Kholdstare
Nightmare Weaver
- Joined
- Oct 10, 2008
- Messages
- 1,441
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Ah, got it.@Warrior: A "Spacy Up B" refers to Fox/Falco/Wolf's Up B in how they pause, and have 360* of angle-ability before launching.
...This was a bit depressing. Seriously. Why did you make this?The Warrior of Many Feces said:Meet
2/7 Discord
[URL="https://docs.google.com/file/d/0B0QlNHUrQ7VsQlFKSVpHOU0wNnc/edit"]
The Two-Sevenths Draconequeus Pegasus[/URL]
Player: The Warrior Of Many Faces
2/7 Discord is a character from some pony DND game or some like that. She, much like Blonic the Hedgehog, is a completely original character. She is made of two-sevenths of Discord's essence. Despite having some small bits of an actually decent character, the rest is still a My Immortal-level tragedy, not surprising coming from this terrible fandom.
Her stats are identical to every other goddamn pony set. I dunno, go read one of those instead of this.
Down B: 2/7 Discord concentrates with all her might, with a small chance of relieving herself in the process (which causes slip and slide goop to pour from her.) If this is held for more than 2 seconds, the other 5 parts of Discord begin spawning above her, with one popping up roughly every second. These act as generic throwing items that must be resummoned if they are thrown offstage. If 2/7 Discord holds a Discord part for 3 seconds without it being knocked away/thrown, she will absorb the part and become 3/7 Discord. (4/7 Discord, 5/7 Discord, etc.) If she absorbs all the parts, she will become 7/7 Discord - and thus become Discord. By becoming Discord, 2/7 Discord has become a much better character and will now fight using Discord's moveset for the rest of the match. If you're KOed, you must reabsorb all 5 parts again.
Neutral B: 2/7 Discord takes out a badger corpse and OH DEAR GOD WHAT IS SHE DOING WITH IT. This...uh...heals her 5% per second. Given how quick this is to start and stop, you can use this original move to bait foes away from Discord parts, as well as heal yourself to prevent yourself from being KOed with your generic terrible pony weight. That poor badger. When you finish this, a badger corpse is dropped that can be tossed like an item.
Side B: 2/7 Discord's MSPainted-on rear tattoo comes flying off of her, thanks to the mad art skills present in the design. This automatically homes in on the foe and as long as it's near them, they are dealt 3% per second from seeing what a terrible drawing it is. This also deals flinching. Original projectile strategy to harass foes while you get parts? Original projectile strategy to harass foes while you get parts.
Up B: guys my original char has le wings! that means they will have le original Pit recovery! xDDDDDDDDDDDDD
Grab: 2/7 Discord has a completely original psychic grab, which will extend range if used long enough. If a foe is holding an item like one of your parts, you will take it from them when you use this. If you grab the foe, you hold them in front of you with this, letting you use your poorly-colored hooves to attack them.
Pummel: 2/7 Discord constricts the foe using her Ponykinesis - a completely original ability I came up with myself. Deals 4%.
Forward Throw: In a completely original manner benefiting this original character, 2/7 Discord will become an HMA moveset and stomp on the foe, before sliding them forward while they're proned, after which they must use get-up attacks. Sadly, 2/7 will turn back to her terrible OC self after this move. You can use this to force foes to move twice as fast on your fecal slip and slide.
Up Throw: lol 2/7 Discord le restricts them with le psychic magic and deals le damage per second I am so original and this has not been done with a psychic moveset xD
Back Throw: 2/7 Discord transforms into FA - whining about how much he hates his movesets and how he's going to delete them all, though this is somehow still less emo than normal. The foe dashes the other way. Generic spacer.
This takes on new meaning when you realize FA deleted his moveset.
Down Throw: 2/7 Discord, much like she occasionally does to herself, slits the foe's wrists. This deals 13% passive damage (GET IT I'M SO ORIGINAL) to them over the next 13 seconds. They can shield this to relieve the damage, but it depletes shields rather than damaging the foe. This can be stacked, because 2/7 Discord is my original character and is thus more powerful than anyone else xD
Forward Smash: 2/7 Discord uses her completely original pony ability - the 2/7 Discordbuck. No this is not stolen from anyone, deals 6-12% damage. You can use this while holding items, as they are held in your mouth, allowing you to attack with parts.
Up Smash: 2/7 Discord performs CHAOS BLAST (<Derpy's Lightning>) because my original character shall have an original gesture taken from another pony. This deals 7-15% and covers 2/7 Discord with lightning, making her a hitbox to those on contact - as well as infinitely above her, obviously an original move and notconnectedtoPikachuatall whatareyoutalkingabout. Use this to defend yourself from foes trying to keep you from becoming a better character.
Down Smash: 2/7 Discord makes a giant mound of the same slip and slide substance seen in the down special. This increases in size with charge. You can hide in this and absorb parts, which is a completely original move used by no other characters in MYM. 2/7 Discord will not slip and slide inside this, but the foes will, because she is a completely original character who is better than you xD.
Neutral A: 2/7 Discord's generic Sue powers come in handy as a pink orb appears over the foe, instantly dealing knockback to them depending on how much damage they have - but no actual damage. So you're going to deal heavier amounts of knockback if they have more damage, but almost none if they have none. They can shield this, but it's not really worth it if you pummel them.
Dashing Attack: 2/7 Discord farts. This is poison gas that lingers on stage and deals 4% per second to anyone inside. lol a trap on dash attack am i up to MYM's standards now?
Forward Tilt: 2/7 Discord's eyes fire lasers - one of them, anyway, because one is bigger than the other and that is a worthy character trait that deserves to be mentioned in her bio. The laser deals 7% and can be spammed, giving you a projectile to spam the foe's with. These do not deal knockback, however.
Up Tilt: 2/7 Discord slits her own wrists, acting like the down special just hit her. If this overlaps with the foe, they are dealt the damage instead of her - encouragement for them not to be next to her.
Down Tilt: 2/7 Discord uses her magical Sue powers to make anything in front of her look like a mound of the slip and slide goop. This deals 9% damage and good knockback to foes. You can make badgers/parts look like goop but still have the same effects, as well as any items/traps onstage. mindgames i am so original xDDDD
Neutral Aerial: 2/7 Discord makes a cloud appear that is a platform and omg platform creation maybe stand on this while you make yourself into a better character?
Forward Aerial: 2/7 Fredcord pins in a gleeful manner in the direction you picked, doing so for .50 seconds. The spinning here deals 3 rapid hits of 6% to anyone hit by it.
As 2/7 Fredcord is spinning, he is technically changing the place he is looking extremely fast. This can seriously mess with the foe if they have lost all their fear points, causing them to begin moving away from 2/7 Fred and stopping at various times.
Back Aerial: 2/7 Discord kicks behind herself, spacing them -AND- her. OMG GUYS YES THIS ORIGINAL INPUT WILL MAKE THIS MYM13 WINNER FOR SURE.
Up Aerial: 2/7 Discord grabs upwards, clinging to walls and people. lol I am so original xD. YOU CAN DRAG DOWN FOES WITH THIS OMG I AM A GENIUS
Down Aerial: 2/7 Discord enters a stall and fall - if the foe comes in contact with her during this, she will throw them upwards, knowing what a better character they are than she is and feeling they deserve to be saved. If she is facing a terrible OC, she will grab them and drag them down with her in a generic grab hitbox.
Final Smash: Finally, with the power of the Smash Ball, 2/7 Discord can let her true Sue power shine! With this...2/7 Discord points a gun at her head, the screen blacks out, and it goes instantly to the results screen? With the foe winning...?
Playstyle Summary: Remember when I said you will become Discord's moveset? Hint: Discord doesn't have a moveset. As soon as you get all 7 parts, you leave the match. You're suicidal, you know what a terrible character you are and you just want to end it all - the foe is trying to prevent you from killing yourself. You need to stop them from doing so - just make sure you can get all 7 parts. Take them from the foe if they're trying to throw them away, space yourself so you can keep yourself from being KOed. If the foe lets the match draw out and it ends in sudden death - just use your jab to immediately kill them as revenge for not letting you take your own life, then use your down aerial offstage to say goodbye to the cruel world... And if Discord does get a moveset? Well, at least your depression will be cured - you'll be an actually decent character.
Okey-dokey-lokey, then! :DIt's an affectionate parody. We have no animosity towards you
Come to the MYM chat and we can hang out and share lols and stuff
http://xat.com/xat179351694
Have a token repost.Klaus Des AdlerhorstKlaus Des Adlerhorst is a Werewolf Griffon from a Pony Tabletop Roleplaying game. That picture looks nothing like what he probably actually does, but hell I'm not gonna be bothered to try and find a better one. Anyway, he is a wandering skyknight who lost most of his family when a mysterious group killed them and stole some "artefact" from him. Also not seen in the picture is the armor he wears and the longsword he uses.
Stats
Aerial Movement- 10
Ground Movement- 7
Traction- 6
Size- 5
Fall Speed- 3
Weight- 2
Note he also has 6 jumps. Not much else to say here, fairly basic aerially inclined character.
Specials
Neutral Special
Klaue's eye glints as he disappears from view for 3/4 a second, before reappearing exactly where the foe is and slashing them for 17% and knockback that KOs at 80%. This move, while laggy to start, actually isn't too bad on the end lag, allowing him to potentially recover from a failed hit.
Side Special
Klaue's eye glints again as he tosses his sword at the foe. Given he's got eagle eyes, he knows exactly where to aim for the foe, so this attack will target them regardless of where they are. The sword deals 11% and stabs through the foe on contact, stunning them, and travels at Ganondorf's dash speed. If you use another sword attack during this time, Klaue will pull another sword out of hammerspace because why not.
Up Special
8 seconds of free flight, recharges when you land on the ground for a second.
Down Special
Klaue transforms into his more groundbound werewolf form over the course of a second. The werewolf has a different moveset which we will get too in a bit.
Aerials
Neutral Aerial
Klaue swings his sword in a series of wild stabs about him, dealing multiple hits of 3% that add up to 12% most of the time. Last hit deals very high knockback that does not scale all that fast.
Forward Aerial
Klaue screeches, sending a soundwave forwards that deals 10% and travels at a fairly slow speed. It footstools foes on contact and can be angled, but is fairly slow.
Back Aerial
Klaue seems to hop backwards in mid air. Use this to get out of the way of the opponents attacks, as you CLEARLY do not have air dodges for this purpose already.
Up Aerial
Klaue holds his sword above him, blocking any attacks coming from above. You can follow up by pressing Up Aerial again to perform a nice little upwards stab for 11% and high upwards knockback. Both hits are reasonably quick.
Down Aerial
Klaue divebombs downwards holding his sword below him, impaling foes on the way down with him. They must escape with grab difficulty, and this deals 14%. Perfect for suicide KOs, because if I was a Werewolf Griffon I'd hate myself too, or transitions to Werewolf form.
Aerial Smashes
Aerial Side Smash
Klaue swings his sword in a similar manner to Ike's Forward Smash, except this time it spikes. Deals 22%-30% and spikes stronger than Ganondorf's Dair.
Up Aerial Smash
Klaue appears to prepare to perform his Side Special... and then pecks upwards. This is fairly quick and deals 5%, and also serves as generic mindgames.
Down Aerial Smash
Klaue remembers his deceased family members and sheds a single tear. If this tear hits an opponent, it makes them sad and as is completely logical unable to dodge. This attack is fairly laggy as well as depressing.
Ground Game
YOU'RE A GRIFFON YOU SHOULD BE IN THE AIR
Wolf Form
Fall Speed- 10
Ground Movement- 8
Traction- 8
Size- 5
Aerial Movement- 2
Weight- 2
Unfortunately, your weight still sucks in wolf form, otherwise your stats are more suited to the ground now. As is probably good, as you can't even really BE on the ground as a Griffon, given you don't have actual attacks.
SpecialsNeutral Special
Klaue howls and summons another werewolf. Because they are pack animals and such. The werewolf has the exact same moveset as Froy Gatstaf Howler, with a 10% chance you get FA Gatstaf Howler instead. Both versions have 25 stamina.
After 10 seconds however, these werewolves will return to their original form. As it turns out, they were werewolf BOULDERS, and become boulders identical to the one's seen in Yukon Cornelius.
Side Special
Klaue takes out the sword from his gryphon form, now wielding it like a beam sword item. You can give this to your werewolf allies by tossing it to them.
Up Special
Klaue performs Fox's recovery, fire and all. Because screw it, Gryphons and Werewolfs are MAGICAL animals. They can set themselves on fire.
Down Special
Over the course of a second, Klaue turns back into a Gryphon. This move was kind of necessary, honestly.
StandardsJabl
Klaue performs a standard 3 hit combo of slices with his claws, dealing 3%, 2%, then 5%. The last hit has decent knockback.
Dash Attack
Klaue performs a standard slow down and slash dash attack, dealing 12% and knockback that KOs at 150%. If there is a boulder in Klaue's way, he will instead grab it and dribble it like a basketball while continuing to dash, dealing 7% and pitfalling each time he bounces it against the stage.
Forward Tilt
Klaue growls at opponents in front of him, causing them to flee in terror at their dash speed for 1 second. This is fairly slow. He has multiple abilities relating to intimidation. IT'S JUSTIFIED
Up Tilt
Klaue will jump upwards and bite at the foe's heels, dealing 10% and upwards knockback that KOs at 175%. Fairly fast move.
Down Tilt
Klaue growls and pounces forwards, knocking any opponent he lands on to the floor in prone and dealing 12%. It also calls all the other werewolfs over to the fallen foe.
Grab GameKlaue lets out an intimidating howl, making opponents attacks deal 4% less for the next 5 seconds. Has 10 second recharge. Hey, if Kaptain K. Rool did this and got Top 20, we're headed for Top 10 boys.
SmashesForward Smash
Klaue performs Wolf's Forward Smash, but if there are any nearby wolves they will perform it with him, all of them ending up at the same spot. Multliply the damage and knockback by the amount of wolves that hit the foe.
Up Smash
Klaue grabs the nearest foe and throws them into the air for 8%. He can also grab and throw werewolves and boulders with this, and this is fairly fast.
Down Smash
Klaue takes out a D20, because he's from pony DND after all, and throws it forwards. This has an effect based on the number rolled.
1: Klaue takes 40% and ridiculous upwards knockback that KOs at 25%.
2: Klaue heals 2%.
3: Both Klaue and the opponent are forced to taunt. Let your werewolves do the rest of the work.
4: 4 sheep spawn. They have 10 stamina, and Klaue can eat their corpses to heal 5%.
5: Klaue's werewolves ally themselves with the foe until you roll another 5.
6: The nearest BOULDER turns into Yukon Cornelius, who is not allied to anyone.
7: Klaue's attacks deal 1.5x knockback for the next 10 seconds. During those 10 seconds you cannot turn back into a gryphon
8: Klaue's gets an actual grab game which is an exact copy of Froy Gatstaf's.
9: Klaue's fur grows to ridiculous proportions, making him appear to be a giant fluffball the size of Giga Bowser. Foes in the fluff are slowed to half movement speed.
10: Klaue counts to 10 on his hands, during this time foes can attack him.
11: Klaue now automatically dodges the next 3 attacks the foe performs.
12: Klaue's nearest werewolf now instead transforms into 12 boulders upon returning to it's actual form.
13: The nearest opponent takes 13% and knockback that KOs at 130%.
14: Klaue is teleported to the top of the screen.
15: Klaue and the foe both explode with the force of a Bomb-omb blast and take that much damage and knockback.
16: Klaue's movement speed is doubled for the remainder of the stock.
17: Klaue performs his Final Smash. If the foe dies, they respawn with the Smash Ball.
18: All boulders turn into werewolves, including boulders that were never werewolves to begin with. Have fun Koala Kong.
19: Klaue takes 19%
20: Klaue grows wings and gains access to his aerials and aerial smashes from Gryphon form for the remainder of the stock.
Aerials
IF YOU WANT TO BE IN THE AIR TURN INTO A GRIFFON
Final SmashKlaue takes out his sword and looks at it for a second, remembering his dead family. He then decides kills himself out of despair, taking away a stock from him. Before he respawns though, the werewolves are given 4 seconds to kill the foe, making this a viable suicide KO. Especially because of the foe sees him kill himself, they'll start crying and be completely disable them for 4 seconds. They don't even break out of stun when they take knockback.
Fair enough, right? None of these ponies have any real development to them, and Grinding Gears IS a robot, after all, but… oh, whoops. A quick look at the character sheet reveals this interesting tidbit…Grinding Gears realizes he’s a robot and will never be a real pony and cries. He cries lakes of oil on either side of him, the oil reaching out one SBU to either side of him as long as he holds this. As the oil comes out to his sides, it deals 10 hits of 1% and flinching. Yes, it’s the Neutral B again, but better. Does this character deserve anything less?
Ouch, that kind of throws it into a bit more context. What’s he doing crying? Sure, it’s something that Grinding Gears may normally do unprompted, but in response to discovering he’s a robot? Oh, heck no. Again, Big Mac, I doubt you really cared all that much about the character, but this is the sort of thing you can pick up from a quick skim of the source material.Violent Existential Rampage
If a robot ever discovers that it is, in fact, a robot, it snaps and goes on a destructive rampage.
You're driving at the lack of her big summons like Ifrit or Volt. I know you are, and I'm sure you know exactly why allowing her to summon on command would be so wrong for her, particularly in tandem with using Corrine (Which will never leave the moveset, so don't even suggest it). Even by end-game she never uses them unless pushed beyond her limits, or if there is no alternative at all.SmashDaddy said:I've already mentioned Sheena. This set starts off okay...
...Yes, I know that it would be difficult to choose what to give her, I don't accept that excuse. In the game you make these choices, why not elect to make the same ones when creating her moveset?
Unintuitive? If I could beat MYM over the head with such a word until they learned what it actually was, I would.The set should be labelled 'Clunky Assassin' in respect of the majority of moves that are shockingly unintuitive and then persist in giving absolutely no value to the playstyle. You had already lost my patience at the jab attack and it seldom improves from there.
At least MasterWarlord was kind enough to give pointed examples of WHY he considered the moveset non-functioning, which I will take under serious review before making alterations to the set.SmashDaddy said:Is Yoshika aimed at 'us?' If I go by this set's logic, my group foams at the mouth if you mention a 'grab.' Surely then, a set comprised entirely of grabs has us in stitches... no, no, no. This is not playable, this is throwing out stunning hitboxes and abusing super armour to avoid karmatic punishment. What was it you always said about Warlord, round pegs into square holes? This is a concept that could never work and you don't offer anything that triggers the usual transformation when these impossible sets are attempted.
Well this is pretty presumptuous. Sakuya was a joint in probably the purest sense (i.e. we actually worked together and discussed everything, over a very prolonged period of time). You have this massive preconception that the Specials were Emerge's work and that I made the Regular attacks. We both worked together to make all of the attacks, and I'm utterly proud of all of Emerge's hard work and fine ideas, particularly those of the regular attacks.SmashDaddy said:Sakuya's organisation is what I would expect, the set itself, well... I like the base. Merge clearly made a big effort to create a suave, sophisticated foundation for a neo-rushdown set in the vein of contemporary sets, namely Larxene or Negi. You throw out these fancy effects and it's fun in a purile way, though this is Smash Bros. and thus that is hardly a criticism. Slow time, speed it up, throw knives around inside a decaying clock for a token few seconds. What happens next is that Junahu takes the unrestricted, imaginative promise of the set inside his bunker and beats it to death with an in-smash crowbar. I'm not againt an in-smash approach. For reference I like Negi and I like sets that Warlord doesn't this contest, Cold Enchanter for example, as I enjoy a consistent and unique playstyle, forgiving the bland aspects of such sets as the bread holding together a delicious sandwich. Sakuya goes from overly-creative in the specials to overly-generic after the standards, redundancy in mounds as she sets up slightly angled knives or performs Brawl moves that I can only assume were Junahu's attempt to not crash the engine.
Retract that accusation. We did NOT make this moveset linearly, we know how the moves work with one another. We didn't dwell on them in the write-up post-specials because we had a little faith that the reader would be able to use their imagination. To quote Merge directly; "I'm sure you guys are competent enough to look beyond these play style write ups and play it out as your own character."I won't mention the duplicates or teleporting because it's not like you remember them either an input section later.
We were both very cooperative and unified in our execution of Sakuya, don't assume otherwise.It perhaps highlights the problem with this joint moveset. Merge wants to go in one direction, Junahu another. One summary says 0-death combos are improbable, the other touts 'possible infinities.' In the mess, there are salvageable ideas, it's just so hilariously terrified of itself post-specials and as a result never achieves anything remarkable.
She eats the spirits in her battle, because that was the only way to show her appetite for spirits in-game. I'm no literalist. I don't look at her eating spirit bullets she conjured herself and say "yeah, better put that in the moveset ad-verbatim".Generic Zombie
... For a character whose stated power is eating anything,VorinclexYoshika does very little of any actual eating. And in a set where you use the spirits that pop up in Yoshika's battle...you completely ignore that Yoshika uses them by eating them to heal, which is the entire unique gimmick of her boss fight! Laaame.
She still gets KOs by landing "Attacks" which have "hitboxes", just like absolutely everyone in a fighting game. She still has projectiles, and a mechanic that alters the way players will want to deal with her. She has options and strategies open to her. Just because every hitbox leads into a situation where she can choose between 4 throws or a pummel, does not instantly disqualify all those inputs as being JUST grabs.As for the rest, it's a boring set which takes the idea of brainless gameplay and goes too far to make it brainless only by removing other options of playing, rather than putting effort in to make a set which is both brainless to play and not just 19 grabs.
The SoldierPosted up Soldier, go give it a read. There will be extras soon too!
On Pharoah Man, looking at other comments, truly I feel completely worthless in my redundant commentary. I like the minions, don't like the specials particularly, the playstyle is woven well and doesn't stand out from the crowd. Everything that goes with those statements from other commenters also goes, so lets pick out specific opinions I have. For one, it was great to read an Agidius set of this kind again after a painfully long absence, there's a charm to your writing that I've missed.
Well, thank ya.
It goes hand-in-hand with your images and love of throwing together other sets in a big photoshopped image that usually doesn't make sense [Strong Bad doesn't have his minions - is this what you call commentary?].
Not particularly. I was actually in a conversation with someone - well, I'm sure you can guess who - while writing the bulk of the set, and asked for a suggestion for a recent set to use. Bam, Strong Bad.
It shares the faults I always found in your old sets, though, in the lack of focus on what is truly interesting.
Care to elaborate?
It's almost as if you are dead set on a group of specials and refuse to change them when something else crops up that's obviously a great replacement, presumably out of sheer stubbornness, or the way you make sets.
Admittedly, I do have a strange set of priorities for how I assign specials, particularly for these Robot Master sets. For me, it's incredibly important that a few key moves in the arsenal are represented - any variation on the attacks a given RM uses in the fight, and Mega Man's version of the weapon. Some of these can be assigned to smashes to be represented, if need be, but what really sticks about about "Special" inputs is that they can be used in the air and on the ground both. And really, that's the deciding factor for me. With the exception of Down Special, perhaps, I want Specials to have a use both in the air and on the ground.
I remember a huge flowchart of moves you created for Hornet Man, that is not a good way to make sets as it focuses on creating interactions out of what you already have, rather than thinking more laterally.
Yes, which is why in MYM 8 I created my last set using that particular method, and made a parody of it. You may remember Empoleon.
Anyway, off of the back of that spiel, I will say I enjoyed the set to an extent, if only because it had a smooth writing style. Beyond that, it shows off that you haven't forgotten how sets work and functions optimally in Brawl, but it's not going to win any awards for characterisation when the minions are sectioned off and it's already burning away it's in-smash appeal on the basis of these interactions anyway.
Sorry, I'm going to need a translation for this last part in-chat I assume, but I'll do my best to interpret it as it's written. The minions are intentionally downplayed, yes, which is what I have to assume the first part means here. As I emphasized several times throughout, it would be a grave error to assume Pharaoh Man has any faith in his minions to do anything useful. He can use them as kamikaze projectiles pretty well (one thing I didn't mention in the set was using Neutral A on them before a Neutral Air/DSmash to launch them at a bit of a better angle) and doesn't particularly care if he incinerates them after they grab an opponent - their job is done, better than he ever could have expected from them. It is an honor to die by his hand. And I'm not sure where you're getting that he's "burning away his in-smash appeal" via his minions. The FTilt, sure, where he takes direct control - or, well, psychically orders his minion to emulate his every move, really. Apart from that, there's really nothing here that Dedede himself couldn't do. A different summoning method, sure, and the ability to support them far better than the Penguin king via buffs which also serve as ways to attack the enemy. But yes, I'll probably need a more accurate translation.
I recommend and have to guess that if you do continue to be active, you'll take the advice heading you in the direction of the former, especially when everyone who would not like that is dead or doesn't read sets. Look at me, I'm making irrelevant comments again.
The... former? You've said like four directions to take a moveset here. Either way, I think I have a pretty good idea on where I'm going, MYM-wise.
Next up is Heavy. This set is straightforward but it's obvious as it was in Scout that it was quite rushed and there's a huge amount of redundancy, not least when multiple moves are spent charging, firing and building up power in the minigun.
Yup, he sure does like to shoot that gun.
On top of a list of consumables in one special, the set doesn't put together a decent proposal for how to implement Heavy.
Heavy is, first and foremost, area control. Where you decide the area that needs to be controlled IS, however, be it a choke point, the flag "room," or as-of-yet unoccupied enemy territory is a decision for the player to make. All the elements are floating around in space desperately craving direction. That incoherency is what makes it hard to place Heavy within a team in this mode, in any definitive role and it's again not that hard to see what that role should be. It's a shallow adaptation that doesn't capture any of what makes playing Heavy a unique experience in TF2.
This is a pretty bold statement, that last sentence at least. I hope you'll care to elaborate upon it. If nothing else, the adaption aspect is what I feel I've done best here with Heavy - sure, I could have made mention of superarmor here and there, as Warlord suggested, but I thought there was some sort of assumed rule that anyone with 15/10 weight already had some. Friendly fire and stamina are the two things I would instantly change about CTF mode as a whole given the slightest chance. It has forcibly turned Heavy's minigun into a rapid-fire pea shooter.
I will give it credit for the few instances where it does take CTF into account, it would have been okay if this was set-wide.
Every move was made with CTF in mind. It would not function in a normal match.
I also laughed my Agi off at Christmas mittens.
Unnecessary.
Cruel Overseer
Suddenly Plorf! Except it's Agi. aaaaa
Pharaoh Man is an interesting set. I like the Pharaoh Shot, but I would prefer pressing it to charge it and tapping it again to fire it, as it would make actually playing the set(As in, using the controller) much easier. Which would be nice!
Yeah... iunno, that was kind of a conscious decision to make it a held input. Both to hold true to the source (Mega Man 4, of course) and to have it so you could not use Side/Down Special while charging.
The rest of the set is, as they say, "Worksman-like", fitting in some more standard effects as glue to go with some more larger concept stuff, and Pharaoh Man does create an interesting, spacer-based playstyle, but it somehow feels lacking throughout the set, as though the effects that could have been expanded from the Pharaoh Shot are not fully developed. On the plus side, it has Pharaoh's Dismissal. There is little to directly complain about in the set, but little to expound upon in a glorious manner. The exception being the Pharaoh Shot itself: lingering charge hitboxes are fun!
It's a pretty simple set, easy to digest, I'll say that much. I'm not sure what else really should have been done with it, though there are more than a few inputs I'm disappointed with. Blah.
I apologize for a comment lacking in substance, but I was baffled with how to reply in a non-empty way, aside from being glad to see an Agi set. Shall we see you again this contest, mayhaps?
Will you wait for she who would breed lilacs out of the dead land?
This mini was also for a pokeball pokemon/cosplay. We were already disqualified.You cannot use an existing character for this mini. Both of you are disqualified.