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

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
LARFLEEZE
Have a playlist full of Want It, Need It: http://www.youtube.com/playlist?list=PL09E2FBEB08D7CF5F&feature=plcp


The sole wielder of the Orange Light of Avarice, Larfleeze is quite possibly the greediest being in the DC Comicsverse. His ring’s power is unparalled. To put it in perspective: the Green Lantern ring used to be the most powerful weapon in the universe. Larfleeze’s has the capacity to hold power equal to 100,000 Green Lantern rings. And that’s not counting the fact that he carries the recharge lantern (which has the physical embodiment of Avarice itself trapped within) with him everywhere he goes, or that anyone he kills rises as an identical orange construct loyal only to Larfleeze. Is it any wonder that I chose him as my first 3v1 set?

STATS AND MECHANICS

As alluded to in the intro, every time Larfleeze KOs someone, a construct made from orange avarice will appear, flying from the direction they were KOed from. The construct has the person’s full moveset, plus two extra jumps, float, and glide. Aesthetically speaking, their outfits will be changed somewhat, displaying the symbol of the Orange Lanterns on their chest:



The constructs have HP equal to the percent of the person they spawned from when they were KOed. For example, if Larfleeze KOs someone at 100%, the resulting construct will have 100 HP. Never fight Larfleeze on Sudden Death. Also, if a construct KOs someone, a construct will still appear, even if the construct is of the same person (i.e. If a construct of Mario KOs Mario, another Mario construct will appear). Constructs do not take knockback, but will instantly dissipate into orange mist when their HP is brought to 0.

On a completely aesthetic note, Larfleeze’s shield is always orange and instead of shrinking, will audibly and visibly crack when weakened. Also, everything he makes with the ring has the Orange Lantern symbol on it somewhere.

WEIGHT: 6.5 Somewhat heavier than average, but not by much.

SIZE: 7 He is a wee bit taller than Ganondorf, but he crouches, bringing him to a lower height.

GROUND SPEED: 4 He hovers, cloaked in orange energy, just over the ground, not enough to dodge any traps or motion-sensor bombs or anything. He floats this way while he walks, too, unhurried right now. Why should he hurry? Whatever he’s after is in no danger of being taken…

DASH SPEED: 7 …but if it is likely to be taken, he float-dashes pretty quickly.

TRACTION: 9 He technically floats ever so slightly over the stage, as I mentioned, so his ability to trip is reduced quite a bit.

JUMPS: 10 He has five jumps, each of which involve him boosting himself upwards about half a Battlefield platform. Impressive, no? Thank the ring for that.

AIR SPEED: 10 Near perfect, along with his aerial maneuverability. The air is his playground with that ring.

FALL SPEED: 8 He doesn’t fall very quickly at all, thanks once again to the ring.

CROUCH: 8 He used to be a common thief, which explains this quick drop to the ground, as if he expects to be shot.

WALL JUMP: No.

WALL CLING:No.

GLIDE: Yes. He flies, Superman style, to the ground, straightening up as he reaches the ground.

FLOAT: Yes. Hovering in midair with the help of his ring, Larfleeze can stay up there for twice as long as Peach.


SPECIALS​

Neutral Special: My Corps! You can’t have them!

Larfleeze holds up his lantern from which an orange mist appears, yelling “Serve me, my Corps!” with slight startlag. This can be interrupted during the startlag. This mist then coalesces into one of three forms, depending on how long it’s been since it was last used. If Larfleeze hasn’t used it yet this match, the time from the beginning of the match will be used instead. Regardless of who is summoned, they have four jumps and take no knockback, like Larfleeze’s other constructs. And yes, if these guys KO someone, an orange construct will still appear.

If it’s been five seconds or less since it was last used, Larfleeze summons Glomulus.


Glomulus is gluttonous, but small, being about as tall as a Pikmin counting the head leaf stalk thing. All this little guy can do, aside from constantly muttering “MINEminemineMINE!” with manic glee, is attach himself to a foe and bite down once per second, dealing 3% and flinch. Glomulus can be knocked off at half normal grab difficulty. Fairly useless, unless Larfleeze takes advantage of that brief flinch or the time taken to shake off the little guy. Larfleeze can have five of these guys out at once, which helps make them more useful. Still, their measly 10 HP means they won’t be around for long.

Should the elapsed time be any time from 5 to 19 seconds, Gretti will be summoned instead.


Gretti, who’s about as tall as Peach, tends to fire thin beams of orange energy, dealing 10% and flinch. These beams are pretty quick, and he’ll fire one every time he sees a target. He has 20 HP, though, so he’ll fall fairly easily. That is, if he didn’t have his own shield identical to Larfleeze’s, which he’ll use if someone starts focusing on him. However, he’s kinda dumb with it and will hold it until it breaks if the attacker doesn’t go away. He takes the usual shieldbreak stun, giving the attacker an easy way to deplete his HP. Okay, maybe he is easy to deal with, especially since this is a 3v1. Larfleeze can have two of them out, however, increasing their usefulness.

If Larfleeze can hold off for the whole 20 seconds or longer, he summons this monstrosity:


The big one, not the lizard dude. Seriously, Blume is huge, the size of a Smart Bomb radius. Is it any wonder that when he bites down, the foe takes 30% damage with strong knockback? Unfortunately, he’s slow. Ganondorf walking outspeeds this guy. But he’s solid, so trying to go around him is very tricky. He’s big enough that the foe can’t dodge past him, so their best bet is to deplete his 50 HP.

Side Special: Get away from my things!

Larfleeze aims his ring as a faint orange outline of a wall appears in front of him. The wall is about the width of a Smoke Ball and is two Ganondorfs tall. Holding the input allows Larfleeze to direct where this wall goes with the control stick, but it won’t become solid until the input is released. If someone hits Larfleeze before he releases the input, the attack is interrupted and has no effect. If a foe is where the wall is when it forms, the foe will be pushed away, damageless.

The wall is completely solid and has a good 70 HP. It also can’t be dodged past and only Larfleeze or a construct can grab onto the top. Obviously, most characters can jump over this, but it’s still a difficult obstacle that gives Larfleeze plenty of warning when someone is coming for him from that direction. Larfleeze can only have one wall out at a time.

Up Special: Give me that!

Larfleeze, shouting the titular phrase, sends an orange tentacle with a claw at the end out of his ring. This tentacle homes in on the nearest ledge, item, or character and grabs onto it. From there, the effect depends on what was grabbed. If it was a ledge, this works like a typical tether recovery. If an item, the tentacle brings the item straight to Larfleeze. This can even grab items right out of a character’s hands; if a character holding an item is the closest grabbable thing, the item is the thing grabbed. And if it’s a character, Larfleeze pulls the character towards him and then footstools off of them. Not used for recovery much, but it’s not as if Larfleeze needs more recovery, right? That last effect can really mess up a character trying to recover in midair.

Down Special: Mine!

Larfleeze charges this move by holding the input, his ring sparking with orange energy as he does. He can charge this indefinitely, although he likely won’t need to. When the input is released, Larfleeze will release a burst of orange energy in the shape of the Orange Lantern symbol. The size starts at one BFP in diameter at no charge and adds a BFP for each second of charge.

So what does this do? All items (except the Smash Ball or Dragoon pieces), minions, Assist Trophies, Pokémon, or traps within the radius of or touching the symbol gains an orange glow and immediately become Larfleeze’s. All items will only work properly for Larfleeze or his constructs, with varying effects depending on what type of item (more on that in the spoiler). All minions, Assist characters, and non-playable Pokémon become aligned to Larfleeze, even attacking/affecting their previous master.

Explosive items work normally for Larfleeze or his constructs, but when anyone else gets close enough to pick it up, the item will explode. This includes Blast Boxes. The exception is the Bob-omb, which when hit by the orange glow will begin walking towards any foe it sees. It will not detonate until it either hits someone, gets hit by something, or walks off an edge. Healing items will hurt anyone consuming them that isn’t avarice-aligned for the amount that they would have been healed by. Transformation items, such as Mushrooms, Franklin Badges, or Metal Boxes simply won’t work for anyone that isn’t Larfleeze or his lackeys. Things like Timers or Lightning Bolts will only slow/shrink/whatever everyone that isn’t drawing on orange energy.
Battering, projectile, and thrown weapons will not inflict flinch or knockback to and will heal Larfleeze and company for the amount that they would have been hurt by. Several exceptions exist here: Deku Nuts detonate like an explosive item, Pitfalls pitfall the first foe who gets close enough to pick it up, and Bananas trip up anyone who’s not orange-aligned. Bumpers are still solid to Larfleeze and co, but they don’t take damage or knockback from them; everyone else reacts as normal. Uniras just change alignment to Team Larfleeze, while Springs lose their spring to anyone not with Larfleeze. Mr. Saturns will launch themselves at foes in sight for their usual throw damage and flinch and their usual “Pwah!”
Finally, items such as crates or capsules will give the glow to whatever items are in there.

Obviously, this is a horrifying move against minion or trap characters. The loss of items isn’t a huge blow compared to what happens to squishy summoners and trapsters lacking in other options. The auto-detonations can really mess people up, though.

STANDARD ATTACKS

Jab: Try to take my things, will you?

Larfleeze swings his lantern in front of him for 5% damage and mild knockback. As if that wasn’t enough, if Larfleeze hits a construct or a wall with this, he’ll suck health from them equal to the damage that would have been done, with no knockback or flinch. This applies to the remaining Standards, as well as any Aerials involving the lantern as a weapon. Larfleeze just repeats the Jab with the repeated input. One consolation to this Jab is that the knockback is usually enough to knock foes away from the next Jab. Plus, this is a fairly slow Jab.

Yes, this is a strong jab from me. But it's a 3v1, I figure some rules can be bent, right?

Dash Attack: You will be mine!

Larfleeze swings the lantern once again, propelled by his momentum. This deals 7% damage but moderate knockback. Has enough endlag at the end to discourage careless use.

Forward Tilt: Keep away from my hoard!

Attaching the lantern to a chain of avarice energy, Larfleeze swings the lantern in front of him. This has no effect on a foe right next to him, but a foe about half a BFP in front of him will experience 9% damage and minor knockback. A quick move for attacking approachers.

Up Tilt: Thought you could sneak up on me, huh?

Using the same orange chain from the FTilt, Larfleeze flings the lantern straight up and smacks a foe directly above him. This obviously discourages aerial assaults, since this is as quick as the FTilt. Damage and knockback are exactly the same, too.

Down Tilt: I see you down there!

That orange chain makes yet another appearance as Larfleeze sweeps the ground on either side of him with the chained lantern. This only deals 5% and mild knockback. Kind of slow as well, for a tilt anyway.

SMASH ATTACKS

Side Smash: You will suffer for taking what’s mine!

Larfleeze fires a thick stake of orange energy from his ring. If this hits a foe, it impales the foe and stays there for twice as long as it was charged for. The initial hit deals 10% damage with moderate knockback, with another 5% for each second the stake remains in the victim. Additionally, while the stake remains in the foe, the foe’s movement and knockback is halved, including attacks. A good option for racking damage, since they’re a lot harder to KO while the stake’s in them.

An added effect, however, is that if this hits a construct, this will heal them for 10 HP without slowing them.

Up Smash: I will destroy you for this!

Larfleeze forms a large orange fist about the size of a Bumper and propels it straight up, dealing a whopping 15-25% and heavy knockback. Larfleeze’s best KO option short of Blume. This will also heal a construct for 15-25 HP if it connects with said construct.

Down Smash: I have a right to protect my stuff!

Larfleeze points his ring at the ground in front of him, with orange mist forming on the ground on either side of him. The mist will cover a BFP in total at no charge, with three BFPs at full charge. When the input is released, the mist seeps into the ground. Half a second later, orange spikes will sprout from the ground very quickly, smashing foes upwards for 15% damage and moderate knockback. In addition, the spikes stick around afterwards for three times the charge time, dealing normal spike damage and knockback. More damage racking, yay!

Also, constructs aren’t healed by this, but neither are they affected; they can just walk right through the spikes.

AERIAL ATTACKS

Neutral Aerial: Get off of me!

Larfleeze releases a burst of orange energy all around him. This is very short-range, really only affecting foes right next to him, but it does a good 10% damage with moderate knockback. This will heal any constructs hit for 10 HP.

Front Aerial: Take that!

Larfleeze swings his lantern overhead, spiking a foe in front of him down to the ground. This deals 5% damage and is pretty slow. As previously noted, this attack will drain HP from a construct if hit.

Back Aerial: No you don’t!

Spinning with lantern in hand, Larfleeze smacks a foe behind him with the lantern, dealing 13% damage and moderate knockback. A strong attack that turns Larfleeze around, but the beginning is telegraphed and is slow besides. Plus, there’s quite a bit of endlag involved, so using this carelessly is easily punished. As usual, hitting a construct with this will drain HP.

Up Aerial: No one steals from me!

Larfleeze creates an orange platform above him, which then flies upwards at Mario’s dash speed. This does no damage, but can easily carry a foe above the blast zone if they’re high enough.

Down Aerial: Feel my power!

Pointing his ring downwards, Larfleeze fires a beam of orange energy straight down to the ground, slowing his fall until the attack ends. About the width of a Ray Gun shot, the beam will deal up to 10 flinching hits of 2% damage very quickly; to put in in perspective, the attack only lasts a fourth of a second. As usual, this will heal constructs hit. Moderate start and end lag, so not to be used carelessly.

GRABGAME

Grab: There’s no escape from me!

In a fairly normal tether grab, Larfleeze extends an orange tendril about the size of ZSS’s whip, which snares a foe and brings them to Larfleeze, still bound. Mildly slow. Larfleeze can grab constructs with this, except for Glomulus, who’s too small, and Blume, who’s too big.

Pummel: Suffer, interloper!

Larfleeze makes orange energy flow through the tendril to the foe as long as he holds the input or until the foe gets free, dealing 3% damage per second. If he has a construct, he can drain health from the construct at the same rate; the constructs won’t bother trying to escape, so he can potentially drain quite a bit of health this way.

Forward Throw: Enough games!

Larfleeze throws the foe forward for a fairly boring throw, dealing 11% damage. If it’s a construct he’s snared, he just releases the construct in front of him. This deals no damage to the construct.

Back Throw: Feh, you’re not worth my time.

Larfleeze dumps the foe behind him in the worst throw ever, dealing a pathetic 2%. Similarly, constructs are simply positioned behind him and then released.

Up Throw: What is it you Earthers say? “Pull”?

Larfleeze uses the tendril to toss the foe straight up one BFP, then blasts the foe with orange power, dealing 7% damage and knocking the foe up and slightly forwards. Larfleeze will likely never KO with this throw; this is more useful for getting a foe up into the air. Constructs are tossed in the air as usual, but are healed by and take no knockback from the beam.

Down Throw: Haha! Suffer, intruder!

Using orange energy, Larfleeze sticks stakes through the foe’s feet, leaving them stuck there, unable to move, for two seconds. Foes can still attack and take no knockback from anything short of a Final Smash while stuck. This is a good option if there are constructs nearby: pin the foe and let the damage be racked. Larfleeze does the same to constructs, but the constructs aren’t pinned and are healed by 1 HP.


FINAL SMASH

Power Levels 100,000%

Larfleeze puts the ring to his lantern, recharging it to a full 100,000%, and then unleashes a ton of orange power in an unavoidable blast that covers the screen. Initially, the beam will deal 20% flinchless damage to all foes, in addition to completely healing all constructs out. However, which constructs are out has an effect on the Smash, since at the end of the Smash, a Glomulus, Gretti, and Blume all come out of the lantern if there isn’t already at least one of each out. If a Glomulus is already out, an extra 5% damage and flinch are added to the blast; if a Gretti is out, an extra 10% and minor knockback are added; if a Blume, then an extra 25% and high knockback. This stacks, by the by, but has no effect on the healing of constructs. All in all, a sufficiently devastating Final Smash.

PLAYSTYLE

Larfleeze revolves around KOing foes at just the right moment. Since he gets an extra minion whenever he KOs someone, you might think that he’d just want to KO indiscriminately, and that might be okay to start with, since Larfleeze’s corps is small to start with and he could use all the help he can get. But he wants to have as much HP on the new constructs as possible, which means damage racking. Larfleeze has several options for that, however, including his own summoned minions, the Forward and Down Smashes, and his tilts and aerials. The Down Throw is also key here.

Overall, Larfleeze is a good camper, with his corps, walls, and ability to ruin other people’s traps and minions. That really is the key to Larfleeze’s successful camping: he doesn’t have to worry about what the foe’s up to on the other side, since one well-charged Down Special makes it his. The walls help play keepaway, giving Larfleeze the needed charge time for the Down Special or a Blume. Plus Larfleeze’s ability to summon spikes via Down Special, which gives him plenty of opportunity to blast the foe away with his few but effective antiair options. Heck, he can even heal himself using his minions, making it so that the few attacks that get through are healed off if not capitalized on quickly.

On the other hand, Larfleeze can gimp pretty darn well, what with his excellent recovery allowing him to get back to the stage from almost anywhere. His walls, if aimed well enough, can ruin a recovering foe from across the stage; alternatively, he can footstool off a foe with the Up Special and use the Down Aerial to mess them up further if necessary. Larfleeze is good in the air, and it shows. Engaging him in the air is probably a bad idea.

In short, Larfleeze has options. He can create a veritable fortress and let his corps do the dirty work for him, or he can hunt foes down and punish them for daring to steal from him. Or both, creating a fortress to rack damage and then emerging for the kill.

EXTRAS

Up Taunt: Mine! It’ll all be MINE!
Basically just that: Larfleeze yells the above, grasping his lantern greedily.

Side Taunt: You want it? You can’t have it!

Dangling his lantern in front of him, Larfleeze yanks away the lantern as he shouts the titular phrase.

Down Taunt: Yum!

Larfleeze pulls out a piece of meat of some alien creature and eats it, burping afterwards. If you look closely, you’ll see flies around the meat, indicating the likely age of the stuff. Not that Larfleeze cares, mind you.

Idle Animations: Larfleeze clutches his lantern to his chest, crouching slightly as he does. He’ll occasionally stroke the lantern, muttering “Mine…” as he does.

On-screen Appearance: Larfleeze touches down from the sky, an orange aura around him.

Symbol: The aforementioned symbol of the Orange Lantern Corps. I don’t think I need to tell you the default color.

Upon Selection (Wiimote): A throaty, greedy chuckle from Larfleeze. “It’ll all be mine!”

Kirby Hat: Kirby gets Larfleeze’s fur and tusks, in addition to his Up Special.

Victory Pose: Mine.

Larfleeze cradles the weapons and armor of the losers and with obvious glee mutters “MINE.”

Loss Pose: NO!

“No! It was supposed to be mine! MINE! Give me it!” It’s unclear what exactly Larfleeze is referring to, but the tantrum is fairly pathetic.

Alternate Costumes: All the alternatives keep their orange, with only the black portions of the uniform changing to green, blue, red, white, or yellow.

Snake Codec:

Otacon: Snake, be extremely careful!
Snake: Of what, the pig?
Otacon: Larfleeze is no joke. That ring on his finger harnesses the power of avarice in the form of solid energy. That lantern he carries keeps it constantly charged. And those others with him? They’re the forms of people he’s killed, animated with avarice power and loyal to him. He literally has millions of people in there, so if he decides he wants you
Snake: Got it. I’ll be careful. Any chance I could keep the ring, though?
Otacon: I’d advise against that.
Snake: Drat.

Trophy:
Larfleeze: Larfleeze is the sole wielder of the orange light of avarice. For every person he’s killed using that power, an orange energy duplicate of the person appears, loyal only to him and consumed with greed. A deadly enemy who takes what he wants, when he wants.

Power Levels 100,000%: When Larfleeze recharges his ring, look out! A great blast of orange energy covers the screen, completely healing his corps and possibly summoning more minions to augment his forces.


My first 3v1 set, and I have no idea how balanced it is. Please let me know how I did.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
ATHENA
Much to no one's surprise, Kat has cooked up an opening day set to greet us all. Athena's instant KO mechanics are not as incredibly deal-breaking as they may seem conceptually, since it's not an easy process to score said KO. In addition, at times, it seems more as though the lethal gas is a fear-mongering threat, meant to coerce foes into rashly using their shield, opening up opportunities for Athena to capitalize by stoning them. The dynamic set up with the spheres, and how Athena has methods for toying with foes in and outside them is another welcome inclusion. All that said, I'm sure I'm not the first, and won't be the last, to tell you that inputs like U-Throw are not the place to include massive, game-changing snakes, the same applying to the D-Air pits to hell. Though I feel the sphere usage and manipulation flows somewhat between each KO method, I can agree with FRoy that some of the attacks do so in a needlessly complicated manner, D-Smash most specifically. Hopefully my assessment that Athena is a base off of which better sets can be built doesn't come off as broken record drivel, because last contest is living proof that you have the ability to build these sets.

COLD ENCHANTER
I ended up coming away from this set in a rather lukewarm manner. During a read-through, the reader is reminded frequently of Enchanter's mechanic, which is conceptually decent, but refrains from taking off in too much of an interesting fashion. The idea of taking away some of the Cold One's movement capabilities upon embedding crystals in himself offers the player the option of playing as a faster, more defensive Enchanter after setting up with his buffed attacks, or the offensively buffed set-up phase. The Cold One is not without his interactions, specifically with F-Smash's moving hitboxes that can travel over creatable walls. Many of the move descriptions seemed rather similar, due to their buffed nature; one paragraph discussing each move's near uselessness without crystals, and one enlightening readers as to its true use with them. Of course, if the attacks were more than simple buffs, this would be less of an issue. Scattered good ideas fill this overall mediocre set that could branch out into solid centerpieces on their own; indeed, their existence makes this set one worth at least one read-through, in my opinion.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
ATHENA
Much to no one's surprise, Kat has cooked up an opening day set to greet us all. Athena's instant KO mechanics are not as incredibly deal-breaking as they may seem conceptually, since it's not an easy process to score said KO. In addition, at times, it seems more as though the lethal gas is a fear-mongering threat, meant to coerce foes into rashly using their shield, opening up opportunities for Athena to capitalize by stoning them. The dynamic set up with the spheres, and how Athena has methods for toying with foes in and outside them is another welcome inclusion. All that said, I'm sure I'm not the first, and won't be the last, to tell you that inputs like U-Throw are not the place to include massive, game-changing snakes, the same applying to the D-Air pits to hell. Though I feel the sphere usage and manipulation flows somewhat between each KO method, I can agree with FRoy that some of the attacks do so in a needlessly complicated manner, D-Smash most specifically. Hopefully my assessment that Athena is a base off of which better sets can be built doesn't come off as broken record drivel, because last contest is living proof that you have the ability to build these sets.
Hmmmm. It seems as if my "A" Opening sets always provide me with some kind of lesson regarding things -not- to do in the future, and here that's making non-specials special....or at least introduce extreme gameplay elements within those moves. That said, the idea was a bit flawed from the beginning when I couldn't play off it that well with the other inputs and had to resort to the extremes witnessed. I guess having more focus on one better idea would be better for a future set. While it wasn't an ambitious project, I can't help but get stuck up on the reception of this one set and let it question what I've been doing as of now with my movesetting....

That said, some of complaints directed to Athena feel more like nitpicks. I don't even know how the set ranks up, but given I'm usually aware of how good a set of mine is while I'm doing it probably not that good.


[collapse="Larfleeze"]A very interesting character choice I couldn't help getting into the moment I saw it. Some very good emphasis on the character which instantly stands out from your previous sets, and highlighting all words to do with orange or Larfleeze directly is a first - along with having the attack titles be phrases this guy sounds like he'd say. Creating constructs from dead foes definitely sounds frightening, though I can't help but think even then he's still a bit underpowered for the kind of game mode he's supposed to be used in - heck, it sounds as if fighting him in 1v1 would be more convenient than 3v1! To be fair I'm only judging his stats however, and he does have some good aerial ability like Garble. Not to mention the fact that Larfleeze can take take take take everything from the enemy, their traps, items and whatever: this is one 3v1 boss who sounds as if he'd actually be fun to play with items on. No one person or their objects are safe from Larfleeze.

This came pretty close to being your best set for me, but the bland nature of most the standards sort of takes from what could have been a more frightening atmosphere for such a powerful villain, causing most of the set to just fizzle out after the Specials minus the construct interactions, which are actually pretty decent. And the more I realize that Larfleeze can do, the more I think that he's not that underpowered when how powerful he is generally depends on what he manages to take from the foe - perhaps you were going for that approach for balancing instead of already giving Larfleeze a lot, but...

This is a very interesting to imagine in various situations overall, if perhaps could have been better with a few more interesting attacks and interactions to go with what Larfleeze has...like further protection or empowerment of what's his, perhaps?[/collapse]
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Arche Kraine

This is a very low-key remastering, but I guess that was the goal. The changes to her sidebar stats were humorous, and the new spells gave her a bit more depth than she had before.

The change to her spell charge mechanic seems like an improvement in discoverability, but not being able to air dodge or shield without blowing a charged spell seems like an overall nerf. I really think that another way to release a charged spell might be better. Perhaps double-tapping?

Her flight mode still seems to make her weaknesses and strengths more pronounced. She can't go very high at all and one hit can be fatal in the wrong spot. I think it might be better if she had truly free flight, but started descending until she got closer to the ground. That would solve the sudden change in rules when offstage and give her more if a rhythm to her fighting, instead of simply completely anihilating characters with no anti-air capacity and being destroyed in turn by characters with flexible projectiles or good air games like Luvia.

The spells themselves are hard to judge, as she is basically in-character magic syndrome, and mentally holding all her spells together for judging is difficult. You're smart enough to avoid lockdown or other things that would make her too strong though or let her avoid her key weakness, that weakness just still seems a bit too debilitating.

Larfleeze

I'm not a fan of movesets that function as 3v1 bosses exclusively, it feels more like an extra to me than a stand-alone moveset, but a fun extra nonetheless. I prefer it as an alternate mode, and as Katapultar points out, his mechanic might in fact be more balanced in one on one fights because he has less to take.

And you really hit the concept of greed off with the mechanic. The risk-reward of keeping opponents to torture longer so you can reap more rewards is a perfect use of greed as a playstyle concept. A player needs to balance the choice of immediate gratification and long-term greed and avoid letting his own greediness destroy him.

At least, that's what the concept is, but in practice it turned out to be mostly damage-racking, and didn't offer him really much as far as options went for how quickly to KO.

He's also pretty weak, he's light, has no method to mitigate combos from opponents and his attacks aren't terribly threatening. 3v1 bosses generally need some way to lockdown opponents or otherwise prevent them from rushing him down so fast that he can't react, and Larfleeze just has a smattering of pretty unimpressive melee attacks. He's a lantern for crying out loud, but he hits like a chump.

I love that he is stronger the more enemies be has though and the trade offs of greed the player has to consider, but they're never developed enough. And honestly, the way the set is now, I think he'd be legitimately playable in 1v1.
:phone:
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,268
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
MYM13? IT'S MINE!

Larfleeze is a good start to your contest here WoMF, as it is clearly your best set so far and the first I would really call "good" in any normal caliber, not to sound rude: Azula was kinda bad and Doomsday was improvement. Calvin and Hobbes was...yeah.

Larfleeze starts out with a pretty neat mechanic in his ability to create constructs when the foe dies, with a great little twist that makes it quite cool, which is the fact that the constructs have exactly as much as HP as the foe's % when they died: Because of this, Larfleeze actually wants the foe to last a long time, as it creates a very powerful construct. In particular, it means heavier characters are at a disadvantage, as Larfleeze can beat on them and their large survival will simply allow Larfleeze to create a huge HP construct...and lighter characters are also at a disadvantage, as their being more easily KO'd means it's easier to get out more constructs! Larfleeze loves having it all.

And along with this comes a pretty solid playstyle, which forms primarily in the grabs and specials: Larfleeze's corps and taking a while is a good idea and the wall is especially fun, although it definitely could be developed more, given he's a Lanturn and all. The tilts and aerials are a tad generic in this context, although I do like how he can heal himself or constructs, and I feel like doing more there would be the key to making this set a true contender, especially since as a 3v1 set, Larfleeze is a bit weak early on, though I disagree with DM that it's because a 3v1 set /needs/ to trap at least one person(And he can sort of do this via D-Throw anyway).

Still, the moveset has some solid stuff, but I feel another thing that would really improve this set is discussing the possibilities of how the moves might flow and interact, most notably with the wall: One of my favorite things with this set is to summon Blume on one side and a wall on the other, creating a deadly and hard to escape situation for the foe due to their solidness and Larfleeze's ability to even keep the foe there for a bit via D-Throw, maybe throwing in a Glomulus or two to try and help out. The only way out for the foe is up...where your other KO move, Up Smash, lies. It's pretty neat. The ability to help from the wall or hide behind Blume and heal him is also pretty neat.

Larfleeze is a bit weak, though it is slightly made up by the snowball nature of his constructs: One construct makes it easier to KO other people who are damaged racked which creates more constructs and so on. I also disagree that Larfleeze works as a 1v1 set, mostly because while Larfleeze is a bit weak as a 3v1, Larfleeze is pretty obviously broken as a 1v1 set. Due to his mechanic + The ability to summon Blume + the wall at all.

Some stuff I would suggest: Expanding on move descriptions some, perhaps to describe some uses of the move behind just "quick attack", though don't push it if you can't think of anything, 3v1 bosses can be flashier and thus probably some more oomph from the standards and to keep the centerpiece of the set in mind, as Larfleeze could have one some other interesting things with the constructs: Perhaps a Special Pummel that allowed him to drain stuff other than health from the constructs?

All the same, Larfleeze is good, but only that: good. This still represents a great improvement for you though, WoMf. Keep commenting, making sets, learning, and you'll break through eventually.
 

Violenceman

Smash Journeyman
Joined
May 3, 2012
Messages
381
NNID
Ash316
In celebration of the long awaited release of Guild Wars 2, I give you...

The Thief


From the darkened alleyways of Divinity's Reach to the merchant ships of Lion's Arch, thieves can be found all around Tyria, hiding in the shadows and waiting for the right moment to strike. And now that the dragon Zhaitan has risen from beneath waves and brought the sunken continent of Orr up with him, that moment appears to be getting closer with every passing second. This battle tournament is the perfect opportunity to make your name known and feared across the world. Do you fight for fortune or legacy? For others or for yourself? It is your decision to claim; you are the thief.

What is your story?



Stats:
Size: 7/10
Weight: 4/10
Jumping: 6/10
Falling speed: 5/10
Walk speed: 7/10
Run speed: 8/10
Power: 4/10




Unique Mechanics

Backstab - Thieves tend to avoid tackling combat head-on; a sneakier method is a often preferable choice. As such, they have perfected the art of attacking from behind. Whenever Thief attacks someone from behind, the amount of damage he deals is instantly doubled. Melee or ranged, moveset or item, it doesn't matter; as long as a hit from the Thief strikes the enemy from behind, double damage is applied. Area of effect attacks that engulf the entire character, like explosions, do not count unless the point of origin is clearly behind the opponent and the back half is fully enveloped before the front.

For simplicity's sake, all moves below will state the base damage of the attack from the front and any "Backstab damage" will be included separately afterward.

Better watch your back, or The Thief will do it for you!




"What are a thief's greatest weapons? One might say it is the concealable dagger. Another, the powerful sword. A third, the ranged pistol. These thieves all have one thing in common. They are stone-cold dead, rotting in some putrid gutter. Because they trusted too much in their handy tools, they found themselves in a situation they could not slash their way out of. Subterfuge, trickery, sleight of hand; THESE are a thief's greatest weapons. Always remember that with any plan, the single most important thing you must consider at all times is how you plan to get out of it with your head still intact."

Special Attacks:

Neutral Special: Dancing Dagger - With a quick flick of the wrist, a curved throwing dagger appears in The Thief's hand, the blade tightly held between two of his fingers. The blade is serrated and the handle ornately designed, so there is no mistaking this weapon. In one fluid motion, the Thief flicks his wrist outward. The dagger flies from his hand in a straight line, twirling quickly through the air like a pinwheel. After traveling several character lengths, the small knife arc around horizontally (all visual, with no change to the dagger's altitude) and flies back into the The Thief's waiting hand, ready to strike its next victim.

The Dancing Dagger is a very special item unique to the Thief. With one press of the Neutral Special button, Thief produces the dagger in his hand. From this point on, the dagger operates like any other item in terms of combat. Pressing the Neutral (or Arial) Standard button will have Thief throw the small knife straight ahead of them. The distance it travels is comparable to Link's boomerang. Connecting with an enemy will not stop or even slow the dagger down in it's path, so it is possible to hit multiple enemies, or one enemy more than once, effectively "dancing" between targets.

However, the Dancing Dagger can be interrupted and will fall to the ground if it collides with a solid wall or if it fails to return to The Thief's hand. While the returning arc will change to match the Thief's location if he moves after the initial throw, it is not guided back to his hand automatically. Additionally, if Thief gets hit as the dagger is supposed to return to his hand, it will fail to connect. If the Dancing Dagger falls off the edge of the stage, The Thief can call another in with Neutral Special. If it lands on the ground, however, it is free game and any other player can wield it and use it as The Thief does.

But don't despair! The Thief has one last trick up his sleeve. The Dancing Dagger holds a surprise that can be initiated by The Thief pressing the Neutral Special button a second time while the Dancing Dagger is on screen. The blade will drop off harmlessly and fall off the screen, while the handle bursts open into a blast of Blinding Powder! While the small cloud of dust does no damage, lasts half a second, and is only large enough to effect someone right next to the dagger, it will cause anyone hit by it to endure a stunned condition (as if struck by a Deku Nut), lasting nearly 3 seconds, leaving them open to attack. Anyone includes The Thief, however, so be careful you don't trigger it on yourself. This Blinding Powder attack can be used any time the Dancing Dagger is visible; in the air, on the ground, or even when it is being held. Once the Blinding Powder is over, another Dancing Dagger can be produced.

The Dancing Dagger deals 5% damage (10% Backstab), with low Knockback unless opponent damage is in the triple digits, allowing a better chance for the dagger to strike an opponent twice (leaving and returning). As stated, the Blinding Powder does no damage and offers no knockback. Since a character cannot be stunned in mid-air, getting hit with Blinding Powder in the air will cause the target to lose all forward momentum and fall straight downward.


Forward Special: Steal - Yeah, this is pretty much required if you are going to be a thief. Upon triggering the Steal maneuver, the shadows beneath The Thief's body will rise up and envelop him, turning his body into a dark silhouette. Then The Thief dashes forward at an impossible speed, leaving inky afterimages behind him as he moves. Within only a few frames, he travels about 1/3 the length of Final Destination, coming to a grinding halt with little additional momentum. The afterimages fade quickly and The Thief is able to move and attack again the second he stops moving, with virtually no delay.

Steal brings to mind the Fox Illusion in terms of look and feel, but with few other similarities. While preforming the move, The Thief has knockback immunity and will complete his quick move regardless of being hit. The attack produces virtually no knockback, although it does cause the opponent to flinch. It can be used in the air, but only once before landing again; however it does allow for additional recovery moves afterward. Once the move has been initiated, the thief will travel in the direction he is facing. But if control stick is held in the opposite direction at during the move, The Thief will flip 180 degrees when coming to a halt with no additional delay.

Of course, the move's main mechanic is the ability to actually steal from the opponent. If an enemy hit by Steal is holding an item, The Thief will simply snatch it out of their hands and claim it himself. Simple as that! This can be used regardless of how it is used; he can steal regular item weapons like beam swords, weapons in constant use like the hammer, or weapons that summon like the assist trophies prior to breaking open. If he steals from an enemy using a recovery item, the enemy immediately stops recovering health and Thief recovers the rest. If he steals from someone turned invincible from a star, The Thief steals the invincibility as well. He can even steal the Final Smash aura from someone who broke the Smash Ball! Basically, if an item giveth, the Thief can taketh away.

If The Thief attempts to steal from someone who is not holding an item, no problem! The Thief has no qualms about simply producing an environmental one. Upon attempting a steal on an unarmed opponent, he will get an item based on the enemy's "universe". For instance, stealing from Mario could produce a fire flower, while stealing from Pikachu could create a Pokeball. Characters with no associated items would produce a random Smash-specific item (like a fan). Some limitations apply on large recovery items like hearts or powerful items like hammers, but all other items are fair game, including character specific items (stealing vegetables from Peach).

Steal has one more additional factor: if Thief is holding an item while he Steals from an opponent, he will place the item he is holding in the enemy's hands. He can exchange items he doesn't have any use for (like an empty ray gun) or plant a potentially deadly item (such as a bomb-omb ready to explode). He can also accidentally gave an enemy a powerful item, so he has to be mindful of what he is holding. He cannot give away recovery health, invincibility or Final Smash aura like he steals it, though.

Steal deals just 3% damage (6% Backstab), with virtually no knockback whatsoever. Since he can come out of the move turned 180 degrees around, this allows him to keep enemies where he wants them so he can use his new weapons on them quickly. Steal cannot be used right after itself; if Steal is tried again within 3 seconds after being used, there will be a delay equal to the number of second left on that countdown while Thief is being consumed in shadow. After the 3 seconds are up, initiating the move will become instantaneous again.


Up Special: Shadowstep - Master of the shadows, The Thief knows the art of traveling in the darkness. The Thief will clasp his hand together and squat down low. Black shadowy smoke will begin to plume around him, enveloping his body. Then in a flash, The Thief will disappear into the darkness. Just as quickly as he was gone, he will reappear in another location. Popping out of thin shadow, The Thief will spin his daggers around in a circle, before landing crouched on the ground. His daggers will leave long shadowy slices in the air as they cut through the darkness.

Shadowstep is divided into two parts: the preparation and the actual Shadowstep. When the Thief uses Shadowstep, a small shadowy ball will appear above his head. This is the "preparation"; at this point, you control the shadow ball, moving it around the stage in any direction as long as the Special button is held. It acts as a marker, and can pass through any environment, including characters and solid ground. It cannot be interfered with or interrupted by any characters or attacks. Once the Special Button is released, The Thief will vanish from his current location and instantly reappear at the markers location with almost no delay of travel. This is the "actual Shadowstep". If the shadow is inside solid ground (or any other space The Thief could not conceivably occupy) when the Special button is released, the move will be cancelled.

The Thief can be dealt damage and knocked around while controlling the shadow, but will always preform the actual shadowstep regardless of interruption when the button is released. If The Thief is KO'd off screen before the button is released, the shadow cloud simply dissipates and the move is obviously canceled. Since there is small animation delay between releasing the Special button and The Thief fully vanishing, there is a small window where he can be KO'd between the preparation and when the actual Shadowstep is performed.

When used on the ground, the Thief will duck low the floor during preparation and jump a few a foot or so into the air to preform the actual Shadowstep. When he reappears, he will be in the air, even if it is only a foot off the ground. He will spin around attacking with his daggers in a circle around his body before landing. If used in the air, The Thief will hunch his body in a small area while preparing to Shadow step. When the button is released, he will twirl around, spinning the shadows like a cloak of mist before vanishing. While falling during preparation, The Thief's fall speed will be cut in half as long as he is hunched; if he is hit or otherwise disturbed during preparation and knocked out of his hunch, he will regain his usual fall speed.

Shadowstep only deals damage when The Thief reappears and attacks with his daggers, dealing 7% damage (14% Backstab) to anyone in the immediate vicinity. It has moderate knockback potential, can KO at 125% damage, and it can be used to Meteor Smash if The Thief appears right above an enemy.


Down Special: Cloak And Dagger - Disappearing in shadows is a handy trick, but true thieves can vanish right in plain sight. The Thief takes this to heart and can disappear right in front of his enemies' very eyes. With no fanfare to be seen, The Thief simply fades from sight, becoming indistinguishable from the environment around him. Only faint glimmers of movement can give him away, but careful planning can leave him completely unnoticeable until he strikes. The cloak will end when he attacks, but by then it is too late for his unsuspecting prey.

Since moving around undetected is vital to The Thief's success, his cloak has to be up to the task of keeping him hidden. When Cloak and Dagger is used, The Thief quickly fades into the background, becoming completely unnoticeable. There is no additional animations or shadowy indicators; he just fades into invisibility. This move can even be performed while he is moving, allowing him to slip into hiding without having to stop his current progression of actions. Once fully cloaked, every aspect of him is invisible; he leaves no shadows, no foot prints, no dust when jumping or running. Any items he holds turn invisible with him and any HUD indicators of his presence (like player name) vanish as well. It is as if he simply ceases to be.

While walking, crawling, jumping, falling, dodging, or just standing still, The Thief maintains this total invisibility. However, when he runs, dashes, taunts, or double-jumps, he will produce a slight glimmer of an outline around himself (similar to cloaking device or Clear Brawl). Performing a Down Special attack again while Cloaked will result in The Thief tossing a small dagger out in front of him gently. It only travels 10 feet from his body and deals just 1% damage, but it won't break the stealth and since the dagger will be visible, it can be a visual cue for the player of Thief's location.

The cloaking effect can be broken in three ways. Performing an attack as stated above (with the exception of the previously mentioned dagger toss), getting hit with an attack (whether you take damage or not), and spending 20 seconds cloaked without meeting either of the two previous conditions. Once the cloak has been broken, the move goes into a cooldown period where it cannot be used again. The cooldown period lasts for 7-15 seconds, depending on how close to enemies The Thief is; the more distance between him and his opponents, the faster the cooldown timer goes. His damage icon will be greyed out while Cloak And Dagger is in cooldown and will return to normal when he can cloak again.

Another notable exception when cloaked is using Shadowstep. The Thief will remain in stealth mode during preparation and will only break stealth when the actual Shadowstep happens. Even the shadow cloud marker will be cloaked, only visible by the faint shimmer of quick movement. Additionally, Caltops and Needle Trap can be also be used without breaking stealth mode.

Cloak And Dagger deals no damage by itself when The Thief moves in and out of stealth. His attacks are not strengthened or weakened when used while cloaked either. The Dagger Toss that can be used without breaking stealth deals 1% damage (2% Backstab) with very minimal knockback.




"What is small of blade is not small of potential. The dagger will provide you all the leverage you need when you are close to your target. What about when you are not close to your target, I hear you ask? Well, if someone knows they are your target before you have gotten close to them, I dare say that you have already failed."

Standard Attacks:

Neutral Attack: Double Strike, Wild Strike, Lotus Strike - The Thief produces two sharp daggers from within the depths of his sleeves and strikes twice, once with a stabbing motion and another with an upward slice. Then he performs a shoulder-level horizontal slash that spins the enemy around. Finally, he performs a powerful diagonal gash that scatters lotus leaves after it connects.

Double Strike deals 2% damage per hit (4% Backstab), Wild Strike deals 3% damage (6% Backstab), and Lotus Strike deals 5% Damage (10% Backstab) along with decent knockback strength. Since Wild Strike spins the enemy around 180 degrees, a full combo guarantees some portion of the damage be from behind. Lotus Strike can KO at 160% damage.


Dash Attack: Death Blossom - With The Thief already in full sprint, he digs his heals into the ground and leaps into the air above the enemy's head. The Thief will invert himself so he is upside down and head-to-head with the opponent as he passes over. He will slash outward with his daggers three times as he passes over. He will invert himself again before he lands so he is on his feet. He will also be flipped 180 degrees around to face the direction he came from. He will then deliver one last quick stabbing strike outward with the dagger.

Since the first half of the attack takes place overhead, the aerial portion of Death Blossom does not usually deal Backstab Damage. However, on uneven ground, it is possible for some of the attacks to hit and enemy on their backside. Death Blossom deals 2% damage (4% Backstab) for each of its 3 hits for a total of 6% damage (12% Backstab). The final dagger strike after landing deals 4% damage (8% Backstab) with decent knockback that can KO at 145% damage and is delivered quick enough to allow very little wiggle room to get out of the way after the overhead strikes.


Foward Attack: Heartseeker - The Thief steps forward and drives his dagger into the chest (or spine) of his opponent. He then yanks the blade out with an exaggerated swing to the side. While the attack technically hits twice, only the first deals damage. The other provides the significant knockback.

This attack is meant to seek out an enemy's weak points and capitalize on it. The damage it deals is increased when an opponent is weaker. Heartseeker deals 5%-9% Damage (10%-18% Backstab) depending on how much damage the target has accrued, with the brackets being 0-20%, 21-40%, 51-60%, 61-80%, and >81%. The knockback allows the attack to KO with 150% damage.


Up Attack: Flanking Strike - The Thief will grab his two daggers and slash upwards from different directions, crossing overhead in the middle. Each swing makes a sweeping arc that resembles a pair of scissors closing. Each dagger counts as its own hit and deals its own damage. Getting caught between the daggers like pincers means one would guarantee a hit for backstab damage.

Flanking Strike deals 3% damage for each dagger (6% Backstab). Getting caught in the middle of the two daggers would deal 9% damage. The knockback is not as strong as Heartseeker and will only KO at 175% damage.


Down Attack: Caltrops - The Thief will pull out a handful of tiny caltrops from his pocket. He will then proceed to scatter the sharp spikes in a character-wide area around his feet. The Thief will be unaffected and can walk among his own caltrops without a problem, but anyone else walking across it or landing on it will feel the pain. The caltrops will remain on the ground for 10 seconds or until someone steps on them.

Caltrops deal damage once someone walks across them or lands on them. There is no possibility of backstab damage (even if the opponent falls back-first on them). They deal out 10% damage and will knock enemies straight upward. Caltrops can KO at 160% damage. Caltrops will not break stealth if The Thief is cloaked when he uses it, however the caltrops will be immediately visible and are not cloaked as well.




"Not every battle is avoidable, in which case a short sword will be your closest ally. Most targets are smart enough to know that their lives are more valuable then their gold pouch, but the world is full of people who hold bravery above all other virtues. Of course, bravery is just another word for situational stupidity, but as you might guess, there is no arguing with these kinds of people."

Smash Attacks:

Forward Smash: Infiltrator's Strike - While charging the smash attack, The Thief hunches low and holds a short sword back, ready to slice. Then he suddenly vanishes in a puff of shadowy smoke. Instantaneously, he reappears five feet in front of his previous position, facing the opposite direction. He releases his sword for a strong horizontal swipe, swirling black shadows behind the blade.

Infiltrator's Strike deals 10-15% damage (20-30% Backstab) depending on how long the smash attack is charged and can KO at 120% damage from its knockback. The Thief will not return to his previous position after the attack.


Up Smash: Ambush - The Thief will slice the air above him with his sword, leaving a thin, red horizontal line above his head that will linger for several seconds. If an enemy comes in contact with this line, another thief will leap in from the far side of the screen at high speed and slice along the red line with his own sword before dropping off the other edge of the screen. The Ambush will occur quickly enough to hit whoever triggers the trap before they can leave the line's area.

Ambush deals 9% damage (18% Backstab) consistently. The length of time the line stays active above the Thief's head is 1-4 seconds, depending on how long the smash attack is charged. The move has moderate knockback and can KO at 135%. The "Other Thief" moves very quickly, too quickly to properly react to, but a lucky or carefully pre-planned hit could stop him before he reaches his destination.


Down Smash: Needle Trap - The Thief prepares a vicious needle trap as the smash attack is charged. Once released, the Thief quickly places it on the ground. It is hardly noticeable at first glance, just a small metal plate on the ground. If anyone but The Thief steps on it or lands on it, large needles will shoot straight up, dealing devastating piercing damage and smashing the enemy straight skyward. The Needle Trap will remain on the ground for 10 seconds or until someone steps on it.

Needle Traps deal damage once someone walks across them or lands on them. Like Caltrops, there is no possibility of backstab damage. Needle Trap does 13-17% Damage depending on how long the smash attack is charged (which also determines the size of the needles). It offers strong upward knockback and can KO at 130%. Needle Trap will not break stealth if The Thief is cloaked when he uses it, however the trap will be immediately visible and is not cloaked with The Thief.




"The air is no place for a thief; too many variables and not enough control. Always keep your distance when your feet are not firmly planted on solid ground. This is where ranged weaponry comes in handy, to keep unwanted altercations at bay. And it is hard to argue with the power of a firearm for just such an occasion."

Aerial Attacks:

Neutral Air: Vital Shot - The Thief will reach down and draw a pistol in each hand out of his side holsters. Holding one to each side of him, he will fire one small red-hot bullet from each. The bullet will travel straight ahead for 10 feet before descending to the ground in a downward arc. The Thief will then re-holster his pistols.

Vital Shot deals 5% damage (10% Backstab) and can KO at 200% damage. As with all pistol-related attacks, the bullets will fall to the ground if they do not hit in the air, so they can strike anyone on the ground below. Once the downward arc starts, the bullet loses speed and the amount of damage is lessened to 3% (6% Backstab).


Forward Air: Unload - The Thief will again draw both of his pistols out, but will this time flatten his body like a horizontal board, holding the guns out in front of him. He will then proceed to fire six small bullets (three from each gun) in front of him in rapid succession. The bullets will travel outward for 10 feet before falling to the ground. The Thief will then holster his pistols as he right himself again.

Unload deals 2% damage (4% Backstab) for every bullet, totaling 12% damage (24% Backstab) if they all make contact and can KO at 190% damage. when falling to the ground, the bullets will be reduces to just 1% damage (2% Backstab). If The Thief is hit in the middle of firing his guns, the move will be interrupted and he will stop firing shots.


Backward Air: Cluster Bomb - The Thief will draw one of his pistols with his right hand and swivel around in the air at his waist. He will proceed to fire one larger than normal shot behind him. It will travel straight ahead for 8 feet before exploding into 6 smaller pellets that will cascade outward for another 5 feet before raining to the ground. The Thief will put away his pistol and turn himself back around once he fires the initial shot.

Cluster Bomb has several section that deal different damage. If someone is struck by the Cluster Bomb itself before it splits apart, it will deal 7% Damage (14% Backstab) and the attack will end there. Once it bursts apart, the individual pellets will deal 3% damage each (6% Backstab). Because of the nature of the cluster and how its radius grows after it breaks apart, the chances of getting hit by all six pellets decreases as time goes on. Someone hit at the exact moment of explosion would catch all 6 pellets at once, totalling 18% damage (36% Backstab). As the pellets begin to lose momentum and fall, they will only deal 1% damage (2% Backstab). This move can KO at 175% damage if hit by the main bomb or explosion and 225% if hit by the mini-pellets.


Up Air: Black Powder - The Thief will draw one of his pistols from his holster with his left hand and fire it right above his head. The bullet will fly upward for 5 feet before it bursts open into a cloud of black smoke that expands and lasts for two seconds before dissipating. The Thief will calmly holster his gun again.

Black Powder also has different segments that deal different damage. Getting hit with the smoke bomb before it explodes deals 7% damage (14% Backstab) and once it bursts, getting hit by the smoke deals 4% damage, without possibility of backstab. Black Powder can KO at 210% damage


Down Air: Repeater - The Thief will pull out both of his pistols and do a split in mid-air with his legs. As he does, he will point both of his guns downward and fire them in three different positions. First with each gun at an angle close to his legs, then at a 45 degree angle in both directions, then with both guns straight down. Finally, he will lower his legs and re-holster his guns.

Repeater deals 5% damage (10% Backstab) for each shot. Meant to scatter areas, you can think of the shots going like a clock (if The Thief's legs are raised to 3 and 9), with the first shots being at 4 and 8, the second round being 5 and 7 and then two shots straight down at 6. It will happen quick enough so that not too much ground is gained by momentum after starting the attack and finally shooting straight down. This move can KO at 200% damage.




"Grab hold of your target; not just with your arms, but with fear as well. Always maintain control of the situation and let them know their fate is in your hands and on the tip of your dagger. And when you finally release them, make sure to leave them a reminder of why they shouldn't think about coming after you."

Grab Maneuvers:

Grab/Pummel: Scorpion Wire - The Thief darts his arm out and a wire with a spiked tip shoots out from his sleeve and attempts to hook into the opponents in front of him. If the spiked tip strikes the enemy, it will hook into them and The Thief will yank back on the wire, pulling him into The Thief's grip. The Thief will pull the enemy around and will grapple them from behind, holding a dagger to his throat.

Once The Thief has a hold of his opponent, he can attack his enemy by stabbing them in the back with a second dagger. He can drive the dagger into the opponent's spine a maximum of 4 times before the grip hold is broken. Each stab will deal out 3% damage without extra Backstab damage (since the attack always hits from behind). The wire itself is not as long as Link's Hookshot and cannot be used to ledge grab, but does deal an additional 3% damage (6% Backstab) upon striking.


Forward Throw: Trail of Daggers - The Thief releases his grip on his opponent before spinning around and delivering a powerful kick to their back, sending them flying away at a 45 degree angle. The Thief then flips back around and throws a series of 5 daggers at the enemy in mid air in rapid succession, delivering additional damage and knockback.

Trail of Daggers deals 5% damage from the initial kick (no Backstab damage since it will always strike from behind) followed by 5 throwing daggers for 2% damage (4% Backstab) each. With no interruptions, the move in total will deal 15% damage (25% Backstab), although getting all the knives to strike the back would be a feat of luck. If another character gets in the way of the daggers, they will receive the additional damage and knockback instead.


Backward Throw: Haste - The Thief pivots around on one foot 180 degrees, bringing his gripped enemy with him. Then he proceeds to quickly deliver three quick hits one after another; an upward slice with his dagger, followed by a slice across the back of the neck with the other dagger, finished with a knee to the spine. The final hit is what sends the enemy flying away.

Haste deals 5% damage for each hit, totaling 15% damage. There is no additional Backstab damage since all the hits are delivered from behind by default.


Up Throw: Devourer Venom - The Thief will run his dagger along the inside of his cloak and coat it with a bright green liquid. Then with a powerful upward strike, he will slash upward with the poisoned dagger. The strike will knock the enemy off the ground and toss them straight upward. The Devourer Venom is strong in paralysis, keeping the enemy lying horizontally stiff as a board facing upward for several seconds, after which the paralysis will break.

Devourer Venom deals 10% damage and keeps the enemy lying horizontally face-up through the majority of the throw. This does not typically gain a lot of distance unless at high damage percentages, but opens the enemy for an additional upward strike with an easily prone backside.


Down Throw: Thieves Guild - The Thief will slam the enemy to the ground face-down and hold them there, sitting on their back. From behind the Thief, wisps of shadow begin to bloom as additional hooded thieves appear out of nowhere and begin to beat the pinned enemy up dealing a flurry of blows. Then additional thieves will vanish into the shadows as quickly as they appeared. The Thief will then stand up and kick the enemy sharply in the ribs, which will then act to send them flying outward.

Thieves Guild deals 1% damage for every blow the additional thieves deliver for 12% total. The kick to the ribs will deal an additional 4% damage. Do to the nature of the attack, there is no opportunity for Backstab damage. The thieves can be beaten away in the middle of the attack by dealing 10% damage to each, but they deliver the series of strikes fairly quickly, leaving little room for interruption.




"Finally, when you are backed into a corner, when all other options have been thoroughly exhausted, and when you just need a plan to escape...never underestimate the value of chaos and panic that can be forcibly conjured from a hailstorm of daggers."

Final Smash

Dagger Storm - Once the Smash Ball has been obtained and the move initiated, a short cut-scene will take place where The Thief will flick back his cloak to reveal a massive collection of daggers. Then with a unbelievable speed, he will begin to throw them outward straight ahead, one after the other. The stream of daggers is a constant barrage, with no break in between each one. After he has unleashed 100 daggers, The Thief will throw one last final dagger that is larger than the rest. This powerful dagger will send anyone it hits flying.

Dagger Storm involves The Thief throwing 101 daggers quickly straight ahead of him. The daggers will go the full length of the stage and will pass through any enemies, walls or other obstacles in their path. They are small, but the first 100 make the enemy flinch and deal no knockback, so anyone caught in the stream will be stuck and receive the full brunt of the attack (unless they are falling through the stream). The final dagger is more powerful and knocks enemies away.

Each regular dagger deals 1% damage (2% Backstab) and the final dagger deals 5% damage (10% Backstab) and can KO at 150% damage. The Thief is invincible for the duration of the move and also has knockback immunity.




Other Unique Features

Dodging: When performing a forward dodge roll, The Thief will automatically come out of the roll facing the other direction, flipping 180 degrees.

Jumping: When jumping and double-jumping, The Thief will condense himself into as small an area as he can to avoid being hit. Hence, he will tuck his legs up against his chest during the first jump, then thrust them downward to get the boost for his second jump, after which he will tuck his legs up again and curl his arms around them like a ball while somersaulting in the air.




Playstyle:

The Thief has the potential to be a very powerful character, but requires a lot of strategy and planning to pull off. The Backstab mechanic allows him to deal out heavy damage while still being a fast and agile fighter; however, fighting head-on will severely limit the damage of The Thief's attacks since The Thief's moveset in purposely underpowered so as to balance the effectiveness of Backstab. This means that his speed and agility must be used offensively in order to set up a position where his attacks can be used to their full potential. Being in the right location is every bit as important as the attack itself.

However, where The Thief really becomes a major threat is when he is wielding a weapon. While his moveset is toned down in damage as mentioned previously, the damage dealt by weapons and items are left mostly unaltered and are still affected by the Backstab effect. A Thief behind you is dangerous, a Thief behind you with a weapon is downright devastating (a smash attack with a Home Run Bat to any enemy's back could deal up to 60% damage!). For any other character, having a major strategy that involves a random element like items (which can also just be turned off) would be a very bad idea.

But The Thief is special thanks to his Steal mechanic. Obviously being able to take an item away from an opponent quickly and easily is a useful skill, but even if items are turned off, The Thief can get his hands on a weapon with Steal's ability to generate an "environmental" item from an unarmed opponent. This ability to keep the Thief equipped with a source of extra damage is Steal's greatest boon. Steal's extra ability to plant an item goes hand-in-hand with his standard special, the Dancing Dagger.

Dancing Dagger serves two main purposes; one is two act as a ranged "boomerang" style attack, which offers a greater chance to strike from behind and earn Backstab damage. The second is to use the Blinding Powder to stun an enemy long enough to set up a strong attack from behind. This is where the usefulness of Dancing Dagger being an item over an attack comes in; Steal allows you to plant the Dancing Dagger in the enemy's hand, then almost immediately afterward release the Blinding Powder, putting The Thief in prime position to deliver a devastating attack.

As a recovery move, Shadowstep has great potential as long as you have the time to pull it off. His decreased fall speed helps to give you the wiggle room needed to cover great distances. However, it is less helpful in an emergency recovery situation (like being knocked downward at high speed), so you will need to keep a careful eye out for anyone who might try to set up such an attack. As an attack, it requires lots of patience and leeway, since The Thief is vulnerable and open to attack while you are controlling the shadow. Which is why it works well with Cloak and Dagger's invisibility, since it is one of the only attacks that does not immediately break the cloak upon being initiated.

Cloak and Dagger is important to The Thief's offense in that it gives him the opportunity to get behind his enemies undetected. While he has many other techniques for getting behind an opponent, most are for quick reactions. Cloak and Dagger allows you to set up more complex and planned out maneuvers. Cloaking also serves some important defensive tactics; since you can disappear from sight instantly and perform various movements without giving any sign of your position, you can sneakily escape from your enemies' clutches. The Dagger Toss feature can be used to misdirect your target's attention or lead them into a trap.

The Thief's Standard and Smash attacks include both attacks that attempt to deal damage from both front and behind, so as to get some Backstab damage every time, and stronger attacks that require you to plan out and position The Thief for maximum damage. The down-direction attacks set up traps that can be left on the ground for opponents to trigger. While they don't deal Backstab damage, they are stronger than most of The Thief's other attacks and can be used in conjunction with other moves (like using Scorpion Wire to drag an opponent across the trap to trigger it), as well as being able to be planted without breaking Cloak and Dagger. The Thief's aerial attacks are not meant for close combat and instead allows him to keep a distance with projectile pistol attacks, many of which cover large areas in one way or another. He can even create chaos below with discarded pellets raining down on fighters on the ground.

Scorpion Wire allows The Thief to bring his opponents to him and put them in a hold from behind. This means that if the enemy breaks free, they will still be facing with their back to The Thief, which he can easily capitalize on if the target isn't fast enough to flip around or get away. The Thief's throw are not exceptional for distance, but all of which tend to do a good amount of extra damage. Of note especially is the Up Throw, which can paralyze the unlucky fighter for a short bit, leaving their back exposed to a follow up attack.




Extras:

Logo: Guild Wars 2's "dragon-in-the-shape-of-a-number-two" logo.

Stage Entrance: An Asura Gate rises from the ground and when it finishes, the portal activates and The Thief rolls out and ends on one knee. Then he stands up straight and flips his hood up over his head as the Asura Gate shatters behind him.

Taunts:
1 - The Thief will pull out a coin purse from his cloak, toss is up in the air, then snatch it as it falls back down and stash it away again. He will make a quick "Heh." noise as he does.
2 - The Thief will make three small knives appear between his fingers, then juggle them in the air for a moment. This Taunt lasts for the longest time of the three and if The Thief is hit while performing it, the knives will scatter outward, dealing 1% damage (2% Backstab) to anyone it hits.
3 - The Thief will clasp his hands together and a shadowy image of Grenth (the God of Death) will appear behind him before slowly vanishing in the wind. The Thief will be able to move again once the shadow image forms and does not have to wait for it to vanish.

Alternate Costume:


Yes, it looks like you can be a female thief as well!



Stage: Lion's Arch


High above the Coastal pirate haven of Lion's Arch rest four derelict ships, suspended by a single line beneath. The four ships make up the playable platforms, while the wooden beam suspending them is simply background. Each ship is facing its aft at the screen and each ship is roughly 1/3 the length of Final Destination in size. There are thin bridges spanning each ship that can be walked on, but are easily broken and take a while to be reformed. The middle two boats both have an overhead sail that has been angled like a canopy and can be used as ground to fight on as well (it can jumped or dropped through as well).

The stage is also host to a dynamic event that can occur. The elder dragon Zhaitan make rise from the sea in the background on a jagged rock. When he extends his wings and roars, several undead skeleton warriors will jump onto the stage and begin to attack the players. They will leave after a while, but can also be beaten down and broken into bones and skulls, which can be tossed around like items (1% damage for bones, 3% damage for skulls). If all the undead are killed, Zhaitan will fly off into the air, only to return later and fly above the battle field. While you will only see his shadow as he passes by, the force of his passing will cause the boats to shake and tilt for a bit, while ripping off the two sails for the remainder of the match. If the undead escape, they will return later with explosives and destroy the left-most ship, removing it from the stage for the remainder of the match. Getting caught in the exploding ship will deal 25% damage and deliver hefty knockback.



------------------------------------------------------------------------------------------

Whew! That one took a while. I've been looking forward to Guild Wars 2 for some time and I had the desire to do a "Thief" set, so this seemed like a natural match for the two. I'm sure a thief idea has been done before, but I hope there is enough originality for it to stand out. Feedback is appreciated as always!
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="The Thief"]This is a huge improvement for you, Violenceman, and it's clear to anyone who's seen your previous sets (which are still good on their own). You've clearly taken the advice given to you with the Specials being first up instead of later, and my even the simplest of details overflow - there are times when this comes from certain attack details being repeated in the same move, but I'm still impressed by it. And even if they don't completely flow with the Specials yet (they still but), the standard attacks are look more impressive than ever before and are actually worth some attention. Dancing Dagger is an excellent attack for capitalizing on the backstab mechanic given it's boomerang-style nature: just the boomerang coming back from behind can inflict backstab damage from enemies wanting to protect their backs against you, which will be exposed if they're hit by the returning Dancing Dagger for you take advantage of! The boomerang nature of the Dancing Dagger also works surprisingly well with the invisibility because foes won't know -where- the Dagger will return to if Thief is invisible, and if you catch them off-guard simply backstab them. It's clear that you're very good at stringing together the Special attacks in clever ways. When I think about it too, even some of the stuff like the Smashes and the Aerials simply being ranged attacks work surprisingly well together for chaining together and luring foes into a trap. A different step for you via open-ended characterization compared to the likes of Ico/Yorda and Darkwing Duck, it's great to see you flourishing as of now, and that makes it all the more interesting to see what you'll do next, even though I've said that quite a few times now.[/collapse]
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="Ashens"]The main prospect of this set is hilarious even without having watched the videos, and it already looks as if the Ameno Effect is settling in on MYM13. I was pretty much laughing the whole time too (easily a top contender for Funniest Moveset). There's naturally a lot of crazy things going on in this set, and it didn't take long for me to realize it wasn't your average Flowy-Warlordian set as a lot of the moves felt independent. It felt a bit like a pseudo-joke-set, but that couldn't be helped when you were dealing with such an abstract subject. Not to say I stopped taking it seriously at all at any time of the set; being able to shift between two fighting zones is quite neato and provides some opportunities for all those toys you're putting on the stage, while the Grab Game further elaborates by letting you put one foe into the shelf. I did kinda lose track of certain things as I went by given how crazy the set is and the different rules to it, but it does try to have a sense of playstyle in the end, even if it's not the most convincing thing when there's a lot going on - undeniably a very fun and memorable experience however, and it was a pleasant surprise to see emphasis on the Final Smash and Extras of which couldn't be fitted into the main set.

It's also interesting to note how hard it was to pick out the Warlordian parts and the Davian parts, as the two styles mesh together pretty well for a good combination. This was also a funny character choice, as I thought the two of you were going to do a cartoon set or something. Maybe we'll get more of this kind of thing in the future?[/collapse]
 

Conren

Smash Apprentice
Joined
Feb 17, 2009
Messages
90
Location
Boston
NNID
Conren1
3DS FC
5086-4445-8944
Bubbleman.EXE

I like the playstyle here and the various options you have with the bubbles. One suggestion I have is to change around some of the inputs. D-Tilt could be done by double-tapping down on a bubble that Bubbleman is standing on, or rolling into a bubble that's next to Bubbleman. U-Air seems very odd as an attack input, it looks like it should be doable just by jumping into a bubble. As for the grab, I'd suggest making it so that doing N-Spec at point blank range traps the opponent in the bubble. This may leave you needing to fill some imputs with basic attacks, which is not bad. Sometimes a guy just needs to make a quick, simple attack. Particularly since there seems to be a lack of normal moves that actually do damage.


Athena

I like this moveset. The down throw is really funny when you think about some of the zanier members of Brawl's cast. It doesn't feel like D-Air should be an instant death move, even flavor-wise. Being a very high knockback move should suffice, and if a character survives, it could just mean that they managed to crawl out of the depths of the underworld. Pit himself has done just that in his career.


Cold Enchanter

You did a great job of giving the player different reasons for choosing who to inbed crystals in. It's almost like choosing your playstyle. I like it. I only have one sugguestion, I think there should be an attack that eats up crystals inbeded in Cold Enchanter for extra power. This can allow Cold Enchanter to shed off crystals and adapt to changing situations.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Thief

The thief is definitely a moveset with a lot of heart poured into it and deserved some respect for that. Your move descriptions are long enough to rival Katapultar, and though some of it is redundancy that could be smoothed out, a lot of it is careful care about animations and characterization that is really nice.

The backstab is a worthwhile mechanic, and you get some clever ideas in how to combine it with the invisibility and teleportation that the Thief has at his disposal. Many of his other moves seem to treat it as a bit of an afterthought though, and I think that a little more thought into how his moves flowed together with concepts like the turn around from the jab would make it a lot smoother. As it is, there is a bit of a disconnect between the tilts, the smashes which feel like guild wars 2 abilities out of place in brawl, and the aerials which are so focused on the pistols as opposed to never appearing elsewhere in the set.

The only other major complaint I have though is that blinding powder is far too powerful. 3 seconds of stun is utterly ridiculous; on a projectile as an area of effect blast with a half second duration it is truly broken. Still, a fun moveset though with a lot of care put into its creation.

Ashens

This is something that truly could only be created by the combined efforts of Warlord and David. A truly monumental monstrosity that encompasses almost every vice in Make Your Move in one nauseating package.

We begin by making a 3v1 only stamina boss fight with an incomprehensible control scheme in which you have to move both hands with only one control stick. I hesitate to even call this a moveset as it takes a page from AMENO-SAGIRI and makes it even worse, and takes it for granted that this kind of mutilation of brawl should be readily accepted as just as legitimate as an actual moveset.

Moving on we go through a litany of props with the tackiest effects yet including perhaps the worst one ever attempted to date, a flamethrower which behaves like no fire anywhere else in brawl and kills opponents if they somehow don't guess that they are supposed to crouch or roll the nonsensical six and a half times required to survive. It is a mechanic designed with the playstyle in mind of the worst kind, and the playstyle is what? To simply keep the opponents from getting on the ground so they can roll? And reuse concepts that have been around for ages and somehow turn a couch into a slip and slide playplace?

I won't pretend there is nothing clever in this set, like separating opponents to two different stages, although how it works for the players on the other stage during this time isn't remotely addressed. But creativity is a dime a dozen, especially for movesets that create their own rules like this. Ashens offends all the sense and sensibility of brawl simply on the hope that flawed arguments like "what else are you supposed to do for this character" and free acceptance of the ridiculous premises that it establishes in order to work at all. I just hope that neither of you actually took this seriously, and neither does the rest of MYM.
:phone:
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Thanks to all who commented on Garble :bee:

Ashens

The core way he's depicted here is certainly fitting, though at times I feel like it got too wrapped up in its own ideas.

For example, did we really need so much emphasis on OHKO mechanics? Yes, he melts the toys in the show. That doesn't mean he needs to melt his opponents in the same way. Even disregarding the difficulty for anyone to figure out to disable the effect (which makes it borderline useless considering you just have to tap down 6 times), it's a freaking boss with free flight and 100 traps everywhere, he has plenty of damage-racking and KOing tools as-is. Likewise with the couch/shelf transition. It's a really creative move and all, but did it have to be a true KO on opponents who are left behind? Especially when the pummel randomly takes one opponent to the other stage but magically doesn't do anything to the other players. What stops them from just making their way to the other stage from off-screen? Heck, even the final smash is a combination of these 2 things, only made nearly impossible to counter (open microwave, grab, close microwave, dead).

Making a giant death-trap of toys is fun and a good way to make him feel like a big over-the-top boss, especially when his hitboxes are so big that you don't have to constantly cross every trap ever just to do anything at all. At the very least it's nice to see a 1v3 boss that doesn't punish the enemy team for taking advantage of the fact that they're a team. However, I feel like the craziness could have been toned down a tad. Obviously the toys are going to be doing different things, but did he need special effects and move interactions on his standards? You even note at the start on the unscripted nature of his reviews, why does he have all of these scripted move effects?

On the bright side, I think the set is great from a character-appreciation perspective. Aside from my complaint on the interactions, the set feels like an Ashens review, and all of the pictures and video links and extras help to showcase what he's about to those who don't know about him. Overall, there's enough to like here to avoid death-by-HR, but I don't think I would put it on my Shelf of Interesting Movesets.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
it's dat d'ere 3 hour moveset thing!

Completely out of the blue moveset for no reason. I DARE you to enjoy it.

[image version is down for maintenance]




The hero of a series of adventure/horror games known as Dark Seed. Originally used as a pawn of the ancients to act as a vessel for a world ending monstrosity, Mike overcame those dark forces with tenacity (and save-states). He then became mentally unhinged and moved back to his birthtown, a place where everyone hates him for some mysterious reason. After discovering his old girlfriend was murdered, he embarks on an ineffectual quest to clear his name and stop the true culprit, whoever he/she is.
Statistics
Weight: 7
Height: 6
Ground Speed: 5
Air Speed: 4
Traction: 3
Attack Speed: 3
Attack Power: 4
Mike is pretty pathetic, possessing a heavyweight's disadvantages, without even having the weight to offset them. It will be quite a struggle just to survive, let alone win.

Animations
Entrance: Mike enters through a wavy mirror like portal. A ghostly image of a decapitated woman appears to him and curdles "Help me Mike" before vanishing
Taunt #1: Dawson remarks about how attractive the foe looks
Taunt #2: Dawson motions to bow.... but he's too embarrassed
Taunt #3: Mike shakes his head, then waggles his finger accusingly. "This game is rigged"
1v1 Loss: "ehh you missed pal!" The winner mocks Mike with this eternal line that represents his life in general. Obviously, Pokemon can't talk, and some characters are mute, in which case they try to sound out the phrase using sounds they CAN make.
Non 1v1 Loss: Mike is on his knees, with his head to the floor in shame. He then melts into a pile of goo.
Win: Let's not dignify that as a possibility, ok?




Grab Game

Grab: Epic Struggle
Dawson grips the foe's shoulders with both hands. It's a slow grab, and not even a far reaching one to compensate. However, it functions as a grab counter in addition to being a normal grab. Essentially, if Mike is performing this grab when the foe is trying to grab Mike, he'll counter their faster grab with his pathetic one.
The grab has 2x the normal strength of a grab. As a pummel, Mike struggles back and forth, pushing and pulling with the foe. This pummel has no effect unless the foe is button mashing to escape the grab, in which case it deals 4% damage for every input the foe makes. Sadly, using Mike's pummel (even if the foe takes no damage from it) breaks his concentration and lowers the strength of the grab, allowing the foe to escape sooner.

Forward Throw:
Mike pushes the foe away, dealing no damage and leaving the two parties in roughly equal standing. If the foe was holding an item however, Mike will remove it from their hands, push the foe out, and then use the item's Forward Smash on the foe. Obviously if the item was meant for throwing, he'll smash toss it into their face.
Upward Throw:
Dawson hurls the foe behind him, then tosses a Carnival ring toss ring into their back to knock them further away. This throw deals 13% damage and spaces the foe a decent distance away from him
Downward Throw:
Our hero (the foe) is pushed down into the prone position by Mike Dawson, taking 4% damage from the impact. Dawson then takes out a large unidentified piece of flesh from his inventory, and feeds it to the foe (even if they have no mouth and must scream). Against their better judgement, the foe begins chewing.. and cannot stop. They'll spit it out once they are struck by an attack, the ejected foodstuff becoming a projectile that shoots forward, dealing 10% damage and hitstun. Until that time, the foe will have to deal with lowered movement speed, and an extra 2 frames of lag before every attack they perform.
Backward Throw:
Mike loses, and the foe grabs him instead (if they were holding something, they drop it). Well done Mike, you are an inspiration to us all.
If it's of any consolation at all, Mike will perform his Side Special on the foe when they grab him, and he'll have 7% flinch resistance too. Since you haven't read what that Special is yet, I'll just tell you that landing that special is pretty important for Mike. So if the foe finds themselves in this throw, they must react immediately and throw Dawson away.


Aerial Attacks

Neutral Aerial: Action Dawson
Splaying your limps out in all directions is surprisingly effective when Mike does it. Foes who touch this magnificent pose are launched away with 16% damage and knockback that can KO from 110%. Stylistically, it has much in common with Mario's Neutral Air.
Unfortunately, there is a good deal of end lag to tussle with, and Mike's landing lag with this aerial is absolutely atrocious. Mike collapses to the floor, into the prone position.
Forward Aerial: Gank
Dawson balls his fist (or was that fists his balls? Hmm..) and swings it over his head and down at the foe. Thunk! This deals a mediocre amount of knockback in the diagonal down direction, along with a less mediocre 16% damage. Lagwise and animation-wise Mike seems to be ripping off Princess Peach's Foward Air this time.
On foes that are standing on the ground, this attack has a bad habit of tripping them up.
Upward Aerial: Molest me
Mike cartwheels his arms like a child having a tantrum. The spinning limbs deal dragging hits of 3% damage. Dawson can maintain this attack indefinitely, even once he has landed on the floor, by continuelly mashing the attack button. On the floor however, his flailing arms no longer drag the foe inward with each hit, allowing them to escape with ease.
Downward Aerial
: Middle-weight Male Protagonist
The 30 odd year old loser slams both his feet down in a stomp that mimics the look and feel of the Dark Lord Ganondorf. It deals 15% damage, and is an ok spike. The hitbox stays out for a while, with the hitbox quickly deteriorating in severity.
If you land during this attack, Mike will land clumsily and sprain his ankles, resulting in nasty landing lag that leaves him in prone.
Backward Aerial: Generic Junahu Aerial #235
Dawson reaches out behind him with a grab. If successful, he turns back around and tosses the foe ahead of him, dealing 8% damage and a lot of hitstun

Ground attacks

Jab Attack: Mike Dawson, Anvil Pusher
Mike pushes at the foe with both hands, in a feeble demonstration of his strength. This deals 4% damage to the foe, and obviously pushes the foe back a bit. Mike also steps forward while performing this jab, so you can spam it to very awkwardly advance across the screen towards a distant opponent.
As a straight up Jab attack, this is one of the game's very worst, since it doesn't give Dawson any space at all.
Forward Tilt: Ring Toss

Another projectile, and Mike's "trademark" attack! Yay!
Mike "hurls" a weighted carnival ring forward. It lobs forth 1.8 stagebuilder units before failing to the ground. On contact it deals 8% damage, some hitstun and a sharp little bit of backwards knockback. The starting lag of this is a little worse than attempting to fire one of Samus' Missiles.

I'd say he could alter the trajectory of it, but that'd be a dirty lie. He just throws it forward, no arcing trajectory at all.

If, by some design of the gods, Mike manages to act completely out of character and toss his ring in such a way that it lands directly on top of the foe, it will tightly constrict around their midsection, preventing them from moving or acting until they break loose (with 1.2x Grab Difficulty)
Upward Tilt: Dream Sequence Yell
Dawson turns towards the audience, spreads his arms, and sharply yells. Arrgh!
This assault on the ears affects anyone directly nearby, peppering the foe with 5 hits of 1.4% damage that gradually knock the foe up into the air.
The attack doesn't start up instantly, but Mike does abruptly end the move without lag, which gives him opportunity to follow up, or shield against the now aerial opponent.
Downward Tilt: Behemoth Slayer
Waah!
Mike "expertly" ducks down underneath the foe's attack... assuming there was an attack to dodge. If not, then he just ducks down like an idiot. During this Down Tilt, Mike's hurtbox shrinks to nothing, making him quite impervious to being hit.

As he crouches, he stabs forward with a legendary sword Stick that suddenly appears in his hands. It pushes the foe out to a comfortable range whilst dealing 9% damage. He stows the stick back in his inventory after use, because using it for any other attack would be just silly :D

Dash Attack: Pathetic Tackle
Dawson throws himself behind a full shoulder tackle that deals 12% damage and KOs horizontally from 120%. The range and duration of the attack is lackluster, as is the lag that surrounds the attack. As is Mike Dawson in general
Whether he hits someone or not, his daring attack sends him tumbling into prone like a wino. I hear lieing down is good when you're drunk.

Forward Smash
: Cross-Bow
Fumbling slightly (as always) the reprehensible Mike Dawson takes out a cross-bow. Don't ask where he keeps it.
He aims it dead-ahead, aaaaand fires!
A little round magnet is launched from the cross-bow, travelling between 1 and 3 stagebuilder units forward (depending on charge) before failing to the ground. The magnet, along with dealing 10-18% damage and moderate knockback, will stick to what ever it hits for 10 seconds. This does not inconvenience the foe in any direct way. Instead, all projectiles that draw near to where the magnet is, will be repelled from that spot. Basically, this makes it even harder to hit the foe with projectiles.

Of course, if you were to place the magnet on a wall, it would repel projectiles away from it(both yours and the foes). And if placed on the floor, the magnet's repulsion would lift projectiles upwards as they pass over the magnet.
And, I'm sure I don't need to tell you, but Magnets repel one another.
Upward Smash: Scotch
Being a hero is thirsty work. Mike has snuck a bottle of the good stuff into this kid's game, how shocking!
He removes it from his inside pocket, then thrusts it skywards (10% damage, "okay" knockback). This occurs before the charging period of this smash attack btw...
Once you start charging the attack, Mike turns the bottle upside down and lets the spirits drool into his open mouth. This heals up to 25% damage depending on how long he manages to charge up without the foe interrupting him.

Doing this twice or more in the same stock, afflicts Dawson with [Drunken-ness] for 10 seconds. Be responsible little alcoholics, kids!
Downward Smash: An Attack that KOs the Foe
Creative name huh? Sorry, but that's the only creative thing about this crouching chop to the foe's shins. It only hits ahead of Dawson (there's a tiny, totally weak hitbox just behind him), dealing 15-24% damage, and floor bouncing the foe pretty darn hard. It can KO vertically from as little as 80%, though I think you'll want the foe to stop moving before you attempt to land this Smash.
It hits proned foes at least (actually, I'd be worried if it DIDN'T)


Specials

Neutral Special: Bio-Mechanical Appendage
Mike, from seemingly nowhere, attaches a machine-gun bit to his arm, aims forwards, and fires for as long as you hold the input. It's a gun, so clearly it shoots bullets. These babies travel infinitely fast, have no distance cap, possess infinite projectile priority, and individually deal 7% damage on contact. He fires 5 bullets per second, with no recoil (he can also aim the fun-gun up to 45 degrees up or down). The attack has very little lag to start up or wind down, adding to its already marvelous utility.

Cool!
Unfortunately, these bullets have absolutely no effect on foes. The gun was designed never to harm living beings. They do impact on shields though, and can do things like trigger enemy counters, and contribute to G&W's bucket (the oil panic attack won't be able to damage other players if G&W absorbs even one bullet from Mike Dawson). Stick to using this gun on non-living objects, like projectiles and traps.

Side Special: Ace Detective
Mike asks the person or object (or stage, or background, or stage hazard) in front of him what their relationship was with 'Rita'. There is a short pause before Mike asks, and the maximum range is 1.3 stagebuilder units, so the foe needs to be relatively closeby. He can move around and jump once he starts talking, but taking any other action will interrupt his thrilling dialogue, ruining the attack. Try again.

If Mike successfully asks a foe, by which I mean if they were close by when Mike starts talking and Mike isn't interrupted before finishing.... nothing appears to happen. The foe doesn't really take Mike seriously enough to dignify his lunacy with a response, and the fight continues.

However, from Mike's shadow "Jack" appears. Jack is a balding greaser. A real smooth customer, but a real dangerous one too. It seems as though Mike's suspicion has summoned him to the Brawl. While Jack is out, Mike has no shadow, which is wierd, and kinda creepy...
Jack lurks out of harms way in the foreground of the stage, and schmoozes his way over to the foe at a leisurely pace. He won't leave until he's done what he came to do, so you may as well let him.
Once he reaches them, he slips a little something into their hands.

A knife!

This bladed battering (slicing?) item is a true murder weapon, with some savage attacks. The jab deals multiple slashes of 5% damage, the Tilt is a fast slice that deals 12% and KOs from 95%, and the Forward Smash is a lunge to the jugular that deals between 20 and 35% damage and can forces the foe to collapse into prone. As a slight downside, the knife is a lousy throwing weapon, barely even flinching anyone its thrown into.

Now, the opponent can either use this weapon on Mike, or they can throw it away. Throwing it away seems smart enough, after all why would Mike go through all this trouble to give you a weapon that really could kill him?
Whether they keep the knife, or throw it away off-stage, Mike's Side Special will shift in tone. If he uses it again on the foe, he will bluntly ask "[foe's name], did you murder Rita?". This again summons Jack, but this time he won't be so charitable. Once he gets up next to the foe, he'll take a big lunge at them, attempting to strike them with a stab to the back that deals 20% damage and OHKO style knockback.
The only way to not be accused by Mike once you've been given a knife, is to either dispose of it on-stage, or give it to someone else, in which case that person becomes the culprit. If the foe leaves the knife on-stage, but someone else removes it from play, that person becomes Mike's target for accusation. And finally, if the foe lets a stage hazard conveniently erase the knife's existance (directly throwing it into a stage hazard doesn't count), Mike won't be able to accuse anyone.

Up Special: Hall of Death
Not again, the only way out is death!
A ghastly (lame) hook manifests behind Dawson and snags him by the scruff of his neck. The player can then fly the hook around the stage, with Dawson feebly dangling below, for 5 seconds. He can be moved around pretty fast, dancing circles around the recoveries of folks like ROB or Pit. He also gains 10% flinch resistance for the duration of the move. Dawson can perform aerial attacks and specials whilst being winched around

There is a cost to using the hook however. 25% damage to be exact. The recovery also becomes gradually slower as Dawson takes on damage, eventually being as "painfully slow" as Pit's recovery. Use the Hall of Death too many times, and you'll really be going there.

Down Special: Headband of Invisibility
Exactly what it says on the tin, this item from a previous adventure is of great help to Mike, sometimes.
Touching his forehead, Dawson turns utterly invisible, except for his shadow, which will still be projected on the floor whenever he stands on it. The game's camera will also keep Dawson on-screen, even in spite of his invisibility, which tends to give away his general location. The Invisibility lasts for 6 seconds, after which the headband will require 10 seconds to recharge.

Dawson's damage % will not visibly increase if he is struck while invisible (he still takes the damage, it's just not shown), and neither will there be any hit-effects, hit-lag, controller rumbling or anything else that might give away that the foe might have hit Mike. Even the camera will abstain from zooming out until well after Mike took the attack.
All in all, the foe can find you pretty easily by tracking your shadow when you're on the ground, and by using the orientation of the game's camera. However, it will still be hard for the foe to nail Mike confidently. And of course, since you can't see Dawson, the foe won't know what he's actually doing without looking at his shadow.


Final Smash

Dark World
It's time to enter the twisted world that Mike Dawson visits. With a distractingly wibbly wobbly effect, the entire screen does a fade cut to the Dark World. Functionally, the stage and everything is the same as the real world, albeit twisted and textured like a 90s alien spaceship.
The foes, too, have a new look in this world, as grotesque alt costumes of their characters. If you thought ZSS was hot, wait until you see her without any of that ugly flesh in the way!
Though it's not just an aesthetic change for the opponents. While in the dark world, they will be heavier, slower to attack and have general difficulty moving around quickly.

There will also be a bright speck floating around the stage, searching and probing for players, similar in motion to a Smash Ball. It's range of vision is very limited, but when it finds someone, it will promptly cause their head to explode (KOing them).
Watch out, because this speck is hunting for Dawson too, yes, even his Final Smash hates his guts. But that's okay, you have Mike's Invisibility granting Down Special on your side.
The Dark World only lasts around 10 seconds, before another transition returns the Brawl to normality.


Playstyle

Loser
Mike Dawson is pretty much the lamest guy you're going to meet this side of Smash Bros. He has tons of problems, and very few solutions. But let's help him with that.

Jack provides a very real threat of KOing the foe on your behalf, and all you really need to do is get two opportunities to spout dialogue at the foe you want dead. Of course, they can just.. leave the knife onstage without using it, but that gives Mike a chance to become the murderer for a change. So the foe needs to start keeping the blade on hand constantly, only tossing it away the instant Mike moves to accuse him of murder.
But even that proves to be a problem if Mike lands a grab on the foe, as he can disarm them and land a free Forward Smash from a single throw. Sure, it only prones them, but I'm sure you can chase their roll, and hit them with a knife slash to finish them off.

Invisibility, despite not truly letting Mike hide from the foe, only complicate's the foe's predicament even more, especially since Mike has counters for both regular attacks AND grabs. Combining Invisibility with the Hall of Death is particularly cruel, though the fact you have to squander two resources for this one combo is pretty inefficient.

Oh yeah, speaking of the Hall of Death. It's great for forming a Wall-of-pain and a brutally unforgiving offstage game. The damage is a pretty big tradeoff unless you have time to get drunk afterwards.

Something you'll want to aim for, as a true Mike Dawson pro, is to *gasp* win at the Ring Toss. You'll have to cheat, either by standing on a platform, throwing the ring at a foe who is off-stage, or by using Magnets to propel the ring upwards slightly. But if you can manage it, you'll be free to do whatever you want to the foe (that's your prize)
 

Hyper_Ridley

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

Oh no, not Make Your Move! The only way out is to make your move!

I think the animations really sell the set here, even the most basic attacks are made memorable just because of the sheer patheticness of the guy performing them. You get tons of bonus points, though, for actually managing to give Mike genuinely creative attacks and a legitimate coherent playstyle. The knife in particular is basically the right way to implement Jason's concept of giving the opponent a weapon, good work!

There are a few things I have to critique. First, his BThrow is really useless despite how hilarious it sounds. He performs his down special on the enemy...so he gives them free invisibility? Did you mean his side special? Second, while I'm sure you didn't mean this, the crouch's description makes it sound like an infinite stall. Finally, I don't see any point the drunkeness thing in the USmash. I'd say it was just a joke but it looks like there was supposed to be a link there, only I can't click the link because this is an image-set.
 

Junahu

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

There are a few things I have to critique. First, his BThrow is really useless despite how hilarious it sounds. He performs his down special on the enemy...so he gives them free invisibility? Did you mean his side special? Second, while I'm sure you didn't mean this, the crouch's description makes it sound like an infinite stall. Finally, I don't see any point the drunkeness thing in the USmash. I'd say it was just a joke but it looks like there was supposed to be a link there, only I can't click the link because this is an image-set.
Yeah, I originally had Ace Detective on the Down Special, and then moved it to Side Special without checking the rest of the set for references (this is why I should really start referring to moves by their names, rather than their inputs)

The invulnerability frames are on the D-tilt itself, not Mike's crouch. Sorry for the confusion.

And, yeah, the drunken-ness status effect is the same one I used in Linebeck, and there originally was a link there to the set. It was by Warlord's suggestion that I turn the set into a fuzzy jpeg. :bee:

Next chance I get, I'll go edit the set to correct these issues. Thanks a lot for pointing them out for me. It's much appreciated.
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
So I’m just gonna reply to the reviews for Larfleeze all at once, since they seem to share common themes.

So, first the weaker parts of my set. A common theme seems to be a mention that while my specials are solid and interesting, that the standards are bland. Not that I'm meaning to dismiss your opinions or anything, but I personally feel that Standards are meant to be fairly bland, MYM or not. Nonetheless, I do have to admit that, given that this is a 3v1 set, I probably could have done with more interesting and useful stuff there. On the other hoof, this is Larfleeze; he actually doesn’t have much imagination when it comes to his constructs, tending to attack with the lantern itself if he’s not letting his army fight for him. So in general, you’re all probably right when it comes to 3v1 sets in general, but in Larfleeze’s case, I think I’m justified in keeping things unimaginative for his basic moves.

So, the second point is the fact that Larfleeze is a little underpowered for a 3v1. Kat, I think, has gotten to the crux of the issue:

And the more I realize that Larfleeze can do, the more I think that he's not that underpowered when how powerful he is generally depends on what he manages to take from the foe - perhaps you were going for that approach for balancing instead of already giving Larfleeze a lot, but...
That’s pretty much it in a nutshell: I figured that Larfleeze’s ability to take the power, skills, and weapons of the foes would be sufficient to give him the ability to take on three people at once. Evidently I was a little off; oh well, I’ll do better next time.

That said, I’m glad to hear that I’m improving and that I did an okay job with the mechanic. :D

Reviews will come once I can find time.
 

Rychu

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




Kammy Koopa, a beautiful name to match a beautiful Koopa! She's the most trusted adviser to the His Terribleness King Bowser! Why, even at her age, she can still shake it up with the best of those Brawlers!

Stats
Size O 2
Speed O 6
Weight O 1
Jump (3) O 10
Floatiness O 10
Aerial Speed O 10

Well won't you look at that! That girlish figure (and the fact that she's, you know, paper) leaves her with almost no size or weight! She's always floating around on that fabulous broom of hers as well, so she's amazing in the air, not to mention immune to almost all manner of grounded traps, since she floats half of a Stage Builder Unit above the ground at all times (unless she crouches, which brings her to the floor). She's pretty quick getting around, and stays up in the air for a long, long time, assisted by a glide AND a float, just like a certain ugly Mushroom Princess.



Spectacular Specials

Down Special - Big Block
Kammy Koopa waves her wand before pointing forward, causing a crate-sized Yellow Block to materialize before her, dropping down to the stage. If the block hits anyone while it falls (the bottom always lines up with Kammy when it materializes), it deals 10% damage and good diagonal knockback, before hitting the ground. Once it's there, it's there, can't be picked up normally, can't be pushed normally, though it has a sturdy 30% HP (which Kammy is fully able to deal to it herself) if you want to get rid of it. It's a solid wall, as well, can't be passed through. Kammy can have as many of these as she wants onstage, able to stack them as she pleases, though they don't conform to physics, stacking on top of one another even if they are only connected by the smallest bit of corner.

Up Special - Teleport
Kammy waves her wand, before phasing out of existence. By default, Kammy will now appear 3 SBUs above her previous location in a bright flash, fully able to use aerials and move about through the air. If a direction is chosen while Kammy is phasing out, she's instead teleported in that direction, able to phase past even solid walls. What's more, whenever she teleports, a small circle can be seen quickly flying to the location. If the grab input is held while teleporting, she will grab any enemies she comes into contact with, teleporting them with her. This is a great way to get opponents where you want them, or away from where you don't want them, as well as a great way to escape sticky situations

Forward Special - Purple Mage
Kammy does the generic Magikoopa magic casting stance as white Magikoopa magic (you know, the shapes) materializes in front of her. For the next 1.5 seconds, you can control the magic in a Din's Fire type fashion, as releasing the special button or holding it out until the end releases an explosion of healing magic. The explosion only covers the area of a Din's Fire blast, healing 15% to anything it hits, including characters, minions, and structures. This is a great move to use on a potential team mate, or to heal up your own Blocks if they've taken a beating.

Neutral Special - Invisiblast
Kammy once again waves her wand above her head, this time sending out more stereotypically colorful Magikoopa magic, controling less like Din's Fire and more like PK Freeze. She has control over the magic for a good second before it gives a similar explosion to the Neutral Special, this time turning anything it hits invisible. The invisibility only lasts for 7 seconds, but it is complete, affecting characters, minions and traps alike. If Kammy taps the Neutral Special while controlling the invisibility magic beamy thing, Kammy can create an invisible yellow box, which falls to the ground like any normal box, in fact having the same properties as a normal boxes, and will become opaque once 7 seconds have passed. This is a good way to mess with opponents, creating blocks they can't see scattered all over the stage.

Sensational Standards

Jab - Backhand
Kammy reaches out and backhands the opponent, dealing a paltry 1% damage. This is a spammable jab, much like Pikachu's in terms of speed and pushback, but it has extremely scarce priority and range, reaching barely in front of her actual body. Luckilly, this does give her a very short amount of time to catch her breath, as it stuns opponents for the briefest moment. Should opponents get too close, her slaps should be able to give a little time to escape.

Forward Tilt - Shrinking Violet
Kammy points her wand forward, causing a very thin lightning bolt to fall from the sky (about the width of Pikachu's Thunderbolt), crashing down 1 SBU in front of Kammy from the top of the stage. This causes anything hit by the lightning to shrink down to poison mushroom size, with all the nerfs to weight and speed in tact. Similarly, opponent's damage output is cut by half while they are shrunk, and as well, they take 1.5 times the amount of normal damage while small. The shrinking isn't permanent, but it does last for 7 seconds, giving Kammy a relatively long time to take advantage of the opponent's situation. The lag is pretty heavy on this attack, though, on both ends, making Kammy an open target should she miss.

Down Tilt - It's a Trap!
Kammy, as she's near the ground on her broom, points at the ground with her wand, blasting it with some of that good ol' undefined magic. She thus creates a pitfall on the ground, which rests .5 SBUs away from where she crouches, and acts as a very normal, Brawl pitfall. She can create up to 4 of these throughout the stage, the newer ones replacing the old once that limit is reached. This helps greatly with her spacing - as many of her attacks require a fairly specific space between her and the opponent, this allows her to keep opponents in one space long enough to do her witchcraft. That, or it allows her breathing room to trap them in a fortress made of those yellow boxes, or whatever her need for time is at the moment.

Up Tilt - Magikoopa Attack
Kammy raises her wand and free hand above her head, cackling. A mishmash of Magikoopa magic shapes appears above her head, which she then throws diagonally upwards. This is a high diagonal throw, travelling at the speed of Snake's missile, dealing 5% damage and stun to anyone it hits. Once the stun is over, opponents fall to the ground, though not in uncontrollable freefall.

Dash Attack - Broom Rush
Kammy leans forward on her broom, speeding up to faster speed for a moment, knocking any opponents away with 5% damage. She'll do this for as long as the attack button is held, though she can't turn or use any other attacks while using the attack. As she dashes, she can adjust her height up or down to a full SBU above the ground or down to the ground, letting her dodge incoming attacks. This is fairly easy to dodge, though if opponents are occupied it can be a good way to approach and is by far her fastest way of getting around the stage.

Smashing Smashes

Forward Smash - Make Huge
Kammy points forward with her wand, causing a small t shaped cursor (think of the one used in Goombella's Tattle move) to quickly move from .5 SBUs in front of her to 3 SBUs in front of her, depending on the charge. Once the input is released or 3 SBUs have been traveled, Kammy throws her hands up, making a big magical explosion of magic happen over a 1 SBU radius, the middle of which is where the cursor was lined up. Anything caught in this explosion is not dealt damage, but instead grown to 2 times it's normal size, at the same time weighing it down and slowing it down, though increasing it's weight by half. This lasts for 10 seconds, the same amount of time as shrinking the opponent down. The most obvious usage of this is to increase the size of your blocks, and indeed, if the special button is input in the short time between when the charge is released and the explosion happens, Kammy will instead drop a block that is 2 times bigger than normal, and deals 15% damage when dropped on an opponent rather than 10. However, there is an advantage in making opponents bigger too: they are bigger targets, easier to hit, and all around slower than normal, though they take less knockback, giving an interesting choice between shrinking and growing your opponents when you have them at your disposal. This move is a bit on the laggy side.

Down Smash - Koopa Shell
For the charge animation, Kammy points her wand to the ground, flashing the typical smash charge colors. Upon release, a paper-themed Koopa shell shoots out of her wand, travelling along the ground at high speeds, depending on the charge, traveling twice Sonic's speed at full. This shell acts like most other Koopa shells, actively building speed when bounced off of walls, dealing anywhere from 3 to 8% damage depending on charge, and increasing damage with every time it speeds up by 1. Opponents can jump on top of this shell to stop it, though it's much smaller than the Brawl item, making it harder to time. The shell disappears once stopped, and ignores edges. Trapping one of these between two boxes is a great way to deal up mass damage, though Kammy can only have one of these suckers out at a time.

Up Smash - Magic Explosion
Kammy holds her hands up, charging up her attack. Once the charge is released, a large explosion of Magic erupts from her wand, covering 1-2 SBUs depending on charge. This deals 10-15% damage, making this by far her most powerful single attack. It is, however, a bit slow, making Kammy an open target for a moment before she can continue fighting, having to recover from using that much energy in a single attack. She's a little old lady, you know!

Astonishing Aerials

Normal Air - Slap
Following the style of her jab, Kammy attempts to physically attack the foe, with hilarious results. She slaps , nearly falling off her broom in the process, and deals only 1% damage, having pretty bad ending lag as well. What's the point, you may ask? See, Kammy can use this aerial much like a jab, able to repeatedly use the attack, covering the ending lag (though the last slap will always have the lag attatched). Kammy can use this while she's stalling in the air, as a way to get the opponent off of her back, or as a simple way to deal a quick few parcels of damage.

Forward Air - Dive
Kammy flies forward a bit before going into a curved dive, which reaches it's lowest point 2 SBUs below Kammy. She comes up slightly at the end, ending up 1 SBU below her original position, fully turned around and ready to fight. Her body is a hitbox during this time, dealing 4% damage to anyone she comes into contact with, though with little knockback due to not having much mass. What's more, she can cancel into any one of her other aerials by tapping their direction while still in the dive, making her approach hard to predict.

Up Air - Loop
Kammy does a quick loop in the air, looking very similar to Meta Knight's Up Special in terms of range and speed, even copying the glide at the end, though the glide after hers is more downwards than the blue knight's. This attack deals a good 5% damage to anyone that it hits, along with little ending lag. Kammy can still attack out of her glide, allowing her to vary it up in her approaches.

Down Air - Nose Dive
Kammy stops and swiftly turns downwards, entering a nosedive straight for the stage. Anyone hit during the dive is dealt 6% damage, in addition to the fairly good knockback dealt. This move does have a little bit of end lag, comparable to Sonic's Dair, as Kammy doesn't just crash into the ground, she quickly pulls up and does a little corkscrew at the end. Unlike her other aerials, she can't cancel this into any other attacks, so using this is useful mostly for getting her to the ground.

Back Air - Blast
Kammy turns her head around, pointing her wand, cackling. She sends out a blast of magic, which travels at relatively fast speeds and deals 5% damage when hit. Kammy can use this out of her Fair or Uair, masking this a good way to hold up opponents giving chase.

Gorgeous Grab Game

Grab - Magical Grab
Kammy waves her wand (big surprise there), causing a small magical looking cluster of purple shapes to appear .75 SBUs in front of her. If an opponent is caught when this happens, Kammy now has the ability to fully push around their body. At the same time, she can do this with items, including her boxes. This has an escape difficulty comparable to that of a normal grab, though no real pummel, and Kammy can't push opponents through solid walls. There are no real "throws", but smashing the stick in one of the 4 directions causes a different effect to happen, as opposed to tapping the stick to move opponents around. Additionally, tapping A will cause Kammy to let go of anything she's holding.

Up
Kammy raises her hands high in the air, throwing whatever she has latched onto high up, which will inevitably come down. If Kammy grabs the bottom of a stack of yellow boxes, carrying the rest with it, when it falls, it deals the combined damage of all the stacked boxes (2 dealing 20%, 3 dealing 30%, and so forth). Opponents thrown up will simply act as if they had jumped. Kammy isn't powerful enough to use this move if the objects she's carrying are more than 3 SBUs off of the stage, and she will only throw the objects up 2 SBUs anyway, negating this tactic as a KO move.

Forward
Kammy points forward, causing whatever she's holding to fly forward at Captain Falcon's dash speed. On enemies, this is merely a way to push them them away from you. On blocks, however, she can use this to ram blocks into others, attempting to squish opponents in between. Doing so deals a great 25% damage and great vertical knockback, making this one of Kammy's best ways to KO opponents.

Back
Kammy brings her arms to her, as if summoning someone to come to her. Sure enough, once this move is input, whatever she's holding flies to her at Captain Falcon's dash speed, stopping just .5 SBUs short of her. Like always, she can't use this move if a solid wall is blocking the space between her and the object, causing the object to slam into the other one, having the same effect as it would if you used the forward "throw". This can be used to surprise enemies, or simply bring a block close to you as a bit of extra protection.

Down
Kammy brings her arms down, causing whatever she's holding to simply crash down to the ground. This is the only one of her "throws" that deals direct damage to an opponent, dealing 5% once they hit the ground. On blocks, this increases the damage they deal when falling by 5%, and this DOES stack, meaning 2 blocks will deal 25% damage, and 3 will deal 35%. However, such fore used to bring the blocks down also damages them, dealing each of the blocks in the stack 15% damage.


Fabulous Final Smash

Star Rod
Kammy Koopa has nabbed the Smash Ball! Using it's power, she summons the Star Rod, holding it in the air, declaring that she wishes to be invincible. Thus, for the next 15 seconds, Kammy Koopa is totally and completely invincible, invulnerable to knockback, and even gets a bit of a speed boost. All good things don't last, however, as after 15 seconds, the star sprites fly onto the stage and strip Kammy of her powers. Kammy makes a sad face before returning to the brawl, determined to regain that power.

Perfect Playstyle

Kammy is all about her blocks, as it should be very obvious. Her main goal is, basically, to keep herself at a distance from the foe while hexing them, and also creating her blocks, making them invisible, big, small, or whatever suits her need at the time. Trapping opponents between two blocks is a big part of her style, as is generally baiting foes around the stage to get them into pitfalls. The blocks themselves can be suited to the need of Kammy at any given time, creating invisible ones to fool with opponents, as well as create invisible barriers between her and her enemy. Shrinking opponents comes into play big time, too, as Kammy can deal huge amounts of damage in the short time they're disabled. And yes, Kammy's grab game is indeed meant more to effect her blocks, as pushing them around and stacking them, as well as slamming them together with opponents in between. She's a devil in the air, too, and keeping her away is a pivotal part of the match, as she just can't physically stand up to basically anyone. Keeping herself healed, as well as keeping her blocks healed are important too. Kammy's a hard one to describe simply because of how differently she plays against every character, but the uses of all of her moves should be obvious to one who's read.​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="Mike Dawson"]It'd be silly for me not to know where you were going with the organization in regards to this set made from a terrible game. I did hear in the chat that you had to know the game to understand this moveset, and I think I've seen enough of that ridiculous game to understand where you were coming from with most of the moves, save the counter grab which not only contradicts Dawson's disposition as a weak character but also uhhh, doesn't make him weak against grabs...despite being slow to pull off. But with that out of the way, this is actually a pretty interesting 3-hour set worth looking at if for one that wouldn't look like one if you didn't say so in the first place. This is partially because of the Junahu-esque creative attacks as HR mentioned, but also the Side Special which obviously takes precedence over all the other attacks not only due to being uhhh, his goal but also the fact that it feels like a a self-contained moveset in that one move. On the subject of playstyle, it's not easy to convince one's self that the rest of the moves fit in with the Side Special (though I suspect the Side Special releasing his shadow as Jack is supposed to work in tandem with his Down Special invisibility so foes will have no idea where he is if they actively try to avoid Jack from giving them the knife...interesting), but given the time put into the set and the independent nature of the attacks I think it was intentional on your part (especially given the playstyle section isn't very long or gets into a lot of detail) - you always know what you're doing with this stuff, anyway. With the set-up and all you've been given, it's difficult to deny the sense of craftsmanship put into this set even if it seems a little questionable at times (just like the choices made by the people who made the game!) and one that deserves a bit of applause.[/collapse]


[collapse="Kammy Koopa"]So you managed to get your bet set done? Good job. It's also surprising you managed to change your writing style to match the character's for the first part of the set. There are plenty of little magicy effects you'd expect from Magikoopa-type character scattered across the whole set which are pretty faithful to Brawl's, if at times a little too faithful in terms of effectiveness such as with the shrinking and pitfalling - Kammy is not a powerhouse however, and it'd obviously make sense for these effects to be powerful in the first place. These effects also prevent the set from getting weak past the Specials compared to your non Weird Rider and Appetizer sets, though they may be a little too diverse when the only thing they can interact with other than foes are the blocks (there were times when I actually thought you were going to incorporate minions or other magikoopas into the set based on the attack's names, and that would have actually worked pretty well). Not that what you can do with the yellow boxes is at all boring however, as rather than get too focused on it you simply let the effects of the other moves flow into them naturally such as with the shells (even the typical U-tilt and U-Smash energy bolt flow into her game when foes will try to jump over the blocks). Not to mention the grab works nicely in how it can be used with foes and blocks, the latter of which make up for some interesting combinations via giant and invisible. My only complaint is that the aerials don't seem very interesting nor completely feel like Kammy when you'd think she'd take that kind of moment to use magic from afar instead, though I can kind of see where you were coming from and it'd be hard to think of more random effects with what you've got without getting out of hand - none the less, it's a very simple and well-handled set coming from you (even if the ideas not being as intriguing as Weird Rider's prevent me from liking it as much as said set, but I still do), and even better when you consider this was a bet set (actually a good one!) and that you've got a bunch of other plans you need completed.[/collapse]
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
THE THIEF

This is a pretty darn good set here. It’s bursting with flavor and was clearly made for the character. Not only that, but it’s got some imagination as well.
So, let’s get into it.

First, the Backstab. A simple but effective mechanic for a thief. Makes sense and gives the Thief some good damage racking. Not only that, but every single special gives an opportunity to bring in Backstab: the Neutral dagger can stun a foe, the Side gives you a quick opportunity to strike from behind, the Up can reposition you behind a foe, and the Down’s invisibility for obvious reasons. From there, you already have a very coherent playstyle involving taking the enemy from behind. I especially like the Side Special’s ability to steal items specific to the character; that was a nice touch.

Beyond that, much of what makes me like this set is that your description makes things very easy to visualize the Thief doing them. Sure, the set might be wordier than it actually needs to be, but Kat can attest to the fact that this is not the wordiest set ever made. In my mind, it’s worth it for the visualization.

That said, there are a few problems with this set, mostly in presentation. For example, you mention Caltrops and Needles Traps in the Down Special before we know what they are; in my opinion, it’d have been better if you had just mentioned in each attack that it doesn’t break the cloak. Also, you mention five feet, but since I haven’t the foggiest idea how far that is in Brawl, you may want to use Stage Builder Blocks or Battlefield platforms as reference. Also, that 3-second stun Darth mentioned. Really, though, those are nitpicks; you’ve outdone yourself here, Violenceman.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Comments
OMG (Old Man Geo), I'm actually making comments! Saints preserve us, tis the end of days.

Cold Enchanter
Like Kat's Athena, there's a cool concept running here of sacrificing a little of yourself in order to get your playstyle moving. You can pepper the foe with crystals, or start by sticking a few to yourself. The mechanic offers up multiple ways of going about the business of KOing the foe, and I appreciate the options available to him. The Frost wall is well established within the moveset, with the Cold Enchanter taking advantage of it fairly well (Covering it in spikes. Playing keep away by running through the wall. Snapping the foe up with an aerial as they jump over etc).
I still wonder though, if the Cold Enchanter actually has a personality or a story or anything, or if he really is just a card.

Having crystals never melt if they're embedded in the Cold Enchanter seems a little unfair, as it renders him kind of inflexible. You can't for example, use a lot of crystals on yourself early on in order to create a wall to pin the foe against, and then gradually let the crystals on you melt as you manage to land more on the foe. Perhaps you could have him take less damage from the attack, and let the crystals melt 20 seconds later or something. I'd also like to be able to attach crystals to walls, or at the very least his Frost Wall.
I also noticed how neither of mid-air ice formations created via tilts have stamina. It feels bizarre having such fragile looking static hitboxes out, and not being able to dispatch them using a smash attack or something
Flashman.EXE
I got halfway through the very first attack before noticing a glaring flaw. The concept of blinding ONE foe by whiting out the entire match is disgustingly unfair in matches with more than 2 combatants. Sadly, this concept forms the core of Flashman's playstyle, since it lets him get away with Shining Browser Crasher, his grab-game, and his various traps.
I think, instead, the moveset should have had more of a focus on having the flash only white out areas of the screen (even without anyone actually looking at the flash). Then the playstyle could involve getting enough lamps together to flash away much larger areas of screen real-estate, giving Flashman enough of a hiding place to use his tricks to full effect.

I have to admit there are a few things here that would be fun to try out in an actual match, and I love the side-special with its zoning/spacing utility, but I can't overlook how the core mechanic that the set relies on, spits on 3-4 player matches.

Also, I don't know if having the B-air as the only KO move is a brilliant piece of sarcastic commentry, or simply shortsighted.

Garble
You have a real talent for taking a very simple core, and making it feel both fresh and real. The useage of Garble's friends to give him a gang-up-on-the-pipsqueak mentality works really well in characterising him, as does the various elements of spacing attacks against a lava pool, and kicking dust into the foe's eyes. That you achieve all this in a way that feels conducive to Smash, is my favourite thing about sets like this. You never feel like you have to dress up a move as anything other than what it needs to be, a strength that makes it easy to like your movesets.

Of course, all the extras are just icing on the cake, including actual situationals, and attacks-with-items (could you possibly believe that even the Item Tree, of all movesets, doesn't have such attacks in the moveset). Oh, and a Final Smash too! I was beginning to miss these!

Since you don't seem to mention it, I'm going to assume Garble has only one, terrible, mid-air jump.

Considering all the interactions and strategies that involve the lava pool, I'm not super pleased that the pool is created as a side effect of a summoning move. If it's important, and relative to winning matches, then it should be prominent. Creating the lava pool should feel deliberate instead of accidental. At least that's how I feel about it
I also have to wonder if other Garbles are immune to each other's lava pools. Also, wouldn't this mean they're immune to fire in general? Yeah, I get the reference, but things like that always raise questions y'know?
I'd also like D-air to have a maximum fall range (rather than the current "fall until you die") like other stall-then-falls. This would let Garble, with skill, drag the foe down to the bottom blast zone, then drop them off there without KOing himself.

If his jab has only one frame of startup.. what on earth is the attack animation? Does he actually turn around in that one frame, or does the jab hit behind him, or what? Come on man! Your attack descriptions are usually fantastic, don't fail on a jab of all things.

Btw, I love how the FIRST hitbox in this moveset deals SPIKING knockback :bee:

Darth Meanie said:
Arche Kraine

This is a very low-key remastering, but I guess that was the goal. The changes to her sidebar stats were humorous, and the new spells gave her a bit more depth than she had before.
Thanks for commenting Arche :bee:
I was going to perform a full rewrite, until I started reading and found it was actually better than the stuff I write nowadays. So I settled for making the few changes I felt were needed. I did give the Playstyle section an Archifying at least.

The change to her spell charge mechanic seems like an improvement in discoverability, but not being able to air dodge or shield without blowing a charged spell seems like an overall nerf. I really think that another way to release a charged spell might be better. Perhaps double-tapping?
Considering she couldn't shield or airdodge at all originally, you can trust me when I say this is a massive buff for her.
I wanted to convey a sense of clumsiness with Arche, so having the player accidentally throw out a spell if they're pressured into shielding when they have a stored spell, seemed ideal.
And, no I'd never ever consider double tapping, for any purpose.

Her flight mode still seems to make her weaknesses and strengths more pronounced. She can't go very high at all and one hit can be fatal in the wrong spot. I think it might be better if she had truly free flight, but started descending until she got closer to the ground. That would solve the sudden change in rules when offstage and give her more if a rhythm to her fighting, instead of simply completely anihilating characters with no anti-air capacity and being destroyed in turn by characters with flexible projectiles or good air games like Luvia.
She could originally fly at 4 stagebuilder units above the ground, infinitely. This is pretty bad, considering just how high up that is. Not too many characters can engage at such a height using just their normal jumps. I feel really sorry for Marth in particular. There was also the whole issue of having Arche fall helplessly every time she was hit by anything. I mean, she has a couple of extra frames of hitstun now which leads to some combos, but before she could be juggle combo'd by any foe with an up-air.

The original moveset seemed to be pretty deliberate in having Arche either steamroll the foe, or get killed in one quick sweep. I wanted to alleviate that by giving her better defenses, more options, and bringing her closer to the foe so they can actually hit her. But elements of that style should still be there, because otherwise the set would be crossing over into Remix territory

Your idea would solve a lot of issues, and it is in fact the system used in the Smash Clone "Tales of Vs", but it'd likely mess with the overall balance of her spells she has here. Plus that ascending/descending rhythm gets pretty annoying after a while.
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
WARRIOR RANKINGS

So I saw that FRoy had his own rankings now and figured that since Warlord no longer has a monopoly, I might as well jump on the bandwagon. :D

My ranking system will be different though, because I feel like making it different. Sets are measured in a few different areas: Presentation, Flow, Imagination, and Balance. Presentation is how easy it was to read and follow, Flow measures how well the playstyle works, Imagination is for imaginative ideas (go figure), and Balance is whether it's overpowered (or underpowered, but that's much less likely). Each category gets 3 points: 3 points means that I can’t find anything wrong with it, 2 means it’s mostly good but there were problems with it, and 1 means I think it’s bad in that regard. I might give 0 points in a category if the set failed catastrophically in that regard. If I end up liking the overall set, an extra point is assigned to it, for a possible maximum of 13 points.
So without further ado:

GARBLE



Presentation: 3
Flow: 3
Imagination: 3
Balance: 3
Extra Point: 1
TOTAL: 13 (Coincidentally, this set was Post #13)

http://www.smashboards.com/showpost.php?p=14756470&postcount=13

SOMBRA



Presentation: 3
Flow: 3
Imagination: 3
Balance: 3
Extra Point: 1
TOTAL: 13

http://www.smashboards.com/showpost.php?p=15178095&postcount=583


COLD ENCHANTER



Presentation: 3
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=14755860&postcount=6

THE THIEF



Presentation: 2
Flow: 3
Imagination: 3
Balance: 3
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=14764263&postcount=46

KAMMY KOOPA



Presentation: 2
Flow: 3
Imagination: 3
Balance: 3
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=14770080&postcount=57


FERALIGATR



Presentation: 2
Flow: 3
Imagination: 3
Balance: 3
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=14798657&postcount=127


PHARAOH MAN



Presentation: 3
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=14923366&postcount=259


SHEENA FUJIBAYASHI



Presentation: 3
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=14928842&postcount=272


SAKUYA IZAYOI



Presentation: 3
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=14931296&postcount=278


SOLDIER



Presentation: 3
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=14937598&postcount=294


THE FLIM-FLAM BROTHERS



Presentation: 2
Flow: 3
Imagination: 3
Balance: 3
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=14948141&postcount=311


MISTELTEINN



Presentation: 3
Flow: 3
Imagination: 2
Balance: 3
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=15016486&postcount=454


HEADLESS HORSEMAN



Presentation: 3
Flow: 3
Imagination: 2
Balance: 3
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=15016515&postcount=456


ROSE LALONDE



Presentation: 3
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=15016742&postcount=457


LORD VOLDEMORT



Presentation: 3
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 12
http://www.smashboards.com/showpost.php?p=15085236&postcount=517


JOKER



Presentation: 3
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 12

http://www.smashboards.com/showpost.php?p=15171523&postcount=571


BUBBLEMAN



Presentation: 2
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 11

http://www.smashboards.com/showpost.php?p=14755696&postcount=2

ALAKAZAM



Presentation: 2
Flow: 3
Imagination: 2
Balance: 3
Extra Point: 1
TOTAL: 11

http://www.smashboards.com/showpost.php?p=14787943&postcount=103


CLAYTON



Presentation: 2
Flow: 3
Imagination: 2
Balance: 3
Extra Point: 1
TOTAL: 11
http://www.smashboards.com/showpost.php?p=14794649&postcount=121


STROMBOLI



Presentation: 2
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 11

http://www.smashboards.com/showpost.php?p=14794661&postcount=122


BRELOOM



Presentation: 2
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 11

http://www.smashboards.com/showpost.php?p=14818274&postcount=149

PORYGON-Z



Presentation: 2
Flow: 3
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 11
http://www.smashboards.com/showpost.php?p=14877912&postcount=220

CHRYSALIS



Presentation: 3
Flow: 2
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 11

http://www.smashboards.com/showpost.php?p=14953535&postcount=321


SHANG TSUNG



Presentation: 3
Flow: 2
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 11

http://www.smashboards.com/showpost.php?p=15004162&postcount=422


WILLY WONKA



Presentation: 2
Flow: 3
Imagination: 3
Balance: 1
Extra Point: 1
TOTAL: 10

http://www.smashboards.com/showthread.php?p=14789117#post14789117


GATSTAF SHEPHERD



Presentation: 1
Flow: 3
Imagination: 2
Balance: 3
Extra Point: 1
TOTAL: 10

http://www.smashboards.com/showpost.php?p=14805851&postcount=135


LIZARD



Presentation: 2
Flow: 2
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 10

http://www.smashboards.com/showpost.php?p=14889465&postcount=237


ATHENA



Presentation: 1
Flow: 2
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14755726&postcount=4

MAGNEMITE



Presentation: 2
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 1
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14771690&postcount=64


MADOLCHE MAJOLEINE



Presentation: 1
Flow: 2
Imagination: 3
Balance: 3
Extra Point: 0
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14774122&postcount=77


YOUNG XEHANORT



Presentation: 1
Flow: 2
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14778125&postcount=85


LUKE ATMEY



Presentation: 2
Flow: 2
Imagination: 3
Balance: 2
Extra Point: 0
TOTAL: 9
http://www.smashboards.com/showpost.php?p=14807660&postcount=140


PUTATA



Presentation: 2
Flow: 1
Imagination: 3
Balance: 2
Extra Point: 1
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14833815&postcount=180


KOALA KONG



Presentation: 2
Flow: 3
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14853012&postcount=196


ZIGZAGOON



Presentation: 2
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 1
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14905431&postcount=248


TABITHA ORLEANS



Presentation: 1
Flow: 3
Imagination: 2
Balance: 2
Extra Point: 1
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14914998&postcount=254


BISHARP



Presentation: 2
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 1
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14915303&postcount=255


KAMELLA



Presentation: 3
Flow: 2
Imagination: 2
Balance: 1
Extra Point: 1
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14930136&postcount=276


PYRO



Presentation: 2
Flow: 3
Imagination: 2
Balance: 1
Extra Point: 1
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14981444&postcount=350


ENGINEER



Presentation: 2
Flow: 3
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14937606&postcount=297


ARMANTLE



Presentation: 3
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 9

http://www.smashboards.com/showpost.php?p=14983052&postcount=355


NYX ASSASSIN



Presentation: 2
Flow: 3
Imagination: 3
Balance: 1
Extra Point: 0
TOTAL: 9

http://www.smashboards.com/showpost.php?p=15045407&postcount=496


PRINCESS BUBBLEGUM



Presentation: 2
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 8

http://www.smashboards.com/showpost.php?p=14756811&postcount=14

BEASTMAN



Presentation: 2
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 8

http://www.smashboards.com/showpost.php?p=14761096&postcount=30

GRIMLOCK



Presentation: 1
Flow: 2
Imagination: 2
Balance: 3
Extra Point: 0
TOTAL: 8

http://www.smashboards.com/showpost.php?p=15045195&postcount=494


SAWTOOTH AND SQUAREWAVE



Presentation: 1
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14755705&postcount=3

FLASHMAN



Presentation: 1
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showthread.php?t=326189

ASHENS



Presentation: 2
Flow: 2
Imagination: 2
Balance: 1
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14764913&postcount=48


DRILLMAN



Presentation: 2
Flow: 2
Imagination: 1
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14776562&postcount=81


RANDY JOHNSON



Presentation: 1
Flow: 1
Imagination: 3
Balance: 2
Extra Point: 0
TOTAL: 7
http://www.smashboards.com/showpost.php?p=14782883&postcount=91


LADY GAGA



Presentation: 3
Flow: 1
Imagination: 1
Balance: 2
Extra Point: 0
TOTAL: 7
http://www.smashboards.com/showpost.php?p=14810843&postcount=142


ARSENAL PRIMID



Presentation: 2
Flow: 1
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14822301&postcount=152


WITCH



Presentation: 1
Flow: 2
Imagination: 3
Balance: 1
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14862189&postcount=208


H. N. ELLY



Presentation: 1
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14874333&postcount=219


STRONG BAD



Presentation: 2
Flow: 2
Imagination: 2
Balance: 1
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14892126&postcount=241


MR. DARK



Presentation: 2
Flow: 2
Imagination: 2
Balance: 1
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14907606&postcount=251


YOSHIKA



Presentation: 2
Flow: 2
Imagination: 1
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14929974&postcount=275


GWYNDOLIN



Presentation: 3
Flow: 1
Imagination: 2
Balance: 1
Extra Point: 0
TOTAL: 7

http://www.smashboards.cjom/showpost.php?p=14933613&postcount=282


SCOUT



Presentation: 1
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14937596&postcount=292


HEAVY



Presentation: 1
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14937604&postcount=296


MEDIC



Presentation: 1
Flow: 2
Imagination: 3
Balance: 1
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14937609&postcount=298


SNIPER



Presentation: 1
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=14937624&postcount=299


YUKIKI



Presentation: 1
Flow: 2
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=15013817&postcount=438


GEORGE WASHINGTON



Presentation: 2
Flow: 1
Imagination: 2
Balance: 2
Extra Point: 0
TOTAL: 7

http://www.smashboards.com/showpost.php?p=15121152&postcount=557


MIKE DAWSON



Presentation: 1
Flow: 2
Imagination: 2
Balance: 1
Extra Point: 0
TOTAL: 6

http://www.smashboards.com/showpost.php?p=14766271&postcount=53


AQUAMAN



Presentation: 1
Flow: 2
Imagination: 1
Balance: 2
Extra Point: 0
TOTAL: 6

http://www.smashboards.com/showpost.php?p=14777029&postcount=82


GHETSIS



Presentation: 1
Flow: 2
Imagination: 2
Balance: 1
Extra Point: 0
TOTAL: 6

http://www.smashboards.com/showpost.php?p=14778119&postcount=84


BIGFOOT



Presentation: 2
Flow: 2
Imagination: 1
Balance: 1
Extra Point: 0
TOTAL: 6

http://www.smashboards.com/showpost.php?p=14799254&postcount=129


UKA UKA



Presentation: 1
Flow: 2
Imagination: 2
Balance: 1
Extra Point: 0
TOTAL: 5

http://www.smashboards.com/showpost.php?p=15013328&postcount=436


SOUNDWAVE SUPERIOR



Presentation: 1
Flow: 2
Imagination: 1
Balance: 1
Extra Point: 0
TOTAL: 4

http://www.smashboards.com/showpost.php?p=14760025&postcount=21

CREEPER



Presentation: 1
Flow: 1
Imagination: 1
Balance: 1
Extra Point: 0
TOTAL: 4
http://www.smashboards.com/showpost.php?p=14945886&postcount=308


EMBER



Presentation: 2
Flow: 1
Imagination: 2
Balance: 0
Extra Point: 0
TOTAL: 4

http://www.smashboards.com/showpost.php?p=14955106&postcount=326


COOKING MAMA



Presentation: 0
Flow: 0
Imagination: 1
Balance: 0
Extra Point: 0
TOTAL: 1

http://www.smashboards.com/showpost.php?p=14822597&postcount=153
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,268
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Responding to two things...

@ WoMF: The underpoweredness generally just came from the fact Larfleeze doesn't have enough moves useful in a 3v1 as opposed to a 1v1, so he seems very easy to gang up on and not get his constructs going, since the Down Throw only works for two seconds. Also, no grab resistance of any kind means two D3s are an instant win. :p While I get the blandness, you don't have to make the move particularly creative to make it not bland, but perhaps just show off some uses in the moveset.

@ Junahu: Cold Enchanter has no story. It's just a card I always like for it's art. So there isn't any established personality or story. Also, while not a reply to my own think, not all stall-than-falls have an established length, just like Garble's. Specifically, ZSS' stall than fall only stops when she hits the ground.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
FLASHMAN.EXE
Turning the stage into essentially a blank sheet, permeated only by silhouettes, offers up quite a deal of potential before moves are even introduced to the set. Stuff like obscuring the foe's silhouette or that of the stage to spread confusion and paranoia...anyways, the set flows together at least decently, though its rushed nature is far from hidden. It has most of the basic playstyle elements one would expect to see for Flashman to take advantage of foes: stunners or moves to keep foes from turning around, a large number of blinding moves, traps to hide in the whitened areas, and a few supplemental attacks to force foes into them.

These all fit their purpose to a 'T', of course, but at times come across as various elements from old sets (specifically forcing a foe to run) cobbled together to support the Neutral Special centerpiece. Though there are bright spots throughout the set, such as the multiple mindgaming lightbulbs (no pun intended), Flashman seems mainly centered around occupying the stage with traps, relying on the foe to slip up eventually, rather than proactively trying to direct them into peril, throws aside. I prefer Bubbleman to this by a large margin, but still commend you for releasing this alongside him on opening day. That's something few people can claim to have done, so...well done.

GARBLE
Man, the effort that clearly went into the set is...touching to a degree, and somewhat inspiring with the end description. It's definitely not every day one sees such excellent extras, or "goodies," and item attacks? That is some retro stuff right there. Anyways, I have to wholeheartedly agree with DM when he mentions how amazingly fun bullying playstyles are in MYM as a whole, whether they are being read or written. Garble maintains an element of simplicity while making great use of the more complex moves he possesses. I quite like the element of timing involved with summoning both dragons, requiring that Garble pushes his foe toward the plummeting tub of lard at the correct moment, keeps his foe busy while his sniper friend soars past behind them, or...both at once, giving him the ability to string together each dragon's hits as they make their appearances.

Though basic in their own, faintly charming right, the lava pools and dust clouds tie into Garble's standards well, often offering him a greater reward should he choose to space his handful of lunging, dragging, pushing moves, potentially even ending in a cool gimp. The originality of (most of) the actual moves isn't fantastic; the intrigue of the set mainly stems from the sheer number of paths the Garble player can take should they experiment with their moves' timing. This might not be everyone's cup of tea, but this easily one of your strongest showings in a while, and is a testament to the potential that can still be found in in-Smash.
 

Conren

Smash Apprentice
Joined
Feb 17, 2009
Messages
90
Location
Boston
NNID
Conren1
3DS FC
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A wild Magnemite appeared!


MAGNEMITE

Pokemon #83. Magnemite seems to be some kind of robot that likes to spend it's time near power plants, feeding on electricity. Magnemites are a genderless species that are able to keep their population growing by breeding with dittos, a process that's probably best not to imagine.​
Pokémon


ATTRIBUTES
4/10 Dash Speed​
7/10 Air Speed​
2/10 Fall Speed​
6/10 Jump​
7/10 Air Jump​
-1/10 Traction​
4/10 Weight​
Magnemite is a tiny bit shorter than Pikachu, but stays floating above the ground in it's "standing" position, making it reach 1.5 times it's height. Crouching simply makes Magnemite fall to the ground. Magnemite has terrible traction, since it essentually relies on air friction to slow down. However, it is unaffected by slippery surfaces. Magnemite is capable of wall clinging, as well as ceiling clinging. Ceiling clinging is performed by holding up on the joystick while touching a ceiling, and it lasts as long as wall clinging.​
SPECIALS
Neutral Special - Lock-On
As the input is held down, Magnemite gets into a stance and a slowly rotating crosshair appears on the nearest opponent. This crosshair can be cycled to other targets using the joystick. Targets being anyone or anything that can take damge. After one second without Magnemite being interrupted, the crosshair stops rotating, gives a confirmation sound, and the opponent becomes locked-on for the next ten seconds, by being magnetised. This move is somewhat laggy when it ends.​
When an opponent is locked-on, some of Magnemite's moves will home in on them. When more than one opponent is locked-on, the moves will home in on the nearest locked-on opponent.​
The crosshairs on Locked-on opponents will be in the same color as Magnemite's shield color. This is to make the crosshairs distinguishable in case there's more than one Magnemite in the match.​
Two characters that have been locked-on will also repell each other if they are within 2 SBBs of each other via a push effect. This push is not difficult to fight, but it can be disruptive.​
Holding down the input and tapping shield will make Magnemite magnetize itself. This version of the move is a bit different. Instead of a crosshair, Magnemite will have a light tint on it. Since Magnemite is not it's own opponent, the only effect this has is to repell Magnemite from it's opponents.​
Small Detail: Lock-On is a status that belongs to the user that caused it. So another Magnemite won't be able to use a Lock-On that you caused, even if it's on the same team.​


When Kirby uses Lock-On, he immediately throws an Electro Ball.
Forward Special - Electro Ball
2% x 8​
Magnemite creates a thunder jolt-sized ball of electricity in front of it, then shoots it at the same speed as Samus' homing missile. The ball moves in a straight line and travels the length of Final Destination. Once it hits an opponent it activates and does 8 hits of 2% damage, with weak knockback and no flinching, as it continues on it's path and disappears as soon as it's last hit is given.​
If there is a locked-on opponent, Electro Ball will home in on them, and will stick to them as the ball does it's multiple hits. Since it doesn't cause flinching, the opponent can attempt to move away quickly to lessen the damage. With faster ones of course being more successful at it. It also eats up shields pretty well.​
Because of the starting lag, Magnemite can only have at most 2 Electro Balls out.​
Can be reflected and absorbed.​
Down Special - Magnet Bomb
18%​
Magnemite drops down a metal ball that can roll down slopes. If an opponent comes near it (it's sticking range), it will shoot off in a straight line and stick to the opponent. If there's a locked-on opponent on the stage, the ball will roll towards the opponent, even up slopes, but not lift off the ground until it's within sticking range. The ball will also ignore a locked-on opponent in favor of one that's within sticking range. The ball explodes after 10 seconds of being dropped, and can KO starting at 80%. Being an explosive, it can also deal self-damage.​
Only one Magnet Bomb can be out at a time. Trying to make a second one will just make Magnemite look exhausted for a moment.​
Much like a gooey bomb, an opponent can get rid of it by running through another character.​
This is a great move to drop on an off-stage opponent.​
Up Special - Magnet Rise
1%...​
Magnemite's two magnets begin spinning rapidly while crackling with electricity. During this time, Magnemite has free flight and anyone that touches it will take continuous hits of 1% damage, although they will be quickly pushed away. The electromagnetic force this generates is very strong and will draw in items, even from another character's hand, into an aura around Magnemite. When the move ends, the items will drop straight down. Magnetic Rise lasts for 3 seconds before automatically ending, and doesn't put Magnemite in a helpless state.​
STANDARD ATTACKS
Neutral Attack - Magnet Drill
1%...​
Magnemite put's one of it's magnets forward and spins it rapidly, dealing continuous damage but little knockback.​
Forward Tilt - Repell
5%​
Magnemite whacks the foe with one of it's magnets, dealing set knockback that pushes the opponent 1.5 SBBs away. If the opponent is locked-on, the distance pushed doubles.​

Down Tilt - Gyro Spin
3% x 2​
While crouching, Magnemite spins once, hitting with each magnet in a row. Has very little knockback, but can trip the opponent. It's also very fast and can combo into itself for a good damage racker.​

Up Tilt - Gyro Copter
3% x 3​
Magnemite jumps up a bit and spins in place, dealing three, low knocback, hits. Short and simple, and can be used to set up an up smash.​
Dash Attack - Magnetic Tackle
6%​
Magnemite does a full body leap that can pop an opponent behind it. Magnemite leaves a trail of 4 push hitboxes behind, so it's really more useful as a retreating move.​
SMASH ATTACKS
Forward Smash - Sonic Boom
12%​
Magnemite shoots forward several crescent-shaped sound waves that travel 1 SBBs and can KO at around 100% damage. Charging the attack doesn't increase damage, but it does increase the range, to up to 4 SBBs at maximum charge. If there is a locked-on opponent, the waves will curve towards that opponent.​
Due to the turning radius of the attack, it's very possible for an opponent to dodge it by simply jumping over it while running, so it's best to use Sonic Boom on an airborn opponent.​
A trick that can be done with Sonic Boom is to shoot it around a corner. Like say, if Magnemite is on a platform and there's an opponent below Magnemite.​
Down Smash - Polarize
9% - 12%​
Magnemite "stomps" into the ground. The main attack is pretty weak as far as smash attacks go, but it leaves a battlefield platform sized magnetised area. Any locked-on opponet will get strongly pulled towards the magnetised area. The area lasts for 4-8 seconds, depending on the charge, so it really pays to charge. Only one magnetised area can exist at a time per Magnemite, with a newly created area replacing the old one.​
Up Smash - Thundershock
15% - 21%​
Magnemite shoots up a bolt or electricity that travels up 3 SBBs before coming straight back down. The attack hit box is near instantaneous so it can't actually hit an opponent twice. If there is an opponent that's locked on, the bolt will curve in an arc towards the opponent, with a horizontal range of 2 SBBs. It is a strong finishing move, but the starting lag makes it a bit easy to dodge the attack. It's best to catch someone out of a roll with this.​
AIR ATTACKS
Neutral Air - Gyro Ball
2% x 6, 3%​
Magnemite spins horizontally, hitting multiple times. Magnemite can be controlled left and right during the spinning. The last hit of the attack deals the most damage, and a moderate amount of backwards knockback.​
If there is a locked-on opponent, Magnemite will become a sort of projectile and shoot straight towards the opponent, moving at twice it's air speed in a straight line while it spins. Used at point blank range, this can insure that all hits connect, even if the opponent uses DI.​
Can be used to aid in recovery so long as there is a locked-on oponent.​

Forward Air - Flash Cannon
16% (early) 1% (late)​
Magnemite creates a blinding ball of light right in front if it. The first few frames of the attack does the most damage, and a high amount of knockback scaling that makes it one of Magnemite's best finishing moves. Hitting with it late does little more than flinch the opponent. The hitbox for this move is pretty small. However, a very close locked-on opponent gives this move a bit of extra range, doubling it actually. It's still not much, but it increases the window of error for hitting with it's early hitbox.​
Down Air - Discharge
5%, 4%x4​
Magnemite begins crackling with electricity before falling straight down. Anyone caught by the fall takes 5% damage. When Magnemite lands, it shoots out two bolts of electricity on each side of it, and two more diagonally upwards. Each bolt of electricity does 7% damage and strong knockback.​
Bolts will curve towards close opponents that are locked-on, and it's possible to hit one opponent with all four bolts if that opponent is the only one that's locked-on and nearby.​
Up Air - Magnetic Bounce
7%​
Magnemite leaps upwards, and a bit forwards, with a full body hit and doing minor knockback.​
Back Air - Magnetic Retreat
6%​
Magnemite glows a bit and moves backwards in a straight line for a distance equal to it's back roll. The actual attack does weak knockback, but it can be used a sort of aerial dodge.​
GRAB & THROWS
Grab - Magnet Pull
Magnemite has a very short grab range, where it just sticks one of it's magnets onto an opponent. By holding down the grab input, however, any locked-on opponent gets pulled towards Magnemite, not just the nearest one. Pulling a foe in can be risky due to the small grab hitbox.​
Pummel - Electrocute
2%​
Magnemite shocks the opponent. A quick pummel.​
Forward Throw - Rail Gun
7%​
Magnemite takes a moment to charge up, glowing blue in the process, and shoots the opponent straight forward. This move has fairly high knockback growth, and can KO starting at 80% damage.​
Back Throw - Magnetic Spin
7%​
Magnemite positions the opponent behind it and spins the opponent in place. While the opponent spins, they are free to attack and whatnot, which can be a bit disorienting. The spinning lasts for two seconds.​
Down Throw - Gyro Drill
9%​
Magnemite slams the opponent down and spins on top of them. Deals a good amount of knockback and can't be used as a chain throw.​
Up Throw - Anti-Gravity
2%​
Magnemite levitates the opponent above it. For the next 3 seconds, the opponent will slowly rise up in the air. Both Magnemite and it's opponent will regain control after 1 second, but the opponent will still rise for the remaining 2 seconds. This is obviously useful for getting in a free attack.​
FINAL SMASH
Tri-Attack
Magnemite has the Smash Ball! Magnemite shoots out two bolts of electricity, one into the background and one into the foreground. Out of nowhere the two bolts drag in two extra magnemites! The main Magnemite loosely holds the other two in a triangle formation. Immediatly, one of the extra magnemite causes the ground in front of it to crack open and a large ball of lava shoots out. The ball travels in a large arc, which can be aimed with the joystick. Once the ball lands, it'll burn with several hits, doing 20% damage if all hits connect. After the ball of lava burns out, the other extra magnemite will shoot out an instantaneous light blue beam that can be angled with the joystick. The beam does 15% damage and is pretty much guaranteed to freeze any opponent it contacts with. Finally, the original Magnemite, who has been charging a large electric ball around it from the moment it called in the other two magnemites, shoots out it's Zap Cannon attack. This one doesn't need to be aimed, as the ball will home in on the nearest opponent, whether or not they're locked-on. If it hits, it does 35% damage with amazing knockback. Afterwards, the two extra magnemites bid their farewells and wander away from the stage.​
If the opponent dodges Zap Cannon, it will continue forward since it can't turn around, although it will home in on another opponent if they're along the way.​
You may be wondering where the extra magnemites learned Magma Plume and Ice Beam. It's just one of those unusual situations where Pokemon know moves that can't be normally trained.​
Playstyle
Magnemite is a long-range character. Obviously, Magnemite is going to want to use Lock-On as much as it can. While it's a status that's inflicted on a foe, Magnemite gets many buffs from it. Accuracy, damage racking, KO potential, spacing manipulation, and even recovery all benefit from having at least one foe locked-on.Magnemite has a versatile ranged game. Magnemite can launch Electro Balls to damage and pressure the opponent, f-smash to punch through defenses, u-smash in case they're airborn, and Magnet Bomb to blast them in the confusion, or to keep them on their toes. Magnemite can hinder and keep foes away with d-smash, f-tilt, and it's dash attack. At close range, Magnemite leaves something to be desired. It's stubby magnets may hit fast, but they're very short ranged. Fortunately, Magnemite can retreat in the air where it is very agile and can still camp a bit using it's u-air. Magnemite's survivality is very good. It is heavy for it's size class and has three recovery moves. Although two of them require a locked-on opponent. Magnemite's grab game is risky to initialize, but can be very rewarding with it's f-throw and u-throw.​
Magnemite is a cold and calculating machine that can win the day with it's personal magnetism.

CHANGE SUMMARY:​
- Weight 6/10 -> 4/10​
- Damage adjusted on various attacks.​
Lock-On​
- Is no longer a beam.​
- Locked-On characters no longer attract items.​
- Effect on two Locked-On characters changed from pull to push.​
- Special version of Lock-On can be used on self.​
Electro Ball​
- Timing adjusted.​
Magnet Rise​
- Duration 6 seconds -> 3 seconds.​
Sonic Boom​
- Range adjusted.​
Polarize​
- No longer immobalizes.​
- Pull effect much stronger.​
 

FrozenRoy

Smash Lord
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I haven't read the set yet, but since I plan on making a Magneton set later in the contest, putting Magnemite there probs isn't necessary.
 

FrozenRoy

Smash Lord
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Contemptible Commentary

First off, I just want to point out that .5 weight is insanely light, and no amount of recovery can help Kammy with that weight. While not necessarily a bad thing, especially since Kammy get heal herself, I just figured I would point that out.

Also, I do quite enjoy the writing style of this set. The little Kammy-like description of it, along with the wonderfully worded headers, combines with the easy reading of the moves for an extremely soothing read.

Nitpick time! I highly recommend, when doing throws like this, making shield button + direction cause the "throw", as it is far too easy to accidentally smash while moving something for a throw and the poor people who use the Wiimote will feel sad if they wanted to use the move. To make this less of a paragraph fragment, I'll just go on about Kammy's playstyle here too, which is actually pretty fun, as Kammy summons 30 HP blocks around to create her own little stage, but combines it with the ability to inflict all manner of magical mayhem maliciously on the opposing malcontents. With the ability to shrink, enlargen, heal and make huge everything from her blocks to foes or herself, there's quite a lot to do, without there really being a direct one right answer.

Which brings me to the down tilt, a move I dislike immensely in the moveset. Pitfall traps being made in general already usually ends up bad, seeing as it is basically just stun, but here really hurts, as it is just too strong in combination with the throws and Up Special to be liked and sort of mitigates some of her options, as her best option for a lot of things is to place a pitfall trap, make two blocks, try to teleport and/or otherwise get them on the pitfall trap, then just F-Throw/B-Throw depending on direction, or just summon a block on their heads. Bonus points if she has a koopa shell added in.

Aside from this gaffe, though, it's pretty solid. The trade off between a tiny and huge foe is simple, as Kammy can more easily damage a huge foe and more easily KO a small foe, but a huge foe can also better take advantage of her small weight and a small foe can try to stall the time out. One nitpick, though, is that the Forward Smash/enlargening does not have a time set for it to expire, leading me to assume it either lasts as long as the shrinking or indefinitely/until you use the shrinking, which is pretty annoying.

The air game is quite nice, I feel, good movement, makes it almost hit and run feeling, despite not being one. One thing I wonder, though, is does the up aerial glide count as a normal glide, or not? If so, is there no glide attack, and she just can attack out of it? This move could use some clarification.

All the same, though, it's a good moveset. Something I really love, though not stated, is that you can play around with an invisible foe if you can grab them, since you presumably can move them around without them knowing exactly where they are. The invisibility is also neatly presented with the ability to just a grab on an visible block, F-Throw/B-Throw it and give your opponent a surprise KO move to the face. It's an inventive and fun use of invisibility. Nice set. Reminds me of Kamek, the Rool one, kinda.

Magnemighty

A Magnemite moveset when I already planned a Magneton moveset as part of a trainer moveset later? How interesting. Perhaps more amusingly, you actually had one of my ideas almost exactly, as I certainly thought the same use of Lock-On for that moveset, save the magnetism of items/repelling of foes...

The moveset itself has some neat minor tricks, mostly involving Lock-On, though it is a bit sparse in terms of flow and detail. One particular area this hurts it is the Up Throw: What does "stay in midair" mean? Are they repelled from the ground or do they float up? Do they take knockback? Will using a stall-then-fall allow them to fall to the ground or will they, like stall-then-falls sometimes do when knockback is involved, not move you? I feel like a bit of further explanation could be in order, maybe along with some explanation of it's uses.

Lock-On being so hard to dodge is also a bit annoying, although given the move's purpose, not entirely bad. I do wish slightly more had been done with the magnetism, though, something possibly coming from the Up Throw into a different move, perhaps as an opposite of Polarize, causing the foe to steadily rise into the air if they're magnetized? Would be really need, especially given Magnemite has some good mid-air spacers, and add a little more to the flow. I also think polarize completely immobilizing the opponent is a bit much, especially since they gain super armor for combo fodder. It may have been cooler to move Magnet Bomb to Down Smash, Polarize to a Special and allowed it to do more, perhaps making zones that attract/repel magnetized foes or being able to make multiple polarization zones that merely slow down the foe or something.

Random idea for Magnet Rise is that it could have also attracted/repelled characters, perhaps changed by pressing B during the flight or something, which could make it an interesting attack tool and hard to edgeguard recovery. Just a thought. Also, not a nitpick, but just something you might wanna edit, your post title calls it "Magnetite".

Swiper no swiping

The Thief is yet another moveset that I feel falls into the category of good but not truly great, continuing to prove that for some reason I am way more optimistic in MYM13.

Anyway, Thief has a cool little concept, based around simply dealing double damage with attacks by striking from behind. By giving the set a strong central starting point, strong moves can be built around it, a particular favorite of mine being the forward tilt. The Steal move is at tad tacky with it's generation of items, but at least vaguely acceptable, given how otherwise the move would be largely useless and, well, what is a thief without a steal move?

The stun time on the Neutral Special is unfortunately large, as otherwise, the move is extremely cool. For reference on how long the stun is, Warlock Punch takes 72 frames to initial, or roughly 1.1 seconds, so you are stunning the foe for roughly the time it takes to start 2 Warlock Punches plus 3/4ths of another. Similiarly, Up Throw's paralysis is mentioned as lasting several seconds, when judging from what the move sounds like, it should last two seconds at the most. To pile on some further complaints, the use of other thieves in the Down Throw and Up Smash is a tad odd, although I feel it is acceptable here given the Thief's actual character, but it is still odd.

Finally, I highly recommend using different measurements for length, as there is no easy way for somebody to imagine what a foot is in Brawl, nor an easy way to tell in the game itself. Two useful measurements are the "Battlefield platform" and the "Ganondorf". A Battlefield platform refers to the length of, well, a platform on Battlefield, which is easy to remember or look up. Three Battlefield platforms is also roughly the width of Battlefield itself, making it again, easy to imagine the size when described. A Ganondorf almost always refers to Ganondorf's tall height, which is almost exactly the length from the ground to the bottom platforms of Battlefield and easily thought of when imagining Ganondorf. In addition the two, when combined, makes it so that a person who owns Brawl can easily look up the distance just by going into Training Mode as Ganondorf. This will help your future movesetting, because as-is, I have no idea what "five feet" means. I'll mentally just put it at a Battlefield platform.

But enough with the bad things, let's discuss the good! Flowing playstyle, nice, many moves work together in the context of the playstyle and weave a fairly tight cloth, without really being a flowchart or anything, with a few outliers in this regard. I quite enjoy the way Shadowstep works, which makes it sort of interesting among teleportation recoveries, while I also enjoy how the invisibility works, as Thief uses it more to get in a single nice strike or generate some subtle fear in the foe rather than more traditional trap setting uses and the like. One of my favorite things in the moveset is the ability to go into invisibility and use the Forward Tilt w/ backstab for massive damage, as it both sounds like it would look awesome and is effective. If it wasn't obvious, I do quite like the Forward Tilt, with it's properties of getting stronger as the foe gets weaker and it's awesome backstab bonus.

Caltrops and the Needle Trap, while basic traps, are certainly very effective, and them being seen while invisible can even be used as a mindgame. After all, while you know where the Thief was when he set the traps, he might have just jumped away, especially if they were set far away...or perhaps that is just what he wants you to think and he's standing right there, testing your reaction. It's simple, but very Thief-y. I also enjoy the DAir's animation and the grab, by the way.

But to cut a long comment short, it's an awesome moveset, but multiple things bring it down, mostly a fair bit of number related gaffes, some of which severely hurt it's balance. Still, it is certainly a step up from your previous movesets, even Ico/Yorda. Your continued use of extras is also pleasing and the ability to play as the female thief is well enjoyed. On to the next movesets.

Instant Moveset in a Comment

First off, you instantly gain some love in this moveset simply for linking all of those Ashens videos. Very amusing stuff there, people.

While the fire at first seems really tacky, it's actually not that tacky when you consider the Smash universe and the nature of Ashens. He plays the role of the reviewer, with the Smash characters taking their actual roles, as trophies or, in SSB64's case, dolls. Ashens may not even be a trophy or a character of the same type as the Brawl character,s more like Master Hand's symbolicness, and in this context, Ashens' burning them to nothing makes sense.

I do think it seems actually a bit easy to get rid of the fire, though, between it's long time to come out, ease of getting rid of it even with the dog breath and all, though it will still at least push some damage through. The fact it isn't doused upon coming into contact with water also is quite odd, but eh. The game with the dual stages is actually quite interesting, probably the best thing in the set, though it's not always entirely taken advantage of. Though that's okay, since well, it'd be weird for that to be the focal point of the set. The POPstation is IMO one of the better moves in the set, as it's use as a solid platform is interesting, while retaining some good play with the pieces and it's good interaction with the water. And as an addendum to earlier, you can at least set them on fire with the grab, but eh...

As a whole, though, the moveset does feel a bit disjointed, as if it is scrambling for every possibility in the character's arsenel, which while not bad, leads to a bit of a lack of flow between the various types of play presented in the moveset, I feel. It's quite a good joint, though, as it's actually quite difficult to differentiate what was written by Warlord and what was dealt out by Dave, so you must have both been on the same wavelength. The extras are also quite a nice addition: Might MYM13 be the MYM where we see a revival of extras? Matchups are also much appreciated.

Overall, though, I can't really say it was a particularly amazing moveset, but I enjoyed it, so I think that it bodes well for a good Warlord contest to come and, with Bubblegum also around, a step up for Dave. We shall see, eh?

I'm tired, so I will read/comment Mike Dawson later. It's appropriate that he gets left out of a comment block the first time anyway...
 

Conren

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Whoops. I'll go ahead and fix that title. XD As for the up throw, it basically treats their falling speed and movement speed as being 0, so they don't rise or fall. So a stall-then-fall might bring them down, it depends on the mechanics of stall-then-falls, but I'm guessing it won't work.

Not commenting on my own set, but a .5/10 is still within 1/10, making Kammy's weight somewhere between Jigglypuff and Squirtle, although I'm not sure if that was the intent.
 

FrozenRoy

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Whoops. I'll go ahead and fix that title. XD As for the up throw, it basically treats their falling speed and movement speed as being 0, so they don't rise or fall. So a stall-then-fall might bring them down, it depends on the mechanics of stall-then-falls, but I'm guessing it won't work.

Not commenting on my own set, but a .5/10 is still within 1/10, making Kammy's weight somewhere between Jigglypuff and Squirtle, although I'm not sure if that was the intent.
.5/10 is under 1/10 and Jigglypuff is the sole 1/10, so Kammy is lighter than Jigglypuff.
 

Rychu

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alright, i went back and made some slight alterations. She now has a weight of 1, which isn't too much better but actually allows a little staying power. Also, the time make huge lasts for 10 seconds, which not including was a mistake on my part, must have slipped my mind.
 

Conren

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.5/10 is under 1/10 and Jigglypuff is the sole 1/10, so Kammy is lighter than Jigglypuff.
Not exactly. Think of the rankings as being inclusive of the fractions of the number. For instance, Bowser represents the upper limit of the 10 weight ranking, so he's a perfect 10/10. Donkey Kong, the other 10/10, is more like a 9.25/10. That extra .25 being a part of the next number, making him a 10/10 inclusively. Jigglypuff, representing the lower limit of the 1 weight ranking, is more like a 0.1/10, that extra .1 being a part of the next number. So a 0.5/10 should be heavier than Jigglypuff.
 

darth meanie

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Not exactly. Think of the rankings as being inclusive of the fractions of the number. For instance, Bowser represents the upper limit of the 10 weight ranking, so he's a perfect 10/10. Donkey Kong, the other 10/10, is more like a 9.25/10. That extra .25 being a part of the next number, making him a 10/10 inclusively. Jigglypuff, representing the lower limit of the 1 weight ranking, is more like a 0.1/10, that extra .1 being a part of the next number. So a 0.5/10 should be heavier than Jigglypuff.

Yes, fractions are inclusive, but the most logical baseline for weight is 1, not 0.1. 0.1 is just as arbitrary as 1 as a number to start with, and 0 is obviously ridiculous as it has no weight, so 1, being the lowest whole number, seems to make the most sense to measure Jigglypuff as. It's all an approximation really and weight is actually measured in brawl on a completely different scale, but Jigglypuff as a 1 on a 1-10 scale is far more intuitive to most people.
 

Conren

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Yeah, I agree. I was just trying to explain how .5/10 is still part of 1/10, and heavier than Jigglypuff. I think decimals should be avoided all together, and if someone wants to be more specific, they can assign an actual weight value.
 

Conren

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It's easier to explain with a visual aid. Here are the weight rankings and relative position of some of the characters, based on their real weight values:

10 - Bowser
.
.
.
.
.
.
. - Donkey Kong
.
.

9
.
.
. - Snake
.
. - King Dedede
.
.
.
. - Charizard

8

Donkey Kong is a 10/10, but if you want to get more specific, he's around a 9.3/10. Snake, D3, and Charizard are all 9/10, but if you want to be more specific, they're around 8.1/10, 8.5/10, and 8.7/10, respectively. Again, if you want to be more specific.

Going further down:

2 - Kirby
.
.
.
.
.
. - Squirtle and Mr. Game & Watch
.
.
.

1
.
.
.
.
. - Kammy
.
.
.
. - Jigglypuff

0

Kammy was said to be a .5/10, which is just a more specific way of saying 1/10. It's not that .5/10 is higher than 1/10, it's just that Jiggs and Kammy both have values that are within 1/10, Kammy's just happens to be higher.
 

Rychu

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I meant for Kammy to be lighter than Jigglypuff

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I'm a fan of your sets, so BubbleMan.EXE is right up my alley, especially when it's a trademark playground set. The set really shows off your faults as a moveset maker very apparently at times, though in the end it has a venerable niché it successfully fills out and is able to create enough depth in its small sandbox to make for good fun. Bad first, you have a lot of non-attack moves, and that isn't necessary. There should be a reason for this every time it happens. You also have a knack for over-complicating mechanics, the bubbles being a prime example, as the tiers are mostly pointless. Finally, you have so many concepts vying for attention that you're suffocating more than a few of them, this links in with using actual attacks as it would become far easier to make regular attacks if you weren't trying to flow into half-a-dozen different core focuses. All these nagging issues drag down the quality of the set. While that is a heap of negative feedback, the set does approach an often unacknowledged concept, vertical KOing, and gives an original spin on it, covering the air in bubbles that are open-ended enough that they're a threat from nearly any position. You create a chaotic environment and wait for an opening, similar to playing on a frenetic scrolling stage. If you had buckled down on something like the verticality of the set, with interesting attacks that work around being above or below the foe due to bubble platforms, that alone would've been a vast improvement, but as is, the flow is too thinly spread. It's a good set but could have potentially been great.

We come to Sawtooth and Squarewave. Sadly, this may be your last set. This is a crying shame, especially because this set shows the author has no lack of talent. It starts off with the ambitious concept of trying to incorporate rap into the game, and it has its fair share of hiccups. As was mentioned in another comment, there's no visual cue, but what could be added is an audio one, and that's fairly obvious and easy. That in mind, it flows in a janky way, moves haphazardly changing form on the fly to create a non-scripted playstyle, one that allows for plenty of deviation and doesn't lack a creative punch either, keeping the foes, on their toes. Most of all I love the wacky, nonsensical flow achieved on top their 'groove' that fits the characters perfectly, alongside the way you can construct your own mini moveset, allowing for player creativity without taking anything away from the characters themselves. Screw Rool and his Vlad, this set is the true movesetting version of a rap-off. The set works well on it own, but that isn't the point and it just being competent at all without the rapping is justified. Despite not knowing the characters due to falling behind on reading the comic, I can identify the series' humour and sensibilities by how the set plays. It could've elevated itself to greater heights if there was this festering genius about the way it specifically flows into certain combos, which in the end is simply coherent, but I'd still say this is a lovely swan song... and I sincrerely hope it isn't one.

Dive-bombing owls. One of the lesser known abilities of Death, in the form of Athena. Also kissing with tongues. It's a tacky set to be sure - I don't know if I agree on the notion that a god of death has to have alternate KO mechanics, that's leaning toward being pretentious. I actually far prefer the absolutism that comes across from use of these ideas, creating a playstyle that has no shades of grey at all, only wanting an emphatic victory and humiliation for opponents. Aside from plain dismissing the set because of the KO mechanics, the question is if these wonky concepts can be reined in for a satisfying playstyle... mostly, I'd say it works, though it could be a far smoother process to get there without the magic syndrome. You have a scythe, one of the best weapons imaginable for a set, but you resort to her using generic magic spells instead, on inputs that are designed to be close-range, or at least simpler moves. It seems very incovenient for her to not use the gigantic weapon in her hands when the time calls for it, the scythe is barely used at all and never in a way that makes it crucial to the playstyle. I'm also tiring of you so casually messing with shields on non-special inputs, when there's not a big reason to be shielding constantly and even if there was, then it becomes opt-in stun, versus - in this set specifically - instant death. That isn't every move summed up, yet the amount of magic-y filler, the general lack of focus and the way the set doesn't approach the character's signature weapon in a logical way makes it difficult for me to really approve.

Cold Enchanter's a good idea, in several different ways. For one, it's nice to see you return to the Yu-Gi-Oh card game series and two, create something entirely unique compared to your sets in general, as well as what you have gone for in the past in terms of card selection. This set is unabashedly straightforward to the point of making LL raise a brow, as you elect to either throw ammo crystals out on the stage or store them in yourself, nerfing your movement speed. Be that as it may, movement speed isn't an especially interesting statistic to nerf, but once you realise how focused around chasing Cold Enchanter is, you see why it's important. It's the textbook high-risk high-reward playstyle, eviscerated in its purest form, which is delightful. The moveset, beyond being functional and not mind-numbing, comes across as simple, distinctive and thematically pleasant, having nice, modern takes on rushdown by dealing with dodging, rolling and shields in ways that are at first found to be somewhat boring, but become exciting in the context of a chase growing more and more desperate. In that sense I like that you chose to make the nerfs permanent to add weight to that decision. As do all of your new sets, it avoids being flashy and is down-to-Earth with how it approaches its playstyle, while having just enough interesting content to maintain my interest, good job Roy.

I'm sorry Nick, but FlashMan.EXE is just bad, bordering on worse than that. The idea is satisfying in its coolness but the way it works is ham-fisted. Forget FFAs, it's annoying to imagine in the one-on-one environment it is intended for - the opponent losing all sight of the match is a cruel and strangely easy effect to drop on them, like a frustrating assist trophy or stage hazard given life. I admit I lost my enthusiasm reading the set once I saw the minions and / or traps on standards and smashes, the lack of a playstyle section only makes me more confident in saying this was an extremely rushed moveset. I hope you continue making sets at this pace, you just need to learn the logistics of how they work, then you'd understand why having no defensive attacks (close-range, non-literal counters) is so negative.

It's great to see another HR set and this one has been getting insane praise. Garble's a minion set, having two dragons at his beck and call. What's wrong to me is there's no real flow into the way the minions work, besides the use of their hitboxes... as more range. Your approach is the same as ever, coming up with great looking animations and making a set that is easily imagined in Smash, but considering where Make Your Move has gone recently on the minion playstyle, this one feels positively retro and not in a good way. There's no need to be unsmash, nor does it need to be excessively complex to be good, just look at Manfred Von Karma's use of Captain Falcon clones. The fleeing and building up for your summons is good. Flying back and defending yourself, then turning that momentum on its head to assault the foe is cool. The dragon body type is good fodder and you're fine using that stuff, I simply hoped there'd be more interesting flow to the set, especially given the character has a personality to use. The extras are a nice touch as well as the match-ups, perhaps this set's popularity will help to galvanise a widespread return. Then all shall be well.

Princess Bubblegum seems to be breaking down from your tropes, though I'm not completely sure. There's an interesting focus in experimenting on your hair and crafting a weapon on-the-fly, giving the set dynamic flow, allowing you some versatility against different opponents, a fitting characterisation. I would have liked this more if there was a focus on the natural elements of the hair changing - best way to describe this is looking at that jab attack, which simply hits any opponents stuck on your bubblegum. Just some simple comboing off the hair would've been nice, and working that into the quick melee attacks could've taken the set to the next level. And I'll throw in a token complaint about the grab game here, sucking up five inputs to give her a creative, but quite boring projectile trap. It stands out because there are many good, imaginative moves that do flow well into the playstyle. The aerials are rushed (though not too bad given they help keep the set grounded in reality), but the specials and smashes are some of your best work in terms of staying relevant and interesting. As a result, it doesn't all come together perfectly, but it's enjoyable enough that the flaws are easily forgiven and is wholly original.

The Skeleton Head genre has never had an entry as in-smash as BeastMan.EXE, it's a set that is about the subtlety in the execution over dazzling with the ways in which his claws are combined. Not to say there aren't a couple of wonderful ideas hidden, such as the moving platform claw of the up smash, creating a compact stage to fight in out of claws alone and having the more instinctive moveset when you've bared all. BeastMan getting mindless as his set-ups become intricate is a fantastic dynamic considering the generic character. As a player, it's very fun to imagine simply being able to place these claws wherever you like, as it makes the playstyle surprisingly open-ended, though the set never ruins its accessibility. That is where BeastMan sets itself apart from its peers in the genre, as its simplicity makes it all too easy to believe that these claw traps can be slaved over in the middle of an intense match. It's not the most exciting moveset, but delivers fully on its initial promise and fits the hunter archetype, avoiding the derivative nature of other garbage sets in the genre. The up smash sold me on the set not being remotely bland, the aerials are where I realised its true awesomeness.

Larfleeze starts with huge promise. I loved the characterisation built up by the mechanic and specials, his greed in wanting to control everything in the match, in simple terms, was a fantastic base for the set. I especially loved your approach to these moves, as they seemed distinctively WoMF-ish without any of the negatives - just the little touches like Wario Waft's mechanic altering what minions you summon and walling off segments of the stage to better manage the chaos. However, after the specials the moveset doesn't do anything interesting with what it built up, most inputs being too bland to have a rudimentary link to the playstyle. Individually they are uniform in being an attack in x direction that does x damage and knockback. It's just not interesting, especially when you have room to be super creative in a 3v1, and it's underwhelming after a really great foundation. Let me re-iterate in this comment block, you don't have to be unsmash, there are now more than ever examples of sets that are simple without being boring. If this is not a design choice but a fear of being too flashy or unbalanced, those fears should be abandoned. The balance in the specials was perfectly fine - if you made every move like the specials you'd have made a huge improvement.

Okay, now I see the appeal of your sets, Violenceman. Thief has a great charm to it, with brisk descriptions following flowery specials, which release pressure on the later inputs. The way backstab works essentially lays a blanket over the entire set, giving Thief an interesting psychological effect on matches if nothing else. This concept has been explored before, but it is executed smartly in this set, the whole playstyle shaped around it at its core and Thief has equipped a fair share of tools designed to fit this purpose. So your presentation has a nice brevity to it, though you go off the rails at times, such as in the back air, an odd place for a flashy trap when, by comparison, his smashes are standard fare. These sets also walk a fine line and I wouldn't expect you to have perfected the art of balancing every move between simplicity and simply useless, as some sadly lean more toward the latter. There is one too many generic slash, spacing throw and long-ranged projectile aerial, at spots there is too much focus on damage racking over getting the KO. Nevertheless, these problems don't kill the momentum of a good set. It's impressive the amount of foresight there is in this set when utilising death traps of design like stealing and teleporting, two concepts that have often been abused by veterans as much as newcomers.

We're touching on new ground thematically in Ashens, a 3v1 stage-specific bloody stamina boss. I feel it's justified that I had little to no patience in terms of overzealous creativity when you've already got that many prerequisites. Then when you have an alternate KO mechanic, mass goop, slip 'n' slide and a second specific stage, it's not that it lacks flow, it's that it lacks a real focus. If you view it purely from the enjoyment you get out of reading, it's obviously a lot better, as the ideas are opaquely clear and the set only continues to throw wood on the fire as it adds layer upon layer of traps, easy and powerful interactions, halfway minions, etcetera. Character-wise, the playstyle is just okay. Ashens is nearly sadistic, barely keeping away from the Sid archetype. I didn't like the flamethrower, but not because it doesn't use Brawl's fire [???]. There's no reason to destroy your own toys, it's not like you need the space when you can fill two stages. The smashes stood out as awkward when the previous toy creating moves did actually work as the inputs originally intended. The smashes just place stuff, so it's a second set of, obviously worse, specials. You pulled it back some using the Master Hand-ish standards. Plus, there are genuinely new ideas surrounding the separation of a team and though largely not taken advantage of, the alternate stage idea is an interesting one. Seriously, I have almost no clue how that works outside of another stage existing that is to the left of the main stage. The character is certainly there in the writing and in a vacuum is excellent, as you could play out an actual episode of Ashens in its entirety, impressive in of itself. And with those extras and match-ups, it's hard to fault the dedication. Thus I'm unhappy that I end up mostly ambivalent toward the set, but its problems may be due to it breaking in some altogether new or unexplored concepts, or various creative mixtures.

A set I was once making, Mike Dawson is a breath of fresh air because it allows me to put that plan to bed and has a purposefully dumbed down approach, which was likely why I couldn't finish my own version. It does not take itself seriously, nor does it fall into the trap of focusing too heavily on the ring toss (I heavily dislike focusing on generic stun). The specials are an enjoyably tacky end to the reading process because they, as expected, tie together the loose ends, like the item-stealing throw and all the stalling when you're waiting for Jack to come and end the match in your favour. I kind of wish that was talked about more, but that would go against the intentionally rushed tone and make Dawson seem far more competent than is deserved. Playstyle-wise, the set has Dawson play more of a wall to the foe than anything else, the mentioned wall-of-pain inducing recovery being big part of that, but also with plenty of moves designed to kill the foe's own momentum and drag the match through the mud. You play as an annoying character who, while never killing the game, becomes a huge bore to fight in a Negative Man like way, controlling the match through his own incompetence. This is where I felt the statistical downfalls of the character weighed down any negative impact of stalling. It could be less unsmash but I'll chalk that up for charm - the balance is cut finely between keeping Dawson from being a professional boxer and creating a fighting game character all the same. You handled this set perfectly, right down to saving it as a JPEG so the links no longer work and using my banner. If criticism is what you want, then the self-imposed nerfs on strange inputs are a bit much, plus the headband of invisibility is described in a confusing, at times contradictory manner. I was shocked at just how little filler there is and that many of the generic moves had some small purpose in the overarching playstyle. This set was a massively pleasant surprise and I hope you don't dismiss my approval as bias, though loving to hate the character certainly didn't hurt when you heavily played off of that in the playstyle.

How you like Kammy can largely be pre-determined by if you prefer Rool Kamek to Nate's. If you do then this set is a glorious throwback to a well-remembered set that didn't age horribly, but for me, I never liked Rool's Kamek, and this set is basically that except not completely insane. Of course, Rool Kamek had potential to be better – in my opinion, you only need look at Nate's version to see that. Problems exist here like the grab game, four status effects for throws and a painfully derivative moving grab. Fine, she has traps, but it's missing the point of straightforward pitfalls and koopa shells to forcefully move an opponent into their way. The way blocks work don't mesh well into a standard fight when it easily could and doesn't need to be this unsmash, all that you're doing is creating a closed in area of varying degrees. There is also way too much filler to be forgiveable – the jab and neutral air, the generic size-altering moves and impossibly bland invisibility on potentially everything for a special. Nothing is added to these long-established concepts in this set, it's largely going through the motions and trying to get rid of most inputs in any way possible. I can't sense any passion, especially sad on a character who had the potential to have an interesting moveset.

Magnemite is not bad, but it suffers from a lack of focus. The core concept is great and a fitting start for what should be a simple Pokémon set. Your failure is an equally simple one, you don't elaborate on inputs enough to justify their blandness. Spinning the opponent in place for a throw and stamping on them as an airborne magnet is interesting stuff, I just wish I knew what relevance it had to magnetism. This didn't need to be on the inputs themselves, it would fit in the playstyle section. As it stands, this filler creates too big of a hole in the playstyle to make it decent. Pokémon who are weak in the canon are notoriously difficult to make into a set, as the set has to find a way to make up for their weakness and in Magnemite, you actually found a way to do it with magnetism. As said, many of the animations are interesting... the moves they're in simply ended far too quickly to get an idea of why they exist, leaving the reader feeling lost. Still, a big improvement from you, and I hope you learn valuable lessons from what went wrong.
 

Katapultar

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Madolche Majoleine



Somewhere far away in the vast world of the Yugioh Universe exist a group known as the Madolche. As if one mixed together the utmost of royalty with French desserts, they reside in a castle serving their Princess via offering her the most exquisite desserts available. One would not think of them being suitable for fighting in such a world where the designs of monsters are mostly fierce and upright, but they do exist in such a world nonetheless, almost un-corrupt as beings of neither LIGHT or DARK.

Majoleine herself is a Majo, a Witch whose job appears to be to entertain the Princess with her magic - her dessert is that of Madeleine, a kind of sponge cake. Like the rest of her cohorts, she seems rather self-aware of her own appearance as one would gather from her picture, but is also known to be rather full of herself and mischievous, flying around the castle as if she owns the place. Perhaps the most odd attribute about her however is the broomstick which she flies around on, of which the front end is composed of a fork while the back seems to have many strange desserts attached to it. In-game, Majoleine is inherently the 3rd strongest of her Archtype, but that's not saying much when they're significantly weak compared to other Monsters out there - Madolche like to stay in their own world where they return to the Player's Deck instead of going to the Graveyard, with Majoleine being one of, if not the most useful of her kind when she can provide the player with more copies of her kind. With her ability of flight and mischievous magic, Majoleine prides herself with informing others around her yet getting on their nerves at the same time, though in a likable way.




Stats

Madolche are beings of small and somewhat squishy proportions, with Majoleine herself only being a little taller than Ness. She's not very fast on land however given she flies around all the time and has pretty inappropriate footwear for such, and her jumps are two meager hops along with being quite light and floaty (much more so than Jigglypuff). What Majoleine does have however, is a rather unique float which puts her in the seat of her broomstick, positioned in the exact way she's seen above. While floating Majoleine can move around in any direction at a similar walk, run and dashing pace to Mario's, and only the top half of her body can be damaged as the rest is in the foreground. What's unique about this particular float however are the fork and dessert positioned at the front and back of the broom respectively. The fork is actually a static disjointed hitbox that deals 0.1% every 0.2 seconds to the foe with hitlag for them each time (none for Majoleine, uniquely enough) and causes slight flinching every second a foe is exposed - this flinching is forewarned with a slight glint of the fork so foes will know when to dodge. Majoleine can even ram into her foes and drag them along with the front of the fork at 1/8ths to 1/2 her normal speed based on heavy the foe is, and if she does this for 2 seconds flat her fork will magically enlarge itself and comically trap the foe between its protruding ends in which they must escape by either air dodging 2 times plus once more for every 10% they had or knock Majoleine away with their temporarily quartered attack speed, taking damage from the fork all the while - Majoleine can of course attack her foe when they're in this state. Another interesting thing about the fork is that the protruding ends will impale any food items they move through, up to 3 which will stay at the end of Majoleine's fork-broom until an input is used to do something with them - that, or if another character happens to take that food item and eat it. Speaking of food items, the dessert on the back of Majoleine's broom is an endless supply that heals 1% per bite a character takes. Yum!

Majoleine is able to fly around for up to 2 seconds before her broom loses all power. That said, the broom will gain a slight pinkish aura around it if Majoleine had healed herself beforehand during her stock, which lets her fly around for an extra 0.5 second for every 1% healed, even if she was at 0%. Once this extra floating time has been used up however, the aura around the broomstick will fade and Majoleine will be required to heal herself again in order gain extra flight time again.​



Specials


~Neutral Special

Majoleine holds her broom forward with both hands so the dessert side is facing away from her, dealing 3% with non-flinching pushback to anyone in the way - while on her broom Majoleine instead elegantly floats off it for a moment while making it turn around with magic for the same effect. From here Majoleine gets a confident look as she thrusts her broom upwards to make dessert side of it fling out 1-10 Madeline Desserts (which look more like doughnuts as seen in the image) in random arcs ranging from 1-8 SBBs based on the charge (1.5 secs) - think of an extreme version of G&W's Chef for this attack. The Madeline Desserts deal out a light 2% with upwards knockback that KOs at 400% to anyone hit on their way, but upon landing they sit in place as edible food items that heal their eater 7% and buff their attack and speed by 1/15ths for 3 seconds - very tempting indeed, especially when you can have any number of these desserts out at once despite they still disappearing like normal items, though you can only have 10 projectile active from this attack at once. If Majoleine had any food items on her fork when using this attack they'll be flung in the same manner. And on an odd note, Majoleine can be hurt by her own projectiles, but that's unlikely to happen...or is it?​


~Side Special

Spinning elegantly, Majoleine throws out her right hand as she attempts to cast a spell of epic proportions. And epic it is indeed, as a whoosh of blueish magic sparkles are thrown out, expanding themselves in a cone-shape from the witch as far as 1 SBBs horizontally and 3 SBBs vertically before enchanting the first character they come across with a sparkly hue, causing any healing and buffs they receive to be selfishly given to Majoleine! Sneaky Majoleine, trying to use her magic to get a taste of those glorious desserts meant for the guests! Foes most certainly won't be satisfied with healing Majoleine when they eat Madeline Desserts, nor of the fact that this spell can be used to enchant food items with the same sparkly hue to make them deterring to eat, though only two can be enchanted at a time. Majoliene's magic lasts for 10 seconds, but the timer can be both reset and stacked with multiple uses of this spell...

But wait, why would any foe want to eat food items if it means Majoleine getting all the healing and more time to fly around? You can't quite force foes to eat food items on the ground, but you can make them do so in the air where an air dodge will make them pick up items AKA possibly eat the food against their will with good timing...how cunning.​


~Up Special

Majoleine points above her, intent on making some mischief as she uses her magic to give the area above her a very slightly blurred visual. Gravity has now been messed up in that area so that objects move upwards 1.5-4X more quickly and downwards 2.5-7X more slowly depending on charge, essentially causing most things to be locked in place for a good while under extreme circumstances. The spell lasts for 7 seconds but said countdown is has 2.5 seconds added on for every object that is and becomes affected by it, with Majoleine being able to turn her flung Madeline Desserts into "traps" that she can lock into place for quite a while as they very slowly fall to the ground whilst self-containing her field - this probably won't be a deterrent for enemies however if they want to go into the air and eat the cake via air dodging right before it hits them, though getting back to ground from there can be a bit troublesome.​


~Down Special

Majoleine points to the nearest ground either in front of or directly beneath her, enchanting it to make a Kirby-sized jelly custard dessert pop up from the ground! This dessert is very bouncy, and anyone who lands on it will be stuck in place with their aerial game as their weight causes the custard to stretch almost to the ground for about a second before ultimately bouncing that character up into the air as if they had been propelled off a small stage-builder spring - items can be bounced off as well, and will retain their damaging hitboxes such as those from the Neutral Special flung food. Characters can walk through the sides of the dessert but will be pushed away if they overlap with the very middle unless they continued to dash for one second, which will have the custard spring them right up into the air! Holding the input beforehand will make Majoleine direct her pointer across the ground at Mario's dashing speed, retracing it a moment after you hit the ledge - making the Bouncy Custard there will cause it to occupy the ledge and make auto-ledgers bounce off it! Majoleine can have up to 2 Bouncy Custards occupying the stage at once, even being able to stack one onto the other to increase the bounced distance by 1.5X! But what if foes want to get rid of these bouncy bellowers lest they impede their ability to land? Why, they eat them of course! It takes 15 bites of which each heal 1.1% to eat through one helping of custard (it magically does not shrink with each bite due to being magical), but be careful as characters who are damaged after eating it will find themselves sick from the richness, slowed down by 1/10ths of their normal speed (minus their shield and dodges) per bite for however many seconds they took damage! This is triggered the very moment a character takes damage and cannot stack with other hits, being very useful for juggling foes into the air with their slowed nature though some characters can use it to their advantage with the duration of their attacks or to throw off another character's timing....perhaps Majoleine can do this? Characters will end up "overlapping" with the custard when they're about to be bounced off it via landing on it and air dodging will count as eating it, which is rather sneaky if you can spray nasty projectiles for them to dodge along the way. Oh, and one more thing: should a character enchanted by Majoleine's taste-stealing magic somewhat be forced to eat at the Bouncy Custard she'll get their healing but they'll get the sickly slowed stats effect!​



Aerials


~N-air

The sneaky witch Majoleine gives her opponent a snicker, looking to appear as little more than a taunt. But what a taunt it will be when the foe tries to attack her, as she'll quickly reveal a use of her magic that makes the foe's hitbox flicker with rainbow sparkles and instead produce various assortments of desserts, one for every 1% they would have inflicted! These desserts are small but simple enough, erupting in a sudden spurt between Majoleine and the damaging hitbox whilst falling past them, becoming damaging hitboxes that deal 3% each...but with upwards knockback that emulates the exact knockback and hitstun of the original attack! Ouch, it looks like Majoleine really can pack a punch after all. Even worse is that this counter will absorb those powerful multi-hitting aerials like MK's F-air or even Snake's useless N-air, where afterwards both characters will be pushed away from each other about a SBB's distance...and into the falling range of those deadly sweets! Well, they'll most likely fall faster than your characters when they drop at the rate of G&W's chef sausages like with the Neutral Special, but this can be quite deadly against characters who fall extremely fast. One of the main purposes of this counter is to give Majoleine some additional defense in the air, and is a particular deterrent against characters she's got held in place with her fork when their attacking speed has become ridiculously slow. You can even create a festival of sorts by continuously repelling your own falling desserts to just keep making more, and the lingering barrier is even able to counter other attacks all the while! The only real downsides to this otherwise potent counter is that Majoleine is open to a great deal of punishment if she misses with it and foes can very easily grab her out of it, along with she comically falling over if she attempts to land while still in the lag - this is a move designed for exclusive use in the air.​


~F-air

Majoleine points at the tip of her forked broom, letting off brief magic sparkles that cause it to extend and poke forth about 1.5 SBB's distance - foes struck by the tip take a sharp 10% with purely horizontal knockback that KOs at 140%. This is a pretty good KO move by Majoleine's standards with great range despite being very telegraphed, though if foes try to air dodge the move while Majoleine has food at the end of her fork they'll obviously end up eating it - bad for foes if Majoleine has afflicted them with her taste-stealing magic when the healing will let her float for longer and they suffer lag for it. Speaking of food, the brief extended range of the fork allows Majoleine to catch any on her fork should there be enough space for it.​


~B-air

Majoleine faces the dessert end of her broomstick and points towards it, enchanting it with a spell that causes it to suddenly grow to 1.5X the size of a Party Ball and knock enemies away in the opposite direction with half the efficiency of a Bumper albeit dealing no hitstun whatsoever. The dessert end continues to stay that size, naturally become a rather large mobile food item that now heals 5% per bite but halving the attacking speed of anyone overlapping it all at the cost of giving Majoleine's broomstick-based attacks such as her F-air a fraction more start-up lag and end lag - this isn't all bad however as foes will have the timing of their air dodges thrown off and effectively be punished by your otherwise telegraphed attack in which you can kill two birds with one stone by making them air dodge to eat your food and still hit them at the same time. The enchantment on the dessert end of the broom continues on even if Majoleine lands and requires another use of this move to reverse it.​


~U-air

Majoleine swipes her forked broom, quickly hitting in front of her and dealing a non-flinching 2% with a SBB set knockback before the witch keeps the fork pointed above her for about 0.5 seconds of which deals 11% that KOs at 200% - you'd probably expect enemies to have to land on this and therefore have high falling speed, but remember that Majoleine can float in any direction and therefore use the brief moment the hitbox is up to spear enemies head on for some nasty damage providing you take care with the rather bad ending lag as Mejoleine slowly repositions her broom underneath her. This obviously has a similar air dodging effect to the F-air and also lets Mejoleine catch food items directly above her, along with letting her massively take advantage of her Up Special enchantment.​


~D-air

Majoleine momentarily floats in place with magic as she gracefully removes her witch-hat and throws it over her as if it was a cape, magically growing to cover her entire body which has now vanished into thin air...only to suddenly appear at the ground below in a flourish of majestic smoke! This trick of sorts is very similar to what one would experience with the Warp Star, even having the same telegraphed animation and aiming properties so you can control where Majoleine re-appears. It even has a similar dynamic and suspenseful feel, as the 1.2X Party Ball sized smoke cloud gives off a magical yet annoying effect that causes grounded objects and characters to take 4% appear at the very area Majoleine initially used this move in a similar cloud of smoke which can affect anything around those objects and take them to where they were teleported from - why not teleport the opponent into the air and have the smoke around them bring those yummy desserts to you! Aerial foes and objects aren't safe from the smoke either, being suspended where they are for 2 seconds via the smoke circling underneath them for that time. To top this performance off Mejoleine suffers almost no ending lag, though the start-up is obviously very laggy if not entertaining to watch, meaning foes who fall victim to the act do have it coming. One can't underestimate the importance of Majoleine's disappearing act however, as it gives her a way to quickly return to ground and away from the magic of her Up Special enchantment and without having to waste extra time on her float - on that note, foes stuck between Majoleine's hungry fork when she disappears will find themselves taking an uncomfortable 16% with upwards knockback that KOs at 115%, and while they can obviously dodge it the timeframe in which the entire spectacle occurs is instantaneous so any food item made to disappear while they dodge will be generously given to them. Another thing is that the start-up lag of this move is affected by the B-air's spell oddly enough, meaning you might be able to catch enemies off-guard on certain occasions.​



Standards


~Standard

Holding her broom with both hands, Majoleine gives the forked-front-end a quick yet hefty swing as the force causes her to spin around before regaining her composure. The attack has similar starting lag to Bowser's F-tilt on both the start and end, but Majoleine's magic makes both the handle extend surprisingly far when they can hit enemies from a SBB away - the handle of which mostly composes the fork deals 1% with absolutely no hitstun and mostly upwards knockback that can just barely lift foes off the ground at around 0%, only to start dealing significantly more horizontal knockback at later percentages until you can send a foe flying clean off the stage at 450%. The fork itself however is a sweetspot that deals a sharp 11% with some surprising impact stall via Zelda's Lightning Kick that causes some great shield pushback and purely horizontal knockback that can KO at 175%.

Holding A before the attack ends lets you be a particularly tricky witch and spin around up to 2 more times without suffering any of the lag in-between, though doing so at least once makes Majoleine suffer twice as much ending lag while twice will make her feel dizzy for as long as Mewtwo's crappy Disable - not very long at all actually if you have 0%. This attack lets Majoleine pick up any food items that meet the protruding ends of her fork whilst on the ground, and using this attack while you have any on there makes her toss it off the end and move in a similar arc to smash-thrown items whilst dealing 5% each and pushing the foe back a little without any hitstun as the food plops onto the ground ready to eat. Although you might need precise aiming to catch the food in some cases, that's kind of necessary when a Standard Attack input make players eat food items so in this case you simply need to be out of the food's range as such.​


~Dash Attack

Majoleine quickly stabs her forked broom forward, this time having sub-par range as she holds it at the very end of the handle like she does in the picture. This deals 5% with good base upwards knockback that KOs at 225% all while Majoleine continues to dash during and after the short attack, though if you tap A almost immediately after the attack she'll flourish an elegant spin of sorts that causes the opposite end of her broom where the dessert bit lies to be exposed at the front, with good range mind you (much better than before), dealing 7% with some surprisingly great shield damage and hitstun as Majoleine's spins puts her back to the position she initially used the Dash Attack from, unable to follow up on the foe's stun but her falling food items can. Food items that make contact with the dessert end are coated with a fluffy cream that increases doubles the lag of eating a food item but doubles the healing gained from it - should a character attempt to eat the food in the air they'll suffer a brief yet punishable pause before attempting that action which makes the likes of air dodging a bit more punishable. Coating Bouncy Custards also doubles the duration in which it "stretches" before bouncing to 2 seconds, which is made all the easier via the B-air enchantment to increase the dessert end's hitbox - the lag of the dessert end attack will naturally be increased too, but the first attack involving the fork will not be affected. One of the purposes of the first hit being a keep-going dash attack is that you can use and poke enemies away while dashing (somewhat slowly) into your Bouncy Custard and knock them upwards where you can follow up on their predicament - using the second part of the Dash Attack will naturally push Majoleine out of the desserty trap and have her be perfectly positioned to fluff it.​


~F-tilt

Majoleine points forward as she casts a spell that blows light wind 4 SBBs forward, lifting any grounded items she encounters off the ground and off the top of the screen at Ganon's walking speed - if that item was in the air at the time its traveling will be reversed instead and can continue to act as a damaging hitbox if it was one. Any foe enchanted by the somewhat telegraphed spell will find themselves taking 3 very quick and dodgeable hits of 2% that deal decent hitstun to them as they're lifted into the air at an inversion of their falling speed - foes can halve the rate at which they float up by fastfalling or completely release themselves from the effects of the spell by air dodging. This spell can in fact KO off the top of the screen, but no foe would be silly enough to let themselves fall under such when they can air dodge immediately after they've taken the hitstun...the problem lies in the fact that foes will keep on floating to the top of the screen UNTIL they've air dodged no matter what happens to them, even if and when they take knockback or are grabbed (in which the floating will resume once they've been thrown). If you cast this spell on a foe while they're about to be bounced by your Bouncy Custard they'll end up floating the moment they're bounced away, but can prevent this from happening by air dodging prematurely...if they don't mind digging into your rich custardy dessert.​


~U-tilt

Majoleine points upwards to cast another spell as a quick bolt of piercing blue magic fires from her finger across the screen, causing anyone enchanted by it to immediately enter helpless where they can do nothing but air dodge (for up to 5 seconds to prevent infinite stalling). This is clearly designed to trigger continuous air dodging at your leisure while a foe is trapped within the Up Special spell and greatly punishes foes who fail to do so, but also keeps any item struck in place with magic until somebody goes and actually picks it up - your flung Madeleine Desserts and other food items via Neutral Special and N-air will no longer act as damaging hitboxes when suspended this way.​


~D-tilt

Majoleine holds the fork-end of her broom with both hands as she stabs it into the ground, holding it in such a way that'd make you think she was brewing some kind of witchy potion in a bubbling cauldron! This doesn't deal any damage to foes on the sides of Majoleine given the fork was aimed at the ground, but it has some mean downwards-hitting capabilities that can stab unlucky enemies away for 12% with spiking knockback that KOs at 70%! Easily Majoleine's strongest move of her sneaky arsenal, though you'll be hard-pressed to ever use it for KOing reasons unless you're right at the end of the stage when a foe is trying to recover so you can smack them good, but even then they have to be right under you - should a foe be knocked onto the ground via the spiking they'll end up being bounced back up into the air where you can cause more mischief with them. What does help however is that Majoleine can keep her fork embedded in place forever as a static hitbox that spikes enemies, and the handle end that covers the her front is a pseudo-shield that makes her take "shield-stun" and "shield-pushback" from attacks that strike it though this doesn't grant protection against grabs. Oh, and the dessert right at the top can even be eaten by other players! Enchanting the fork with the B-air makes this move laggier, but it allows Majoleine to make the dessert end of her broom big enough so that air dodging players are more inclined to eat away at it along with players silly enough to use their Standard input next to her, effectively stripping them of it as a nice little bonus.

This attack also has another purpose with food on the end of your fork, for all those 1-3 snacks will be embedded into the ground as cute little stickers where the fork struck the moment she hits the ground with it. For Majoleine these food items simply pop in front of her to eat when she steps on the sticker(s), but they're not so nice to her foes as any of them who stand on or are even above 1.5 SBBs directly above them will find that they'll rattle for the slightest of frames before popping up 2 SBBs into the air and damaging them! The damage and travel speed of the food is the same as that of your flung Neutral Special desserts so they'll knock struck enemies up into the air, only they'll get hit about 3 times as the food pierces through them. Given Majoleine won't have much way to defend herself from the sides like other D-tilts it's only fair that she can lay a trap that's able to punish enemies who try to grab her, but what's really fun is when air dodging enemies end up eating both the flung food items AND your enchanted dessert at the same time! Yes, that can actually happen despite the fact that characters can only usually eat one food item per air dodge.​



Smashes

Can be used out of a float, but the time spent charging them counts towards your float time and if you lose it while doing so Majoleine will enter helpless.​


~F-Smash

Majoleine holds her forked broom forward with both hands, levitating in mid-air with magic if she was there before turning the 3 protruding bits into a large triangular claw that reaches out as far as a SBB ahead of its master - this has a bit of lag to it, but from here Majoleine lets her broomstick levitate in place as she puts on a devilish smirk while holding out both hands to cast a powerful spell for her caliber which seemingly animates the clawed-fork to chew on its captive for around 0.7-1.5 seconds before spitting them out with mostly horizontal but a bit of downwards knockback that will start KO'ing at 250-180%. But what about that so-called powerful spell? Surely that wasn't all there was to it when the move dealt no damage in the first place? Oh but it does, or at least if your foe has actually healed off their damage percentage during their current stock, which will cause it all to be removed and placed back on them as damage! Hope they enjoyed their desserts, cus Majoleine's taking it all back! Even worse is that this damage racks up and is applied before the foe is knocked back, so if they've healed 49% from your desserts they'll take it as damage. To top it all off the foe will take damage from any lingering hitboxes while briefly trapped inside the clawed-fork, such as your falling food, and any of which touches the fork will automatically heal Majoleine - in the case of your Bouncy Custard it will heal her once when she digs her fork into it. This is a pretty amazing KO tool given the right circumstance and is perfect for finishing off foes when they've been into too of your desserts to try and deprive you of them - once the foe takes all the damage from their healing however they must accumulate more in that stock in order for the spell to work on them again.​


~U-Smash

Majoleine throws off her hat, holding it out in front of her as she prepares to give foes a magical spectacle they'll never forget: all items (food included) that have vanished from the stage from either being thrown off, destroyed via unnatural causes or even just having vanished from their staying time expiring will erupt from the hat in a similar manner to the mortar from Snake's U-Smash, one every 0.7 seconds and starting with the most previously vanished item all the way to the first in the match! Normal throwing items will be treated as if they had been either normal or smash thrown depending on charge while food items will always deal their usual flung damage - yes, this is designed to be used with your food items but only ones that have had their staying times expired will appear from the magic hat, a great way to punish foes who refuse to eat them via the effect your F-Smash has on them or try to prevent you from eating them. Majoleine can move around while her items are flying out of her hat, but in doing so she does expose herself to their damaging hitboxes quite a bit since the items won't land on her otherwise if she stays still - also be aware that she cannot attack as well (that would be a bit too potent with the N-air), and must wait for all the items to fly out and put her hat back on or do so with some lag via re-using this U-Smash to put the lid on all those items that want to come out. This has a lot of potential against item-users and in FFAs, but it still works quite well with Majoleine's game when you can bounce those items off your Bouncy Custards and even use your N-air to counter them as they come back up. Not to mention you could eat them, of course.​


~D-Smash

This time Majoleine faces the screen and gestures her hands as if conducting an orchestra, causing all food items within a 1-15 SBB radius to fly towards her, each one moving as quickly and being a damaging hitbox referred to many times before - up to 12 food items can be affected this way and the nearest ones will be targeted first. Once these food items reach Majoleine, they begin rotating around her in a tight clock-wise radius at Ganon's running speed, merely dealing 2% with disjointed hitlag (no knockback or stun) if they hit a foe before harmlessly dropping to the floor after hitting something except for floors and walls which they'll magically go through. This Smash is almost instantaneous in execution, gives you great control over your food for moves like your F-tilt and U-tilt and makes for a great offensive cover with the damage you'll be inflicting, with you being able to take advantage of the foe's attempts to eat any of the food such as air dodge attempts - keeping the foe in place with the F-Smash or grab is a great way to rack up that damage on them, where afterwards you can eat all that food to yourself! It also helps that if a Bouncy Custard is within the spell's radius it will break up into 12 small custard desserts by itself to work as ammo for this attack, with each one being treated as taking a bite out of it - you get 3 less bites with this and until they're all eaten the pieces count as having a single Bouncy Custard out, but overall a foe's attempts to air dodge and eat them will be more punished when they start to slow down after so long. Using this attack again will make all the food items circling around Majoleine expand outwards at Ganon's walking speed during the charge before coming back to her once you release it, acting as damaging hitboxes when you do.​



Grab

Majoleine decides to take a grabbing shortcut and hold her foe in place with magic via effortlessly pointing towards them, obviously being very similar to the likes of Mewtwo's grab. This has deceptive range out of a dash grab as Majoleine stops moving almost immediately - as such, she'll be pushed out of the middle of her Bouncy Custard this way, but you can be rather sneaky with this grab and get someone who's about to be bounced up into the air by it! Should this happen, they'll be bounced into the air the moment they escape the grab.​


~Pummel

Majoleine appears to put a spell on the foe that makes them rather queasy for a moment, as they take 1% for every food item they've eaten throughout their stock and appear to look utterly sick as magic sparkles around them briefly, all at the same rate as a normal Pummel. She's trying to deter you from all those goodies again!​


~F-throw

Majoleine appears bored with her foe, making a flicking motion that sends them away horizontally with 10% and KOs at 170%. This is your most straightforward way to follow up with the ridiculously potent Pummel, and the foe is enchanted with a scent-trail like aura that causes any grounded food items they pass by to follow them at the same rate they were sent back flying a second after they made contact with it. The food items will deal no harm to them nor go off the edge of the stage unless they were pushed off by your Bouncy Custard, which can very much be affected by this - being able to position said trap right at the edge of the stage works extremely well for preventing foes from getting back onstage in most cases as they'll just spring up into the air for you to play around with. It also helps that if any items were pushed off the stage they'll simply serve as ammo for your U-Smash...talk about recycling!​


~B-throw

Majoleine draws the foe to her and playfully holds their hands as if they were her dance partner for a waltz, but decides to take things even further by spinning the foe behind her for 5% and knockback that won't KO until 400%, otherwise leaving them unscathed and merely sliding across the floor at lower damage percentages - almost no hitstun is dealt. One would think that the foe has time to retaliate and show Majoleine how to truly Waltz, only that she's cunningly put a spell on them that makes them do what she wants, magically controlling the foe's body to perform the very same button input she does! This lasts for 1 second plus an extra 0.1 for every 20% the foe's taken, though they still have control over their body and can react with an input before you can in order to make this a somewhat less potent gimping ability than you'd otherwise think. You'll generally want to take advantage of the foe's decided input to intercept your own decision, such as making them shield out of their dash or air dodge out of their jump, even making them waste a recovery or possibly keep them in the area of your falling food projectiles.​


~U-throw

Majoleine playfully tosses her foe into the air with telekinesis with good base knockback that KOs at 200% (in addition to the foe's bouncing if they were grabbed while on top of a Bouncy Custard, but this can never KO), but she's not done yet as all food items within 2 SBBs of both her and the foe suddenly begin gravitating towards them! These food items continue to move towards that foe persistently at Ganon's dashing speed whilst overlapping with them until they're finally eaten. It's not like I ever said Majoleine couldn't use her magic to do nice things for people.​


~D-throw

Majoleine enchants the foe with chocolate aura before swiping her finger towards the ground to slam them there and bouncing them for 8% that KOs at 185% under normal knockback trajectory. The enchantment is obviously the highlight here though and causes the 8 food items nearest to them in the air upon the apex of their flight to fly towards them in a similar manner in the D-Smash as they begin to rotate around their bodies, this time in a diameter at such a rate that they'll circle around said foe every 1.5 seconds. The food isn't so kind to the foe that it'll damage anyone near them like with Majoleine's variant with the D-Smash however, rather automatically healing that character without any lag whatsoever of which leaves the foe no choice but to eat it manually once it circles into the main attacking plane. Majoleine can naturally use this extra variant of her D-Smash to take control of the food around the foe for her attacks, forcing them to decide whether to eat it or not.​



Playstyle

Madolche Majoleine isn't really a fighter, but rather an entertainer and trickster who does all her magic out in the open. She obviously isn't very strong or threatening, only somewhat annoying but can overtake those who decide to underestimate her. Majoleine effectively relies on healing via food items and manipulating enemies with such, something that would otherwise feel self-contradictory when she has many ways to force an air dodge out of foes up there where she wants them.

Majoleine starts off the average match by enchanting the area above her with the Up Special and following it up with the Neutral Special to create her batch of Madeline Desserts which essentially become static hitboxes but can be used by foes who air dodge or eat them - that said, if they do that Majoleine can just create more with her Neutral Special and effectively litter the entire stage with food. The flung food is thankfully self-efficient and will launch enemies into the air where you generally want them, even possibly KO them at higher percentages - with the Up Special enchantment around it will be difficult for foes to get back to ground, and it isn't difficult for Majoleine to juggle her enemies off the top of the screen...how long she can keep up the fight for, however, depends on how consistently she can heal herself as she'll gain more flight time in the process, doubling as her recovery.

This is why the consistency of your dessert output matters quite a bit to Majoleine. Being able to heal off her own flung Madeline Desserts is an obvious way to go, but do remember that they're actual projectiles and using them without the Up Special enchantment will most likely lead them into the foe's den. As an alternative however you could very easily create a Bouncy Custard and keep leeching off that, but in doing so you'll have to be extremely careful with the consequence of being slowed down when enemies can very easily combo off you - the more bites you take out of the custard for your float the more you'll be slowed down to the point where this can do into fatal extremes if you're not careful. Resisting temptation is a key thing here.

Majoleine will want to go offensive on her foes, prying onto them like the mischievous witch she is, and most likely after some Madeline Desserts have been created for manipulation. The key thing here is that Majoleine simply cannot camp at foes effectively with her Neutral Special alone when they can just heal off them and continue their set-ups or whatever, and getting up close to them is key for enchanting them with your all-important taste-stealing Side Special spell, where you'll gain all the benefits of their attempts to eat your food where simply eating to take it away from you is no longer viable - combine this with an Up Special enchantment and chaotically falling food and you have yourself a nice little set-up! Majoleine is now able to hunk her foes into the air with moves like the Dash Attack and juggle them fairly high when she's able to fly for much longer and actually turn her Smashes into aerial threats of sorts, along with those nice aerial attacks. Don't worry about not being able to pull off the Side Special spell or being punished out of it when it deals no hitstun to foes, as that's what the food projectile cover your Neutral Special offers is there for, and even if you are punished foes just need to be in range and you'll have them - likewise, you could easily enchant a portion of food or even your whole Bouncy Custard to make things more exciting!

At this point you may think that a lot of Majoleine's game is self-contradictory or actually very hard to attempt when her foes can take advantage of the many food portions she lays down to make themselves very difficult to KO when Majoleine herself needs to rack them up to about 150% or so to actually start KO'ing, but as you may have seen in the set she has a few ways to "recycle" any food that's been eaten by other foes or simply wasted. If a foe has healed off a lot from your food to keep on surviving your somewhat weak hits, that's when you use the F-Smash put all that damage back on them, and all the better if you can pull it off in the air where it can't be shielded - you'll of course need a lot of floating time to do that however. Not to mention that if the foe's eaten a large quantity of your food items you can use the Pummel on them for some surprise damage-racking that can utterly wreck them once they've eaten more than 10 food items in the stock, and of course you have your U-Smash for creating a plethora of projectiles from the ones that were wasted away. In short, the longer one fights Majoleine the deadlier she gets - one will probably choose to keep her away from food items when her U-Smash's results aren't completely immediate.

Majoleine's main weaknesses come from her weakened ability without food items, light and floaty nature as well as having a recovery which can easily be gimped or wrecked when all she has to defend herself are somewhat telegraphed aerials that are doomed in the face of faster ones, especially when they don't deal all that much damage to begin with. It doesn't help that Majoleine likes to have enemies above her to juggle only to greatly suffer against those who are below her when she's in the air, especially when her D-air is somewhat useless against pressure and when she's far offstage. Majoleine likes to take her time, cause a bit of mischief here and there before giving opponents a surprise they'd never expect from a "weakling" like herself - gathering up resources for ever so long, just like her ability in the main game, and ultimately showing those around her what she can really do.​



Final Smash

For her final trick, Majoleine uses the Smash Ball's power to create a nasty kind of magic spell that would leave I.M MEEN looking like a goody goody. With a gleeful cackle, the little dessert witch points to the floor in a seemingly harmless gesture, only for the entire stage to transform into countless little Madeline Desserts! The stage can't exactly maintain its current composition in its new form, and collapses into a huge rain of desserts that deal countless hits to anyone in the way - not that Majoleine is hindered when she can fly. Afterwards all the desserts form a cute little pile based on the composition of the original stage which becomes the new stage players fight on...with a twist: because the entire ground is composed of Madeline Desserts, players can gobble away at them while going through the stage! The "ground" isn't entirely solid either, meaning players can fall through it and knock others through it at 1/4 the movement speed and efficiency, as well as having infinite midair jumps that reach as far as a short-hop from them. The desserts also conform to physics, meaning if a player tries to dig through the ground by eating away at the desserts beneath them other desserts can topple over them and hinder their recovery: it's worth noting that players fall through the desserts at a rate based on how many are above them, as well as the weight of whatever's standing on them...

And on that note, the dessert pile does not last forever: a Madeline Dessert touching the bottom blast zone will sink through every 4 seconds until no stage is left. The stage doesn't just return right away either, only doing so once Majoleine has been KO'ed. Having no ground to play with seems like a huge problem, but using the Down Special will make Majoleine create a huge custard as wide as 1/4 of the screen so she (and her allies) don't simply fall to their deaths. You don't have to do that right away either, as remember Majoleine's floating time is based on how much desserts she can eat: simply eat your way through a ton of desserts and stay up in the air for a loooooooong time while your foes struggle to survive with no ground beneath them! It'd be ideal for them not to let you get that far, but then again this -is- a Final Smash we're talking about here. Not to mention it works wonders with the rest of Majoleine's moveset: mess with foes who try to take advantage of the food with Side Special, Pummel and F-Smash, or even further construct the stage with the Neutral Special or reserves with your U-Smash! You can have a lot of fun creating a candyland this way, a good compensation for the lack of immediate results.​



Extras


~Opening
Majoleine flies down to the background of her location at high speeds, only to clumsily crash into the stage! An odd ticket with "MYM" can just barely be seen flying out of the little witch's hands, but that's beside the point as she quickly gets up, dusts herself off and removes her embedded fork broom to start the fight.​

~U-taunt
Majoleine raises her hands in an attempt to materialize an exquisite kind of dessert above her, only to fail as it falls on her and messes her clothing! Guess she'd better stick to making Madeline Desserts...​

~F-taunt
Majoleine holds a hand near her mouth as if preparing to cover it and chuckles - if a foe is hit by the witch's flying desserts during this time, she'll be unable to contain herself and lols at them! This is your obligatory "insult" taunt, and is conveniently fast.​

~D-taunt
Majoleine holds her hands to the side in an open gesture, creating many Madeline Desserts around her while saying "Want some more?" before said desserts vanish in little puffs of smoke. Quite fitting for a witch who makes desserts for people, and the words even have multiple implications to them based on the situation you're in.​

~Win 1
Majoleine spins elegantly, removing her witch hat while excitedly waving to all the TCG fans who'll use her in their to-be amazing Madolche Decks while Madeline Desserts burst out of said hat endlessly. She sure loves being the center of attention...​

~Win 2
Majoleine takes on a triumphant pose you'd expect a posh woman to do, giving off an annoying laughter while saying "I'm the best, aren't I?"....she's not only attention-seeking in victory, but egotistical too!​

~Win 3
Majoleine's fork is embedded into the ground as she's seen wiping sweat from her brow and panting a little. She then collapses on her knees, exclaiming "Phew. You're even harder to entertain than the Puddingcess...". A victory pose that tends to play in close battles or against powerful opponents.​

~Win Against Another Spellcaster
Majoleine uses the same pose from Win 2, only her dialogue is different. "I'm a true master of true magic - your kind is too serious, and not enough love!"​

~Loss
Majoleine seems to be moping on the floor, but she's mature enough not to cry - it's only expected she'd be a sore loser.​


Stage

~Madolche Chateau



The Madolche's field spell and home(castle?), where one can see hers truly floating up there like she owns the place! It's not hard to imagine fighting in front of that front entrance, with the sides extending all the way to two puzzle-shaped desserts supporting the front two columns and the top extending twice as far as those two custards you see at the top-left - I honestly don't need to give measurements when that Napoleon guy is standing at the front for humanoid comparisons. The stage is a very peaceful walk-off, albeit a fairly small one in which players can stand on one of the two columns that appear to be made of biscuits - the top of these columns work like the main platform on Halberd in which players can jump through them but cannot fall through, but they can also be bounced off to perform a footstool jump to take advantage of that space in the air. The rest is fairly self-explanatory: that huge clump of dessert on the right side isn't present, and players standing on one of the top columns or one of the two puzzles beneath them can eat away at the never-ending supply to heal 1% per bite. This is an advantage all players have no matter where they are at the start of the match as these "eat-points" also happen to be spawn points.

The main strategy behind this stage is to either drag foes off to the sides with the incredibly restricted horizontal space or fight in the air where there's a huge amount of space whilst preventing the opposing players from getting the healing. What's also interesting is that this stage works incredibly well for ground characters as opposed to aerial campy characters having the advantage (though they obviously do have one or two): players on the ground have unlimited access to healing, can use the columns for defense against certain dive-bombing attacks and also easily cover the ground with their traps given how little there is in the first place. I also needn't mention that Majoleine has the obvious advantage on this stage when there's so much space to take advantage of with her Up Special, as well as mess around with foes who use the healing with her Pummel.

And finally, what happens if you play on this stage against a 3v1 foe! The boss in question will start off in the middle of the stage, where a cutscene will occur of them coming out of the entrance where we can see countless Madolche residents having been beaten up by that villain. One of the two columns will have been destroyed at random, with the "lead" character starting off on one of them. The stage is actually pretty terrible for bosses to fight on given the small amount of space on the ground and the fact that they're sandwiched between two characters right off the bat....unless they have a notably excellent aerial game or are good at dealing with foes from multiple angles, which most should be.

And if you play against a huge boss like Ameno on this stage, the front of the castle will have been completely obliterated in his presence save for one of the two columns which has become nothing more than a floating platform. If other giant bosses like this are made in the future, this'll apply to them too.​


 

Junahu

Smash Ace
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Comments
From this day hence, the word "Tacky" is hereby forbidden in all commentry... unless the moveset is about a Tack.
Magnemite
I just love clean compact movesets like this. I mean, obviously it's less reading for me, and I'm lazy like that, but it also means I can take a closer look at how all the pieces of the set work together. Magnemite doesn't stray away from logical, simple ideas. You beam something from afar to magnetise it, then use that to guide your projectiles. For some reason your playstyle casts him as a long-range character, when his options for actually keeping the foe at distance are surprisingly thin. Instead he seems better suited to playing a little closer, using his Down Smash and his grab game to lock the foe down, and his aerials to keep Magnemite safe. All in all though, this is a moveset I think I could really enjoy playing as. You've clearly put a good deal of thought into how to make the moveset about Magnemite (as opposed to making the moveset about magnetism) and his attacks certainly gave him a enjoyable sense of character, even if a few readers found those moves 'underdeveloped'

Personally, I'd like Lock On to be able to magnetise other things, like items, or magnet bombs, or himself, with the effect being that magnetised objects repel other magnetised objects.
You might also have to make Lock On a little harder to land (but easier to land on specific targets). Having a targetting reticule that moves like Zelda's Side B might be better, for example.


I also would have liked all of Magnemite's regular attacks to home in on magnetised foes/areas. Since most of them involve tackling and flailing about, having Magnemite automatically move towards nearby magnetised foes during the attacks would help to make him look more 'busy' during fights. Perhaps a couple of moves, like the Back Aerial, could repel Magnemite away from magnetised foes.

Magnet Bounce's effect also seems to come out of nowhere. A mode where Magnemite is repelled from foes? Wouldn't that be the kind of mode Magnemite would want to have more control over, instead of having to land a specific aerial to activate it?

BTW you get a billion brownie points for the hilarious introductory paragraph.

Kammy Koopa
Considering I wasn't expecting any of my bet sets until much later in the contest, I'm extremely pleased with the moveset you've produced. You have a firm grasp on what Kammy should be doing, plotting and constructing, and slamming blocks in the foe's path at the very worst moment. I'm sure comparisons will be made between her and Mummy Men, but Kammy feels more dynamic and active, which in turn probably makes her more fun to play.
Not only do the attacks work together well, but even if the player doesn't make the mental connections, Kammy still works tremendously well on a team. I wonder if she and Bowser make a good team...

The whole thing is pretty nicely presented too, with rarely seen tricks like right alignment giving the set its own unique identity. Also, I just looove how you use highlighting exactly once in the entire moveset, for the Yellow Block. That's just genius, an effective visual way to demonstrate what the focus of the moveset is, to even people who weren't going to read the set at all.

But I wish there were other inputs to place the shrinking and pitfall spells. I'm no fan of using tilts for status effects and traps. In fact, I'm so annoyed by the practice, that I would sooner see such moves removed from sets, than have them forced onto tilts. At least Kammy's forward tilt is thematically similar to her forward smash, I'm thankful for that at least.

Also, could you swap Neutral and Side Special around? You already admit that the Neutral Special controls like Zelda's Side Special, and that the Side Special controls like Ness' Neutral Special.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
INSTA SMADY SV

Bubbleman is my favorite set posted so far, for actually having some interesting concepts and fully fleshing them out. Even if you still loathe traditional grabs, you still manage to fill out all the inputs for once and there’s nary any filler to be found. Obscuring the bubbles with foam, having more direct control over where they go with brilliant moves like that dash attack, and spinning the bubble around with the throws give this the execution and focus DM’s version lacked – the two sets are more similar than I expected, quite honestly. But where DM wants you to get rid of attacks without hitboxes, he wants you to put in an irrelevant to everything gimping game. Props to you for sticking it out the whole way.

ICE ENCHANTER

This is a basic case that some of the other more indie-esque sets in this block have come across (Kammy, Magnemite), IMO, of just generically interacting with a core mechanic too much and assuming it will flow because it is interacting with a mechanic. Cold Enchanter has too ill defined goals for me to really get behind it, as there’s too much that differs between offense with the many more Brawl-esque attacks and the more old fashioned MYM stage construction with the walls and spikes and such. Especially when recovery is yet another option for Cold Enchanter to invest his icicles in, it feels like he has to go all or nothing in a sort of toolbox-ish versatility moveset. It flows much better when played defensively as you decrease the foe’s movement and try to camp, as this also means you can more feasibly actually recover than if you went offensive. The offensive stuff is still there, but it’s just. . .There, floating in space, contributing to my label of this set as more generic Junahu brand versatility that is not versatile.

MY LIFE AS A TEENAGE DRAGON

Yeah. I don’t even follow what the playstyle is supposed to be for this one. Is it just supposed to be some really, really, really basic pressuring? There’s the kicking up dirt, the anti-grab grab, and the incompetent minions that have to be shepherded despite lasting an incredibly short amount of time, and there’s not really a whole lot else. What I mean by the minions, is the fact that you have to command them to attack rather than them automatically doing so, which also means they can’t do things like “cover your ending lag” if you have to actively command them. The Fat one has his initial hitbox at least and does not need further babysitting after being commanded the second time, so that’s less awkward, but the purple one doesn’t do anything at all when summoned, then just has to be commanded to attack a single time afterwards to boot. It just feels like a massive chore when Garble has to summon and re-summon them again and again because of their short duration, especially in the purple one's case. This wouldn't be an issue if the set wasn't so offensively based, where having to be interrupted all the time to go do that sort of thing is more painstaking. I would complain less about these numbers, but you’re very firm in your belief on these smaller numbers based off Spadefox’s status effects and your stance on most boss sets.

While complaining about the dragon summons, I also find it very tacky in this otherwise very by the book set meant for literal Brawl implantation that the fat one summons a lava pit under his ass. When we were talking about it before release, I assumed he just made a crater Garble had to fill. Here, it seems like the fat one just shits himself to make the lava. These two dragons very much form the very weak core reminiscent of MYM 7 Sho, and without them the set is very Brawl-esque and difficult to like. There is so much more you could do with them specifically, and I thought that the “King of the Hoard” bit could’ve been used in the actual moveset.

RUSHED FOR 13 OPENING

It’s a decent enough concept, putting your hair down on the stage/abusing it on your back as a constant grab hitbox, and there’s more than enough in it to manipulate it properly – it’s even a fairly interesting concept to boot. The main thing is there isn’t much in terms of specific pay-off in terms of what to do with the hair beyond increased recovery prowess, which doesn’t have much to do with how you actually – fight- the foe. That’s not to say it’s useless, far from it, but the horrible lack of throws and rushed as all hell self-aware aerials really were quite needed to make this moveset make more actual use of the hair and have it interact with the foe, not just itself.

HARDEST CHAR CHOICE EVER

This indeed seems like somewhat of a jokeish set until you reach the specials, specifically the Side Special, where the set shockingly takes itself somewhat seriously. The set seems to have a decent playstyle very surprisingly given the extremely joke-ish nature of the character. While you make it a bit too possible for him to win than I’d immediately like, I like that the only reason he’s remotely viable in any way is because of Jack – really emphasizes Dawson’s patheticness when he’s flailing about for so much of his set before reaching that input. It’s very impressive how deep you’ve gone into Dawson’s library to find potential props to use, and you still manage to include them and make them relevant despite their incredibly tacky nature. My main complaint would just be landing the ring toss sounds like it would be one of his main ways of getting KOs on people by throwing it on recovering foes – he would be landing it far too much for me to be comfortable with.

EASIER CHAR CHOICE THAN GENGAR

Kammy has some basic stuff, tackily building block cages (Unmentioned and inferred on my part, much like Twilt’s terrible Joshua set) due to how randomly the blocks disregard gravity, putting a koopa shell inside, buffing the blocks, then teleporting the foe inside the block cage before getting herself out. The one interesting deviation is the throws, which I give you some credit for, though I agree with Froy’s criticism of how it should be Z + a direction to do the throws instead of how it is now, rather a pet peeve of mine. Things that don’t have to do with the blocks come across as complete and utter filler, and several of the moves that even do interact with the blocks don’t really contribute that much and are just assumed to you to be relevant because they interact, in a very substandard stage creation sort of way.

PRE-EVO OF LEAST ORIGINAL POKEMON

Magnemite’s playstyle feels too automatic for my taste. He locks on, then all he has to do is fire projectiles without care for aiming them, as they’ll all be heading the foe’s way anyway. Locking on in and of itself, doesn’t seem that hard to do. Granted, foes will be trying to stay close to Magnemite to minimize this advantage, but you can magnetize the floor to keep them in place, which also means you don’t have to bother locking on to foes in the first place. It doesn’t help that despite this set seeming so flowcharty, there’s not all that much flow anyway. Most of the flow comes from standard projectiles, while the non-projectile moves contribute nothing much of anything to his game. Rule of thumb for flow – you can’t just throw in that something interacts with something that’s a main part of his game and assume it flows, it has to actually contribute to his end-goal and do something that another move doesn’t already do.

Darth Meanie said:
a flamethrower which behaves like no fire anywhere else in brawl
Oh for ****’s sake.

I don’t care about the rest of your comment. You dislike bosses because they aren’t in Brawl and have stated this already on Larfleeze. Blah blah. This is the only part that gets me off. I don’t give a crap it doesn’t behave like it’s already in Brawl. In Brawl, it does damage and knockback, where even a bloody generic burning status effect that does poison damage would not be like fire “anywhere else in Brawl”. Yes, the flamethrower is an Insta KO Mechanic, but you didn’t complain about that (Which would be a perfectly fine complaint), no, you complained about it because it’s unlike anything else in Brawl!

The main thing you hated about Hammerhead was that the pitfall status effect doesn’t work as it does in Brawl. Guess what? Hardly anybody is designing movesets specifically to be implemented directly into the game. We’re simply designing them to be implementable into a game period that uses Smash Bros’ engine. Suggesting that each and every moveset co-exists in a game with overly specific rules and regulations that must be followed is nothing short of asinine, when a set like Hammerhead is more functional than most of your garbage movesets but is hand-waved simply because it doesn’t follow a trivial animation for Brawl.

Clearly every single one of these movesets is intended to co-exist in the same game. When I talk about “MYM Brawl”, I mean a specific selection of movesets chosen from MYM to feasibly function together while still adhering to MYM philosophies, not every MYM set ever made. But no, clearly, we are to make our movesets unique from the other 2000 movesets already posted, while simultaneously following a specific set of rules on specific objects from a game that none of us have control over.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Time for HR to activate his defense stance against the mighty master of warlords! No worries Junahu and Smash Daddy, I have read both of your comments/critique, and for Jun in particular I will be fixing-up some of the move descriptions soon. EDIT: Improved Midair Jump and Jab description, along with small tweaks to a few other attacks.

MY LIFE AS A TEENAGE DRAGON
Now I want a Garble-themed spinoff of FiM with this name.

Yeah. I don’t even follow what the playstyle is supposed to be for this one. Is it just supposed to be some really, really, really basic pressuring? There’s the kicking up dirt, the anti-grab grab, and the incompetent minions that have to be shepherded despite lasting an incredibly short amount of time, and there’s not really a whole lot else. What I mean by the minions, is the fact that you have to command them to attack rather than them automatically doing so, which also means they can’t do things like “cover your ending lag” if you have to actively command them. The Fat one has his initial hitbox at least and does not need further babysitting after being commanded the second time, so that’s less awkward, but the purple one doesn’t do anything at all when summoned, then just has to be commanded to attack a single time afterwards to boot. It just feels like a massive chore when Garble has to summon and re-summon them again and again because of their short duration, especially in the purple one's case. This wouldn't be an issue if the set wasn't so offensively based, where having to be interrupted all the time to go do that sort of thing is more painstaking. I would complain less about these numbers, but you’re very firm in your belief on these smaller numbers based off Spadefox’s status effects and your stance on most boss sets.
His playstyle, in the technical sense, is shifting between offense and defense depending on whether he has his summons/lava in play. And there's some tech-chasing and grabby stuff and stuff about having a good air game and not liking opponents above him and doing timing-based mixups with his dust-stun. Totally "basic".

As FRoy and I said in chat, the delay before they appear and the double-inputs are so Garble has a chance to actually get the foe into position while they show up, but there's even more to it than that. Putting the delay on their actual appearance means that I get to give Garble relatively quick summoning animations (so he's guaranteed to get them out without a lot of trouble) while still giving his opponent a chance to attack him while he's alone. Even without his summons he still has things like a 1-frame jab, a fast grab with good range that leads to powerful throws, his dust-stun, and his air game. And even if the fat dragon somehow dies instantly, he has a lava pit that lasts for 9 seconds. Heck, even if he doesn't get to do constant ZOMG DEATH pressure/combos, he has 2 moves for suicide KOs along with an air game that naturally lends itself to edge-guarding, he has plenty of ways to take care of himself without perpetually relying on the summons.

While complaining about the dragon summons, I also find it very tacky in this otherwise very by the book set meant for literal Brawl implantation that the fat one summons a lava pit under his ass. When we were talking about it before release, I assumed he just made a crater Garble had to fill. Here, it seems like the fat one just shits himself to make the lava. These two dragons very much form the very weak core reminiscent of MYM 7 Sho, and without them the set is very Brawl-esque and difficult to like. There is so much more you could do with them specifically, and I thought that the “King of the Hoard” bit could’ve been used in the actual moveset.
The main reason for the fat one creating the lava pit is because I didn't want Garble's set-up to be any more complex than it currently is. Considering we're talking about a villain from a children's cartoon I don't see anything "tacky" about his sheer weight creating pits of lava. On that note, I'd love to hear how King of the Hoard could be implemented into the main set in a meaningful way, it's practically begging to be the final smash.

As for the "Brawl-esque" comment, that comes down to how much our movesetting philosophies have differed over the years. Don't you see, Warlord? Now that Rool's been reduced to a hobo in a box, I've ended up taking his place as your arch-nemesis. MWAHAHAHA.
 
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