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

The Warrior of Many Faces

Smash Apprentice
Joined
Mar 22, 2012
Messages
101
Location
Everywhere and nowhere, as location is meaningless
Well, thanks to college and midterms in particular, I am way behind, so have some comments on sets from a couple weeks ago!

ZIGZAGOON

You have some interesting presentation here, with ranking the moves by Pokeballs. It certainly makes the set look more interesting.

You’ve also got some interesting moves here; the Down Tilt and Neutral Special in particular are interesting ways to increase mobility, giving you pretty quick retreat and cover in the air or on the ground. Another interesting thing is how most of the Specials improve in the air, giving you a very clear incentive to be aerial. The hit-and-run playstyle does feel a lot like Zigzagoon, although the seeds feel a bit out-of-place; while Zigzagoon can learn all of these moves, one really has to wonder why a (presumably) wild Zigzagoon knows Seed Bomb (and Thunder, while we’re at it).

You do have some measurement issues, as “half a character distance” can vary depending on the character. Additionally, is the Forward Smash “Illusion” based off of Double Team? I’m not sure. Another issue I noticed is that the Down Smash becomes fairly useless in FFA unless you somehow hit everyone with it at once, which really makes it difficult to use; on another note, given that it’s a Smash, why isn’t there anything indicating how it improves with charge?

Overall, a pretty nice offering, it just needs polishing to deal with the issues listed above.


***

MR. DARK

This set is decent, but it does suffer from some issues. The thing that pops out at me is the Up Special, which given the electrifying effect is completely unstoppable if the foe doesn’t have a projectile, and lasts for ten seconds besides. If it were three seconds, the electrifying would be forgivable; if there were no electrifying, the ten seconds would be forgivable. But together, they’re too much. Unless this is a boss set (I’m honestly not sure), in which case this could work.

Another problem I noted was that you didn’t note the amount of knockback or lag very often; even just a line stating that there is none on a given move would be helpful. Then there’s the Down Special crystals, which are also underelaborated. How long do they last? Do they break when they block a projectile? Do they do anything when a foe touches them normally?

That said, Mr. Dark has a decent trap game; I can picture Mr. Dark jumping all around the stage, leaving flames behind to trip up opponents or to retreat to if necessary. However, the general unelaborated nature of the set makes it harder to imagine beyond that. That said, I can definitely see improvement here from your previous sets.


***

TABITHA ORLEANS

Man, you like your ice people, don’t you, Kat?

The icicle game here is interesting, with the erratic firing or “turret traps” from NSpec, the ice walls to keep icicles around longer, the intriguing delayed teleportation that draws in your placed icicles, and the ability to pass on an icicle attraction to foes or walls. The grab orb, while unconventional, certainly works very well with the attraction spell, and the throws are useful enough to make it worth pursuing.

You’ve managed to cut down on your wordiness quite a bit on the Specials, which I appreciate a lot. That said, somehow you made your standards much wordier than your Specials, which feels rather backwards. So… I dunno what you were thinking there.

Let’s look at the standards. The Jab feels very overpowered, but it does flow pretty well with your icicles. I’d recommend cutting the damage a little. The Dash Attack gives her good cover for spamming icicles, the Forward Tilt gives you more icicles… I see a distinct case of Kat Syndrome here, with every move being perhaps more relevant to playstyle than most people would prefer to learn.

The other moves I kinda skimmed; I have a lot of movesets to catch up on and this one is long. I did see something very intriguing in the Down Smash, however, where charging delays the appearance of the icicles, giving you time to set up a spell of attraction or to block the escape of the target with an ice wall. That move is quite good.

Overall, a very well-crafted set that I think would be fun to play. It’s just harder to read than I’d like. The Extras were cool, though (pun intended).


***

BISHARP

Hey, I was right about what Pokémon was coming next! Go me! :D

Okay, so let’s take a look. The presentation here is pretty good, with the metallic headers with Bisharp’s reflection, and the unique header for Throws was pretty cool as well. You have some interesting stuff move-wise here as well; the ability to deflect the Metal Claw projectiles back at a foe is a good one, and the ability to Metal Burst yourself and then damage foes with it is another good one. Heck, at higher percentages, having Metal Burst on will help you stay on stage to help make up for the mediocre recovery move.

Speaking of that recovery move, I got a bit lost trying to figure out what you were talking about. “Spacy Up B”? What is that?

Bisharp’s Smash mechanic is interesting, although the “pack leader” thing threw me for a bit. I typically think of Bisharp as a lone warrior, not a leader. But the potential for having multiple Smash hitboxes at a time is very appealing, especially when foes are at higher percentages.

Overall, while this is a good set with a pretty coherent playstyle, it doesn’t draw me as much as your other Pokémon for some reason. I did appreciate the idea of Bisharp’s playstyle making the game feel almost like a chess match, however, given that it’s Bisharp. XD
 

Hyper_Ridley

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

Swarming opponents with weak minions is a surprisingly rare sight in MYM, and I like that you were able to give them a set of commands without taking away a moveset from the queen herself. I for one am completely satisfied with the simplistic nature of her tilts and aerials, they have enough zaniness just by controlling minion swarms. I wonder how many people actually think the FTilt is useless just because they didn't read the changeling moveset. Transforming both Chrysalis and her minions at once sounds like the ultimate troll move, fitting it would come from you!

I liked the DThrow portal in concept, but it doesn't sound too useful in practice. All it takes to escape it is for the foe to casually exit it after they're sent there, and that's on top of requiring the opponent to be at 50% to even land a grab in the first place! That UThrow also feels really silly, though I'll admit I lol'd at the speech check. Finally, I wished there was some more detail at times, particularly in the DSmash(just how spammable is that thing?).

Overall, I like the moveset, but it could use a bit more polish.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="Queen Chrysilas"]I'm well aware of your movesetting philosophies, so I won't berate you for anything I'd usually berate others for. You definitely don't hold back in some of the powerful attacking properties, so much so the bold nature of such makes it a little fascinating - this especially shows with the Down Special, where the vague nature implies that ALL the Changelings get the foes' moveset for what could be an utterly ridiculous situation. If you really can play as the foe and summon minions which take on the foes' moveset, then it's probably one of the single most broken attacks of all time save for Doomsday Device and some of the stuff we've recently seen (AKA a move which you hilariously make reference to in one of the moves...).

If I have a few "complaints", I would say most of the set gives off a weak feel for this canonically-powerful character (which I'm kind of saying because you don't really care about balance in the first place), where I would be perfectly fine with all the moves being twice as powerful as they are now, and some of the random references, while nice, give the set a bit of a misleadingly misleading vibe when you're comparing this villain to a -protagonist- of all things like in the Dash Attack, the N-air and maaaaaybe the B-air. I'll say the organization is new, fresh, giving off a fantasy-esque poison empiric feel, and the set has some strong points but there are some bits that are rough around the edges where perhaps the vagueness and rebellious nature hurt the atmosphere a little, where the D-throw could have used a bit more grandeur (like a picture, perhaps?).[/collapse]


[collapse="Ember]I can see where you're coming from with the no caps, even if they make the set surprisingly difficult to read at times. That, and this set is a little difficult to enjoy with all the information and mechanics coming from the Neutral and Side Special that require information from later moves and/or makes it a headache to have to remember, the former of which really feels like it drones on unnecessarily. Of all the 5 settings, I specifically dislike "love" in how it just forces foes to become an ally of Ember with no real use for it aside from just getting awkward invincibility from their attacks...forget the other options, I would just spam that so the foe has absolutely no way of fighting back and it's easy enough to anyway. While it's strange for me to poke at this when I wasn't worried about the balance in the other horse, it just feels more bland and annoying here, and it's forced characterization nonetheless even if it kinda doesn't feel like it (also, the foe could -at least- fight back in the last set whereas even stuff like D-throw completely destroys them). It's sort of a strange case where Ember doesn't seem to do anything memorable beyond the organization, but is also rather imbalanced in an annoying way and not someone who'd seem fun to use. I don't think I can bring myself to find anything I remotely like about Ember, unfortunately, whereas you usually make things fun with your writing it didn't seem to be the case here.[/collapse]
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
@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.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Yeah, Spacy is short for "Space Animal", which describes that group (and captain falcon sometimes) because they're animals... from space :awesome:
 

The Warrior of Many Faces

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

First off, love the presentation. It really looks Egyptian to me, which fits Pharaoh Man to a T. Not only that, but you actually have customized pictures showing the effects of the Down Special and Final Smash, which I find impressive (especially with Prospector and Strong Bad in there, which makes me curious as to why those two in particular were chosen). The subtle effects of the symbol in each attack name is also an impressive, but quiet bit of organization which I applaud.

Now, the playstyle is also pretty impressive. It’s minions, basically, but with the ability of the unhallowed zone to make them more durable, the Forward Smash’s ability to “overheal” them, and control their actions to some degree, there’s a lot that can be done with the minions. At the same time, Pharaoh Man has several attacks that function just as well on their own, mostly revolving around the Pharaoh Shot, which reminds me a little of Feraligatr’s Hydro Pump in that it’s powerful on its own, but can also supercharge other moves. It’s implemented very smartly here; I especially enjoyed the ability to control the direction of your recovery better, turning a mediocre recovery into a much better one. I also especially enjoyed the Down Aerial, as projectiles that change direction midflight are rare and, to be honest, is an idea I think should be used more.

Overall, Pharaoh Man is a fun, easily playable set with two separate objectives that nonetheless dovetail pretty well into a very coherent playstyle. Bravo, Plorf, this is easily the best Megaman set so far this contest!


***

SHEENA FUJIBAYASHI

Hey, Tara Strong is involved in this set! Cool beans! :D

Okay, moving on to the actual set. It really is good to see another Junahu set; you always bring great style and presentation to the table, especially since you actually include the music, something I miss these days. Beyond that, we have another set involving a bunch of quicker but weaker attacks enhanced with acrobatics and maneuverability, although unlike Larxene, Sheena has some more damaging moves and honestly feels easier to play.

That doesn’t mean that there’s no skill involved with playing Sheena, though: timing of each move is clearly very important here, especially with her summons and with planting cards on the foe to capitalize on later. I really like that idea, by the by, it really fits with the whole magic ninja thing and is pretty cool besides. That said, the Down Tilt feels slightly overpowered for a tilt, although I suppose that the short duration of the trap makes up for it.
The Side Smash is also delightful, since you can use it a couple of different ways: either to stun a foe from further away or to deal a ton of damage up close. You emphasize the latter, and I’ll admit that the former is less useful, but even having the option is great. Not to mention the Down Smash, which gives Sheena some pretty good unpredictability.

I also quite enjoyed the multiple-choice grab. Are you wanting to drain stats from the foe with a normal grab, or are you just trying to snare them with a card to hold them still for a Dash Attack? It all depends on your situation, once again adding to this set’s versatility.

Overall, this is a really, really fun moveset that feels like the character it’s made for and flows well. Makes me wish you made sets more often. :D


***

YOSHIKA

I can’t say I liked Yoshika as much, though. This does feel like a magical zombie, for what it’s worth, with the biting, teleportation, bursting into flames, flinch armor, and the stiffness of her movements. That said, since she pretty much only ever grabs people on almost every input, this set is… well, pretty boring. Even the presentation is somewhat lackluster for you, being actual font recolors rather than the usual, more sophisticated images. There’s really not much to be said about this set: it’s just dull. Cool music, though.


***

KAMELLA

Okay, I love the atmosphere with this set. It’s rare to see a set done “in-character”, probably because it’s pretty tough to do. But here you are, pulling it off with aplomb. Kamella is freaking hilarious, and it actually rather feels like an in-game tutorial with Kamella telling the player what to do. That said, your headers, while adding to the atmosphere of the set, kind of make it hard to figure out what attack you’re referring to.

That said, you appear to be missing several inputs. All the Aerials and the Up and Down Tilts/Smashes/Specials appear to be missing. That said, you put together a decent moveset from what inputs you have, so it’s not all bad, just a bit sparse on detail.


***

SAKUYA IZAYOI

Again, I love the presentation here. Very polished, very cool. The pictures really help with visualizing the moves.

The Down Special. I feel like I’ve seen this concept before, but I’m not sure where. That being said, it is a very cool idea, giving you more hitboxes for foes to worry about or canceling your knockback (which is an even cooler idea, by the way). Or alternatively, using it for a quick getaway. I remember doing much the same thing with Trixie. The Up Special is also pretty cool, a nice twist on the teleport recovery (and a decently mindgamey one, too). The Neutral Special is a cool way to throw people off by forcing them to adapt their strategies to the effects of the zone, and that’s not even considering the ability to freeze people in it. But the coolest Special is definitely Side, since you can just fill the air with knives and keep the enemy very much on the defensive. Works pretty well with the Neutral Special freeze, too, or to pressure foes into it.

The Jab is a great idea: balanced, but very dangerous if you set things up just so. The Dash Attack is pretty creative as well, giving to hits to aid in pressuring a foe into Sakuya’s setups. Moving on to the Smashes, we see some fun with bouncy knives on the SSpec. The other Smashes are… somewhat less interesting, but with the stacking KB, they certainly work as viable KO moves. Finally, we have the last truly interesting move (IMO), the Forward Throw. It’s very double-edged, since you could presumably run yourself off the blast zone if you’re not careful, but MAN, does it hit hard!

Overall, Sakuya seems like a fun setup character with, as you noted, the unique goal of setting things up short-term rather than building a long-term fortress. This approach feels much easier to handle, and even inexperienced players could probably become decent at her pretty quickly.


***

GWYNDOLIN

I… am truly unsure of what to think of this set. We know how the set works online… but what if it’s a local match? What happens with the Spirits of Vengeance? On the Final Smash especially, this is a glaring plothole.

The basic playstyle, I would guess, is to use the minions to keep people off of Gwyndolin so that he can keep himself healthy. I suppose this works in terms of characterization, but it seems somewhat dull to play as. The Down Tilt as a counter is a little out-of-place, the Sentinel seems to have no benefit whatsoever for charging the Smash, and I’m not sure why you suddenly broke the solemn air of the set for that joke in the Up Aerial. Overall, this just feels kinda sloppy, although kudos on the atmosphere. That much, at least, was well-done.
 

The Warrior of Many Faces

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

- Compressing the energy from its internal core lets it fire off an attack capable of blowing away a mountain.
- The solar energy absorbed by its body's orange crystals is magnified internally and fired from its mouth.
- The solar rays it absorbs are processed in its energy core and fired as a ball of light.


Gigalith is a 5th generation rock Pokémon that served a similar role to Golem in Black and White: the last, traded-for form of an annoyingly common rock Pokémon. It’s incredibly slow, but hits fairly hard and can take a few good hits. That said, though, in comparison to other rock types, Gigalith is somewhat lacking, not having enough versatility and type usage to compete with the likes of Golem, Tyranitar, Rhyperior, and other more useful rock types. Nonetheless, Gigalith is a durable, reliable, and powerful Pokémon.

This particular Gigalith was born, raised, and trained by a trainer; however, his trainer is currently in the hospital with a broken leg. As such, Gigalith is fighting on his own for now. Some of the trainer’s unconventional tactics may well come into play, however.


STATS AND MECHANICS

WEIGHT: 10 You can’t say you didn’t see this coming. He’s nearly 580 lbs, after all.

SIZE: 8 He’s about the height of Captain Falcon.

GROUND SPEED: 1 Again, there’s no way you didn’t see that coming.

DASH SPEED: 2 Yeah, trying to get Gigalith to chase is a bad idea.

TRACTION: 9 That said, his traction is impressive. Must be his rough, rocky skin.

JUMPING SKILL: 2 His jumps are atrocious, rather akin to Ganon’s.

AIR SPEED: 1 He’s not any faster in the air than on the ground, no surprise there.

FALL SPEED: 10 I’ll spare you the obligatory “falling like a rock” pun.

CROUCH: 2 His legs aren’t exactly built for crouching.

Gigalith has two abilities: Sturdy and Sand Force. Sturdy reduces Gigalith’s knockback by 10% and prevents flinching, but only when Gigalith is at 50% or lower. This is handy for Gigalith, since his high weight means he would otherwise be prone to being comboed. Sand Force I’ll discuss in a moment.


BASIC ANIMATIONS

Idle Stance: Gigalith stands still as a statue (haha), tall and strong. Seriously, he will not move if you don’t tell him to do anything.

On-screen Appearance: Like most Pokémon, Gigalith appears from a Pokéball. However, his weight causes a cloud of dust to appear when he lands with a loud “smash!”

Walk: Gigalith lifts his foot in a ponderous manner and puts it down with finality and a small “thud”. He then repeats. This is so slow-looking it’s sickening.

Run: Gigalith moves two feet at a time instead of one. Otherwise, it’s exactly the same as the walk animation-wise.

Swim: Gigalith somehow is managing to stay afloat with constant powerful upward kicks.

Dizzy: Gigalith shakes his head back and forth slowly.

Sleep: His eyes closed, Gigalith’s bowed head is the main indication of his sleep.

Item Grab: Gigalith puts his head down and grabs the item in his apparently-invisible mouth.

Dash Item Grab: Gigalith’s grab is a bit faster here, but otherwise shares the animation with his normal item grab.

Item Hold: Gigalith grasps the item in his mouth, holding it awkwardly.

Item Throw: With a toss of the head, Gigalith throws the item.

Item Swing: Gigalith rears up on his hind legs, then comes down, smashing the item straight in front of him with astonishing power.

Dash Item Swing: Gigalith swings the item upward, converting momentum into power for a powerful strike.

Item Shoot: Gigalith almost looks like he’s chewing the gun as he somehow uses his teeth to pull the trigger.

SPECIALS

Down Special: Sandstorm

Gigalith roars as he rears up on his hind legs for minor startlag, then comes down with a “crash!” When he hits the ground, a large cloud of sand comes up around him, about 3 SBBs wide total and lasting for about 5 seconds. You can have only one sandstorm at a time. Additionally, although using this inside a sandstorm doesn’t do anything, there’s only a second of cooldown once the sandstorm dies down before Gigalith can use Sandstorm again. Now, this sand really doesn’t obscure anything very well, although it does obscure enough that items that were already hard to see (like Deku Nuts) may well end up effectively invisible. However, the real use of this is that foes in the sand take 1% damage per second, unless they’re made of rock, metal, or are tunnelers. Additionally, this cuts damage done to Gigalith by .95x (which helps Sturdy last a little longer).

But wait, that’s not all! Remember Sand Force, Gigalith’s other ability? Well, so long as he’s inside a Sandstorm, his attacks gain a 1.1x boost to damage and knockback.

Obviously, this makes Gigalith a much more dangerous foe if he’s in a sandstorm, considering that he’s already pretty solid and, as you’ll soon see, hits hard even without a sandstorm. Just camp in the sandstorm and watch foes stay at a safe distance! That said, projectiles do spoil this somewhat, since foes needn’t be in the sand to damage you.

Side Special: Stone Edge

One of those crystalline spurs on Gigalith is fired forward at about Link’s dash speed, dealing 15% damage and knockback that KOs at about 250% (17% damage and 225% KB in a sandstorm) when it hits. This is a fairly slow projectile, but it has a 4-SBB range and Gigalith can just use this several times to create a bunch of crystal chunks of pain, especially since he can tilt it 30 degrees up or down to change things up. That said, the .3-second endlag required as Gigalith regrows the crystal makes this somewhat less useful.

The use of Stone Edge in a sandstorm makes even ranged foes cautious, since this gives you a way to counter some projectiles and get some decent damage in.

Also, note that all crystals, for this attack and others, are about the size of a capsule.

Up Special: Automotize

One of Gigalith’s egg moves comes into play here. Gigalith propels himself one SBB into the air, shedding much of his rocky skin as he does (he looks pretty much the same afterward, though). The shed rocks fall at about Yoshi’s fall speed and deal 7% damage with knockback that KOs at about 280% (8% with 252% KB in a sandstorm). That said, however, the more useful aspect of this move is that Gigalith gets a buff for five seconds: walking/running at the speed of Ike, having the air speed of Pit, and the fall speed of Link.

…okay, yes, this isn’t a huge buff, but when you’re as slow as Gigalith, that kind of speed boost can catch unwary foes off-guard, which is good if you’re trying for a KO and the foe’s not coming to you. It also serves as a (fairly bad) recovery.

Neutral Special: Explosion

Glowing for a good half second of charge, Gigalith roars and explodes. Well, not quite; more like creating an explosion centered around himself. The explosion has a 4 SBB diameter, deals 25% damage, and KOs at a whopping 70% (28% at 63% knockback in sandstorm). Note that the boom doesn't happen if the move is interrupted.

Obviously, there’s a drawback, which is that Gigalith deals 50% damage to himself. This has no knockback, but with that kind of damage, even someone with Gigalith’s weight is in trouble, especially if he’s under the effects of Automotize. That said, there is hope: Sandstorm does reduce the damage dealt to Gigalith, bringing it down to… 48%... okay, that’s not much help.

This is best used as a last resort when you’re already at high percentages (which considering Gigalith’s weight is definitely a situation you’ll find yourself in). As you’ll see, just using it indiscriminately is a bad idea since your Smashes have pretty good KO potential already.

STANDARD ATTACKS​

Jab: Mud-Slap

Gigalith kicks some mud into the foe, dealing 2% damage and flinch (2.2% and flinch in sandstorm). This is a fairly slow and weak jab, but one that bears a 20% chance of making the foe’s next attack automatically do no damage, knockback, or flinch. Obviously very useful for keeping Sturdy around longer, although a clever foe will just use their quickest attack and then be right back to normal.

Dash Attack: Iron Defense

Gigalith skids to a stop fairly quickly, his skin briefly turning a metallic grey for the duration of the attack. Anyone who touches him during this time takes 6% damage but decent knockback that KOs at 190% (7% and 171% KB in sandstorm). That said, good luck hitting anyone with this.

Oh, but wait! If an attack of any sort hits Gigalith during this, it deals 50% less damage and knockback, as well as completely stopping flinch. Another good way of countering projectile-users if your timing is good, and once again it keeps Sturdy around for longer.

Forward Tilt: Headbutt

Gigalith smashes his head forward, dealing 9% damage and flinch (10% and flinch in sandstorm). A very basic move, but since this is a decently quick tilt (faster than the Jab, actually), this is one of Gigalith’s essential close-range damage-rackers. There is some very slight endlag on this, however.

Up Tilt: Smack Down

Gigalith fires another of his crystals straight up two SBBs, although this can be aimed 30 degrees left or right during the brief startlag. This crystal deals 8% damage (9% in sandstorm), and if an aerial foe is hit with this, they will go into helpless. If the foe hit was on an overhead platform or something, they flinch instead of going into helpless. Obviously an excellent way to discourage aerial approaches or to get a foe that’s jumping over you close enough to hit with a melee move.

Down Tilt: Stealth Rock

Gigalith stomps on the ground with slight startlag, although nothing seems to happen. However, should a foe pass over the area stomped on, several sharp rocks will lunge out of the ground and hit them for 7% damage and flinch. Even foes in the air above that spot can trigger Stealth Rock; actually, aerial foes hit by Stealth Rock take 14% damage and knockback that KOs at 200%. Another good way to discourage aerial approaches.

Do note that the trap is one-use only, vanishing after hitting a foe, and that Sandstorm has no bearing on its damage and knockback. That said, however, Gigalith can use this pretty much as often as he wants. This also aids his camping game, making it increasingly difficult to get close to Gigalith.

SMASH ATTACKS

Side Smash: Rock Blast

More crystal firing, yay! Gigalith’s crystals glow as the smash charges (or for the decent startlag to this move), and then Gigalith fires 2-5 crystals (depending on charge) straight forward at Sheik’s dash speed, dealing 4 - 5.5% damage each (4.5 - 6% in sandstorm). This adds up to a possible total of 22%, but since the crystals are fired in a straight line, any given foe is only likely to get hit by the first rock. This makes the damage seem low, but the knockback is decent, KOing at 160% (144% in sandstorm). This is somewhat more useful if you have a line of foes in front of you, since the multiple rocks may actually all hit. However, with enough charge, forcing the foe to jump the long line of crystals can be handy.

This is a good interrupt move to keep distant foes on their toes, considering it has a 3-SBB range, and is definitely one of your better KO moves.

Up Smash: Superpower

Gigalith crouches during the charge/hefty startlag, then lunges upward about a SBB, dealing 12 - 17% damage and incredible knockback that KOs at 120% (13 - 18% and 108% in sandstorm). A very powerful KO move, but one that’s pretty telegraphed. However, should you hit an aerial foe with Smack Down, their subsequent helplessness is a good opening for this move.

Down Smash: Rock Slide

Rearing once again on his hind legs during the charge/moderate startlag, Gigalith growls as he crashes downward, causing a boulder the size of a Party Ball to start rolling in the direction Gigalith was facing. The boulder rolls at Mario’s dash speed, rolls faster down slopes, and deals 11 - 15% damage and knockback KOing at 150% (12% - 17% and 135% KB in sandstorm) if it hits someone, subsequently shattering into infinitesimal pieces. The boulder will also shatter if any disjointed hitbox that deals knockback hits it.

A good way to pressure foes keeping their distance, as well as a decent KO method. You could use this to block projectiles, but frankly, the Dash Attack is a far superior method of doing so since you can get it out faster. That said, this actually blocks the damage, unlike the Dash Attack.

AERIAL ATTACKS

Neutral Aerial: Block

Gigalith extends his legs in all directions, dealing 6% and knockback KOing at 250% (7% and 225% KB in sandstorm) to anyone in contact. This move is pretty short-lived but comes out pretty quickly, a good way to get people out of your face.

Front Aerial: Iron Head

Gigalith’s head turns metallic during the moderate startlag on this move. Gigalith then smashes his head forward, dealing 8% damage and knockback that KOs at 140% (9% and 126% KB in sandstorm). An obviously powerful move, but one that’s really hard to pull off given the startlag and Gigalith’s fall speed.

Back Aerial: Return

Gigalith kicks his hind legs backward in a quick move that deals 12% damage and knockback KOing at 130% (13% and 117% KB in sandstorm). This would be another great KO move if it weren’t for the high endlag and Gigalith’s poor aerial capabilities.

Up Aerial: Earth Power

Gigalith roars for slight startlag, which is immediately followed by a spurt of lava directly under Gigalith the width of Mario that spurts up to Gigalith’s current postion. This lava deals 9% damage and knockback that KOs at 300% (10% and 270% KB in sandstorm) and sticks around for half a second before vanishing. Wouldya look at that, this is actually fairly useful, since you can use it to keep people from waiting to smash Gigalith back into the air.

Down Aerial: Heavy Slam

Gigalith, without any startlag whatsoever, drops downwards at Sonic’s dash speed until he hits the ground. Anyone who contacts him as he falls takes 25% damage (28% in sandstorm) and are spiked downwards. The best use of this move is to get back to the stage quickly, although the moderate endlag as Gigalith picks himself up may be inducement to just let Gigalith’s fall speed do the job. However, if there’s a foe underneath waiting to hit Gigalith back up… well, then, this is a good way to get them out of your way, one way or the other. If they stick around for the hit for some insane reason, they'll be smashed upwards diagonally with knockback that KOs at 75% (67% in sandstorm). If through some convoluted circumstance you’re offstage above a foe, you could potentially suicide KO, although the odds of this are so unlikely I can’t believe I mentioned it.

GRABGAME

Grab: Hidden Power

Violet spheres the size of Pokéballs orbit around Gigalith for as long as the input is held. Should a foe come in contact with one (which requires being about a third of a SBB away from Gigalith), they will be held within the sphere for standard grab difficulty. Do note that if Gigalith catches someone, he can’t do anything other than pummel and throw until the foe escapes or is thrown; this is just his method of grabbing opponents, not some out-of-the-blue trap.

Pummel: Rock Smash

Gigalith smashes the foe with his head, dealing 4% damage (4.5% in sandstorm). A basic, moderately slow pummel.

Forward Throw: Take Down

Gigalith drops the foe in front of him, then smashes into him with all his might, dealing 9% damage and knockback that can KO at 160% (10% and 144% KB in sandstorm). Another good way to KO, although you do deal 2% damage to yourself in performing this move. It seems trivial, but overuse of this move can mess up Sturdy, so use this judiciously.

Back Throw: Facade

Gigalith tosses the foe overhead in an arc that places the foe about an SBB behind Gigalith, dealing 7% damage and knockback that KOs at 200% (8% and 180% in sandstorm). You can use this to toss foes into Stealth Rocks or to give someone approaching from behind someone else to whale on.

As a little Easter Egg, if Gigalith is affected by a negative status (flower, slowed, etc), this attack deals 14% damage and KOs at 150% (15% and 135% KB in sandstorm).

Up Throw: Solarbeam

Gigalith tosses the foe into the air about two SBBs, then fires a beam at them, about the width of Wolf’s blaster shot. This beam deals 12% damage (13% in sandstorm) over half a second, dealing knockback at the very end that KOs at 220% (198% in sandstorm). If you want foes out of your face or if you need time to set up more Stealth Rocks, this is the throw to use.

Down Throw: Bulldoze

Gigalith drops the foe on the ground, then stomps on them several times, dealing 6% damage (7% in sandstorm) and slowing the foe’s movement speed by 10%. Slowing the foe flows well into using a KO move of some sort, since they can’t dodge it as easily.


FINAL SMASH

Earthquake

Gigalith roars and the stage begins to shake, a tremor radiating from the rock Pokémon every half second for five seconds. Anyone hit by a tremor takes 10% damage and knockback that KOs at 120% (sandstorm notwithstanding). Gigalith is completely invincible and can move around independently during this time. Naturally, foes with good recovery may be able to dodge this entirely, but they can dodge Final Smashes better than anyone else anyway, so whatever.

PLAYSTYLE

Gigalith is a camper, plain and simple. There is practically no other way to play him, considering he can’t chase and he can’t gimp. Gigalith has decent projectiles, ways to deal with incoming projectiles, and some stuff that boosts his defenses, which makes him perfect for camping.

You always want a sandstorm up when playing Gigalith. Always. The boost to damage and the decrease in damage taken is invaluable, especially with Sturdy to think about to help you camp longer. From there, your strategy relies on what the opponents are doing. If the foes are electing to hang back and snipe from afar, you have a few projectiles to fire back with: Stone Edge, Rock Blast, and Rock Slide. Not to mention that Iron Defense can help block troublesome projectiles, and you can set up Stealth Rocks for if they do decide to come after you. That said, Gigalith is far better up close, where he can reduce accuracy with Mud-Slap, smack the foe around with Headbutt, slow them with Bulldoze, and smash foes with his close-range KO moves like Take Down or Superpower. So if a foe is going for Gigalith, that’s actually what you want. Even aerial opponents will find themselves in trouble, either because of Stealth Rock or the deadly combo with Smack Down and Superpower.

That said, a clever foe will still just hang back and attack from range, since Iron Defense doesn’t block all projectile damage, just half of it. Eventually, you’ll be at high enough percentages that he can either KO you with a strong projectile (if he’s Samus or some such) or he can move in close and try to KO you before you can hit him. In the former case, there’s not a whole lot you can do except keep trying to KO with Rock Blast. In the latter, if you don’t think you can pull off a better KO move in time, Explosion will either discourage approach or blow the foe up (the latter case obviously being preferable, and more likely considering the 4 SBB range).

If you get knocked offstage somehow, you’re pretty much dead. Gigalith’s recovery is pathetic, although he does his level best with Automotize. The problem is that Automotize’s distance is pretty bad. Who knows, though, maybe you’ll get lucky and someone will knock you back onstage by accident.

That said, though, Gigalith is really not all that complicated. Stay in one spot, smash anyone who gets close, and shoot rocks at people who aren’t close enough to smash.

EXTRAS

Up Taunt: Roar
Gigalith throws his head and lets out a rocky roar.

Side Taunt: Swagger
Gigalith, sounding proud of itself, says, “Gig, gigalith!” Whatever he’s saying is lost on everyone except other Pokémon, who look angry for a moment (not affecting anything they do).

Down Taunt: Stomp
Gigalith stomps on the ground with his front legs, one after the other, in a deliberate manner.

Symbol: The Pokéball symbol, of course, defaulting at dark blue.

Upon Selection (Wiimote): A rumbling growl: “Gigalith!”

Kirby Hat: Kirby looks like he’s covered in rock, complete with head crystals and Side Special.

Victory Pose 1: Dinosaur’s Victory
Rearing on his hind legs, Gigalith roars in triumph.

Victory Pose 2: Slept like a Rock
Gigalith is snoozing standing up, his closed eyes the only indication of his nap.

Victory Pose 3: Preparation
Gigalith is in the exact same still position as the previous pose; however, his eyes are open, glowing with a red light. His crystals, too, are glowing. Must be absorbing energy for the next fight.

Loss Pose: Solidly Defeated
Gigalith decides to be boring and stands perfectly still in the background.

Alternate Costumes: Both Gigalith’s crystals and his skin change for alternate costumes, although his skin tends to have more subdued changes. The default color is red crystals on dark blue skin, with alternates being: light blue crystal on purple skin; light green crystals on blue-green skin; black crystals on really dark blue skin; white crystals on blue skin; and light purple crystals on dark purple skin.

Snake Codec:

Otacon: Snake, that’s Gigalith.
Snake: Certainly lives up to the “giga” part.
Otacon: He’s a tough rock Pokémon from the Unova region. His main method of attack is firing those crystals at opponents, although if he’s desperate, he might explode in an attempt to take you down.
Snake: A kamikaze rock? Now I’ve seen everything.
Otacon: You said that last week about the Keroro Platoon.
Snake:

Trophy:
Gigalith: A rock Pokémon from the Unova region, Gigalith’s power is impressive. It absorbs solar energy to boost its own already-impressive strength, and fires crystals to attack.
Earthquake: Watch out! The stage has begun to shake! Gigalith’s roars have destabilized the ground beneath your feet, so you’ll be wanting to go into the air to avoid it.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[collapse="Gigalith"]I was a little worried when I saw this on your moveset plans given there isn't really any character to work with, and I like that about your sets. Gigalith seems to be a bit more self-aware at certain points, even if some of the better standards are helped with using Pokemon moves. Something I should bring up here is how strange some of the damage percentages are, with the Side Special dealing what seems to be a very high amount of damage for a move that kills no earlier than R.O.B's fully charged laser - 15% for one projectile, and Gigalith's Smashes don't even deal that much more! It especially feels strange when the D-air deals so much more damage than any other in the set bar explosion.

This set doesn't really appeal to me, if at all, not just because of said character being a Pokemon but unlike your previous sets nothing much stands out, thus making it my least favorite set of yours ever. The Specials aren't really special here. There's the flinch resistance, which I guess could have been better if there was some methods to take advantage of it such as a telegraphed attack that won't be interrupted because of such, but otherwise some of the stuff is a bit inconsistent with what playstyle there is (explosion seems like it'd be so much better to use -with- the flinch resistance yet using it pretty much takes it away), or at least that's where your writing gets at (claiming Gigalith is a camper in the playstyle then saying he's best close-up...I guess he's just good at both). Not to mention Gigalith seems to be at an advantage AND weak when foes have projectiles, assuming they won't want to come close inside a sandstorm, but of course it's not all that bad in there.

Despite my stand on this set, I -do- feel you have improved on the individual attacks and being conscious of how they work, if at times it can get a little misplaced and really it was the centerpiece of the set that wasn't all that impressive to begin with.[/collapse]
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Queen Chrysalis
Chysalis' minions are admittedly decent on their own, with their ability to turn into copies of the opponent, be commanded about, and the sheer quantities of them. Admittedly, Chrysalis' melee moves aren't relevant at all on their own other than the fact that she needs them go make sure she doesn't die at close range, so giving them the ability to command minions is a decent solution. Still... the fact that they do nothing that's relevant aside from providing GTFO on their own is a bit annoying, and when Chrysalis actually wants to fight having her unintentionally command extremely fragile minions while doing so could prove disastrous. The Down Throw and Forward Smash are enjoyable stuff too, particularly the Down Throw in it's ability to mess with the opponent's ability to tell who is who and the ability to camp into there from another bloody stage.

While there is interesting stuff in here, it doesn't really end up having much in the way of flow despite a few cool interactions, largely due to Chrysalis' lack of ways besides one projectile and her minions to actually camp. She could've used another projectile or two... aside from that, the most important problem with this set is how horrifyingly OP it is. Chrysalis can turn herself and every minion of the massive number she has into the foe... whilst keeping her own entire moveset, giving this transformation no real downside other than the initial lag. So basically, she's a better version of the opponent, which becomes all the more horrific when the foe has to deal with so many duplicates of them-self, even if they do die in one hit. And lastly, having seen her episode... Chrysalis was probably the most serious villain of what I've seen on the show. I'll let the Up Tilt slide I guess, but that Nair animation just doesn't really work for her character.

ember
"Playing along with the music mechanics" have been done before and they're very hard to get to really work right, given playing in rhythm while fighting an opponent is extremely predictable and as such suicide. Weapon switch mechanics like the Side Special also tend to go poorly, given that the options rarely compliment each other in the least. This set is an example of the problems with both, as you use the weapon switch to give her an easy solution to her music playing problems... by stunning the foe into a grab, locking them in a cage, and then playing along outside the cage while all the foe can do is watch as you reach godlike power. The love effect can perform a similar function by forcing the foe to be on Ember's team and just allowing her to build up what is essentially free meter. It's very very flowcharty when it is a mechanic that is supposed to present versatility, and leans pretty far on the broken side as well given how ridiculous she is(and you make a point of this) at max power. I can see some decent character representation here in the music tracks and mechanics, but the set itself is... problematic, to put it lightly.

Gigalith
Gigalith is a notable step down from Trixie and Larfleeze, given the former two actually had some decent concepts and execution that was ever worth talking about. Here, you create a little defensive mechanic that prevents Gigalith from flinching which helps a little bit in executing laggy attacks, I suppose. For a slow power character, Gigalith's power is pretty lacking, making this feel a bit more awkward. The set has absolutely no substance besides this, as the base mechanics are "make a field that buffs your power" and "camp in said field". I can't tell you how ungodly boring of mechanics these are, and camper is by far the most overdone playstyle in MYM. Gigiath's projectiles are all extremely straightforward, giving him no real interesting options whilst camping and leaving the set as "done before thousands of times, and far better".
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Here ya go, WoMF



Rolled Scroll


Rolled Scroll was once a successful scholar, and one of the smartest in Canterlot.
Well, he was a century ago, until an experiment gone wrong cost him his life. He now dwells in the abandoned wing of the Canterlot Archives, where a very special key remains. Even he’s forgotten what it’s for, but no matter. He has an eternity left to read all of the books there. Scroll still hopes to tell his marefriend that he loves her.​

Statistics

Scroll has fairly typical dimensions for a pony, though his state as an ethereal being leaves him lacking in staying power. He's roughly Luigi's height, obviously far wider from being a quadruped. His weight is comparable to Jigglypuff's, and his jumping ability to Pit's - in fact, as a pegasus, he has a "glide" state which gives him temporary freeflight. This can be maintained for about four seconds before he's reduced to a more traditional glide. He can move as quickly as Fox's dash on the ground and in the air.​

Specials

Neutral Special

Scroll takes a deep breath, inflating almost imperceptibly to about 1.1x his size. He then releases this breath, and an area about 2x the size of a Smart Bomb explosion begins to shimmer around him. This lasts for about 10 seconds, and moves as he does. This is Rolled Scroll's "Aura of Harrowing Mortality," and causes nearby opponents to suffer from something of a drain to their physical abilities.

While within the Aura, opponents have a ghostly effect about them, little floating faces emanating every other second or so. Every time this happens, their strength and weight decrease by 10%, causing them to deal less damage and knockback and be more susceptible to being KOed themselves. If Scroll is attacked while preparing this attack, the effect is applied to him once, which fades after 8 seconds. Opponents who leave the Aura will also regain their stats at the same rate. You cannot use this to drain them beyond half of their base stats.​

Down Special

Scroll, as may be obvious, stands in a semi-physical state of permeability. Via this technique, called "phase step," he can move even further into the realm of the incorporeal in the blink of an eye. He flashes once, brimming with a bright blue light, before reappearing in the same place... but what's this? It would seem he's nearly transparent! While incorporeal, which lasts for 5 seconds, Scroll takes no knockback from any attacks (though he can still take 1/4 of incoming damage and flinch.) There's a cooldown of 10 seconds between uses of this, during which attempting to use it will result in a faint flash of light with him gasping for breath afterwards, highly punishable. None of his attacks affect the foe in this state.​

Side Special

...except, of course, for this one. In... a somewhat uncharacteristic move, for a scholar at least, Rolled Scroll spits a wad of ectoplasm forward, which has the arcing path of a normally-thrown item. If it hits the opponent, it does 8% damage with some unimpressive knockback, and sticks to them for a few seconds. Multiple wads of ectoplasm can stick to them, refreshing the timer and adding another second of time for a maximum of 6 seconds before disappearance.

While coated in ectoplasm, the opponent has juuuust enough presence in the incorporeal world that Scroll can actually attack them while incorporeal! Take advantage of this while it lasts. Ectoplasm doesn't deal damage to a shielding foe, but does subject them to the effect. Ectoplasm can also stick to the floor, disappearing in the normal time, but will attach to anyone who walks over it.​

Up Special

In a final burst of energy, Scroll makes a mad spiral upwards, flapping his wings as if his life depended on it - which it very well may. This recovers a distance corresponding to how much energy he had left in his flight, a maximum of twice Fox's recovery to a minimum of Falco's. Regardless of distance, this puts him into a glide afterwards.​

Standards

Neutal A

A headbutt for 2%, a spinning rump slam for 3%, and a donkey kick for 5%... it doesn't get more bread and butter than this! That said, this is a pretty decent launcher.​

Forward Tilt

Throw the book at 'em! ...and that's just what you do. Rolled Scroll's cutie mark flashes as a book appears in his chompers, acting as a simple thrown item which can do 4, 6, or 10 damage depending on how forcefully it is thrown. When the book lands on the ground, it falls open, displaying its contents to the world. It can be destroyed with a mere 6% damage dealt, but until it is, Scroll can walk over it to refresh his incorporeal timer! Sadly, if the book is created while incorporeal, it will have no effect on Scroll himself until it turns back to normal. Spray as much ectoplasm as you care to on the book, it will have no effect, silly.​

Up Tilt

Sensing there may very well be something above him, Rolled Scroll gives a bit of a buck, dealing 5% and knocking the enemy directly in front of himself. Apart from covering a large area, the main purpose of this move is very basic setup into either a grab or an A combo.​

Down Tilt

Y'know, ponies really shouldn't be crouching. It's a pretty unnatural position for a non-predatorial quadruped to be in. Are you sure you want to do this? ...really? Well, alright, but you only have yourself to blame.

From this incredibly awkward state, Scroll lets out a ghostly moan, emanating as a cloud of fog the size of a crouching Kirby. If this hits the opponent, it will deal 6% of repeated hits, and cause them to suffer an extra time from the Neutral Special drain effect!​

Dash Attack

Phasing even deeper into the realm of the incorporeal for half a second, Scroll takes on a shadowy aura before delivering a full-body tackle. He passes through the opponent while doing so, delivering 3% and knocking them upward slightly, and can follow up with another donkey kick by pressing A again, dealing 7% and blasting them backwards.​

Smashes

Forward Smash

Scroll's cutie mark glows ominously as he mumbles an incantation to himself under his breath. Upon releasing the charge, several spinning bundles of ectoplasm are sent forwards, of a lighter shade than the ones from the Side Special. If any of these 3-5 balls hit the opponent (which they can home in on to some extent) they will deal 4% damage before quickly returning to Rolled Scroll, to heal the exact amount of damage that was dealt. This is assuredly not a killing move.​

Up Smash

A glowing cutie mark again suggests that Scroll is charging one of his varied abilities, this time with closed eyes and facing towards the sky. A release of the stored charge causes Scroll to snap his head forwards as a pulse of ponygeist energy surges around him, hurling nearby enemies upwards and dealing 12-19% damage. This can launch both book and ectoplasmic blobs upwards, creating something of an obstacle course for airborne enemies. Like the Side Special, this move actually -CAN- affect foes while incorporeal, since it does not rely on direct interaction with the physical world.​

Down Smash

Scroll's mark glows for one final attack, and it's a doozie. Upon release, he gives a firm stare forwards, all his psychic energy invested in a single attack. Should it hit... the opponent is dominated. No argument, no negotiation, just domination for 1-3 seconds. Control their motion as you see fit.​

Aerials

Ehhh I'll get around to this when I feel like it. Maybe never. Totally misinterpreted the point of this movement, it seems​
 

Big Mac

Banned via Warnings
Joined
Sep 13, 2012
Messages
38
GRINDING GEARS



Cutie mark is a pair of gears with sparks flying from them.
He’s not sure if his talent is breaking machinery or fixing it, as things seem to run fine when he’s not around, but as soon as he comes near anything even mildly complicated things start breaking left and right.
He goes on cycles of having no friends and having to head to a new town, making friends, getting a job, and mysteriously blacking out after a varying time period ranging from a month to a year, where after the cycle begins again. Recently he’s been looking into the phenomenon, but no pony seems willing to offer an explanation. Doctor ponies in particular seem befuddled and haven’t offered a clear response, always hurrying off to some important meeting or another.
His only known family is his father, one “Niv-Mizzet,” who no one’s heard from for years, and even Gears himself doesn’t know what he looks like.


Grinding Gears is the only heavy pony due to his robotic status. He weighs as much as King Dedede. He has average stats otherwise, if small size.

Explosion

Time for epic style. At lots of points through this set, Grinding Gears will randomly enter this attack. Well I shouldn’t say randomly, he must be provoked. But anyway, here’s the deal on Explosion.
If you haven’t guessed, Grinding Gears is a character dependent on high knockback and almost that alone. With this attack, Grinding Gears explodes, a graphic showing a explosion similar to the Smart Bomb’s around him. Unlike the Smart Bomb’s, his only lasts .8 seconds. Anyone caught outside this will take 10% damage and flinch a little. Anyone caught inside this will take 25% damage and high knockback that has a possibility of KOing at 120%. Unfortunately, this explosion destroys Grinding Gears.

Neutral B: Grinding Gears gets an oil leak. Literally. He lifts up his legs to pee like a dog before shooting out oil in front of him. The oil does 10 hits of 1% and flinching and coats 2 SBUs worth of ground in front of him in oil. Characters who dash across the oil outside Grinding Gears will trip face down into their prone state onto it, being dealt 8% and being covered in Grinding Gears’ oil for 10 seconds, decreasing their traction by half. Oil lasts on the ground 17 seconds.

Side B: As an electrical beast, Grinding Gears lets out an electrical blast forwards that zaps enemies for a hit on par with Zamus’ dsmash but much laggier. If this hits oil, it will make liquid conduct electricity and make all of the oil on the ground be a hitbox just as strong. If you hit an enemy covered in oil, they will take double damage and stun from this. That’ll give them a real. . .SHOCK!

Up B: Grinding Gears gains a sudden burst of speed, able to run on air via rockets inside his feet that become visible. That causes Grinding Gears to have slightly higher than double Sonic’s dashing speed (22/10), and him dashing over oil will now boost his momentum by double also. Contact with a foe, projectile, or solid object will instantly kill him as he explodes and creates a Smart Bomb Blast.

Down B: 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?

Jab: Grinding Gears attempt to brohoof the enemy. This does no damage and causes enemies to trip out of sheer disbelief. If the enemy is a pony, this will clash with any of their attacks and give Grinding Gears the lag advantage.

Dashing Attack: Grinding Gears skids to a stop, having come to the realization he shouldn’t be dashing when he’s a pony set. This deals no damage, but kicks up a dust cloud the size of a Smart Bomb Blast. Hiding inside of this dust cloud is highly advised, to help hide your shame.

Ftilt: Grinding Gears says “SYMPATHY SIMULATION” and his eyes retract into his head before a pair of cutesy sad teary eyes show up. This doesn’t do any damage…directly…but for the next eight seconds, the opponent will in their state of good mood, find it impossible to dodge! If the other character is not a pony, this does absolutely nothing.

Utilt: The My Little Pony series has a lot of unexplained things. Anyway, a small hand will come out of a compartment in Grinding Gears’ back, and make a small punch above Grinding Gears, dealing 9% damage and heavy backwards knockback in the direction Grinding Gears isn’t facing. Afterwards the hand vanishes into the Darkness from whence is came. This attack is quite similar in terms of lag to a similar attack used by Master Hand. The priority is also astounding.

Dtilt: Grinding Gears stomps angrily, pouting that he’s not a real boy. This creates a strong earthshaking hitbox to his sides that deals 15% and vertical knockback that’s decent. Unfortunately, Grinding Gears’ weight causes him to pitfall his own legs into the ground.

Fsmash: Grinding Gears laughs maniacally, pulling out his already-whirring buzzsaw from a compartment in his stomach and holding it in front of him. He now has the option to either stand in place or charge zealously forward across the stage, preferably with a boost from Up B. If Grinding Gears charges into an opponent with his buzzsaw, he’ll severe off their arms, automatically attaching them to his body to try to feel more like a living entity. The foe will no longer be able to use any arm attacks, while you can input fsmash and then any arm attacks the enemy has to use them with the arms attached to your body.

Usmash: Grinding Gears pulls two bongos out of his chest compartment, ready to play some upbeat tunes! Of course, you must have the foe’s permission. If you do indeed have the foe’s permission, Grinding Gears will play music that prevents enemies from dodging. If you don’t (AKA they’re not a pony), Grinding Gears will explode in a smart bomb blast. But don’t worry! Grinding Gears is only out of commission temporarily, as Grinding Gears will simply show up on the respawn platform.

Dsmash: Grinding Gears enters a counter stance. If he is hit with an attack that does 9-19% or less, he will counter the attack normally, like Marth’s counter. However, this will cause a portion of Grinding Gears cover to get knocked off, exposing all of the machinery underneath him, quite a nasty sight. If the attack from the enemy does more than 10-20%, this will cause Grinding Gears to explode to instantly kill him as a Smart Bomb Blast spawns.

Nair: THE WORLD IS CRUEL! I MUST END IT! I'LL BLOW UP NOW! I HAVE NOTHING TO LIVE FOR NOW THAT MY WIFE LEFT ME!
...........
..............
.......
Crap, I'm a dud. All that did was fool the opponent into thinking I would initiate Self-Destruct. Oh well, I suppose that 1.2 seconds of high-priority was a nice time to reflect. I guess I'm not a loser after all!
Personally, I wish you charged.
..D...D...Do you really think that, Banana Nut Sundae?

Fair: Grinding Gears fires his eye lasers, but his eyes derp out and he fires the two lasers into the Z planes. This does not hit characters who dodge, but will instantly fry any low morale minions in those planes.

Bair: Grinding Gears shoots out some homing rockets from his rear end. They were probably loaded in there when another pony used their grab on him. These rockets deal 20% and high knockback on contact, and there are four in all. They will home in on the character that is nearest to them within a platform. Grinding Gears is not immune to these rockets, and he shoots them out right next to him…So yes. They will home in on him immediately, at least if you’re not moving with 22/10 dashing speed, but then you’re probably dead off the side blast zone due to being faster than Super Sonic.

Uair: Grinding Gears grabs the enemy’s heels, as seen in Dark Bowser, Crawdaunt, Mr. Sandman, Gluttony, The Heavy, Lucio Fulci, Romero, Omega Pirate, Q, 88 Teeth, Yoshika, Mike Dawson, Sweeney Todd, and other sets. This causes the characters to have the higher of their two falling speeds. By the way, Grinding Gears’ falling speed is 20. Foes can knock Grinding Gears off with an attack that does 10% or more, but this will make him explode in a smart bomb blast as usual.

Dair: Grinding Gears body slams the enemy with his weight. This is a strong stall then fall as strong as Bowser’s, but if Grinding Gears falls more than 3 Ganondorf heights he will explode in a smart bomb blast.

Grab: Instead of having the foe mount him like the female ponies, he instead shows his masculinity by mounting THEM. He has a lot of missing. . .Items, to compensate for, you see. This is a lunge attack. On success, Grinding Gears will be on top of the enemy. If the enemy escapes the grab, they will be stuck in prone. This grab has excellent range but long lag.

Pummel: Grinding Gears thrusts. This deals 3% to the enemy and heals 3% to Grinding Gears. This is also another way to produce oil.

Fthrow: Grinding Gears gets on the foe’s back and points forwards with one hoof, forcing the enemy to run forwards until they escape the throw.

Bthrow: Grinding Gears explodes, killing himself, but generating a giant Smart Bomb blast. As an added bonus, oil will splatter everywhere from this throw.

Uthrow: Coming out of the closet, Grinding Gears has the foe mount him as he goes higher and higher up into the air with his jets as the speed of Captain Falcon’s dash. Enemies must escape the grab before going off-stage in a suicide KO with Grinding Gears.

Dthrow: Grinding Gears extends out a hoof and asks “Will you be my friend?”. If the enemy character is a pony, they will join your team. If they were the only enemy left, they will join your team and the match will end in a draw. Otherwise, this visibly infuriates the foe and increases their power by 2x for the next 5 seconds…however, with this, their movement speed is increased by 1.8x. Foes typically tend to get cocky with these buffs, which can lead to a lot of poorly-thought-out approaches, especially considering they’re rushing to make use of them before the short time ends. Considering how reckless they may be, Grinding Gears can more easily lure them into something or they may even be careless enough to move into it themselves.

Final Smash: Grinding Gears summons Niv Mizzet, his father. Niv Mizzet immediately explodes in an explosion, generating a smart bomb blast. Grinding Gears will then automatically use his Down Special.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
https://docs.google.com/file/d/0B0QlNHUrQ7VsQlFKSVpHOU0wNnc/edit

The Warrior of Many Feces said:
Meet
2/7 Discord

[URL="https://docs.google.com/file/d/0B0QlNHUrQ7VsQlFKSVpHOU0wNnc/edit"]
The Two-Sevenths Draconequeus Pegasus


Player: The Warrior Of Many Faces
[/URL]

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 :p

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.
...This was a bit depressing. Seriously. Why did you make this?
 

tirkaro

Smash Champion
Joined
Jun 24, 2006
Messages
2,808
Location
but a pig in the sun
BAnaNa NuT SUNdae (ノ◕ヮ◕)ノ*:・゚✧
LOL HAY EVERYPONY! HAHA, IT'S FUNNY BECAUSE I DELIBERATELY REPLACED THE END OF EVERYBODY WITH PONY! ANYWAY, I AM MAKING A SET FOR A CHARACTER FROM MY LITTLE PONY. THAT'S RIGHT, I'M A GUY -AND- I LIKE MY LITTLE PONY! IT'S PRETTY AWESOME AND I AM 20% KEWLER AS A RESULT. HAHA, THAT'S FUNNY BECAUSE 20% COOLER IS A THING A CHARACTER ON THAT SHOW SAID ONCE. ANYWAY, CLEARLY ONLY DEEP, SOPHISTICATED PEOPLE SUCH AS I CAN ENJOY A GIRLS SHOW SO CASUALLY, JUST LIKE MY DEEP SOPHISTICATED FRIENDS AT THE BRONYCONS. I BUY ALL THE PONY MERCHENDISE AND IT TAUGHT ME VALUABLE LIFE LESSONS THAT CHANGED MY LIFE FOREVER. THAT IS WHY I DRESSED UP AS TWIMOON RAREFLY FOR MY COLLEGE GRADUATION AND MADE A 30 MINUTE LONG SPEECH ABOUT HOW EVERY HUMAN ON THE PLANET SHOULD WATCH THIS AMAZING SHOW. DON'T LIKE IT? WELL HATORZ GUN HATE XD *brohoof*
ANYWAY, THIS SET IS FOR MY ORIGINAL CHRACTER (PLZ DO NOT STEAL) NAMED BLILIGHT BLARKLE- I MEAN, BLISCOR- I MEAN, BANANA NUT SUNDAE



NEUTRAL SPECIAL- FUNNEH MEEM

Banana Nut acts her usual RANDOM and IRRELEVANT self and starts exclaiming a HILARIOUS INSIDE JOKE that you silly haters wouldn't understand xD. This funny act of irrelevance and character-defining superspecialarity takes up a SBB-sized hitbox in front of her and causes the opponent to LOL out loud! (Or at least, I think they are. I'm sure the hilarity of the situation has caused their face to contort into a annoyed, disgruntled visage to secretly hide their laughter!) Getting hit by her funny funnies of funniousity 10 times entertains them so much, they hurry up and throw themselves off the stage so that they can get to watching MLP and become a brony just like me! Oh silly guys! Everyone knows that throwing yourself off the stage only results in you dying and losing a stock!

SIDE SPECIAL- CAPTIONS MAKE EVERYTHING BETTER


Even though everyone knows My Little Pony is the best piece of art since The Cabinet of Dr. Caligari and Dr. Doolittle, the only way to make it 20% cooler (HAHA, I DID IT AGAIN!) is to add captions in Impact font and post them all over the internet, no matter how relevant they are to the situation at hand! Because EVERYO-I MEAN, PONY knows that Impact font is just SPINE EXCAVATINGLY HILARIOUS!
Reflecting this, Banana Nut Sundae acts even more wacky and irrelevant, such irrelevance usually reserved for her fellow pony 'Tardy Disabledhooves, and says a silly quote from the show, made even sillier by the fact that it takes the form of an Impact Font projectile about the size of 2 Battlefield Platforms! Getting hit by this will make you take 8% damage and small knockback, presumably from sheer amusement at this piece of pleasure center merriment! Try spamming this move as much as possible in every occasion, as it has barely any downtime!

UP SPECIAL- WINGBONER

Pinkshy Sporkles suddenly sprouts WINGS, as seen in the episode where the evil chimera Conditionalantagonism did that silly little dance once, and flies 3 Ganondorfs upwards, doing 8% damage to foes along the way!

....what? You expected me to put effort into this or something?



DOWN SPECIAL- ASSIMILATION


Because you clearly cannot be capable of love and tolerance until you are converted to the Church of Equestria, Banana Nut Sundae does what any good CUH-RAYZEE pony does and PINS YOU TO THE GROUND WITH THE FORCE OF A THOUSAND STALLIONS. Once this juvenile Equus Ferus has you pinned down, which is a bit hard to land thanks to it's short range and noticeable downtime, she will spend the next 10 seconds preaching the good word about how My Little Pony: Friendship is Magic is the true path to enlightenment and how the naysayers must be smited. This causes the opponent to transform into a Pony themselves! This newfound pony-dom causes the opponent to have the exact same moveset as Banana Nut Sundae herself for the rest of the stock! Shame it only lasts for one stock though, but if your opponent isn't a heretic, they will gladly allow themselves to be assimilated again for the good of ponykind!

A ATTACK- MARSHMALLOW

For Sporkles' sole Natural A move, she tosses a seemingly harmless marshmallow in the air, with only one Marshmallow being possible on-screen at a time. If the opponent makes contact with the Marshmallow, they will try eating it. And everyone knows, everytime I eat a marshmallow, I get a boner because they remind me of Diabetes Pie's soft and squishy butthole. So likewise, squishy marshmallow pony buttholes causes the opponent's netherparts to go berserk as the opponent falls to their knees trying to hide their on-the-edge boner. This leaves the opponent open for about 5 seconds.


DASH ATTACK- Spurting Chaos (<Derpy’s Lightning>)

There is seriously a move in this godawful thing called Spurting Chaos (<Derpy’s Lightning>).
No really.
I want you to think of that for a second.


FORWARD TILT- SUPER SPECIAL MULTICOLORED CHARACTER DESIGN



EW! Look that that opponent, what with his half-sensible character design and his lack of 9348 eye-stabbing colors. [glow]We're gonna have to CONVERT that horrible design into a far more sensible overdesigned[/glow] abomination just like Banana Nut and her lovingly crafted daughter. With a push of a button, Banana Nut shoots forth a maaaagical (ノ◕ヮ◕)ノ*:・゚✧ ball of light that goes at the speed of Samus' charged shot. When it inevitably hits your heretic scumbag opponents, they'll be granted with a far more colorful and garish design, such as this!

Nothing else really changes obv


UP TILT- I AIN'T EVEN MAD

Banana Peel Smoothie, in all of her proud confidence, struts forth in the face of hostility with her invunerable HATERZ GON HATE walk! While doing this 3 second walk, she allegedly takes no damage. However, when she does get hit, she still takes full damage, albiet with no knockback. Taking this damage causes Banana nut to go into a RAGE, which really just means she can spam her B attacks faster.


DOWN TILT- PONYKINESIS

PONYKINESIS

****ING SERIOUSLY

PONYKINESIS

WHO THE HELL WRITES THIS CRAP?


You know what. I'm done. I'm DONE. Why did I EVER agree to this.

Here, here's the only thing I'm leaving you with now, and the only way this set should end off.





FINAL SMASH

Banana Nut has the smash ball! I knew you could do it!
But upon pressing B, nothing seems to happen! I wonder what...Hey, Banana Nut? Why are you looking up like that? Are you just so HILARIOUSLY IRRELEVANT that you're just looking up and somehow no longer making me speak in this terrible eye-torture font? Hey, wh-

*And then like that, CRAAAAAACK! Banana Nut Sundae meets her bloody end at the hands of a GIANT TANNING BOOTH! But wait, what's coming out of that booth?!*


YEAH. GALO SENGEN.

GO GO GO GO GO GO GO. GALO SENGEN.
GO GO GO GO GO GO. WHOOHOO
Pants man began graduate Pitapita Osuoregyaru B system
My favorite food is Caesar salad Teiu capabilities Shibuya
Coloured mesh black face stiff practice lens Parapara dance
STAY TUNE representation of ecstasy in paradise man Gal
Jara Jara Fri Gingira Gin Silver (oi!) 109 sail without humanity and justice (oi!)
Bisan Yappari crisp systemic “Man G · A · L · -!”
(Chorus)
I ate mushrooms (GO! GO! GO! GO!) Asked Transport (GO! GO! GO! GO!)
A tune came up (GO! GO! GO! GO!) Everybody loves (GO! GO! Fu Fu-!)
(Verse2)
Seriously I only fairly well bukkake tea? Abuzz over one topic or
The Adventure of Man OK GAL on the destructive power of butyrate on HT?
Very easygoing love anyway Zonbiore PARTY CLUB
Come one day something w00t batch Come Dance Gashigashi
“Men Gal Onii Iketa system”, regardless of genre Oini - in
Let it do something rare opportunity finally met and know Ine ☆
OK glad to Kimoota from Yaba River GAL ☆ Geki! In the 肝Tsu玉
With lap and picked up like a ping Fri hey this “pleasant”
Seriously they are fun I had in some Yappa Saiko
The types thrive on praise over legend of invincibility mode
Sister series ran crisp Centre (oi!) GET Ganganapi What number immediately (oi!)
What can ****o / or Dota Tsu / reject incoming Mana “the man G · A · L · -!”
(Chorus)
I ate mushrooms (GO! GO! GO! GO!) Asked Transport (GO! GO! GO! GO!)
A tune came up (GO! GO! GO! GO!) Everybody loves (GO! GO! Fu Fu-!)
(Break)
(Fook)
Don Quixote lyrics Exile square Berufare
(School Employment Retirement marriage)
Mino Monta Babanbabanbanban Alife Bishamonten
(School Employment Retirement marriage)
(Chorus)
I ate mushrooms (GO! GO! GO! GO!) Asked Transport (GO! GO! GO! GO!)
A tune came up (GO! GO! GO! GO!) Everybody loves (GO! GO! Fu Fu-!)
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
Klaus Des Adlerhorst

Klaus 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 :mad:

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.

Specials
Neutral 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.

Standards
Jabl
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 :mad:

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 Game
Klaue 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.

Smashes
Forward 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 :mad:

Final Smash
Klaue 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.
Have a token repost.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
The thread seems to be at a standstill for whatever reason, so… how better to revive it than with a comment wall? On jokesets, nonetheless. Hey, jokers need love too!

Grinding Gears

Now, Grinding Gears here is an interesting case. The set is less of a parody of the character and more of an outlet for pointing out various failures in previous movesets – in fact, it would be entirely unfair to consider this a moveset for Grinding Gears himself, as it is horribly, horribly out of character in even the most basic of ways. Consider, for a moment, the Down Special (and its partner in crime, the DTilt.)

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?
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…

Violent Existential Rampage

If a robot ever discovers that it is, in fact, a robot, it snaps and goes on a destructive rampage.
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.

Now then, as to your actual purpose for writing the set – it’s a pretty decent cross-section of some more recent infamous moves, Medic’s Bonesaw, Pyro’s bongos, the all-too common UAir… is that Negative Man in the Nair? No, wait, some Junahu set I should probably recognize. Ah well. And of course, recurring tropes which mischaracterize the foe, slip n’ slides, Z-planes… good fun. It doesn’t quite all play together into a cohesive gameplan, but that was never the point – it’s weird to see you developing a basic playstyle one second and then mocking the character the next and MYM immediately after that and fairly basic melee/ranged options somewhere inbetween. It was fun to read, probably one of my favorite of this “movement,” but it may have been better had it established its focus a tad bit earlier.

Quarrel

Even owing for the fact that these are all joke sets, it's very, very difficult to take this submission even as seriously as I would the above. But here goes. Though your point in this jokeset was indeed to insult the character of Quarrel, "the Two-Sevenths Draconequus Pegasus" (or as you've chosen to shorten it, missing the point entirely, 2/7 Discord) it seems you've missed your mark entirely, transforming the character into the Mary Sue many think of when they hear the term. Suicidal, "original" in every aspect (with xDD's to complement such,) with no small amount of general pokes at how you don't care for the design (personality or art style.)

If one were to read this "moveset," it'd be very, very difficult to tie it back to the source material with the exception of the Neutral Special, which again misses the point entirely (in addition to being a fairly awful gameplay mechanic.) There is no banana smearing, no mention of a changeling's heart, and to be quite frank, this could be done at any time during the match... whatever happened to Friday the Thirteenth at exactly 1:13 during the 1001st tear since the banishment of Nightmare Moon? Quarrel's primary selling point, her charisma and connection to Discord's own chaotic nature, is never even addressed - and arguably, a moveset which went out of its way to mischaracterize the foe (something which Discord actually does in-canon, as you know) could lead to a far better jokeset if made intentionally overpowered. As-written, this in no way reflects the material it is meant to parody - and as such, has become its own original character to be mocked. Nice going.​

Banana Nut Sundae

I was somewhat surprised/excited you agreed to go through with this, Tirk, considering you're not exactly subtle about your incredible distaste for bronydom and everything associated with it - and in a way, this associates you with it. Regardless, it shouldn't be surprising that this is less a joke moveset for the character, and far more a critique on the Brony culture itself.

The most instantly striking thing about this moveset is its reliance on garish colors and font choices, among multiple other effects. Unfortunately, you chose not to link the character sheet for this, (I've taken the liberty of doing myself, both here and in the header,) as it's an aspect which is surprisingly true to character. Banana Nut Sundae's character sheet contains the same over-the-top formatting, though in this case it's... meant to reflect her insanity, I believe. It's here, of course, that any actual comparison stops, as the set instantly turns into a soapbox.

And it actually works quite well! Sundae's "playstyle," such as it exists, consists of spamming "lulmeemzxDD" across the stage in all directions, and eventually assimilating the foe as a member of the fandom. Common recurring themes throughout other... HOPEFULLY parodies on the subject, such as marshmallows and multicoloredtechnogasm are also present - a bit of work, interpretation here and there, and it's actually a fairly cohesive list of reasons as to why you've come to loathe the fandom so much. It's hard to dislike.

Klaus Des Adlerhorst

And finally, we have what was originally FA's submission, Klaus des Adlerhorst (which you have ALSO refused to include the character sheet for and I never opened it in the first place. Ah well.) Apparently, you chose to take the set somewhat seriously at first, as a Werewolf Griffon that can change between the two forms at will, one with an airgame and the other with a ground game. I still haven't read Gatstaf Shepherd, but it's at least an idea you've played around with before.

As you've mentioned in-chat, there's definitely a turning point to the set around the Down Smash. The set until then could actually be treated somewhat seriously, with a focus on aerial combat, blocking, parrying, dodging attacks with well-practiced maneuvers. Nothing special, but certainly nothing jokey... and then he lets lose a single Indian tear.

The set's purpose changes drastically at this point, as your frustration begins to reveal itself. I can't say if werewolf boulders are in-character or not, but they certainly seem out of place... and breaking character by flat-out saying "screw it" certainly looks like this was written at about the 20 minutes left mark. There are some elements of playstyle peeking their heads out, such as positioning of your minions and strikes which work better in unison. Parody is also present, such as the grabgame (which is possibly the greatest cop-out here, very clearly used as a time-saving measure) and the fairly absurd DSmash.

It's relieving to see that you at least READ the source material, judging by the FTilt and Grabgame which demoralize the foes, but ultimately all it has served to do is decentralize the focus even further. This set is much like Grinding Gears in that it doesn't really know what its focus is, but unlike Grinding Gears, doesn't really make much of an effort to explore in any particular direction more than it absolutely has to. It may have benefited from more time... or perhaps, not.

Given that these are jokesets, I feel fairly comfortable expressing my opinions on them overall - if you have conflicts, feel free to bring them up.

Banana Nut Sundae > Grinding Gears >> Klaus >>>>> 2/7 Discord
 
D

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Posted up Soldier, go give it a read. There will be extras soon too!

I almost loved on the post date of Luke Atmey, the puzzled MYMers in the chat who didn't quite get the high concept and the reason for not using the Mask DeMasque set made by Junahu. This is a very, very self-conscious moveset. The connections to the Junahu set are there, the set was clearly made partly in reference to that set. There are too many levels of 'meta' in this set to count and what is the absolute best part, is that I doubt you intended to make it introspective beyond a Kat set for Kat's stereotype. That and how the set turned out, is a Roolian essay on its own. While Mask DeMasque is busy getting caught and stamping his mark on things fairly out-of-hand, Luke Atmey is planning the whole robbery before it has happened. What the moveset largely constitutes is setting up a sequence for the minion DeMasque to follow, and making sure that when he does come along, there's nothing that would stop his success. The use of the unsmash vault and crates is on-the-chin; it does work well for Atmey, a nonsensical character who would happily mangle the engine. I will second the notion that he needs a bigger inventory of items. The set can also be confusing. It's easy enough to get the gist of it; that alone is fantastic but understanding the deeper complexities of the set is difficult. I suppose, as the stereotype would have me believe, this character is a perfect fit for you, both in personality and in a set, as he does largely cover your back in the odd input placement, or unintuitive ones. There's a compelling argument for Atmey being a slow-burner that takes a long time to master. A set as fun to analyse as read as it's perfectly flawed in a way that would make Rool's panties wet.

Dark Meta Knight is a great success at what it set out to do, create an in-smash set that juxtaposes the regular Meta Knight. It only has a handful of inventive moves that are spread out over , supplemented partly in the way it rarely stumbles. The smashes feel like smashes, the standards work into the rest of the set well enough, the throws are surprisingly adaptive and creative in their own little way. I could probably convince myself to like the set under the basis that this is meant to be a mindgame where you fool the opponent into thinking you're Meta Knight at first, before ripping them a new one when they try to dodge your special slash and absorb their attacks to give yourself a buff. Beyond that, there isn't much else you could have done and it's great to see it pulled off. Of course, I'd have preferred if the set were more creative, especially when it's got portals and magic in there already, but I can't argue that it's a serviceable set for the character and Brawl's Meta Knight. That's a fair MO to have in making a clone set.

Oh man, Koala Kong, this set came and went over a month ago, I really am behind. The set's very innovative in taking an obvious idea, creating a platform, and plays it straight. Kong holds the platform above his head, thrusts it into the stage or tosses it, nothing comes across as illogical. A newcomer would mindlessly throw out this idea in its grand simplicity. Through care and dedication, the concept blooms into something wonderful, giving one-note boss Koala Kong a full personality in brute forcing around platforms. Shockingly, this involves almost no true terraforming at all, to the chagrin of those who probably didn't read the set. Where the set (rarely) delves into the terraforming, I found myself not liking this change in direction. These are good moves, they simply betray how in-smash you otherwise made the execution and the simpler moves are often the best ones. I won't be the first to compliment the dash attack, I know you love it yourself and for good reason. The jab is amazing in being a terrible Brawl move but given reverence beyond imagining because of underground TNT. Again, when it gets more complex, I feel it loses its way – bending platforms and crushing them together, isn't in-tune with the narcissistic Kong. It's a logical conclusion and yet, unnecessary. Before you or anyone else think that I dislike the set, not at all. It's a brilliant piece of work, bordering on a masterpiece. Its innovation is comparable to Tutankoopa or Baron in taking a devilishly small idea and focusing on it to reveal aspects that no one had ever contemplated. I'd personally put it far above the former and below the latter – where it falls in my view, is a by-product of being on the cutting edge, where the execution is always incredibly risky. It's worth a super vote.

I thought I'd commented HN Elly but no, that was an audio recording that's sitting on the shelf. I'm a fan of minions only when they are executed respectfully and this set has a glorious interlude in the aerials where it captivates the reader. It was awesome just to see the whole grouping system in play, reminds me of Necromancer's three-dimensional zombie circles, which I loved almost as much. The way minions are controlled is natural and really helps distinguish Elly from the other Fly sets. On the topic of the other stage, it's decent enough. The TVs are laid out at this exact distance in a very clinical pattern, the foe loses some of their inputs and the buff given to the minions is fairly interesting, if not hugely innovative. What I really like about this set is the way it plays, lightly jabbing at parts of her set-up to create a chain reaction, subtly ordering her airborne yuppies. To me it's a cool archetype that utilizes a few concepts in an enjoyable way. The efficient design and calculated playstyle are what sell it to me as the full package, though it comes off as slightly unambitious. That may be due to the overpowering flavour of these elements put together, the fact that it works at all is a marvel. I'm surprised at how little I can say here, I think because I already touched on most positive aspects in the aforementioned recording.

As far as FA sets go, I always get a sense of continuity, sets largely turn out as spiritual sequels to past efforts. Lizard is one of the best examples of this, taking the idea of Kyubey – a super lightweight magic character with a balancing mechanic – and improves on it to the point that it's almost unrecognisable as an unsmash concept. The move copying in single-player versus is not an innovation in design, but very clever in meshing together a stock three movesets [rock, fire, water] and then tying them down with the foe's moves. Unlike Kyubey, who hid in plain sight due to his, in hindsight, awkward corpse mechanic, Lizard instead just opts to hide. This is made great use of in the grab game that manipulates all those obscuring rocks. The match would inevitably become mindless but Lizard has an instant solution in disabling four moves at once, preventing, say, Dedede in Brawl just spamming his amazing back aerial on all of the rocks, creating a versatile match-up. I greatly enjoyed the open-ended nature of meshing together a new moveset, it's player-friendly and inspired in its creativity. The characterisation is, as expected from you, superb, the godly Lizard crafting an almighty new set as he observes the fight, hardly trying to participate. It could be more streamlined – it'd be nice to have a special dedicated to move storage or a way to get from point A to point B. At the same time, this approach would likely lead to worse playability; it's a moot point. I can tell you had fun making the set, I had fun reading it and consider it one of your best, good job.

Strong Bad I need to address despite being so horribly late that I've basically got nothing new to add, because it would be wrong to assume a massively negative position on the set, as I do, without giving it a fair comment. This set doesn't understand the point of its true genre, Hugo, in that it's supposed to not be over or underpowered, there's supposed to be a delicate balancing act in simultaneously using several characters. No thought is put into how they all work in unison, nor the input placement. Iron Tail regimented sections to his spider and bat in relatively logical ways - not only do the inputs not make sense here in the way they're divided, two aerials are a prop trap combo and foe teleportation. Standards typically are meant for melee range, not devoted to hitboxes that may very well be anywhere on the stage except right beside the player. Strong Mad runs too slow to keep up and Cheat is haphazardly flying around. It's a complete mess, imagining this moveset in play is like, imagining the Make Your Move version of QWOP as the player wrestles with the controller to stop themselves committing suicide. Not helped by abhorrent interaction throws and simplistic projectile tennis on Cheat being the peak of synergy in this 'team.' There is as well a supposition of trap manipulation, traps that never emerge. What's there in the bear trap and cardboard cut-out is hopelessly shallow. Back on Strong Bad, the namesake of the moveset, he's completely exposed when you consider how hard it is to have the sluggish Strong Mad successfully land a smash. I can't remember a set before where I could count the amount of accessible attacks at one time on one hand. Once a single member dies, the remaining can't handle Warlock Punch spam. Sure, Strong Mad is heavy, the other two aren't so lucky and Strong Mad's huge hurtbox is liable to get damaged insanely fast. In all, the nicest thing I can say is that it's not forgettable and many lessons can be learned. I'll chalk this up to it being a rushed set, but still, Bubblegum was good and original, you're capable of making much better sets.

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. 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?]. It shares the faults I always found in your old sets, though, in the lack of focus on what is truly interesting. 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. 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. 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. 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.

I'm late, but woo Junahu Day happened! Overly congratulatory praise goes here! Main issue I had in the three sets posted, where's 2011's variety? I won't count Kamella when you don't. What's left is three school girls. Getting past the visuals, none stand out as good characters. Sheena comes closest but her set is botched in favour of a disappointingly light characterisation experiment. It's nowhere near as diverse a cast as I've come to expect. Last year was great in that you had a heavyweight witch, a drunken pirate who spent his time being tipsy in the background and a whimsical thief who appropriately doubled as a self-insert. They all looked, played and belonged in totally separate dimensions. Switch around the three girls from this Junahu Day and you wouldn't find them out of place in their new origin. The Disgaea sets, as flawed as they may have been, were a far better selection.

I've already mentioned Sheena. This set starts off okay... the idea of using her first encounter specifically was a decent idea. The immediate downfall of this experiment is obvious in lacking any of the development that the character gains over the course of the game, showcased in her full, lavishly versatile moveset in Symphonia. 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? This is Junahu Day after all; I'm bemused as I was when I read Yu, the set for Persona 4's blank slate protagonist, because this is another missed opportunity to charm the pants off of readers by telling us about your personal experience. I know I haven't talked about the set, there's not much that I can say. Two of the specials are Brawl moves that require you to summon a demi-god. I agree on the sentiment about the awful grab game. 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.

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. It's another underwhelming effort. Kamella is awful, it doesn't deserve its own comment. Barely a third of a full moveset and it has incredible redundancy. This isn't a SSE boss, this is a mini-boss you'd see three times in one dungeon (a comparison already made). All of the past three sets have poor organisation by your standards too. Kamella is worse organised than Nate's sets, by design speedy productions. Yoshika is B coding, nothing that stands out. Sheena is the usual collection of boring rectangular boxes. Most work must have gone into Sakuya or chat avatars.

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. They work into the clock effects... as much as any move works differently slowed or sped up by virtue of how motion works. There isn't even analysis on how these specific Brawl moves work in the context of Sakuya's clock. I won't mention the duplicates or teleporting because it's not like you remember them either an input section later. Confusingly Junahu's playstyle summary touches on this as if a positive [he ends on 'that's without even using the specials!' after talking about effects created by the clock special]. 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.

We come to The Scout, a set from a movement which at this moment, I am a week late in joining. I may have had the set up right now if not for an internet problem, but a las. Atmey may have been confusing, Scout is just confused. You clearly have no idea what the point of the class was and to be honest, I don't have any sympathy for you, because it's one of the obvious ones. He runs in first to steal the flag or be a decoy for other class members, messes up the opponents before their defences get too substantial and creates chaos, even capturing the flag if they aren't on their toes. Three buffing items on the specials is absurd and the set never reaches a conclusion on what it's trying to be, let alone getting there, largely because it's all over the place. Anyone could tell you had problems with the set by how the quality deteriorates and you even made me, an awful TF2 player, lecture you on Scout. There's no attempt to match TF2, or to take an original spin on it; a lot of nothing. In my view, that perfectly describes this set.

Second we have the Pyro. I must address the Pyrovision. It's entirely inconsequential, as impactful as a quirky writing style. Yes, it's a barrier to enjoying the set and makes things more confusing than they needed to be, but it's stupid to harp on about it when it affects nothing. I wish the set bucked its criticism in any other regards, as it's largely not very interesting in the way it plays with Pyro's weaponry or tactics. I do not like the tunneling getting past the characterisational argument, these sets are not meant to be flashy, but functional - they're the cornerstones of the mode. In that sense, sure it's true that Pyro is the Captain Falcon of Capture the Flag mode, but comparatively, doing an overly laggy KO punch is a far cry from terraforming. This set should've been thinking inside the box instead of going out of its way to be creative - the flamethrower should've been what everyone was talking about, granted I understand the difficulty, being that my own set was hugely delayed. The set isn't offensive, in fact it pays good tribute to one aspect of Pyro's character well, albeit it's not the one I'd have chosen. It has solid ideas for someone who logically digs tunnels. What is offensive is the backlash, spinning out lies and claiming it's the worst set ever, when detractors have read about ten sets.

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. On top of a list of consumables in one special, the set doesn't put together a decent proposal for how to implement Heavy. 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. 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. I also laughed my Agi off at Christmas mittens.

More so than the others, I've been beaten to the punch on Medic. You've already abandoned the set, Kupa, you didn't ever play the game, it was just an experiment, fine. What I don't get is how you approached the neutral special without taking a step back and looking at how crippling this is – 45 seconds is longer than respawn, on a move that is a generic slash. Every character in this movement only needs to have their arms removed to have all of their moveset lost. This is no longer a fighting game, it's unplayable. There's a missing layer here and Agi's idea of corpses may have worked, but the set as it is simply doesn't work in any environment. Had I the inclination to forgive the neutral special, what the set does in manipulating the body parts is not worthwhile. It's surprisingly dull and nothing jumps out as particularly interesting when you're sacrificing the whole premise of a fighting game to get it accomplished. It's a similar situation to Pyro in having to shave off the majority of the moveset to reach a point where the set resembles Medic. It's frightening that Pyro and Medic are objectively worse than the versions made by Smashbot and Khold, an ammo bank set and the other having Heavycopter as the up special.

It's a foregone conclusion that Sniper is the best set from its movement sans Engineer, a re-post. There's a sense that you both understand the game mode and have fresh ideas to utilise the character, this is enough to make up for the inevitable filler. The huntsman stuff is great, the options and outcomes that become available using a tether grab in a gigantic mode are exceedingly original. Creating a platform is pretty intriguing and its simplicity prevents the player from overstepping his boundaries as part of the team. The way that moves are broken up, plus the way sniping in general works, is evidently thought out. Flaws come about in the filler, as already stated. Light slip and slide is never not redundant, though I concede there's no other interesting choice and it had to be included. There is a minor overabundance of generic sniping moves and slashes using the knife, but again, there's nothing else available. By comparison to the others, your execution is amazing in how it avoids the pitfalls of 'tacky' effects from Team Fortress 2 and abides by the class. It's Sniper, from the game, not the short, nor is it trying too hard to include every single element of the character because of how it knows that is awkward. It's smartly-implemented, if not hugely impressive.
 

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
https://www.youtube.com/watch?v=9BkBGdnUNSk

THE PYRO
CTF MODE


The Pyro is one of 9 classes from Team Fortress 2. Constantly staying in a suit, The Pyro's gender is a mystery. The Pyro acts as an ambush class in-game: attacking from unexpected spots to make sure he isn't immediately killed. W+M1ing isn't going to help you here, you have to be crafty...

Stats

Traction: 9
Falling Speed: 6
Aerial Movement: 6
Size: 6
Weight: 4
Movement: 4
Jumps: 4


Idle Stance
The Pyro holds his flamethrower in his hand, hunched slightly, as he looks around occasionally.

Walk
The Pyro marches along, solemnly.

Run
The Pyro darts madly forward - as though he were chasing prey.

Crouch
The Pyro leans down on to the ground - taking a Snake-like stance as his axe appears in his hands.

Dizzy
The Pyro begins to sway back and forth - the world around the Pyro begins to flicker and become static-like, as it flickers between Pyroland and the normal map for the duration...

UP TAUNT - TRIUMPH
The Pyro raises his flamethrower above himself, laughing maniacally.

SIDE TAUNT - GOT A LIGHT?
The Pyro flickers a lighter for a few moments, looking at it with affection.

DOWN TAUNT - AIR GUITAR
Pyro pulls out his axe, strumming it as though it were a guitar.

Mechanic
While all the other characters in CTF Mode are only allowed to view the camera zones their allies are in, the Pyro can view every single camera zone. In fact, by tapping A while viewing a camera zone, The Pyro will respawn there in a burst of fire instead of popping up at spawn. This is a silent motion, thus being utterly devastating to foes if they're unaware of your presence. The Pyro will respawn in her own base if nothing is pressed, or if the A Button is pressed twice in the same camera zone. The Pyro does not have a choice of where he will exactly respawn in the camera zone - though as a general rule, the game will try to make sure you don't spawn over a trap/hazard and on empty ground. The only part of the camera zones that Pyro can't spawn in are parts of the map that only the enemy team can enter, such as their spawn. He's not even limited to viewing just camera zones! The Pyro can look inside every alternate stage that might be present (such as the Fly of Despair, Item World or even inside of Swalot) and spawn there as well. This mechanic allows the Pyro to become an effective ambusher - as well as allowing him to recreate his ingame role of having a good matchup against Spies, without using something stupid like "lol Pyro can see through his disguse". Though something notable is his advantage against those who camp inside things such as the Dutchman's Fly or Swalot's stomach...

Specials

Neutral Special: Flamethrower
The Pyro takes out an obviously homemade flamethrower, letting out a small puff if tapped - releasing a small spurt of flame from it. The flame extends a Battlefield Platform outwards and is as tall as Kirby. Those who are hit by it in the slightest, will be covered in fire for 10 seconds. Being on fire has you take 2% per second for the next 10 seconds - the damage is entirely passive, comparable to a Lip's Stick in terms of how it works. The only things that can be done to stop the fire are to simply wait out the 10 seconds - or dash for 5 1/2 seconds. Doing that will cause the fire to diminish from their body.

If you hold down the input, The Pyro will release a constant spurt of flame with properties identical to simply tapping it for as long as you hold it. The Pyro has 100% mobility during this time, meaning that you can still maneuver and dash after foes just fine - setting them ablaze as you ambush them, creating an effective crowd control tool. The Pyro will usually be aiming to follow the foes, as the 10 second countdown only starts once they exit the fire - and restarts whenever they reenter them. By training the flamethrower on them, Pyro can potentially keep them permanently feeling the magic.

However, there's a catch - the Pyro's flamethrower is represented as a small bar on the bottom of his HUD. As he shoots his flamethrower, the bar drains - he only has enough to fire the flamethrower for 5 seconds, and regains a second every 2.5 seconds. If you fire the flamethrower when the bar is empty, it will explode in Pyro's face, dealing 10% damage and stunning for a second. Pyro must indeed be conservative with the flamethrower, making setting enemies aflame be somewhat difficult, and all the more important to save for guaranteed ambushes - as well as preventing spam. Keep in mind that a single puff of the flamethrower will remove a single second, so you can't just spam that repeatedly.

When firing the Flamethrower at enemy traps, they will not absorb fire - they will however take damage, but only when Pyro is actually firing it at them, making it somewhat ineffective.


Side Special: Flare Gun
The Pyro brings his flaregun out with some startlag and fires it - releasing a massive fireball the size of one of Mario's. This fireball travels 3 Battlefield Platforms to Final Destination depending on the charge time, always moving at the speed of one of Diddy's Peanuts (AKA getting faster with charge).

If it hits anyone, it will explode like a bob-omb, dealing 5% and covering them in flame, identical to the flamethrower. While you will have to put more effort into chasing them down, this gives you a way to damage them from afar, as well as allowing you to refresh the timer from far away. You can also use the flare gun to effect multiple enemies in close proximity to each other - like the bob-omb, it can damage enemies close by, as well as setting them all on fire. Clearing-out, much? While you can't angle this, this can make a decent way to make enemies happy while your flamethrower isn't working.


Up Special: Airblast
The Pyro pulls out the flamethrower and shoots off a puff of air - reaching out (and being the size of) a small stage builder block. If this hits an ally or an enemy, it pushes them forward with some decent knockback. You are able to angle this by holding it - allowing you to angle it and move about with the capabilities of a Cracker Launcher, the burst of air being released once you stop holding it. Given how the burst of air firsts out in a very quick action, you can indeed use this as a defense against approaching foes - or use it for your own approaches, as the airblast reflects projectiles. Ambushing has it's own uses for this as well, as you can push enemies into any hazards scattered around the stage.

More importantly, if you use this on a character on fire, the air will push them off the character...forming one of the fireballs from the flaregun, immediately launching off the char and moving in the direction the air was angled. If you accidentally set an ally on fire, you can indeed use this to turn it into a projectile and put them out - as well as actually making it somewhat useful (we musn't have the little nooblets not put their allies out). Using this on an enemy has some benefits as well, as you can quickly transfer the flames from one enemy to another, or even fire it at their own traps - while they won't be lit flame, the fireball will indeed explode as normal and coat anyone camping by it.


Down Special: Homewrecker
The Pyro takes out a large hammer, holding it for a brief moment in which you can pick a direction to angle it, before she swings it in that direction. This deals 7% damage and light knockback, but if swung at solid part of stage (e.g. anything that isn't drop-through), Pyro will chip away a portion of it, roughly the size of a normal stage builder block. Once Pyro swings the hammer, it can be held down to have Pyro repeatedly swing it in that direction while advancing in the direction of the initial swing. He swings at the rate of the actual hammer, making it very swift indeed. Each one does damage identical to the first swing with the same stage-removal properties.

There are no restrictions who can enter Pyro's tunnels - the entrance is obscured, however. Only allies will see the tunnels from outside them, enemies will not see inside the tunnel unless they're inside the tunnel (anyone standing outside the entrance would see only the normal stage, inside the tunnel it's transparent). This has a relevant purpose, as Pyro can tunnel through the enemy's base while they aren't looking and carve out little spots where he can hide, as well as possibly getting an easy route for his teammates to enter through. The tunnel does not disappear once the Pyro dies initially. Rather, a tunnel will disappear if nobody has gone inside of it in the past 40 seconds. This is to keep tunnels made inside the enemy base from clogging it up, i.e. little cave-ins in their walls. If Pyro really wants a cave to be saved, he can always respawn in the camera zone they're in and start chipping away at it again. If a tunnel disappears, the flag and all important items inside will spawn in their default positions.


Grab-Game

Grab - The Claw of Fate
The Pyro takes out the claw of fate. It's fired 2 Battlefield Platforms by default, before it retracts. By holding the input, The Pyro can charge the distance the projectile travels, with 2 Platforms being added per second (and stopping once the entire camera zone is covered). It will automatically aim for the nearest opponent on the other team if this was charged, locking them in a grab hitbox if they didn't dodge out. If the Claw misses, it is immediately retract back towards Pyro.

Should the it grab anyone, it'll latch on to them and get snapped back to the Pyro at Falcon's dash speed. From here, the Pyro can activate his grab game. Even without using any throws, Pyro's grab is pretty damn great just for the fact Pyro can grab retreating foes near-automatically if given enough time to charge - as well as pulling foes into little tunnels you've made in their walls.

You can also grab items with this, adding the possibility that you might grab the flag while hiding inside a tunnel - sending foes on a wild goosechase for it, and directly into your lovely flamethrower.

With pummel, Pyro simply slaps them in the face, dealing 3% damage. This simply acts as something that the Pyro can use to spam, if he feels the need to rack up any more damage while his foes are covered in fire.


Back Throw - Lonely Housewife
Pyro grips the foe tightly with one arm, taking the mallet in the other, entering a new grab stance. By pressing the control stick, Pyro simply swings it in that direction, dealing 7%. Given how quick this is, you can fend off attacks from behind while you pick off this one foe.

By holding the control stick rather than letting go, Pyro begins rapidly swinging, and moving in the direction you picked, identically to the actual input. As you might guess, Pyro can dig while holding the foe - allowing you to take them to lower grounds and set them aflame there, getting some actual development while you pick them off. You can also use this as a suicide KO if they don't buttonmash out.


Forward Throw - Chronic and Sustained Cruelty
If this is pressed and the bar is full, the Pyro presses the flamethrower against the foe's face and blows hard - covering them in flame as Pyro steps away. This is an incredibly easy way to get them covered immediately, as well as refresh timers, if you've caught them while they're covered. This especially has uses against foes who can outrun the flamethrower, as if you get them into this grab, you have an obvious opportunity to get them. It only takes one second off the bar.

Up Throw - Smash
Pyro tosses the foe upwards and follows up with a quick axe hit to smack them for 7% damage, after which he taunts by raising the axe above his head. If a foe comes in contact with the axe while he raises it above his head, it deals 6%, knocking them upward. While this is a rather useless animation most places, in tunnels, you can hit foes against the ceiling of the tunnel for a guaranteed hit with the second part of it, rather than the knockback keeping them from being hit by the taunt. This allows you to rack up their damage quickly - becoming your most damaging throw if you're inside a tunnel or up against a ceiling (as people in the base will often be)

Down Throw - Marker
Pyro attaches a small glowing device on to the foe. Now, this acts as a beacon, alerting Pyro to their position at all times. A marker constantly points in their direction on the Pyro's HUD, whether or not they're disguised or not (anti-Spy?), as long as they're alive. Pyro can only have 1 markers out at a time. When you have a marker pinned to someone, you can only view camera zones they're in...but are able to respawn there instantly. Markers only last 8 seconds though, meaning this is more often saved for when Pyro's on the verge of death, allowing him to quickly reappear if he's killed. You can also pin this on allies to determine when they die, you having plenty enough time to do this if you decide to make a tunnel between base to base.

Standards

Jab: Shotgun
The Pyro pulls out a shotgun, pumping it to release bullets - each deals 3% damage and some slight stun, with five being released every time you use this move. Much like an actual shotgun, and as MYM has come to know, the petals spread after being fired. The bullets will travel one Battlefield spreading before disappearing.

By holding the jab input, The Pyro will fire repeated shots, with .30 seconds of delay between them. He can also move from left to right (and jump) as he does this, making it decent in two respects: using it as an approach tool while your enemy is aflame to give them some slight stun, or as a defensive tool: airblast 'em away and then pump your flower as you retreat.


Forward Tilt: Back-Burner
The Pyro takes out an axe, swinging it forward in a swift motion, which can be angled. This deals 3% damage and some slight flinch - though has a more practical purpose, which can be guessed by the name. If it hits the back of someone, it will deal 12% damage and high knockback as the Pyro gleefully swipes it down their back...thanks to the range, you can use this as a decent ambush tool when catching a foe offguard, though a very good purpose comes from hitting foes attempting to dashdance the flames away, thanks to the quickness.

Up Tilt: Smoke
Pyro points his flamethrower upwards, attempting to blow flame out - but puffing out a thick stream of smoke instead, of which he looks at curiously and begins to watch. This creates out a thick layer of blue smoke in the foreground, which obscure the match. Pyro initially only spurts out enough smoke to obscure a Bowser-sized area with this move, but by holding it, smoke will billow out indefinitely until you stop. Smoke lasts for 10 seconds after Pyro stops using this move, after which they disappear. Combined with using your grab to steal the flag, you could indeed fill a tunnel up with smoke and send opponents on a wild goosechase through a hellish path in which your teammates could be waiting...

Down Tilt: Trapped
The Pyro smacks the area in front of himself violently with his axe - if it hits a foe, it deals 9% and pitfalls them into the ground, as though it were DK's side special. Hitting the ground causes a pitfall trap to be made, of which Pyro can have 3 of onstage. These allow Pyro to have a way to hold enemies still when he's not around, as well as possibly litter his tunnels with traps should foes chase after him. It also provides a bit of fodder for you to push foes into with your Airblast.

Dash Attack: Sneakster
As soon as you press this input, The Pyro pulls out the flamethrower and slinks into the background - running through it at his normal dash speed for 5 seconds, before he circles around back into the foreground, facing the direction he dashed from. By pressing the standard input, Pyro will move back into the foreground early. Pyro automatically moves forward while in the background, you only allowed to influence two factors - allowing Pyro to double jump and pressing the nspec input to switch the flamethrower on. You can use this to maneuver past traps in the main plane, needed due to Pyro having no real anti-trap moves, before going into the main plane to ambush foes - as well as mindgaming foes in sparkles. If Pyro is hit in the background, she is ejected into the foreground, taking the knockback like a man.

Smashes

Down Smash: Spin
Pyro holds the axe around himself, as she begins to spin rapidly for 2 seconds. During this time, you can maneuver Pyro about at 6/10 dash speed. Getting hit by the Pyro's axe deals 9-14% damage and decent knockback. This will hit foes in the background, giving him a way of pressuring dodging foes as well.

Also relevant - hitting foes shielding will deal multiple hits to their shield, wearing them down extremely quickly if this is fully charged. Given how foes just might attempt to shield fire, you can pressure them with the threat of shieldbreaking, should that issue arise...


Forward Smash: Axe Me A Question
The Pyro, quickly and without warning, takes out his axtinguisher - an axe covered with barbed wire, yet again signifying more of his homemade weapons. He swings it forward, dealing 6-12% damage and light knockback.

If, however, the enemy is aflame, this deals 16-27% damage and incredibly high knockback - making it one of your most potent killing tools. Naturally, if you can get a foe covered, this is indeed your best source of damage if you can stick close to them.


Up Smash: Grenades!
The Pyro pulls two grenades off his chest. If nobody hits Pyro, Pyro puts away them away with some pretty bad end lag. However, if the foe attacks the Pyro, he will throw the grenades to the ground - creating a Smart Bomb explosion-sized hitbox around himself. This burst of musical expression happens twice as fast as the Smart Bomb's, and deals 12-18% damage depending on how much this was charged. Once the explosion clears, enemies will find that the Pyro has died - entering the 30 second respawn phase, making your beacons all that more relevant for allowing you to use this. Using this around a cluster of traps can make enemies a bit more wary to hit you - and given how paranoid they'll be to get you out of there ASAP, this is indeed a wonderful thing for you. Using this to spawn somewhere else also works, if your original plans fell over.

Aerials

Neutral Aerial: Detonator
Pyro takes out the flare gun once more, shooting at his feet. This sends herself flying upwards in a move that deals 10% self-damage. This can indeed allow you to launch yourself vertically upwards and serves as a make-shift recovery or quick getaway tool, though the risk of you knocking yourself off the top blast zone exists and is a terrible possibility. However, using this wisely is a powerful thing, as you can get high up to ambush points and stop foes who are stalling with the flag in midair - you can also use this against foes who are slightly underneath/overlapping you, to deal the damage to them as well, inflicting them with fire.

Up Aerial: Mulch Diggums
Pyro leaps upwards a full Ganon - if he comes in contact with anyone, he grabs their legs and enters a stall and fall state, plunging downwards at the speed of the Ice Climber's dair. The foe can mash out of this at 2x grab difficulty, at which point Pyro will stop stall and falling. Keep in mind that this is your most reliable suicide KO method, as you can grab foes from inside your tunnels and drag them down to the bottom blast zone. Of course, this doesn't even have to be a suicide - grab one of the key members of the enemy defense, and drag them down into a tunnel to remove them for a few moments.

If Pyro grabs onto a piece of stage, he will hang on for 3 seconds or until you press downwards. While in this position, he can press down special to automatically begin carving upwards - allowing him an actual way to carve up through their base. Yes, it's a terrible input - but a necessary evil to allow the Pyro to have this as an actual component of his game.


Forward Aerial: Save Me!
The Pyro flails out wildly, hoping to grab on to something. Should a foe oblige Pyro's request, they will find themselves footstooled downwards with 7% damage - likely back into a tunnel, considering how fast this is to come out, making it a viable form of defense. You can also use this to, as in the up aerial, cling on to walls - with this, however, you can climb up and down them at Bowser's walk speed. Of course, you can still dig those tunnels you like so much with this, to a far more productive use is to simply cling inside of a tunnel you've made and wait for potential victims to come by - as well as just climbing along the walls of the enemy's base to get to a good ambush position.

Back Aerial: Scrumdiddlyumptious
The Pyro faces the screen and pulls out his axe, spinning it in front of himself for 1 second (forming a hitbox all around himself), with you able to extend it indefinitely by holding the input. This is a spinning move, acting much like the final hit of Dedede's jab, dealing 2% per every second the foe is hit by the axe. While the foe can DI out of this, this allows Pyro to hold them in place for a brief moment until they get to the ground - as well as just making sure their trip to the ground is delayed. You can DI during this, though, which can allow you to predict the foe's attempts to DI out and counter by DIing towards them.

Down Aerial: Inhuman Thoughts
Pyro once again pulls out the axe, spinning before falling downwards at Sonic's dash speed. If at any point someone ends up in front of him, she will swing the lollipop downwards - dealing 17% damage and a heavy gimp downwards. He will also swing it downwards just before she hits the ground. Naturally, this allows you to ambush foes from above, as well as adjusting your falling speed to get the drop on them from above - before creating some chaos. This works particularly well if you used uair to make a tunnel from above their base before hand. Of course, you can also use this as a standard gimper if the bottom blast zone has opened up.



"Mmph!"
 
Last edited:

FrozenRoy

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Generic Zombie

I'll just start this comment with one of the big reasons I dislike this set: It isn't a set for Yoshika, it's a set for a generic zombie. The set seems to make Yoshika even dumber than Touhou canon does, taking her from someone who is merely dumb to, well, a zombie. She's given powers more befitting of another zombie than Yoshika: Up Smash seems like a good example to me. For a character whose stated power is eating anything, Vorinclex Yoshika 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.

(I would complain that Jiang Shi are more like vampires, but Touhou Jiang Shi seem to be more like zombies, sooo)

Unless I missed something, Yoshika also lacks a true playlist. Only linking to her personal battle theme? No epic remixes, no playlist, not even her stage theme? This automatically disqualifies it from being a Touhou set. Come on, man, it's not that hard to make a playlist, and this was Junahu Day. Show some passion. I just noticed Sakuya doesn't as well: AWFUL. I wish I had seen that when I commented her so I could have complained.

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. This set should have been the Clumsy Assassin-style one, not Sheena, because this has far less character in it.

The Land of the Setting Sun

Gwyndolin's mechanic is one of the coolest MYM has seen. Is it entirely unfeasible? Yeah, it is, but this is such high concept unsmash that I find it difficult to hold it against it. And it just needs a CPU option to become feasible, though that dilutes the concept, sooo...

Gwyndolin expands upon this pretty awesomely with his Down Special, bringing to mind Doc Scratch by simply making the stage as big as he can, but his recovery style is more balanced than the initial version of the ol' devil. And although the set tends to strive into more unfancy, some might say boring sets, the workmanship of it seems good, moves crafted with simple if unspectacular purposes, while throwing in some interesting bits that keep the reader piqued: The minions are inventive, I feel, especially the Sentinel, while the healing fits quite well with Gwyndolin's entire playstyle. I will admit though, the grab being multidirectional is dissapointing. The Final Smash, however? I actually like it a lot, given the aspect of Gwyndolin's mechanic, such an out-of-game effect seems fitting...

The atmosphere of the set also feels top notch: I've never played Dark Souls, but I already feel like I have an understanding of the game's life, and I honestly kinda wanna try it now.

Also, that UAir is probably the funniest move I've read in quite a while. Go Tirk go!

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!

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!

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?
 

Junahu

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Junahu attacks commenters for doing that thing they're supposed to do

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?
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.

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.
Unintuitive? If I could beat MYM over the head with such a word until they learned what it actually was, I would.

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.
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.
If you're honestly just going to shake your head and say "no this doesn't work" based entirely on the principle of the moveset being full of grabs, then you're forcing me to tell you that you are entirely wrong.

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.
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.

I won't mention the duplicates or teleporting because it's not like you remember them either an input section later.
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."

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.
We were both very cooperative and unified in our execution of Sakuya, don't assume otherwise.
I asked Emerge to add a summary from his point of view in his own writing (to show that, yes, two people worked on the moveset). He had other pressing things to do, and had to rush it right before we could post the set.
And, look man, I get that you enjoy a certain flavour of moveset, I get it. I don't LIKE it, but I get it. It has some merit, so I'll respect your choice of taste. Just be aware that movesets that don't adhere to your ideals are not instantly flawed

Generic Zombie
... For a character whose stated power is eating anything, Vorinclex Yoshika 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 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".
Ok, maybe she should be eating the foe's soul rather than their flesh, but that's an aesthetic quibble, not a mechanical one.
Also, since every attack leads into a grab, and the pummel of all grabs is EATING.... yeah, I think the players will be doing plenty of eating.

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.
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.
 

FrozenRoy

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Shrug. Most of the attacks I saw just seemed like grabs to me. I also didin't say that there had to be spirit conjuring for eating, but that the only eating we see is that of any zombie, and that the set does not, to me, bring out the spirit of Yoshika, along with things like the lack of playlist(Which I would have complained about in Sakuya if I noticed).

Added to what I percieve as gameplay flaws(You may disagree) and it's not a set I found enjoyable.
 

Agi

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Jul 27, 2008
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SE Washington
Posted up Soldier, go give it a read. There will be extras soon too!
The Soldier

And we finally get Solder, by Smash Daddy! Strange how the American heartlands are taken on by the man across the pond, but that's far, far off-topic. After three months in development, hopefully it will have been worth the wait.

Memetic introduction aside, I do genuinely think this is one of the best submissions to the movement - which isn't exactly high praise on its own, so I'll elaborate. I'll be ignoring my universal complaint that CTF really, really needs to be stamina mode in order to work at all, as this set relies fairly heavily on CTF as-is. And honestly? It's a pretty darned good implementation. You've certainly got it right that Soldier functions pretty well without support (obviously a Medic on him is useful for healing self-damage in the game, but then he's more useful to the Medic than the Medic is to him, building Uber at an absurd rate - anyway) and this is reflected well in the set. Soldier is capable of scouting via Direct Hit, providing obvious ranged support, and covering vast swaths of ground on his own through effective use of rocket jumping; he packs a good deal of power, can defuse traps while sustaining minor self damage through use of his Gunboats (though really, wouldn't a rocket do the same? I guess it depends on the trap), and make an effective offensive/defensive buff to his allies' power or defense.

Where I feel the set really shines is in the sheer variety of the weapons it uses, and its adaptations of such. While I do feel these could have largely been assigned to a single rocket launcher to prevent all-too-frequent weapon switching animations, each launcher provides a unique interpretation of the weapon which just... FEELS right. I do need to interrupt my praise here to raise the concern of ammo conservation - beyond the initial Rocket Launcher, there's no mention of needing to reload the Direct Hit or Liberty Launcher. Being smashes they obviously aren't as spammable, but it's still something I felt I should mention.

There's not a whole lot of what I would personally consider filler here, the repeated Shovel/Frying pan uses serving their purpose in aerial/groundbound reflectors. I'm not really a fan of how you've chosen to use the Market Gardener as the UAir (though it is more effective in a rocket jump, which is its design purpose, it's really used more often while falling - nitpicking here) and the BAir Escape Plan's secondary effect feels entirely unnecessary. Alright, you can stick to a wall after launching yourself/being launched particularly violently, sure. It's stated in the Neutral Special that he doesn't take hitstun/be juggled by his own rockets, and even if he was, Brawl's engine already allows for teching off of walls. Though I suppose this would be a way to get yourself to a particular height on the wall, maybe hang up there for a bit to plan your next angle or something. Bah, I'm already falling into useless self-referential commentary. I like the set. When I try to pin down something I dislike about it, it turns into another way for me to like it. That's probably a sign that this is well-designed. Nice work, Smady.

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?
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA






















TRAINER TIPS:

Armantle is definitely the group's tank, but with a twist in how he supports the team through stage manipulation and passive damage as well.

The key to victory with Armantle is to know when to switch not only your Pokemon, but also your stance, as Shield allows for a free wall for your team mates, and Crawling/Standing have their own nuances that effect how he plays, especially on Team2 with his differing Ftilts. In general, he may be out as the lead Pokemon, to set up then be put on Team2 for his wonderful Overheat to add damage while his friends take advantage of the new platforms and slopes with their superior movement options. or, he could be a hidden threat to come out mid-match and turn the tables, hard. That said, Armantle dreads being the last one standing due to his lack of reliable KO moves outside of Eruption and Earth power juggles (Up Smash helps a lot here), as well as how easy it is to gimp him given his lack of real recovery options. Support Armantle and he'll carry the team to a red-hot victory!


TEAM OPTIONS & SUPER SMASHES:


WITH ALAKAZAM : STEALTH ROCK
Armantle performs Ancient Power in a wide area, a Kirby-sized rock popping out in even intervals taking up a Battlefield's length of distance. Alakazam then levitates each one at a random height between 1/2 the distance between a platform and the ground, and Mario's height while standing on the top BF platform, with no time limit as to how long they last normally.

That is until a foe comes in contact with one, causing it to shatter for 6% and mediocre KB in one of 4 diagonals depending on where they hit the rock. This Super Smash has no timer, but instead must wait until every rock is destroyed in order to be used again, which can come sooner or later depending on if you are facing an agile foe, or one who is actively attacking the rocks to get rid of them, etc. Unlike other super smashes, this also has a bit of lag to it on start up, leaving the pair a bit vulnerable if used mid-match.
------​
Armantle and Alakazam are BFF's. Armantle's "free" damage over time combined with Alakazam's reliable kill set ups, as well as Alakazam's ability to teleport Armantle to recover him on top of Armantle providing a wall for Alakazam to hide behind make for incredible synergy. That said, it takes a lot of "baby sitting" of the other when playing the two as when you're playing on Alakazam, you need to be aware of Armantle at all times in case of rescue, and when on Armantle you need to make sure Alakazam isn't getting bodied, as you need to swap quickly or position yourself as a wall.


WITH FERALIGATR : STRENGTH
Armantle goes into his shield state and Feraligatr then lifts him up off the ground with a grunt. Damn, sheer force is a cool ability! Anywho, from here Gatr can use his new massive rock as a weapon, being able to walk, jump and turn around as well. Inputting a dash will have Gatr put Armantle down and charge forward, pushing him along with ease for an invincible hitbox dealing 8% and mediocre forward KB, making for an incredible approach (as long as a foe doesnt jump over and hit Gatr, ending it). This move lasts until you either travel 2 platforms, hit an edge, or press any input, ending Strength.

Pressing Up will have Gatr raise Armantle over his head, able to then throw the massive weight either Forward, Backward or Upwards for 12% and enough KB to kill around 130% reliably. Even Gatr isn't strong enough to really fling Armantle around like this however, and he will only travel about a Ganondorf if tossed forward/backward (with the back throw being slightly shorter in exchange for a bit more height to arc), and half the distance when tossed up (but he also crashes down). Inputting any of the throws will end Strength, but pressing Down will return to the basic Strength stance. (Note: if you happen to toss Armantle off an edge, he will heat up again and DI/Jump toward the ledge with Team2 ledge snap, meaning he can't be ledge-hogged, but still gimpable if a foe's on his toes.)

Pressing Down normally will have Gatr slam Armantle to the floor, creating a shockwave like DK's Down B for 14% and minor vertical KB. Alternately, if a foe happens to be right under Armantle as he comes down, they will be sent downward for 14% and Spiking KB if at en edge/in the air, or be pitfalled if grounded! Not the most versatile option, but it can set the foe up for a quick follow up as it instantly heats Armantle up, allowing for either Pokemon to attack.

Probably the most versatile of the Super Smashes, Strength has a 20 second cool down between uses, with attempting to try it again showing Gatr being too tired to lift Armantle.
------​
The two heavies of the team predictably synergize by stacking their strengths, but also share some of the same weaknesses, namely heavy projectile use. Fortunately their combination of water and lava controlling space (Ancient Power can provide some cover, letting Hydro Pump be used like Artillery), combined with Gatr's unique movement options across Armantle's rock formations can surely give them an edge in combat. More importantly their high KB attacks and staying power will make it easy to secure momentum in a match, leaving foes pressured to retake lost ground, especially with how Armantle's Smashes become so dangerous when he has Gatr to set an example.


WITH BRELOOM : ASSIST
Armantle will hop forward and perform Nair towards the foe, landing about halfway through and either using Jab if he was Standing Prior, or Ftilt if he was Crawling, then follow it up with Fossilize. Either way, this creates a great defensive Assist for Breloom as even if the foe tries to approach again after being Punched/Roared, Fossilize makes for a scary thing to come in on. To top it off, Breloom could always hop in and get some armor!

Like all assists, this can only be done every 5 seconds.
------​
Breloom and Armantle have some of the same synergy as Alakazam+Armantle, but are slightly different in how Breloom's Leech Seeds and Spore both make for easy healing and damage for Armantle due to his passive damage abilities. Due to this, Armantle will msot likley take a back seat to Breloom for most all fights after setting up a wall or platform for Breloom to work with, and then be used for his Assist, Overheat and wall properties to further help Breloom's offensive game.


WITH Porygon-Z : HYPER BEAM
Armantle braces himself and opens wide, a white hot glow coming from his mouth as Porygon-Z quickly forms a mini Trick Room in his mouth to amplify the blast with his energy. A brief moment later, Armantle shoots forward a pixelated, white, screen-shaking beam of energy from him to the blast zone for 25% and KB equal to Falcon Punch, easily killing at 80% near edges.

This powerful attack has a meter the two of them must build up in order to use, having to wrack up a combined 120% total in order to charge up the Hyper Beam. Try using Porygon's F-throw to get a foe offstage for a good set-up!

(Note: Hyper Beam cannot be reflected, absorbed or clanked with, but can be shielded provided the foe can react fast enough.)
------​
These two have stage control perfected between the various formations and lava Armantle provides, and the amazing utility of Trick Room from Z. Though either works in either team, Armantle will probably find more benefit being playable while tanking the hits for Z (after he's put up some TR's of course), and baiting foes near Z to get locked-on and assaulted from range. Though of course, with Z playable you can transfer your Usmash and Dash attack to Armantle to help with his mobility issues, then swap back in. Overall the pair plays a bit more methodically than the other combos, opting to let the environment they created mess with the foes before taking advantage with a well placed KO move.


WITH Bisharp : ROCK SMASH
Requiring a foe to be in range of the Super Smash activation as well, Armantle will Fossilize the foe at Bisharp's command. From there, Bisharp will take aim at the rock, testing his blade against it for a weak point twice, before performing an exaggerated Ftilt as he turns and does a mighty backhand with the hook of his blade, shattering the rock into a dozen pieces! This will deal 16% +6% per rock shard the foe hits (there are 8 total) on his way outward at a diagonally up angle that can kill between 150-110% based on if they hit a bunch of shards from the exploding rock.

Foes can escape the move just like with normal fossilize, but escape or no, Bisharp and Armantle can only attempt the maneuver every 15 seconds.
------​
Bisharp has interesting synergy with Armantle in that you'll almost never want Armantle on Team1. And why would you when Bisharp has command of stage altering, sky-filling smash attacks whenever you seem fit? On top of this, Lava and Overheat will increase Bisharp's grab game due to his jab and stack with bleed damage, as well as make foes more "jittery" and prone to mistakes in spacing as they try to avoid all the stage shenanigans, making them easy prey. If you do feel like playing as Armantle here, Bisharp does offer some great bonuses in the form of Heavy Armor on a variety of moves, which can prove useful if you have Bisharp in reserve and have Armantle out with somebody else.











We finally got through all 6 Pokemon! Which ones are your favorites? Also, stay tuned for the wrap-up post expanding on the team dynamics, as well as a Special Announcement!

Not to sound rude or anything, but please hold off comments on the whole set (all 6 mons + JOE!) until that last post, it contains crucial information on teaming!

Also, for those who make rankings, here is a picture of Armantle: http://i45.photobucket.com/albums/f61/kiklis/moveset stuff/ignopic2.png
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
MYmini #4: Who's That Pokemon?


Been a while since we've had one of these, right? With the release of JOE!'s fakemon moveset, I instruct all of you to make a cosplay or Pokeball summon for a fake Pokemon. It doesn't have to be created by you, it could be one of JOE!'s or one of the ones lying around the internet. Be sure to include a picture for reference. You can not use an existing character (for example, Mario, Joker, Raspberyl) for this mini. It must be a cosplay or Pokeball summon, not a Pokemon learnset/abilities/stats.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
wait... this thread is for SMASH BROS movesets..? gwaah?



The Contrary Pokemon

/
Raspberyl is a short, humanoid Pokemon, resembling a preschooler in both size and mannerisms. Betraying its real identity as a Pokemon, are her black horns, tiny wings, and a fat stumpy tail. Nobody knows where their clothing comes from, though it is speculated to be naturally grown on the Pokemon itself.
The Pokemon is abnormally popular among adult trainers, presumeably due to their child-like appearance. Her skull like "pendant" constantly emits a powerful aura that helps weaken potential predators. Raspberyl are known to specifically contradict common Pokemon behaviour, though they are still Pokemon all the same, and will fall back on feral habits if need be.​
Gender://
Raspberyl has a gender ratio of 90% Female to 10% Male, and has no noticeable gender differences. It is part of the Human-like and Fairy egg groups

Pokedex://
"Raspberyl are often observed doing the exact opposite of nearby Pokemon. It has been able to survive without natural predators, due to the aura that emits from the skull around its neck."

"Very popular among young men and women. Some trainers raise it like it was their own child."
Stats://
HP: 70
-¦-¦-¦-¦-¦-¦-¦
Atk: 85
-¦-¦-¦-¦-¦-¦-¦-¦-
Def: 60
-¦-¦-¦-¦-¦-¦
Sp.Atk: 95
-¦-¦-¦-¦-¦-¦-¦-¦-¦-
Sp.Def: 80
-¦-¦-¦-¦-¦-¦-¦-¦
Speed: 79
-¦-¦-¦-¦-¦-¦-¦-¦
BST: 469
Abilities://
Delinquency: "Pretends the foe's Stat boosts are inverted"
The foe's Attack/Defense/Sp.Attack/Sp.Defense/Accuracy/Evasion and Speed boosts are considered to be negative whenever Raspberyl attacks or is attacked by the opposing pokemon. Does not invert boosts gained via abilities or items. Speed boosts are not inverted if the opposing Pokemon is not targetting Raspberyl with an attack.
This ability alone makes Raspberyl a terrifying force to be reckoned with, even against Pokemon that don't have stat boosts. Obviously this can cripple a Dragon Dance'd/Swords Dance'd/Etc Pokemon and wall their attempted sweep, or it could break wide open any defensive boosts. The ability also allows Raspberyl to run moves like Swagger very effectively, cutting the foe's attack stat whilst symultaneously confusing them.
Just be careful you aren't facing anything that is self inflicting stat debuffs, such as Close Combat, or Overheat. Also note that it has less useage in 2v2 unless the Raspberyl is running Follow Me, or the other Pokemon is using Protect, since the stat boosts still work normally when the foe attacks your partner.


L'il Cutie: "Gender Specific moves work regardless of gender"
Moves such as Attract and Captivate can be used on Pokemon of any gender, even genderless Pokemon. This ability applies only to Raspberyl herself, it does not allow the foe to land gender specific moves, but it does automatically activate an opponent's Rivalry ability.
Dropping Delinquency for this only works while you have the element of surprise, and without Delinquency, there's little Raspberyl can actually do once the foe is infatuated. You could stack Paralysis and Confusion on the opposing Pokemon, if you suicidally feel like having only one attacking move.


Bull Headed: "Increases attack power when attacking the foe's strongest defense"
If using a Sp.Atk on a foe whose current Sp.Def is higher than their Def, or if using a Atk on a foe whose current Def is higher than their Sp.Def, the power of the attack is multiplied by 1.5x. The ability does not activate if the foe's Def and Sp.Def are identical.
While Raspberyl's stats aren't optimised for attacking, it can still become an actual threat via this ability. Even if the opponent's pokemon has just one stat point more defense than sp.defense, Raspberyl can abuse an increased power Psyshock to put a dent in even Pokemon that resist it.
There are few choices of attacks for her to use (though she at leasts gets 80 base power attacks for both her STABS), and some big holes in her coverage, making this ability better served as a surprise. Encourage the foe to switch out their set-up sweeper by bringing Raspberyl in, and then hit the incoming pokemon hard.


Level up Learnset://
-- Tail Slap The user attacks by striking the target with its hard tail. It hits the Pokémon two to five times in a row.
-- Tail Whip The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.
-- Withdraw
The user withdraws its body into its hard shell, raising its Defense stat.
-- Recycle
The user recycles a held item that has been used in battle so it can be used again
10 Ember The target is attacked with small flames. It may also leave the target with a burn.
10 Gust
A gust of wind is whipped up by wings and launched at the target to inflict damage.
10 Bubble A spray of countless bubbles is jetted at the opposing team. It may also lower the targets' Speed stats.
10 Thundershock
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis
14 Smog
The target is attacked with a discharge of filthy gases. It may also poison the target
18 Confusion
The target is hit by a weak telekinetic force. It may also leave the target confused
23 Faint Attack
The user approaches the target disarmingly, then throws a sucker punch. It hits without fail
29 Flatter
Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat
30 Charm
The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered
31 Captivate
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat
32 Follow Me The user draws attention to itself, making all targets take aim only at the user
33 Encore
The user compels the target to keep using only the move it last used for three turns
34 After You
The user helps the target and makes it use its move right after the user.
35 Assurance
If the target has already taken some damage in the same turn, this attack's power is doubled
36 Bestow
The user passes its held item to the target when the target isn't holding an item
37 Helping Hand
The user assists an ally by boosting the power of its attack
46 Flame Burst
The user attacks the target with a bursting flame. The bursting flame damages Pokémon next to the target as well
46 Scald
The user shoots boiling hot water at its target. It may also leave the target with a burn
46 Pluck
The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect
46 Charge Beam
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat
50 Clear Smog
The user attacks by throwing a clump of special mud. All status changes are returned to normal
55 Entrainment
The user dances with an odd rhythm that compels the target to mimic it, making the target's Ability the same as the user's
57 Warm Hug
The pokemon embraces its target in a nice smooshy hug. Raises target's stats based on gender. [type Normal Status]*
57 Love Whip a slash with a vine or strap that deals damage. If the target is the opposite gender to the user, the target's speed increases. [base damage 50, type Normal Physical]
61 Me First The user tries to cut ahead of the target to steal and use the target's intended move with greater power
64 Pain Split
The user adds its HP to the target's HP, then equally shares the combined HP with the target
67 Punishment
This attack's power increases the more the target has powered up with stat changes
75 Heart Stamp
The user unleashes a vicious blow after its cute act makes the target less wary. It may also make the target flinch
80 Endeavor
An attack move that cuts down the target's HP to equal the user's HP
85 Dark Pulse
The user releases a horrible aura imbued with dark thoughts. It may also make the target flinch
88 Pursuit An attack move that inflicts double damage if used on a target that is switching out of battle
93 Simple Beam The user's mysterious psychic wave changes the target's Ability to Simple
95 Overheat The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat

*If Pokemon is the same gender as the user, then the target's Atk/Def is raised by one stage. If the Pokemon is the opposite gender, then the target's Sp.Atk/Sp.Def is raised by one stage.

Breeding Learnset://
Miracle Eye Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit
Leer
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced
Fire Spin
The target becomes trapped within a fierce vortex of fire that rages for four to five turns
Assist
The user hurriedly and randomly uses a move among those known by other Pokémon in the party
Lucky Chant The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits
Rage
As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle
Glare The user intimidates the target with the pattern on its belly to cause paralysis
Mean Look The user pins the target with a dark, arresting look. The target becomes unable to flee

TM Learnset://
Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis
Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack
Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage
Venoshock The user drenches the target in a special poisonous liquid. Its power is doubled if the target is poisoned
Torment The user torments and enrages the target, making it incapable of using the same move twice in a row
Flamethrower The target is scorched with an intense blast of fire. It may also leave the target with a burn
Fire Blast The target is attacked with an intense blast of all-consuming fire. It may also leave the target with a burn
Hidden Power A unique attack that varies in type and intensity depending on the Pokémon using it
Ice Beam
The target is struck with an icy-cold beam of energy. It may also freeze the target solid
Frustration A full-power attack that grows more powerful the less the user likes its Trainer.
Echoed Voice The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage
Ally Switch The user teleports using a strange power and switches its place with one of its allies
Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat
Incinerate The user attacks the target with fire. If the target is holding a Berry, the Berry becomes burnt up and unusable
Pluck The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.

Move Tutor Learnset://
Defog A strong wind blows away the target's obstacles such as Reflect or Light Screen. It also lowers the target's evasiveness
Swagger
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat
Covet The user endearingly approaches the target, then steals the target's held item
Knockoff The user slaps down the target's held item, preventing that item from being used in the battle
Zap Cannon The user fires an electric blast like a cannon to inflict damage and cause paralysis
Inferno The user attacks by engulfing the target in an intense fire. It leaves the target with a burn

Wifi-Event Moves://
Heart Swap The user employs its psychic power to switch stat changes with the target


Using Raspberyl://
Raspberyl has a very diverse movepool and some game breaker abilities. Stat-wise she isn't too hot. Even if you catch a sweeper with its pants down, her squishy defense and HP will present problems. Almost every move type hits her for neutral damage, with Bug types having a quadruple advantage over her unique Dark/Psychic typing.
Regardless, she can try to fill any number of different roles with varying levels of success.
The expected, and most popular set, involves coming in on a boosted sweeper in order to check it and force it to retreat. If it tries to hang around, Raspberyl can Heart Swap those boosts to herself. And if it doesn't, Raspberyl can hit the incoming pokemon with a stat "boost" via Swagger, Flattery or Warm Hug. Punishment will be have a respectable 100 base power after Swagger/Warm Hug, allowing Raspberyl to put the crippled opponent away quickly. Delinquency also allows Raspberyl to troll Double Team spammers with increased accuracy Zap Cannons and Infernos.
A set using L'il Cutie is very rare, but it does boast 100% Attracts/Captivates, even against Genderless pokemon. When Warm Hug is used by a L'il Cutie Raspberyl, all four buffs are applied, which can be extremely helpful if you can find the turn to set up in a 2v2 match. L'il Cutie will also let Love Whip boost a partner's speed regardless of gender.
As mentioned before, Raspberyl can try to run an offensive set, if the foe is fooled into thinking she has Delinquency instead of Bull Headed. Her speed is not the worst, but it's not in any way the best either. A choice scarf can help her get the first hit in, if you can't get a speed boost onto Raspberyl any other way.
 

Big Mac

Banned via Warnings
Joined
Sep 13, 2012
Messages
38
MYmega

Batman:


Dark/Flying

Stats:
HP: 112
Attack: 110
Defense: 88
Special Attack: 108
Special Defense: 80
Speed: 102
BST: 600

Abilities:

Insomnia/Intimidate

Level-Up Movepool:
Level|Attack
-|Astonish
-|Smokescreen
6|Pursuit
8|Mach Punch
13|Detect
17|Wing Attack
23|Faint Attack
27|Air Cutter
32|Torment
35|Sucker Punch
42|Take Down
46|Counter
51|Acrobatics
57|Punishment

TMs:
Roar
Hail
Bulk Up
Hidden Poewr
Taunt
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Smack Down
Return
Brick Break
Double Team
Reflect
Sludge Bomb
Sandstorm
Aerial Ace
Torment
Façade
Rest
Attract
Low Sweep
Focus Blast
False Swipe
Fling
Sky Drop
Acrobatics
Embargo
Shadow Claw
Payback
Retaliate
Flash
Thunder Wave
Swords Dance
X-scissor
U-Turn
Substitute
Flash Cannon
Snarl
Cut
Fly
Strength
Dive

Move Tutors:
Bounce
Signal Beam
Dual Chop
Low Kick
Last Resort
Block
Knock Off
Roost
Sky Attack
Tailwind
Spite
Trick


The Joker:


Dark/Poison

Stats:
HP: 81
Attack: 61
Defense: 71
Special Attack: 131
Special Defense: 111
Speed: 101
BST: 536

Abilities:

Prankster

Level-Up Movepool:
Level|Attack
-|Poison Gas
8|Smog
12|Swagger
15|Taunt
20|Present
23|Shadow Ball
25|Toxic
28|Sucker Punch
32|Nasty Plot
35|Trump Card
40|Sludge Bomb
45|Foul Play

TMs:
Toxic
Hail
Venoshock
Hidden Power
Sunny Day
Taunt
Hyper Beam
Light Screen
Frustration
Return
Shadow Ball
Double Team
Reflect
Sludge Wave
Sludge Bomb
Sandstorm
Torment
Façade
Rest
Attract
Thief
Low Sweep
Ally Switch
Energy Ball
False Swipe
Fling
Quash
Will-o-Wisp
Acrobatics
Embargo
Explosion
Shadow Claw
Payback
Retaliate
Giga Impact
Flash
Volt Switch
Thunder Wave
Gyro Ball
Swords Dance
Psych Up
X-Scissor
Poison Jab
Swagger
Pluck
U-Turn
Substitute
Flash Cannon
Trick Room
Snarl
Cut

Move Tutors:
Covet
Bounce
Uproar
Seed Bomb
Gunk Shot
Last Resort
Magic Coat
Hyper Voice
Foul Play
Dark Pulse
Snore
Knock Off
Pain Split
Gastro Acid
Magic Room
Wonder Room
Spite
Trick
Stealth Rock
Sleep Talk
Skill Swap
Snatch


The Penguin:


Normal

Stats:
HP: 135
Attack: 60
Defense: 90
Special Attack: 80
Special Defense: 110
Speed: 40
BST: 495

Abilities:

Snow Cloak/Levitate

Level-Up Movepool:
Level|Attack
-|Peck
-|Leer
7|Powder Snow
10|Pay Day
13|Assurance
15|Icy Wind
18|Roost
20|Faint Attack
23|Featherdance
25|Façade
29|Stockpile
32|Haze
35|Brave Bird
41|Sheer Cold

TMs:
Calm Mind
Toxic
Hail
Venoshock
Hidden Power
Ice Beam
Blizzard
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Return
Shadow Ball
Double Team
Reflect
Aerial Ace
Torment
Façade
Rest
Thief
Ally Switch
False Swipe
Scald
Fling
Quash
Embargo
Payback
Retaliate
Giga Impact
Flash
Gyro Ball
Psych Up
Frost Breath
Work Up
Poison Jab
Swagger
Pluck
U-Turn
Substitute
Flash Cannon
Trick Room
Cut

Move Tutors:
Covet
Bounce
Signal Beam
Uproar
Gunk Shot
Last Resort
Magic Coat
Block
Icy Wind
Foul Play
Snore
Heal Bell
KnockOff
Roost
Role Play
Pain Split
Tailwind
After You
Spite
Trick
Endeavor
Sleep Talk
Snatch


Two-Face:


Normal/Dark

Stats:
HP: 86
Attack: 125
Defense: 80
Special Attack: 110
Special Defense: 80
Speed: 99
BST: 580

Abilities:

Contrary

Level-Up Movepool:
Level|Attack
-|Assurance
-|Leer
6|Knock-Off
9|Fake Out
12|Taunt
15|Double Team
20|Faint Attack
25|Switcheroo
28|False Swipe
30|Payback
32|Close Combat
35|Beat Up
41|Nasty Plot
46|Pain Split
50|Judgement

TMs:
Toxic
Hail
Hidden Power
Sunny Day
Taunt
Hyper Beam
Light Screen
Protect
Safeguard
Frustration
Return
Shadow Ball
Double Team
Reflect
Sandstorm
Torment
Façade
Rest
Attract
Thief
Low Sweep
Overheat
Focus Blast
False Swipe
Fling
Embargo
Shadow Claw
Payback
Retaliate
Giga Impact
Flash
Swords Dance
Psych Up
Work Up
Poison Jab
Swagger
Pluck
U-Turn
Substitute
Wild Charge
Snarl
Cut

Move Tutors:
Covet
Uproar
Low Kick
Last Resort
Block
Foul Play
Dark Pulse
Knock Off
Role Play
Pain Split
Spite
Outrage
Sleep Talk
Snatch


Scarecrow:


Poison/Dark

Stats:

HP: 90
Attack: 65
Defense: 90
Special Attack: 90
Special Defense: 100
Speed: 130
BST: 565

Abilities:

Illusion/Intimidate

Level-Up Movepool:
Level|Attack
-|Poison Gas
-|Astonish
6|Smog
13|Screech
16|Supersonic
20|Faint Attack
23|Hypnosis
26|Haze
30|Sucker Punch
33|Mean Look
35|Dream Eater
35|Nightmare
42|Nasty Plot
45|Shadow Ball
50|Dark Pulse
60|Guillotine

TMs:
Psyshock
Toxic
Hail
Venoshock
Hidden Power
Sunny Day
Taunt
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Return
Shadow Ball
Double Team
Reflect
Sludge Wave
Sludge Bomb
Sandstorm
Torment
Façade
Rest
Thief
Low Sweep
Echoed Voice
Ally Switch
Fling
Will-O-Wisp
Embargo
Shadow Claw
Payback
Retaliate
Giga Impact
Flash
Psych Up
Work Up
Poison Jab
Swagger
Pluck
U-Turn
Substitute
Flash Cannon
Trick Room
Cut

Move Tutors:
Covet
Bounce
Signal Beam
Uproar
Gunk Shot
Last Resort
Magic Coat
Foul Play
Dark Pulse
Knock Off
Role Play
Pain Split
Worry Seed
Magic Room
Wonder Room
Spite
Trick
Endeavor
Sleep Talk
Skill Swap
Snatch


Bane:


Fighting

Stats:
HP: 125
Attack: 121
Defense: 100
Special Attack: 90
Special Defense: 90
Speed: 74
BST: 600

Abilities:
Iron Fist/Intimidate

Level-Up Movepool:
Level|Attack
-|Arm Thrust
12|Bulk Up
16|Vital Throw
18|Seismic Toss
20|Mach Punch
23|Body Slam
28|Brick Break
42|Close Combat
45|Agility
47|Venoshock
50|Dynamicpunch

TMs:
Calm Mind
Roar
Toxic
Hail
Bulk Up
Venoshock
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Rain Dance
Safeguard
Frustration
Smack Down
Return
Dig
Brick Break
Reflect
Sludge Wave
Sandstorm
Rock Tomb
Aerial Ace
Torment
Façade
Rest
Low Sweep
Focus Blast
Quash
Payback
Retaliate
Giga Impact
Stone Edge
Gyro Ball
Bulldoze
Rock Slide
Work Up
Poison Jab
Swagger
Wild Charge
Snarl
Cut
Strength

Move Tutors:
Iron Head
Uproar
Dual Chop
Low Kick
Thunderpunch
Fire Punch
Ice Punch
Last Resort
Iron Defense
Block
Superpower
Knock Off
Drain Punch
Outrage
Snatch


The Riddler:


Psychic

Stats:
HP: 73
Attack: 60
Defense: 90
Special Attack: 120
Special Defense: 110
Speed: 70
BST: 523

Abilities:

Magic Guard

Level-Up Movepool:
Level|Attack
-|Leer
-|Teleport
-|Confusion
5|Smokescreen
11|Barrier
13|Imprison
15|Hypnosis
20|Light Screen
20|Reflect
23|Psybeam
25|Embargo
28|Double Team
30|Spikes
30|Toxic Spikes
35|Trick Room
35|Magic Room
35|Wonder Room
40|Psychic
45|Substitute
50|Mirror Coat
60|Miracle Eye

TMs:
Psyshock
Calm Mind
Toxic
Hail
Venoshock
Hidden Power
Sunny Day
Taunt
Hyper Beam
Light Screen
Protect
Rain Dance
Telekinesis
Safeguard
Frustration
Thunderbolt
Thunder
Return
Psychic
Shadow Ball
Double Team
Reflect
Sandstorm
Torment
Façade
Rest
Attract
Thief
Low Sweep
Ally Switch
Charge Beam
Will-o-wisp
Embargo
Payback
Retaliate
Flash
Volt Switch
Thunder Wave
Psych Up
Work Up
Dream Eater
Swagger
Pluck
U-Turn
Substitute
Flash Cannon
Trick Room
Snarl

Move Tutors:
Covet
Bounce
Uproar
Last Resort
Gravity
Dark Pulse
Magic Room
Wonder Room
Spite
Trick
Stealth Rock
Endeavor
Skill Swap
Snatch


Clayface:


Ground/Poison

Stats:
HP: 155
Attack: 120
Defense: 90
Special Attack: 120
Special Defense: 40
Speed: 30
BST: 555

Abilities:

Imposter/Illusion

Level-Up Movepool:
Level|Attack
-|Transform
-|Mud-Slap
5|Sand Attack
6|Acid
8|Bind
13|Mud Shot
16|Sludge
20|Mud Bomb
21|Toxic
26|Bulldoze
28|Self-Destruct
30|Sludge Bomb
33|Body Slam
35|Muddy Water
40|Stealth Rock
43|Sludge Wave
50|Explosion

TMs:
Roar
Toxic
Bulk Up
Venoshock
Hidden Power
Sunny Day
Taunt
Hyper Beam
Protect
Frustration
Smack Down
Earthquake
Return
Dig
Brick Break
Double Team
Sludge Wave
Sludge Bomb
Sandstorm
Rock Tomb
Torment
Façade
Rest
Attract
Thief
Low Sweep
Ally Switch
False Swipe
Fling
Quash
Explosion
Shadow Claw
Payback
Rataliate
Giga Impact
Rock Polish
Stone Edge
Gyro Ball
Swords Dance
Psych Up
Bulldoze
Rock Slide
Poison Jab
Swagger
U-Turn
Substitute
Rock Smash
Snarl
Cut
Strength

Move Tutor Moves:
Last Resort
Iron Defense
Magic Coat
Block
Iron Tail
Earth Power
Foul Play
Superpower
Dark Pulse
Bind
Knock Off
Role Play
Giga Drain
Pain Split
Gastro Acid
Spite
Recycle
Trick
Stealth Rock
Outrage
Endeavor
Skill Swap
Snatch


Poison Ivy:


Grass/Poison

Stats:
HP: 70
Attack: 90
Defense: 50
Special Attack: 120
Special Defense: 100
Speed: 100
BST: 530

Abilities:

Poison Point/Dry Skin

Level-Up Movepool:
Level|Attack
-|Absorb
-|Attract
8|Vine Whip
11|Leech Seed
13|Acid
15|Sleep Powder
15|Poisonpowder
15|Stun Spore
16|Needle Arm
18|Captivate
21|Mega Drain
23|Poison Fang
25|Synthesis
33|Giga Drain
38|Venoshock
43|Rain Dance
55|Spore

TMs:
Toxic
Venoshock
Hidden Power
Sunny Day
Taunt
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Solarbeam
Return
Dig
Shadow Ball
Double Team
Reflect
Sludge Wave
Sludge Bomb
Torment
Rest
Attract
Thief
Energy Ball
Payback
Retaliate
Giga Impact
Flash
Psych Up
Work Up
Poison Jab
Grass Knot
Swagger
Pluck
U-Turn
Substitute
Cut

Move Tutors:
Grass Pledge
Frenzy Plant
Covet
Bug Bite
Signal Beam
Uproar
Seed Bomb
Low Kick
Magic Coat
Foul Play
Dark Pulse
Bind
Knock Off
Synthesis
Giga Drain
Worry Seed
Spite
Sleep Talk
Snatch


Mr. Freeze:


Ice/Dark

Stats:
HP: 100
Attack: 70
Defense: 168
Special Attack: 111
Special Defense: 100
Speed: 59
BST: 608

Abilities:

Snow Warning

Level-Up Movepool:
Level|Attack
-|Powder Snow
12|Icy Wind
15|Heart Stamp
19|Haze
23|Barrier
27|Aurora Beam
32|Payback
35|Ice Beam
39|Destiny Bond
42|Dark Pulse
51|Blizzard
60|Sheer Cold

TMs:
Calm Mind
Toxic
Hail
Hidden Power
Taunt
Ice Beam
Blizzard
Hyper Beam
Light Screen
Protect
Rain Dance
Safeguard
Frustration
Thunderbolt
Thunder
Return
Shadow Ball
Double Team
Reflect
Torment
Façade
Rest
Thief
Echoed Voice
Scald
Embargo
Payback
Retaliate
Giga Impact
Flash
Thunder Wave
Gyro Ball
Psych Up
Frost Breath
Work Up
Swagger
Pluck
Substitute
Flash Cannon

Move Tutors:
Covet
Signal Beam
Iron Head
Ice Punch
Last Resort
Iron Defense
Magnet Rise
Magic Coat
Block
Foul Play
Gravity
Dark Pulse
Pain Split
Helping Hand
Spite
Outrage
Sleep Talk
Snatch


Killer Croc:


Water/Rock

Stats:
HP: 142
Attack: 153
Defense: 100
Special Attack: 70
Special Defense: 60
Speed: 63
BST: 588

Abilities:

Moxie/Swift Swim

Level-Up Movepool:
Level|Attack
-|Bite
-|Tail Whip
8|Rock Smash
12|Rock Throw
15|Seismic Toss
18|Wide Guard
22|Crunch
25|Rock Slide
28|Dive
30|Strength
33|Smack Down
38|Aqua Tail
42|Stone Edge
48|Dynamicpunch
55|Rock Wrecker

TMs:
Hone Claws
Dragon Claw
Roar
Toxic
Hail
Bulk Up
Hidden Power
Taunt
Hyper Beam
Rain Dance
Frustration
Smack Down
Return
Dig
Shadow Ball
Brick Break
Sludge Wave
Rock Tomb
Aerial Ace
Torment
Façade
Rest
Thief
Low Sweep
Scald
Quash
Shadow Claw
Payback
Retaliate
Giga Impact
Rock Polish
Stone Edge
Gyro Ball
Psych Up
Bulldoze
Rock Slide
Dragon Tail
Work Up
Swagger
Pluck
U-Turn
Snarl
Cut
Surf
Strength
Waterfall
Dive

Move Tutors:
Bug Bite
Iron Head
Uproar
Dual Chop
Last Resort
Block
Iron Tail
Aqua Tail
Foul Play
Superpower
Dragon Pulse
Dark Pulse
Bind
Snore
Knock off
Stealth Rock
Sleep Talk
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
You cannot use an existing character for this mini. Both of you are disqualified.
 
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