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

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
My character is Aquaman. Aquaman is from DC Comics. It doesn't matter that my interpretation is.
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
My character is Aquaman. Aquaman is from DC Comics. It doesn't matter that my interpretation is.
I'm personally of the opinion that it's not so much an interpretation as an OC disguised with the name of a DC character. But whatever, you're no doubt aware of the un-Aquaman-ness of your Aquaman.

COOKING MAMA

This shouldn’t take long, because this is just plain bad. No picture; no explanation of the character; no damage or knockback percentages; absolutely useless presentation without line spacing, headings, or clarity; and a Final Smash that seems like a OHKO for everyone onscreen, which is so unbalanced that I have to wonder why you thought it was a good idea.

Understand, I don’t want to be mean, but this is rather the antithesis of what we’re here to read: legible sets with enough details to keep our interest. Try looking at other sets and trying something more along those lines, with detail and presentation. A playstyle may also help.
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
He uses fish and water in the set. I'm pretty sure that's what Aquaman does.
No. Aquaman is the regal king and the warrior. He is a close-up fighter, decent at tactics, and can't create water. He uses aquatic servants only when he absolutely needs to. The set here seems to describe some fangirl's "squeeesohandsomesqueee" version of Aquaman with a nipple fetish, rather than the dignified king he actually is.
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
No. Aquaman is the regal king and the warrior. He is a close-up fighter, decent at tactics, and can't create water. He uses aquatic servants only when he absolutely needs to. The set here seems to describe some fangirl's "squeeesohandsomesqueee" version of Aquaman with a nipple fetish, rather than the dignified king he actually is.
That sounds like YOUR interpretation of Aquaman. Just because Khold's is different doesn't make it wrong.
 

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
That sounds like YOUR interpretation of Aquaman. Just because Khold's is different doesn't make it wrong.
Read the comics and you tell me which one is at least remotely accurate and which one only comes close with the nipples moves removed.

Besides, your argument was invalid anyway for a different reason. Your argument was that because it used fish and water that it was Aquaman. Sharkboy fits the same criteria, and yet he's obviously not Aquaman. There have to be more than surface similarities for your argument to work.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Read the comics and you tell me which one is at least remotely accurate and which one only comes close with the nipples moves removed.

Besides, your argument was invalid anyway for a different reason. Your argument was that because it used fish and water that it was Aquaman. Sharkboy fits the same criteria, and yet he's obviously not Aquaman. There have to be more than surface similarities for your argument to work.
All that matters is how we, the setmakers, see them to give them their unique flavor. If every character had a criteria of "which things should be in moves and what shouldn't" then every set would have none of the writer's personality and taste.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
The thing is, Khold said the set was for the character, and regardless of how OoC it may have been, it was still technically an Aquaman set, and he originated from DC Comics. Now can we please lay this argument to rest, it's getting ridiculous.
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
Read the comics and you tell me which one is at least remotely accurate and which one only comes close with the nipples moves removed.
I don't need to read the comics, I am the comics. Besides, there's plenty room for interpretation.

Besides, your argument was invalid anyway for a different reason. Your argument was that because it used fish and water that it was Aquaman. Sharkboy fits the same criteria, and yet he's obviously not Aquaman. There have to be more than surface similarities for your argument to work.
You can make a Sharkboy moveset if you want, but it can't involve nipples.
 

SmashShadow

Smash Champion
Joined
Jul 9, 2012
Messages
2,660
3DS FC
0104-0598-9588
I also put the playstyle in there too if you hadnt seen it.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
I was asked to post in this thread, so here I am. I'm working on a Gardevoir set at the moment.
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,426
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
I was asked to post in this thread, so here I am. I'm working on a Gardevoir set at the moment.
I did one myself several years back, but I gave up moveset contests for the fact that my moveset posts often lack the advanced details that you often see with today's moveset contests.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
It most certainly is not a problem, Womf. No one has monopoly on characters, and the last contest's Gardevoir was not the first either.
:phone:
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
One-Day Set

Putata



Putata is a one-shot Keronian antagonist and a member of the Shurara Corps aiming to take down the ever-lovable Keroro Platoon. Putata is an overly-energetic and comical hip-hop artist who can bring his paintings to life, having enough agility to hop around the place and paint like crazy before his foes can even react - an artist is no good without a subject however, which is why the Shurara Corps analyzed the Platoon's individual weaknesses and got Putata to bring them to life...makes sense, no? Despite having the weaknesses of a Keronian (minus not being able to escape grabs), Putata can get around the stage as quickly as Mario and even has a wall jump, making him pretty difficult to pin down.​



Specials


Neutral Special ~ Create

Putata snaps his fingers, causing his paintings to shimmer before coming to life! Don't worry man, we'll get to those soon; holding B makes all the paintings come to life, while tapping B only affects the most recent one.​


Side Special ~ Artist's Block

Putata holds his brush to the floor like a hockey stick, spreading paint wherever he goes until you use this move again or attempt to paint something else. This paint is used to create a concrete wall that's 1 SBB tall plus another for every 0.5 seconds spent "painting" in one spot, maxing out at the magnifying glass of the top blast zone. Unlike other walls this one is in the background and doesn't hinder players, but the top acts like a drop-through platforms that carries players up to the top with it upon creation which makes it easier to score Star KOs - players can also footstool jump off this wall if they're in the air to prevent being left behind if it gets too tall. At first the wall might seem harmless, but it's far from as it gives Putata a lot more space to splurge his graffiti instead of just using the ground; if you spread paint along the walls with this move it'll create walls in the attacking plane which obstruct a player's path but can be broken through with any attack - with Putata's agility you can create many interesting obstructions, though they're rather thin given his small size. The wall has 10HP for every SBB large it was and thus can be pretty difficult to destroy, but takes 5X more damage when struck from the top and is encouraged to be attacked from there. Also, while the wall is entirely open to damage it does not trigger any responses from the hitbox such as soaking up one-shot projectiles or hitlag, meaning players can attack without being slowed down. Putata's attacks do not damage his own wall, but he can rid himself of it if needby.​


Up Special ~ Hip-Hop

Putata vaults off his paintbrush, shooting himself halfway across Final Destination in a direction of your choice via typical MYM recovery. Putata will automatically bounce off walls and foes he comes across, being able to spread paint via Side Special in a more straightforward manner - to make this move more useful Putata can even use his aerials while moving about for some interesting paintings, even being able to glide across the ground.​


Down Special ~ Stamp

Putata takes out his stamp as an "item" which he thrusts with Z + directional input (Z makes him put it away), having bad range but getting a stamp of anything it hits - foes take 1% and slight pushback while the move automatically clanks with non-item projectiles (Putata takes some pushback and suffers lag so it's not a fallproof way to deal with projectiles). Re-using the input makes Putata stamp the ground (or his wall if he's in the air) with the image of the most recently stamped character or object with no limit on how many can be made save for the fact that they cannot overlap each other, and can be brought to life just like paintings. Stamp characters have 5HP and Lv1 AI while pursuing their original stupidly, items can be actually be destroyed with attacks while projectiles, summons and traps have 1/3 of their HP and lifespan while dealing half their original damage. Most importantly however, paintings and creations of such can be stamped and copied freely to their full glory; if you stamp a wall it will destroy the old with with all its obstructions in-tact in case the foe breaks through it, but if there's enough space for the stamped wall atop one that currently exists you can stack them together to create a new one.​



Grab

Wait, why did Putata's brush suddenly run out of ink!? It indeed does not have an infinite supply and thus has to be refilled like an other paint - what, you thought he'd be able to go about creating stamped foes and projectiles forever? Putata has a hidden ink supply which starts off at 100, depleting by 1 for every SBB's worth of cement wall he'd create or distance he'd travel when creating obstructions on said wall (regardless of how large it becomes however you never have to pay any more than 20 ink) - a stamp of a foe or trap costs 10 ink to create, while anything else like items or projectiles cost 5-10 depending on whether they're weak or strong. A stamp of another painting or creation costs however much it ink it took to make that. Once Putata has lost all his ink it'll be quite obvious to the player, hence bringing us to -how- the refilling is done...

The ink from Putata's brush is made from Keronian moisture which is taken via a built-in Nyororo (the Keronians' natural predator), but since most fighters AREN'T Keronians exceptions will be made. For this grab Putata juts his brush forward, and the Nyororo at the tip catches them inside comically like the procedures behind Wario Chomp - the pummel works at the same rate too, dealing 1% per hit and taking 5 ink for Putata's brush. You'll definitely be wanting to use this a lot, and damage done by your creations can help keep the foe in for longer before you finish them off for good fresh for the next stock.

The Neutral Special can be used during the grab to conveniently bring any paintings you have out to life while your foe is captive.​


F-throw ~ Ink Vomit

Putata holds his brush forward and squeezes the handle, causing the Nyororo to spit the foe out a SBB's distance with 7% along with any ink collected from them during the grab that pushes them towards its edge - said ink spews out similarly to FLUDD at 0.1 SBBs width for every 2 ink for a maximum of 5 SBBs that can gimp near edges. You'll wanting to be covering as much ground as possible with the ink however, as not only does it act like Brawl ice but also lets you use it for paint with your attacks free of charge. Ink will cover any area of your concrete walls it makes contact with to further your creative spree, and if you spill it at the very top of the wall it'll drip down and cover the entire thing along with the ground connecting it, giving you massive millage out of the whole thing. This throw is particularly useful if you're grabbing a foe with full ink so you can spread what you got from them given you can't go over maximum capacity.​


B-throw ~ Wild Spree

Putata holds his brush out and becomes a blur as he spins the foe around while moving back at Ganon's running speed, dealing anyone who hits them a surprisingly decent 12% that KOs at 160% and 5% to the victim until they escape or right or left is used, suffering high knockback to the right or left that KOs at 220% (if foes escape on their own it's random). The foe becomes a battering ram while being spun which directly damages Putata's walls, smashing through slabs of it based on their size before causing sections above it to cave in and alter the structure - that may not be the most beneficial thing for Putata in the world, but the extra damage he's dealing to foes this way helps quite a bit.​


U-throw ~ Alliterative Launcher

Putata slings his brush upwards and launches the foe for 5% that KOs at 200%, a surprisingly decent killer for the likes of a small Keronian. The move isn't impressive from a first-glance, but if you're perched at the top of a wall below a blast zone this can kill at fairly low percentages - totally not broken when the foe can do the same thing to you with their moves.​


D-throw ~ Paint-Job

Putata slams the tip of his brush into the ground, dealing the foe 6% and pinning them to the ground as Putata flings the handle upright and stands on it. Here, the foe simply has to escape at twice grab difficulty and become bait for anything else Putata has about. During this time, Putata can use the Neutral Special to bring paintings he has about to life or cancel into an aerial attack, Up Special recovery or footstool jump to let the foe go prematurely. If this move is used atop a concrete wall Putata and his foe will fall to the ground while smashing through any obstructions connected to them, dealing the foe 1% for each along with the impact upon landing. Way to ruin things for the foe when they worked so hard to reach the top of your wall...or not.​



Standards


Standard ~ One-Man Army

Given his small size Putata's Standards don't deal a lot of damage, being similar to Jigglypuff's in range and their low knockback output, save for the fact that Putata possesses a disjointed hitbox. But let's not worry ourselves about that yo, because all of Putata's Standards leave behind sweet paintings! This move has Putata stroke at the ground as if he was cleaning it with a broom with each tap of A - it's not a very strong jab, but what truly counts is the creation left behind: a simple tap gives you a ray-gun with 10 bullets that functions like Fox's Blaster (flinching every 2 seconds) at the cost of 1 ink, adding 10 more bullets with each subsequent tap for 1 ink. If you paint over the painting 5 times however, the ray-gun will evolve into a missile launcher that works much like Giroro's - it's creation costs 2 ink and comes with 5 missiles, getting another 5 with each tap and so on...

Tap this move over a missile launcher 5 times again however, and you get yourself a Death Ray! What's that, you say the Keroro Platoon were too poor to get this baby? The Death Ray is sort of like a souped-up version of a fully charged Super Scope; you need to hold the button down for the same amount of time, but you don't wanna be in the face of a thin black beam that deals 40% and OHKO knockback while ignoring shields! (it won't stun enemies beforehand however, and they can dodge easily enough) The only downside to the Death Ray is the meaty 20 ink it costs to create that doesn't count the 15 ink used to create and upgrade the previous two weapons, alongside the fact that it only has 1 shot...you can give it more ammo however, but at the cost of 10 ink that'll make Putata's brush run dry. While you could just spam this move with a few quick taps at the start of the match and say adios to the foe, the beam is easy enough to dodge and flat-out relying on it will result in you NOT being able to paint without grabbing the foe...not good for such a lightweight character with no approaching options by himself.​


Dash Attack ~ Abyssal Artwork

Putata drags his brush along the floor behind him as you hold A in a typical action you've seen in various Warlord sets (1%+ flinching to those somehow hit). The paint left behind creates a bizarre vortex that players can fall through like a drop-through platform that sends them to the top of the screen (or if they're spiked through), but if created atop a wall it'll send them to the root where it was created (the stage's ground in other words) - items are affected by vortexes as well and some intelligent minions might use it to pursue their enemies, along with arcing projectiles. The portal can be destroyed in the same way as the ground from Skyworld with varying HP based on whether it was smaller or larger, but before that happens use it to run rings around your foes and transport your creations! Vortexes don't cost much ink, only 1 for every SBB worth of ground you cover and they don't overlap or wipe away paintings beneath them.​


F-tilt ~ Sharp Objects

Putata swipes his brush forward for weak damage, creating a saw-blade which arcs like a thrown item and deals 12% with downwards knockback that KOs at 150% (grounded foes take high hitstun). The saw-blade will go through enemies until it embeds itself in a surface, acting like the Urina item via prickling enemies until somebody out-prioritizes its hitbox - after that the sawblade can be picked up and thrown as an item. It costs 5 ink to make a sawblade, not really being as potent as products of bullet hell than you'd think given they don't go far - they can fall through vortexes and rain down from the sky, however.​


U-tilt ~ Psychotic Perch

Putata jabs his brush overhead in an arc for weak damage, though unlike his other Standards the ground won't be brushed so you'll need to be either underneath a platform or overlapping a concrete wall. This creates a run-off-the-mill drop-through platform like one seen on Battlefield, only it has ledges, can be destroyed by foes from above via 15HP and a special surprise waiting for anything that stands on it for too long like a cloud from the SSB64 Yoshi's Island stage...you see, this is a cloning platform that turns into a copy of whatever stood on it directly beneath it as said copy tumbles down. Cloned characters have 15HP and are constantly treated as having their shield broken so they'll never damage anyone, carrying whatever items they had on them which fall to the floor upon their deaths - characters can attack and kill their flawed copies, and for foes that's recommended when Putata can drain ink from them with his Pummel (he cannot drain ink from his own clone despite how logical that sounds). Ah, and if Putata paints on the underside of a platform his creation will appear a SBB above it, but if he paints on the underside of solid ground the platform will appear beneath said ground - you could essentially paint a platform on a concrete wall, bring it to life, stand on that one and paint another to bring it to life and so on...the results of placing an item and making tons of copies of it as it falls from platform to platform is hilarious, so long as you have 10 ink to spare for every platform made.​


D-tilt ~ Pitfalls of Painting

Putata sweeps his brush across the floor, dealing 2% with a slight chance of tripping foes. This creates a pitfall trap at the cost of 10 ink which foes escape with grab difficulty, having Super Amour to any moves that don't KO them but still being able to be grabbed (pummeled but not thrown until they escape) and used for footstool jumping. Items can be pitfalled and won't appear until someone goes over that area, and your minions are immune to them but not Putata himself. If a vortex and pit are in the same area characters will take 15% and be spiked downwards if they enter through it, taking upwards knockback that KOs at 100% if they enter a portal atop a concrete wall - pits stay behind when the vortex is destroyed.​



Aerials


N-air ~ Loopy Tactics

Putata loves the air! He curls up and spins his brush around him once in a windmill much like MK's N-air, being very spammable but dishing out extremely weak damage. This creates a strange circle which causes projectiles touching it to loop around it before being sent back in the direction they came from, clockwise if Putata was facing right and anti-clockwise if left. Even platforms will continually loop around this circle until they're destroyed. The circle will disappear on its own after 5 seconds if nothing comes into contact with it, though its easy enough to create at 1 ink for some interesting results.​


F-air ~ Flaming Passion

Putata swipes his brush ahead of him for mediocre damage, resulting in the creation of a fireball that travels at Ganon's dashing speed and exploding on contact whilst dealing 7% that KOs at 200%, costing 2.5 ink to create. The brush swiping is very spammable and can be used to coat a concrete wall with a swarm of projectiles to overwhelm foes, though unfortunately for Putata he can't brush the ground with this move. Obstructive walls can be painted however, which will result in the fireballs spewing from that point.​


B-air ~ Handywork

Putata swipes his brush behind him for mediocre damage, resulting in the creation of a pair of hands no larger than himself via using 10 ink. If you painted on the surface of a solid wall the hands will stay there until their 10HP is taken down, automatically sliding along the surface of the wall in order to catch items that'd make contact with any part of it and use them against foes, with Putata being able to take said item off the hands for his own use. Hands will also grab foes that come into contact all the same, holding them for 2X grab difficulty or until they're destroyed by their attacks. Putata can jump into a set of hands, where he can move up and down freely at Sonic's Dash Speed to further specify where he wants to paint something such as his fireballs and can leave using his Up Special. If hands are created on your cement wall they allow Putata "free flight" within the perimeters of the wall and foes will have a more difficult time dodging any bullets from a shooting weapon the hand might be holding. Hands can also be placed on ledges to mess with foes trying to recover or aid in gimping them in tandem with an item.​


U-air ~ Explosive Art

Putata pokes his brush upwards for weak damage, creating a Kirby-sized explosion that deals 10% with upwards knockback that KOs at 150% at the cost of 3 ink. Much like the B-throw areas of the concrete wall are destroyed by these explosions which you can use to terraform the top, though that's only fair given the cost is surprisingly low and you could effectively fill up an entire wall with explosions so foes can only escape by being offstage or at the top - explosions are able to overlap each other and subsequently increase their power for terrifying results. If you paint the underside of a drop-through platform the explosion will deal double damage to anyone standing atop it and destroy the platform if it was a makeshift one, making for a decent mindgame given how hard it is to see a platform's underside. Ledges can be painted and caused to explode, which doesn't destroy them but spikes those who were grabbing it for what would mostly likely be a OHKO offstage.

Finally, certain other paintings can be given the explosive effect by overlapping this painting on them. N-air will instead become traps which explode upon a foe coming into contact with them, F-air fireballs will deal double damage whilst exploding and B-air hands will cause any foe or item they grab to explode, damaging the former and destroying the latter.​


D-air ~ Splotcher

Putata swings his brush down in a dynamic stall-then-fall motion much like Mr. Game and Watch's but with substantially weaker damage and no limit to how far he can fall. Paint will be made any concrete walls Putata is overlapping and on the sides of any obstructive he's right up against before a rather large splotch of paint is left where the froggy landed. This move creates a platform where the splotch was with 20HP destroy-able much like the U-tilt one that proceeds to slowly travel along the path of the paint left behind during Putata's fall before disappearing, henceforth only costing a measly 1 ink to create. The platform doesn't have too many other special features, but if a foe is horizontally aligned to it red lasers will be fired out on the sides that deal 3% and okay hitstun, forcing them to either dodge or get out of their way. If Putata is being propelled by his Up Special when using this move he'll defy the momentum created by this move until it ends, allowing him to create some interesting platform traveling routes in the process​


Smashes


F-Smash ~ Mecha-Hound

Putata madly scribbles the ground ahead of him, finishing off with a stroke that deals 5-7% with mediocre knockback that won't KO until 300% at most. The painting left behind creates a red robotic hound as large as Wario's bike that scampers across the stage with Yoshi's stats, one jump and a mediocre wall jump, having 30-50HP and being knocked away like the Towtow SSE enemy. This mecha-hound is an aggressive creature that madly pursues enemies within its range - in the air it'll attempt a relatively fast claw swipe that deals 11-15% and KOs at 190-160%, while on the ground it delivers a deathly bite similar in execution to the Ultimate Chimera's save for the drastically reduced knockback at 19-22% and KOs at 120-100%. If the hound would pounce on a grounded foe from an aerial leap it'll pin them to the ground in prone via grab difficulty while biting them for 3% at the rate of a normal Pummel where Putata can reel them in with his own grab. If the mecha-hound cannot pursue an enemy with its own stats such as they being too high in the air or offstage, it'll just wait patiently until they're within range before pursuing them - they're intelligent enough to use vortexes made from the Dash Attack to pursue foes. Hounds cost 15 ink to create.

If Putata runs into, jump atop of or is overlapping where the hound would be upon its creation he'll hitch a ride on it and is able to control it while being able to use his ground game as the hound automatically uses its attacks whenever applicable - using the Up Special allows Putata to get off his hound. Putata can use his grab game atop the hound, snagging foes ahead of him as the Hound joins in to chew on them upon success - Putata can even grab foes in prone from being pinned by the hound despite the height difference.

The hound has one more quirk about it, and a devastating one at that: it will automatically catch projectiles targeting its mouth, glowing for a moment before opening wide and shooting the projectile back at 1.5X the speed and power with its distance cap refreshed...all while moving and pursuing its foe. If there are multiple projectiles together, the hound will wait a moment in order to catch them all. Even deadlier however is when the hound eats any non-living item it comes across and assimilates it into its composition, changing color and appearance to match said item while gaining 5HP and 1% flinch resistance. Upon absorbing a shooting item or throwing item, the hound will fire out its projectiles at foes within range while moving towards them with the same ammo that the item had from before for the former - the hound will continue to fire its projectiles even if Putata is in the way, simply raising its head a little so they go over the small Keronian and hit foes. Weapon-based items become melee attacks for the hound as its claws turn into mini-versions of said weapon, and transformation items affect the hound if they're positive such as super mushrooms but become stats effects for foes that are bitten by it if they're negative such as thunderbolts or poison mushrooms. The hound will eat any item the foe has upon biting them and will automatically eat any thrown at him by Putata regardless of the angle they came from, there being no limit to how many it can take in to the point where you can create a super-monster by feeding it a heap of items like those from your Standard or which happen to be lying about - be sure to stamp your hound when you're riding it so you can save your progress and create more of its kind! Doing this will eat up a lot of ink, but regardless of how many items it has this'll only take up 50 ink at the very most - not to mention the fact that the hound assists in Putata landing his grab game so you can scoop up more ink.​


U-Smash ~ Drawn Monstrosity

Putata pokes his brush upwards in a desperate attempt as if cleaning a window, creating a seed which can be picked up as an item and thrown around, sticking to any surfaces it comes across. If painted onto a platform the seed will hide on its underside, and will appear to float in mid-air on a cement wall. Once a foe walks underneath or above the seed it'll suddenly grow into a carnivorous plant that rushes towards them at Mario-Sonic's dashing speed, devouring them via a grab hitbox and dealing them 10-15% in the process should it succeed. Foes are then transported to the core of the plant AKA the seed as it rears its head back inside, and the foe must escape with 1.5-2.5X grab difficulty and take 3-5% a second when stuck inside - in the meantime, Putata can simply pick up the seed and throw it off the stage to kill them. One foes escape they'll re-appear on a side of the seed they were facing, and in order to get rid of the seed they must either approach it from the side to throw it offstage or deal 10% or more to the plant when it comes out before it eats them - foes can move away to the sides to avoid the plant too, but that doesn't get rid of it. Putata can have quite some fun with the plant, being able to make clones of it with the U-tilt platform or bury it as a trap with the D-tilt pitfall. Seeds don't cost too much either, 10 ink.

Things really get fun if you let the mecha-hound eat the seed, which will cause its tail to turn into a carnivorous plant! Said tail will stretch out a Platform's distance on a 60 degree angle or so to catch enemies that get within its range, being a separate entity from the hound that can be destroyed or simply dies along with the hound when it's destroyed - not all that cool given it adds 10-20HP onto the hound during the assimilation process. If a foe escapes from inside the hound's body while trapped they'll be spat out from the front as the hound halts abruptly, pushing them away a Platform's distance. While attached to the hound the plant tail will attempt to use any projectiles the hound has assimilated with, and if a foe is trapped inside it'll use their projectiles against other foes as well! To makes things worse, the hound can eat more and more plant seeds to gain HP and increase the escape difficulty of foes by 0.3-0.5X for every extra plant seed it ate...an extra plant head also comes out from the previous plant's head to catch does, creating a chain that can catch foes no mater how far they are from the hound's back. If you have tons of time and ink to waste you can pretty much create an item-eating monstrosity that foes will have a harder time dispatching than the average minion.​


D-Smash ~ Backwall

Putata faces the screen and paints the ground directly beneath him, not dealing any damage whatsoever. This creates what appears to a capsule at first, but when thrown against a surface a wall suddenly bursts out of it! This wall is 1 SBB tall and 1 Mario wide or 3 SBBs tall and 1 SBB wide depending on charge with ledges right at the top, but unlike other walls depleting its 25-60HP only turns it back into capsule form where it can be used as a wall again if not thrown offstage or destroyed. The wall will stick to whatever surface it was thrown against providing its width did not exceed that surface's or else it will not work. All paintings and creations like the B-air created on the wall will remain in stasis when the wall returns to capsule form, even if one of those objects happened to be another wall sticking to the wall - feel free to stamp the wall and save all your progress for another one. The wall only costs 10 ink to create, which is pretty good considering you could potentially litter the stage with them - they're good at the start of matches to buy yourself some time, and Putata nor his hounds have much trouble navigating them with their wall jumps.

Now, you can feed the capsule to the hound, which will cause the wall to become a hound totem pole! One hound head will stick out from the side of a wall for every SBB tall it was along with its plant tail if it had one, meaning you can have up to 3 hound heads and each have their own set of ammo from any weapons they ate. These hound heads can be killed but they'll just grow back, so you'll have to footstool jump off their heads and their plant tails in order to destroy the wall from the top and throw it off the stage in capsule, which I daresay Putata can use as a perch to set-up his creations and grab the opponent when they try to reach him.​



Final Smash

Putata cackles as a bunch of screens appear around him showing biological scans of his opponents and their weaknesses transferred from the Shurara Corps HQ. Knowing his foes' weaknesses, Putata gets a burst of inspiration and draws up a Lv CPU character who they have a bad match-up against (yes, even 0/100 MUs), one for each character which last until they've killed their target, 20 seconds pass or their 100HP is depleted. In FFA or Team Matches characters can help each other defeat their individual foes, but they all have their own to deal with. This Final Smash is best used when Putata has lots of ink as he can create without being disturbed by his foe.​


 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
2 Random Comments because why not

Clayton
I admit, using coins to obscure things is a bit of an... awkward use for them, though at the very least the obscuring is used pretty well. Instead of confusing your own position, you're confusing the foes, with a combination of the ditto and the teleporters. Clayton can take advantage of the foes confusion by healing himself, using counters from safety, hiding traps... admittedly it's basic and not entirely revolutionary, but I have to say I sort of enjoy the Iron Tail-esque manner you use Ditto/Machoke/Meowth. It gives him a bit more strategy and kind of opens a whole new way to do Hugo sets. The terraforming as well as sort of fun, in conjunction with the minecart throw. At points it's a bit too flowchart for my liking, with the best follow up to Down Throw being Forward Smash and that having it's own best follow up, not to mention that his gameplan really doesn't have much room for interesting deviation in general. Still, for what it presents and it's solid functionality, I will say I like it overall.

Putata
For the vast majority of the set, I confess it was making a bad impression on me. The Neutral Special feels a bit pointless, why wouldn't you just want your minions animated to start with? You also have a wall with some very obscure uses, a stamper to create supremely underpowered minions/projectiles, some very tacky stuff in the Dash Attack and Up Tilt, a pointless pitfall trap, and the flow is pretty sparse if there at all. What you introduce on the Jab in the upgradable weapon is awesome, and you give some projectile manipulation to play around with it's missiles and such. The Up Aerial is also pretty fun in your ability to sort of combine it with your other aerials. The ink mechanic's also pretty blah, serving as a standard ammo bank with an awkward recharging mechanic.

Then you introduce the Forward Smash, which is where the set massively turns for the better in giving you a completely customizable awesome minion, with awesome fodder provided in the other 2 Smashes as well as helping out earlier parts of his game(utilizing the customizable weapon and Nair projectile control, for one, as well as actually creating a situation where the wall camping feels a lot more interesting in the pillar hound). It makes the set into a very interesting playground revolving around this amazing minion, and frankly my main regret is that you didn't give it more stuff to play with. There's almost no need for the platform mechanics or stuff like the Bair, which could've been focused on more fodder for the stuff introduced later in the set. What's also slightly annoying is there's no reason to use the fragile wall created earlier in the set when the Down Smash provides a vastly superior one, an understandable mistake considering it's a one day set but none-the-less problematic for the set. It could obviously be better for the reasons I've stated, but I actually find myself enjoying this set a fair bit when I really did not expect too at all. At the very least, this certainly massively outclasses the Keroro Platoon.
 

The Warrior of Many Faces

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

Well, this had a couple of differences from your usual sets. First, it’s less verbose, which I actually appreciated. I was able to follow things a little more easily. Unfortunately, I had difficulty anyway in figuring out what the use of each move is. For example, I’m still not sure what the Neutral Special is useful for, and the UAir was a bit confusing as to whether the explosions are stored or not.

However, there was some good stuff here. The ink mechanic was pretty good, and the mecha-hound may be your best idea yet. Completely customizable, and you have your own weapons, walls, and seeds to start it off with! It would be a terror to face, and I actually think that, since I can’t figure out why you need to activate paintings with NSpec anyway, the hound could have been a good special, with the FSmash being replaced by something else to feed the thing. In any event, it’s a pretty good set for a one-day.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Unrelated to Smash, or MYM... but it is very important to me:

City of Heroes has been around for years now (around seven), and the community is still strong as ever. On August 31st, Paragon Studios was given the order to cease all operations and start shutting down the game--effective immediately. There was no build up to this order, no press conferences, nothing. The game will be officially shut down November 30th, 2012.

The only ones that seem to want to have City of Heroes shut down is NCSoft themselves. The community isn't ready for this, and neither is the development team; who is getting shoved out into the cold. City of Heroes is not responsible for the loss in NCSoft profits--other games are.

This petition is to stop NCSoft from shutting down the game and let many of its players keep their favorite game going!
I have been a part of this game for 6ish years now, and it has been a huge influence in how I view gameplay and game design (hell, EED Soldier, Player99 and Y2X are all from this franchise!)

If it's not too much to ask, can you help me save it?

-JOE!


http://www.change.org/petitions/ncsoft-keep-ncsoft-from-shutting-down-city-of-heroes
 

ProfPeanut

Smash Ace
Joined
Oct 1, 2008
Messages
727
It most certainly is not a problem, Womf. No one has monopoly on characters, and the last contest's Gardevoir was not the first either.
:phone:
It was a very good Gardevoir set, though, if I may say so myself. Regardless, leafbarrett, I look forward to seeing your interpretation on the 'mon.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
POWER PLATFORM

The Power Platform is an arena designed by Kammy Koopa, designed to be a perfect fighting arena where Bowser can finally defeat his archenemy, Mario. The only time it's seen is in the climax of Paper Mario.

The Power Platform is an entirely flat stage - drawing similarities to Final Destination in how it works, the main difference being it's slightly shorter length. However, this is compensated by the massive underside - being much more bowl-like than Final Destination, and giving some actual room in the middle of the stage for digging characters. The other difference here is the lack of edge...where the edge would normally be is a spike sticking outwards, acting identically to the Brawl spikes, killing most tether recoveries automatically.

Randomly, every 30 seconds or so, the "eyes" on the Power Platform gleam. One random person onstage will suddenly gain a giant effect, as though they've eaten a Super Mushroom. In addition, they'll gain resistance to all attacks that deal less than 10% (they still take knockback/stun, but will not get percentage added) - and they begin glowing a rainbow color. This effect lasts for 10 seconds. Naturally, people will want to stay on the Platform to reap these effects, and given how it's shorter than Final Destination and far less kind to the offstage user, turns it into a hellish game of King of the Hill. The growing effect, like most other gimmicks in MYM Brawl, can be turned off in the Options Menu.​
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
PUMKIN





Before he was hilariously obese, Pumkin was a miner around the Pumkinland area, largely being aided by his Farmer Bumkin. However, he eventually found the lion’s share of untapped butter in the tunnel. Desperate to find a way to keep it for himself when other miners were coming, he threw the butter down into a pit. . .Of course, he cursed himself out for not finding a better place to hide it, as he then had to tunnel his way down to find the butter he lost. When he started getting close and one guy got a bit too wise? Down into the pit he went. Unfortunately, when people started asking too many questions when he was right next to the butter, he got rather desperate, and ultimately used his soda to cause a cave-in on them.

After tunneling out through the other side through some hard work (From his Farmer Bumkin. . .), he ultimately struck it rich with the butter he got. It didn’t last him forever, but it was enough to put him well enough off to put him on the way to the fat slob he is today. He got a Rabbit as an obvious source of income, along with a Friedegg for some con-jobs. Friedegg would imitate some rare pumpkin, Pumkin would sell it off to a poor sap, then at the soonest possible chance when the person wasn’t looking, Friedegg would deform and make his way back to Pumkin. Eventually, the miners Pumkin had abandoned dug their way back in through the cave-in Pumkin caused. Knowing there was more butter than he got out, Pumkin made a hefty investment by purchasing the mining company he used to work for. With Pumkin’s knowledge of the mine, a heavier emphasis on pumpkin labor and even hiring illegals from Mendez's Rib Shack, he gained wealth beyond his wildest dreams. . .

STATS


Size: 10
Weight: 10
Falling Speed: 8
Traction: 6.5
Aerial Control: 4
Jumps: 3
Aerial Speed: 3
Ground Movement: 1

Pumkin is the playable character here – he doesn’t have any MasterWarlord to defend himself with in this moveset, so he has to actively evade foes. He gets a shield and everything a regular playable character is. However, his Rabbit and Farmer Bumkin are constantly out, staying in the background. They will move with Pumkin at his obnoxiously slow speed, but if he commands them to attack they’ll do their attack, coming in to the main playing field and able to be attacked, before going back in the background. Regardless, you can do attacks while your minions are/command other minions, them essentially functioning as commandable minions. They will move much faster to reach you once they’re done with an attack, Rabbit at 7/10 and Farmer Bumkin with 5.5/10, and have two jumps on par with Mario’s. Farmer Bumkin will never follow Pumkin off the stage, waiting at the edge, but Rabbit will, clinging onto Pumkin’s pants whenever he goes into the air.

SPECIALS


Neutral Special – GIVE ME THE BUTTER


Pumkin yells out the name of the attack, causing Rabbit to scamper over and use Butter Day at Pumkin’s current position. If Rabbit was already next to Pumkin, he literally kicks Rabbit out onto the field.

Rabbit’s Butter Day is comparable to Super Deluxe Pumkin in range – butter come out of Rabbit’s shades on his head in all possible directions. This is not nearly as potent as it is in Pumkin Form, though, as while it deals all of the massive damage of said attack, it deals no hitstun whatsoever. What’s more, Rabbit has a damage percentage and is light as Jigglypuff, so he’ll be going down and out quite quickly.

So what’s even the point of having Rabbit stand in place like an idiot? Well, Rabbit’s butter don’t just fade away into nothing when they fall down onto the ground, instead sticking around as a stage obstruction. You can walk into the butter seamlessly, and you won’t even take any sort of damage from it. Unfortunately, you cannot see your character, your fall speed is increased by Fox’s, and your movement speed is cut by a third. Rabbit creates a Kirby height/platform width pile of butter per second. Rabbit will never stop this attack unless knocked out of this attack, you press this again to make him return to the background, or order him to do another attack.

Down Special – FRIEDEGG


Pumkin releases his third minions from his pants, Friedegg. Friedegg proceeds to transform into the nearest foe, becoming a carbon copy of them in every aspect except for weight, which is half of the foe’s. Friedegg fights with a level 7 AI if there are no computers, or an AI 3 levels lower than the lowest leveled AI in the match if other AIs are present. Pressing Down Special with Friedegg already out has Pumkin start barking out generic orders to Friedegg, giving you control of Friedegg instead of Pumkin.

While controlling Friedegg, Pumkin is controlled by a very defensive AI. He will mostly just try to flee from the foe, hiding in butter piles and using diner doors. In fact, the only actions he’ll do outside evading the foe are his dtilt to heal himself and commanding Rabbit to spam Butter Day more. To regain control of Pumkin, simply double tap Down B.

What’s the point of Friedegg? Well, with all of the butter obscuring the foe, it’ll be much more difficult for them to tell who’s who. . .

Up Special – DINER DOOR


Pumkin has Farmer Bumkin construct a Kirby wide diner door (Much like those in Hungry Pumkin Diner) on the stage at Pumkin’s current position over a second. As you’d suspect, you need more than one diner door to do anything. With 2+ diner doors, landing on a diner door will instantly teleport you to another one, chosen at random. This can be quite frustrating if they’re obscured by butter, considering there is no cap on how many diner doors you can build.

Farmer Bumkin can technically be killed, but he’s so durable with his 100 HP and infinite weight it’s rather stupid to try when Pumkin and Rabbit are so much more obvious targets. As if that wasn't enough, Farmer Bumkin regenerates 4 HP per second, even when he's in the background!

Unfortunately, Farmer Bumkin cannot embed diner door panels into thin air, and he refuses to follow you off-stage. Using this move on-stage in the air will just have Farmer Bumkin build a diner door under you, while using it outright off-stage will cause Farmer Bumkin to rip out a chunk of ground and throw it under your current position, giving you something to jump off of. The ground chunk does 13% and knockback that KOs at 150% at outside foes if they hit the –side- (The top is still usable for them), flying at Mario’s dash speed and following the laws of gravity. Getting off-stage to deliberately use this attack is pretty bloody stupid, considering how abominable Pumkin’s recovery is. Outside of this awkward recovery, all he has is a zair tether. His recovery is made more tolerable by the fact that his tether works on these ground chunks, ensuring that he can actually get on them.

Side Special – SODA


Pumkin takes out a can of soda, shaking it up before throwing it forward 1.5 platforms and plugging his ears. The soda explodes in an explosion 1.5x the size of Bowser on contact with the ground/foe, dealing 20% and knockback that KOs at 100%. While this is not that laggy to start up, Pumkin is vulnerable for the entire duration due to the animation. Using it inside butter can alleviate most of this, of course.

This move is notable because of it creating a crater if it lands on the ground as large as the lower half of the blast – so in other words, one three quarters the size of Bowser. The crater is a slope rather than a pit, the slopes being angled to connect the rest of the ground to the bottom of the pit. The most notable things these slopes do is that all butter that comes in contact with a slope will slide down to the bottom. Aside from giving you more space to put butter and giving you a way to move it about, you are 100% allowed to make a pit so deep that it goes out through the bottom of the stage, at which point you can just rain the foe down with a heaping helping of butter that they can’t possibly hope to recover through. All terraforming is undone when Pumkin loses a stock.

STANDARDS


Down Tilt – LEFTOVERS


Pumkin takes a bite off of his chicken leg, chewing it down before gulping it over a second of lag to heal 10%. Yes, this has no hitbox. Who cares, you have the foe’s moveset at your disposal thanks to Friedegg, and the meat of this moveset isn’t skimming out on attacks with actual hitboxes. In any case, you’ll find a lot more time to use this than you would otherwise if the foe can’t see you.

Forward Tilt – SKIN RIP


Pumkin goes to do the animation for the dtilt, but instead bites into the skin and goes to rip it off. He only gets a little bit of it into his mouth before the rest of it snaps back onto the leg for a surprisingly long range hitbox that deals impressive set knockback 2 platforms away. Even ignoring piles of butter, this move makes dtilt significantly more viable for obvious reasons. Spamming dtilt even in butter isn’t quite as easy as you’d like due to the audio cue being one of Pumkin’s single most obvious, but this move can potentially confuse foes even more about their location. They won’t even know they got hit by this if they aren’t knocked out of the butter pile, unless they pay attention to Pumkin’s damage percentage.

NEUTRAL ATTACK – BELLY BOUNCER


Pumkin puffs out his belly a bit more than it already is, causing it to deal 6% and knockback that KOs at 185% on contact. If somebody dashes into it, they will take knockback that KOs at 135%. If they attack Pumkin outright, they will take the knockback of their own attack multiplied by 1.5x, and Pumkin will take nothing at all from the attack. Pumkin is fully vulnerable from behind, and to grabs.

This counter isn’t terribly useful in general due to how low the damage dealt is, but it’s a miracle worker inside butter, as your counter can’t be countered if they don’t realize you’re using it.

Up Tilt - NO! I DON'T WANT THAT!


Pumkin throws his arms up into the air in frustration, letting out a thoroughly aggravated groan. This is a generic anti-air move that deals 8% and diagonally vertical knockback that KOs at 200%, being quite spammable. This is the only personal anti-air move in Pumkin’s whole arsenal, and with his terrible jumps it’s rather mandatory.

If used in a pile of butter, Pumkin will yell “NO! I DON'T WANT THAT!” as he flings butter to the side as he throws his arms up into the air. This causes two Kirby widths of butter to be removed from the pile you’re currently in, it getting split in half and flung 1.5 Bowser widths to each side. The butter deal 10 hits of 1% and flinching as they fall, giving Pumkin a much more defensive hitbox. The downside to this stellar defensive measure is it gives away Pumkin’s position. This attack is still just as spammable as the other version, though you’ll eventually use up all the butter in your current position and have to move.

Dashing Attack – SWAT


Pumkin swats behind him with his chicken leg, dealing a quick and meaty 9% and knockback that KOs at 160%. Regardless of KOing late, this has high base knockback, being a good method of giving you space as you retreat from the foe simultaneously. Disjointed priority doesn't hurt either, typically beating out the faster dashing characters behind you who will be wanting to hit you with their own dashing attacks.

SMASHES


Forward Smash – CAR


Pumkin yells out “I'M VERY HUNGRY!” for Farmer Bumkin to get out a car and begin pushing it forwards at Ganon’s walking speed-Ganon’s dashing speed, turning around at edges. If a foe goes a Bowser width in front of the car, Farmer Bumkin will do a sudden dash forwards at Mario’s dash speed. If the foe is hit by the front of the car, they will take set knockback to land in the car and 10%. Foes are stunned for as long as Zamus’ dsmash before they can act and simply jump out of the solid car. Farmer Bumkin will automatically scoop up as much butter as he can in the Wario sized car if he passes it, not taking terribly long to do it. Farmer Bumkin will specifically go through the background to go around diner doors while using this move.

Farmer Bumkin will dump the car and return to the background under a handful of circumstances. Firstly, by hitting fsmash or any other Farmer Bumkin input. Second, by reaching the top of a slope or an edge. Farmer Bumkin will only dump the contents off the edge if a foe is in the car, though, not butter. In any case, Farmer Bumkin is useful for scooping butter up over large distances to a distant slope, as well as for bringing foes to the butter simultaneously, potentially. If the foe is dumped out onto ground from the car, they will enter prone and take 5%, and will take extra damage if butter is dumped on top of them, up to 10%. Foes will slide down the slope in prone at Meta Knight’s dashing speed, and are able to slide right off edges.

Up Smash – STRENGTH


Farmer Bumkin pulls up a burger the size of Wario-1.35x the size of Bowser out of the stage, then throws it diagonally upwards a platform before it lands on the stage and rolls forwards at Mario’s dashing speed. Contact with the burger deals 20-34% and knockback that KOs at 100-70%. The burger will pick up speed significantly at slopes (1.5x on Pumkin’s), though if it reaches the bottom of a hollow slope and loses all momentum it will simply vanish. Needless to say, this is a rather horrific projectile to follow up dumping the foe off-stage from a car, or more preferably a giant hole in the middle made by soda.

Down Smash – JUICE


Pumkin takes out a jar of juice and turns it on as it starts vibrating against the ground. This terraforms out a slope like the soda, varying from Wario sized to Bowser sized, though the soda is faster for raw terraforming. In any case, the hitbox on this move is an earthshaking one, reaching out 1-2.5 platforms on either side of Pumkin. It always does 11% and vertical knockback that KOs at 160%, nothing too terribly threatening.

So what’s the purpose of this move? Aside from being your best means of camping from inside a pile of butter, it’s the most reliable way to hit your enemy in general if you have lots of butter around. See, it’s all well and nice if you mess the foe up so badly they have no idea where they are, but what if you’ve done such a good job –YOU- have no idea where they are? This is your go-to move for said situation, and the butter making it so much more difficult to jump over the hitbox certainly doesn’t hurt.

AERIALS


Neutral Aerial – PIZZA


Pumkin grabs Rabbit off the back of his pants and curls him up into a ball, angrily yelling “GIVE ME THE PIZZA!” before throwing him in a direction of your choosing. Rabbit will fly in whatever direction you flung him at Mario’s dashing speed, going in more of a lobbing arc if you threw him at a more upward angle. On contact, Rabbit deals 12% and knockback that KOs at 150%, a fairly competent projectile. Rabbit is superarmored during this attack. In any case, aside from giving you a projectile that doesn’t leave you open like the soda (This attack is actually quite fast, though it’s not spammable for obvious reasons), this attack is an excellent way to position Rabbit, getting him to an unused portion of the stage to more safely spam Butter Day.

Forward Aerial – PEPPER


Pumkin doesn’t buy peppercorns. Ground black pepper is more cost efficient with how long it lasts and how much it costs! He needs a hell of a lot of it with all the bloody pumpkins in the mines, much less the occasional ghost from Busytown that makes its way over and spooks the workers.

This is a Bowser sized disjointed hitbox that deals 10 hits of 1% and flinching per second and lingers for 3 seconds, serving as a way to block the foe’s escape from butter or more general defense for Pumkin. This cannot be spammed –too- liberally, as Pumkin is vulnerable to this attack, and it’s Pumkin’s laggiest aerial to make up for the fantastic disjointed range, though at least this move will continue if the “landing lag” is triggered.

If one of Pumkin’s minions comes in contact with the cloud, they’ll ignore their current task and go to flee away from it (Moving in the direction that’s quickest to get out of the repel cloud) at their top speed for 2 platforms before resuming orders. Nair is better for positioning Rabbit, though this can be useful on a Farmer Bumkin pushing around a mine cart, as in that specific case he won’t abandon his work (He’s Pumkin’s most well trained), but he will change the way he’s going if it would get him out of the pepper cloud faster. This is most useful on Friedegg of your own minions possibly due to how little influence you have over him otherwise without taking direct control, though that’s an intentional choice – if you were interacting with him left and right it’d be kind of hard for the foe to confuse him for them.

Back Aerial – FAINT ATTACK


Rabbit vanishes into thin air, seemingly. He stays behind where the attack was input, invisible, even if Pumkin moves elsewhere. This lasts for 2 seconds, if nobody passes by this location, Rabbit will “poof” back onto Pumkin’s shoulder. If somebody passes where you set up Rabbit, though, they’ll be hit by a meaty Faint Attack, dealing a tasty 14% and knockback that KOs at 135%. Rabbit has to run back to Pumkin manually if he hits, though there are worse fates. Rabbit will also have to run back to Pumkin if Pumkin gives him another order while he’s invisible.

In the sense of using this as an actual bair, this is useful when retreating from someone behind you as it leaves behind a nice hitbox between you and them. In terms of Pumkin’s overall game, leaving Rabbit in a pile of butter with a foe hot on your heels can serve as a devastating trap that the foe doesn’t realize you even set.

Up Aerial – HYPNOSIS


Rabbit comes up on Pumkin’s shoulder as psychic waves come out of the shades on his head, hypnotizing foes above Pumkin. Needless to say, Rabbit is useful for more than just making butter out in the real world. . .In any case, this has a Wario sized hitbox positioned diagonally above Pumkin’s head, in a fairly fast attack, putting foes to sleep for as long as Sing, which is not long at all. Still, it’s long enough for foes to reach the ground. . .Or technically, butter piled up on top of the ground to vastly increase their fall speed, making them reach the ground.

Down Aerial – BODY SLAM


Pumkin body slams the ground in a standard stall then fall, because he hasn’t thrown his weight around enough yet. The power of this move is determined by how far Pumkin has fallen – it deals 8% and knockback that KOs at 200% at minimum, while every Ganondorf Pumkin falls increases the power by 4% and reduces the KO percentage by 35%. Obviously, with Pumkin’s –horrible- jumps, you’ll want to be using this from the top of a slope to attack a foe at the bottom. If there’s butter involved, this attack becomes almost lightning fast, as the increased falling speed from the butter causes you to go downwards even faster.

This move also causes butter to splatter to the sides like with the utilt. If used with no height, the butter splatter in a manner identical to that move. Each Ganondorf you fall increases the amount of butter by a third of a Kirby height, also increasing the damage by 3.3%.

GRAB-GAME


Grab – NOODLES


Both in the mines and as a college kid, Pumkin’s never stopped having uses for ramen noodles. . .Pumkin hurls forward said noodles, a tether grab that works in the air as the earlier hinted tether recovery. This is very easily the best tether in the game, having low lag in comparison to Brawl tethers while still having the range of Samus’, but the foe can escape during the animation where Pumkin reels them in. If the foe is hit successfully, they’ll get lasso’d by the noodles as Pumkin hauls the foe in.

Pummel – NOOSE


Pumkin tightens the noodles around the foe’s neck, dealing 4% for a laggy pummel. You’ll only be able to get this pummel off if you grabbed the foe point blank, but it’s well worth it. . .

Forward Throw – CHEAP LABOR


Pumkin takes out a car before tying the foe to it, yelling “THAT WAS TERRIBLE!”. For each successive use of the pummel before using the throw, there’s less noodles between the foe and the car. There’s a platform at maximum, with each pummel decreasing the amount the foe can walk from the car by a Kirby width. Once having tied the foe to the car, Pumkin kicks them forward into the car, dealing 5% and sending the car sliding forwards a Bowser width.

Attempting to move away from the car will cause foes to move at three quarters their normal speed, barely enabling them to move anywhere while pulling the car, much less through butter. If the car moves through butter that is taller than it is, the car will get filled with a Wario’s worth of butter, making it so the foe can only move at half of their speed when moving against the car. Alternatively, foes can attack the car to move it about, but it’s quite heavy at Bowser’s weight at 50%, becoming as heavy as Bowser at 0% with butter in it. If the foe is unlucky enough for the car to go off the edge, it will drag them down pretty horribly, as it has Bowser’s falling speed normally and Fox’s with butter in it. If the car reaches a slope, the car will begin sliding down it with no input. If butter is in the car, this cannot be fought against, but if there isn’t any you can work your way up the slope at a quarter of your movement speed as you drag up the car. The main way out of all this is to attack the noodles, which has 30 stamina. The car instantly vanishes upon the noodles being destroyed.

No, we’re still not done with this massive throw. If you order Farmer Bumkin to use fsmash when one of these cars is out, rather than creating a car he will go to push against the car the foe is using, going onto the opposite side they’re using. From here, Farmer Bumkin performs his fsmash normally, with the exception that he is unable to rush forwards to knock the foe into the car, sadly. He can still dump the car on the foe, though, and foes at the very best can only prevent Farmer Bumkin from moving the car anywhere by fighting his control over the car, not push against him.

Back Throw – FURY SWIPES


Fat man Pumkin goes to swing the noodles around himself to put the foe at the opposite side of him, dealing a weak 5% and knockback that KOs at 185%, as well as making the foe face the opposite direction they were initially. However, Rabbit will be going after the foe as soon as the animation starts. This is rather predictable and Rabbit latching onto the foe can be avoided, as Rabbit won’t latch onto the foe at the very start of the throw no matter what. What’s more, if he misses, he has bad ending lag! If he does latch on (He positions himself on the foe’s shoulders), he will spam Fury Swipes on the foe, dealing 4% to the foe per quarter second until knocked off like a Pikmin by taking 20%, or an attack that would deal enough knockback to knock him Final Destination’s width.

Obviously, the foe cannot time their dodge nearly as well if in butter. Better yet, they might not even realize this throw was used on them until Rabbit has already dealt some damage to them, as audio telegraphs are only made from Rabbit after he has latched onto the foe. The fact this throw swaps the position the foe is facing also further disorientates them, something they’ll have to keep in mind once they realize this throw has been used on them, though they’ll probably be thinking more about Rabbit.

Up Throw – SEISMIC TOSS


Farmer Bumkin comes over if he’s not busy, then performs this signature throw on Pumkin’s behalf. He grabs the foe before jumping up into the air, spins them around upside down while they’re in the air, then comes crashing down into the ground. While in the air, you can use the control stick to DI Farmer Bumkin left and right (Pumkin cannot move briefly), able to move at most a platform in any direction before he hits the ground, assuming said ground is level. On contact with the ground, the foe takes a fantastic 15% (Immune to stale move negation), along with upward knockback that KOs at 170% as they bounce off the ground at diagonally upward angle in the way Farmer Bumkin was currently going, it being less vertical and more diagonal the more you DI’d. Without any DI, the knockback KOs at a slightly better 145%. This throw multipurposes for pretty much all the throws you’d ever want out of a more standard grab-game, and at low percentages the knockback can be pitiful enough that the upward knockback will be too weak to knock them out of a butter pile Farmer Bumkin drags the foe into.

If you go to use this off an edge for a “suicide” KO with Farmer Bumkin, the foe can escape this throw with double grab escape difficulty, while you’ll be sacrificing the otherwise nigh invulnerable Farmer Bumkin for nothing.

Down Throw – HOSTAGE


Pumkin kicks the foe to the ground, dealing 9%, then ties them up with the full extent of the noodles before spitting on them. This forces the foe to have to do a grab-escape to get out of their predicament, and during this time they are considered to be in prone. This is the main way to buy set-up time Pumkin has, though it also combos very well into fsmash for obvious reasons, great if Farmer Bumkin is coming your way already before you grabbed the foe. Foes cannot work towards escaping while in the brief stun from being knocked into the cart, though it’s far from lockdown to overcome a regular grab escape and the stun from Zamus’ dsmash.

FINAL SMASH – HUNGRY PUMKIN


The screen zooms in on Pumkin as he sits down at a large bar that materialized in front of the screen, and he faces the players. Pumkin is now giant, and the bar is the stage. Four food items will be brought up, and Pumkin will announce which one he wants. The foes have to pick the correct one by walking over and hitting the food, but if even one foe makes a mistake, he'll exclaim, "NO! I DON'T WANT THAT!" and swat it away, KOing them instantly off the side of the screen. If they succeed in all attacking the correct food, he grab the food (and them) and eats it with a "NOM NOM NOM", instantly KOing the foe. Fun!

PLAYSTYLE SUMMARY


There’s no huge reveal in the playstyle summary – the playstyle is amongst my most obvious if you’ve read the moveset. Let’s not waste either of each other’s time with this summary, alright?

Obviously, you want to disorient the foe inside the butter and confuse about them about where they are – you’re more than well aware of how to go about doing that, so I won’t tell you much about how. Your other specials are the best method of doing so in the diner doors and Friedegg, even terraforming the stage can help out if you’re more clever with your set-up and can lead to early KOs if you blast a hole in the middle. As far as reaching that level of set-up, that’s why Pumkin has such an extensive library of defensive moves, he’ll need them if he doesn’t want to just hide behind Friedegg during the set-up, and if you use Friedegg he’ll be too damaged to give you long enough to use your nice set-up you’ve worked so hard for, considering he’s so much lighter than the foe.

It’s true that Pumkin’s job is mostly set-up and disorientation while Friedegg does the meat of the work, though once you have a set-up you can always take matters more directly into your own hands by taking control of Friedegg. If you want to more actively KO the foe with your own moveset and think Friedegg’s doing a fine job, you can spam soda while inside butter more than anything hoping to get lucky instead of the more reliable dsmash. You should mainly be aiming it to form a more ideal section of terraforming in the stage, and if you make a central/deep enough slope in the middle of the stage, it will become increasingly more obvious where the foe’s general area is while they still have no idea –exactly- where they are. If the pit’s so deep they’re struggling to climb out of it, this is the main time to crack a hole open in center stage to “hide your butter”, and cave in the foe down with it. You may want to take manual control of Friedegg here to ensure he doesn’t get caught in the blast.

But. . .Using up all your butter and making it nigh impossible to build another butter pit due to making a “leak” in the stage. Aren’t you screwing over your chances at the next stock? That’s practically like a suicide KO! Not necessarily, especially if Pumkin’s been eating hearty helpings of leftovers. Your new main non-Friedegg method of KOing largely consists of pouring the foe into the abyss out of a car. Both fthrow and dthrow prove extraordinarily useful for more than just annoying the foe here. At this point, you can almost always have Farmer Bumkin out with the car as it’s late enough in the stock that it won’t really matter if the foe attacks him. The uthrow can also be considered as yet another potential KO method during this time as you order Farmer Bumkin to hop out through the center of the stage to his death. While the foe will probably escape soon enough to survive at such a low percentage, Farmer Bumkin will take the foe through the hole at the very least. From there, Rabbit can spam Butter Day on the slope (Not directly above the hole) for the butter to slide down the slope into the opening, raining down hell on the poor sap. If Rabbit’s already set-up, you can take direct control of Friedegg to have him go help out if the foe’s moveset is good for gimping themselves.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Ashens Extra~~ also an excuse to include decanonised movesets


A Quid
The British Pound coin, otherwise referred to as a Quid, is a specific coinage of "Pound Sterling", the official currency of the United Kingdom.
In Brawl, Quids are the same general size and shape as a gold coin from a coin match. They do not rotate however, and are fully 3 dimension, instead of the wafer thin coins Brawlers usually find.
Incidentally, the quids you'll find in Brawl are counterfeit, and thus have no real value as coins. I suppose I had to mention this, because you will not find Quids outside of coin matches. Unlike other items, Quids spawn in or near to other coins.

Quids are throwing items, you pick one up, and toss it.. hopefully into an opponent. If you try to walk/run past a coin instead of picking it up, it rolls away at 1.2x the speed you ran into it. So keep a sharp eye out when collecting coins, because one might be a Quid in disguise.
Through the magic of jumpcut, hitting someone with a quid, transforms them into a toy, a terrible toy, chosen at random. Oh, and the quid disappears too, because you get nothing for nothing.

Some of the "toys" your opponent may find themselves turning into, are as follows;
Clefable ~ by Junahu
Slimoss ~ by Junahu
Zigzagoon ~ by Junahu
Kirby Enemy Team ~ by Junahu
Etranger ~ by Junahu
Firebar ~ by N88_2004
Sonic&Tails ~ by LegendofLink
Battleheart ~ by Smashbot226
QWOP ~ by Kholdstare
Kyubey ~ by ForwardArrow
The toys all have a unique plastic sheen to their appearance, and have limited points of articulation, making their motions and attacks look stifled and awkward. They also have off-center doll's eyes, brrr-rr-rr.
The transformation lasts for 22 seconds, or until the victim is KO'd. Every time they are struck by an attack, 2x the usual number of coins sprays out of them.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
In case you haven't been filled in through the chat, the Disney Rumble project is now back online. If you're interested in writing any of the characters or stages listed in the roster, please PM me so I can check on their availability. Stromboli has been edited to reflect this project's revival, so go check that out as well.

ºoº​
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD

// ? ? ? \\


click for a surprise

// Special Attacks \\

Neutral Special ~ Mach Tornado {Damage: 1% (each hit) ~23% (max)}
{Ahh... the good old Neutral B Mach Tornado...? ? ? spins around creating a bright blue tornado. This can hit multiple times, each hit doing 1%, up to a maximum of about 23% damage. You can move yourself left and right with the control stick and repeatedly tap B to increase the duration of the attack. Tapping the B button fast enough will lift the tornado off the ground a bit. This attack is a spammer's best friend, and with good reason too. Using this allows you to completely absorb most projectiles and it is pretty hard for opponents to dodge or punish if used with some rhyme and reason rather than just spamming the hell out of it. I would advise using this move sparingly as it can get rather predictable. It can be used as a recovery (along with all other of ? ? ?'s specials) but be advised that you will enter fallspecial (meaning you can't attack or jump) if you end this move while in the air. The main use for this move is to cancel out projectile attacks and allow you to sweep in and damage your opponent while he/she is busy spamming their lasers, arrows, etc... It can also be rather deadly if you catch your opponent in the tornado while near the top of the stage; the Whirlwind has a decent upwards knockback on the last hit, so you can expect to get a few "Star KO's" if you use it high enough. In free-for-all battles with 3 or 4 people, this move becomes much more viable since you can easily activate it and sweep across the stage damaging everyone who gets in your path.
}

Side Special ~ Drill Rush {Damage: 1% (each hit), 3% (final hit) ~13% (max)}
{Another multi-hit special that involves ? ? ? spinning around like a madman? That's right! There really isn't anything special about this one though. You'll rarely be able to connect with every hit and even so, the damage is pretty sad (around 10% average) considering how easy it is for enemies to dodge it and punish you. It can be useful if you are in need of vertical recovery however, as you can 'aim' the direction of the attack with the control stick.
}

Up Special ~ Shuttle Loop {Damage: 9% (rising strike) 12% (gliding attack)}
{? ? ? does a rising upper slash, then flips around into a glide. This is ? ? ?'s best recovery move, but can leave him vulnerable to edge guarders unless you time your glide attack well (press A while gliding). Both the hit from the initial rising slash as well as the glide attack have great KO potential and will likely be responsible for a large portion of your kills. It's also important to note that you can choose the direction in which you do your Shuttle Loop. Let's say you chase an enemy to the right edge of a level and have used all your jumps. Even though your momentum is taking you to the right and even though you are also facing to the right, you can hit left on the control stick immediately after pressing Up+B to then Shuttle Loop to the left and glide safely back to the stage. Also, when gliding, you can lean the control stick forward to descend and back to ascend. You CANNOT start an ascend without first gaining speed by descending or else you will enter fallspecial.
}

Down Special ~ Dimensional Cape {Damage: 14%}
{? ? ? covers himself with his free wing and teleports a short distance in whichever direction you choose by using the control stick. You can also hold either attack button to execute an attack when you reappear, but the attack is fairly weak, and in most cases, absolutely worthless. The only use this move has is in regard to edgehogging. Let's say your opponent is about to attempt to grab the right edge on Final Destination. You're in the middle of the stage and run to the right about halfway to the edge, do a shorthop, then while in the air you do your Down B and aim for the ledge. If done correctly, you'll reappear, nick the edge of the level and then grab on to the ledge just before you opponent does, thus KO'ing him because he can't grab the ledge if you're on it. Now this is, of course, very risky. If you overshoot the Dimensional Cape, you end up falling right off the stage. The timing is pretty tricky but once you get it down it can be very rewarding.
}

// Standard Attacks \\

Neutral Attack ~ Infinite Slash {Damage: 1%-2% (each slash)}
{This move may look cool, but it really doesn't serve much purpose. Sure you can hold down A and rack up a little damage, but after about a second your opponent should break free and you'll be left flailing your stick at the air like a lunatic while he proceeds to punish you. If you do find yourself using it though, it's good for leading into a tilt attack of your choice or even a down smash if you're quick about it, but you should try and avoid using it too much since it detracts from your combos and overall pressure game.
}

Forward Tilt ~ Triple Strike {Damage: 4% (first slash), 3% (second slash), 5% (third slash)}
{This attack should see a lot of use. Press A three times while tilting left or right to execute three very speedy stick strikes. It has a pretty decent range to it and the last hit knocks your opponent away and upwards. Perfect for setting up a Forward Aerial or Up B attack. Great no matter how you look at it.
}

Up Tilt ~ Spin Strike {Damage: 6-7%}
{I don't much care for this move. It's a bit slow by ? ? ?'s standards. You're better off with an Up Smash (which isn't particularly great either).
}

Down Tilt ~ Low Thrust {Damage: 4%}
{Another really great tilt attack here. This one comes out VERY fast so you can usually hit a few times in a row with it if you're lucky. It has a great range and can sometimes poke underneath an opponent's shield. Great for breaking up enemy attacks and pushing them away slightly. NOTE: ? ? ? inches forward ever so slightly after he uses this move, making it a little easier to hit multiple times.
}

Dash Attack ~ Rushing Kick {Damage: 6%}
{As with a lot of other dash attacks, this one isn't anything special. It pops your opponent in the air for an easy follow-up aerial, but it's just too predictable to rely on. This move should be used in strict moderation and only if you feel that you have a good chance at hitting with it.
}

// Aerial Attacks \\

Neutral Aerial ~ Spinning Strike {Damage: 12% (first hit), 7% (second hit), 5% (third hit)}
{Probably the least useful aerial move in ? ? ?'s arsenal. ? ? ? basically spins around wildly hitting in all directions around him. It does decent damage and knockback, but it's not as viable for combos as the other aerials are for a couple reasons: 1) it's kinda slow to complete itself 2) it's more difficult to control the direction of the knockback than other aerials. However, it makes for a decent safety move since it hits all around you and sends the opponent away without much thought. Note: the first hit of this move 'usually' knocks the opponent away before the other hits can land.
}

Forward Aerial ~ Triple Slash {Damage: 3% (first hit), 3% (second hit), 4% (third hit) 10% total}
{This move, along with his Down Aerial is what makes ? ? ? stand out as a truly great character. This attack consists of three hits. The first two are designed to trap the opponent in hitstun, while the third hit knocks them back a ways. Landing a few of these is an excellent way to rack up damage and get KOs after you've chased your opponents off the edge. A great way to get this move out is to dash towards your foe, do a short-hop, tag 'em with the Forward Air and then repeat. You can also try setting up for a Forward Air by hitting your opponent with a Forward Tilt or by using a Forward or Down Throw. Really any time that you find yourself on the same level as your opponent (while both in the air) would be a viable time to use this.
}

Back Aerial ~ Reverse Triple Slash {Damage: 3% (first hit), 3% (second hit), 4% (third hit)}
{This is basically the same thing as Forward Air. Just use this when the enemy happens to be behind you in the air. Easy, huh?
}

Up Aerial ~ Overhead Slash {Damage: 6%}
{? ? ? does a quick stick slash above his head in a wide arc. For me, this move really only has one use; juggling. Basically you just hit 'em with an Up Aerial while they're above you (obviously) then jump and repeat... and repeat... and repeat... until you run out of jumps. Then, you can either finish them off with an Up B or even Neutral B. Fun combo, and not too hard to do either.
}

Down Aerial ~ Downward Slash {Damage: 7%}
{This is another move that should be abused heavily. It's much like the Up Aerial but ? ? ? swings his stick underneath him instead of above him. He does so in a nice wide arc covering a big area so it's pretty easy to hit anyone underneath you or in front of you. It's important to learn to do this out of a running short-hop for your approaches but it's even more important to learn to gimp people with it as it's ? ? ?'s main tool for chasing people off the stage and keeping them there. If you hit your opponent correctly (meaning that they are in front of you and also slightly below you) the knockback sends them away from you and downward, which can obviously be very detrimental to their efforts to get back to the stage. Depending on the character (it helps if they have a poor recovery) usually two or three of these hits while you're pursuing them off the stage means they won't be returning. NOTE: you might notice that this move can often be used interchangeably with Forward Air but keep in mind that the Down Air is quicker and can be done in much more rapid succession. It also has a shallow downward knockback instead of shallow upwards as seen in the Forward Air, making it better in most cases for gimping.
}

// Smash Attacks \\

Forward Smash ~ Power Slash {Uncharged Damage: 14% Charged Damage: 19%}
{This is ? ? ?'s strongest hitting move (excluding Final Smash) and one of his few viable means at getting a KO. It is, however, very slow for ? ? ?'s standards and since it lacks good range, it can be very hard to hit with. I personally try and stay away from this move since it's easily punishable. You're better off with a Down Smash instead.
}

Up Smash ~ Overhead Triple Slash {Uncharged Damage: 3% (first slash), 2% (second slash), 4% (third slash) Charged Damage: 4% (first slash), 3% (second slash), 5% (third slash)}
{Another sub-par smash attack. It's nice when you can connect with all three hits, but when you don't you usually end up being punished since only the last of the three has any real knockback to it. The best use for this move is while rushing your opponent. If you execute this attack while running towards your opponent, you will actually keep your momentum and continue forward while doing the attack (usually helps if you charge it up a bit too). This is risky and a bit situational, but no more so than a standard dash attack.
}

Down Smash ~ Double Slash {Uncharged Damage: 11% (front), 13% (back) Charged Damage: 15% (front), 18% (back)}
{... now here's a real smash attack. This attack is FAST. I mean... seriously... it's nearly instant. I highly recommend using using the C-stick to ensure that it comes out at fast as possible (or if you're using the Wiimote+nunchuck you can set your down d-pad input to do a Down Smash... which is what I do and it works great). Aside from the being insanely quick, this move hits both in front of you and then behind which helps control those opponents who like to roll around you too much. And with its great knockback it's arguably ? ? ?'s best KO move aside from his Up B. Use it liberally.
}

// Grab and Throws \\

Grab Attack ~ Wing Stab {Damage: 3%}
Just your standard grab attack. Your opponent will likely be struggling to break free of your grab so you obviously shouldn't do too many of these or else you won't get your throw off. You can do more attacks when the opponent is at higher %'s.
}

Forward Throw ~ Flipping Kick {Damage: 9%}
{This is ? ? ?'s best throw in terms of where is leaves the opponent after throwing them. They'll usually be (depending on percentage) in good range for you to follow up with a Forward Air or perhaps Up B.
}

Back Throw ~ Ninja Strike {Damage: 10%}
{To be honest... there really isn't much point to using this throw as opposed to the any of the others.
}

Up Throw ~ Suplex Slam {Damage: 12%}
{Basically the same as Kirby's famous Up Throw (you know the one). This is ? ? ?'s most damaging throw, but I would still opt for a Forward or Down Throw since they're easier to follow up with Aerials.
}

Down Throw ~ Kicking Slam {Damage: 1% (each shard) (11% max)}
{Looks cool and leaves your opponent in a decent place for an aerial. Just don't use this in a free-for-all match or your likely to get hit before you get the throw off.
}

// Final Smash \\

Final Smash ~ Galaxia Darkness
{? ? ? executes his Final Smash by throwing a flurry of feathers out in front of him a fair distance. Whether or not your opponent takes any effect from this Final Smash depends on how close they are in proximity to the feathers as he throws them in front of him. Simply put, you have to make sure you foes are very close by in order for "Galaxia Darkness" to take effect. Assuming that you did in fact "catch" one or more persons in your feathers, the entire stage goes black for a moment and then ? ? ? slashes through the darkness delivering {40%} damage to those in which he "caught" as well as {18%} damage to others nearby. The knockback is significant, but it does not guarantee a KO. That being said, it is obviously very unwise to waste this move on an opponent that is sitting at 0-20% especially if they are a heavyweight character. Just remember that for lighter characters (like Mr. Game and Watch or Jigglypuff) make sure they're at 20% or higher before hitting them with this. Heavyweight characters (like DK or Bowser) should be around 40% when using this move.

When compared to other final smashes, ? ? ?'s seems a bit lackluster. It's not like Olimar's or Dedede's where they just press the B button and everyone gets affected. And it's not like Marth's where it's an instant KO if you connect with it. ? ? ? players have a bit more work to do to get KO's out of their final smashes, but that's okay because ? ? ?'s players should have a distinct advantage when it comes to actually "breaking" the smash ball in the first place. Here are a couple strategies I employ when the mad dash for the Smash Ball ensues:

1) Stand back a bit as the other character(s) get the first hit or two on the ball, then run in close and use Up B to break the ball and damage anyone in the way.

2) Position your self underneath the ball (not too close... leave a little room in between you and it) and proceed to mash B. Your Whirlwind should take care of anyone nearby and should do more than enough damage to destroy the smash ball if you get a good, clean connection. Remember that the faster you mash B, the higher you go. So do you best to time your B mashing and stay in contact with the ball.
}

 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="? ? ?"]It's been a long time, and your style is a breath of fresh air when you take simple attacks as seriously as we take complex attacks - the Specials seem a little weak bar the Down Special (the Side Special feels glaringly useless), and this is comparing them to the real Meta-Knight's chivalrous 4-set recovery moves rather than actual MYM-standards. Some moves do manage to differentiate themselves from MK and look dishonorable however, such as a hitbox that gets kept out for as long as you like afterwards via the F-tilt, and moves like D-tilt, U-air all which have some gimmicky spin to them. Things get better with the throws, which are a nice twist in terms of character representation, though I'm not sure whether you'd have time to throw projectiles out from the other side of the mirrors. Presentation is a very, very strong point to this set - you even went as far as to post a "Meta-Knight" set that linked to it with obvious character implications to it. The extras are undoubtedly pretty too, with all the links, pictures and coloring despite the vague atmosphere - it's similar to Garble in a way with the glossing. Not the most -interesting- set for me even with in-smash standards, but for what was intended the hard work shows.[/collapse]
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
MYmini #2
Duck Season


[5th September-18th September]
'tis a MYmini in honor of the newly revived Disney Rumble, an alternate universe Smash Bros game that doesn't exist and involves Disney characters. The MYmini for the next couple of weeks is to create an Assist Trophy based off of an animated character. Alternatively, instead of an Assist Trophy, create an Event Match based on the plot of a cartoon.​
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Is the thing you linked a joke moveset? I don't understand...
Nonono, what's in the thread here is the joke moveset - it's a repost of Meta Knight, which is a repost of Farfetch'd which is a repost of Meta Knight. Dark Meta Knight is the real deal.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
KOALA KONG



Koala Kong is the third boss in the original Crash Bandicoot game, serving as dumb muscle for Cortex and Brio. In the original game, Crash wasn’t considered an actual threat to Cortex, so based off Koala Kong’s boss arena it’s more likely he was sent to the islands to work in the mines than to “guard” anything, uncovering the treasures left by the nearby ancient ruined civilizations. This is especially obvious when the only other Cortex enforcer on said island is the equally brain-dead Ripper Roo, while the more intelligent Pinstripe gets to work more close to his employers.

He was later replaced by the more comedic Tiny Tiger, not returning to the series until Crash Bash for the sole purpose of the game requiring –two- dumb muscle stereotypes, giving Tiny a foil. In Crash Bash, Aku Aku and Uka Uka bring about a series of characters, but due to the large quantity of villians in the series Uka Uka brings about far more to his evil side than Aku Aku brings good. Uka Uka forfeits two of his team to Aku Aku – notably, Tiny is the dumb muscle character that Uka Uka forfeits, rather than Koala Kong. Why am I bringing this up? Well, through Tiny and Koala Kong having an actual job description beyond crushing bandicoots, we can see Koala Kong is much more of a serious villain role than Tiny. While still stupid, he is played entirely straight - he’s no nonsense.

STATS


Size: 9.5
Weight: 9
Falling Speed: 7
Jumps: 7
Aerial Control: 6.5
Traction: 6
Aerial Speed: 4
Ground Movement: 3.5

The only notable thing among the actual statistics is the jump – Koala Kong has a first jump slightly better than even Falco’s, going a tremendous distance into the air, but his second jump is average at best, if very slightly towards the lower end of the spectrum.

SPECIALS


NEUTRAL SPECIAL – KONG DESTROY!

Koala Kong rips out a chunk of the stage as wide as half a platform and tall as Wario with decent lag (Snake dsmash), creating a proportionately sized indent in the stage where the ground chunk previously was. This changes several of his A button attacks as he uses it as a battering weapon in them. While Kong holds the ground chunk at his side during his idle animation, during any attacks involving it, including this one, it is solid as Kong uses it as a weapon.

Pressing this input with a ground chunk already in Koala Kong’s hands will have him throw it forwards 2 platforms, the front of it dealing 12% and knockback that KOs at 155% while characters can stand on the top of it. The throw can be angled in any forward direction Kong chooses by holding up and down (It travels 2 platforms if Kong throws it directly forwards, varying based off gravity), and Kong can charge the throw for up to a second to increase the power by up to 1.35X and double the distance the ground chunk travels. While charging the move, Kong can rotate the ground chunk around in his hands (Via left and right) in addition to changing the angle it’s thrown at (Up and down as usual). If you want a powerful hitbox, you can simply move the ground chunk around to be vertical. The top can still be stood upon in this situation, though it is significantly smaller and difficult to do so, and it’s more difficult to jump over it in general.

If the ground chunk ever comes in contact with the ground after being thrown, it will embed itself in the ground, taking a mere quarter of its’ remaining knockback as it slows to a stop. Take note that any momentum that would knock it further towards the stage will further embed the ground chunk in the stage, it potentially being possible to completely embed it inside. If you use this special directly in front of a ground chunk embedded in the stage, you will rip it out of the ground for a slight bit of extra lag than normal. If you pick up the ground that another ground chunk is embedded in, though, it can become part of the hitbox. All terraforming Koala Kong does is removed upon stock loss.

The ground chunk has 40 stamina before it crumbles into dust. The “hurtbox” of the chunk is not out when it’s not being used for an attack as Kong holds it at his side, but it can be damaged while it’s being thrown, used for an attack, or embedded into the stage. If a projectile destroys a ground chunk, the projectile will keep going on it’s path after the chunk is destroyed, preventing Kong from doing too much turtling.

SIDE SPECIAL – BOULDERS!


Koala Kong rips out a Wario sized boulder from the stage, not leaving an indent like the Neutral Special, as this is more of a prop as the boulder is always rocky no matter what stage you’re on. After bringing it out, Koala Kong goes into a charging pose until you release the button (With the same lag and bonuses on charging as Neutral B) as he stands on one foot and holds the boulder behind his head. While the move charges, you can angle the attack much like the Neutral Special by holding up/down, Koala Kong bending back significantly if you aim it upwards. The boulder will fly through the air a platform, a hitbox that deals 18% and knockback that KOs at 70% initially, before rolling forward an additional 2 platforms upon hitting the ground, losing speed and power as it goes before it rolls to a stop.

Boulders become able to vanish after 7 seconds aside from rolling off-stage. For them to vanish, they must lose all momentum they have. They can be attacked to build their momentum, taking knockback as if they were Bowser at 35%, though they have Fox’s hefty falling speed. Hitting a boulder in the direction it’s going will increase the momentum, while hitting it from the opposite side will decrease it – attacks will not bounce back boulders instantly, them instead having to overpower the momentum the boulder has to bring it to a stop before they can begin pushing it in the opposite direction. Their power can exceed that of when they were initially thrown if they are rolled quickly enough. The “owner” of the boulder, and thus who is immune to it, is determined by who gave the boulder the current momentum it has (Slowing it obviously doesn’t make you immune).

Obviously, boulders go slower up slopes and travel down them more quickly. While the boulders will reflect off of solid surfaces, they are not Koopa Shells and thus have more realistic physics – bouncing off of a wall will cut the momentum of a boulder in half. Neutral special already provides plenty of obvious terraforming to make slopes and what-not, though something you should take note of is the fact that you can throw ground chunks further and faster than you can boulders. You can throw a ground chunk ahead of a boulder to influence the path of it, nevermind the potential of projectiles that move at different speeds, one of them solid, for bullet hell.

DOWN SPECIAL – KABOOM!


Koala Kong takes out a TNT Crate, the single most iconic prop of the series and what provides most of the challenge in his boss fight, on the ground in front of him. It is only half the size of a Brawl crate, and is not a traditional trap in that you can brush him against the sides of it just fine. If you stand on top of the solid crate or damage it in some way that doesn’t involve physically contacting it/a projectile hitting it (Earthshaking/psychic attacks), it will start counting down with a second countdown (The crate itself flashing the countdown like in the games) before exploding in a Bowser sized explosion, dealing 22% and knockback that kills at 55% to anybody in the blast radius, including Kong.

If the crate is hit by a damaging attack outside the earlier described ones, it will detonate immediately. While the crate cannot take knockback, it will slide down slopes at a reasonable rate, picking up momentum as it goes. If the crate slides off a platform and lands on another one, the countdown will be triggered. If it falls 2+ Ganons along the way, it will detonate immediately on contact with the ground. There’s no need to create an elaborate set-up with a giant slope to take advantage of all this – just pick up a ground chunk that a TNT crate is sitting on, rotate the platform to be diagonal, then fire away.

Crates can be moved outside of this interaction – characters like Koala Kong and Donkey Kong can move them about like they can with regular crates, while other characters will have to haul them around as slowly as Bonsly to move them.

Used in the air, Koala Kong will throw the crate to the ground immediately, preventing him from just standing on top of it to regain jumps off-stage.

UP SPECIAL – KART KRASH!


Koala Kong brings out one of the coal filled mining carts he’s so used to seeing. The mine cart is about the size of Bowser, and is yet another solid construct in Koala Kong’s moveset. Upon spawning it, Koala Kong will walk behind the cart at Ganon’s walking speed as he pushes it along. You can push it forwards and turn around with left/right, abandon the mine-cart by pressing shield, give the cart a sudden push 3 platforms ahead by pressing A, making it deal 12% and knockback that KOs at 140% initially before it weakens as it slows, or press B to dump the coal in the cart to the ground. Dumping the coal deals 17 hits of 1% and flinching as it falls, and the coat will disintegrate on contact with the ground under normal circumstances. If a hole has been made from some form of terraforming, though, this will fill in the hole, preventing you from running out of stage. The cart vanishes once you abandon it and it has no momentum.

There is only enough coal to fill up three quarters of the ground ripped out from a single use of Neutral Special. In any case, that’s more than enough for the purpose of this besides molding the stage – if a character would be halfway submerged or more from the ground filled in, they will become pitfalled from this. Pitfalling foes is tremendously useful for the incredibly simple reason you can pick up the ground they’re pitfalled in. If there is a stray ground chunk standing in the middle of the little pit you’re filling, it won’t vanish either, getting embedded into the ground much like how foes become pitfalled. For TNT crates, if they would become entirely submerged they will get buried underground, staying at the location they were initially.

Buried TNT crates will respond to earthshaking attacks as they normally would regardless of how much lower they are than the offending earthshaker hitbox, so long as they’re in horizontal range, making them detonate in 3 seconds (The area of ground it’s around flashes red 3 times, and the TNT countdown sound effects are heard). While almost nobody will be around to be hit by the explosion, it will cause an area 1.25X Bowser’s size to detonate around it. If it destroys the bottom of a platform from being buried very deep, then everything above it will fall down with it, including pitfalled foes, whom must still escape from the pitfall if they weren’t in range of the explosion. This is all well and good, but things get even more wacky if you grab a ground chunk with a TNT crate inside it – standing on the ground chunk will activate the TNT (This also works if the TNT crate is buried normally, but only if it’s a Kirby width or less underground). Foes who dare to –attack- the ground chunk will have it immediately blow up in their faces.

Used in the air, Koala Kong gets the arbitrary recovery of jumping into the mine cart as it goes diagonally upwards a mere platform or so (It has a hitbox as strong as when Kong pushes it on the ground) before gravity kicks in. The cart will still move horizontally further, giving Kong a better recovery that way, but vertical recoveries are blatantly far more useful than horizontal ones.

STANDARDS


DASHING ATTACK – KONG CHASE!


Koala Kong leaps forwards a platform, his feet a hitbox that deal 13% and knockback that spikes foes as strongly as Rob’s dair as he comes down at the end, while his whole body does 7% and knockback that KOs at 200% before then. Kong goes about a Wario height into the air, enabling him to approach over obstacles with some ease, though the move has a bit of awkward end lag.

If Koala Kong is holding a ground chunk, he will throw it straight forwards with minimum charge the same distance he throws it during the Neutral Special while he runs, before swiftly jumping up to jump and board the platform he just threw. This is obviously a –fantastic- approach that gives you all sorts of options, though this also gives the meat of Koala Kong’s moveset context off the stage. Not only can you throw the ground chunk off-stage to use ground moves there, the fact you have ground beneath your feet means you have access to your stellar first jump, enabling Kong to pursue foes much further off-stage while being able to safely make it back.

NEUTRAL ATTACK – KONG POUND!


Koala Kong mimics DK’s Down Special for his jab, pounding the ground in front of him. The move is largely identical to it, but with slightly less power and a bit more range in front of Koala Kong, a good extra Kirby width or so. The notable uses include hitting the undersides of platforms Koala Kong is on, starting a countdown on underground TNT, and dealing pure vertical knockback to boulders from a distance to enable them to get over obstacles in their path without disrupting their momentum.

FORWARD TILT – BENCH PRESS!


Koala Kong smacks downwards in front of himself in a fairly quick motion, dealing 10% and knocking foes to the ground into prone, spiking them downwards as strongly as Ganon’s dair if they’re not standing on the ground. This move is significantly more impressive off the stage, giving you a very quick spike there. Even if they land on the platform, they’ll be sent into prone. Yes, they can tech it, but given the platform you’ll be on is so small you can quite easily tech-chase their teching it, even, should you predict the tech. A single tech-chased hit is all you would need in such a frantic scenario for the kill. . .

If Kong is holding a ground chunk, he will hold it vertically in front of himself as he goes to push it downwards into the ground for as long as you hold A, taking a single second to fully push it underground. Shorter walls are sometimes better seeing Kong has a lot of projectiles of his own, though the real use more comes with picking up the ground chunk the wall is embedded in and immediately detonating underground TNT. This move has a hitbox as the ground chunk first goes into the ground, dealing 5% and tripping foes, but nothing after that.

If there is no ground in front of Kong to embed the ground chunk in, though (AKA you hit a foe in the air), he will just jab downwards with it quickly, the bottom of the ground chunk dealing 15% and spiking foes as strongly as Ganon’s dair in an incredibly long range and powerful spike, though a laggier one. This can be used for gimping if you bring an extra ground chunk in your hands with you when you use your dashing attack to get off-stage while standing on one.

UP TILT – MANLY FLEX!


Koala Kong flexes his arms upwards in a manly, angleable tilt. This is a simple defensive hitbox, being one of the very best anti-air moves around with the 9% and knockback in the direction you aimed the attack that KOs at 175%.

If you are holding a ground chunk, Koala Kong will hold up the ground chunk above him, or diagonally upwards to defend him completely from one of his sides if angled. Koala Kong can hold this position as long as he wants, and is able to move the ground chunk around by holding left and right. Pressing A here will cause Koala Kong to do a sudden arm thrust, pushing the ground chunk forwards a bit before pulling it back into place to re-enter the stance, dealing no stun or damage but knockback that kills at 80% to anyone standing on the platform. Koala Kong can exit this stance by pressing shield or down, the former having him place the platform underneath himself.

If you are standing on a ground chunk (And aren’t wielding one), Koala Kong will pick it up from underneath his feet before entering this stance. You can also grab platforms that aren’t ground chunks created by Koala Kong, either above or below them. As an added bonus, if it was a floating platform, it won’t be subject to gravity, and will float at the angle you put it no matter what.

This is one of Kong’s most useful moves – to give some examples, remember when I told you about throwing a ground chunk ahead of a boulder to affect where it’s going? Bring yourself along too courtesy of the dashing attack, then use your up tilt to ferry it along. Angle the utilt toward the boulder to give it a ramp to go up, then balance it carefully as it rolls along before letting it roll down the other side, letting it go over traps and what have you as well as boosting the momentum of the boulder if you do it right. This is also another threatening option off-stage, most notably for the move not refreshing the foe’s recovery via having no hitstun and the move being a solid and thus essentially un-dodgable hitbox.

DOWN TILT – SMACKDOWN!


Kong does a punch to the ground in front of himself for his quickest tilt, dealing 7%, but spiking off-stage foes as strongly as Rob’s dair. This is much like the ftilt, but where the ftilt is more for foes approaching over you, this hits to a more specific spot below Kong to hit foes recovering from below, giving Kong much needed versatility considering he can’t be picky with his position when he goes off-stage with a ground chunk.

Aside from that, the unarmed dtilt will bend surfaces that are no deeper than a Wario height, enabling him to do it to his own ground chunks. The pit created is only a Kirby deep, with slopes connecting it to the main terrain, meaning foes do not have to jump to pass over it. This has obvious terraforming uses for the boulders given you don’t actually destroy any terrain for this move, but the simplest use is that if a foe is hit by the underside of the surface as it bends down, they will get hit by the actual hitbox, and 1.5X as powerful at that!

If Kong is wielding a ground chunk, he will perform the ftilt with a ground chunk, but at a diagonally downward angle. This has all the same properties as that move, but lets Kong create ramps for boulders to go off of with ease, them getting launched up into the air as they go off the tops if they have enough momentum. This also pokes down at a generally more effective angle than the ftilt to spike foes, but is less powerful than the ftilt to compensate, only dealing 11% and a spike on par with Captain Falcon’s dair.

SMASHES


FORWARD SMASH – KONG SMASH!


Kong lets out a huge grin as he lifts his arms over his head before smashing them down to the ground in front of him. This deals 23-32% and pitfalls foes, of course functioning as yet another spike off-stage twice as powerful as Ganon’s dair, though too laggy to hit with. The uses of pitfalling a foe have already been made obvious, to say the least. . .

If Kong is wielding a ground chunk, he will smash the whole thing to the ground in front of him, making the entirety of the ground chunk’s bottom a hitbox. Given the sheer range you have, the solid nature of the ground chunk, and the advantageous positions you can make to use such a move from via terraforming, hitting with this move is quite practical regardless of the Dedede fsmash level lag. As if this wasn’t enough reward, foes won’t be pitfalled into the stage, they’ll specifically get pitfalled into the platform you’re holding – pitfalled upside down to the underside of it, no less.

It unfortunately is a bit too impractical to hit with on off-stage foes unless they just barely weren’t going to make it, as they can just jump on top of the ground chunk, that being perfectly safe. . .Assuming there aren’t boulders or TNT on the platform, anyway, preferably TNT with the countdown timer already started.

UP SMASH – KOALA UPPERCUT!


Kong does his best impression of Sagat as he lets out a grunt, jumping up a Ganondorf into the air as he does his uppercut, dealing 22-31% and knockback that KOs off the top at a unimpressive 160-100%. This is actually quite a fast move, though the hitbox that spawns in front of Kong doesn’t show up until Kong is already in the air, so this can’t hit foes on the ground in front of Kong, unlike most usmashes. Regardless, this move is good because Kong can move with his aerial DI while in the air. Also, while the move has a bit of ending lag, though this “landing” lag is negated if Kong ends this move in the air by some means. This functions well as a “shorthopped aerial” to hit at foes approaching over TNT and boulders, and functions good as hit and run as you try to poke foes with the edge of the hitbox before retreating, especially if you avoid the landing lag.

While this usmash provides plenty of versatility, the most playstyle relevant aspect of it is using the movement capabilities of it to move under the stage and hit a foe there, as this move has the capabilities of stage spiking. If the ground chunk you’re on is close enough and the foe is indeed under the stage, it’s the best “spike” in your arsenal, though a bit predictable since you obviously can’t perform it a second time, due to leaving your platform.

With a ground chunk, Kong throws it up into the air very forcefully, 2-6 Ganondorfs. The hitbox on this is complicated, as if you stand on the ground chunk during the charging you won’t be hurt by the initial hitbox at all. If you’re in the way of the ground chunk’s top as it flies upwards, though, you’ll take 13% as you get knocked into prone. Once the ground chunk reaches the peak of its’ ascent, anything standing on top of the ground chunk will be knocked upwards with a wind hitbox, going upwards an additional Kirby height into the air as it’s briefly suspended in mid-air for about half a second before slowly falling back to the ground. The ground chunk itself is also a massive hitbox as it falls, obviously, the bottom dealing 20% and spiking foes as powerfully as Ganon’s dair. If the foe is standing on solid ground under the ground chunk, they will get pitfalled into said ground instead of taking knockback. The ground chunk will fuse back into the ground it lands on in this attack rather than getting embedded into it.

This version of the move isn’t terribly useful for offense and never KOs, though used as a direct attack it can knock foes far into the air to give you set-up time. Sure, pitfalling them accomplishes the same thing, but doesn’t last nearly as long at low percentages when you actually want to accomplish set-up, and there are far more offensive things you can do to a pitfalled foe.

In any case, the main thing you should be interested in here is using the ground chunk as a trap when it comes down from a fully charged usmash, as it is a much more direct trap than TNT, given foes don’t have to attack it. Kong is offensive enough to pressure foes into the trap at the specific time it comes down, sure, but you can make things more ideal by placing a TNT crate on top of the ground chunk. This means that after the ground chunk comes down, the TNT will follow shortly thereafter, making the “hitbox” of the “trap” linger for a significantly longer period and giving you a more comfortable window of time to knock foes into said area. This is a bit too complicated to set up off-stage, but if for whatever reason you’re too incompetent to gimp foes like a man you can just set this “trap” up at the edge of the stage while waiting for them to come back.

DOWN SMASH – KONG KRUSH!


Koala Kong stomps downwards in front of himself mightily, dealing 33-50% and knockback that KOs at 80-50% to anybody stupid enough to get hit underneath his foot by another attack with lag on par with the bloody Warlock Punch. Given the lag, you’ll almost exclusively be using this move for the ranged hitbox – an upwards bump in the stage, something of a hill, will be made in front of Koala Kong in this attack, anywhere from Wario-Bowser’s width and Kirby-Ganondorf’s height. The “hill” will travel forwards 1.5-4 platforms based off charge, getting shorter as it goes. The hill travels around the stage like a Hothead, though is obviously far more effective at looping around stages like it’s intended to than said glitchy poorly programmed item. On contact, the hill will trip you and push you along with it in mass hits of 1% and tripping, dealing a total of 11-29% if all the hits connect.

This can push along boulders/TNT crates at the bottom slowly, though it’s far more interesting to spawn the hill directly under a fully charged one so that it slides down the hill for an immediate good boost of speed. This is good for pushing foes into TNT in general/TNT to foes, though it’s significantly more interesting if you’ve terraformed the stage significantly, such as if you’ve made an outright hole through the center of the stage, giving the hill less to loop around and thus keeping it around as a hitbox more.

This stops being scary and borders outright horrific if you use it on a ground chunk before grabbing said ground chunk, as this can overlap with absolutely all other attacks involving ground chunks. If a single ground chunk is –too- small, you can make the hill protrude even further out by embedding another ground chunk inside of it, as well as giving it more to loop around.

AERIALS


NEUTRAL AERIAL – STONE WALL!


Kong faces the camera and lifts one hand above his head and lowers the other to his lower legs, then claps his hands together. If somebody gets caught in the middle, they’ll take 12% -and- get grabbed to boot. Foes can escape with half grab-escape difficulty during this time, but if Kong lands on the ground the other half of the grab difficulty will be added on to the previous grab escape as Koala Kong enters his regular grab. This isn’t terribly useful for suicide KOs given it refreshes the foe’s recovery and they can escape so quickly, and Kong’s recovery from such a situation is pretty bleak. This move, can, however, land grabs on foes off-stage, as it’s doubtful they’ll be on your platform for very long to be grabbed there for obvious reasons. Aerial ground chunks are in general much more feasible for actually getting to Koala Kong’s main grab with this move, as having to fall less far to the ground lets you get to your throwing much quicker.

With a ground chunk in hand, Koala Kong goes to hold the ground chunk in front of him for as long as you hold A. Holding up/down here will have Koala Kong rotate around in mid air, enabling him to hold it out in front of him in any direction/angle. This has no hitbox, but has rather obvious properties, most obviously just holding the ground chunk above a poor recovering sap. To prevent this move from being completely and utterly broken, the ground chunk (And thus Kong) can be dealt knockback during this move, though it’s as heavy as Bowser at 40%. While this move may sound quite broken regardless, this move has absolutely abhorrent ending lag – if you use this as on-stage edge-guard, you won’t get far, and if you use it off-stage you can’t bring along a ground chunk to help you recover as you’ll just end up triggering landing lag there instead.

FORWARD AERIAL – AROUND THE WORLD!


Koala Kong lurches in front of himself for another grab, a fair bit quicker than his nair grab, but obviously not giving you the luscious 12% bonus. Upon successfully grabbing a foe, Koala Kong will spin them around behind with his arm outstretched, turning the way he’s facing as he releases the foe and sends them flying with horizontal knockback that KOs at 115%. Kong can slightly angle the way he tosses the foe behind him downwards or upwards, though this will further weaken the knockback with the less focused angle.

This deals no stun or damage, and foes can even attack Kong while they are grabbed. Kong is superarmored/anti-grab armored after he grabs someone until he throws them, though, meaning foes can’t escape the grab anyway, though Kong will almost inevitably take some damage from the foe for a trade-off. . .This can be a good thing, though, for two reasons. One, you can toss the foe into some TNT while they’re attacking to make them blow themselves up, and two you can throw the foe into the ground to make them trigger the landing lag of their aerial. The best part is you often won’t have to catch foes in the middle of a move with this fair to do all this, as the gut reaction for foes will be to get some “free damage” on you. This is actually a pretty good part of Kong’s on-stage game, as TNT, embedded earth pillars and what-not will make foes typically want to shorthop aerials at you a lot as they go across the awkward terrain, making them prime fodder for this as you catch them in the middle of an aerial without having to bother to bait them into it. Of course, it’s still useful away from/above the main stage thanks to mobile ground chunks.

With a ground chunk in hand/if you grab a ground chunk at the start of the move, Kong will spin that around before throwing it behind himself. It’s a very hasty throw, so it doesn’t go even as far as an uncharged Neutral Special. The key reason to use this move is as a defense – place the ground chunk in front of a foe doing an aerial attack in front of you to trigger their landing lag, then whoosh them away. Also note that there is a Bowser sized wind hitbox on top of the ground chunk as Kong whirls it around, pushing them away with horizontal knockback as strong as Game & Watch’s uair wind hitbox. The ground chunk is still thrown quite hastily and will catch up to them, though, the front side of it being a hitbox that deals a very nice 18% and knockback that KOs at 90%. If the landing lag of their aerial was at all bad, it should hopefully combo into this. If they have a decent falling speed, they may be able to fastfall out of the way, but if you throw them off-stage that makes it more difficult for them to recover obviously, and on-stage there may be traps waiting for them below.

BACK AERIAL – KONG KICK!


Kong turns to face the camera as he kicks out with both legs in a very quick and spammable bair which could easily be mistaken for one of Sakurai’s bairs. This deals 11% and knockback that KOs at 150%, and the low lag high range/power/generic brokeness make it quite similar to wall of pain moves like Dedede’s bair and Squirtle’s fair. While weaker than said moves, this particular wall of pain’s highlight is the beautiful range. There’s no unique properties to it beyond kicking off the side of solid objets propelling Kong 2 platforms in the opposite direction, but this is not a Roolian bair, I assure you.

Strangely, this wall of pain is not all that good for the purposes of actually gimping, as wall of pains require you to go just as far as the foe does before making it back to the stage, and Kong’s recovery is pretty bad without ground chunks. Yes, you could do this with a ground chunk off-stage to make it back, but wall of paining is one of the slowest methods of gimping around, so the chunk will probably be too low to recover back to the stage with – that horizontal 2 platforms you gain from using the bair on the ground chunk won’t come terribly in handy then.

There’s nothing preventing the move from being used like a standard issue wall of pain on the stage, though, giving this move the unique purpose in Kong’s arsenal of being a good way to get the foe off the stage at all to actually begin your beloved gimping. As an added bonus to further emphasize the usefulness of this move on the stage, this move has a shield push just as strong as when Kong kicks off a solid object, pushing them back 2 platforms. Admittedly, Fthrow also works for getting foes off-stage, but requires the foe to have a high percentage or you to have a good set-up, and the point of gimping is KOing the foe while their percentage is still low. Bthrow is quite potent, but is more situational.

UP AERIAL – SWING KING!


Koala Kong turns to face the camera and punches upwards with both fists in a flexing pose, his muscles bulging. It’s a fairly generic uair, not being nearly as spammable as the bair but having decent speed regardless, dealing 13% and knockback that KOs at 160%.

If you punch the top of a solid object, though, Kong will grab it and start swinging around it for as long as you hold A, assuming it’s no taller than a Wario height (AKA a ground chunk), able to move horizontally to either side of the object as he swings around it at Ganon’s walking speed. Kong’s swinging body is a hitbox that deals a nice 14% and knockback that KOs at 115%, and the fact it swings about so often means it’s quite easy to bob and weave, moving to the side as you swing under the object before moving back under the foe as you swing back above it. Upon releasing A, Kong will be flung in the direction his momentum would currently realistically carry him 3 platforms. This is higher than his first jump will take him, but going under the ground chunk and going through the lag of this move will give you a net loss in terms of recovery, as the ground chunk will be falling the whole time. While flying through the air, Kong is a hitbox just as powerful as when he’s swinging around, though the power of the hitbox slowly weakens to nothing as he flies through the air before eventually becoming nothing. After flying 1.5 platforms, though, Kong becomes free to attack of his own accord. This move is most useful in the context of when foes are actually –trying- to land on your platform to get back extra jumps, though if they were just trying to ignore you and go around this move will do little to help.

If you grab something with more depth than Wario, Froy and HR will be displeased to find that Kong doesn’t swing that way. Instead, Kong will grab onto and cling onto the object above him. Kong can move horizontally while clinging at Ganondorf’s dashing speed, and can cling for up to 2 seconds before forced to let go. Even if Kong unclings and reclings, though, he will not refresh the 2 seconds until his feet touch solid ground. If Kong moves to a portion of the stage that has small enough depth for him to swing around it, he will do so, going back into his clinging if you move back to the other area. This is a huge side benefit of making a slope for boulders to go down, as it means you can recover under the stage at the bottom of the slope if you make it steep enough. You can potentially recover from grabbing any portion under the stage at all by moving to said portion if you’re remotely close. While this is a predictable recovery in the same way portal recoveries are, it works great as a method of getting back to the stage when the foe is too busy going through a death animation of falling to their doom.

This is an entirely different aerial with ground chunks – Kong rips apart the ground chunk he’s holding in two, holding the ground chunks diagonally at his sides very briefly during the start-lag for some coverage, given they’re solid. He then proceeds to smash the two ground chunks above his head together, refusing the two smaller ground chunks into one ground chunk. The ground chunks are still horizontal throughout the whole move, making the actual hitbox smaller than you’d think, but the solid nature of the ground chunk will push foes remotely near the hitbox into it.

This consistently deals 15%, but the knockback varies. If you hit the foe’s upper body, they’ll take downwards knockback, and visa versa. The further up a foe’s body you hit them, the stronger the knockback they will take. As an example, if you shave off Ganondorf’s hair with this move, he’ll be dealt a spike 1.5x as strong as his own dair. The true reward of this move, though, relies in hitting the foe right in their midsection, resulting in them getting pitfalled in your ground chunk. Yes, off-stage, aerial pitfalling. Be very, very afraid.

Hitting the specific portion of the foe you want can prove difficult, especially on characters who are very short or tall. Alternatively to the regular uair, this move works best when foes are intentionally ignoring you and trying to go around you when you’re standing on an off-stage ground chunk. When they go to use their Up Special recovery back to the stage, jump up after them, when their momentum is most predictable, as they enter the end lag of it. Foes will typically be recovering much higher into the air than they need to if they intend to go over and past you, setting them up well for you to predict them, especially if their recovery puts them into helpless.

DOWN AERIAL – THE BOOT!


Koala Kong does more of a downward angled kick than a stomp, quite rare for a heavyweight. The move has some start-up as Kong winds up his leg behind him, nothing severe, but making it fairly unappealing as a gimper in comparison to grounded moves in tandem with the move's poor range. It’s quite a strong spike, though, coming in at 18% and powerful as Ganon’s dair, and gives you something to spike foes with even if you don’t have a ground chunk or you god forbid can’t get a foe to recover directly next to it.

If the landing lag of this move is triggered as Kong kicks forwards, he’ll kick forwards a good chunk of dust as large as Bowser a platform forward. This does does 8 hits of 1% and no flinching and pushes foes to the edge of it with a wind hitbox, functioning as a simple method to aid in gimping. This also works quite well at the edge of the stage, just make sure to not use it on the meat of the stage itself, as the move has horrible landing lag as Kong brings his foot up out of the ground. . .If you move forward while kicking, though, you can get the dust while bringing your leg up out of the ground by moving to get no ground underneath you.

GRAB-GAME


GRAB – KONG GRAB!


Koala Kong’s grab is equally as original as the name he came up for it – it’s a very standard Brawl grab, meaning bad range, good speed. You have a better ranged slower speed aerial grab in your nair if you need it, and if you and the foe are both off-stage on a ground chunk the bad range of this is less important, as foes will have limited space to run.

PUMMEL – RIP!


Without a ground chunk, Koala Kong goes to very laggily rip one out of the ground. Kong is superarmored during this process and will finish even if the foe escapes the grab, so even if the foe escapes this in the least is a way to get one in your hand without worrying about the foe interrupting. Kong cannot use this pummel if it would leave him standing on thin air, and will instead revert to his pummel if he already has a ground chunk.

In the other pummel, Kong just attempts to rip the foe in half as he stretches them, dealing 6% to them in another very laggy pummel. This pummel is typically only used off-stage when you just want to fall further down with the foe.

FORWARD THROW – STRIKE!


Koala Kong slides the foe forwards along the ground, them getting knocked into prone, dealing 2.5% per half second they slide along the ground and horizontal knockback that KOs at 120%. Foes are free to get up from prone immediately as they slide, though this will not stop the momentum from their horizontal knockback. Most notably, if they just button mash while trying to escape the grab, they might do a get-up attack and stupidly attack a TNT crate you slide them into, though the throw isn’t quite quick enough for this to happen regularly, the possibility of a slip-up exists.

The throw is much more potent with a ground chunk, as Kong will curl the foe up into a ball, dealing 11%, before curling the ground chunk around them to prevent them from being able to get out of the position he bent them into. He then rolls the foe forwards like a bowler, dealing a hit as strong as Mario’s fsmash. From here, the foe must escape the ground chunk at 1.5X grab difficulty, at which point the ground around them explodes and they’re free. Until then, though, they’re treated like a boulder, and cannot be grabbed or damaged. The one way to damage them is to knock the boulder into something solid, dealing damage to the foe inside based off their momentum when they collided against it. As an example, Mario fsmashing one of these “boulders” into a wall 2 platforms away would deal 8% to the foe inside.

BACK THROW – SUPLEX!


Koala Kong performs a suplex on the foe, bending over backwards while placing the foe behind himself, dealing 16% to them as they bounce off the ground behind him, taking diagonally upwards knockback behind Koala Kong that KOs at 155%.

If this is used up against an edge of some sort, Koala Kong will end up slamming the foe against the side of the stage/ground chunk, causing the part where they “bounce” and take knockback to be diagonally downwards instead of upwards as they go down into the abyss, essentially stage spiking them. Ground chunks are a bit too wide for being on one being a guaranteed way of landing the “sweetspot” of the throw, but if you’re standing anywhere but the middle it will typically work. Aside from being yet –another- way of gimping off-stage foes, this is the best way to get the foe off-stage to start up said gimping attempt, assuming you’re in position for it. While being at the edge may seem a bit specific, if you open up a full hole in the stage you’re also opening up more good places to use this throw.

UP THROW – SPRING!


Koala Kong lifts the foe up above his head, holding their upper torso up there with one hand while he grabs their bottom torso with one hand. During this part of the animation, you can angle the throw diagonally to the left or right, it otherwise going straight up. Kong then forcefully pulls their lower half away from their top half, causing significant pain for the foe as he stretches them out, then just lets go with both of his hands at once as the foe snaps back into place and takes their knockback, with appropriate cartoony sound effects. This does 12% and knockback that KOs at 135% straight upwards, KOing significantly later if angled at 180%. If the foe comes into contact with a solid object while in the hitstun of this move, most probably a wall unless you’re playing on the bottom of Temple/Spear Pillar, they will get pitfalled upside down in it and take an extra 8%. If the stage is significantly terraformed to have a lower portion/a large wall scaled up, this can be useful, but this is your best throw on an off-stage foe you’ve given up on trying to gimp – just throw them back up to the stage and pitfall them. Alternatively, if the spacing/the foe’s damage percentage is just right, you can throw the foe significantly under the stage with an angled throw and pitfall them under it, leading to KOs in many cases or at least another gimping attempt.

If you have a ground chunk, Koala Kong will place the ground chunk on the ground in front of him, place the foe in the middle of the chunk before bashing them over the head for brief stun and 5%, then he’ll stomp down on the side of the ground chunk to cause it to flip into the air, spinning rapidly. This deals another 7% and upwards and knockback that KOs at 155% to the foe. The ground chunk goes up 4 Ganondorfs over this move, comboing into itself at low percentages as it goes up higher than the foe takes their knockback. Being hit does another hit just as powerful in the direction the ground chunk hit them with another 7%, with the angle obviously varying based off the foe’s damage, weight, and fall speed. If foes want to alter the angle, they can fast fall.

With Koala Kong’s uair, he can actually jump to catch up and latch onto the ground chunk on the way up. This combos into the swinging hitbox at very low percentages, but at higher ones foes can potentially knock Kong out of the move first, though in that case they’ll probably be hit by the ground chunk instead. Just dodging will do little to help them, given the solid nature of said ground chunk. In any case, if Kong predicts the foe is going to avoid him or the foe is at too high of percentages for the swinging/ground chunk to combo, he can fling himself specifically upwards at the soonest chance before following up with his choice of fair, bair, and dair on the ground chunk, or just another uair. Fair counters foes who attempt to knock Kong out of the move if he predicts it, as they trigger the landing lag of their aerial. Bair or just using the uair straight up serve as methods to hit the foe while attempting to recover, the uair being more damaging to the foe but the bair being safer and less difficult to mis-angle. Needless to say, this is Koala Kong’s very best recovery, but it requires him to grab the foe, and unless the foe is at a specific percentage to be knocked at an angle back towards the abyss it will also help them to recover.

If a foe is pitfalled on the ground chunk you’re using for this throw, and they have a high enough percentage to stay pitfalled the entire time the ground chunk is in the air and falls back to the ground, you’ll find that the ground chunk always lands at the exact angle it was initially. Foes pitfalled to the underside of the platform thanks to fsmash will get repitfalled to the stage under the ground chunk in this scenario, taking 15% in the process.

DOWN THROW – KONG KLOBBER!


For his regular dthrow, Kong throws the foe to the ground for 5% before jumping and stomping down on top of the foe for an additional 10%, pitfalling them into the stage. This is the only reliable way to pitfall foes from the grab-game, and the most consistent way of pitfalling the foe in the set.

With a ground chunk, Kong throws the foe to the ground normally for 5% again before ripping out a second ground chunk from the stage. He then proceeds to smash the foe into the middle of the two ground chunks, causing nothing but their head to stick out of the top as they get pitfalled and the two ground chunks combine into a single gigantic one. This pitfall is twice as difficult to escape as a regular one, and the foe is also dealt another 13% from this. Given how much ground this covers, it’s also quite easy to smash a TNT crate into the middle of the ground chunk as well, giving foes 3 seconds to escape before they get blown up. This also has the potential to catch multiple foes in it given the sheer size of the hitbox, and Kong is superarmored during this throw to boot.

If you attempt to pick up the giant ground chunk, Koala Kong will just rip out half of it. If a foe/TNT was pitfalled inside of it, they’ll specifically be dragged into the portion that you ripped out, though foes will enter a regular pitfalled state instead of the upgraded one from this throw. If you manage to pitfall two foes with this move, they will be separated enough that it will be obvious which side you have to pick up to grab that specific foe. With 3 foes, the third foe will be in the middle and will automatically be pitfalled in whichever half you rip out.

FINAL SMASH – KONG FIST!


Koala Kong smashes his fists into the ground, causing them to be embedded in giant earthy gauntlets when he brings them out, then smashes his fists together in front of him, causing the gauntlets to shatter as the target foe takes 70% and knockback that KOs at 30%. The hitbox is quite large due to the exaggerated size of the gauntlets, a bit bigger than even Bowser. This is a laggy final smash since it’s an insta KO, but if the final smash is used in the air Kong won’t bother getting the gauntlets, making the final smash much faster, but only dealing 30% and knockback that KOs at 70%.

PLAYSTYLE SUMMARY


Koala Kong has the capability to rip apart the stage completely and utterly if you want to for whatever reason, but the only spammable trap he has he himself is also vulnerable to, so even if the foe is somehow hopelessly incompetent enough to give you all the set-up you want playing a generic “endless set-up” terraformer is a rather stupid idea. You really shouldn’t need to spend any time directly setting up at all, at least for terraforming, as you should be taking out ground chunks out of the stage on a regular enough basis to go to your “alternate moveset” that the stage should terraform itself, assuming you are even remotely strategic with where you pick up the ground chunks.

As far as getting foes off the stage, playing Koala Kong like an ordinary Brawl character works fairly well in that regard, spam the bair if you’re particularly insistent on it, and use bthrow on the foe if your back is to the ledge. If specifically bringing the foe to an edge is a bit too obtrusive to fighting the foe as a Brawl character, you just have to aim to pitfall the foe with an fsmash, uair, or dthrow, and from there you can just pick up their ground chunk and throw them off-stage. Of course, the more damage the foe has the more reliable this will be, though even at low percentages they typically won’t escape the ground chunk so long as they weren’t pitfalled smack dab in the middle of the stage.

Kong has more ways to do this, of course, and even this isn’t particularly complicated – just bring out the boulder and use that to push foes away. While the boulder won’t really ram foes that powerfully without any slopes to go down early in the match, you can essentially use the combination of the boulder and yourself as an impassable wall, constantly hitting the foe forwards and batting the foe down whenever they try to jump over it, doing stuff like the usmash uppercut to go over the boulder before retreating back behind it, or catching them from underneath with a ground chunk fair to foil their attack and trigger landing lag. If you’re too incompetent to meet them in the air yourself, you can just bounce up the boulder briefly with the jab. Should the foe try to hit the boulder back instead of attacking you directly, they will probably not hit it towards you that terribly hard given you will already have it rolling towards them, making it possible to hoist up a ground chunk with utilt and make a slope for it to slide back down at the foe even faster than before.

Of course, later on in your game with the stage already terraformed, you can continue with the boulders for increased effect, as the slopes in the stage mean that if you’re behind the boulder while it goes downwards the contest is rather rigged in your favor in terms of knocking the boulder back and forth. Aside from this, with some actual set-up on the stage, a TNT crate or two should be present, which you can try to back foes into. Even if it’s just getting them to trigger the countdown, this can be extraordinarily useful as it causes foes to flee the area voluntarily, and if you’re doing a remotely competent job of stonewalling the opposite side of the TNT can predictably herd the foe away. If they try to approach you anyway, you can try to send them into the TNT itself as it detonates. Aside from this, later on in the match you can potentially have entirely new “edges” opened up to knock foes into, making this job much easier and further pronouncing your bthrow. Getting foes into KO range of TNT and such is nice, but really, the stage cracking opens gives you more avenues of KOing the foe at 0% with your gimping, and is generally the thing you’ll be progressing more towards, aside from just directly killing the foe. More-so than killing the foe, damage is more beneficial just for keeping foes pitfalled longer and knocking them off-stage just a bit farther with standard attacks. You’re generally doing it wrong if you get the foe to have enough damage fthrow is an easy way to knock them off-stage, though it’s not necessarily bad if you find yourself having enough time to pull off a dsmash to drag them away.

While this is generally a bad idea early on, once you’ve already killed the foe, are at high percentages, and the stage is already a mess, Kong can lure foes to the edge via camping. Foes having to avoid boulders rolled down at them in addition to delicately approaching over TNT makes hurling ground chunks mindlessly at the foe a somewhat competent endeavor to bait foes to you, and your utilt/nair provide you with enough defense to deal with most camping counter-measures. It’s still a bit awkward to expect such laggy camping to work in actively damaging the foe, especially with limited ammo, but the point is only to make the foe approach to an edge so you can get them off to gimp them, most probably with bthrow. Moreso than the actual camping itself, what will make characters in MYM Brawl approach you is the fact that you’re destroying the stage itself and leaving the foe little area to stand on at all, and most characters require a good chunk of stage for most of their own set-ups. In addition, when Kong’s at a killable percentage, shambled stage or not, he becomes an especially huge beast in his gimping game, as he can either use nair for a standard issue suicide KO or just spam the bair wall of pain without care for his ability to get back to the stage – both of these suicide KO methods don’t even require Kong to bring a ground chunk off-stage with him!

Note that if the stage is a walk-off without bottom blast zones or just has minimal stage in general (Hanenbrow), Kong can just skip to this phase immediately, as his good first jump will typically enable him to transition across a tiny stage quite well anyway. Where other terraforming characters get worse, Kong only gets better. Running out of stage completely generally isn’t an issue, as Kong can just keep hammering the foe over and over with the same ground chunk. The only real time when Kong will outright lose ground chunks in such a scenario is when he goes “off-stage” with them via his dashing attack. If things somehow get too bad, Kong can fill up some of the holes with his mine-cart anyway.

We’ve been talking about the many methods of getting foes off-stage since that’s been significantly less touched upon in the playstyle. How to actually gimp them should be quite obvious. Granted, Kong’s gimping isn’t that good if he just jumps off-stage without a care in the world, and the dashing attack is probably his single most important attack, though it’s not like he can’t gimp otherwise, grabbing foes with fair with his back to the blast zone and throwing them back, spiking them with dair, or blocking them off with nair.

Either way, your versatility increases expotentially when off-stage with a ground chunk, as almost your whole moveset functions as a plethora of ways to gimp them. To break it down, once off the stage with the foe on a ground chunk, foes will either be trying to approach past you, over you, or landing on your ground chunk to refresh their recovery on their way before going back to the stage. The last two typically overlap with your response, as you try to kill them before they get there with your dtilt/ftilt or perhaps even your fsmash. If they land there, the most obvious thing to do is to go for your grab then a throw based off the situation, though if you specifically want to go for a throw you can always use nair to bring them down onto the platform. In any case, if you predict they’re going to come, you can set up a trap for them with TNT before just leaving the platform, or you can just swing around the platform en mass with uair. As far as TNT, more-so than just having it on the platform, it’s most beneficial if it’s embedded inside the platform, forcing foes to land on it to land on a certain part of it, before it ultimately blows up said platform along with them. Foes approaching over you can be met with uair with accurate prediction, or just simply thrown back off-stage with a fair, giving you significantly more lee-way.

One option you have in your gimping, particularly good on foes approaching past you rather than over you, is to let them past before sending a casual bair their way to knock them –under- the stage, sending them further than they intended. From there, you can go after them with usmash to spike them against the top of the stage, while you use your second jump in tandem with uair to climb over to a portion of the stage terraformed low enough for you to swing to the top, since you’ll obviously have abandoned your off-stage ground chunk at this point. If the usmash missed, you’ll probably have a chance to aim a single dair or bair at them before hopping back up to the stage, and given your much quicker method of getting back up you can meet them at the edge before further pressuring them with ftilt and dtilt.

Speaking of gimping foes via the edge, what is perhaps the single best purpose of your ground chunk usmash is to set up a trap in the future for the edge, by fully charging a usmash with a TNT crate on top of the chunk. If you knock the foe off-stage in such a scenario, they have to approach through that utter hell even if they –do- make it back. While this may sound like a bad strategy because you can’t help gimp the foe personally, since you’ll be vulnerable to the falling TNT, you actually can! You don’t have to approach through the TNT, as you can make an alternate route back to the stage by swinging up past it from below with uair.

2V2/3V1



Before we even begin to talk about Kong’s boss mode, we have to go over his absolutely fantastic doubles partner, N. Brio, one of my most critically acclaimed movesets which you can read HERE if you missed out on it in MYM 9 or just could use a refresher. In any case, the strategy should be quite obvious once you simply see how they interact. . .
  • Slime obviously functions completely normally when it’s on one of Koala Kong’s ground chunks, which really says a lot already in and of itself, as moves like utilt becomes ways to stick foes to ground chunks with ease, while you can pick up and throw the ground foes are stuck to in an identical manner to how you do it to pitfalled foes.
  • Boulders will keep rolling along when stuck on slime so long as they have momentum that makes them move at least at Mario’s dashing speed, before being sprung back in the opposite direction to where they’re “stuck”, a hitbox as powerful as if they were going at Captain Falcon’s dashing speed, making boulders capable of hitting foes who casually dodge them.
  • Kong can unstick himself from slime by just burying the slimy ground with dirt from up special mine carts.
  • Kong’s dashing attack will take him an absolutely massive distance away from where he’s rooted before he gets pulled back to suffer his ending lag far, far away from the foe, assuming he leapt out to attack them.
  • Ftilt and fthrow knocking foes into prone is obviously far more relevant here, when it will get them stuck worse in Brio’s goop.
  • Fsmash is obviously far more potent when foes can’t just jump on top of the ground chunk you’re slamming down, if it’s covered with slime.
  • Usmash, along with just throwing a ground chunk regularly with neutral B, will cause Kong to get dragged with the ground if he’s stuck to it via slime. This is notable as it gives Kong an absolutely fantastic recovery off-stage, especially in the case of a fully charged usmash if Kong already has a ground chunk off-stage.
  • The dsmash shockwave can push foes further than where they’re stuck to on slime as far as you want because the ground will block them from getting pulled back. This can even push foes under the stage! They will still snap back regardless of how far away they’re pulled, and this is telegraphed enough to be able to hit them with an incredibly powerful attack as they come back the same way you would on a character with a portal recovery. As far as what to use. . .How’s about the dsmash again, but fully charged, with the insta KOing melee hitbox?
  • The amount of slime Brio is allowed to have on the stage does not decrease if Kong destroys portions of the stage, enabling Brio to 100% cover the stage in slime if he so desires.
  • Brio treats both Kong’s ground chunks and his TNT crates as pillars he can create with his monster form, meaning he can grab them and throw them, among many other things you can see within Brio’s moveset under the Down A. The only restrictions are obviously using damaging moves on TNT crates, as those will just detonate them in Brio’s face.
  • Brio’s dsmash is significantly more relevant here as he cuts holes through ground chunks to either leak slime through, or to just make holes for Kong to poke at foes through with other ground chunks via his ftilt and dtilt.
  • While incredibly obvious, Brio also has a gimping game he can use to aid along Kong, him especially good at getting the foes that approach over Kong that Kong would have to work harder to get. In addition, just going off-stage to gimp a foe 2 on 1 leaves the other foe with very little to do, even without disabling them in any fashion. Disrupting gimping attempts is quite awkward, to say the least.
  • Brio can supply the actual steady stream of projectiles Kong needs to properly camp aside from just wrecking the stage, enabling him to skip to that phase where he systematically destroys the stage if the duo wants. Both Brio and Kong’s main ways of attack also double as set-up, making them compliment each other’s playstyles even more considering how efficient both of them are.
  • Brio’s monster form can be used more liberally, as Kong can defend Brio fine during the ending lag or just casually throw a ground chunk with him on it off-stage to get him away from foes and let him easily recover with his fantastic Up B.
Now, the 3v1 boss mode is applied when you pick either Brio or Koala Kong and set them up against 3 other characters, as the character you didn’t pick will show up behind the main one, the secondary character doing an evil laugh. When the match starts, the other character will spawn next to you as a level 9 Cpu ally, with you able to swap control between the two characters by double tapping Neutral B. Still, regardless of Brio and Kong being a fantastic 2v2 team that makes the MYM 8 2v2 sets cry, it’s a bit much to assume that they can take 3 foes all on their own, so they get even further compensation.

If A + B is tapped at the same time, regardless of who’s being controlled, Brio will take out a miniature version of the Evolvo Ray and fire it at Koala Kong. Brio cannot attack (Outside of using his jetpack Up B, since he can do all attacks during it anyway) while channeling the Evolvo Ray, and any attack will knock him out of it. While Koala Kong is “ubercharged”, he is about roughly 1.5x as big and even more muscular, with his clothing getting ripped but not entirely torn off. This is a lagless process for Koala Kong and will not interrupt anything he’s doing, whether he’s gaining or losing the buff. Pressing A + B again or any other Brio button will cause him to stop channeling the beam, and the AI will never initiate it by itself. When it –does- initiate it, it will actively avoid foes if it has the Up Special in use, and will otherwise just evade foes. The beam can go through solid objects, but if a foe blocks it they will become giant for as long as the beam is connected to them. This makes the best place for Brio to be above Kong, unless Kong can manage to get foes to all be on the opposite side of him as Brio, quite possible with all the slime about. Brio cannot activate the Evolvo ray while in monster form, but it’s very quick to cancel, and if he gets swarmed by foes he can go to monster form as a failsafe.

Here’s the change log for “evolved” Kong.
  • Immune to grabs, takes 33% less hitstun
  • 1.35X power buff
  • Doubled weight
  • 1.5X increased first jump height
  • Ground chunks evolved Kong rips out are 1.5x as big. If Kong loses the buff while holding one of these, he can still use it, but the start lag of his attacks involving them will be increased by 1.3X.
  • Jab’s earthshaking range is increased to 1.5 platforms in front of Kong.
  • Dsmash has Kong face the screen rather than forward, and creates two shockwaves which go in opposite directions out from Kong.
  • The regular fsmash without a ground chunk will result in Kong spiking foes through the stage, them spawning under it after a brief animation before getting spiked as powerfully as Ganon’s dair.
  • Dust from the dair now causes foes to flinch.
  • With the extra ground/Kong packing the ground around the foe more tightly, fthrow is almost impossible to escape by traditional means, at 5x grab escape difficulty. However, other foes can save the trapped one early, as the “boulder” the foe is contained within has 50 HP which will get quickly diminished if the boulder is batted back and forth between you and the other foes.
  • The regular dthrow without a ground chunk is now entirely changed. It causes Kong to rip out a ground chunk like in the other dthrow, before slamming the singular ground chunk over the foe’s head, dealing 18% to them and causing them to get embedded in the ground chunk rather than pitfalled. This causes the ground chunk to be stuck to them in what can best be described as an “earth skirt” around their waists/midsections. The ground chunk is very large, and causes the falling speed of foes to be increased by 4 units on the 10 point falling speed scale, while also decreasing their movement speed by 3 units, Jigglypuff’s dashing speed at minimum. The falling speed increase aids in gimping/preventing them from jumping over Brio and the dashing speed decrease preventing foes from reaching Brio as easily. Regardless, the ground chunk around foes is still solid and will often get in the way of their attacks, nevermind making it easy to slide boulders/TNT into their stupid faces. To destroy the earth skirt, it must be dealt 60 damage.
  • Uthrow is not actually changed, but is great for multitasking even without the evolved form, as you swing around the ground chunk to hit the foe you threw a second time before launching yourself towards another foe.


MATCH-UPS



KOALA KONG VS. VORINCLEX! – 65/35, KONG’S FAVOR


Vorinclex’s terraforming benefits Kong, while the inverse is not particularly true, as Vorinclex just wants to make mountains more than anything, random holes scattered about the stage not particularly benefitting him. Most notably in this match-up, Vorinclex has a poor recovery despite his gargantuan weight, leading to Kong’s gimping based playstyle being naturally effective. However, Kong’s bit with gimping foes under the stage is useless, as Vorinclex can cling onto the bottom of the stage and go through it just like he can, even without set-up. If in his frenzy state, he can attempt to rampage past Koala Kong on the ground chunk to get to the stage underside, though if he hasn’t activated it it’s doubtful he’ll be able to before Kong gimps him.

On the actual stage, Vorinclex has a significantly better on-stage game than Kong with his frenzied dashing state, and Kong’s fairly large status and bad crouch means he can’t just casually duck under most of his attacks, sans fsmash anyway. Vorinclex also can get past the boulders just fine thanks to his superarmor in the early game. While he’ll get knocked back, the distance he does will be miniscule thanks to his intense weight. Granted, charging through TNT will be more awkward, and Vorinclex is quite slow to stop while dashing with his back dashing attack. Of course, Vorinclex has a slew of earthshaking attacks, far more-so than Kong, to set off the timers, so he can attempt to use them to his own advantage, but with Vorinclex having to keep dashing to keep the advantage he otherwise has things are more awkward. Kong can also destroy Vorinclex’s mountains with this TNT, making things more awkward for Vorinclex.

Vorinclex’s best bet is ultimately to try to camp from under the stage, as Kong is easily inferior to him in that department. Kong can’t stay under for long at all, and even then his attacks from it are incredibly limited. Kong has very little response to a Vorinclex who does this, as far as going to meet him in direct combat. However, Kong can just destroy enough stage to make Vorinclex run out of stage to hide under, or at least making the platform thin enough he can easily threaten to blow him up with TNT if he attacks from under certain portions of the stage. If the stage gets –really- thin, Kong can even punish Vorinclex’s attacks with his dtilt, otherwise only being able to directly attack him at all with his jab. Either way, this is yet another losing situation for Vorinclex, as Vorinclex is far more vulnerable to being gimped with minimal stage and not enough room to properly dash around on to abuse superarmor.

KOALA KONG VS. CAPTAIN GINYU! – 45/55, GINYU’S FAVOR


Ginyu has a chance to win this match-up very quickly, but it –has- to be very quickly. You see, if Ginyu can spike Kong through the stage early on, it’s largely an insta KO on Kong with very little effort required. However, if Kong is given enough time to terraform a portion of the stage low enough that he can use his uair to come back up through it, Ginyu’s rather screwed. A Kong player who knows the match-up will be going out of their way to attain safety through this, as Kong is actually quite good fodder for Ginyu to juggle. Nair/fair are both too short of range/defensive for Ginyu to be baited into them, while Kong surprisingly lacks the standard HMA stall then fall to easily get out of Ginyu’s levitation field as he brings him up into the air before spiking him back down. Kong’s Up Special recovery does the vertical part before the horizontal part, whereas to recover from under the stage he would largely need it to be the opposite, leaving him utterly wrecked if he does not pave the way for a uair recovery.

Ginyu’s levitation field can levitate up objects aside from characters, meaning if Kong carries around a ground chunk he can throw it downwards while in a levitation field before the levitation field catches it and gives him something to stand on. Throwing it downwards isn’t the most lagless thing in the world, though, so Kong’s probably better off just knocking Ginyu out of the levitation field with a bair. . .If Ginyu catches Kong facing him, though, Kong won’t have access to that bair as he loses his ability to turn around.

So how do things go if Kong –does- manage to terraform the stage enough for uair recovery? Quite difficult for both characters. Ginyu of course has the standard float to maneuver his way around a Koala Kong bound to a ground chunk, yes, but it’s not just that. Ginyu’s Up Special recovery is something more of a realistic glide as he goes downwards before going up in a “U” shape, enabling him to get around Kong far more easily, given Kong can’t really afford to go too low if he wants to make it back to the stage. On the other hand, Ginyu has to gimp Kong without relying on spiking him through the stage, though he can just attempt to use the bottom of the stage in such a way that Kong can’t recover though it, such as be spiking him against it or suffocating him against it with his own uair. Kong should stay away from being under the stage if he’s remotely intelligent, and both him and Ginyu will have to be very careful in picking their chances. It’s a close match-up here at this point, if slightly in favor of Kong. If Ginyu feels too disadvantaged, he’ll be shocked to learn that he is entirely incapable of landing the body swap here as if Kong has a ground chunk on him as he can block it without even trying.

KOALA KONG VS. BEASTMAN.EXE! – 55/45, KONG’S FAVOR


Beastman has a decent offensive game as he pressures Kong into his claws for combos, and Kong’s fairly comboable among the heavyweights, ultimately having the upper hand on the stage. However, if Beastman invests a claw on-stage, he won’t have one to make use of off the stage. You can technically use up both of them, but then Beastman’s recovery is quite embarrassing, not nearly up to par for the match-up. Why do you want one off-stage? Quite simply, having one off-stage enables you to attack Kong without getting all that close to him, meaning you won’t risk him gimping you, while you go on past. Regardless, going up close is quite useful, given Beastman has a very good wall jump he can use to kick off of Kong’s platform. If Beastman uses this one to get back, he can throw out his other arm once back to the stage as he continues fighting Kong there if he’s feeling cocky, leading to a fairly good win if nothing goes wrong. . .But if things go wrong, oh hell will they ever go wrong.

You’d think you could just use one claw and direct it to and back off-stage. . .Which is fine if you want to bring it on-stage, as you have all sorts of time there, but off-stage time is rather frantic and you won’t have much if any access to your tilts, your most basic way of moving about the claws, only getting to use it if you go on Kong’s ground chunk. In addition, there’s nothing preventing Kong from using Beastman’s claw against him, given it’s a solid platform. Hell, while it’s risky, Kong can potentially not even bring a ground chunk off-stage and immediately pursue the foe, just using the claw to use his grounded attacks to gimp Beastman, or even swinging about the claw with uair. Sure, Beastman can have the claw attack to knock off Kong, but Kong will inevitably have a ground chunk as well, so all he’ll be using it for most probably is as a conveinient stepping stone back to the stage, enabling him to be much more liberal with his gimping with stuff like bair.

KOALA KONG VS. THE FLYING DUTCHMAN! – 40/60, DUTCHMAN’S FAVOR


Kong is incredibly difficult to bring into the fly, given how well ground chunks do at blocking off the Dutchman’s ranged spacers like his ftilt and fsmash. The Dutchman’s only reliable way to bring him in is to use his grab to throw Kong’s soul into the fly, giving him no choice but to go there. This requires the Dutchman to enter melee combat with Kong, though, one of the few things the Dutchman isn’t particularly competent at, and giving Kong the chance to bring the Dutchman to the edge. On the other hand, Kong will find it almost impossible to gimp the Dutchman when his recovery is so quick, goes so far, is superarmored, AND brings up an obnoxious wall that Kong has to go around to recover, the Dutchman more likely to turn this around on Kong than anything. Kong will probably be wanting to KO the Dutchman through TNT or some other KO move by actually racking the Dutchman’s damage. Yes, while the Dutchman will take a while to get Kong in the fly, but probably not –THAT- long. The Dutchman can even fight back in this phase more directly if he wants by actually making use of his fire trap manipulation, though getting them in the fly is still the ideal way to go.

The good news is that because Kong has to voluntarily go into the fly after having his soul stolen, he will always be able to bring a ground chunk along with him into the fly. If Kong wants to stand on the thing, though, he’ll have to be throwing it around and DIing to it very carefully, making him very predictable and vulnerable to the Dutchman given Kong’s path will be made obvious, and without said ground chunk Kong won’t have access to his projectile blocking ground chunk nair. No, Kong’s generally going to be holding onto his ground chunk very tightly.

The Dutchman again can’t use his spacers on Kong much due to him just blocking them with his ground chunk nair, and Kong’s ground chunk fair can also catch a fleeing Dutchman, much less a Dutchman trying to use an aerial against Kong. The main way to actually kill the Dutchman here is through that god forsaken bair, as the Dutchman should be at a high enough percentage with his humble 5/10 weight for the bair spam to kill him. This is made much more scary by the fact Kong doesn’t have to worry about dying from gravity while wall of paining the Dutchman inside the fly, obviously. . .Or rather this would work, but there are only top/bottom blast zones in the fly, meaning the bair can’t actually kill unless the slightly diagonal knockback does the Dutchman in or the scrolling stage from Kong wall of paining the Dutchman so long. Granted, if both characters somehow survive the fly’s duration, the Dutchman will probably be at obscene percentages if he fell victim to that and easily killed by just about anything.

Dutchman will be playing quite cowardly inside the fly, contrary from how he usually plays. The main thing he wants to do is block off Kong from reaching him and be nigh invulnerable with his broken recovery/solid smoke trail Up Special, and potentially lock Kong in to an area where he gets scrolled off as Kong chases him about. The Dutchman can also stand on the smoke trail before using a wind hitbox in his dsmash to push Kong away, something Kong’s usually reliable nair can’t answer. If the Dutchman is elusive enough here, he can probably bait Kong into being more liberal with using his grounded moves, giving him more of a fighting chance. If Kong is too stubborn and is just waiting to get out of the Fly, Dutchman can start pressuring Kong with his fire-trap if Kong’s being more defensive, Kong getting enough control over it with his usmash that just nair by itself won’t be a solid enough response, Kong having to reach the Dutchman.

Of course, if things are a bit too even inside the fly for your tastes, you can just try to gimp Kong on the main stage, which can sometimes prove more successful as the Dutchman baits Kong to him by playing campy, seeing the Dutchman doesn’t terribly care about the stage being destroyed when he can make his own solid ground and has a broken recovery. Also keep in mind that things are only disadvantageous for the Dutchman in the fly if Kong brought a ground chunk – he’s home free if Kong enters it empty handed.

KOALA KONG VS. FUKA! – 60/40, KONG’S FAVOR


Fuka’s baseballs are rather incompetent against Kong’s solid barriers he’s constantly carrying around with him, which invalidates a rather key element of her playstyle, given it requires a bit too much work to get the baseballs going to do it on demand when Kong doesn’t have a ground chunk on him. Fuka’s more deadly projectile weapon is the prinnies, as their explosion radius is wide enough to hit Kong even if he does just put his ground chunk in front of him. . .And they’re far, far more powerful anyway. The way Fuka generates her prinny minions is also quite beneficial, as doing so while recovering and sending the prinny downwards enables her to either hit Kong directly, or cause an explosion later on on Kong’s platform as she passes it, meaning Kong generally has to head back to the stage too whenever she uses her recovery. Kong can still gimp her, but he has to do it before she gets close enough to his platform to do that.

Fuka largely needs to go to the item world to do much back to Koala Kong. There, she’ll largely be trying to get away from him by burrowing through the randomly placed blocks and what-not, to try to gain experience by killing Prinnies. She won’t be able to do it for terribly long, though, since the ground will move back to where it originally was after Fuka moves it away. With the randomly splattered stage, Kong’s first jump also makes him very good at transversing the stage, his dashing attack and Up Special also enabling him to get most anywhere unless Fuka specifically hits him with a horde of the poor cannon fodder Prinnies. As Kong chases Fuka around, he can also outright destroy portions of the stage as he goes, limiting the places Fuka can run to, and there’s little enough stage here generally it’s a very practical strategy. If Kong destroys enough stage, it’ll be like he’s permantely in his gimping phase, as he has a single “ground chunk” that doesn’t fall down and Fuka has nowhere to come but to him.

While that’s all very good, Kong is also pretty bad at vertical recovery if Fuka so much as pokes him away, and she’ll probably get at least a slight power buff regardless of how well Kong chases her. Once he’s knocked off, she can raise up the portion of the stage Kong’s trying to get to before dropping yet another Prinny on him, meaning the brokenness of the gimping goes both ways here. Still, it’s even at best inside the item world, and she has to work to get there from the disadvantageous regular stage.

KOALA KONG VS. JIN GITAXIAS! – 45/55, JIN’S FAVOR


Kong is fairly sizable and heavy, making him decent combo food for a character like Jin. When Jin applies mutations to his already huge frame, he suffers as well, though. Kong obviously doesn’t combo outside of the bair, which is admittedly a very easy way to knock Jin off-stage in this match-up given how vulnerable he is to it. Jin will most likely be wanting to use his Down Special to shoot liquid out of his body to prevent this if it proves too much of a nuisance. . .But with Kong’s ground chunks, he can easily use long range melee moves to exploit Jin’s extra hitstun he takes without actually getting into range of being hit by this liquid. Most notably, the ground chunk fsmash is a real problem for Jin when he’s so damn wide, and his shield doesn’t even help him in the matter. Jin also struggles to get away from TNT traps when his radius is so large, meaning you barely even have to do anything to keep him in place to be hit. Jin will be resistant to getting knocked off-stage, but he is very easy to damage rick to high enough percentages where fthrowing him from any location on the stage is good enough to get him off. Jin also loathes Kong’s generic grab –the short range doesn’t matter when you have no resistance to grabs and are such a bloody huge target.

As far as Jin’s damage racking, yes, of course once it does finally get started it goes pretty bad, and Kong really doesn’t like being juggled, assuming Jin is intelligent enough to juggle him from the front so he doesn’t have access to bair. With a ground chunk, fair can interrupt Jin decently, but Kong will still be taking plenty of damage during it anyway. If Jin has Kong grabbed with his fsmash tether link tentacle, Kong can’t even use this to his advantage to send Jin into TNT, as Kong will be dragged into the blast. This is quite notable, as Kong really doesn’t want to give Jin any KO moves considering that’s the main problem Jin has in this match-up – actually KOing Kong. To actually get these mutations on Kong, it’s recommended to rely more on the trap version of the Neutral Special than the projectile version, where he splatters the contents onto the floor. While you’d think he wouldn’t be stupid enough to walk into it, it’s hard for him not to when he’s constantly trying to push you across the stage to gimp you. Yeah, he can spam the bair to go over it, but Jin already has a response to that by shooting liquid out of his body via Down B.

Jin is very, very weak off-stage. His method of recovery has no hitbox on it, and it’s not even that good of a recovery anyway. Jin’s aerials are generally all quite laggy, and Jin’s huge frame makes him pathetically easy to spike into the abyss. Jin’s best failsafe for this is to keep around his fantastic dsmash vials on hand to throw at Kong to stun him to enable him to make it back to the stage safely, though you really need two to be reckless enough to guarantee a hit. It’s obviously possible with one, but risky. Of course, not using the dsmash vials on Kong during combos may seem terrible, but you only really need to use them in the middle of combos, not to start them, and considering you can’t really know when you’re going to get a good combo going it’s a good thing to try to get the vials on hand in advance anyway. It’s a close match-up, and while Jin lacks remotely notable KO moves, he can damage rack Kong enough to KO him given his “Non-gimping” recovery is pretty bad.

KOALA KONG VS. JARVIS! – 65/35, KONG’S FAVOR


Jarvis is very vulnerable to being gimped if you knock him off-stage outside his jar, given his recovery only goes half as far as the regular teleport and his aerials aren’t anything to write home about outside of the playstyle context they have. Jarvis isn’t stupid, though, and his entire game is meant for keep-away with invisibility and teleporting between jars. Kong won’t be able to really catch Jarvis to knock him off unless he destroys the jars in a very systematic fashion. Kong’s slow movement speed is actually quite relevant here as he has to go across the stage this way and that, to the point that Kong will regularly be using his ground chunk dash attack on-stage just to move about it faster to get to Jarvis.

Jarvis’ projectile spam doesn’t work well on a Koala Kong patiently/slowly approaching, yes, but one who uses the dashing attack to get to him quicker will generally be vulnerable to it, as his ground chunk will be used up in an obvious position that Jarvis can fire around. In addition, Jarvis’ jars serve as projectiles that won’t simply vanish on contact with Kong’s ground chunk, and Kong can’t just sit with a ground chunk in front of him forever. Indeed, Jarvis can damage rack Kong up quite well, and upon bringing Kong off-stage in a jar during an instance he doesn’t have a ground chunk, Kong can quite easily be gimped from an on-stage Jarvis. Jarvis has to be cautious using other jars to gimp Kong, making sure they’re too high for Kong to jump onto, but it’s a fairly safe precaution.

On the other hand, Kong is heavy and will require extensive damage racking, and it’s quite difficult to get Kong to land on an open jar to trap him in one when his first jump is so incredible, enabling him to easily approach over the jars. If Kong gets inside a jar while tiny so initiate a “fly”, Kong can also quite easily escape thanks to just having to jump up a bunch of platforms, again thanks to his great first jump. More than anything, though, Kong can simply not play Jarvis’ game and try to destroy enough of the stage that Jarvis has no room to play hide and seek. Kong can even double destroying Jarvis’ jars and the stage at the same time by picking up ground chunks with jars on them before throwing both of them off-stage. Jarvis has to be quite aggressive in his camping, and will potentially have to teleport into jars Kong is picking up in such a way to knock him out of his own attack. On the plus side for Jarvis, doing this actually does give him a nice perch to attack Kong with melee range camping as Kong politely holds Jarvis up, actually preventing him from doing this that well at all given lifting up a ground chunk is somewhat laggy. Still, Kong can just attempt to destroy the stage to leave Jarvis largely helpless, and the main thing that makes the match-up so disadvantageous is just that if Kong succeeds in this once, he can easily wipe out Jarvis on his other stocks, given how little he’ll be able to resist even with a fresh percentage, what with nowhere to run.

KOALA KONG VS. BEEZWAX! – 35/65, BEEZWAX’S FAVOR


Yes, Beezwax has a terrible recovery, but the problem is getting a character with a weight of 15, almost impervious to grabs, AND immune to being pitfalled off the stage. While you’d think Beezwax would be a good match-up for Kong due to Kong’s ability to block projectiles, one specific move Beezwax has enables him to hit through Kong’s ground chunk and hit him –HARD-. The move I’m talking about is the up smash, which homes in on Koala Kong’s horizontal position before raining down on him. If Kong holds the ground chunk up above his head, the ground chunk will bend downwards awkwardly and Kong will get hit by the attack, suffering all of the effects of it. The sheer power of this move when it does hit will often lead into other moves in typical bullet hell fashion, especially considering how long the usmash projectile lingers up in the air before coming down, during which time Beezwax can spam more projectiles to coincide with the main one. Even without this, spamming enough homing missiles will cause Kong to inevitably get caught off guard eventually. Since the homing missiles don’t take a direct path and thus linger around, Kong having to go out of his way to make them crash against something rather than them doing so automatically.

It’s a pretty bleak match-up trying to force Beezwax to the edge, so Kong’s strategy here will largely be to create a gap in the stage for Beezwax to die in. Yes, you can just try to destroy all the stage, as Beezwax’s terrible recovery will finally bite him when he’s so easy to knock off the stage, but there’s a better strategy that doesn’t take nearly as long. It involves making use of your dtilt with a ground chunk to create ramps for Beezwax to go off of, then making holes in the ground for Beezwax to launch himself into when he drives off the ramp. To achieve this set-up, you can place ftilt ground chunk walls in front of Beezwax to buy set-up time, which Beezwax either has to awkwardly use his recovery to get over or slowly gun down with his machine gun jab or something. Beezwax can even help you out with the set-up with that usmash of his, as if it misses you it will destroy some of the stage for you.

Beezwax can potentially get enough speed when he goes over the ramp to go to a different position than into the specific pit you make, though. Of course you’re going to have to pressure him a fair bit to get him to drive into a ditch. While you’d think a campy character like Beezwax wouldn’t have much reason to move around, you have to keep in mind he is vulnerable to most of his own projectiles, and with how many of his most useful projectiles home in on foes, Beezwax has to keep his foes away from him less they home in on him as well, given his much larger hurtbox. Even with all of this, Beezwax can use his bees to chase off Koala Kong fairly well, as by using this strategy at all Kong is admitting he can’t knock Beezwax off the stage traditionally. There is –some- good news, though, in that if you KO Beezwax in this fashion your set-up will still be there for you to attempt the KO a second time. It’s not so much that the set-up takes long as it is being away from Beezwax means you’ll be taking a lot of damage, and this may give you a chance to expand the pit further to make it easier to knock Beezwax into.

Boss MUs to come.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
PERRY THE PLATYPUS

As soon as Perry is summoned, the music in the background fades out and is replaced by his theme song. He immediately leaps towards the nearest foe with a flying kick - dealing 17% damage and good knockback right off the bat. After this, he leaps away and runs about the stage, attacking with lighter kicks, dealing 7% each - but knockback here is good. Like his comrade, Agent S, Perry can be knocked around - though has the weight of Mario at 20%, making him far more durable. He will occasionally throw out a generic counter that has him slam attackers into the ground for 13% to defend himself. If a foe keeps running away from his kicks, Perry will pull out a grappling gun and pull them to himself - it being a tether with infinite range that puts them in prone in front of himself, though he's intelligent enough to avoid pulling recovering foes back to the stage. Perry lasts for 50 seconds, until he is knocked away, or until he is dealt 50% damage, in which case he hastily retreats into the background, shedding his hat and acting as though he were a normal platypus - chattering before disappearing.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="Koala Kong"]The premise of Koala Kong having a more competent version of Doomsday's stage chunk battering got me pretty excited, being a new and surprisingly fresh take on terraforming - it's also one of your more complex sets to date comparable to the likes of a Smady set (it does dab on unnecessarily at certain points like with the aerials that reference future throws), though the idea of messing with stage chunks to such depths had to come to light sooner or later. One of the most fascinating parts of the set for me was the very idea of riding off stage chunk via Dash Attack and not being invalidated when you have a good jump to get back on-stage, though sometimes I wonder if he moves too quickly to be able to pull off most the stuff you say he can. And despite the set's complex exterior there are points where it makes itself more obvious and inviting thanks to you doing a pretty good job at explaining the bits and pieces. Very good set that comes together with strong perks of originality which I very much appreciate from you.[/collapse]
 

The Warrior of Many Faces

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

The way you implemented the stage terraforming here reminds me of Doomsday, only far more streamlined. Instead of just saying a generic “this much damage in that direction” like I did, you actually gave each ground chunk move differences from the regular moves as well as playstyle purpose. Unfortunately, this does mean that this set was a bit harder to read than usual; not quite at Kat’s usual level, but getting there.

The playstyle is actually fairly strategic for a dumb brute character: instead of just plain hitting people, much is made of gimping people or tearing up the stage to inconvenience the foe. This doesn’t quite add up to the brutish nature of the character, but it is quite a good playstyle. The Dash Attack helps you with the gimping, as does the terraforming, which can eventually strip away enough of the stage to make gimping a lot easier. Alternatively,
you can just bash people while they’re onstage, terraforming to make your boulders more powerful. All aided by the TNT, which helps you keep control of everything.

I’d say the strength of this moveset is its playstyle, which is fairly compelling. I just wish it had been a little easier to read.
 

Midnight Mourning

Smash Rookie
Joined
Sep 6, 2012
Messages
3
Heyo, Make your Move 13! I've been thinking about participating in the competition and had a few questions:
1. Are there criteria for the length or detail level of a movelist?
2. Are there restrictions on characters? Could I pick a character already in Brawl? Recent discussion suggests multiple sets for the same character is okay so I guess you guys are pretty lenient. Can't hurt to ask though.
3. Are there restrictions on when I can post a movelist?
4. Why does everyone seem to leave out attacks from the ledge or while grounded?
5. Why is there a leadership? What do they do? (just curious lol)

That's all I got. Probably easy to find answers to, but I tend to overlook the obvious. :embarrass: Thanks for any help you can offer:coolmonke:
 
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