in damage at 60% madness, allowing you to deal very rapid 2%s of damage. Useful.


Down Throw: Scarf Slam

Asura's down throw is arguably his most important throw. The scarf dives down rapidly and slams the foe into the ground, dealing 7% damage. This causes the foe to be stuck in the ground as if they had been hit by the Side Special, needing to escape at 1.5x grab difficulty, with the difficulty renewed from their struggles with the grab. with this, you can easily put one or more foes out of comission, or even put all three out of comission to hit them with a strong attack, stall for your madness or sit idle to power yourself up for a strike. You can also use this as an extremely powerful spike, it'll throw the foe after a Ganondorf and a half of not hitting ground, since the scarves keep the foes held where they were grabbed and do not bring them to Asura, allowing him to grab people off the stage and spike them off. This makes it an amazingly versatile tool, able to KO or aid your setups.

At 60%, the foe is stuck for 2x grab difficulty.


Up Throw: The Identity of Madness

This move's usage varies. If you do not have more than one foe grabbed or do not use this throw again with another foe, it simply throws them up for 9% damage and a fixed knockack of three Ganondorfs up. Very useful, especially later on with your infinite vertical Jab, but not the main point here. if you use the up throw with someone else, then red and black energy will pulse through those scarves and the foes. After about a half of a second of this, the two foes have switched damage percentages! This is obviously very useful for a boss, as you can set up the weakest of your foes or easiest to kill with a high damage % or to pick on a single foe by switching the higher damage to them repeatedly to drain their stocks...

All is not exactly peachy here, though. Like some other throws in the game, foes can struggle free from this, keeping any previous grab struggling in tact for this. If either foe struggles free, the move ends with the other foe thrown up as before and no damage exchanged, in addition to additional end lag. Because of this and the fact it takes a while, you DO want both foes at least slightly damage racked. Plus, foes can attack Asura during this time...although at higher levels of madness, his protective super armor will help...

At 30%, Asura does not suffer increased ending lag if a foe escapes. At 100%, foes grab struggles are reset when this move is used on them, making it a LOT harder to escape from this move.


Forward Throw: The Swirling Madness

Asura's most basic throw. He simply spins the foe in place a few times before throwing them forward for 11% damage and knockback that KOs at 170%, although given you can grab people in odd spots that can decrease. It has no other special usages, instead being used as a simple general throw. If you want the foe away from you or to KO them near the side or edgeguard them, there you go.

At 30%, Asura spins the foe twice as fast, giving the other foes less time to break free of your grab if they are grabbed.


Back Throw: Around the Mad Mad World

Asura's best damage racking throw. Asura twirls the grabbed foe around himself, hitting any other foes he has grabbed with them as well. They take 6% damage from their teammate being used as a bludgeon against them, though this is not boosted by norma madness boosts, before the grabbed foe is tossed away for 15% damage and pathetic knockback that can't KO. You really only want this for the damage. If you grabbed 3 foes, the third one can be in a world of pain...

At 30%, each foe takes 9% from the bludgeon instead of 6%. At 60%, the throw is twirled around twice as fast, giving each other foe less time to escape. At 100%, each bludgeoning deals 12%.


Madness in the Sky With Black Blood

"By simply relying on the order which is enforced by cover-ups and lies, the truth cannot be obtained...

Turning a blind eye on bad circumstances and always procrastinating on the matter at hand...destruction itself cannot be hidden!"


ZAir: Shackled to Sanity

To those who don't know, a ZAir is performed with a grab input in the air and is in Brawl: Samus and Link can use ZAirs, for example. They're all tether recoveries and all save Lucas' deal damage. Asura's is also a tether recovery that goes forward and up diagonally. It also deals damage: Anyone who gets in the way will be dealt 7% damage and weak upwards knockback. IT doesn't take long to come out, either. The tether goes about as long as Link's.

While the tether recovery is somewhat nice early on, it's actually the attack of this that is cool, because you can follow up the attack by hitting A or B when it hits the foe. It's important as to if you hit A or if you hit B. If you hit A, you'll pull the foe towards you, ending in a frame neutral situation...while B pulls you towards the foe, still ending in a frame neutral situation. This is a pretty important distinction: For example, you can drag a foe to their doom by pulling them to you later in life and just Up Specialing away, or you can use it to grab on to a foe and pull yourself to them as a recovery or to escape another foe. It also allows you to either move foes, say, into a laser or drag yourself to them to pressure them into a nearby laser. The possibilities are many.

At 30%, Asura reels the foe in or is reeled to the foe at 1.5x the previous speed of Mario's dash. At 45%, the tether's range is increased by 1.5x. At 75%, it's range is increased by 2x instead. And at 100%, Asura can grab onto foes with ledge invincibility, preventing anyone from ledgehogging the tether.


Glide Attack: Pain's Taste

Asura's glide attack is actually somewhat interesting. He'll shoot forward a Battlefield platform in whatever direction you were facing when it was used with his arm outstretched. Any foe he runs into will be grabbed by the throat or, if they lack one, just plain grabbed. After that, one of two things can happen. If Asura is over solid ground, he'll divebomb with the foe similiar to a midair Flame Choke, slamming into the ground with them for 12% damage and leaving them in prone. Given Asura's area of attack moves like Down Smash, prone in front of Asura isn't the nicest place to be, especially since later on he'll have super armor against any of your getup attacks. A very useful tool.

If you are NOT over solid ground, he'll simply footstool them with double the strength of a normal footstool, ignoring the normal freefall of his glide. He won't be able to glide again until he lands, but it's still an excellent way to boost your recovery, especially early on, and it can actually be quite powerful over the egde with foes.

At 15% madness, he'll shoot forward at his normal dashing speed, which is faster than what the move usually does. At 30%, the footstool is changed into a weak spike that deals 7% damage and does a bit more knockback than the footstool would, fixed. In addition, the flame choke-esque move deals 15% damage now. At 45%, the knockback becomes unfixed and allows it easier KO chances. At 60%, the damage is increased to 10%. At 75%, it becomes a spike as strong as Falco's down aerial. In addition, Asura has complete super armor while diving with the foe. And at 100%...well, it's as strong as Ganondorf's down aerial.


Glide Special: Madness Raign

Asura pukes up Vajra once more, firing out four red orbs of energy about 1.5x the size of a Pokeball out in front of him. Their firing path generally follows whatever direction you were facing while fanning out, with a slight randomness to the start of their arc. Each of these little projectiles deals 8% damage, but pops the foe up with some decent knockback, though it won't kill for far too long to matter. They'll keep going until they hit a foe or solid ground, passing right through apparitions. This makes it an excellent way to swoop down and shoot over an area to create a little bit of bullet hell.

But the great thing about this attack? It doesn't end your glide! That's right, you can just keep on chuggin' along, even using this attack multiple times while gliding. Note that you do keep moving during this attack and that since Asura goes into freefall when his glide ends he can't just camp endlessly, but he can create some effective bullet hell with this, his lasers and so on and so forth.

At 30%, Asura fires an extra orb out when he uses this. At 45%, he slows to 3/4th his normal speed while using this move. At 60%, yet another extra o rb is added on. 75%? Two more extra orbs are added on, so now 8 total fire. And at 100%, Asura can still control his glide while firing, allowing you to control where it shoots!


Neutral Aerial: Ancient Chants

Asura clasps his hands together once more, his chants against Hindu, before a sphere of red energy covered in Buddhist and Hindu runes appears around him, covered his body and a modest amount above and below him. This is actually really quick and deals a good 10% damage, while knocking foes away a modest amount that KOs at 190%. The poor part is that it has extremely high end lag as the sphere dissipates. Asura still travels at his normal air speed in whatever direction he was DIing in, by the way. Still, the fact it's so quick makes it excellent to use with your ZAir.

At 15%, Asura actually goes twice his normal air speed during the end lag of this move, making it somewhat helpful for recovery. At 30%, the sphere will reflect projectiles. At 60%, the end lag is cut to a more managable 3/4ths of what it was, though it's still very large. At 75%, the sphere becomes 1.5x as big as it was before, making it annoying to avoid. And at 100%...the sphere explodes at the start of it's ending lag, dealing 15% damage and knockback that KOs at 120%! While this explosion actually doesn't fully cover the end lag hitbox wise, Asura is still surprisingly punishable, it does make air dodging both the initial attack and the explosion a very precise timing, to the point some might just want to eat the original attack. Note that you pretty much lose the projectile reflecting to cover you during your end lag too, as the sphere is sort of...you know...exploded.


Up Aerial: Vajrain

Asura once again pukes Vajra up, this time pointing upwards. He releases a grand amount, 10, of the same orbs from the Glide Special straight up, which fans out as they go up, like a spread shot. Each orb does the same as the Glide Special: 8% damage, decent but non-KO knockback. This move has average start up and some bad ending lag, but it will continue even if Asura lands. The knockback on these is primarily vertical, by the way. The virtues of being able to start an upwards bullet hell when you have a jab that can potentially have infinite vertical height should go without saying, but it is also once of Asura's only ways to really clutter the area DIRECTLY above him, along with an upwards angled NSPec, NAir and DSmash. Trapping a foe against a high arcing scarf ceiling can be fun too...

At 30%, an extra orb is fired. At 60%, another extra orb is fired. At 100%, Asura's end lag is cut to 3/4ths of normal if he lands during this move and he has complete super armor at the top of his hurtbox where he is firing Vajra.


Down Aerial: Drop By Hello

Asura performs a stall than fall, simply crossing his arms and dropping like a rock. Anyone caught under him is dealt a hefty 14% damage along the way, along with spiked with 3/4th the strength of a Ganondorf DAir. The starting lag is somewhat bad for a stall than fall, but that'll be answered soon enough, and ending lag is fairly bad but not major. If you want to get down quickly do to your crappy fall speed, this is the move for you.

At 15%, the starting lag for this move is MASSIVELY reduced, going from slow to fast enough it can be used to dodge very slow aerials. At 30%, the stall part of the move is lost completely, he just starts dropping. At 45%, Asura can cancel this attack into his up special or glide after a moment. At 60%, he creates a shockwave when he lands that travels half a Battlefield platform in both directions, dealing 3% damage to foes and tripping them. Ay 75%, this shockwave goes a Battlefield platform. At 100%, it also goes one Ganondorf in the air, and the start of the attack has a weak suction effect that can bring foes into the down aerial. In addition, he can cancel the move at any time with a jump, up special or glide.


Forward Aerial: Field Blazer

Asura makes his usual noises as he pukes out Vajra, shooting a those red energy orbs forward and diagonally down, roughly six of them. These orbs do the same as before, 8% yadda yadda. But these orbs aren't exactly the same, they like to explode when they hit the ground for a hitbox aobut the same size as the projectile, but for 11% damage and knockback that makes them slide across the ground a short bit. Starting lag is, as usual for Vajra moves, a bit high, along with the ending lag. But you do maintain your momentum during it, allowing you to pelt a pretty wide area with these things, since they fan out. When enemies are dealing with having apparitions in their face, this is a great way to deal with them and rain energetic death on their faces while covering escape routes.

At 15%, the orb's explosions become equal to 1.5x the size of the orbs. At 45%, Asura will shift to firing the orbs straight forward when he lands on the ground instead of the move being cancelled. At 75%, two orbs are added to the attack.


Back Aerial: Flogging of The Madness Chains

Asura whips a scarf behind him, whacking anyone behind him for...4% damage that hits the foe towards him. This is pretty useless! It at least has almost no ending lag, though. For that matter, it has very fast starting lag, and little knockback, so you can sort of do a reverse wall of pain with this. That's somewhat useful.

At 15%, another scarf also attacks with the same damage. Since the foe is pulled in, they'll be hit by it. 30% Another scarf is added in. Same deal as the first scarf: Get hit by one, you'll get by all. 45% Yet another extra scarf. In addition, this attack will now finish if you land on the ground, letting you wall of pain with shorthops and on the ground. 60% A fifth scarf is added. 75% A sixth scarf is added. You can now walk and use non-scarf attacks on the ground while this move is active. The scarf is too strong to WoP with it now, though. End lag is increased due to the amount, however. 100% The final seventh scarf is added, making this a deadly damage racking move, seeing as you're doing a bunch of 4% damage hitboxes with boosted madness damage. Ending lag is now furthered increased and fairly bad, but since you're not WoPing with it anymore...


Final Smash: Madness Consumes

Asura's final smash is a simple mechanic booster, because the only other option would be his dumb final form that barely appears in the anime anyway.

Anyhow, if Asura uses this and madness isn't 100%...it just goes to 100%. You're sort of screwed, since you probably haven't hurt him a lot before now and so are utterly unprepared for the asswhooping you are about to have. And if it's 100%? You get 15 seconds of Asura's idle madness boost. Your opponents will be driven to the madness of suicide before you finish them off, really.


The Madness of Terror: Playstyle



"There's nothing unusual here…The appropriate one stands in the appropriate place after the inappropriate ones have collapsed to the ground, defeated. There is nothing unexpected or odd about it. Because this is reality. Not one shred of uncertainty exists here. Not even fear, of course…"

Asura's playstyle...he's all about range, range and madness, the range to keep foes away and let his madness fester in the minds of many and crush them. Early on, Asura is vulnearable: His recovery isn't that strong, aside from the glide, and he lacks a lot of boss resistances or they're heavily weakened. Try to stall during this time. Trap people with Side Special and run. Knock them away with Down Smash and use the range of your projectiles, especially Neutral Special, along with your great melee range, ESPECIALLY down tilt, to keep goes away until you get at least one level of madness up. As it goes up, you gain access to lots of new tricks. You can use Jab's ever increasing vertical height, combined with your Up Aerials bullet hell properties, to force foes into a deadly projectile dance of your own design. You can use your now infinitely bouncing Neutral Special, combined with the walls of your Side Special and Up Smash, to create a maelstrom of trouble for the foe. You might now even be able to keep the foe occupied enough to sit still and relax, gather your power...

As you get higher and higher, you'll find more things to abuse. Your omnidirectional F-Smash becomes a grand approaching tool or to space foes away, as it hits strong and everywhere. You become less and eventually immune to longer combos and grabs entirely, locking foes out of key pieces of their game to stop you. Down Smash becomes able to get your boost faster and moves like Down Tilt and Back Aerial become amazing damage rackers. But your laser is now getting better and better, so it's a good idea to keep abusing that too, and perhaps even try healing off some damage. It's somewhat hard to explain how Asura plays in words as I feel that it is somewhat self-evident in the set, as you really do essentially become a god as you get more and more madness. Matches with Asura often come down to killing him fast or getting killed. If I feel like it, I'll see if I can improve this later, but for now...

Enjoy the Madness of Terror. The Demon God, Asura.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Updated weighted rankings.

Let's go back to hell! :D

Yet more royalty with Queen Worm. Jeez.

...Why does acid make a sticky trap, anyway? wouldn't it make a...acidic burn-y trap?

The fuel seems to be handled quite well here. I was going to say 50% is a lot for F-Smash...but it seems pretty easy to DI out of, so it's not as big of an issue. Up Smash actually seems like a really cool move: It not only has cool effects both in and out of the ground, but the way it deals with edgehuggers is fun too! D-SMash is...eh, the grab game is actually pretty nice, with some minion use that is both logical and healthy, even if it's not super flashy. Another type of acid? I guess that's where the burning went...

This set does some really interesting things with fighting underground, though parts of it do bother me: the way Queen Worm works when pitfalled feels awkward and the fact she can shake the main stage like that makes D-Smash kind of frightening. The mechanics for Queen Worm and jumping and having shield attacks over aerials feels slightly awkward when Queen Worm could have a more Smot-ish way of going up. And while Down Special is good playstyle wise, why does her puking up fuel she already ate and then re-drinking it cause her to become more flammable? Or did it come from somewhere else and I just misread it? I could probably pick out some more things, but it ended up pretty good and those complaints are probably more nitpicky than you'd care for, so I'll end it here.

Severe Lack of Arcana

Seven times as much damage?! That's...that sounds like a lot.

Mind Burn is an awesome move, especially for Capture the Flag. Spiked Carapace is also cool...can you use it and then go into invisibility to use it while invisible? That would be awesome. The scarabs are also actually quite excellent, especially with how you can carry one with you and then use them while invisible, while the revival reminds me of Zombie Master a lot.

The standards muddle the waters on if Nyx Assassin's power is too strong, as it seems like 84% damage can be dealt pretty easily...but the invisibility has a very long cooldown, so Nyx Assassin might actually do less damage in that time than, say, a Soldier...but 84% damage in one hit is strong, even for CtF...

Back aerial is actually a pretty sneaky little trick, I like it even though at first I was like eh, and some fine writing style is on display here. I will admit, though, I do not much like some of the mental use of this moveset: Blocking anything more complex than a block or a kick means it either heavily hoses swords characters and the like while hardly hurting, say, Mario, or is a fancy way of saying except standards/aerials, which isn't too bad but feels sort of odd for the fact it is such a strong effect but not very hard to get off...and the pummel makes me uncomfortable with it's high potentially for annoying stall. Down Smash also contains something I dislike, pitfall traps, even if the way of getting back to base or to get to a pitfalled foe is good. Up Smash doesn't seem like it has enough downsides...

So in the end this moveset leaves me in confliction. On one hand, I feel it has some balance issues, between the damaging, some moves like Up Smash and the scarab's mental nature/Pummel and such...but at the same, the fact his damage is lackluster otherwise does mean that he might be more balanced than one first thinks. And I think the scarabs are one of the cooler things we've had this contest in how they're used, a sort of trap-minion, while the invisibility is handled fairly tastefully and I did enjoy the moveset overall. Ultimately...I felt it was balanced out enough, even if it still leaves me with a good deal of quibbles.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Asura
Can I say right now that the boss genre's been getting over-saturated as hell lately? In this block I have 4 bosses to comment. I mean, we're still making sets for Smash Brothers, and frankly this is a type of entire character that was never in the game to start with. When a third of sets in the past couple weeks are bosses, it gets worrying. That aside is actually somewhat relevant to the quality of the actual set, given it frankly does nothing that other bosses haven't done far better. The mechanic you introduce is okay, what with Asura just gradually getting stronger as the match goes along until he's generating weaker copies everywhere and nigh-impervious. That stuff would be cool if it were ever capitalized on, but you forgo that for what are flashy but ultimately uninteresting ranged moves to just camp. The set also can, well, just abuse the amount of grab difficulty it has to just generically stall into said transformation, and between that and providing a few barriers via camping it ultimately results in an entire bloody BOSS moveset based around stalling for time, something freaking any MYM set with set up worth it's salt does. The key here is there's nothing actually interesting to come out of the set or any skill involved in making the set ups, just more disablers and better defenses when honestly higher defenses would probably be appreciated more earlier in the match. Not to mention I don't see why you'd want to make a boss with this particular concept when frankly trying to stall as a boss or get free space is just about the worst idea ever. He is going to very, very rarely, if ever, get to use his stupid healing or idle bonus.

And while I don't usually bring up this sort of thing, I feel some attacks, such as Side Special, feel kind of awkward to envision. So he just plants these strings on his back as walls and pins foes with them? Feels weird. You never make it clear whether or not they're hooked into his body or much. That's just a minor nitpick, what's more awkward aesthetically is just the fact that a lot of his best projectiles become available to him in the air, so on the ground he'll frequently find himself short hopping to abuse some projectile he could only get in the air.

Queen Worm
Tunnel sets are a rare sight, for honestly pretty good reason. Tunneling doesn't work on the vast majority of stages, though you provide a method to at least make it somewhat functional. Some of what worm does with the terraforming is quite interesting too, creating earthquakes and various ways to abuse the ripped apart nature of the stage. Where I don't like the set is that it relies a lot of locking down foes inside tunnels and allowing Queen Worm to be evasive and stall, it feels a bit much especially in the Side Smash which is basically a perfect get away for the 7 seconds Worm has underground. It's not really bad though, the set provides an interesting take on minions with how little control you have over them but there are still plenty of creative ways to use what they do. I like the prospect of sniping at foes through their thin tunnels a lot, and of course the gas cannister is an absolute blast(har har) to play around with using all the slopes and gaps you make. I have a bit of trouble really liking the set that much when a lot of her game is fairly dull both to play and read, but there is enough of the higher quality stuff that it is overall solid.

Mukae Emukae
I want to keep this brief since you seem to be upset right now and don't want to alienate you, but this set is pretty godawful. You provide a barely workable mechanic in the insane stage destruction that the foe can trigger merely through her contacting the ground which could easily demolish the entire stage, and then play off it in... the least likable way possible. There's pinning to a wall, a stage cling, and some generic ways to push opponents downwards, stuff that bloody Drillman.EXE did better, or even less tolerable things with her godawful grab game that's just tacky and ultimately ends up highly redundant(two of the three throws basically do the same bloody thing). I'll excuse it a little as a rushed work on a character who really comes across as nigh impossible to make well(not to mention after three months or so of doing basically nothing MYM related), and I don't want this to deter you from future setmaking, I just can't approve of this in any way or form.

[Glow]Sauron[/Glow]I actually don't particularly mind this set, a bit to my surprise considering how little I liked it upon first previewing it. Sauron gradually turning the stage into his own personal lava dungeon is kind of fun, especially the way in which he goes about it with combining the fire and lava, with many attacks causing it to almost be spread around casually. Sauron has to be careful not to extinguish his flames though. The offscreen army was also a neat replacement for aerials, though admittedly the whole thing felt rather poorly executed, the attacks being fairly boring and the Fellbeast and cancelling aerials in particular feeling awkward. Still, it gets across the feel of Sauron very well, creating a giant monolith that empowers him and then turning the stage into almost literal hell as this massive, plodding bruiser gradually becomes more and more impossible to avoid, and all the while having a downfall largely in how slow he is. I mean look at that armor, there's no way that thing can be fast.

I don't feel it's a good set though, as in spite of the basis feeling strong, I feel that you could've handled a lot of stuff better. I dislike choice moves like the ring, even if the decision is interesting, I think it would've been better as something the foes could find by destroying part of the tower and exchange between them or something. The set's also pretty redundant and very heavy on the boss disablers. There isn't a need for more than one move making a lava wave, because while it was cool on the FSmash it's less cool when you reuse it on 2 more inputs. And there sure as hell are a lot of grab hitboxes, with the plain grab and Fellbeast coming across as awkwardly broken compared to the rest of the set as Froy did point out. I don't think it's stuff that can't be fixed, but that and the general lack of much of an overall goal beyond abusing one interaction over and over makes me feel the set's not nearly as strong as it could've been. If it means anything though, this is better than anything you made in MYM12.

King Sombra
I swear I've commented three sets that sort of set up on their own already this block, and Sombra feels the blandest of them, though I think it's better than Asura largely due to not being a boss and the fact that I feel in actual gameplay it'd be a lot more fun to play with. Sombra just generates a big crystal which creates a gradual change in the stage, and then plays off it by applying some fairly generic buffs to his attacks. At the very least Sombra's longish melee range and campy nature allows him to defend the crystals, which rather desperately need it given how frail they are. You also have the tether and the crystal warp, which admittedly feel like bland and very forcible ways to get the foe where you want them, I'd like a little more strategy involved.

I guess aside from that, what makes me like it less than Garble is ultimately that Sombra as a fighting game character feels less interesting in combat than Garble. Garble's melee game tends to have little "gimmicks" to it that at least generally improve it. Sombra's just awkward and trying to set up something that honestly contributes nothing to excite the reader or the player, just a fairly straightforward damage and occasion range buff. It just really lacks anything that I think really makes the set-up contribute to the set, and as such the set ultimately feels like it's just "there". Thankfully there's nothing particularly wrong with it if you look at it from the standpoint of pure functionality, and the larger degree of creativity here mixed with the deeper melee game of Garble could possibly lead to a set I'd actually appreciate from you. You'll just need to work there.

More comments coming soon, I have other stuff I need to do at the moment
 

Hyper_Ridley

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

The Thunder Golem is a giant entity composed of rocks held together by strands of electrical energy. At first glance, this is a simple power fighter, using relatively slow attacks to overwhelm opposing defenses. However, this is where the lightning part comes into play.

See, it can channel its electrical veins for quick bursts of movement in the form of mobility attacks. When using these attacks, its lightning changes color, indicating that it can utilize the dodge component of Nimble Fighter, separating its components rocks into the foreground and background. The damage reduction aspect of Nimble Fighter is quite fitting for a hardy creature, and the dodge aspect allows it to vary its approaches to make up for its otherwise slow movement speed. Even better, The Thunder Golem has a few simple terraforming attacks, creating hills that transform some of its moves into mobility attacks that benefit from Nimble Fighter!

With strong shield damage, powerful finishers, and mobility to help it close in, the Thunder Golem is a terrifying sight to behold on the battlefield.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Gigalithe

This and Derpy Hooves haven't really gotten any comments or rankings, so I thought that it would be a good idea to go back and talk about them, even if it is late.

First off, though...that blue is too dark, I think. I have to strain my eyes to really see it well. Just a tad of lightening upw ould fix that. If you ever need help with colors, try playing around with this RGB color calculator and post preview.

Sandstorm, combined with Sturdy and Sand Force, is actually a pretty interesting idea. Admittedly, it probably needs a slight number crunch (3 SBBs means it basically covers the entirity of Battlefield). Automotize is also missing something I was hoping, which is that it halves weight. It would have been fun to see Gigalith be able to sacrifice it's bulk for speed, letting you choose between a quicker killer or a bulkier tank. Jab's effect seems like something that would be a bit too unreliable, yet annoying to play, though the dash attack is somewhat interesting and is certainly useful.

F-Smash also has the SBB range issue(So did SSpec), heh. I also don't really like D-Smash: Gigalith probably has enough projectile-esque moves and range and could use a D-Smash that hits on both sides of him. F-Throw really should do more for the 2% self-damage.

But overall, it's an...okay set, but the organization can be a bit eyeburning with a combination of bright red and deep blue and a lot of the set is very basic, which while it isn't bad, means that it's not too interesting when the non-basic parts are...okay. I would have liked to have seen a little more interaction with the sandstorm, the numbers repaired of course, you could use Solarbeam as a more charge heavy move rather than a throw given how it fits with Gigalith too, but it's ultimately just a dislike and not a hate, and I enjoyed it more than Trixie.

I just don't know what went wrong!

I was gonna make a Derpy moveset, too. I wonder if I should do so next contest...

Compared to Gigalith however, Derpy is a major step back. The muffin healing feels a bit too spammable, unless .5 seconds means half of a second, in which case it's nigh unusable. SSpec similiarly is pretty bad, unlocking a basic attack for all of this trouble, and the rest of the set doesn't really provide any playstyle. The attacks are just...attacks: They don't interlock and work well together like a Brawl set, nor do they interact and become like an MYM set. Instead, they just have usually very low chances of the attack having some added downside in an attempt to give this set character, when it could have been expressed via animations and soul.

So what we end up having is a set I just can't like, as it doesn't really flow or have playstyle, while being either broken or amazingly UP depending on the muffins being eaten, and so on. It's only a one day making this somewhat understandable...but I really didn't like it.

GEToDOS

Foes get 1500% total stamina while GLaDOS only gets 900% total stamina? Something seems off with those numbers!

Vwey direct indeed.

The portal tricks here are in general quite nice, handled smartly and savvily, although the character feels very UP: She has to burn through way more stamina than the foe does when 3 foes can probably damage rack her better than she can them and the turrets only having 5 HP makes them a bit too vulnearable to jabs I think. A lot of GLaDOS' cooler tricks she'll have trouble actually doing given these circumstances, which is a bit sad. I do dislike the Up Smash on this, as the fact it only works with the incinerators is annoying and I feel GLaDOS could have really used the extra move. She is somewhat lacking in move-moves, after all. I also feel some inputs involving the platforms and the raising/lowering of the ground under GLaDOS could have been streamlined or combined, allowing for extra moves which GLaDOS would appreciate. I also did not feel much love for the Aerial Faith Plate.

But overall the open-ended concept of this set is achieved in an enjoyable manner, creating a feel of experimentation appropriate to GLaDOS in it, though I feel it does have terrible problems with balance due to it's staminaness, attacks and the turret HP. Thus it recieves an enjoyable score. Nice to see a set from you.

As usual, (weighted) rankings updated. Enjoy.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Thanks for the feedback, froy. If I were to fix the HP problems would it make the overall set more enjoyable? Its only a few simple keystrokes
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Thanks for the feedback, froy. If I were to fix the HP problems would it make the overall set more enjoyable? Its only a few simple keystrokes
I don't know if it would for others, but I'd say it would for me. A lot of times while reading the set I just kept getting this nagging portion of my brain telling me she'll be dead before X or whatnot.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Reminder to: ForwardArrow, Big Mac, n88 and Katapultar, you have like a say and a half to get your week two in :p

:phone:
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544

The Vigilante
The vigilante is a troubled man with a dark past and a history of violence. He fights forces far out of his league, and his battle may well be never-ending. He fights on not out of passion, charity, or even necessity, but simply because he knows nothing else but his own private war. His ground movement and dodges are superior as a result of his dangerous lifestyle, but his shield is poor, as are his aerial capabilities. His ability to Take a Knee allows him to battle evasively and prolong his death.

The vigilante is a man of extremes, and is capable of either dragging out a fight or throwing it all away and trying to take the opponent down with him. His weakness lies in his inability to find a middle ground between guerrilla and kamikaze.
 
D

Deleted member

Guest
So I reworked this, I thought I'd post it to get some critique:

Lyndis



I used Guilty Gear's Baiken and BlazBlue's Hakumen as an inspiration for her moves and style. A lot of her counter mechanics are a derivation of their counters.

In addition, some of the moves I used for her were inspired by some of Kenshin's more realistic moves in the Manga "Ruroni Kenshin," considering the protagonist of said series uses the same style as Lyn, it's a good reference point. For the record, note that most of Kenshin's moves in his series are actual Battoujutsu moves, and some can actually be seen used by Lyn in Fire Emblem as it is.

[COLLAPSE="Inspirations"]


[/COLLAPSE]

If you've ever watched or read Ruroni Kenshin, you'll remember that Battoujutsu was a killing art, it did NOT focus on combat, it was a swift killing technique focused on ending combat as soon as possible. Battoujutsu is a derivation of Iaido/Iaijutsu, the key distinction in this style is that the sword is always sheathed, and is drawn in very swift and accurate movements, only to be sheathed again.

Now with that in mind, this is how I built Lyn's character and combat strategy. Like I said, Battoujutsu is not focused on Combat itself, but on killing enemies quickly, this is essentially her playstyle. She's light weight and suffers from frail defenses, however, her speed and offense are insane, being the fastest sword user in the game, literally vanishing during a lot of her attacks as well as during her rolls, and being equipped with very good pokes and killing moves. The key to using her is managing her distance properly and using her vanishing ability to mix up her opponents and set them up for lethal combos. However, this comes at a price as her range is rather short for a sword user, and she must place herself in harms way to do good damage and knockback. As a compensation for this and her low defenses she comes equipped with hands down the best and most complex Counter in the game. She's a counter focused character, with quick short range moves, and very high mobility, back in Fire Emblem, she had INSANE Speed, usually hitting enemies 2x every time (4x with a Brave Sword). This brings me to my next Point, Combos. Lyn would be a great Combo Character she would be the Slash to Marth’s Pierce, but with less range and better speed, a heavier focus on being able to counter, and a Special focused on preset combo moves.

Lastly, to add a bit more to the mix, I wouldn't give her ONLY sword moves, but I feel simple Kicks would work with her as well.

Anyway, here's some links to all of Kenshin's moves and their names/descriptions:
http://ruroken.8m.com/hitenmrhtm.htm
http://ruroken.8m.com/hitenmrhtm.htm

The Moves:

Specials


[COLLAPSE="Standard B: Counter"]


As I said, the best counter in the game, it comes out much faster than Marth's however, the timing is a bit more tricky, you have to be skilled in order to use this. Like all counters, she's invincible when DOING the counter. Also, in addition to using this technique, you have the opportunity to follow up with one of 4 commands, each one doing something different.

-Not doing a command will cause her to parry her opponent's attack and leave them open to a counter attack, she sets them up at her sweetspot, but does practically no damage doing this (1%-2%).

-Pressing A right after she counters her opponent's attack will cause her to counter attack with a rapid slash, it does decent damage (13%-17%) and knockback allowing you to pursue your opponents.

-If you instead choose to press B, Lyn will vanish and appear behind her opponent and slash them with a powerful slash, this is a very quick move, however, the slight delay does allow your opponent some time to block if they see it coming, this is where the mind games come in as this is MUCH more powerful attack than the A variation, doing 16%-21% damage and very good knockback, still not quite a killing move, but at high damages it just might earn you a KO.

-Your final option is pressing Jump and any direction (or no direction), with which Lyn will vanish and reappear a short distance away in the direction you pressed. She doesn't cover mush ground with this, but enough for evasive maneuvers. This is essentially her defense against Powerful Ranged Attacks and Explosives, but it can also be used for mind games.

Now, in addition to all this, whiffing Lyn's counter has less delay than Marth's, Peach's, Ike's or even Meta Knight's. This is done due to how tricky the timing can be on it (about as tricky as Hakumen's drive), but she's still open to a counter-attack from quick attacks. Also, her counter works on everything from attacks to projectiles to command grabs (like Bowser's Side B), not Normal Grabs (Z/Shield+A) though.[/COLLAPSE]


[COLLAPSE="Side B: Amakakeru Ryu no Hirameki (someone more creative can rename this)"]


She pushes the ground with her front foot and vanishes appearing a certain distance from her starting location. It has much less range than Fox's Illusion, but it is an effective killing move. She only attacks if she catches an opponent with it, so outside of that, it's an OK recovery move as it can also be used in mid-air. It has landing lag on both occasion, but double if she attacks, and the knockback only happens when she sheathes her sword having a delayed effect, so she DOES leave herself exposed to attack for a bit, but you have to be quick.[/COLLAPSE]


[COLLAPSE="UpB: Secret Technique: 15 Lethal Strikes"]


She kicks off the ground doing a high leap. If she catches an opponent with it, she'll stop at their height and draw her sword, the moment it's drawn, they're immobilized and she does 15 rapid strikes at their weak points, each strike does 1%-3% damage, the last strike having heavy knockback. After that, she falls like every other character.[/COLLAPSE]

[COLLAPSE="DownB: Suio-ryu Iai Kenpou"]


She draws her sword and does a rapid slash. This move is delay-able allowing her to concentrate, thus increasing the damage, knockback and range a bit. The high angle of the move makes it a good Anti-Air move, and the fact that you can delay it makes for good mindgames. You can only delay it for a maximum of 2 seconds.[/COLLAPSE]

Normal Attacks

A = Lyn hits with the hilt of her sword. After landing this hit you can press A again and she will perform a Knee Strike to the Solar Plexus. Finaly, press A 3rd time and she performs a downward vertical slash.

><+A = Lyn does a rounhouse kick with her back leg towards her opponent's head and continues the spin leaving her back exposed. You can then press A again to do a reverse horizontal slash with her sword similar to Kenshin's Ryu Kan Sen (not exactly like it, it would be similar to TKD's reverse side kick (or back kick) for those who know MA, but with a sword, however that's the best example I can think of).

^+A = This is similar to Kenshin's Ryu Shou Sen: A rising attack where she places her hand on the bottom of the blade and holds it horizontally above her head, then rises straight up, aimed at the opponent's neck.

v+A = Lyn stabs her opponent's foot with her sword. It is a good poke with decent speed and hits low, it also causes opponents to bounce upon getting hit.

Dash+A = Lyn vanishes, does a slight jump, and does 3 quick stabs aimed at her opponent's neck. You can see this move in the .gif.

Smash

Note that while charging a Smash Attack Lyn takes the same exact Battoujutsu style stance for all 3 of her Smash Attacks, this makes her unpredictable and is a core feature of her character, given that Battoujutsu is built on the premise of speed and unpredictability.

[COLLAPSE="Kenshin"]
[/COLLAPSE]

><+Smash = She does a forward horizontal slash similar to Kenshin's Sou Ryu Ken. In a typical Samurai fashion, the damage has a slight (wind-like) delay effect. At the end of this attack, if timed properly (now this is tricky), you can press A again to do two more successive rapid "heavy" slashes. Pretty much video related: http://www.youtube.com/watch?v=CFIVxm6eKBA. The follow up can only be done on the charged version.

^+Smash = If uncharged, she does an upward slash in an arching motion. If fully charged she does 3 very rapid upward slashes, with the 3rd one being the "heavy" knock-back one.

v+Smash = If uncharged, she simply spins in place while crouched and does a full crescent horizontal slash that covers both sides. Fully charged it's more similar to Zoro's Tatsumaki from One Piece, minus the ridiculous lasting tornado. This is the best visual representation: http://www.youtube.com/watch?v=LHHl0sC78jI#t=0m55s (55s).

Aerial Moves

Nair = Lyn does a front flip while swinging her sword vertically above her head. She spins twice and the sword comes out only at the beginning of the second spin, it is a quick move so there isn't much delay, but the delay makes it tricky to time, but also tricky to predict. This attack is a Spike.

Uair = She does a horizontal spin (she turns her body horizontally while doing a 540* rotation), and does an (upward) slash by extending her arm.

Fair = A forward horizontal slash with an upward curve. It has higher knockback when hitting from up close.

Bair = A Mule Kick similar to Sheik's, but with slightly more punch if she hits from up close.

Dair = Essentially Kenshin's Ryu Tsui Sen, she faces the ground and dives towards it while pointing her blade downward, with a slight angle. You can see it in this video: http://www.youtube.com/watch?v=NK5-jY0jGhk#t=2m45s (2:45), except Kenshin does more of a slash. My idea is more like, the dive itself if the slash. The stance is the similar though. You can also see Lyn do this same exact stance in her critical hit .gif. What's unique about this move is that the animation allows for it to be used in conjuntion with her 8A, you can do her 8A right after this move. The slash of this sends her opponents upward allowing you to combo with 8A. And then follow up with other aerial or her 8B.

Throws

Down = She slams her opponent on the ground, mounts them in missionary possition, and stabs downward with her sword at her opponent's neck.

Up = She steps on her opponent's foot and does an upward slash as if she were slicing her opponents in two; opponents are flung upward.

Forward = She stabs her opponent in the torso and then kicks them away.

Back = She spins the opponent around, steps behind them and gets them in a choke hold placing her sword at their throat, and the slices. As they fall, she kicks them away from her with a side kick.


Taunts

1. something...

2. Draws her sword, inspects it closely, and slashed toward her side as if to "clean the blood" a small gust appears at the ground, she twirls the sword and re-sheaths it.

3. Draws her sword places it horizontally above her brow as if glaring at her opponent, says something about honor in Japanese and re-sheaths it

FINAL SMASH

Her critical hit in her .gif. After grabbing the Smash Orb, you must strike your opponent (like Ike's), and the opponent is then "paralyzed", she then does and upward slash with a back flip, and vanishes into thin air, only to reappear at all sides above her opponent in 5 copies and bring a maelstrom of pain down on them. The opponent is then thrown flying of the stage for a K.O.

One more thing, being a Battoujutsu user, she always has her sword sheathed when running, jumping, crouching, etc... The only times she draws it are when she attacks. That is the premise behind Battoujutsu. Her "ready stance" would look something like this:

Also, her focus is on quick speed and fast combos, meaning her jumps barring her U+B are a bit shallow compared to Marth (I would say similar to C.Falcon, but with Fox's falling speed), however her attack speed and running speed are much greater. She does more damage at closer ranges, given that her focus is all about running up and getting real close to do combos. However, her range would be greater than Meta Knight's as she's not about SPAM/Trapping combos, but rather more about fluid and fast, Guilty Gear style combos. I feel her running speed would be very similar to Fox's. Making her one of the faster characters in the game.

As I said before, she vanishes during her rolls, similar to how Slayer in GG vanishes during his dashes, this adds to her unpredictability. She has some of the fastest attack speed in the game, and the fastest running speed out of all the sword users. She has fast fall speed, and about as much jumping height as Marth. She mostly excels on the ground, as her aerials are rather weak compared to other sword users, except for her Dair which makes for mad combos. Also, Takamaru and Lyn are the only sword users who can deflect some projectiles by slashing at them with their sword, this especially helps Lyn a bit who's most vulnerable to ranged opponents.


Tell me your thoughts.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
RETURN of the Revenge of the REVENGE of the 3 hour moveset 37: Revelations

Manny Pacquiao

Pound-for-pound, Manny Pacquiao may be the fastest puncher and toughest fighter in the world. Born in the Philippines, Pacquiao began boxing at 16 years old, standing 4'11" and weighing 98 pounds. Nowadays, he stands 5'6" and weighs 144 pounds, classifying as a Super Lightweight, though boxing primarily in the Welterweight division. Overall, his boxing record stands at 54-5-2, and he is currently a 6-time world champion.​
In addition to boxing, Pacquiao is an actor, a military reservist, a musician, and a congressman in his home country of the Philippines.​
Statistics
Size - 5​
Weight - 4​
Speed - 7​
Jump - 5​
Fall Speed - 9​
Aerial Speed - 5​
Reach - 1 SBU, at full extension​
General Priority - 1​
Animations and Movement (IMPORTANT)
Idle Stance - Manny is left-hand dominant, so he takes what is known as a Southpaw stance, with his right foot and right hand always leading. Manny's attacks are not ambidextrous - if he jabs with his right hand, he jabs with his right regardless of which way he's facing. As for the rest of his body, he takes a fairly normal boxing stance: hunched shoulders, fists up, and always bouncing back and forth on the balls of his feet. This bouncing, by the way, is extremely helpful: by just standing there, Manny's hurtbox is always weaving back and forth just a little bit, giving him unpredictability. As a special note, This means his back faces the screen while facing right, the opposite of most characters.​
Movement - Manny is a quick guy: he shuffles, though almost bounces, forward very quickly, moving better in short bursts, though never leaving his southpaw and never crossing his feet. He has the a very distinct advantage over many smashers - on top of his dodges and rolls (which I'll cover in a minute), he can also backpeddle a short distance by tapping the analogue stick back without holding: this will shuffle him back a good .75 SBUs while never requiring him to turn around, effectively meaning by repeatedly tapping back, you can theoretically move backwards for forever, never having to face away from his opponents.​
Dodging and Rolling - Manny's spotdodge is a basic slip, as he dips his head low and moving it in and out of the background or foreground. Simple enough, right? Well, his dodges are a little bit different, in that he can attack while dodging, as he never fully leaves the battlefield, though this unfortunately means he's vulnerable to attack while dodging, taking 50% of the damage but no knockback while doing so, unless the move has a stated special effect or is a grab, meaning he has to read his opponents pretty well if he is going to use a dodge.​
His rolls are a bit more conventional and devastatingly quick, but short - Pacquiao shuffles back like he had tilted the control stick, though he can't attack during the short hop backwards, and he weaves underneath his opponent for his forward roll - leading to a forward roll that takes his about .5 SBUs forward, though puts him in a perfect spot, with opponents facing away and him in perfect range to attack...or get away.​
Shield - Manny closes his gloved hands together, hunching his back slightly more and brings his head behind his arms. This eats up knockback but only blocks half of the incoming damage, though it can be angled up or down, giving him a varied defense. However, angling it up or down and taking an attack not from that angle will result in taking 75% of the damage instead of 50%.
Perfect Shielding - When the player perfect shields an attack from an opponent, meaning they not only shielded at the right time but also angled it perfectly, causes Manny to automatically perform a forward roll, thus ending up behind the opponent and within attacking range.​
Jumping - Although he has a halfway decent jump, Manny does not belong in the air. A large portion of his air game is meant to be preformed out of a short hop, and the player should avoid the air at all cost. Manny falls like a rock, and his fast fall is even faster, though that can work to your advantage if you find yourself in high places.​
Standard Attacks
Jab : Right-hand Straight - Manny jabs his right hand forward with absolutely zero lag on either end, able to punch forward about 40% of his range. Manny, being one of the fastest punchers in the world, can pull this out extremely quickly - about 10 punches a second (meaning a punch itself only lasts 6 frames). Unfortunately, the punches only deal .5% damage and deal zero knockback or hitstun, however, should Manny catch his opponents off guard he can indeed throw out several of these to deal a bit of damage. This is one of those infinite jabs, so the player may hold down the jab button to unleash an infinite, although it's a bit pointless seeing as opponents can rush you while you're jabbing.​
Foreward Tilt : One-Two Combo -Manny throws a right straight at the beginning of this attack, having the same properties as it would in the regular jab. Then, with .1 second of lag, Paquiao throws a punch with his left hand, leaning into it with his left shoulder, and extending to his full range, coming back to his fixed position after .2 seconds, leaving the whole punch to last about .3 seconds total. This much more powerful punch deals a whopping 5% damage and a bit of pushback and hitstun, though nothing Manny can't quickly chase down.​
Downward Tilt : Counterpunch - Manny bobs down and delivers a straight punch with his right hand, leaning into it to give it more power, dealing 6% damage, reaching his full range. This attack hits lower opponents, as Manny's already small figure goes down even further. This also has the distinct advantage of going under the jabs and attacks of most opponents taller or as tall as him, as well as most projectiles and tilts that hit higher. Versus smaller opponents, not so much. If we're wondering the specs of the bob and punch, the whole thing is pretty quick, lasting about .4 seconds, if Manny was standing, .2 of which spent actually bobbing down and back. From a crouch, this attack is quicker, taking only .2 seconds to preform. This actually has some decent knockback to it, though no real KO potential until the several hundreds of damage, so Manny will again have to chase or follow them to follow up, preferably with a forward roll to get behind them.​
Upward Tilt : Overhand - The slowest of Manny's tilts, he throws a left-hand punch at a vertical angle, able to hit aerial opponents near him, and also striking the top of close opponents, taking a full .5 seconds to complete. This is also his most powerful tilt, dealing 7% damage, knocking aerial foes to the ground and causing grounded opponents to stagger back .75 SBUs, leaving Manny to chase them down. Obviously, this is far more useful against those tricky aerial foes.​
Dash Attack : Rush - Manny enters what can accurately be described as his "shield-stance" and dashes forward a predetermined 3 SBUs. Manny can cancel this into anything he wants, even a backstep if he tilts the control stick back during the rush. Unfortunately, he's still got a hurtbox during this attack, tanking 50% of the damage he takes during the move. He'll automatically stop dashing once the move ends, too. With his light weight against him, you'll need a plan before rushing in, whether it be to deal some quick damage or to maneuver yourself into a better position to deal that damage.​
Aerial Attacks
Neutral Aerial : Weak Right Hook - Since boxing's all about the footwork, Manny's air game is all about chasing opponents back down to the ground so that he can have some actual footwork. Manny throws a hook with his right hand, punching slightly downwards as he does so. Like his other punches, this is still quick, taking only .3 seconds to preform, though only reaches as far as his jab and deals only 2% damage. On the plus side, the knockback is at a downward angle, and Manny's really trying to get them out of the air. Luckily, short hops and fastfalling exist.​
Forward Aerial : Left-Hand Swing - Manny sums up all the power he can without a base and delivers a left-handed swinging punch forwards, in the same vein as Mario's FAir, this actually being his longest-hitting attack so far, though also his longest lasting at .55 seconds, as it pushes him forward .2 SBUs to bring the attack's range to 1.2 SBUs. As he only has his body's core strength to use, this attack deals 3% damage, considerably less than his Ftilt.​
Upward Aerial : Weak Undercut - Again having to rely on his admittedly very impressive core strength, Manny delivers an Undercut (older term for an Uppercut) well...upwards over a span of .3 seconds. Due to not having a base, the attack isn't as devastating as Manny's famous uppercut, dealing a rather paltry 3% damage and throwing foes upward. It's admittedly a good juggling tool should Manny have a partner that can do that, and also, when combined with his fall speed and ground speed, can be used to push foes away should he need a moment of breathing room.​
Downward Tilt : Downed Punch - In the heat of the moment, Boxers may continue to wail on opponents after they are down, using their power to attack them while they are down, in order to keep them down. Manny simply punches downwards, with a very quick and weak punch that deals 2% damage. The punch itself may not be all that powerful, though if it hits it means you are very lucky: You've somehow ended up on top of your opponent in the air. Using this and hitting with it means you may have successfully put the foe back in their place, since it has very good downwards knockback, or if you're lucky you might have even scored a KO!​
Backward Aerial : Turning Hook - Manny swings his body around, forming his right hand into a hook as he does so. Surprisingly, the inertia behind the punch makes this his most powerful aerial, dealing 5% damage and knockback at a downwards angle, though not straight down. It also (obviously) turns Manny around to face his opponent, and combined with his fastfall and dash he can easily chase down the opponent he just smacked away. Also surprisingly, this makes this Bair shockingly useful in a fight. On a side note, this is the only move that has halfway decent priority out of any of his tilts or aerials.​
Grab Game
Grab : Clinch - Manny's grab range is pretty bad, needing to be touching the opponent and moving in their direction to activate it (though yes, you can activate it from .2 SBUs away by pressing the grab button). Manny and the opponent then grapple each other. The clinch is a time for rest, healing 2% damage every second you're in it...for both you and your opponent. This has the strength of a normal grab, though opponents may not be too keen on escaping right away. Pummeling has Manny digging his chin into the opponent, negating 2% of that healing with every hit.​
Backward Throw : Bob and Weave - Manny disengages the clinch, with the opponent preforming their jab as soon as he does. Manny successfully outmaneuvers them, catching them by surprise and causing them an extra .4 seconds of ending lag, with Manny within punchy distance of their now fully exposed and prepared to be whupped rear ends. While this may seem similar to simply preforming a forward roll with a close opponent, forward rolls can be predicted despite their speed and therefore reacted to. If an opponent is dense enough to challenge Manny at close range, this move not only puts them in position to be utterly destroyed by the quickness, but also may teach them a lesson in manners.​
Forward Throw : Peek-a-boo - Manny pushes the opponent away and enters his shield stance for a brief moment. As soon as the opponent is let go, they are free to move about as they please, and so is Manny. The key difference is, he'll be shielding and .75 SBUs away, able to move immediately, and most likely in control of the situation.​
Downward Throw : Breather Time - The good thing about clenching is that since it happens automatically, it can give you a quick second to analyze what's just happened and make a decision, especially in situations where foes have the upperhand, in which case Manny merely needs to walk into them. Manny shoves the opponent away, leaving them stumbling backwards a full 1.2 SBUs. Manny himself backsteps away, giving them even more space...Manny recovers first by about .5 seconds, however, leaving him with the upper hand, and in perfect position to rush.​
Upward Throw : Turnaround - Manny and the foe twist and turn while still in the clinch, with the opponent and Manny ending up on opposite sides of each other, still in the clinch. This can be good for Manny in a number of ways: one, it can definitely gain him better stage position, getting his light frame further away from the edge and the opponent closer to the edge...which is good, because in case you haven't noticed Manny isn't exactly excelling in knockback output. Two, it takes about 1 second to preform, healing Manny even more. Three, again, with stage position, simply allows Manny enough stage to escape to should he need it.​
Smash Attacks
Forward Smash : Liver Punch - Manny's charge animations don't entirely sell the attack, though it's quite honestly very obvious when he's glowing. Manny steps forward for his forward smash, delivering an uppercut to the side of the opponent's body with his left hand. Uncharged, this attack deals 20% damage...yikes, about 3 times the amount of damage we've seen already. Plus, uncharged it comes out pretty quickly, too, in about .5 seconds. Unfortunately, uncharged it also deals no knockback...ever. Opponents simply fall over clutching their side while Manny suffers from pretty damn long ending lag, for him at least - .5 seconds, more than enough time for the opponent to roll away. At full charge, it deals a very impressive 32% damage, and massive knockback that KO's around 90%...which also has very long recovery time of about .7 seconds. It doesn't help that the move covers a criminally short distance, only 40% of Manny's full range. Hitting it WILL make you happy, it's just either a very lucky shot (as in real boxing) or involving tedious set-up.​
Downward Smash : Body Shot - Manny makes another shot at the body with his left, this time with much better range - his full 1 SBU. Uncharged, this move is still powerful, just not as much so as the Liver Punch - 15% damage, still pretty damn good, and just as quick - .5 seconds. Uncharged, it'll force opponents to stagger backwards a full SBU and go into dizzy mode...good for Manny, because the ending lag is about .6 seconds. At full charge, it does 27% damage and deals enough knockback to kill at 85%, but at a cost of .7 seconds of ending lag should you miss. These big shots may be powerful, but whiffed and they'll destroy you.​
Upward Smash : Paquiao Uppercut - Manny's famous for his spectacular uppercuts! For the charge, Manny simply crouches a bit, his left hand in ready position to mess some stuff up. At no charge, Manny's uppercut deals 24% damage, and deals kbockback that KOs at around 90%. The ending lag isn't even that bad, only taking .4 seconds to recover. At full charge, it does 36% damage, one of the more powerful in the game, and launches opponents upwards, KOing at 75%, and having only .5 seconds of ending lag. This move sounds great, what could the downside possibly be? Well...it's an attack aimed mostly upward, and doesn't even reach that far up, meant for launching opponents into the air. Because of that upwards focus, it has a range of .2 SBUs. It's definitely not impossible to hit with the attack, after all, Manny specializes in close combat, but .2 SBUs of range for your most devastating blow might be seen as a disadvantage if you squint a little.​
Special Attacks
Neutral Special : Feint - This Neutral Special can be used at any time during any attack, and boy are you going to be using it a lot. If the move is inputted standalone, Manny begins to use his Forward Tilt, up until about the halfway mark, where he will then pull back, and, depending on which way the analogue stick is tilted (forward by default), he will either preform a forward roll or a single backstep, the whole process being extremely quick, taking about .4 seconds either way. It's basically the same during any attack - Manny will immediately stop the attack, and preform either a forward roll or backstep. In the air, Manny simply stops the attack, allowing him to laglessly switch to a different aerial to adapt to where the opponent is.​
Down Special : Clear Out - Manny laglessly enters his shield stance, with the bubble appearing, just for visual effect. Manny can only hold this up for half of a second, as it's a counter - should the foe attack while he's using it, Manny will counter their attack with a punch and a shove, dealing 5% damage and causing the foe to stumble back 1.75 SBUs, with Manny able to attack immediately after the shove. Obviously best used in defense, for the most part when you're in a losing position and close to an edge, or after a successful series of attacks to keep the opponent at a short distance so you can either retreat or go back in for another round. Using it in the air has Manny shoving the opponent back towards the ground.​
Side Special : Cross-Counter - Manny throws a punch almost identical to his Forward Tilt, and is indeed weaker, should it hit opponents it will deal 3% damage, almost impossible to tell the difference between the two in a close fight with many punches thrown. However, what's great about it is the weight Manny puts behind this attack - it has enough priority to clank off of any physical attack thrown by opponents (projectiles will still harm him...). Something foes will always have in the back of their minds will be Manny's terrible priority, giving them hope for simply overpowering his attacks at close range. Using this attack will not only allow you to stop those opponents from overpowering you, but also push them back, as clanking attacks do.​
Up Special : Star Uppercut - Being in a video game, Manny couldn't resist having one attack that's a bit out there, and since he himself is almost a real-life Little Mac, what better way to recover than using another famed uppercut? (Does this make it the most recent set in the famed Punch-Out! movement?) Manny jumps up, delivering a spinning uppercut that launches him 4 SBUs upwards, enough for a recovery, sure. The attack deals a good 10% damage and hurls opponents away at an upwards angle, KOing at around 100%. Though everyone realizes how unrealistic it is, how cool would it be to see Pacquiao pull this in a real fight? Overall, decent recovery, and that's all he can really ask for.​
Final Smash
Adrenalin Rush - For 7 seconds, Manny Pacquiao gets invincibility, great priority on every attack, all of his attacks minus the jab get an increase in damage output by 5%, and his famed Uppercut (the USmash) will always have the effect of being fully charged regardless of charge time. What'd you expect, some cheesy scoring mechanic?​
Playstyle
Float Like a Butterfly - Manny is all about the offense, but he's especially all about smart offense. He has all the tools he needs to be successful : speed, power when he needs it, and he's damn good at spacing himself. He's also got the tools to keep himself in great stage position: Manny never wants his back to an opponent OR the edge of a stage, preferring to stay as close to the center as he possibly can, and using his offensive attack style to "corner" opponents to make KOing easier: if you whiff one of those Smashes, his only real KOing potential is he's on the other side of the screen and being knocked into a whole bunch of stage.​
Let's talk about actually attacking. Obviously, he's really, REALLY fast. Unfortunately, he doesn't have the priority to back that quickness up, so he's going to HAVE to be constantly rolling or backstepping to keep the opponent on the ropes - your Neutral Special will help wonders with that. Unpredictability is the name of the game: vary your attacks up with your maneuvering: are you going to actually throw that punch, or are you going to feint into another attack, or are you going to rush in with a clinch or even a dodge; are you going to clank it, or are you going to counter? Or maybe you're going to backstep away from the opponent and THEN rush in, or maybe...​
You get the point. Keeping your opponents on their toes will do you wonders: never play predictably. In fact, you need to be getting your opponent to do just that: learn your opponent's "rhythm", how they react to certain situations, or if they even react at all. Since Manny's an up close fighter, the only differences in attack are subtle in effect and damage: learning how they'll react to you, say, using a forward roll is key in determining how YOU will react to their reaction, and every character is different, but not so much so as to where you need to study every single character in depth. General reactions of character sizes of types will generally be similar.​
One thing needs to be clear, Manny has a few ways of starting an attack, but only a few ways to end it: You're dash attack IS YOUR FRIEND, it negates knockback, and can be used to go into any input, including rolls: you can either attempt a rush into a straight punch or counter, or a forward roll to sneak behind them, or a backstep to goad them into attacking you, or any number of combinations. Ending is a lot more predictable: a Backstep or roll away, a KO attempt, or a clinch, and depending on the time of the stock it'll be even more obvious: beginning or middle, end and middle to end respectively. The KO move is a bit less predictable considering you can whip out an uncharged smash at any time to deal a lot of damage, though those are far more telegraphed than the subtle differences in your tilts.​
Clinching deserves a special section because of the crazy amount of useful it is. For one, it heals you, and Manny, being a very light target, needs all the healing he can get. For two, it can set up several types of situations: it can be used to help give Manny that better stage position we talked about earlier, before he even does anything else; it can be used as an escape method: despite his overly offensive and aggressive nature, he knows when it's time to reat up, analyze the situation, and retreat back to the center of the ring, as far away from a corner or ropes as he can get; he can use it to restart his offensive assault in 2 ways: one where he's in incredible position to land a KO blow, or one where he's in a better position to continue racking damage.​
Of course, Manny has weaknesses that need to be addressed, too, the most obvious being his lack of a real aerial game or complete lack of range. His aerial game can be addressed easily: do everything in your power to stay out of the air, damn it. In fact, his air game is so bad that it's purpose is to bring the fight back down to the ground! Manny falls like a rock, and that can be to his advantage or disadvantage: on the one hand, he gets to the ground more quickly. On the other hand, it makes his offstage game almost non-existent: no gimping for Mr. Pacquiao!​
The second disadvantage comes with the added disadvantage of having very little priority: he needs to fight in close, but has almost no priority over any other moves. This is where the Down and Side Specials really come into play: they require timing, sure, but they pay off tremendously and really add to Manny's admittedly short longevity if he doesn't play intelligently. Rolling, Feinting, and Cross-countering isn't enough, Manny NEEDS to have good timing with his DSpec and SSpec if he wants to go toe-to-toe with the stronger fighters on the roster. Adding to that, Manny can dish out, but he can't take many heavy hits: despite fighting in higher weight classes, he's no welterweight or heavyweight, and he'll be out if he can't outrun the heavy hitters.​
Manny's best defense is his offense and speed, keeping opponents on their toes, learning their rhythms, and keeping himself out of the way of big hits. As any good boxer knows, POSITION AND TIMING ARE EVERYTHING, and if he's going to win, he's going to need to utilize his spacing tools to their fullest, on top of his quick maneuvers and subtleties. Literally, his opponents need to be within an SBU of his attacks, though he's certainly capable of getting within that distance. Manny is an aggressor who can deal out far more than he can take, but utilizing every and any advantages and attacking from every possible angle he may have are the keys to his success: failing to react and being predictable will be his downfall.​

"Only in death will I relinquish my belts. "









 
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Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Sombra Comment Responses

Kat said:
Wasn't expecting this. I thought this guy was an OC until I read his bio. I also thought he was a throwback to Queen Chrysalis, but that was just the picture at the end. Anyone will tell you that the premise of this set is similar to Garble's, as they both pressure their opponent with shield-frame-neutral stuff until help arrives. In King Sombra's case though, he already has some decent power and projectile-like standards, though you seem to make a point about many of them being slow.

I think the playstyle's a bit under-elaborated, though it does make itself clear as to Sombra's intentions. Because of his Crystal Domain affecting a bit of the air and U-tilt/U-Smash projectiles, Sombra wants to use moves like his F-Smash and U-throw to knock enemies upwards before juggling them, finishing off with an U-air. If the enemy is very high up, use U-Smash, but if they're close, use U-tilt. The idea of a character who transitions from a close-up game to a ranged one after having knocked an enemy away flows a lot, though I'm not sure if the admittedly cool Side Special contributes that much to the gameplan - it's nice that the former has a second purpose of walling off enemies and protecting the main crystal, though it also blocks enemies from being pushed away by stuff like the F-tilt and your F-air projectile (I guess it could be used as an anchor point with a successful F-Smash though seeing as how Sombra runs during such). Although he can manually detonate it, perhaps Sombra should be allowed to break his crystal by knocking foes into it to inflict more damage on them, or have it automatically shatter into pieces that pelt at foes next to it to follow up into other moves? (such as the Dash Attack)

Projectile-standards are always fun for representing a villainous character's power, though it seems a tad awkward to put one onto the F-air when adhering to gravity would make it difficult to aim. With such an emphasis on projectile attacks, perhaps you could have given Sombra a basic projectile for his Side Special, maybe swap the current one to the Down Special (the current one is a cool move, though it seems a bit hard to use and its use in the set is questionable, even if you do speak of its uses outside of 1v1). I don't see any problem with Sombra having a crystal beam attack for the Side Special that powers up when it passes through infected domain or when Sombra is close to his crystal, as say a method of dealing with enemies trying to stay away from the infected areas or recovering (he can also use it either on the ground or in the air, though I guess he can't use it from his Up Special unlike his current projectile attacks). As it stands, sure, Sombra could go in for the kill close-up, but then he'll have to scuttle back to his crystal and the respawning foe could attack it, or somebody else in a FFA setting. It's up to you though, as you often know what you're doing with these playstyles.

What Sombra tries to do makes sense, though I'm a little unsure on how all the Specials come together due to the shortness of the playstyle section. It's hard to see the big picture on these kinds of sets otherwise, as I do like this set, but could possibly like it more. Also, the Down Taunt was humorous for some reason.
Honestly, this probably IS the kind of MLP OC I would make! ;)

Side-Special is admittedly the most awkward move of the set, though letting Sombra do something with it beyond detonating it might be a good way to improve it.

FAir is indeed hard to aim in the air, which is why he's not really using it for the projectile part unless he's in infected areas for the homing buff.

Kupa said:
Ho ho HR...a Merry Christmas gift from you indeed. The parallels to your last set from that one show about ponies are all too familiar. Sombra's establishment of a shadowy kingdom fit him as snugly as Garble's bullying moves fit him. Though the individual buffs he receives from his crystalline creations aren't -that- compelling, the notion of occupying the stage with them is a strong one, since it provides the King with numerous openings to punish attackers as they busy themselves destroying the crystals. There is also an element of strategy behind placing the key main crystal, and though I wish it were expanded upon, its existence is laudable. In terms of slowly building up power over time, Sombra has elements of Lucario that still stray on the simplistic side, though, like Garble as well, this is part of its charm. Sombra accomplishes what it set out to accomplish, and is content with that, thank you very much.
Thank you for the kind words sir.

Dave said:
As I mentioned in the recap - Sombra is almost similar to the Joker in the way that he has this main thing that's constantly spreading across the stage. Not that it's a bad thing: for an tyrannical king like Sombra, it works just fine and manages to come off more interesting than Joker's. While the way that the Dark Crystals work is interesting, I do wish that you did more interesting things with the buffs he's given - much of what Sombra is given in the areas is just buffed damage/range on a few attacks (as well as a movement speed buff that doesn't really seem relevant if you don't think about it - though it could come in handy for defending your main crystal, with you able to quickly get to it if it's being attacked)

There are a few awkward things in there: the up smash in particular, as I mentioned to you in chat, especially since the only thing that's increased upon charge is the size of the projectile (which really doesn't make any difference IMO). I would suggest moving it to a special but it seems like nothing there really could be changed around. And this is in no way a complaint - but considering this is very obviously done for a character you enjoy, I was almost a bit surprised you never quite went to the level of extras/fanservice Garble did. Even if I personally think this is a bland character, you did a great job representing him in Smash and set up a fairly interesting playstyle to boot - though it's one that could probably use a bit of improvement.
Yeahhhh, USmash charge doesn't really do much, I'll give it damage charging...eventually (wary).

I was originally going to have a billion extras, but I wanted this out for Christmas, bah,

WoMF said:
Man, you have a real gift for taking underelaborated MLP characters and giving them some real depth! Dare I say it, Sombra may actually be better than Garble, due to an equally simple but more tightly-woven playstyle. First and foremost, this really feels like Sombra with the expansionism and boosting himself with the crystals. Second off, his offensive approach to keeping his setup going is something that I haven’t seen much, and it’s pretty cool. It’s aided pretty well by his shadow form as well, which was something I appreciated quite a bit, as it’s a good reference to his in-show abilities without feeling at all shoehorned in.

In short, this is a simple, but well-executed set that makes Sombra far more interesting without ever straying from his roots. A job well-done, I'd say!
Much thanks. :bee:

Smady said:
King Sombra's definitely a step above Garble, but I personally still have problems. Lets talk about the set first, though, just because it does present some okay ideas. The whole 'viral' playstyle coming from the crystals is quite reminiscent of Muk, and yes I know you passionately hate Muk, but it's a valid comparison - the difference being that Muk does it passively, while Sombra has to have out his crystals. My problem is that the crystals work too slowly toward expansion, and it's basically a game of defence to keep them alive nearly long enough to build an 'empire' of sorts. While you're waiting, the part where you fight off the foe is quite simplistic and unmemorable, from a MYM standpoint. For your movesets, I'll admit this set does get very creative at parts and along this path I can see you making a set I actually like someday. Saying that, I doubt you want that path. The perks you get from the crystals are sometimes useful in functionality but never particularly interesting. You gain a slight buff, the move deals more damage or knockback, it's a bigger or duplicated hitbox... for what is trying to be a natural, flowing moveset out of the crystals, these upgrades come off as contrived. I appreciate the attempt at characterisation and the set's not completely barren of okay concepts, but it's nothing that forgives the pretty standard fare attacks which even now I find hard to recall, a couple days post-read. I must say, the writing style is pretty impenetrable.
I don't even remember Muk, much less my opinions of him at the time.

I don't really see the problems with the writing style, I'm just using a bunch of ways to refer to royalty and his "kingdom".

Glad you noticed the higher-than-normal creativity, I enjoyed being a little less strict with myself for this guy. I'm not sure it will be a common thing, that depends on which characters I end up making.

FRoy said:
I was going to make a set for this guy! I probably still will next contest...

Seriously, though, first a Lord, then a Queen, and now a King? I'm just going right through all the card suits.

My biggest problem with the set is how many of the things the crystals do just...perpetuates more crystals. The buff from being inside his corrupted zone is certainly good, but a lot of his moves have very little or no real buff to what they do, which is ultimately dissapointing when the introduction of the crystals makes it sound like we're going to get some cool stuff in the corrupted zone. But on the plus side the crystals themselves are actually quite interesting, which makes up for it.

There's some minor balance issues, such as D-Tilt perhaps healing too much, but I feel like it is overall quite minor. But while I like Sombra, he's just not especially good, as I feel there is a lot left on the table to deal with corruption and that his shadow form, something that could be a crown jewel, is ultimately reduced to the worst Special in his arsenal. Still, it's the first set this block I would actually vote.
He only has 4 moves that "perpetuate crystals", Neutral Special, UTilt, DTilt, and DAir. All 4 of these moves also have uses outside of it.

Shadow Form his worst special? It's a cancel from any A move that then cancels into any aerial., with 2 of his aerials being safe upon landing. Yeah, it's not a very good recovery move, but that's not the main point of it.

FA said:
I swear I've commented three sets that sort of set up on their own already this block, and Sombra feels the blandest of them, though I think it's better than Asura largely due to not being a boss and the fact that I feel in actual gameplay it'd be a lot more fun to play with. Sombra just generates a big crystal which creates a gradual change in the stage, and then plays off it by applying some fairly generic buffs to his attacks. At the very least Sombra's longish melee range and campy nature allows him to defend the crystals, which rather desperately need it given how frail they are. You also have the tether and the crystal warp, which admittedly feel like bland and very forcible ways to get the foe where you want them, I'd like a little more strategy involved.

I guess aside from that, what makes me like it less than Garble is ultimately that Sombra as a fighting game character feels less interesting in combat than Garble. Garble's melee game tends to have little "gimmicks" to it that at least generally improve it. Sombra's just awkward and trying to set up something that honestly contributes nothing to excite the reader or the player, just a fairly straightforward damage and occasion range buff. It just really lacks anything that I think really makes the set-up contribute to the set, and as such the set ultimately feels like it's just "there". Thankfully there's nothing particularly wrong with it if you look at it from the standpoint of pure functionality, and the larger degree of creativity here mixed with the deeper melee game of Garble could possibly lead to a set I'd actually appreciate from you. You'll just need to work there.
Sombra...campy? Did you miss the part where the majority of his attacks talk about how great they are for starting pressure or ending it safely, or where I flat-out say in the playstyle section that he only wants to start camping if he manages to get a lot of the stage infected?

There's plenty of strategy with the tether and the crystal warp (I presume you mean Down-Special). He can't use his tether unless he lands his unorthodox, vulnerable grab, and he can't even use it for long unless he keeps landing said grab. Even if he gets an enemy with the trap part of the crystal warp, his enemy is still free to block the final "hit", or to disrupt Sombra so he can't take advantage of it.

Just by empowering Sombra and weakening his opponent, his crystals add to his game through forcing his opponent to either:
  1. Avoid infected ground, limiting their movement
  2. Destroy the crystals, leaving them vulnerable to Sombra while the crystals can still regain any ground they lose
  3. Fight Sombra as though the crystals aren't there, which means Sombra is getting free buffs, his opponent is being debuffed, AND they'll have their attacks interrupted every time they hit a crystal, leaving them vulnerable

Excite the player? He's an evil armored unicorn who spreads darkness across the stage, fires lasers and crystals everywhere, turns his tail into a whip, and gets all of these things amplified as his kingdom expands. Just from a purely flavor perspective he's got tons of eye candy, his buffs all produce noticeable graphical effects so the player can tell his power is increasing, and he's even got some freakin' combos that involve him transforming into a shadowy wraith mid-combo.




-----------

HERE'S the part where I collectively talk about Sombra's crystal buffs.

So first he's got his simple movement speed buff just by standing in infected ground, and his opponent has the passive debuff when standing inside it.

Side-B, FTilt, and BAir get simple numbers buffs, in this case projectile speed for Side-B and noticeable range buffs on the other 2.

Dash Attack, USmash, DSmash, FAir, and UAir all go beyond "numbers" buffs and include things like gaining entirely new hitboxes, new mobility options, and super armor on a character who is otherwise a glass cannon.

BThrow is just a small damage buff, but it's unique in that it applies to Sombra's next attack rather than the BThrow itself.

So that's 5 "bland" buffs, 5 "creative" buffs, and 1 buff that is really basic but has a neat twist to it. 8/11 of these buffs are also attached his non-specials, when the vast majority of fighting games only really have buffs on specials or supers. Let's say, Marvel vs Capcom 3 for example.

MODOK's big wacky Analyze Cubes do nothing but make his shield bigger, make his beams deal more damage, and tack on an MT-style control reversal on his mines. Frank West has his fancy experience points mechanic which DOES affect his normals, and but it just gives him more range, more damage, and more hit-stun. It also gives him a really simple dodge move and a really simple anti-air super. Pheonix Wright, the "super gimmicky joke character", collects evidence so he can...use projectiles that aren't any crazier than any other projectile in the game, and he gets to use his SUPER BUFF MODE. Which is just a speed buff, generically "zomg OP" heavy attacks, and a super which functionally is "LOLOLOL INSTANT FULL SCREEN TONS OF DAMAGE LOLOLOL". Frank and Phoenix are also rarely played precisely BECAUSE of how buff-reliant they are, whereas MODOK is rarely played simply because he is harder to control than the average character; he could delete his buffs entirely and be fine.

This is Marvel vs Capcom 3, one of the wackiest fighting games ever made. Yet often, the stuff it tries already crosses into "pointless gimmick" territory.

Sombra doesn't have to worry about getting his crystal buffs. He doesn't need them to function. He just sets it once and can continue playing normally, occasionally healing or reinforcing a crystal. Destroying his crystals doesn't shut him down, it just prevents him from overwhelming you. He CAN'T have much more for his buffs, because if they were any stronger he'd have to either be made really weak un-buffed, or make his crystals really hard to spread, when he's already going into a match not expecting to take everything by the end. That's just a bonus. Heck, it would only make him more boring if his buffs were more pronounced, since in order for his buffs to be worth the difficult set-up, they couldn't actually do anything other than mindlessly destroy his opponent. So he'd spend most of the match cowering while his crystals do nothing, then he gets a few seconds to actually see his buffs do something before the match ends.

Buffs are meant to upgrade functionality, not completely change it. They are meant to be a tool for victory, not the goal in-and-of-themselves. Dave's Joker only works because he can combine all of his set-ups and change gears if one of them is being prevented. Sombra has one thing he's setting-up, so he has to work if he finds himself in a situation where his crystals are proving unreliable. Which in turn means his crystals cannot be the end-all of his gameplay, even if they do currently contribute to some of his core dynamics.
 
D

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It's fair enough you don't remember Muk, it has been several years. The writing style was something I didn't want to get into because it's quite intangible as a complaint, but it really was a hard set to read and this was annoying enough that it merited a mention, if not going into detail. Personally I find your writing style on this set to place to focus too much on insignificant details or describing tacky effects.

As insightful as your commentary is on MvC3, it doesn't help in defending Sombra. What you call creative - "new hitboxes, mobility options and super armour" - is not what I consider creative. The basic set has flashy animations as you say, the up special for example, but over time animations are quickly going to become unimportant compared to gameplay, as in the actual moveset. The specials barely flow; crystals have been discussed to death, then you have the awkward pebble projectile, the enemy teleport is a prime example of moves that are unsmash and don't flow that well. Flashy up special is not used in any remarkable way and is only unique insofar as it being cancelled into another move. Functionality is a bare minimum for a moveset, and that's the only thing that can be said in defence of Sombra... it's mostly very bland. My point is, criticism focused on the crystals because there's nothing else to talk about. That he can fight without crystals is not a strong argument and shows how little you currently read sets.

I appreciate the post, though, as I'm sure there'll be some who take interest in the philosophy and MvC3 talk.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
First of all animations and character do not matter when judging a set, and if anything some of the animations feel off. The Side Special in particular just feels bizarre with big evil King Sombra rolling a few pebbles and them turning into spikes.

I still don't understand what Sombra does with movement speed for that matter either. What in particular does he want with movement speed anyway? It's not exactly a fantastic universal buff. A one hit/20 stamina crystal popping up once every 7 seconds is something a foe can reasonably well take time out of beating on Sombra to destroy. Admittedly Sombra can capitalize on the foe destroying them, but so could any character in existence.

On him fighting without his crystals, it's certainly a good thing that he can, but that doesn't change that the set has nothing of interest without the crystals and the set doesn't work into them that strongly other than having some long range hitboxes to defend them and getting some buffs from them which are at points awkward, specifically the Up Smash buff.

A deep zoning game, one that requires Sombra to do more than land one attack, would be vastly preferable and allow for more use of player skill than just two laggy to land moves. I don't even ask you go into flashy interactions to do that, but something like how DM's Negi handled spacing and zoning would be a heck of a lot better than just teleporting or dragging them.

I interpreted him as campy given the amount of long range stuff he has, and I may have been mistaken in that.

As a final note, you do bring up some actually fairly interesting stuff in your reply to my comment like using the Up Special to create combos via it's cancelling tricks or using crystals to intercept foes attacks and punish. Why wasn't this brought up in the actual set? I'm all for leaving some stuff up to interpretation, but that is really hard to figure out, especially when you never mention the cancelling at all and how the aerials don't even seem like they'd work into it all that well.
 

JOE!

Smash Hero
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Edit: nevermind about the xat lol.

LYNDIS

Pretty cool stuff here, especially with the pictures! Just to clarify, is her jump-counter pretty much just a wavedash, or can she go airborne as well?

Anyways, you should probably include ranges, %'s, KO power (estimate, such as: Kills Mario at around 120% on Battlefield). Take a look at some of the other sets to get a feel for what's generally included :)

Her playstyle is fun, mirroring the actual technique very precisely with her well, precise and deadly flashes of steel leading to combos and sudden KOs, and I like how you included both a tricky Smash-Charge animation on top of changed moves based on charge! It would have been a bit more fun if you also had her Nspec share the same animation, conditioning foes into making mistakes around her.

Are you planning on making any more sets in the future?
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
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Switch FC
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Lyn This

Those are some pretty snappy images for the Specials you've got there, ManlySpirit.

Something most or every attack should have is a list of what damage it can do or an approximate range(For example: "X does 12% damage", "X can do...around 12% damage" or, for Smash Attacks, "X can do 12%-15%"). This helps give us a sense of what each attack does and helps us understand what moves would be better used(and when) and which would not. On a related note, the bottom part about her dash speed and such usually goes more near the top, as such things help determine what a set will be like and are thus important. Adding the damage %s and moving the stats to the front would instantly help the set, I feel. c:

I also think that, as Lyn is a combo character, it might be a good idea to include a sample combo or two to help people visualize it. For example, I'm personally having trouble imagining a lot of combos with these attacks, so such a thing would be helpful. As-is, it doesn't feel like it has much "flow"(Which is basically how well the moveset's moves work together). A sample, using a Brawl moveset, would be saying in a Ganondorf moveset that "Side Special -> Down Aerial" is a (mini-)combo. People often also frequently cite/mention the knockback of moves, which helps visualize how they'd work together and their role.

A good thing about this set though is the counter, which has interesting usages aside from counters and some good mindgame potential. So overall it's a bit underdetailed and I'm not sure how well it flows, but it's not really offensively bad, just not something I particularly enjoy.

Joe Calzone

I didn't know Manny was a congressman. Huh.

This moveset obviously takes a lot of inspiration from Joe Calzaghe: The stats section makes that abundantly obvious. Back Throw feels really tacky to me: It was one of the moves I didn't like in Joe Calzaghe and I still don't like it much here, as something like Joe's F-Throw/B-Throw are a far better way of representing it. The D-Throw might need a provision to keep it from being an infinite stall chaingrab. But overall the entire grab game just feels like a worse version of Joe's, as it removes the mindgame element Joe had in it and also it has no throws that do any damage or anything which is somewhat annoying.

I also feel it's a bit too hard for Manny to actually KO the foe. Joe had his wonky TKO mechanic to try and get around that, Manny does not. I can understand Liver Punch and Body Shot not dealing knockback uncharged, but why not make the Pacquiao Uppercut a KO move? Manny is famous for his uppercuts after all and it's hard to land, it'd be awesome to make landing it one of your better early killers due to being a smash that deals knockback and fit character-wise. I in addition feel that the way that the shuffling works in this set is not as smooth as in Joe Calzaghe's awesome Neutral Special.

On the plus side, the way all the moves work together is intuitive and logical, easy to put together and so on. It also still has the good characterization of Joe, as it all feels quite boxer-ish and the fighting style is actually based on Manny's. Plus, the SSpec is much improved from Joe's similiar punch. So I can't really bring myself to dislike it...but I felt like the moveset felt like a slightly lesser Joe Calzaghe, I'd really love if the Uppercut KO'd.
 
D

Deleted member

Guest
Lyn This

Those are some pretty snappy images for the Specials you've got there, ManlySpirit.

Something most or every attack should have is a list of what damage it can do or an approximate range(For example: "X does 12% damage", "X can do...around 12% damage" or, for Smash Attacks, "X can do 12%-15%"). This helps give us a sense of what each attack does and helps us understand what moves would be better used(and when) and which would not. On a related note, the bottom part about her dash speed and such usually goes more near the top, as such things help determine what a set will be like and are thus important. Adding the damage %s and moving the stats to the front would instantly help the set, I feel. c:

I also think that, as Lyn is a combo character, it might be a good idea to include a sample combo or two to help people visualize it. For example, I'm personally having trouble imagining a lot of combos with these attacks, so such a thing would be helpful. As-is, it doesn't feel like it has much "flow"(Which is basically how well the moveset's moves work together). A sample, using a Brawl moveset, would be saying in a Ganondorf moveset that "Side Special -> Down Aerial" is a (mini-)combo. People often also frequently cite/mention the knockback of moves, which helps visualize how they'd work together and their role.

A good thing about this set though is the counter, which has interesting usages aside from counters and some good mindgame potential. So overall it's a bit underdetailed and I'm not sure how well it flows, but it's not really offensively bad, just not something I particularly enjoy.
Sounds good, yeah I plan on working more on the neutrals in the near future, as well as drawing gestures for them. It's still unfinished, I was looking mostly for critique on her specials, as that's the biggest update since my last post.

I'll the combo thing in mind, I'll write out more detailed combos in the near future as well, it'll be a good way to put my GG/BB knowledge to work actually. It'll also give me a good way to take a look at what works well and what doesn't in her moves.

Thanks man.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Gave Lyn a comment, Manly. Also, I'm gonna be starting on Week2 grading soon, so get the minis ready now if you haven't!
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Thanks for the feedback, FRoy, fixed up that USmash and was actually planning on cleaning up the grab game tomorrow
 

Big Mac

Banned via Warnings
Joined
Sep 13, 2012
Messages
38
ROOTING


You are rooted to the ground so long as you're crouching, as your character inserts some certain appendage into the ground. If you take knockback while rooted you cannot be knocked more than a platform away from where you're rooted before you'll come flying back. Your attacks are limited from this stance due to having to hold down (Dtilt, Dsmash, and Down B), but you can still shield, dodge, and roll for some degree of versatility (Press Down and right/left simultaneously while hitting the shield button). If foes wish to uproot you, they need to attack the portion of the ground you're rooted to. 21 damage will do the trick, though this 21 stamina replenishes at a rate of 1 per second.

Rooting can also be triggered by using your character's wall cling. This significantly increases the amount of attacks you can use while rooted, but prevents you from using your shield and dodges. Beware that when your wall cling wears off, you will be forced to uproot, so this position sadly does not last forever to prevent stalling under the stage.

Categories: Absorption, Negation

Crovault


Crovault is a gigantic, poisonous, fire breathing frog monstrosity. He is constantly sweating hot poisonous slime out of his body, and with this he can use it to stick his feet to the stage via his crouch and wall cling. If he is knocked further than his "tether" allows, Crovault will demonstrate the properties of his strechy limbs, his body going back a good ways while his feet remain rooted to the spot before he snaps back in place. Crovault, being a frog mutant, has very good jumps, and can jump out of his crouch/wall cling. If he has momentum from taking knockback while "rooted" and jumps, the momentum of the knockback will be added to his already incredible jump, which he can angle as he jumps up from the ground. It can be angled so far that it can even be turned into more of a lunge than a jump, if you so choose.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
WEEK 2 RESULTS:

After a bit of a mishap with Firefox and losing 2 contestants, week 2 ends with a total 8 entrants thanks to a newcomer!

The grading criteria:
Creativity: The entry's originality or imaginative qualities. Slightly subjective yes, but clearly the effort put into some of them will show in this category.

Practicality: The entry's ability to actually be implemented and/or balance. A bit trickier than the others, it can be summarized as "can it actually work?".

Execution: The entry's attention to the rules as well as the presentation itself. If an entry is hard to decipher and/or does not follow the guidelines given, they get points off here.

Appeal: The overall "feel" of the entry and how well it meshes with either the whole project, smash, or just within itself. An entry with high appeal will generally be seen as cool by the community (Falcon.....), whereas low appeal can be seen as "cheap" or "awkward" (MK's Brawl Tornado).

Total: Lastly, each category will be scored from 1 to 5, with 1 being poor and 5 being great. The Total is then added up to a score out of 20, which can also be converted to a raw % with 1 point = 5%, if you feel like it.

Execution will be based on if you actually did the entry this week due to the slightly more subjective nature this time around, and Practicality will also carry over unless you have changed the Defensive Mechanic in some manner.



Kholdstare's Paladin

Creativity: 4/5
While a sort of obvious choice for a shield-user, having a Paladin specifically can lead to interesting characterization.

Practicality: 5/5
Carries over. Point added for fix.

Execution: 5/5
Good job.

Appeal: 5/5
While not super-creative, the character definitely has a boatload of potential if you mix in "divine" magic with the normal knightly attributes.

Total: 19/20


Junahu's Final Boss

Creativity: 4/5
While having a "big bad" in any manner is neat, having one specifically revolving around the dummy hurtbox concept should prove interesting!

Practicality: 4/5
Carries over.

Execution: 5/5
Good job.

Appeal: 3/5
However, given what little info you provided I can't really say much... and it seems like it'll be shoehorned into a "boss set" role.

Total: 16/20


Katapultar's Tiger Blood

Creativity: 0/5


Practicality: 4/5
Carries over.

Execution: 0/5


Appeal: 0/5


Total: 4/20


Big Mac's Crovault

Creativity: 5/5
This guy is certainly unique! A kind of mutant, alien frog with fire, stretching and slime? I'm game.

Practicality: 4/5
Carries over, and a point added for changing the focus to be a sort of "super crouch cancel".

Execution: 5/5
Good job.

Appeal: 5/5
The appeal is definitely here for some great characterization and playstyle down the line.

Total: 19/20


Hyper Ridley's Thunder Golem

Creativity: 5/5
Again, the mechanic flows beautifully into a sort of surprise factor for the character here. Who would think a bruiser like that would take advantage of dashing mechanics?

Practicality: 5/5
Carries over.

Execution: 5/5
Good Job.

Appeal: 5/5
A literal lightning-bruiser, this guy has tons of potential like with Crovault due to a unique body and mixing of elements.

Total: 20/20


ForwardArrow's Absorbing Guard

Creativity: 0/5


Practicality: 5/5
Carries over.

Execution: 0/5


Appeal: /5


Total: 5/20


Getocoolaid's Monk

Creativity: 5/5
As much as I saw this character coming, the mechanic fits him like a glove, and given the slight magic element mentioned can lead to some fun stuff!

Practicality: 4/5
Carried over.

Execution: 5/5
Good job.

Appeal: 5/5
A defensive punisher with magic and fighting-style sounds like an awesome concept to me, especially when fueled by counters as you mentioned.

Total: 19/20


FrozenRoy's Dark Knight

Creativity: 5/5
A towering bad-*** in full plate who goes between an unstoppable force and immovable object is honestly rather unique as many characters just focus on one of the aspects with traits of the other.

Practicality: 5/5
Carried over. Point added for stability and slight balancing of the concept.

Execution: 5/5
Good Job.

Appeal: 5/5
Just like with his inevitable rival Paladin, his mix of evil power and knight characteristics grant potential.

Total: 20/20


Smash Daddy's Doppelganger

Creativity: 5/5
Having him actually target where his shield appears via attacking the same spot on the foe is just plain cool. That, and what's not to love about a charade-type character (that isn't just lolrandom)?

Practicality: 4/5
Carried over.

Execution: 5/5
Good job.

Appeal: 5/5
I can imagine this guy as being tougher and tougher to actually defeat as time goes on and he becomes a sort of shadow of the character he faces, which can be an awesome style if done right!

Total: 19/20


n88_2004's Take a Knee
*no points deduced due to how quickly it got done*

Creativity: 4/5
Playing with crouch canceling is fun, as it stacks an already defensive mechanic found in smash with whatever the character is doing. Combining it with dodges is just gravy.

Practicality: 4/5
That said, the actual defense earned from the maneuver may be a little unreliable by itself unless you tweak the dodges in some manner, as even with damage resist one hit will make the character leave crouch...

Execution: 5/5
Well thought out, and lays the groundwork to build on it further. Nice.

Appeal: 4/5
Depending on the character choice this may be great, but as-is the mechanic has a few issues that keep it from really standing out. The potential when combined with a character's mobility and other moves however is what keeps this part afloat.

Total: 17/20

n88_2004's Vigilante

Creativity: 5/5
The character has depth already from having a troubled past and having a nice neutral stance due to fighting for his own personal strife. That and the picture is kinda awesome and gives some insight to how he may play already!

Practicality: 5/5
Carried over. Point added by expanding on how the rolls and movement supplement the mechanic.

Execution: 5/5
Good job.

Appeal: 5/5
The Vigilante's description of swapping between guerrilla and kamikaze with little to no middle ground is similar to what I said about the Dark Knight, a sort of unexplored area of swapping styles based on moves alone that can provide a great deal of potential.

Total: 20/20

[collapse=RANKINGS]
NAME | WEEK 1 | WEEK 2 | TOTAL Kholdstare | 16 | 19 | 35
Junahu | 17 | 16 | 33
Katapultar | 13 | 4 | 17
Big Mac | 15 | 19 | 34
Hyper Ridley | 19 | 20 | 39 ForwardArrow | 19 | 5 | 24
Getocoolaid | 17 | 19 | 36
FrozenRoy | 16 | 20 | 36
Smash Daddy | 18 | 19 | 37
n88_2004 | 17 | 20 | 37
[/collapse]

WEEK 3:
CHARACTERIZATION AND ENGINE

Now that you have a skeleton for a character, put some meat on it! This week is about giving the audience an idea of how your character behaves and moves about, so you'll need to include the following:
  • A picture (if you haven't already)
  • Stats
  • Walking, Running and Dash animations
  • Jump animations
  • Crouch / Idle animations
  • Any other animation you feel is relevant to portray your character
You may also want to flesh out your character a bit more in background and or description.

On top of this, you all collectively have a challenge: Submit a proposal for a global mechanic change / addition. This can be as simple as faster falling speed to having HP bars on top of normal smash KO mechanics. It is important you be careful with this proposal as the best ranked mechanic will be used as part of the engine from Week 4 onward! Keep in mind that this new feature will have to work well with all the other entrants as well as your own.


EXAMPLE: THE TREASURE HUNTER

Stats:

Size: 7
Weight: 7
Ground: 6
Air: 3
Fall: 7
Jumps: Poor​

The Treasure Hunter walks with his gun at the ready at a leisurely pace, but runs like a soldier with it out at the ready in case he needs to take a shot. His initial dash covers a good deal of distance as he bursts forward to charge or take cover, leaning forward a tad as he does so.

The treasure hunter isn't too at home in the air, jumping like an average human while holding his gun out with both hands, about at face level. His mid-air jump is similar, but he holds his gun in just one hand as he pumps out the other one for the effort.

While crouching, he gets down on one knee and leans forward, his gun pointed outward as if her were aiming right at the opposition. If left alone, he will hold his gun in an "at ease" position, and on occasion either point it forward checking his aim, or hold it out and play with the clip and stock to see that everything is working right.

After shooting, he will remain in an "aiming" stance with the gun forward until he double jumps, rolls or does any attack that doesn't involve his gun.

Mechanic Suggestion: Elements
While some of the Treasure Hunter's weapons do take advantage of elemental properties, this can be useful for just about any character. Differentiating damage into elements can add effects unique to them such as Fire having a chance to do extra DoT, Poison corroding away shields, etc. This will also play into each character's defenses as you can now have "typed" defense, such as increased resists vs Physical damage or Electric Negation.

For those who did not participate in previous weeks:

If you still wish to join in on the fun, you can make a Week3 entry, but you now must also include everything needed up to this point in the post.
 
D

Deleted member

Guest
Edit: nevermind about the xat lol.

LYNDIS

Pretty cool stuff here, especially with the pictures! Just to clarify, is her jump-counter pretty much just a wavedash, or can she go airborne as well?
Her "Jump" counter is essentially an evasive maneuver to all of her counter options. She can go in any direction (including up), this adds to her unpredictability. Likewise since she can counter while in mid air, she can use this move along side the others while airborne.

I suppose it does have some wavedash properties, in its glide and function. She also becomes completely invulnerable while "vanished," as it's an evasive maneuver after all. Think Guilty Gear's Slayer. However, unlike the wavedash, since she can only do this move from a counter, meaning she has to parry a hit, she's not free to use this outside of what it's intended to do; to increase her mobility like Melee's wavedash or what have you.


Anyways, you should probably include ranges, %'s, KO power (estimate, such as: Kills Mario at around 120% on Battlefield). Take a look at some of the other sets to get a feel for what's generally included :)
It's still unfinished, I still wanna draw up the gestures for her neutrals and Smash attacks, likewise, I need to go over what else needs to be done, and review her moves to analyze what functions and what doesn't. I'll take note of your advice, giving each of her moves a more accurate and precise description with percentages and dummies.

Her playstyle is fun, mirroring the actual technique very precisely with her well, precise and deadly flashes of steel leading to combos and sudden KOs, and I like how you included both a tricky Smash-Charge animation on top of changed moves based on charge! It would have been a bit more fun if you also had her Nspec share the same animation, conditioning foes into making mistakes around her.

Are you planning on making any more sets in the future?
Glad you like the playstyle, I used BlazBlue and Guilty Gear as references as Arcsys is very creative when building characters, and I'd really like to see more characters like that in Smash Bros. Thus I built her playstyle in such a way, so that people would get excited about wanting to see more creative characters like that as well.

I thought about giving her Counter the same animation as her Smash Charges, however, her Counter is reactive, it's very fast, more so than Marth's. So there isn't much of a point in doing so. The timing on it is trickier than Marth's which has a nice window of frames to parry a hit, Lyn's is more like Hakumen's Forward Drive in BB, where it's very fast, but the window for a counter is much smaller, so you have to be very precise. The idea was to make it a difficult move to use properly since it's so powerful. Meaning, Lyn in the hands of an expert player is downright deadly.

Ah, I should probably mention weaknesses as well. I've said she's meant to have trouble against Long Range characters, assuming they get a buff. However, her abilities do give her a number of options to get in close like she's meant to. Her close range combat however really puts her at risk when faced with Heavyweights, most notably Grapplers and Powerhouses (also assuming they get buffed like they should), Ike and Ganondorf are both meant to give her a lot of difficulty, due to their increased resistance to hitstun, and the fact than they can KO her at relatively lower percentiles, thanks to their raw power and good range.

As for other characters, well I do plan on posting the finished version of Lyn's MYM when I'm able to do so (if it's allowed). Likewise, I wanna work on some movesets for Ike (revamping him with Axes, as a true Heavyweight Powerhouse and his RD look), Link (becoming a good balanced and powerful Zoner inspired by BB's Jin and GG's Ky, and donning a Magic Meter for certain attacks), Ganondorf (getting a complete re-haul and really focusing on making him downright dangerous). I've had a couple other ideas for characters such as Saki and such, as well as revamping Samus to make her a better Zoner, but I've still gotta put a lot more thought into those before working on them. On Saki and Samus, I can see both being stance users (Saki Gun+Sword, and Samus Powersuit+Morphball).


As for the Mini, I'll probably skip out on it to further flesh out the Global Mechanic for Week 3. I'm still debating whether I should go for Air Dashes or Air Throws, both are mechanics I really wanna see, unless I make it a compendium and say "Aerial Mechanics" and toss Jump Cancel and High Jumps into the mix, as they really work better when together.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
To submit a mechanics change you need to participate in full.

(in school, will try to get results up)
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
The Monk


Stats
Size = 9
Weight = 9
Speed = 4
Jump = 3
Mid-Air Jump = 7
Aerial Speed = 8
Falling Speed = 7
Crawl = No
Float = Yes
Glide = No


The Monk's Idle animation is what you see in this picture, as his chest and shoulders heave up and down as he stands with his eyes fixed forward, intently watching his opponent. When left to his own devices, he crosses his arms, bows his head a bit, and retreats into deep thought until he moves next.

After preforming a physical attack or getting attacked, he enters a more traditional "fighting stance", where his center of gravity is lower as he keeps his base wide and ready to strike back. After several seconds of peace, the Monk will return to his initial idle animation.

When crouching, the Monk enters the stereotypical meditation pose, legs crossed and all, facing in whichever direction slightly angled. This is also the animation of his glide. As an interesting side note, when he jumps from his crouch, he simply levitates off of the ground while still in his meditation pose.

The Monk's first jump is fairly standard, the big man crouches down and leaps up. His second jump is a bit more interesting, as a purple burst blows from underneath him, propelling him further upward. As noted before, his float is identical to his crouch animation.

The Monk's walk is a fairly intimidating strut forward, swinging his arms. His dash is surprisingly light on his feet, as he rushes forward on the balls of his feet.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Trickster Mode

Originally I was just going to rank this and not comment it, then I realized Pyro is basically Trickster Mode and had to use that for the comment title so I just haaaad to comment it.

Insert usual complaint about camera zones and respawn here.

I find it amusing the way to remove rainbows is to dash. Everyone knows you pop rainbows by stopping, dropping and rolling, since they only exist in the sky! Everyone knows Pyro is known for his tunneling abilities...

I will say this, at least, that I did not mind having the Pyroland moveset, since stuff is clarified in the moveset bit under it. I don't much like the moveset itself, though: the flamethrower's dash to remove it seems weird, the tunneling feels like it's given too much prominence(UAir is only a necessary evil due to making Pyro more terraformer-based), the respawn mechanic is just plain badweird and a lot of the inputs are only okay or worse. I do appreciate it at least trying some different things, but it falls flat on it's face in terms of execution.

Oh, also, one should be able to choose between Pyroland animations and non-Pyroland ones, in case one wants to shred some air guitar. (EDIT: I've been informed you can do so and I just missed it, so this complaint is now invalid.)

Koala Kong

Get it? Because koalas are native to Australia? And Sniper is Australian? HAW HAW HAW I'M SO WIT-i'm sorry my appendix appears to have been scooped out of my body with a rusty spoon.

Gratuitously minor nitpick: The Sydney Sleeper actually fires darts, not bullets, with Jarate. The Side Special seems odd here: I like the Up Special's use of the Huntsman, but why not give the Huntsman a normal shot here or something not this odd platform creation? Arcing shots are cool and the Huntsman does have the bonus of being a decent up close Sniper option. Also, USpec should probably just let you be able to choose who to pull by either pressing B or A on-hit.

The U-Tilt seems odd because it assumes there is some background architecture to richochet off of. What if you're essentially playing on an enlarged Battlefield or FD? Or just a stage without a background that fits with this trajectory? And the move itself seems so overly specific and weird in it's path taking that it would not be too useful...

I like the F-Smash. Nice uses for it, nice attack itself, makes use of Huntsman-y stuff.

FAir or BAir honestly seems like that'd be better SSpecs than the actual SSpec to me.

I love the names for the F-Throw and B-Throw. And even if it's not really a damaging part of the move, I do love how B-Throw lets you unlock hats. The TF2 movement had a severe shortage of hats, given TF2 is the world's largest hat simulator. B-Throw's actual effect is a tad awkward, however. Also STAB STAB at Down Throw.

Ultimately speaking, the Sniper is a bit better than I imagined, even if I wouldn't call it great. While it has a lot of holes in it, like me feeling SSpec feels weird for Sniper and some odd and unfitting effects plus a somewhat eh aerial game, I do feel like it feels like a Sniper set, accomplishes it's playstyle and would be enjoyable to play, so I ended up with a very slight like of it by the end.

Jeepers, it's the Creeper!

Creeper girl. Got it.

Dash Attack name is yes.

The Creeper is not as bad as I expected, at least. The combo game isn't particularly special, but it's actually pretty workman-like in it's simplicity and workingness, though I fear some kind of lock could develope from the dual explosions by messing with combo chain lengths. And I reeeeeeally hate the total lack of non-explosion aerials: It feels lazy and uninspired. But the basic trap chain reactions and somewhat basic invisibility work, though on the flipside I dislike U-Smash, D-Smash and D-Throw fairly badly. The D-Smash/D-Throw just weird for even Moecreeper to do and U-Smash just is odd to be an attack and doesn't seem as useful due to the 50% damage.

These ultimately brought down my enjoyment of the set, though I still liked it a little overall.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Skull Kid
I've owed you a comment on this set in particular for a long time, and I will say first off that this is very clearly your best this contest. The concept of creating copies of a foe via countering them to create a prediction based playstyle is fun, especially when you provide the teleport, the ability to store minions via Jab, perhaps even in mid attack, create scenarios in which you're stuck to the foe in frame neutral... that's all great stuff. I don't think 1v1 Ameno would be enough to appeal to me on it's own(given Ameno's copying was largely appealing due to the mix n' match sets, though at least the ability to change the foe's age provides some compensation), so that's really manages to appeal to me, in creating a reactionary character like this. There are some decent interactions with the shadows as well, such as putting them in a bubble with the foe or draining life from them when they're weak and ready to die, but not without risk.

I do have to say though, this set in spite of it's good qualities has a LOT of filler. The moves which reflect projectiles up and down are decent when you have shadow doppelgangers firing them around... which depends on the foe having projectiles in the first place. I really dislike opponent specific mechanics like that, as while projectiles are common they aren't going to be relevant about 30%-40% of the time. Aside from that, the set is loaded with some spacers for the clones, better than spacing traps given the fact that they kind of need to be shepherded due to being AI, but still there are so many moves which largely just serve that purpose or as a fairly bland attack. I feel with maybe a bit more thought put into those moves this could've been one of the best in the contest, but this stuff does weight it down a fair bit for me.

Manny
I don't mean to be so hostile to you shortly after your return, but I don't think your style mixes very well with a boxer. It turns to Calzaghe for inspiration a lot... I'm not a fan of Calzaghe and never was, so it's natural that it wouldn't appeal to me in the least. If it was Calzaghe+ maybe I could understand, but this set seems to be actively worse than Calzaghe in pretty much every way, looking at the grab game for example. I'm disgusted with it randomly healing him and on top of that the foe(I don't care if it's from boxing, it's still stupid), and every throw is a spacer that does no damage, and a really, really minimalistic and pathetic spacer that ultimately does so much less than an actual attack would. Obviously the set has no attacks other than punching, forgivable on a boxer of all things... but the times when you try to make him more than just punch are cringeworthy. The grab game I've already mentioned, but I despise the specials, which completely fail at being mindgames. People can tell when you're using Feint and even if you do fake them out by convincing them you used FTilt, what did you accomplish. On top of that the shielding mechanic is terrible and makes his shield nearly useless, while his dodges feel incredibly tacky when the opponent can randomly damage him during them. Lastly, on top of having basically not having a grab game, he's absurdly UP, with most of his attacks dealing under 5% and him having a grand total of 2 moves that could EVER feasibly KO. Landing fully charged Smashes is not a common occurrence Geto. His grand total of two KO moves are also pretty mediocre for what they are, for that matter. I know it's numbers balance, but it feels so freaking egregious especially when the character has no projectiles and a lot of "tricks" that don't bloody work. The closest thing you could argue this set has to a good quality is the fact that you picked an extremely pitiable character, but when you exploit him for potential with tacky crap like the grab game and Side Special that's not too much of an excuse anymore.

Armantle
I found Armantle to probably be the most interesting JOEmon from a perspective of how he supports the team, largely due to being able to basically customize the stage to their liking. On top of that, any created stage can become a dangerous firey hitbox, or gradually build up into a perch for a teammate to juggle them from, allowing for easier star KOs or perhaps use of the rather awesome Earth Power. He has some cool synergy with just about everyone, even with Breloom as the best juggler on the team for afformentioned reasons, and Feraligatr due to their awesome interaction and potentially abusing his mobility to navigate Armantle's modified stage. Armantle has some cool stuff to himself though too, the flowing of lava down slopes feels fairly fun and on top of that you have some rather intense, disruptive smashes that can work into the attacks of your other teammates. I feel a bit bad not talking about the set's own merits here too much, but really it's too much fun to think of how it interacts with say, Bisharp, what with those smashes that disrupt the stage so much and the potential to enhance his abilities through the DPS Armantle does with his lava. It gets a bit gimmicky with the stances at times, and as Froy pointed out the aerials are filler, but that much is forgivable on a giant lava monster, at least.

An aside on Ace Trainer JOE as a whole, I feel it's a lot more than the sum of it's parts, even if bits of it could have potentially been better. The interactions between the Pokemon, both subtle and obvious, are very fun to think about, and the mechanics of it all make it a vast improvement over the original set, my dislike of the porting of a couple melee mechanics aside. I didn't have high hopes when I started, but this is a pretty awesome project JOE.

Cashman
I don't feel the current comment on this set truly gives credit to what exactly it is, as Cashman is basically the definitive "item chase" set. He creates a web for a unique environment in which he can hide items, and gives foes plenty of incentive to chase after them, with the benefits provided by all the stands if the foe can reach them, but they are quite devastating if they're not attained for the foe's use. It's a very high risk high reward playstyle, and if Cashman doesn't take advantage of it he becomes rather predictable and has a rough time actually killing people. There's plenty of depth in constructing the web too, what with the minions working on it for you but being rather frail while Cashman will suffer big time if the foe hits him while he tries to do so, and that doesn't even take into account the fact that he wants to split up the web at times so it may in fact NOT catch an item at the wrong time, or to utilize his acid better.

The set of course provides a rather interesting climax to it with the Smashes, with the absurd number of creative ways to make yourself some money, and then the safe to create elaborate traps and the ability to eat basically anything for some cool effects via USmash. For some reason, I feel there's some kind of overall missing link here, and that the set needed a slightly stronger high note to fully utilize the six seemingly random stands you introduce at the start. Don't get me wrong, I came out thinking they were all good, and you've told me yourself that this is to represent that Cashman himself has a bit of a one track mind for money. Which makes it a bit bizarre that he has a very deep playstyle(and it's very clearly trying to be deep and complex), but it's not a major issue to me as the characterization still largely feels very appropriate. Aside from that, the standards are weaker than the rest of the set by a fair margin, which is awkward when they are what makes the final impression. Not that they're bad, certainly interesting on the kind of battlefield Cashman makes, but all the same it leaves a slightly bad taste in my mouth. That doesn't stop me from loving this set though.

Lyndis
I didn't comment the original version of the set, but it's quite cool to see you add pictures to the new version, especially when it seems you hand drew them. The set itself is largely straightforward and feels a bit lacking in terms of creativity, but I like the fact that you convey Lyn's agility in a lot of the moves to help differentiate her from the other Fire Emblem swordsmen. The counter is actually decent for what it does to distinguish itself from other counters in the multiple options and potential for spacing, providing an arguable playstyle centerpiece in a very early effort, something you don't see very often. The rest of the set, I feel, needs a bit more substance though, and I wish the other specials felt as inspired or worked into the counter somehow. Aside from that, the standards really at least need some damage percentages/knockback/some form of specifications on the lag. Next time I just advise you just try to be more creative and have a little bit more fun coming up with attacks, but as an SSB4 set for Lyn I think this seems like it'd be at least interesting to play.

Zodick
This is a set that's hard for me to get excited about, to be perfectly frank. You introduce some cool mechanics in the specials, but I'd usually expect with something like this you'd have some flashy execution to make them flow into something a lot more grandiose than this. The standards are fairly straightforward and not trying super hard to flow into each other, rather unusual for a Big Mac set... but you know what? I can excuse it for the character here. He's very clearly stupid and designed as a parody, and you get across his nature brilliantly in his, to be honest, amazing animations. I still love the pictures on the post. His hit and run playstyle also feels like a darker version of Sonic's in a way, the "darker" nature of course coming from the fact that he's slidding around on the blood of his enemies. Usually this type of thing isn't what sells a Warlord set, but it's honestly the very best part of the set here and almost impossible not to like.

The actual set... as I went on about, is pretty bland most of the time, though the specials are at least cool. I feel it's one of those sets that's a bit deeper when you think on it than it is on the surface, considering all this sliding around and hit and run comes in the context of the rings he desperately needs to cling too to survive. Having the TVs which flow into this game very nicely and the goal post to abuse building up Zodick's momentum are the icing on the cake here. Not to mention the set makes some interesting use of In Smash stuff, was kind of cool to see a little derivation from typical hit and run in that "Run and Hit" stomp to break up the monotony a bit. It's blandness drags it down for me, but this is still a set I think is more than the sum of it's parts.
 
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