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Make Your Move 15: Top 50 up! Make Your Move 16 starts August 25th!

ForwardArrow

Smash Ace
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Aug 17, 2011
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Don Thousand

Don Thousand is the main antagonist of Yugioh ZEXAL, long after the Yugioh creators were at all decent at writing stories and mostly used it as an increasingly absurd way to market cards. Don Thousand himself at the very least is written well considering the context, in that the creators don't try to make him not stupid and just make his deck, appearence, and animation as over the top and absurd as possible. He is responsible for pretty much every villain in the series, due to having created the Barian Emperors who in turn caused the actions of every major villain directly or indirectly. Despite being their leader he hardly seems to care about them or even the world they're in, as he goes out of his way to absorb them as soon as they've done the job of merging the Barian World with Earth.

In terms of abilities, Don Thousand's deck is completely absurd, allowing him to literally turn cards the opponent plays into any other card in their deck through his field spell. This is most noticeably displayed when one of the Barian Emperors, realizing Don Thousand has absolutely no interest in their well being and is just happily killing them off and ruining their lives, decides to challenge him. He manages to defeat him in a single turn without so much as using a card of his own, defeating the Barian Emperor with his own deck. He also plays monsters which rapidly power each other up to absurd levels, and should they be destroyed, he can switch to Numerronius the Divine Giant, a monster that would've easily defeated the people taking him on 2 on 1 had they not been saved by an absolutely ridiculous Deus Ex Machina. Given his incredibly powerful status in series and the fact that he had to be taken on with multiple people even within the story, Don Thousand is fought as a 3v1 boss.


Statistics
Weight- 10
Jumps- 10
Size- 9
Fall Speed- 8.5
Aerial Speed- 8
Dash Speed- 7
Traction- 4


Don Thousand's stats aren't really what you would expect from a boss, he's not heavier than the entire Brawl cast(very very slightly lighter than Bowser, still enough to qualify for 10 weight) and while his mobility stats are good they aren't exactly godly. He even has mediocre traction, the horror! And for that matter if you're expecting me to start listing off mass boss resistances here, I got bad news for you dude. Don Thousand doesn't really have that many boss resistances. Doesn't take stun on consecutive grab releases or throws and has some very light hitstun resistance. He has ways to compensate within his moveset, don't worry, but just keep in mind that you aren't exactly the kind of durability here.

Specials
Neutral Special- Gate of Numeron Ekam


Don Thousand raises one hand to the sky as the eye on his right hand glows, and the mighty Gate of Numeron: Ekam materializes, floating above his head. During the gesture you can briefly see a massive number one appear where in the background, briefly giving the entire stage a red tint as it's summoned. Due to the fact the way the gate is laid on the stage, it's only as wide as Kirby, but has a height of nearly 1.5x Ganondorf's, and has a tail dangling a Bowser width behind it. The gate is entirely solid and has a whopping 300 HP, and it probably will need it, given it is a massive stage object in the midst of a 3v1 boss fight. The summoning process is nearly lagless, but given he can only have one of these out on stage at a time that's not going to make this move amazing on it's own.

So what does this move do with the gate already out? It causes the gate to open up and reveal a huge, dragon like monster, which steps halfway out of the gate and releases a stream of red energy from it's mouth that deals 22% and knockback that KOs at 85%. This attack is quite laggy, and afterwards the dragon will retreat back into the gate over the course of 2 seconds, but given the rather impressive size and power of the hitbox that is to be expected. More importantly, this creature is considered desynced from Don Thousand, and therefore you can attack with it even while Don Thousand himself is in the midst of an attack or hitstun or helpless or any other irksome condition.

As an important note, all Gates of Numeron share a somewhat interesting bit where they can empower each otherthrough attacking, and by stating that I am implying that there will be more Gates of Numeron in the moveset(though for whatever reason they don't look like gates, dunno what the designers were thinking there). If a Gate of Numeron manages to interrupt an opponent's attack, it will cause every Gate of Numeron on screen to gain a power boost for 5 seconds, in the case of Ekam, causing the shape of it's attack to fan out to be much taller at the end, and have less lag coming out and returning to the gate. This power boost can stack if you interrupt a foe again during the power boost timer, in addition to refreshing the timer. Reckless opponents will find Don Thousand can actually use their own attacks against them to set up, creating more and more powerful servants for himself.

Speaking of reckless opponents, there's one last detail about this Gate. Perhaps the single most important bit, as it's very center of Don Thousand's playstyle. You see, when the Gate's HP is depleted, it is called a gate for a reason, and rather than dying, it summons an all powerful being to assist Don Thousand. This being, Numerronius the Divine Giant, hardly qualifies as a minion, or even a boss. It puts any enemy you've fought in the Subspace Emissary to shame, looking more like something you'd fight in the lategame of a Warlord Story Mode, and with Don Thousand's own attacks added to the fray it will likely result in Don Thousand being able to make a massive rebound in stocks or outright win the match if it graces the stage with it's presense. It's abilities are detailed below, but suffice to say, the bit about opponents destroying the Gate's 300 HP. They don't want to do that, and in fact will probably try to avoid attacking the gate as much as possible, after all, better a laggy minion than THAT monstrosity. Don Thousand has his ways though, he's at his best when he is playing people to do his bidding, including his own enemies, and there are means in your set to get the foe to destroy the gate...



Numerronius the Divine Giant is an extremely imposing entity, standing at a size larger than Giga Bowser counting his wings, and even without them he's on par with many giant MYM characters in terms of size. He comes with a whopping 1500 stamina too, so he's going to be around for quite a while even with 3 opponents trying to take him down at once. He has a fairly large batch of attacks to choose from, all of which are horribly deadly to opponents.

The first thing of note is that Numerronius faces forwards, so his wings are usually behind him, but he does flap them forwards slowly during the battle with him. This is fairly important as if the foe stays in contact with his wings for more than .3 seconds, they get frozen in Barian crystal, which is effectively a freezie effect. This is already pretty powerful, but Numerronius can flap his wings forwards to fling a large number of tiny feather projectiles that deal 8% and this same percentage, an attack he can use so casually he may use it during his other attacks.

Numerronius' fastest regular attack is to swing his tail forwards, dealing foes 24% and diagonal knockback that KOs at 85%. And when I say fastest I mean this move actually is QUITE fast and he loves to spam it, and on top of all this it does horrific shield damage, immediately breaking a shield with even a sliver of damage on it. This attack doesn't have TOO much range though, if the foe is far enough away from Numerronius he won't be able to spam it on them, but Numerronius will approach foes who try to camp him, though he moves at half Ganondorf's dash speed. That said he has other options against a foe trying to camp him.

Like for instance he can fire several laser beams out of his face, in a manner vaguely similar to Master Hand's pathetic hand laser attack. And I say vaguely because he fires a whopping 10 lasers(it looks like 15 but not all of them are active hitboxes at any given time) as opposed to 4 , they sweep quite fast, reflect off of crystals for added mayhem, and deal a total of 33% and upwards knockback that KOs at 100%. The lasers will hit everywhere on all but the most insanely large stages too, giving the foe no place to really run and requiring them to frantically weave between the lasers during this move.

An additional projectile attack he has is to fire a shotgun blast of red energy rings from his core. If the foe is right in front of the core several rings will hit them in a row and result in an instant KO, while individually each deals knockback and hitstun on par with one of Zelda's sweetspotted aerials and 28%. He shoots out somewhere in the range of 35 rings that will spread out and travel quite fast, and it's quite hard to avoid them... except for the fact that the rings are open for the foe to potentially jump through, and while they're fairly short near Numerronius when he fires them so only characters like Kirby or Pikachu can get through them, as you get further away they expand to be quite wide, and as such are pretty easy to dodge through.

Numerronius' most powerful attack however, has him fly up towards the top blast zone and start charging for 1.5 seconds. Massive quantities of red flashing lights appear over every point of the stage, except for an area of one battlefield platform in width on the stage. The opponents all have to crowd there or perfect shield, because Numerronius will then unleash a humongous storm of red lasers that will absolutely obliterate anyone standing elsewhere on the stage. This deals several hits that add up to 75% and will probably KO the foe if they had more than 25% before the attack started. Numerronius needs to recharge for 10 seconds between uses of this attack, so he can't spam it like the other moves in his arsenal, but you have to consider how utterly horrifying this is when there's a 3v1 boss running around trying to get people caught in this attack, and it doesn't even friendly fire on him either.

On top of that, Numerronius has 2 specialized manuevers based on later moves in your set, so you may want to check back here after reading the Smashes and DThrow. First of all, if you double tap a smash attack, it will cause Numerronius to interrupt what he's doing and perform the smash like one of your Numeron Gates would, except considerably stronger. In the case of the FSmash, he fires a homing projectile at every opponent on screen, and yes, each of them does get the extra less intelligent projectiles if there's a buff going around. When Numerronius performs the Down Smash first of all the hitbox is much larger as he's so huge and it covers all of him including his wings, and on top of that deals double the damage and knockback of attacks it counters in addition to the starting power. With the Up Smash, Numerronius will instead choose to interact directly with the gate, extending his tail to grab it and supercharging the gate with red energy before performing the Up Smash with it, causing it to deal double damge and knockback and make it into a borderline instant KO. Just keep in mind you have to interrupt Numerronius' own attacks to do this and there is lag attached to each, but these provide some insanely powerful variation on your smashes.

Lastly, if one of your opponents has been turned into a Barian Emperor, oh it sucks to be them. Because Numerronius will attempt to absorb them every once in a while with an extremely fast infinite range tentacle, that if it hits them will drag the foe into Numerronius' core. If he succeeds in this, the foe is trapped with grab difficulty and starts taking 50% per second, and on top of that Numerronius gains access to their entire moveset. He does this by creating odd mechanical extensions of himself to replicate their abilities, and he keeps these abilities even after the opponent has escaped. He's not amazing at utilizing it with his AI, but he gets an extension on the Barian buffs, dealing 2.25x the damage and knockback of the character's normal attacks, as well as a massive range buff as the attacks are modified to fit Numerronius' enormous size, and on top of that have a red energy aura extending them to make them hit at even more ludicrous ranges. Suffice to say Numerronius is more than happy to mix these in and surprise foes with them if they're dodging his normal attacks fine.

So as I said earlier, summoning this thing successfully is going to be an absolute disaster for your opponents, and can turn a tight match into a blow out in your favor, or allow for a massive comeback. That said, you have to put in a lot of work to get him, and don't get too confident. Once he falls, you're just as mortal as you were before summoning him, although possibly with a much more extensive set up. Ekam cannot be summoned again until Numerronius is destroyed.

Down Special- Numeron Rewriting
Don Thousand flashes red and raises a hand to block oncoming attacks in a counter similar to Marth's, albeit with a bit less lag if you miss. Rather than retaliating if the foe attacks him, Don Thousand has a brief moment to input any direction and/or attack. The foe will then be teleported in the chosen direction a short distance if tapped and a battlefield platform if smashed, and perform the attack you input. This attack, mind you, even if friendly fire is turned on, will be able to hit allies, and of course the omnipresent Gate of Numeron, while on top of that allowing you force foes to use their most painfully laggy attacks at your command. On top of that, the foe takes all the damage of their original attack, even if it doesn't deal you any knockback.

As sweet as this move is, especially since if you actually want the knockback of a traditional counter you can always get the Gate of Numeron to do that for you, it does have a minor downside, in that when a foe is using an attack under Don Thousand's influence, he can't counter that attack to create a chain of misery. A foe under Don Thousand's control has a slightly crazed look and a red tint to their entire body. This can in fact effect foes no matter what range they are at from Don Thousand, so if you think just nailing him with a projectile circumvents the problem you'd be wrong, though as traps and minions are entirely separate entities from the character they won't set this attack off. Grabs can also go clean through it if spamming this move is too much for the foe.


Side Special- Numeron Code
Don Thousand snaps his fingers as a crystalline structure bursts out of the ground in front of him, dealing 10% and upwards knockback that KOs at 230% to foes standing where it is. This is actually a fairly fast attack, faster than most character's tilts, and the structure is left behind as a solid the size of Mario with 20 stamina. Don Thousand can in fact stack these on top of each other, and angling it up or down allows him to make it so the crystal juts out of the previous one sideways(or is on it's side if already on the ground), or floating in the air if angled up. This gives Don Thousand some measure of stage construction, slowly combining his own world with the world existing on the stage.

Now basic stage construction isn't all these crystals are good for, although there will be plenty of stuff to interact off them later, holding down B causes a red glow to appear in the crystal. You can actually move this glow to anything else on stage, though on an opponent it will just fizzle out. Anything else though, and that particular object will take damage along with the crystal. Now you're probably thinking there's no point to that at first. Now remember what happens when they blow up Ekam, and suddenly having all these crystals littering the stage that link back to Ekam makes it very potentially hazardous to attack Don Thousand. One thing to keep in mind though is that links to a Gate only deal half as much damage to a gate as they would to another crystal.

If you want to go a somewhat more direct route, you can leave the glow inside the initial crystal, which will cause it too, upon having it's 20 stamina depleted, explode and deal 18% and diagonal knockback that KOs at 115%. The explosion has a fairly small radius around the crystal, but the key thing is that you can link other crystals to this one. While that sounds pointless at first and making the other crystal explosive is a strictly better option, if multiple crystals have their glow merged into one it makes the explosion of the triggered crystal bigger, as well as dealing an additional 5% and knockback that KOs 20% earlier. Nevermind that an exploding crystal will damage other crystals, allowing for some potentially insane chain reactions of crystal destruction. And while Don Thousand's attacks can't damage Gate of Numeron, an exploding crystal can do that just as well as a foe can, though like with a link to the Gate, it only deals half damage.


Up Special- Warp
Don Thousand turns into red energy and vanishes, before reappearing about as far away from his original location than Zelda's teleport. This has much less lag than Zelda's teleport on the end though, so if nothing else it's easier to follow up on and less punishable. It can also be used twice in the air before you go into helpless, making this a very powerful recovery. That said, beyond that it has a couple additional applications. First of all this move can be used during hitstun or even out of a grab, but if you use it during a grab the grabbed foe will remain grabbing you even after the teleport. This can allow for you an escape route if your entire plan goes awry and foes start to combo you which, given there are 3 of them, is going to happen fairly often.

Aside from that, if you smash the Up Special as opposed to tilt it, any foe within 1/3rd a Battlefield platform of you will get teleported along with you. They'll get interrupted out of their attack with the briefest of flinches, so no hilarious gimping shenanigans with Down Special because frankly that's not the point of the move. However, this can reset you and the foe, or potentially multiple foes to a much more advantageous part of the battlefield. Like say, near any of your Gates of Numeron(we're about to get into those don't worry). Aside from that you might be able to use this to abduct a foe to 1v1 you on a far portion of the stage behind some crystals, which while in the case of Don Thousand is not as bad a position for that foe as it would be against some 3v1 bosses, he has a few tricks to make that one opponent as much of a hazard to his allies as he is to you...


Smashes
Forward Smash- Gate of Numeron-Dye


Don Thousand performs a similar animation to his Neutral Special, with the main difference being that the number that briefly appears is 2, as Gate of Numeron-Dye, materializes directly in front of him, slightly smaller than Bowser in size. Don't ask me how this is supposed to be a gate, I'm pretty sure even the creators of the card aren't really sure. The dragon then opens it's mouth and unleashes a Kirby sized energy ball that homes in on the nearest enemy at Ganondorf's dash speed, exploding in a Bowser sized blast on contact and dealing 16%-22% and horizontal knockback that KOs at 150%-120%. The projectile lasts 3 seconds before vanishing.

This energy ball probably won't catch up to a foe on the move... normally anyway. The projectile can travel through crystals instantaneously, and if that will shorten the time it would take for it to reach the foe it will even diverge out of it's way to travel through crystal to get to the foe faster, having a shocking amount of intelligence for a projectile of all things. As such on a crystal laden stage avoiding this attack becomes much more difficult, especially since it can make reasonably tight turns dodging/rolling around it are very temporary solutions at best. Shielding the attack is probably your best bet at that point.

You can only have one of these projectiles out at a time, so if your wondering what the point of pressing FSmash during that time is, it will cause the projectile to instead fly over to Don Thousand and begin flying up and down in front of him, as a sort of forward defense, making this move a fair bit more practical in melee range. Pressing FSmash again will send it back off on it's journey for greatness(or rather to explode in the opponent's face).

Dye will remain disjointed from Don Thousand in the same manner as Ekam, but unlike Ekam only has 120HP and doesn't produce an unholy abomination upon death. Dye actually also has a fair amount of lag to summon and use his attack, although once he's out using FSmash is a fair bit quicker. If you manage to start charging Dye by hitting foes during attacks with your Numeron Gates, it shoots an additional projectile that has slightly dumber homing capabilities and goes a more exotic route for each level of buff attached, which sounds easy to deal with at first but if you escape the main homing projectile you may run into the route of one of the dumber ones, making this attack get rather nightmarish. Those projectiles will also join the main one in protecting Don Thousand if you order them too, and occasionally jutting forward to try and hit opponents approaching him from the front when you have 3 or more of them. Keep in mind that, all Numeron Gate attacks come from the same pool of lag, so you can't use the attack of one while another is in the midst of performing an action.


Don Thousand's gates summoned on Smashes are not entirely idle when they are not being commanded either, each having an attack they will use while Don Thousand leaves them to idle. In the case of Dye, he will, if there is a foe within a battlefield platform of him, shoot a fireball that moves as fast as Mario's fireball, dealing 5% and knockback that KOs at 400%, ultimately fairly unimpressive, especially considering the rate it fires them is rather slow. Still it creates an added nuisance for opponents when they are closer to the gate. Sadly, idle attacks like this one do not provide a buff when they hit foes during attacks, you will have to rely on their main attack for that.

With the chaos buff, the "idle" attack also gets a fair bit stronger, as the gate will fire, for each unit of buff, an additional fireball, or will double the size of a fireball, as well as the damage and knockback. If you have 2 or more units of buff, fireball size can scale further to triple, quadruple, and while it's rare it can scale to even more ridiculous sizes with a huge amount of buff applied. The combination of multiple fireballs and larger fireballs is effectively random, and while the decreased KO potential of smaller fireballs may sound bad at fire, they can flinch the foe right into the next fireball and make the attack harder to dodge on top of that, which gets particularly scary if it shoots a chain of say, 2 small fireballs followed by a 3x as large one. On top of that it fires at the same rate as before, which means still slow and methodical, but considering the large quantity of projectiles it fires the lag feels a lot less painful for the move, rather a necessary measure to keep it from absolutely obliterating foes.

Down Smash- Gate of Numeron-Trini


This move is yet another number summoning move, having the same animation as the former with the exception of it revealing a number 3, and summoning the new Gate of Numeron, Trini, right on the ground Don is standing on, elevating Don Thousand himself to be standing on top of it. This Gate's attack is a simple red pulse that covers it's entire body and deals 5%-12%, and knockback that KOs at 275%-200%. I imagine you're quite disappointed given this is a boss set, as those numbers would be embarrassing on a Brawl character, though given Trini is the same size as Dye he at least has a decently big hitbox to go with his attack. This attack has a moderate amount of lag on both ends.

This attack gets a lot more interesting if an opponent hits Trini during the attack, as he will absorb the power of the attack and add it to his own, increasing the damage and knockback by the amount of damage and knockback on the opponent's attack, as well as increasing the size of the red energy burst based on how large it was. If two opponents manage to hit him with an attack at the same time or during the duration of this attack in general, sucks to be them, as he will absorb the power of both moves for this attack. Now let's factor in that crystal explosions can also hit Trini during this time, or attacks linked to Trini through crystals, and you have one hell of a powerful attack. It even nullifies all damage Trini would take during the time.

Trini has a whopping 200 stamina, which may seem like a lot, but there isn't that much incentive to destroy him anyway considering how Don Thousand doesn't really have much trouble re-summoning him and if anything it lets you reposition him. Like your other Gates this one is powered up by interrupting attacks, and for each level of buff on Trini the attack has a longer duration, allowing you to set off multiple crystal detonations to power him up in that time or generally make life hell for people trying to actually avoid the attack. All in all this is one of Don Thousand's most useful targets as far as things he can make his opponents attack that aren't him.

While in it's idle state, Trini will instead of just spamming an attack charge up over the course of 1 second if there are foes in it's attack range, before releasing a whirlwind of small red energy bolts around it, dealing rapid flinching hits that add up to 20%, with the final hit dealing diagonal knockback that KOs at 140%. This is pretty hard to dodge due to the multihit nature of the move, but the attack doesn't have particularly gigantic range, and on top of that if a foe hits Trini during the charge, the attack will fail. Of course, if they attack Trini and you use Down Smash to counter that, the foe will pay dearly for trying to stop your plan. That said, if you use Down Smash no matter what you end the charge of this attack, so don't be too reckless with spamming it.

Units of buff cause the maelstrom of energy to become more chaotic, moving back and forth to cover a larger and larger area around Trini, as well as dealing more damage and shaving 10% of the KO percent for every unit of buff. The increased range in particular is useful, it makes it so the foes have a much greater incentive to actually attack the gate and interrupt it's charge, which will in turn give you a better shot at countering them.

Up Smash- Gate of Numeron-Catvari


Don Thousand performs the same animation as with the other 2 Smashes, but a Number 4 appears before the Gate of Numeron Catvari materializes and attempts to fly under a nearby opponent and impale them with the point closer to the foe. If there aren't any foes it can move under to poke at in the air it will simply spin in place dealing an upwards hit of 11%-16% and moderate-high set upwards knockback on contact with it. Either way if it does fly up to and impale someone, they take 20%-27% and upwards knockback that KOs at 115%-65%. There's a fair bit of room to either air dodge this or DI to the side, though DIing between the points is generally a bit of an awkward situation to be trapped in. It's about 1.5 times Ganondorf's height and Bowser's width, being noticeably larger than Dye and Trini, while having 90 stamina, making it a bit easier to eliminate.

Catvari continues the tradition of being desynced from Don Thousand, and as such is kind of an invaluable asset when in the air, as you can still trigger your Smashes in the air once they're summoned as long as you smash the input. Catvari is also the only mobile Gate of Numeron, moving whenever you command it to attack, and while you do not exactly have terribly much control over this due to it going after nearby opponents when it attacks rather than some path chosen by Don Thousand, it still allows for one thing. You can build crystal structures on it, potentially explosive ones. And having a gate chasing around the foe covered in exploding crystals and crystals linked to the Gate of Numeron Ekam or Trini, now that's a frustrating experience for foes trying to use their aerial games against you isn't it?

The buff between Gates isn't anything terribly remarkable for Trini, it just deals 4% more damage and KOs 15% earlier for every unit of buff. This doesn't sound like anything terribly amazing, but the attack already has a fair amount of power, and against a foe high in the air having a threat chasing you with the capacity to kill you at ~40% is not a fun situation to be in, and even if they can predict it that gives Don Thousand time to capitalize on them trying to weave around it, which they will be much more desperate to do in this situation.


Catvari's idle attack has two small bolts of red energy travel from the bottom point and up the sides, before converging at the middle. The bolts will loop around crystals attached to it, only really stopping once they reach the middle. They only deal 8% and a flinch, but should the foe run into them while trying to avoid Catvari in the air, Catvari's Up Smash command becomes much scarier as they have less time to prepare. It's also an annoyance for a foe who ends up inside Catvari's two prongs, as the projectile is actually spammed at a pretty decent rate.

With each unit of buff, Catvari will fire an additional bolt of red energy that will snake along the body for a set distance, before flying off and traveling downwards at an angle depending on where it flew off(more diagonal the further it traveled). The first additional one will only disjoint when it gets pretty far up Catvari, but gradually the additional projectiles will disjoint closer and closer to the starting point. This basically creates a huge fan shape of projectiles flying off Catvari, making it much more difficult to avoid as it attempts to pursue opponents due to the barrage of projectiles in addition to the gate's own attacks.


Grab Game
Grab- Barian Strangle
Don Thousand reaches forward and grabs the foe in what is effectively a traditional Brawl grab. Albeit a very good grab, having the insane reach and abilities of Dedede's infamous grab, although it's no harder to escape than normal.

Pummel- Barian Corruption
A jolt of red energy shoots through Don Thousand's arm, dealing the foe 1%. This is not a particularly fast pummel but you can still usually get in 2-3 per grab session, more at higher percents. This is very lackluster for a boss pummel... except for the fact that it will continue to deal them 1% after the initial shock for 20 seconds, and this stacks with multiple uses to add another 20 seconds to the timer. While it's over a long period of time 21% from a single pummel is an absolutely insane amount of damage, though the returns are diminishing, as after about 3 pummels you can't reliably expect an opponent to live that long.

That said it's not as easy to get the foe to take that damage as it sounds, because if they attack something, it will rid them of one unit of the corruption, causing them to take 1% less per second... unfortunately, the damage transfers to whatever they hit, complete with a reset timer. So if they hit their ally? Well now their ally is taking poison damage too. They hit a crystal? The crystal is now a time bomb. They hit a gate? Well that's a whopping 20% of Ekam even if they so much as graze it with a weak attack. Best part is the Gates and crystals gain the ability to spread the lingering damage too, making the situation even more of a mess. The only way to entirely eliminate this lingering damage is to hit Don Thousand himself, and he himself will not inherit the status effect, which will probably warrant the foe being more aggressive towards him. And that's exactly what Don Thousand wants. Or they can curl up and soak up all 21% while Don Thousand laughs at them and sets up. Their choice.


Down Throw- Barian Emperor
Don Thousand's eyes violently glow, as do the opponent's, before they collapse into prone and take 15%. This throw is possible to interrupt if a bunch of foes have crowded around you, so keep that in mind. After the throw, Don Thousand will casually drop a glowing yellow card onto the opponent's body, which will merge into them. This will cause a transformation to occur for that foe. They'll suddenly take on a very Barian-like appearance, which for reference looks kind of like this or this. Either way, their attacks now deal 1.5x as much damage and knockback, and they take 2/3rds damage and knockback from all sources. In addition all their attacks gain a red energy aura that will significantly increase their range. Have you gone mad, Don Thousand? Perhaps he's just kind of dumb, considering he did accept playing a children's card game with a much weaker opponent after he had literally assimilated the entirety of 2 worlds.

Actually, this attack has a lot more too it than it sounds like at first, in that first of all, if friendly fire isn't on, the opponent is still capable of hurting their allies with this attack. They don't get any faster either, so you can still abuse Down Special to redirect their buffed attacks at their allies. Second of all, they gain a minion, which due to technical constraints of not having the time or effort to make a specialized monster for every character, will always be one of the following minions: 1, 2, 3, 4, 5, 6, or 7. The one they get is based on which of the 7 would be most fitting to the character in question(IE Marisa would get 3, Sloth would get 6). They're all functionally the same despite their appearance, they linger in the background impossible to attack and will fire what is effectively ROB's fully charged laser once every second at whatever the Barian controlled foe has dealt the most damage too, and they don't start firing until they've attacked something.

Now you see, that sounds like an insane pressure tool for the foe... except there is one very big problem. They will attack anything that ISN'T Don Thousand. That means Numeron Gates, crystals, other opponents that you redirected them into attacking, basically all those things they don't want to hurt are about to get spammed with ROB lasers. A foe can use this against some of your less reactive Numeron Gates if you're not careful, but surely you're not going to brainless about defending them from this are you? And even if they do pull it off you can just redirect it to something else by making them perform a powerful attack on something less advisable for them to be attacking.

The foe will revert from a Barian Emperor to their normal state in 13 seconds, although if they're making especially good use of their state and you need to end it, or just want some healing, you can DThrow them again for Don Thousand to drain away their Barian powers, dealing the foe another 15% and healing Don Thousand 15%, as well as putting them into prone. On a final note, while a foe is a Barian Emperor, they do not suffer the effects of the pummel, but transfer two units of corruption per hit while only losing one themselves.


Forward Throw- Restrain
Don Thousand keeps the foe grabbed in one hand while conjuring up a sphere of red energy with small tentacles poking out of it. He then slams the sphere into the foe, dealing them 16% and knockback that would KOs at 110%, and on top of that the throw can be angled up or down to either slide the foe along the ground or toss them in a much more strongly upwards trajectory. The whole animation is faster than it sounds so foes better be quick if they want to interrupt this move.

The reason I say this move "would" KO at 110% is because they won't take the full knockback of the attack most of the time, as after traveling 1.25 battlefield platforms(or reaching the end of their knockback if it ends up being before that), the tentacles from the initial sphere of red energy will burst out of the foe and tether to literally everything within a Bowser length of them. Crystals, gates, other foes, and even the ground, one tentacle will attach to each as a tether that has 30 stamina. These can suspend the foe in the air if they attach them to some aerial crystals/gates, and standard rules of "who controls tether movement" apply, with heavier and faster moving foes taking priority over lighter and slower ones. Of course since this is mostly going to be used against people cooperating with each other, it's pretty rare except with less intelligent opponents that the tether rules will come up that much.

The implications of this are obvious, keeping the foes all in close quarters with the things they don't want to hit, whether it be gates, crystals, or each other, while on top of that providing them with something they have to destroy with stamina that is keeping them all together. It ends up becoming a bit of a mess to break all these tethers, especially in the context of Don Thousand attacking them during this time, be it by camping or teleporting in and countering their futile attempts to break the tethers. Speaking of teleporting, keep in mind that if you teleport a foe that while all foes stuck to them will be dragged along for the ride by the tentacles attached to them, it will snap any tethers to stationary targets like your gates or crystals, and for that matter the stage/platforms. Of course that's if you teleport them out of the range of those tethers, if you teleport them but leave them in range of the tether it won't break it.

If you throw the foe at an upwards trajectory, it is possible that there will be absolutely nothing for them to tether too, and in that case the throw works just fine as a KO move as they take the full knockback of the attack.

Up Throw- Energy Transfer
Don Thousand raises the foe over his head as he starts glowing with red energy, drawing it in from the grab victim and dealing them 5%, before blasting them with energy that deals them 8% and upwards knockback that KOs at 200%. He will also absorb energy from nearby opponents for this move, as if they don't dodge or shield during the start lag if they're within half a battlefield platform they'll take 5% and a flinch as a small amount of their essense is pulled in for this attack. That damage is added to the power of the blast, increasing it to up to 18% and knockback that KOs at 125%. While it's far from a perfect defense during a grab, this does actually serve as a way of in any way discouraging foes from preventing a throw, and if your gates are distracting a foe getting the extra power for this move is easier than it sounds.

The blast of red energy is in fact a hitbox to outside foes, which isn't too relevant at first due to the attack producing a small localized burst of red energy, but it turns into a beam that will go up a full 1.5 Ganondorf heights with the max amount of energy from 3 foes. This doesn't seem like too terribly much, except if the beam comes into contact with a crystal it will bounce off it, and if it comes into contact with a gate it will split out of the gate in all 4 cardinal directions, all the while doing the same damage and knockback as the original throw. This can get pretty insane with the right set up, though pulling off some kind of ridiculous chain reaction explosion out of this throw is not something you'll usually pull off because it requires a very specific bunch of positions for your opponents. All the same in the late game if you have a heavy set up pulling this move off becomes a lot more possible, and earlier on it can give you room for said set up by placing the foe in the air where you can chase them with Catvari, a fairly generic function but a useful one nonetheless.

Back Throw- Overtaken By Corruption
Intensifying his grip, Don Thousand releases a much more violent version of the pummel on the foe, dealing 10% plus an additional 3% per unit from the pummel on the foe, as well as knockback that KOs at 180% but is reduced by 10% per unit from the pummel. This will effectively use up all the corruption from the pummel, and all things considered the resulting damage/knockback buff on it's own isn't really worth it.

The key thing about this move is it doesn't make the energy really go away, it just changes it's impact to a more violent one. One second after being hit by an attack from the foe, anything that is not Don Thousand, be it crystals, gates, or opponents, will explode for 8% and upwards knockback that KOs at 175%, instead of taking the traditional corruption damage. This can be dodged or shielded, and ultimately is a bit less effective for damage to gates and crystals than the pummel, unless you're looking for immediate results. That said, what this throw is good for is getting more immediate damage out of the pummel as opposed to slowly grinding it out over time, if you've got your gate low on health and want to break it open now as opposed to waiting 20 seconds for the job to get done. Also it can function as a very powerful move on a foe who decides that the best way to deal with corruption is to basically camp with it and only strike out when it's absolutely safe at Don Thousand, as you turn all those corruption units they're stored up on themselves against them in one blow.


Standards
Jab- Barian Onslaught
In a rather straightforward move, Don Thousand simply punches forwards in a manner that mimics Ganondorf's jab, crackling with red energy. In your case it's upgraded to deal 12% and knockback that KOs at 160%. He can also follow it up with a fast red energy infused roundhouse kick that deals 18% and knockback that KOs at 100%, which would be absolutely terrifying if it weren't just a follow up to the previous move and as such the opponent likely won't get hit by it due to being hit out of range. Still this makes spotdodging the first hit very problematic, giving Don Thousand some solid melee. Neither hit has much in the way of start or end lag.

What pushes this above and beyond as far as Jabs go is what happens if it hits a foe during an attack. The red energy infuses the attack's entire hitbox and entirely nullifies it's damage and knockback capabilities, forcing the foe to perform the motion with no actual power behind it. During this time Don Thousand is at minimum free to abuse the fact that the foe is stuck in attack but can't actually use it through his moves that get stronger when they hit a foe stuck in mid attack, and if you don't have anything to follow up with it otherwise, the roundhouse still has the power of a smash attack and will likely suffice even on attacks with fairly small amounts of lag.

Forward Tilt- Chaos Ray
Don Thousand raises one hand as large amounts of red energy build up, before hurling it forwards in a move that can be angled up to 45 degrees in any particular direction. The ball of chaotic energy deals 16% and knockback that KOs at 120%, and at the same rate as Din's Fire. Unlike said move, it will travel infinitely and only expire when 4 seconds are up or it goes off screen, piercing clean through foes and reflecting off crystals and the stage. If it went through a foe that was in the middle of an attack, it absorbs some of the power of that attack and increases it's damage by 4% and lowers the KO percent by 20%.

Now this move will pass through any of your Gates of Numeron as though they weren't there, but that doesn't mean it has no way to interact with them. If you attack with a Gate while the projectile is travelling through it, the Gate absorbs the projectile and increases the power of it's attack by the equivalent of having one extra level of buff, plus another level per opponent the projectile absorbed energy from. Having one of these out can allow you to create an extremely dangerous attack when it passes through one of your various Gates, although it is a tad situational to get multiple levels worth of buff to the attack.

Now what's the other point of this move? Baiting the opponent. This is one of the laggiest moves in Don Thousand's entire set, and frankly it's just BEGGING for the foe to come in close range and try to capitalize on. A miscalculated approach however, can cost them dearly, but so can letting Don Thousand unleash this attack in ideal circumstances. Decisions, decisions.

Up Tilt- Crystal Matter
Don Thousand opens his palm above him and shoots out a spray of tiny red crystals, each dealing 2% and a flinch which can add up to 18% if the foe is in the very center of the spray, with the last hit dealing upwards knockback that KOs at 155%. This is actually not that slow an attack and covers a decently large area above Don Thousand, making it a fantastic anti-air maneuver. Up Smash is not exactly perfect upwards defense as while it is powerful there are times when it's just chasing someone down and you need something to guard yourself, so this can keep you relatively safe during those times.

This move actually gets even better when you're standing on top of or within 1/3rd a battlefield platform of some crystals, because if a foe is currently in the midst of an attack above Don Thousand, all those crystals will splinter apart and join the shower of crystal matter, making the attack last much longer to give Don Thousand some extra space and defense against multiple foes, as well as dealing additional damage. With a decent sized pile of say, 7 crystals, not always going to happen but plausible, Don Thousand can deal up to 40% with this! As nice as this bit is the side benefit only works if you time it correctly and a foe is in mid attack, requiring this to be used like an alternate counter to Down Special. A potentially very powerful one because it gives you plenty of time afterwards and does a lot of damage, but all the same if you slip on the timing you can still get knocked out of this fine. The crystals will reform under Don Thousand after the attack is complete.


Down Tilt- Barian World Aura
Don Thousand points his hand at the ground as red radiation flows out of his hand, dealing rapid flinching hits of 2% that add up to 16%, though it's not terribly hard to DI out of. This has a range about as far as Dedede's FTilt, so if nothing else it covers a large area. While the start and end lag are low, the duration is fairly long, meaning this is still a potentially punishable move if you miss. The radiation lingers after the attack for 6 seconds, much fainter and only dealing 2% per second. However any opponent in the radiation takes 1.3x as much damage and knockback. An opponent hit by the initial radiation also will have a small cloud of it lingering around them that deals the same effect to nearby foes of Don Thousand, lasting 1 second for each hit they took.

This particular side effect is especially effective on Barian Emperors, who will radiate a much larger aura of radiation that deals 4% per second and multiplies damage and knockback within the aura by 1.5. They become immune to the effects of the radiation themselves though, so making multiple foes into Barian Emperors if you really want to capitalize on this attack is ill advised.

The radiation can also be carried through one other conduit, specifically your crystals. It will infuse into them and cause them to radiate the effect to an area twice as large as they are, and this carries to every crystal attached to one you connected with. This gives the foes some motive to actually attack your crystals as they constantly radiate that damaging aura, but they'll have to watch out for hitting ones that explode or ones that connect to exploding crystals.

Dash Attack- Barian Charge
Don Thousand performs a shoulder barge infused with red energy forwards out of his dash, dealing 15% and knockback that KOs at 125%. The lag is similar to Ganondorf's dash attack, and it has a fair amount of super armor attached. Don Thousand's main method of getting around is teleportation, so your dash attack will not come up all that terribly often, but when it does it's a reasonably efficient melee move.

Aerials
Neutral Aerial- Barian Distortion
Don Thousand briefly flashes red before transforming his entire body into red energy, dealing 13% and knockback that KOs at 180% to anyone in direct contact with him, as well as causing his hurtbox to disappear entirely for the duration of the attack. This has fairly quick start lag and ending lag, making it a very practical move for aerial combat, albeit one sorely lacking in range.

This lack of range can be made up with by pressing any of the 8 cardinal directions as Don Thousand transforms, causing Don Thousand's now entirely energy form to move half a battlefield platform in the indicated direction, dealing the same damage and knockback to anyone he comes into contact with as the regular version of the move. This version has a fair bit more end lag despite the increase in range, making it a fair bit more risky to use, but with proper prediction this can serve as a very effective pseudo counter. Just keep in mind that you can only use this variation once per air trip, to prevent stalling.

If Don Thousand's energy form comes into contact with any of his constructs, AKA gates and crystals, he will merge into them for a brief period, allowing him to press any input to perform a simple combination attack with the gate. In the case of the Forward Smash, Don Thousand's energy becomes merged into the main projectile, him moving with the homing projectile for it's entire duration, unless Don Thousand uses an attack or the foe attacks the projectile which will knock Don Thousand out of it. At any point you can cancel out of this and attack the opponent, which is rather nice as the projectile will cover you during the attack. Use this out of the Down Smash and it will perform it's normal attack, but if the Gate manages to counter something, not only is the damage and knockback added to the Gate's explosion of energy, it's added to the damage and knockback of Don Thousand's next attack he lands, although a shield can still soak up the blow so don't think you're guaranteed to land the supercharged move. Don Thousand reappears out of the gate after this attack.

In the case of the Up Smash, it will perform it's normal upwards strike like the others, however Don Thousand can change things up a bit by pressing in any of the 8 cardinal directions, causing the gate to rotate, giving it a much wider array of angles to hit the foe from. If Don Thousand comes into contact with crystals, he simply causes them to pulse red with the entirety of the ones attached gaining the initial hitbox of the attack before Don Thousand materializes on top of them. Lastly, with Ekam, it will appear performing it's normal attack with Don Thousand standing on top of it's head, and throw down his Forward Tilt projectile before it attacks, providing something the foe must dodge in addition to the dragon's attack. No matter what you fuse with though, you're actually entirely vulnerable to attack while fused into the gates/crystals, so if a foe hits you during this time, you'll take the damage and be forced out of the fusion, reappearing on top of the gate or crystals with some hitstun.

Forward Aerial- Barian Strike
Don Thousand brings his hand down in front of him in an arc, the entire arc being covered by a trail of red energy. This deals 17% and horizontal knockback that KOs at 120% but is a bit on the laggier side for an aerial. If you want a safe way to hit foes in the air, go for the Nair, we're going all in on this one. After the strike the energy will solidify into a very thin layer of spined, glowing crystal. This lingers for a total of 4.5 seconds and deals the same damage as the original attack.

Now wait you ask, isn't that absolutely horrible to deal with considering aerial lingering hitboxes are extremely powerful as is, let alone ones that can replicate the power of a KO move? Well, it's not quite as hard to deal with as it sounds, because any attack, and I mean ANY attack, will smash clean through the lingering hitbox and disable it, continuing through entirely uninterrupted as well. This greatly reduces the utility of this move, for what it's worth, as it can't stop recoveries and it doesn't serve it's function as a lingering hitbox very well, nevermind the fact that Don Thousand is not exactly capable of comboing foes period, let alone into this hitbox. What this functions as, when it comes down to it, is bait. The foe doesn't really want to leave a lingering hitbox that strong lying around, and as such they'll probably try to attack through it to destroy it, or break it if it's still lingering in the air. And of course, that's something Don Thousand can easily predict and retaliate too. If the foe is so insanely paranoid they won't even try to destroy these for fear of falling into Don Thousand's hands, that's even better, absolutely any character can dig having KO worthy hitboxes linger all over the stage.

Back Aerial- Chaos Field
Don Thousand throws one hand behind himself and conjures a Kirby sized field of red energy behind him, which he holds out for a brief period during which time foes touching the field take rapid flinching hits of 2% that will add up to 16%, before taking surprisingly small knockback, only KOing at 330% or so. This is your second quickest aerial behind Nair, and as such makes for a very solid melee attack.

This field is at it's most exciting when you catch a projectile in it, should the foe fire one at you. It will stop the projectile in place, before firing it off in an entirely random direction not aimed at Don Thousand, dealing twice as much damage and knockback all the while and travelling at a much faster speed. The key thing about projectiles hit by this move is they now have absolutely no allegiance so they can perfectly well hit Don Thousand's structures. It'd be a fairly powerful counter to projectiles if it was in any way precise, but you can't really control where it goes and it's far from as strong a reflector as what the space animals have going on. That said, with foes and gates scattered properly over the stage, you can make sure this attack hits SOMETHING you want it too.

Up Aerial- Lash of the Barian Master
Don Thousand raises his hand over his head as a tentacle of red energy flies out and lashes above him, dealing 11% and moderate upwards knockback that KOs at 210%. This has HUGE range, 1.5 Ganondorf heights above Don Thousand, and it's actually not slow enough to make it that impractical even when the foe's closer to him. That said, the attack is fairly weak by boss set standards and the end lag is a tad bit on the high end for it's power.

The key to really utilizing it is that the move has a sweetspot at the very tip of the tentacle that deals an ungodly 25% and upwards knockback that KOs at 70%. That's just insane, especially considering how high you're reaching with this move the foe's probably near enough to the top blast zone that you'll be KOing even earlier than that. The problem is that it's a small sweetspot and located high enough in the air and a move that requires Don Thousand to be in the air to start with. Even when juggling with Up Tilt or something the tiny size of the hitbox makes it a bit impractical to hit with. However, the added pressure from having Catvari around provides some more practical ability to hit with this, as not only is Catvari good at getting foes very high into the air, he also provides pressure on them while they're up high, making the tiny hitbox significantly easier to land while the foe is otherwise occupied.


Down Aerial- Crushing Force
Don Thousand performs what looks a great deal like Ganondorf and Captain Falcon's Down Specials, performing a dive kick while his entire body is surrounded by violent red lightning. This is a fair bit stronger than either of those moves, dealing 19% and knockback that KOs at 115%, but at the same time having the same lag as Ganondorf's Down Special, so it is fairly predictable. The main thing that makes it better? This move is absolutely covered in super armor. Almost the entire animation, barring a couple frames at the start and end, is super armored.

This move does have a large amount of landing lag if you do hit the ground during it, which you probably will unless you're high up in the air, making it rather predictable. However, this doesn't mean it's not safe, as when Don Thousand hits the ground it will cause two shockwaves of red energy to travel along the ground on opposite sides of him, dealing 10% and slightly more than a flinch on contact. They're nearly 2/3rds Ganondorf's height and Bowser's width so they provide excellent coverage for the landing lag, which is already loaded with super armor, making this a pretty great aerial to use when you're at high percentages and need a way to deal with all the people pressuring you without the risks that your usual bevy of counters have. It's not... totally safe however, as a smart foe will use the brief period post super armor as a way to get in a smash attack, should they get around the shockwaves. Of course, should they predict wrong and try to attack Don Thousand, they may just end up wasting their attack on his super armor and leaving themselves open to retaliation, or worse yet, trying to hit him afterwards and eating a Down Special counter.


Playstyle- Sower of Chaos

So you've chosen to play Don Thousand? An ambitious choice, being a 3v1 character who plays off predicting the whims of his opponent's. The core of your game plan shouldn't surprise anyone, you want to mess with the opponent's attacks in such a way that they end up breaking Gate of Numeron Ekam, and unleashing your all powerful summon to proceed to wreck havoc on the match. Of course, with 300 stamina and foes generally not wanting to attack if, you've got a great deal of work to do, but what makes the job manageable is your Down Special, as you can teleport foes right up into your gate and force them to attack it, should they make the mistake of being countered.

Aside from your Down Special, crystals are also useful, by creating chain reactions that can be stretched even where there isn't a physical connection, and linking back to the main gate in order to make attacking them dangerous to begin with, effectively spreading Ekam's hurtbox anywhere you wish on the stage. You can give the foe some incentive to attack them by using your Down Tilt or exploiting their presence through FSmash and Nair, but really the main thing that will get foes destroying crystals for you is the simple fact that you can place them so casually everywhere on the stage.

If the foe wants to turtle up and try to play stupidly defensive, that's all fine. Don Thousand can go right on setting up his other Gates and creating crystal labyrinths alongside them, and taking the time to possibly snag one of the foes and turn them into a Barian Emperor or setting up some flashy Up Throw tricks. He's not completely incompetent at pressuring either, his aerial game provides him with some potentially decent melee and powerful synchronized attacks with his gates, warranting that the foes will actually fight back. Fair and FTilt make good particularly direct bait for the opponent to attack you, with their obvious weak-points but powerful results should the foe resist trying to pressure you. For some additional incentive to get the foes attacking that also puts them near stuff they don't want to attack, FThrow will do the trick.

When the foe is on the offensive against you, Don Thousand has a pretty extensive playground of ways to abuse that fact. Whether it be simple pseudo counters on the aerials and tilts, he has more extensive tricks with his ability to interrupt foes with his Smashes and Neutral Special. Should they get teleported into one of these attacks with Down Special or just get hit by stray fire, your gates will power up, and become an increasingly horrifying threat for foes to deal with as their attacks become harder and harder to avoid, and more likely to hit foes. They can go completely on the defensive if they really don't want the buff getting out of control, but foes trying to hide out against powered up minions is a perfectly valid time to start making their lives miserable by making them passively hurt each other with Down Tilt or using the various throws to turn them on each other.

In spite of all this, Don Thousand does have his share of weaknesses. First of all, both his boss resistances and weight are very lacking for a 3v1 boss, and while Up Special can save him from some of that, poor prediction can lead to some shockingly fast deaths. Of course you have DThrow as a form of healing, but it's a bit impractical to grab and throw the same foe enough times to get your damage percent down that fast, being more of pinch healing. He's not exactly perfect at dealing with projectiles, traps, and minions either, as they give foes things to do he has more difficulty interrupting, though projectiles used from the wrong parts of the stage can have some truly hilarious results should Don Thousand counter them, and a foe setting up gives Don Thousand his own time to set up more effectively.

You're a borderline sadistic character really, lulling foes into a false sense of security before causing all of their attacks to backfire and rip them apart with a horrifically powerful backlash. Learn to abuse the mistakes of your foes in a devastating fashion, and you'll eventually master Don Thousand.


Final Smash- Barian Invasion

Don Thousand raises one hand to the sky and snaps his fingers, as 7 beams of light all crash into the stage at various points, each dealing 10% and upwards knockback that KOs at 200%. Upon landing on the stage, they materialize into 7 Barian Emperors, existing movesets with a Down Throw status effect already applied to them, albeit the animations are somewhat modified to fit with the different character using the set. Their AI and which moveset they have will be detailed below, but let it be known all of them have a fairly competent CPU(though if you're playing against a computer controlled Don Thousand, they are always dumber than he is). The most important thing though is that the Barian Emperors aren't... strictly speaking the most loyal bunch, and as such they're perfectly capable of hurting you, just as you are perfectly capable of hurting them.


Nasch is the leader of the Barian Emperors, and automatically has the first summon from the list of summons for Barian Lords. He has the moveset of Mace Windu, and is perhaps the most agressive of the Barian lords, pretty much immediately pursuing opponents of Don Thousand and trying to kill them. This doesn't mean he won't hurt Don Thousand in the crossfire, he doesn't care for him and will actively turn on him should he be damaging Nasch especially badly, or ever so much as lay as a scratch on his sister Merag.


Merag is Nasch's aforementioned sister, and unlike him is not aggressive in the least, only attacking foes who strike her first. She has the second summon in the group of summons available for Barian emperors. She has the moveset of Cold Enchanter, and will for the most part simply stick around her brother and aid him if he's in danger. Should Don Thousand strike Nasch, it will provoke Merag to attack him back, albeit she's not nearly as aggressive about it as Nasch, only taking potshots here and there where it looks safe to do so.


Durbe is moderately agressive towards opponents of Don Thousand and is among the least likely of the Barian Lords to hit you of his own accord. He has the moveset of Archer, as well as the third in the selection of monsters available for Barian Emperors. He's loyal to Nasch and Merag, so attacking either of them can provoke him to turn against you, albeit he's less quick to do so than either of them. Should both of them be KO'd, Durbe will stop attacking entirely and basically turn into easy prey for anyone who would want to kill him off.


Vector is the only Barian lord entirely on the side of Don Thousand... to the point that he'll freely turn on Barians who turn on Don Thousand to start with. On top of that, he's much less friendly with the other Barian Emperors than most, feeling perfectly happy to attack them entirely unincited. He has his own moveset, which synergizes fairly strongly with Don Thousand's. Vector will only really turn on you should you be aggressive towards him, which given he's a useful little pawn probably won't be until most of the other emperors are dead. That said, the other emperors may do him in for you, as they do not like the guy and will happily try to murder him should he get in their way.


Alito is one of the three more simple minded Barian lords, having an alliance with Gilag and aside from that basically just going out of his way to take out opponents, and defecting if he takes too much damage. He has Captain Falcon's moveset and the fifth summon from the list of possible Barian Emperor summons. Should Don Thousand kill Gilag he will turn on him, but aside from that he's actually a fairly cooperative subject, and a bit less hazardous to the other emperors than Vector.


Gilag is similar to Alito in terms of AI, having effectively the same response to your treatment of Alito as Alito does towards him. He has the moveset of Cairne, minus the ability to reincarnate, and the sixth available summon from the list of possible Barian Emperor summons. He's a bit more content to stick to his part of the stage than Alito, given his moveset, so he's one of the less aggressive Barian emperors.


Misael is the wildcard Barian, as he has no allegiance whatsoever and will basically turn on you if another Barian Emperor dies from your influence directly. Aside from that he uses Sarkhan's moveset and uses the very last summon on the list of Barian Emperor summons. While he is fairly agressive with it, he will try his best to not hurt any of the other Barian Emperors that aren't Vector, and will should one of them be at high percent go to their aid.

Now you might be wondering, what's the point of these guys when they're almost as dangerous to you as they are to the foe, given how fast they are to defect? Well first of all, them arriving on the stage results in an 11 character mess... with 10 of those characters entirely capable of hurting Gate of Numeron Ekam. This kind of pandemonium is almost sure to release Numerronius onto the stage, and if you want you CAN sit back and eat popcorn while the Barians do their thing until Numerronius comes out, because at that point with the sheer amount of firepower he's throwing around he's probably going to turn just about every single one of them on you. Given they're CPUs and you have Numerronius, this is hardly the worst things could be though, just remember Numerronius' stamina isn't infinite and if it goes down foes may be able to capitalize on the remaining Barians.

Aside from that, when a Barian emperor is KO'd, Don Thousand will absorb them, their soul returning to him in the form of an orb color coded based on which one fell. This gives him a boost to weight, as well as increasing the variety of boss resistances he has, until he eventually reaches 30 Weight after absorbing all 7 and has a bevy of resistances on par with the most powerful of Warlordian bosses. On top of that he heals 30% from this too, meaning his durability gets a massive spike as Barians start falling. He loses these bonuses upon being KO'd, although given said bonuses that's going to be a while.

Lastly, your Down Throw serves a new purpose on them, as it allows you to mind control Barians into having the same AI as Vector, minus the possibility of betrayal, for 10 seconds. This is something you'll want to be careful about though, as characters in alliances with the mind controlled character will immediately turn on you for this. Hey why not mind control them too though, save yourself a bit of annoyance. Either way, this final smash will continue until every single Barian emperor is KO'd.
 
Last edited:

allison

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BATMAN

The Dark Knight, defender of Gotham, joins the Brawl!
This set is based on his Arkhamverse incarnation.


Stats
  • Weight: 8
  • Size: 8.5
  • Ground Speed: 5
  • Air Speed: 6 (9 when gliding)
  • Fall Speed: 9 (2.5 when gliding)
Batman has two jumps, and he can use his cape to glide, similar to Peach.

Specials
Up Special: Grapnel Gun
Batman launches his Grapnel Gun upwards. The Grapnel Gun has several functions. It can act as a normal tether recovery; grabbing onto ledges. It can also grab onto the undersides of platforms, moving Batman towards them. If the Grapnel Gun connects with an enemy, the enemy is pulled towards Batman, but this deals no damage and the enemy isn't pulled into a grab (so Batman can't use pummels or throws directly afterward). The Grapnel Gun is still useful for leading into Standards, however.

Side Special: Batarang
Batman throws one of his iconic Batarangs. The attack doesn't charge, but holding B will cause you to throw Batarangs in quick succession. Batarangs deal 7% damage and low knockback.

Down Special: Dive Bomb
If Batman is grounded, he does a backflip towards the nearest enemy, dealing 10% damage and low knockback. If Batman is in the air, however, this move is much more interesting. He dive bombs directly downward, dealing 10-20% damage (depending on how far you fell when triggering the move) but no knockback (only flinching). Then, there's half a second of lag as Batman charges up a shock wave. Upon release, the wave is released in all directions. Radius depends on height (up to 3 Battlefield platforms!). The Shock Wave deals no damage, and knockback depends on height.

Neutral Special: Smoke Pellet
Batman throws a Smoke Pellet to the ground. This move can be charged: if charged for 0-1 seconds, a cloud of smoke 1/3 the size of a Smoke Ball appears for 2 seconds. If charged for 1-2 seconds, a smoke cloud 1/2 the size of a Smoke Ball appears for 5 seconds. If charged for the maximum 2 seconds, a mass of bats 2/3 the size of a Smoke Ball appears for 6 seconds! The bats, unlike smoke, aren't very useful for concealment. However, foes who enter the swarm are dealt 2% damage per second. The pellet is thrown downward; if used in the air, the pellet will activate on the ground below Batman, not at Batman's exact position.

Standards

Jab: Strike
A basic jab; Batman simply punches the enemy for 8% damage and low knockback.

Up Tilt: Kick
Batman delivers a kick to the face, dealing 10% damage and medium-low knockback.

Side Tilt: Cape Stun
Batman swishes his cape with enough force to deal medium knockback (although no damage). Useful for stalling and breathing room.

Down Tilt: Place Explosive Gel

Batman sprays Explosive Gel on the ground in the shape of the Bat Symbol. You can have up to 3 of your own symbols on the stage at once.

Up Smash: Leap
Batman leaps upward (distance depending on charge) and deals 10-20% damage.

Side Smash: Critical Strike
Batman throws a devastating punch, dealing 15-25% damage and high knockback. A good KO move.

Down Smash: Detonate Explosive Gel
If this move is used when Batman's Gel is on the stage, it will detonate. (If multiple players are playing as Batman, one player cannot detonate another's Explosive Gel, nor can there be chain reactions.) The explosion deals 10-25% damage. Radius depends on charge, and knockback is low.

Dash Attack: Evade
Batman does a forward flip. If he collides with an enemy, he grabs onto their head and pushes the enemy in the opposite direction, stunning them for a quarter second.

Aerials

Up Aerial: Uppercut
Batman delivers a vicious uppercut, dealing 12% damage and high knockback.
Forward/Backward Aerial: Line Launcher
Batman pulls out his Line Launcher. If Batman has a wall horizontally aligned with him on both the left and right, lines will be launched in both direction. Batman will then zipline in the given direction, dealing 5% damage and low knockback to any foes he comes into contact with. When any button is pressed, either wall disappears, or Batman collides with the wall, the lines disappear, and Batman has normal movement again.
Down Aerial: Swoop
Batman does a loop. Normally, this will simply cause him to go into a glide if he isn't already. If Batman collide with an enemy, he grabs the enemy and flies downward, smashing his foe into the ground and dealing 17-19% damage and medium-high knockback.
Neutral Aerial: Glide Kick
The Dark Knight automatically glides towards the nearest enemy, kicking the enemy in the face if he collides. This deals 20% damage and high knockback.


Grab Game

Grab: Batclaw
Batman's grab behaves the same as his Up Special (the Grapnel Gun), with the following oddities: It is deployed horizontally instead of upwards, it will (obviously) cause Batman to go into a grab if it connects, and, as it deploys horizontally, it cannot grab onto ceilings (although it can grab onto walls). Batman's grab animation shows him lifting up the enemy by their neck.
Pummel: Beat Down
Batman lets go of his foe (despite appearances, the enemy is still considered grabbed) and performs a Beat Down; repeatedly punching them without reprieve. Batman's Pummel is very fast, but deals only 5% damage per hit.
Up Throw: Fling
Batman raises the enemy even higher and squeezes their neck, dealing 20% damage. He then throws the enemy upward.
Forward Throw: Interrogation Complete
Similar to DK's Forward Throw, Batman raises his foe above his head, and can then move freely.
Backward Throw: Point-Blank Explosive
Batman sprays Explosive Gel directly on the enemy! It can then be detonated like normal with the Down Smash.
Down Throw: Ground Takedown
Batman slams the enemy to the ground and punches them in the head, dealing 17% damage and high knockback.

Final Smash
The Batwing
A laser appears. It stretches from one side of the screen to the other, intersecting Batman in the middle. The laser deals no damage or knockback, and can be rotated clockwise or counterclockwise by the Control Stick. Either after 5 seconds or when any button is pressed, the Batwing appears! It quickly flies along the laser's trajectory, dealing 50% damage and extremely high knockback to any enemies it hits, essentially guaranteeing a KO. Enemies would be wise to stay away from the laser.


Playstyle
Batman is all about getting in close. Every move that isn't a melee attack in and of itself is all about reducing the distance between Batman and his target (with the exception of the Batarang, a last resort tactic if you absolutely can't get closer). Always keep pushing; running away will only put you in a vulnerable position. The Smoke Pellet can be used for boxing the enemy in, Explosive Gel deals damage but is useless for KOs, it all comes down to getting closer. The grab and up specials are useful against speedy foes that can't be caught the old fashioned way.

Extras
Series Symbol: The Bat Signal
Wii Remote Sound: "I'm Batman"
Up Taunt: Batman adjusts his gauntlets.
Side Taunt: "I am the night."
Down Taunt: Batman is momentarily surrounded by bats.
Win Animation 1: Batman disappears in a swarm of bats.
Win Animation 2: Batman drives away in the Batmobile.
Win Animation 3: Batman uses the Batclaw, moving upwards to an unseen perch.
Lose Animation: Batman slowly claps.
Snake Codec:

Snake: So who's the guy with the bat motif?
Otacon: That's Batman, the sole defender of Gotham.
Snake: Batman? What kind of a name is that? Not exactly going to strike fear in the hearts of your enemies.

Otacon: It could be worse. What about Liquid Ocelot? Or Psycho Mantis?
Snake: If you're going to name yourself after an animal, it should at least be something cool.
Otacon: Oh? Like what?
Snake: Like... A snake.
Otacon: ...
Snake: Snakes are cool.

Kirby Hat: Kirby gains Batman's famous helm. Smoke from Kirby's Smoke Pellet is pink.
 
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darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Doopliss

Doopliss is not a very good set I'm afraid. The concepts you've introduced are neat enough, but they aren't executed in an effective way. Doopliss's main draw, the ability to turn himself into the foe while retaining his abilities, is laughably easy to defeat. Since the transformation ability is both telegraphed and shieldable, any mid-level player at least will be able to always dodge or shield the attack and effectively neuter Doopliss. It's even worse with how hard it is to land the move. A thirty second penalty for a missed chance ensures that he'll only get one chance per stock, and with him being knocked out of it at 20% damage he won't stay in the state long at all. Even then, Doopliss's advantages are pretty meager, not enough to really tilt what is essentially a mirror match with a character you're unfamiliar with in your favor.

Doopliss absolutely relies on the opponent's moveset to get KOs, so you'd think that Doopliss would be able to at least rack damage somewhat effectively, but in what I've seen as a pervasive issue in your movesets Geto is that he really deals pitiful damage, and many of his attacks don't deal damage at all. Only one smash that actually deals damage? Pitiful damage on the aerials (for those that even do deal damage) means that for all his aerial prowess he's not effectively getting the opponent to KO range in it. Most characters can deal around 10% damage pretty reliably with a single aerial. Mario for example, hardly a powerhouse, deals 10% damage on his Neutral Aerial, his weakest aerial attack. Even his quick Up Aerial deals 11%, while Doopliss deals no damage on an animation that reasonably could deal damage. Overall, the flaws in Doopliss feel endemic to your body of work, but they are addressable. A better understanding of shielding mechanics and a move away from tricky, difficult maneuvers and adding in more solid damage output could definitely pull this set up. But the main dealbreaker is the awkwardness and difficulty of landing the base mechanic that makes Doopliss unique.

Batman

This set is a massive improvement from Commander Video, and I'm very excited to see it. Arkham Batman has plenty of potential, and you do a good job of exploiting it. There's still a criminal case of underdetail in some of these moves though. What sort of arc do Batman's batarangs fly on? Can they be curved or aimed, or do they fly just straight ahead? How fast do they fly anyways? How much knockback does a move deal, and at what percentage can I usually expect to land a KO on an opponent with it? These are questions that really need to be answered in your barebones move descriptions. You don't have to drown us in details, but more information would be really nice.

There are some clever interactions going on in this moveset as well, I'm especially a fan of the ability to use smoke pellets and aerials to divebomb the foe unexpectedly or the ability to plant explosive gel on someone to detonate later as a useful kill method out of a throw. That's some nice creativity there. There is also a great feeling of Batman's acrobatic stunts with moves like down aerial and dash attack (which I do wish dealt some sort of damage, although I understand it's based on the evade button from Arkham). There are a few other points of awkwardness that I'd like to point out though.: down tilt and down smash really should have been coalesced into a single move rather than having it as an awkward two inputs, so that Batman could have had a normal down tilt. The forward smash is a bit of a sore thumb on the set in my eyes... lots of nice moves like the dash attack, and then a single powerful punch for the FSmash? Why not something more engaging and acrobatic to fit in there, like a flipping kick or something that moves Batman around , and is ultimately more interesting to land? Finally, I think that the forward aerial and back aerial really should be revised, they feel like specials on an aerial input, and their requirement to have walls available makes these two moves completely useless on most stages. I and many other MYMers are not a fan of cloned inputs on forward and backward aerials or forward and backward throws either.

Other than that though, Batman is a solid moveset and a wonderful addition from you. I'm eager to see what you pump out next at this rate of improvement.
 

allison

She who makes bad posts
Joined
Jan 25, 2014
Messages
5,138
Location
Maple Valley, WA
NNID
crazyal02
3DS FC
0216-1055-4584
Batman

This set is a massive improvement from Commander Video, and I'm very excited to see it. Arkham Batman has plenty of potential, and you do a good job of exploiting it. There's still a criminal case of underdetail in some of these moves though. What sort of arc do Batman's batarangs fly on? Can they be curved or aimed, or do they fly just straight ahead? How fast do they fly anyways? How much knockback does a move deal, and at what percentage can I usually expect to land a KO on an opponent with it? These are questions that really need to be answered in your barebones move descriptions. You don't have to drown us in details, but more information would be really nice.

There are some clever interactions going on in this moveset as well, I'm especially a fan of the ability to use smoke pellets and aerials to divebomb the foe unexpectedly or the ability to plant explosive gel on someone to detonate later as a useful kill method out of a throw. That's some nice creativity there. There is also a great feeling of Batman's acrobatic stunts with moves like down aerial and dash attack (which I do wish dealt some sort of damage, although I understand it's based on the evade button from Arkham). There are a few other points of awkwardness that I'd like to point out though.: down tilt and down smash really should have been coalesced into a single move rather than having it as an awkward two inputs, so that Batman could have had a normal down tilt. The forward smash is a bit of a sore thumb on the set in my eyes... lots of nice moves like the dash attack, and then a single powerful punch for the FSmash? Why not something more engaging and acrobatic to fit in there, like a flipping kick or something that moves Batman around , and is ultimately more interesting to land? Finally, I think that the forward aerial and back aerial really should be revised, they feel like specials on an aerial input, and their requirement to have walls available makes these two moves completely useless on most stages. I and many other MYMers are not a fan of cloned inputs on forward and backward aerials or forward and backward throws either.

Other than that though, Batman is a solid moveset and a wonderful addition from you. I'm eager to see what you pump out next at this rate of improvement.
Thanks for the feedback! I'm always looking for improving my set-making skills, and the fact that you put time into reviewing my moveset is great. Information like this will be very useful when I work on my next set.
 

PolarisJunkie

Smash Apprentice
Joined
Feb 17, 2007
Messages
171
Location
California
NNID
PolarisJunkie
3DS FC
0361-7305-7321
Van, the Penny-Wise Artist


Backstory

Van is a character who appeared in the Playstation game, Chrono Cross, the sequel to the beloved SNES game Chrono Trigger. Van was a relatively minor character in the adventure, appearing as an optional recruit mid game.

Van was born in Termina (not to be confused with Zelda's Termina) in the El Nido Archipelago, south of the Guardia mainland seen in Chrono Trigger. Van's mother passed away soon after he was born and sadly this caused him and his father, Gogh, to live in poverty. Van however never forgot his mother and kept a seashell that she had given him to remember her by. Unfortunetly, the loss of Van's mother caused him to develop a bit of an attitude and an impatience with his father who refused to sell paintings that he felt weren't good enough to be sold. This in turn led Van to value a good income and his growing annoyance toward his father for denying him of it.


During the course of his time with the protagonists of the adventure he realizes the importance of family and less so on the material side of life.

Van uses a boomerang to attack his enemies in Chrono Cross, as well as being a Green elemental (having the power to control more plant or sonic based attacks) which gives him access to attacks such as Bushbasher or AeroBlaster. Van during the course of the time he is recruited also asks the player to add money to his piggy bank, which he keeps hidden in his room in order to help for his father's rent. Adding money to Van's piggy bank increases the power of Van's final learned move in the game, PiggyBoink.

Statistics

  • Weight (3)
  • Size (5)
  • Ground Speed (8)
  • Air Speed (2)
  • Fall Speed (6)
  • Traction (8)
  • Jumps (1)
Van is the master of keepaway. So much so that all of his attacks are far reaching. He has no direct attacks whatsoever, they are all ranged! This is because in Chrono Cross, Van never directly attacked anyone but was always at a distance and this is where he excels.

On the ground, Van is effortless. He is quick as is his dash and he can control space like nobody's business. All of his moves push his opponent farther and farther away until they cannot reach the stage. Up close and in the air however? Good luck. Van can continue his assault in the air from afar, but not when the opponent is rushing him down. His answers are few and far between which makes him a high risk high reward character that would be incredibly annoying to play against.

Size wise, Van is slightly smaller than Peach, but his hitbox isn't as large, being frail from poverty. He is also very light so if hes hit he can be KOed quickly and at low percentages so its imperative to be as mobile as ever. You can also take advantage of his poor jumps, as his height after after his second jump is about as high as if Link did just his first jump.

Specials

Neutral Special -- Piggy Bank
Van sees a coin on the floor, grabs it and places it into his piggy bank that he keeps in his bag. This move does no damage and can be effectively stacked up to ten times, at which point Van will just shake the piggy bank and smile noting it is now full. What this move stacks however, is damage, to all of his piggy bank attacks. The more money in his piggy bank, the more powerful and lethal they are, however this also means he falls quicker due to the money holding him down, so be careful. The animation for this is moderate so you have to pick the right time in order to fill up your bank, being around the time of Mario's growing mushroom taunt, although not its entirety with it it equal to him just growing, not shrinking back down.


Side Special -- Boomerang
Van turns his back, his boomerang in hand. He then twists his body back around and throws the boomerang forward. At this point you now control the boomerang until it lands safely back in Van's hands. The boomerang has excellent reach going at its farthest about a third of Final Destination. Its also fast on startup and once its airborne so you need good reaction time to master it once you take control of it. Van however is completley open to attack if he misuses this so be careful. You can arch its journey in the air to stop attackers from getting you or simply annoy and accumulate damage. The damage is minor, around 5 percent, however its a lingering hitbox once its traveling until it returns to Van. Its knockback is where this move shines as its never KO worthy but it allows Van to continue his game of controlling space. This move does have priority over other projectiles as well except for energy ones where it will stop its journey and head back to Van.


Up Special -- Jump Throw
Van leaps into the air substantially and at the peak of the jump sends out two emerald crescent blades that hone in on the target and follow them until they are cancelled out by another energy attack or blocked/hit. This can also be used as Van's recovery as well as he leaps vertically straight up. The leap is pretty good considering Van's poor jumping skills, going about as far as Yoshi's second jump, however Van falls very fast, especially if he has accumulated a lot of coins in his piggy bank. The crescent blades do around 7 damage each, and as said previously hone in slowly toward the attacker or if multiple attackers, whoever is closest. The knockback on each crescent is good and can sometimes juggle into the next one. If Van has accumulated 10 coins in his piggy bank, he can fall fast enough to land back down to the ground and combo into his boomerang.


Down Special -- Piggy Boink
A piggy bank materializes about a shadow's length of Van in the air in front of him. Van raises his hands and then swiftly commands it down, shattering the piggy bank everywhere in front of him. This is Van's main finisher, and is incredibly powerful when charged with his Neutral Special. This attack when charged with 10 coins can K.O. a heavyweight character at 70 percent and above. The ending lag increases the more coins are built up as well, leaving Van open for attack should he miss. The initial attack with no coins saved has little to no lag. Once using this, all coins deplete from the bank and must be recollected.

The damage done with each form of coin collection is as follows:
No Coins: 4%, no knockback
1 Coin: 5 percent, no knockback
2 Coins: 6 Percent, very minor knockback
3 Coins: 7 Percent, very minor knockback
4 Coins: 8 Percent, decent knockback
5 Coins: 9 Percent, decent knockback
6 Coins: 10 Percent, good knockback
7 Coins: 11 Percent, good knockback
8 Coins: 12 Percent, great knockback
9 Coins: 13 Percent, excellent knockback
10 Coins: 16 Percent, ridiculous knockback, higher than Ness' backthrow

Grabs

Van's initial grab animation has him extending his boomerang and using the blunt edge to hook around their neck and edge them toward him. The range is good, around an arms length from his standing animation. The dashing grab animation's range is fantastic as he lowers his body in the dash to reach his boomerang even further, about the size of Mario himself, however should he miss, he is open to retaliation.

Pummel -- Seashell Slam
Van's pummel is insanely quick as he swipes his mother's seashell across his attacker's face, as the boomerang holds the opponent in place. Each hit does 1 percent of damage.

Forward Throw -- AeroBlaster
Van throws his opponent in front of him then extends his hand out as a green sonic wave eminates and shoots from it slamming into the airborne foe. The damage of this throw is good with 11 percent and the knockback is incredible, equal to Ness' backthrow and is one Van's finishers. This move can KO at around 90 percent, and at around 100 for the heavier characters. The wave of energy itself also is so strong as seen in the picture it creates wind that actually sends Van backwards slightly due to the force.


Up Throw -- Bushwhacker
Van sends the foe flying vertically above him as a green aura appears beneath him. Then as the foe is above him, a pillar of leaves and wind ascends quickly up towards them hitting them repeatedly like Peach's parasol. The move does around 10 percent damage if all of the leaves hit and the knockback of the wind sends them flying upwards decently, around the same as Lucario's forward throw. This move will never K.O. but is good for breathing room if you find yourself caught in a flurry of attacks.

Down Throw -- Get out...Ow!
Van drops the foe to the ground so they are laying on their back. He then winds his leg backwards in a comedic charge and then kicks the opponent as they stay on the ground and just roll away. Van however hurts himself and falls, clutching his foot as the opponent rolls away. The damage is minor at 6 percent, and the knockback is good but doesn't send them into the air, which is unique, but poor. It's Van's worst throw.

Back Throw -- Boomerang Burst
Van has his opponent lie atop his boomerang, holds it backwards and charges it with a burst of green energy that sends the foe flying off the boomerang and away from Van. The move does 9 damage and the knockback is very good, and can K.O. at around 150 percent for the entire cast.

Standard and Smashes



As said before, all of Van's A attacks do not hit with him punching or hitting directly with a part of his body. All of them have a bit of distance added to them so for all of these attacks assume they are about arms length from his model unless stated differently. Because of this, if an opponent is literally right next to Van, some of these attacks may miss completely so its imperative that he has some distance.

Standard A -- Boomerang Volley
Van throws his boomerang a short distance ahead of himself. Hitting a once just has it come back to him after the first hit, hitting it again has it continue its assault by shooting out two green crescents as it returns to his hands. The first hit does 3 damage and if continued does an extra 2 damage per crescent. The knockback is good for a jab, akin to Snake's just not as potent. This will never KO.

Up Tilt -- Coin Toss
Van takes out his piggy bank from his bag as the coins fly out from the slot. This move has a disjointed hitbox depending on how many coins have been collected as the coins scatter everywhere at 8 coins or more. From 7 coins and bellow, the coins just go up straight like a geyser. This move does nothing if no coins have been collected. The damage is the same at 10 percent, however the knockback is where the coins make a difference. From 1-4 coins, the knockback is weak, about a characters length in distance, 5-7 the distance increases to two characters. At 8, the coins hit box scatter more and the hitbox entends above him and also diagonally right and left above him. The knockback is considerably bigger here too, sending the opponent a stage length from either straight up or diagonally right or left up. 9 or 10 Coins send the opponent very far, and has KO power in its knockback at 90 percent. if hit at the sweetspot at the very top of the coin height vertically.

Forward Tilt -- El Nido Black and Blue
Van takes out his father's signature paint color, El Nido Blue and dumps it ahead of him. The move does around 11 Damage and can cause the opponent to trip as well. Has no knockback.

Down Tilt -- Seashell Scream
Van changes his hitbox and quickly lays down on the ground, takes out his mother's seashell and blows into it, sending green sound waves from the seashell diagonally upward with a strange hitbox. This move has very little range and does around 4 damage. It may seem awful but the true use of this move is how it changes Van's hitbox and is essentially a great way to avoid projectiles and some smash attacks. The move is also very quick on startup and has Van linger on the ground to blow into it.


Dash Attack -- Tornado
Van rushes towards his foe and extends his hands sending out a mini tornado from his hands that have a strange hitbox that keeps going further ahead like Ness' dash attack. The attack does around 10 damage altogether if all mini tornadoes hit, and around 6-7 if they don't. The knockback is good for this attack as the wind sends them wildly in different directions, similar to Link's gale boomerang.

Ledge Attack -- Ground Boomerang
If Van is on the ledge he will throw his boomerang perfectly parallel to the ground around an inch above it from the ledge. The distance it travels is very good for a ledge attack and it can even cause the opponent to trip.


Forward Smash -- AeroSaucer
Van extends his boomerang and a few inches from the tip a green orb forms. If held down the Orb does damage if touched like Lucario's Aura Sphere, dealing 1 percent each time it is touched. When Van releases, two crescent blades erupt from it and shoot forward dealing from 11-16 percent damage. The knockback is very good if the full charge is used, sending them around 2 and a half characters length away from when they were hit.

Down Smash -- Boomerang Whirl
Van throws his boomerang downward in an arch and it travels around him low to the ground, hitting all around him underneath. The move does 11-14 percent damage but has no knockback. Its his worst smash by far.


Up Smash -- BushBasher
Van closes his eyes as green energy erupts around him. When he unleashes the smash he raises his arm in the air as a giant thorny bramble appears all around him. This smash is very powerful and Van can even cancel his dash attack into this move similarly to Snake and Squirtle. This move does around 25 percent damage when fully charged and its knockback is stellar KOing even the heaviest opponents in as low as 60 percent. This move if hit also causes poison damage to slowly sap the opponents health by 1 for the span of 10 seconds. If Van misses this move, he is however left in a very long lag state that leaves him completely open.

Aerials


I'd also like to note that adding coins to your piggy bank, as stated previously effects his fall speed and thus means some attacks can combo easier into each other the more coins you add to the bank.
Neutral Aerial -- Green Innate
Van extends his arms and legs as a green aura appears around him and lightly extends outward before petering away. The move does around 8 damage and has around the same knockback as Peach's standard aerial at 0 however the knockback is always the same for Van instead of increasing as damage increases.

Up Aerial / Down Aerial -- Crescent Swipe
Van swipes his boomerang in an arching motion as a green energy crescent shoots out of it and heads up or down. The damage for these moves are around 4 percent and the knockback is good making these his best aerials. The crescent is slow moving however and isn't that large. The move can also be short hopped and spammed from the ground to create a volley of upward hitting projectiles or stopping recoveries with his down crescent.

Forward Aerial / Back Aerial -- AeroBlaster Mini
Van shoots out a small concentrated beam similar to his Forward throw, although his blast is significantly weaker and much smaller. Both of these aerials do the same damage (like Zelda) with 7 percent and have very little knockback.

Final Smash



Coin Shower
Van has the smash ball! This move is very deadly, especially when combined with Van's Piggy Bank special to collect coins. Van raises his piggy bank into the air as the smash energy around him makes it grow to epic sizes, hitting everyone that it touches. It then hovers into the background and shoots out giant coins that float at the player very quickly, like the Andross assist trophy except much larger. The more coins Van has collected, the more coins will shoot out of his piggy bank at the players. Each coin causes around 30 percent of damage and does very large knockback, KOing at around 70 percent. Van is completley immune to all attacks as his piggy bank is attacking. If there are no coins collected when Van does his final smash, the piggy bank will simply grow and hit the others initially with itself and do nothing else.

And phew. I think this is it! Let me know if there's anything else I should add or to work on, I appreciate all comments and thoughts.
 
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Junahu

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

It has been a long while, but I'm finally back to kick off part 3 of this challenge mini. Where did part 2 go? We did it in secret.​

Part 3: Design an example stage
In part 1 we designated the roster. In part 2 we provided an overall specification as to exactly what kind of experiences we were wanting to create. For part 3 of this challenge mini, we will prototype a single stage to explore the potential of the game and our rosters.

The goal is to design a stage that is either neutral (i.e. not favouring one playstyle or another) or design a stage that actively explores the potential of the roster/game. The important thing here is not the stage itself; you can actually get away with just a brief summary of what it looks like. What is most important is how the design of the stage works with the roster you have and the game's engine.
For example, a character who can terraform the stage, clearly needs enough stage to terraform. Characters that rely exclusively on traps will have a tough time on a scrolling or morphing stage. And if the main mode of your game is different from Smash's, your stages would need to fit with the altered ruleset.​
 

WALUIGIOFFICIAL WAA

Smash Apprentice
Joined
Nov 23, 2013
Messages
103
Location
26 Grimace Lane, Mushroom Kingdom, IMG EEK

WAΓUIGI

WA-HAHA ! WALUIGI NUMBER ONE ! WA-LU-I-GI YEAH YEAH YE
"struck with a baseball bat"
.....waaaaaaaaaaaah....*faints

Anyway...
Waluigi. The crooked trickster who is always up to no good (which is always good). Antagonizing the Mario bros for a long time alongside his brother Wario, Waluigi is a hard-working (and unsuccessful) man who believes things will finally go right for him once he defeats the Mario bros, especially his life-long nemesis Luigi. Nintendo´s poster boy for bad luck (it´s even on his name), it seems nothing goes right in Waluigi. But who knows, maybe he will succeed one day...


Stats and Attributes

Waluigi was never a character who was easy to define or understand. He was always the embodiment of absurdist humour. His playstyle was meant to define such, as well as other characteristics of the character and his growth, such as his hard work towards mischief, his overconfidence when he succeeds, his over-temperamental anger when he loses, his ability to be extremely unpredictable as he pulls random moves out of nowhere, etc. Waluigi can be described as a Jack Of Trades/Glass Cannon type. Waluigi hits hard, moves quite fast, and has plenty in terms of combos and set-ups, However, Waluigi is easy to combo and kill. He has plenty of tools to pressure the opponent, but he himself lacks answers when it comes to being pressured. If you fall into Waluigi´s game, you are screwed. If you pressure him, he is not very hard to kill, especially since his recovery, despite being quite malleable, is short and requires spacing and luck. That´s why his specials are so important to his playstyle. His traction is high ( except during Tricky Cheater ), his jump is the highest in the game, his air speed is bad, he runs at Ike´s running speed and he weighs just a bit more than Luigi, altough less than Mario.
Pros and Cons

  • His normals have good pressure ability, and have good range.
  • His movement is surprisingly tricky, especially with Bye Bye mix-ups and WhirΓuigi approaches
  • Great stage control with his Trick or Trick, especially when using Angry Cheater
  • Really good range. Some of his moves have hidden hitboxes
  • Decent priority
  • Long periods of hitstun make him easy to combo
  • Surprisingly easy to deal with once you deal with his offense and tricks
  • Recovery is short and doesn´t offer much invincibilty
  • Aerial game, when not using Angry/Trickster Cheater, is bad, especially because of his low air speed
  • Doesn´t have reliable ways to deal with pressure
  • Takes a while to get used to. Very tricky character to learn, but, when used properly, a pain to fight agaisn´t
  • He is Waluigi
GET-A BACK HERE

Waluigi´s double jump is what you can call an air dash. When Waluigi performs a double jump, he performs a motion similar to his air swim move. This "air dash" can move Waluigi in any direction you press, which means you can perform something like: Trick or Trick: Bob-omb -- Jump-- Trick or Trick: Γ -- Air Dash Jump Backwards -- Trick or Trick: Bob-omb. This sequence i just listed is part of Waluigi´s defensive game, but there are much more possibilities

Weapons

If Waluigi gets hit during his moves that utilize weapons, like his F-Smash or Fair, those weapons will be dropped on the ground, and Waluigi will be uncapable of using those moves without them. To get them back, you have to walk up to the weapons and use your grab. If you lose your weapons off-stage, you have to lose your stock in order to get them back.The following options is the way how Waluigi´s items work when picked up by an opponent.

Tennis Racket: A slightly stronger Fan with more knockback
Baseball Bat: Home-Run bat.
Hammer: Hammer
Vine Whip ( Angry Cheater´s Up Smash ): Works in a similar way to the Beam Sword
Wrenches ( TC´s UpSmash and AC´s hammer ): Deal similar damage and knockback to Pokeballs

Moveset Swap

Waluigi has an ability to swap movesets in a similar way to Gen from Street Fighter. Waluigi has two movesets. These movesets are: Angry Cheater and Tricky Cheater. The Tricky Cheater is the moveset you start the match with. When Waluigi´s damage is less than his opponent´s, or when he has his life stocks above the opponent´s, Waluigi will be able to use the Tricky Cheater. In opposite, the Angry Cheater moveset can be used when Waluigi´s damage is higher than his opponent´s or he has less stocks than the opponent. This game of Flip-Flop with his moves is an central part of his mix-ups and gameplay. There is no visual indicator whatsoever when Waluigi switches movesets. This makes it extremely hard to keep track of what move do you currently possess. However, it makes Waluigi even more unpredictable, especially since it looks like he is just pulling random moves out of nowhere ( which he kinda does).

Waluigi´s standard moveset is the Dirty Cheater. This is the one he starts the match with and remains, regardless of his position in the battle.

Dirty Cheater

Jab: Jabs twice with boxing gloves. Fast, short-ranged. This is Waluigi´s fastest ground game, but it´s quite laggy for a jab. 4%-4% damage
Forward Tilt: Performs a short, sideways kick. Also taken from the Boxing minigame. The damage is little, but it has long range, thanks to Waluigi´s twig legs. This move serves as a decent poke to keep opponents out of range. 7% damage
Down Tilt: Waluigi extends his feet, like Ganondorf´s down tilt, performing a shin breaker. The move isn´t that good, really. While it may be better than Mario´s d-tilt (much like every other move in Smash Bros), it isn´t very fast, At high percentages this serves as a decent tool for set-ups and juggles. 10%
Up Tilt: Waluigi extends his fist upwards. Taken from the way the characters punch the dice blocks in Mario Party. Reliable anti-air and juggles decently, altough it has pathetic hitstun. Still, Waluigi may find uses to combo from this move. 8%

Dash Attack: Waluigi performs Wario´s trademark Dash Attack. However, instead of running along the ground shoulder-first, he jumps forward with his knees bent back and his elbow extended, traveling 1/10th Final Destination distance. If he whiffs, Waluigi will comically tumble on the ground. If he hits, he will temporarily stun the opponent ( since they just got an elbow to the stomach/chest ). However, if Waluigi hits a shield, he will fly off the shield, flailing his arms as he rockets away from the foe, protecting him from counters but putting him in an awkward position. 9% damage on the elbow, 20% damage if a second or third player is caught by the flying Waluigi after he struck a shield.

Forward Smash: Waluigi performs a swing with his baseball bat. Uncharged, the knockback is terrible, but, when fully charged, the knockback is ridiculously low. There are jabs that deal stronger knockback than this move. However, if you strike with the tip, it becomes a lot stronger, especially after you charge it fully. A tipped Forward Smash is actually a good K.O move. This is meant as a reference to Waluigi´s batting in the Mario Strikers Baseball, where it gets weaker the more he charges. Unless you space it well, this is a terrible move that must not be used. 7 % uncharged, 10 % fully charged. On the tip the damage is the same

Up Smash: Waluigi stands still while his head spins like an owl. Terrific, but the knockback is ideal for set-ups. The amount of times Waluigi spins his head depends on the time you charged the move. When fully charged, he quickly spins 3 times, those hits comboing into themselves. This move starts combos pretty nicely, but at lower percentages like 5 or 10 %, the move´s lag is longer than the hitstun the foe endures, so you must know when to use it. 15 % damage uncharged, 21 % charged.

Down Smash: Waluigi stands on his head and performs a breakdance spinning kick along the ground. Waluigi can move slightly during the move´s duration. This isn´t that useful though. It´s a cheap gimmick that you may find quite interesting, especially because of the move´s long duration. 16 % uncharged, 23% charged

Neutral Air: A simple, yet strong sex kick. One of Waluigi´s most reliable moves when it comes to air game, especially since most of his aerials are situational or not very reliable. However, don´t get predictable with it. The last thing you want with Waluigi is to be predictable. 13 %

Forward Air: Waluigi spikes downwards with his tennis racket . This move is, to be honest, strange. The lag isn´t bad, but the start-up is pretty long. This move isn´t a meteor until high percentages, but, at lower ones, the knockback is so bad you can even get punished on hit. Quite a strange move. 8 %

Back Air: A slow and laggy drop-kick. This doesn´t fit very well in Waluigi´s fast and frantic playstyle, but you may find a use for it because of it´s strength. It´s a sex kick.. 15%

Up Air: Waluigi performs Wario´s clapping, except he does it with his legs. One of the few aerials Waluigi can use to combo.

Down Air: Waluigi stalls , swims upside down, and then stops. The move is absolutely horrible for attacking. It would be logical for it to be at least a Meteor Smash, but it doesn´t. The only purpose for this move is to allow Waluigi to regain his air dash (double jump) back. Slow, weak, laggy and not that useful. Even Waluigi´s up air is a better down air than this move. 9% per hit

Grab: Waluigi extends his arm forward. The range is long, not very laggy. Start-up is actually quite decent.


Pummel: Waluigi bites the opponent´s neck. Like any great artist, Waluigi is more concerned with expressing himself than fitting in with the standards of society. 3%

Forward Throw: Waluigi tosses the foe upwards and smashes them away with his tennis racket. If hit by an projectile or another fighter during this move, Waluigi will lose his tennis racket, and he will have to get it back. Still, decent throw for set-ups. 12%

Back Throw: Waluigi grabs the foe by their chest and wrings them back, while twisting his body like an yoga teacher. Of course, he has a tough time getting back, since he flails his arms and catapults himself back to the spot. Waluigi´s strongest throw. 18% While he is supposedly grabbing the characters by their clothing, but this works on characters who don´t have upper body clothes (Bowser, DK) or clothes that are extremely tight (ZSS, Snake). In fact, it deals double damage to these types of characters or female characters.
( ͡° ͜ʖ ͡°)


Up Throw: Waluigi tosses the foe up and does a jumping headbutt on them. A weak throw that is meant for juggles. It combos into Waluigi´s u-tilt, u-smash or an nair. 8%

Down Throw: Waluigi slams the foe on the ground, stomps their stomach repeteadly while snickering and kicks them away. Absolutely brutal animation and a great combo tool. This leads to a lot of move, including another d-throw. The only downside is that the animation is long, which allows for the opponent to DI away. 14%

Specials

Neutral B: Trick or Trick : Waluigi fires a projectile. If you press B, he will toss a Bob-Omb. The Bob-Ombs work like Snake´s grenades, which means they can be angled, held or thrown with different strengths. The Bob-Ombs are a tad bit weaker than the item, but for an character projectile that´s big damage. However, they have a much shorter lifespan, which means that they can blow up on Waluigi´s face if you are not careful. They deal 21 % damage. If you however, hold...

Side:
Waluigi spins a hammer and tosses it forward. Taken from the Waluigi´s Reign minigame, the Hammer is Waluigi´s slowest projectile, but it´s also the strongest, with strong knockback. 27 % damage
Up: Waluigi tosses a Blue Shell up. It homes on the player with the least damage percentage. However, it has a 6.5/10 chance of homing on Waluigi, even when he has the most damage. Looks like the world just doesn´t like this guy. 18 % damage
Down: Waluigi fires the "Γ" projectile. It moves extremely slowly, kinda like Dhalsim´s Yoga Catasthrophe. It homes in the opponent. 10 %

Side-B: Whir
Γuigi: Waluigi spins, creating a tornado around himself. This move is Waluigi´s tool for moving and pestering the foe. This has set knockback, which means this never kills. However, it also means it will always combo in the same direction. On air, it can quickly change direction. On ground, it has limited launch resistance. One hit, 13% damage.


Up-B: Bye Bye: Waluigi´s teleport from Mario Strikers Charged. This works in a similar way to Mewtwo´s teleport. It is much more malleable and controllable, but it is much shorter and has a lot less invincibility. The recovery is short, but it has good ground mix-up ability, like it´s MSC counterpart. It deals no damage.

Down-B: Tricky Cheater/Angry Cheater: The mechanics of these moves were explained above.

TRICKY CHEATER

Jab:
Waluigi´s boxing gloves now extend like Ultra-hands, and he flails his hands up and down, covering about 1/2 Final Destination worth of distance. Laggy. 8% per hit
F-tilt: Waluigi´s new f-tilt consists of him stretching his arm forward and poking the opponent. This is a poking move, literally. The range and speed are decent, but the power is low. 8%
U-tilt: Extends his arm up and launches the extendable boxing glove above him. The hitbox only hits those directly above Waluigi. It is very hard to land, and it´s not that strong. However, it´s the tallest anti-air move in the game, and gives Waluigi a decent maneuver for punishing air fighters. 10%
D-tilt: Waluigi slides along the ground ( picture Dhalsim´s slide )feet first. This move is ridiculously weak, but it covers great distance and can cancel. Waluigi can use this to go through attacks and projectiles. If used properly, can be one of Waluigi´s best moves. 7%
Dash Attack : Waluigi performs his WhirLuigi move without a tornado, no launch resistance and with a lot less distance. It doesn´t have set knockback anymore, which means this can kill, altough at very high percentages. 10%

F-Smash: Waluigi starts charging with his arms on the side of his body, and then, out of nowhereopolis, produces a construction excavator much bigger than the Gold Mantis above and strikes the opponent with an quick stab. This move has, by far, the most range out of every single of Waluigi´s non-projectile moves, and, despite being an item, cannot be dropped or used by an opponent. This move is also surprisingly fast and strong. However, it has a big blind spot in front of Waluigi, and requires a very specific spacing. It´s very unlikely you will ever have the chance to land this, but it is very satisfying when you do. 30%

U-Smash: Using a purple wrench, Waluigi swings it above himself in an arc in a way that does a rainbow path above him. A great anti-air, this move has mediocre power, and it´s bad at pretty much everything else. Slow, short horizontal range and laggy. The main use is to start combos at medium percentages. 15%
D-Smash: Waluigi claps his legs left and right, almost as if he was dancing. It looks funny, but it´s not that great overall. Use this as a taunt move. At least it kills decently.18%

Nair: Waluigi enters a stiff pose with his arms and legs stretched, and spins. If he hits an opponent, he will drag the opponent along with him to whatever direction he goes. 2% per hit, 16% damage.
Fair: Waluigi air-swims. He has access to 3 strokes. All those strokes can go in whatever direction Waluigi wants. 10&
Bair: Same as the Fair.
Uair: Waluigi performs a ballerina spin, with his hands cupped above his head. This pushes him upwards, which helps his recovery. You can continue spinning by holding the button. Each hit deals 2%, with 10 hits if you don´t hold the button. Waluigi´s ballerina spin can spin forever and fly while doing it. Waluigi can also change directions, which allows him to fly around the screen in a weird helicopter manner.
Dair: Waluigi turns upside-down completely and dives, spinning himself along the way. This move is a very unusual meteor. If Waluigi hits the ground, he suffers from an unusually long landlag. However, he still spins for a slight bit when he hits the ground, which creates a slight hitbox around him. However, if he performs this move off-stage, he will spin until he is at an place below the edge. At that point, Waluigi will realise his mistake and flail around desperately until he dies or hits an opponent. 2% per spin, 13% if the desperate Waluigi strikes an opponent.
Throws: For his throws, Waluigi uses the giant pincer he had in Fly Guy´s ending in Mario Power Tennis.

Pummel: Tightens the pincer´s grip. 2%.
F-throw: Waluigi slams the pincer forward. 13%
B-throw: Waluigi swings the foe around, like Mario´s back throw. However, Waluigi can stop this during the animation. Doing so causes him to release the pincer, leaving the foe spinning with it. This opens up the foe for damage. 16%

U-throw: Waluigi
holds the pincer above himself with the foe still latched on it and throws it up a very small distance. Decent (but not great) combo tool. Set knockback makes this move incapable of killing. 3% damage.

D-throw: Waluigi quickly gets on top of his foe, spins himself like a purple top on his opponent´s back while cackling and jumps off. Just as brutal as the Dirty Cheater d-throw, and just as deadly. 20% damage. Acts like a tech-chase

Neutral B: Trick or Waa: Waluigi´s bob-ombs become big,bouncy and purple bombs with Waluigi´s mustache that take longer to explode and bounce up and down and deal 20% damage. Waluigi´s hammers become Waluigi´s purple wrenches in Mario Kart Arcade GP DX, and they are much faster, altough weaker. 15%. Waluigi´s blue shell becomes an Whisker Missile. The damage is the same, but it will go on the opponent, no matter what are the damage percentages. However, it still has a chance ( altough decreased ) to hit Waluigi.

Side-B: Wrecking Waluigi: Waluigi walks foward with shades, a sign taped to his back that warns "Danger" and swinging hammers back and forth. Waluigi does not have armor during this move, altough the hammers can clank and go through most attacks. Waluigi can walk for as long as he wants, but it takes 3 seconds for him to turn around, since he drops the hammers, runs to the other side and repeats the process. Waluigi can do this in air, altough he will not stop until he reaches the ground. Each hit deals 13%

Up-B: Bob-Omb Blaster: Waluigi pulls a big, rocket shaped backpack with a pipe on top. The machine is loaded with 20 bob-ombs.From then on, you can do one of the following

  • By jumping, the rocket backpack creates a propulsion underneath Waluigi that sends him straight upwards, with no horizontal distance. This move cannot be used after your Bob-omb stock is finished. Each jump costs Waluigi 2 bob-ombs
  • A: The machine will spawn a Bob-omb for Waluigi to throw on the opponent.
  • B: This move can only be done on the ground. When he does this, he sticks the backpack to the ground and can command the backpack to shoot bob-ombs from that position. He can shoot by pressing Up-B while in Angry Cheater mode. When he performs the motion while the backpack is in the ground, Waluigi presses a button in a remote control to launch the Bob-Omb. He can also rapid-fire the Bob-Omb. If the opponent hits Waluigi while he presses the button, the controller will explode, damaging both Waluigi and the opponent. This isn´t the worst thing to worry about. After it explodes, the Bob-omb blaster will start to fire bob-ombs randomly before exploding. The blaster can endure up to 30% damage, but Waluigi can pick it up before the opponent has the chance to destroy it. He can plant it again. Picking it up does not refresh the Bob-omb count. You only have access to one blaster per stock. The Bob-ombs deal 20%, the controller explosion deal 5%, the blaster explosion deals 60% damage. Waluigi can keep the Blaster even after having switched to Dirty/Angry Cheater, altough he will not be able to use it.
Down-B: Dirty Cheater/Angry Cheater.

ANGRY CHEATER

Jab
: Waluigi performs a single swing with his tennis racket. This move cannot be used to retrieve weapons, and it´s not very good as an attack. instead, it´s main use is to reflect projectiles. It will reflect every projectile that is not an item or a fully-charged projectile like Mewtwo´s Shadow Ball, Mega Man´s fully charged Buster Shot, or ZSS´s Paralyzer. Waluigi can also use this to send his own projectiles even farther, altough you must be careful to not be hit by them. 7%
F-tilt: Waluigi´s old f-tilt can now be rapid-fired, like Chun-Li´s Lightning Kick and Fox´s infinite jab. This rapidly loses power until the kicks deal 2% damage.
U-tilt: Waluigi does a Tiger Knee-esque move where he jumps with his knee sticking out. The knockback isn´t that good, but the damage is slighty surprising for such a weak move. The range is very short, which is not good for a character like Waluigi. 13%
D-tilt: The old Shin Breaker. It returns unchanged, which means it´s still unreliable. 10%
Dash Attack: His old Dash Attack is now unblockable, but it loses it´s stun abilities

F-Smash: A tall spin kick. Due to Waluigi´s height and his berserker rage, this attempt at harming the foe will most likely fail. It´s very strong if it hits. 20%

U-Smash: Waluigi lashes with his thorn whip. Fast, ranged and strong. Does pitiful shield damage and is quite laggy, which means that opponents who shield this will be able to easily punish it. 23%

D-Smash: The dreaded ground stomp returns. It is still fast. It is still strong. And it still buries the opponent. However, it can only be used 3 times per stock and the range is still short, so you have to make it count. Waluigi can rack unholy amounts of damage with this move as long as he uses it wisely (unfortunely, Waluigi is not a wise person) . 18%


Nair: Waluigi performs a one-handed, axe-handle attack with his baseball bat. Mediocre range, surprisingly good combo ability and a meteor smash with medium power. Decent attack, but, if Waluigi is hit offscreen while using this move, he will lose his bat, which is not good. 13%

Fair: The PSA´s fair, where Waluigi kicks forward with his legs stretched. Long ranged and fast, this is a good edge-guarding tool, altough the knockback is short. 12%

Bair: Waluigi performs a magnificently fabulous pose by swinging one of his legs upward while stiffening his body. It looks similar to Fox´s up tilt, altough Waluigi bends his limbs even further. A hard to land juggler. 9%

Uair: Waluigi swings his tennis racket above his head, with a rainbow following it for absolutely no logical reason. Pretty standard move, except that, if you hit with the last rainbow hitbox, the move becomes extremely strong, being able to easily score a vertical KO. 10% normally, 20% with rainbow sweetspot. It´s not very reliable as an combo move.

Dair: Assist Trophy stomp. However, the move has gained a lot more lag, which prevents it from being that useful ( it´s now as laggy as Bowser´s dair ). With luck, you´ll still be able to set-up combos with this, altough don´t bet on it. 12%


Throws: For his grab, Waluigi lashes out his thorn whip forward. If he succeds at grabbing the opponent, he will bring them closer to him while still in the whip. Waluigi´s opponents can break away during his throws if their damage is low enough or Waluigi took too long to start the throw.
Pummel: Waluigi slams the opponent on the ground. Overly brutal animation. Deals 7% damage. But it´s awfully slow. At lower percentages it´s basically a throw, if Waluigi has time to land it. But remember, this is still a pummel, which means that, after it, Waluigi can still execute another throw. However, the opponent can break free during it.
F-throw: Waluigi spins the opponent once and tosses them forward. Not as strong as it seems, but not that weak too. 10%
B-throw: Waluigi climbs on the opponent´s shoulders and kicks them away. Since they are still trapped in the whip, the foe is placed in a tech-chase. If you land this on an edge, the opponent will fall until they break away from the whip. 5%
U-throw: Waluigi, still holding the whip, jumps and brings the foe to the air with him. Since Waluigi falls before the opponent, this gives Waluigi a brief time to combo the opponent. That is, if the foe doesn´t break free. This move deals no damage, serving as a simple combo tool.
D-throw: Waluigi simply drops the whip and tackles the opponent, nose first. Since this happens so quickly. the opponent doesn´t even have the time to break free. Unsafe on lower percentages. 6%


Neutral B: Venom Pinch: Waluigi darts one of his mechanical arms foward, launching a short ranged shock each time. The eletric shocks deal 12% damage. This has almost no lag, meaning Waluigi can launch the arms in succession.


Side-B: Creepy Scurry: In an insanely bizarre manner, Waluigi crouches down on all-fours, creates the 4-arm machine on his back again and scurries along the ground like an oversized spider. When the opponent is hit by this move, they can trip, and Waluigi will have the opportunity to attack. Probably the creepiest and bizarre move in Waluigi´s arsenal, and that´s saying a lot. 2% damage.

Up-B: Rocket Launch: Waluigi reveals rocket engines under his feet and flies up. This move has almost no vertical distance, but it has a long horizontal distance. No damage. Waluigi´s longest and most unsafe recovery move. If grants him a great distance, but it´s unsafe and easy to edge-guard.

Down-B: Tricky Cheater/Dirty Cheater

FINAL SMASH: WALUIGI TIME !

Waluigi quickly summons a barrage of thorns to trap the opponent on the ground. Wether he succeds or not, he jumps into his hot air ballon in the background, flies to the top of the screen, and drops items based on the buttons you press and the state you were. You can throw every single projectile you own based on your correct button inputs, which include: Bob-ombs, hammers, blue shells, Γ, lightning bolts, bouncy bombs, wrenches and whisker missiles. You can control direction and time which Waluigi fires the projectiles.

Extra Details:
Idle Animation: Not THAT dance, but he does start to dance to an inaudible tune that only he can hear.

Taunt 1: This taunt acts like an counter. If struck during the spinning part, Waluigi will perform the WAA attack from the PSA hack.

Taunt 2: If he completes it without being interrupted, the opponent within 1/2 FD distance from him will be dizzy. This is a reference as to how Waluigi intended to use the power of dancing to hypnotize the world on DDR: Mario Mix


Taunt 3: Does nothing. Just looks cool
Entrance: Skydives while shouting WAA and falls headfirst onto ground. Then, he spins, digs through the floor and pops back up, while shaking his fist at the opponent. This happens in 2 seconds

Victory Pose 1
Victory Pose 2
Victory Pose 3

PLAYSTYLE

Waluigi´s playstyle was created witht the character´s frantic and erratic characteristics in mind. Plenty of Waluigi´s character traits and skills were adapted, while new concepts and moves were added, while still remaining faithful to the character.

Waluigi was always a technical character in his appearences. Waluigi usually has weird characteristics or unattractive traits that make him weird to play as ( Mario Baseball, Mario & Sonic) and/or requires massive creativity or technical skill to be efficient with ( Mario Strikers, Mario Tennis ). When used properly, Waluigi´s attributes allow him to clear the game while using his unique attributes to counter the other players. Waluigi´s playstyle is extremely technical, since it requires you to master 3 movesets, and none of those movesets are particularly good.

Your goal with Waluigi is to never let your opponent see what you are doing. Be as unpredictable as possible and always switch strategies. Waluigi requires creativity, and the player needs to be just as loony as the man himself to know what moves to use in what situations. Use your weapons carefully, throw in taunts for good measure and you should be safe.



That´s it for now. Any changes i should make please warn me.

waa
 
Last edited:

lordvaati

Smash Master
Joined
Jul 7, 2006
Messages
3,148
Location
Seattle, WA
Switch FC
SW-4918-2392-4599
You know, its been nearly a year(actually, it probably was several) since the last time I made a MYM set. The last major set I had planned was one for Ashley, but unfortunately someone made one around the same time(I think it was at MYM 11 or 12), so I scrapped it. however, I do have one other set I planned on doing, to make myself stand out a little bit and repair my Spotty track record with MYM.....a set that was Smash, yet at the same time not Smash. I'll probably touch more on it after I get some money issues settled next week but until then....


"Stay Tuned."
 
Last edited:

Davidreamcatcha

Smash Ace
Joined
Feb 9, 2011
Messages
629
WALUIGI REVIEW

The difference between reviews and comments, for those who weren't with us during the days when reviews were commonly posted - is that reviews are very long-form. Comments are more generalized, while a lot of reviews delve into specific issues with the set. Given that you're new, I feel this deserves a review rather than a generalized comment.

Before I start, I'd like to clarify that I'm not gonna draw any comparisons to Smash Daddy's Waluigi moveset here and I think it's for the best that everybody who comments this set not do this either. It's incredibly unfair to have somebody's first moveset compared to a moveset done by a well-established MYMer that placed third just last contest because they're both for the same character (especially when Waluigi is one of the most movesetted characters - probably only behind K. Rool).

Now that that's out of the way, the first thing I want to say is PLEASE CHANGE YOUR ORGANIZATION AND TEXT SIZE. Nobody would be enthusiastic about reading anything this size - especially when you're having us absorb as much information as you do through Waluigi's multiple movesets. Try emulating the organization of another moveset posted in the thread, perhaps?

Right from the beginning of this set, it's obvious you have a lot of passion for this character - which is always appreciated in MYM. And can we talk about how fantastic his double jump/air dash mechanic is? It's absolutely lovely and you have no idea how happy I'd be to see something like that in a playable Smash appearance.

Waluigi has a lot of cool stuff going for him, especially with that damage/moveset mechanic. It's something that's been done plenty of times, but never to the extreme that he has -three- completely unique movesets, even if only two can be used at once. I'd like to see more trickery/mindgames in terms of switching movesets - I made a Dr. House set back in MYM11 that used the same sort of deal in that he switched movesets on a dime and the foe could never tell which one he was using, and given that his moves were relatively similar in terms of animation, confusion was added on immediately. Imagine if when Waluigi used his jab, Waluigi threw a single punch then used either a damaging hook or the extending glove as a second attack - foes would prepare for one attack and Waluigi would smack them with the other! That's a very specific example, but it seems like you were trying to go in that direction but it just sort of veered off.

That being said, while the moveset and concepts offer very strong ideas, they're dragged down a little by some factors. My main issue here are the props - both in what's used and the dropping of said props. Waluigi is a very proppy character, and expecting him not to use most of this stuff is ridiculous - but half of the stuff that's here is obscure as hell (the pliers) and some of the stuff that's here seems to be tacked on for the sake of being creative. Looking at the excavator in particular, which takes no advantage of it's vehicle-based origin and has that awkward spacing which seems very unfitting of an FSmash. Moreover, the dropping of props seems unnecessary, given that he can just switch to a different moveset - the only thing it does is harm the player by removing one of their favorite moves, not Wa himself.

The other thing is the fluctuating amount of detail - in one area you'll go on about one particular move, then provide very little information about another. This also works works with his props - let's take Waluigi's Reign as an example. He throws the hammers he used in the E-Reader Mario Party. Okay. Now how slow are these hammers exactly? Does he throw them in an arc? 27% is a lot of damage for any attack - especially when it only deals 3% less than the Excavation attack, which requires you to fully charge/set it up in a very awkward manner. What's more, can there be more than one out a time? You seem to imply there can't be, given they can just steal the hammer. As a matter of fact, how does it work when they steal the hammer? The one used by Waluigi is very small, but using it just gives him the property of the already existing extremely powerful hammer attack - which is significantly larger. Do they just constantly use that hammer attack forever or does his hammer disappear after the same amount of time used by the normal hammer? And what happens in a Waluigi ditto match - do they use it like the item?


This is only added on to by the confusing taunt properties - keep in mind that in the side taunt, half of Final Destination is actually quite a large distance - and you make no reference to the length of the taunt. Assuming it's as short as it is in the PSA (by the way, might want to explain more about it with stuff like the up taunt - I'm familiar with it but I don't know if everyone in MYM is). Does it affect everyone on the ground as long as they're in that distance? Keep in mind that being dizzy in Brawl lasts a long time and essentially means a free hit - even from a slow attack like the Warlock Punch. He'll have more than enough time to set up that awkward Excavation smash, or just lazily throw a hammer at them.

Overall though, as many nitpicks as I made with this comment, this is a very strong first set. That's why I made this a review and not a comment - you show a lot of promise, and already have quite a bit of strong talent - some concepts and ideas brought up by this set are outright fantastic. It's just that it's bogged down, and if you're going to stick around and make more movesets, I'd like to see them ironed out rather then dwelling for 3 more movesets before you drop them. Like I said, though, you have a lot of promise and I hope you choose to stay beyond this one set.
 
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D

Deleted member

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When does this end? I want to make sure I will have enough time to make another set.
It'll be some time, probably a few more months, so you're fine. A leader will announce at least a week before when the submission period ends as well, so there's no need to worry about that.

Also good luck on the Ghost set, @ StaffofSmashing StaffofSmashing
 

Nintendotard

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Can't wait to see what the others have in store! I'm thinking of trying to make two more sets after Pauline!
 

StaffofSmashing

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Something went wrong with the set. I posted it and it deleted the post automatically, and it added this to my paste when I tried repasting

No.

I'm not kidding. It did that, and I don't know why. I'm not trolling and this isn't a joke. I don't know why it happened. So... Hmmm.

3 whole fudging days. Eh.
 
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D

Deleted member

Guest
Something went wrong with the set. I posted it and it deleted the post automatically, and it added this to my paste when I tried repasting

No.

I'm not kidding. It did that, and I don't know why. I'm not trolling and this isn't a joke. I don't know why it happened. So... Hmmm.

3 whole fudging days. Eh.
It happens to all of us at one point or another. Smash Boards' new draft system not withstanding, I'd recommend saving progress to a Word document or a similar program. Pretty much the worst feeling ever for any MYMer to lose en entire set like that.
 
D

Deleted member

Guest
Say, is it okay to edit movesets?
Yeah that's fine, but if you want anyone to know, you should make a post in the thread about it. If it's a very small thing it'd also be good to just state what the changes were that you made.
 

Substitution

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Yeah that's fine, but if you want anyone to know, you should make a post in the thread about it. If it's a very small thing it'd also be good to just state what the changes were that you made.
All righty.
If you can excuse me. I have a Kunio moveset to fix.

Edit: Oh boy, I have a lot to fix (What was I doing?).
When I'm done, I'll note what I've changed.
 
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StaffofSmashing

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Eh. I'll try another set that I tried back when MYM 15 started, but shelved. Keet, my greatest work yet (which is easy, because my previous ones were a bit lackluster



Mach Rider was a moveset I started back in the start. i made it past the specials and tilts, but I stopped at the aerials. When I left (And NO, Dr. Flinn has nothing to do with it) I got Mach Rider, and wasted time having so much fun. Now that I had something in my house to get information (Of course I have my iPad), I started the set back up. Meet, the Mach Rider moveset!

MACH SPEED STATISTICS
Size: 6
Weight: 4
Overall Speed: 9
Overall Power: 6
Overall Comboability: 7
Traction: 4
Jumps: 3

So you are probably wondering what I mean by "overall." That means all of his Power, Speed, and Comboability revolve near that stat. Anyway, he is a fast comboer with a decent size and weight. He is not supposed to be Bowser and Ike level powerful, but he can get around. His jumps make him no air fighter, and his Traction is lower. You can compare him to what we've seen of Mac. A comboer with decent power, but has faults in the air.

Mach Speed Moveset

Most Mach Rider sets have a jump off the bike gimmick, but this set is gimmickless. The Mach Rider stays on the bike, rockin his bike

Specials

Neutral: Laser Motorcycle

Upon pressing B, Mach Rider will fire a laser from his bike's machine guns. The blasts are quite quick, going only 5 frames slower than Fox's Blaster. The lasers go as far as Luigi's Fireball. On impact, the lasers do flinch knockback and 9%. The cool thing is in the game, sometimes the lasers explode! There is a 1% chance that the lasers will explode on impact, doing 180% KOing knockback and a whopping 19%. The laser can only explode once per life, and after it does explode it overheats the machine guns and you can't shoot lasers for the rest of the life.

Side: Turbo Boost
What cool motorcycle doesn't have Turbo Boosters? Oh... Well, Mach Rider's does! Fire comes from the exhaust pipes as Rider rushes as fast as Sonic's dash. This mode lasts 8 seconds. If Mach Rider runs into anyone, he runs over them, burying them for 3 seconds. This is a useful move for getting around and stopping your opponent. 13%

Down: Wheelie
Mach Rider does an extreme wheelie for 2 seconds. You can choose to come down at any time. When it comes down, any opponent under the wheel that's wheelie-ing when it comes down is spiked. This does 13%. It is a hugely powerful spike, Ganondorf Dair level. If used on the ground, it just spikes them to the ground. It does 16%, so it's one of his most powerful moves.

Up: 1080 Degree Flip
In the air, Mach Rider goes 1 Sonic high, then does 3 flips. During the flip, his horizontal distance is 7/8 of Spinning Kong. If he touches the ground, his speed is multiplied by 1.2, as the Mach Bike appeared in Mario Kart Wii. The effect is the same on the ground, just the speed boost is,1.1x. A great Horizontal recovery.

Mach Speed Tilts

Jab: Mach Combo
The first thing you need to know about Mach Combo is it is extremely fast. It takes .75 seconds minimum to complete the combo. The combo starts off with 2 punches. Each do 3% and take .65. The last is a knee to the stomach. The final knee is 6% The combo is so fast because the frames between punch 1 and 2 is so small that you can easily transition into the knee. The fault is that it is because he is on the Motorcycle, the knee's hit box is tiny. The punches are more useful.

Dash Attack: Skid to a stop
Mach Rider slams on his breaks, stopping him. This goes about 1/2 an SBU and is ridiculously strong. Anyone caught in his way suffers from medium vertical knockback and a decent 11%. This is a powerful Dash Attack that can also help him with mindgame escapes.

Forward: Handlebar Twist
This is a fun move. While slowly moving, pressing the input will have Mach Rider twist his motorbike's handlebars. The hit only takes .5 seconds to complete, and from .20-.30 is the sweetspot. 5% unsweetspotted, 8% sweetspotted.

Down: Wheel Rotate
Upon the input, both wheels rotate really fast. This is a multi hit attack, hitting 12 times, 1% each. The knockback goes behind him. Now this is a very straightforward attack.

Up: Jumpunch
See what I did there? A-anyway, Mach Rider jumps off his motorbike. and after going 1 crouching Jigglypuff up, he punches straight forward. This is a decently powerful U-Tilt. The KO % is 210. This does 10% It is a decent KO move, even though there are better,

Mach Speed Aerials

Neutral: 360 degree Flip
Mach Rider does a simple 360 flip. It takes 1 second to complete. When used, it can hit in the direction he hits you in. The damage is 8%. A useful move in his arsenal.

Forward and Back: 180 degree flip
Mach Rider turns 180 degrees in the chosen direction. When used he turns in the opposite direction afterwards. This is another good KO move Koing at 150%. The damage output is 13%

Up and Down: 100 degree Flip
When used, Mach rider does a 360 degree flip starting in the chosen direction. The name comes from the fact that the 0-100 degrees are the only hitbox. Mach Rider,is very vulnerable for the remaining 260 degrees.

Mach Speed Smashes

Forward: Mach Dash
As Mach Rider charges, his wheels rotate faster. He also ducks lower, for the aesthetic flare. When the input is released, Mach Rider dashes 1 SBU. There are 2 hitboxes in this attack: Mach Rider himself and The motorbike. They are separate hitboxes. They both do 16%, and 32% if you're unlucky. This KOs at 130%! This is the best KO move in his arsenal.

Up: EX Wheelie
Now, an EX Wheelie is a type of wheelie I created. It's where you go perfectly 90 degree before coming down. Mach Rider goes up and rotates his front wheel. The wheel is a 5 hit attack. The damage per hit is dependent on how long you charge up. It can be 2%, 3%, or 5%. It is a huge hitter and a good attack.

Down: Cloud 9
This move IS official. It became official after that sucky Disney movie. It consists of 3 1080 rotations. Mach Rider charges up, and does a Cloud 9. Each hit does 3%, 5%, or 9%. Before you say "too OP" it has a set knockback every hit of 2 SBU. A good GTFO move.

Mach Speed Grab game

Grab: Choke
This is simple. He reaches out and chokes. It is a very straightforward grab.

Pummel: Tight Grip
Mach Rider puts a tighter grip on his choke. It does 5%. It is a good pummel, and another way to rack up damage.

All Throws: Wheel Grind.
For all throws, Mach Rider grinds with his wheels. He grinds with his wheels in the specified direction, but the knockback is opposite. For the Up throw, He does an EX Wheelie and for the down he grinds with both


MACH SPEED FINAL SMASH: DEATH
MOTORCYCLE LASER

This attack starts off by Mach Rider yelling "It's time" as he jumps on his motorbike into the background. His lasers charge up for 7 seconds, before he shoots a huge laser that covers the whole screen. It lasts 7 seconds and does 5% every .1 seconds. This is almost guaranteed to KO.



 
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ForwardArrow

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Come on MYM your better than this, we got all these sets from both new and old people and almost no comments on any of them.

Zoroark
This set's been fairly popular as of late and thinking on it I understand why it's so well liked a fair bit better. The use of invisibility and duplicates is very intuitive and in smash, which is usually one of the most prominent problems with invisibility based sets, and it ends up being both easy to pick up and play as well as having a decent bit of depth to it, what with abusing the early disguise for some possible set ups and kills or disguising yourself as one of your AI duplicates. There's some interesting stuff even beyond the specials here, what with the possibility of invisible lingering hitboxes(though the Fair probably shouldn't have one for reasons Warlord pointed out), hit and run with the Up Smash which flows fairly well into the various ways Zoroark has to hide and disguise himself, and the mirrored F/BThrow for the ability to re-disguise yourself.


What I don't like comes down to 2 things. I feel that while a lot of moves are good for utilizing the various mindgames, a lot of them like the Down Smash and most of the aerials/standards barely acknowledge that they exist. I'm not saying I want dense move interactions on this set or anything, that's hardly even possible on a Pokemon set and that's not the kind of appeal it's going for, but I feel like at least having the move be easier to sweetspot if the foe can't see you or have some sort of special trick you can pull in conjunction with the invisibility would be cool. What actually bothers me more than though, is that while you created a very intuitive system for the disguise to work, the fact that Zoroark can potentially capitalize on it to the point of achieving KOs, fully replicating their recovery which in many cases is far better than his, among other things feels very wrong to me, there are some things characters can perform which are outside the bounds of his power and the sheer "realness" of the illusion makes him awkwardly nigh-omnipotent with it, rather than the intended nature of being just a fake. It's a sacrifice for gameplay sure, something I entirely respect, but all the same it makes absolutely no sense, which is a shame when the set is otherwise very solid aesthetically.

Profiteur
The problems with this set have been pretty much told to you over and over again, it's a really really tacky moveset where the moves all operate on extremely selective logic. It's hardly offensive in it's tackyness as it doesn't really mistreat the foe's characterization and the powers all feel like stuff that makes some degree of sense on the character, but at the same time the sheer amount of awkward logic makes him feel like he'd be nigh impossible to pick up and play, especially when using a move without the right set up can flat out destroy his gameplan.

I do think that's a shame because once you get past that, Profiteur does a lot of small things with ammo bank that really add up to it being a very enjoyable set. I actually like the bit where he actively wants his shield broken as it can give him a massive boost to his wealth, and the minion, while simple, can be applied to his set in some very interesting ways. I also like that building up all this cash does feel extremely rewarding, in that the attacks that expend it in large amounts or give it over to the foe do a huge amount of damage and knockback, making the fact that you can lose a lot of it in one go into a fairly high risk, high reward game. What does interfere with my ability to really enjoy the set is that a lot of the time, is that the bit where the attacks can really ruin his set-up if you use them at the wrong time, and should he fall under pressure he may just have to choose between not defending himself properly or having his set up destroyed. Which is a shame, because aside from that the interactions with the coin piles and the way the way you handle ammo bank mechanics is very interesting, but I can't wholeheartedly endorse it due to the issues with tackiness and his difficulty in properly using his set up(though to a degree it does create some good risk-reward, at least).

Van
I get the impression you actually put a fair amount of effort into this set, very clearly trying to define the characters seemingly passive-agressive nature by making the majority of his set projectiles, and also managed to give him a surprisingly well defined playstyle. He camps and that's so he can keep the opponent out of close range so he can build up his coin mechanic, and then unleash a large attack with that. Admittedly camping based playstyles are very common in Make Your Move but you wouldn't really have known that beforehand, and it's not a badly executed one at that. It's not exactly perfect admittedly, I wish you wouldn't actively specify moves as being "his worst X", because it's not really good design to have moves be purposefully bad. I also feel that you could've done a little more with the coins, as he only really has one move he can expend them on. I'd look to the set I commented just above for some more ways to utilize them, albeit I do appreciate the somewhat more careful approach taken here. Lastly, I'd prefer it if the Uair/Dair and Fair/Bair weren't mirrored, it'd give him a bit more versatility. For all my nitpicks though, it's a very solid first set and you should go make more.
 

PolarisJunkie

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Van
I get the impression you actually put a fair amount of effort into this set, very clearly trying to define the characters seemingly passive-agressive nature by making the majority of his set projectiles, and also managed to give him a surprisingly well defined playstyle. He camps and that's so he can keep the opponent out of close range so he can build up his coin mechanic, and then unleash a large attack with that. Admittedly camping based playstyles are very common in Make Your Move but you wouldn't really have known that beforehand, and it's not a badly executed one at that. It's not exactly perfect admittedly, I wish you wouldn't actively specify moves as being "his worst X", because it's not really good design to have moves be purposefully bad. I also feel that you could've done a little more with the coins, as he only really has one move he can expend them on. I'd look to the set I commented just above for some more ways to utilize them, albeit I do appreciate the somewhat more careful approach taken here. Lastly, I'd prefer it if the Uair/Dair and Fair/Bair weren't mirrored, it'd give him a bit more versatility. For all my nitpicks though, it's a very solid first set and you should go make more.
Thank you for commenting, I appreciate it! Admittedly, I did have a bit of a hard time thinking of aerial moves for Van since hes very much a grounded character and I thought the best way to do that would be to add even more to his keep away, which unfortunately did take away a bit from the creativity. As for the coin mechanic, I didn't want to overpower him since in my head he was getting a little too strong so I kept the coins for two very strong and powerful moves, but looking back I guess it wouldn't hurt adding them to some of his other moves. But thanks again for letting me know what you think! It definitely helped reading through some of the other movesets in this thread, namely the Profiteur (which made me think of Van instantly when I was reading!), Don Thousand, and Batman.

In turn, I am pretty awful at gathering thoughts for reviews, but please know that if I like your set I have read it and enjoyed it!
 
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Nintendotard

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Here she finally is!


Pauline


Overview
The original damsel in distress, Pauline enters the fight! Pauline was originally Mario's girlfriend, but over the years Mario has focused more on Peach and has forgotten about her, not even inviting her to parties, sport events, or races! It is for that reason that Pauline considers herself to be more of a Donkey Kong representative, even if she is not shown much in those games either.

Statistics
Pauline is slightly taller than Zelda, mainly because of the heels she wears. Her weight is also comparable to that of the two princesses due to her hourglass body. Because of her tight, torn dress, Pauline has one of the slowest walking and running speeds of all the female cast (not counting Jigglypuff), however she doesn't seem to care as she struts around when she walks with one hand on her hip. Her dash is slightly better, but still not the best, comparable to Brawl Peach. Due to her heels, her traction is actually pretty quick, as she would not like for them to break.

Pauline's jumping ability is similar to Zelda once again, but gets slightly higher of a boost on the single jump, while her double jump is equal to Zelda's. Her drop speed is actually pretty decent, similar to Mario's.

Pauline is not much of a powerhouse, but she does pack a pretty good punch, or slap per say. Her normals do pretty efficient damage and her pokes have pretty good range thanks to a certain "tool" she uses which will be explained soon. Her KO ability can be among the lines of Zelda. With her lightweight physique, she can be KO'd as quickly as Peach and Zelda.

Playstyle
Pauline acts as more of a technical character thanks to her utilizing the Minis that Mario made. The minis somewhat act similar to Pikmin, but Pauline does not use them as frequent as Olimar, she just winds them up and sees what they can do. The minis she uses are "deluxe minis" being bigger then how they were in their game, being just the same size as the ExciteBike character was. Pauline has a total of 5 minis, Mini-Mario, Mini-Donkey Kong, Mini-Peach, Mini-Toad, and Mini-Pauline. Each mini has a certain specialty which will be explained later.

Pauline also utilizes the use of her items in the original Donkey Kong arcade game, primarily her purse, but also her umbrella and even her hat! Her purse was given a comedic Mary Poppins effect so that she may pull ridiculous items from there. It also seems that someone else is helping Pauline due to random barrels falling in a few of her moves...

Special Moves
Standard B - "Mini March"
As mentioned just recently, Pauline uses 5 minis, each with a different use. The deluxe minis have been given the upgrade of jumping, however none can withstand water. The minis are all AI controlled, as they are programmed to do certain actions but won't walk off of stages unless they cannot cross a big enough gap as they only have a single jump (think Bridge of Eldin; they couldn't jump that whole thing):

Mini Mario
:
Mini-Mario is capable of using fireballs like regular Mario and do
4% damage per fire ball. He is the fastest of the 5 minis, being faster than actual Mario, therefore Mini-Mario can send 3 fireballs in one go, but must cool down for 3 seconds before using it again. He wanders away from Pauline mostly. Mini-Mario is capable of taking 3 physical hits, but breaks immediately if hit by a projectile. That being said, Mini-Marios will not rush an enemy.

Mini-Donkey Kong
: The biggest mini, Mini-Donkey Kong is programmed to be stationary where ever Pauline leaves it. Once set, Mini-Donkey Kong will start to throw mini barrels which will give
8% damage to whoever is struck by it and gives a medium knockback and can start to KO at around 115%. Most barrels are blank, but if Mini-Donkey Kong is out for longer than 10 seconds the barrels with have a red "DK" on it and will now blow up on impact, extending the damage to 18% and giving a great knockback, being able to KO most opponents at around 87%. Mini-Donkey Kong is a lot more durable than Mini-Mario as it can take 5 physical hits and 3 projectile hits before he breaks.

Mini-Peach
: Mini-Peach is programmed to regenerate a bit of Pauline's health every two seconds it is out by
2%. Mini-Peach will follow Pauline, but from a distance. Mini-Peach is the weakest of all the minis, as she will break if hit by anything. She is also the slowest, as it only walks around the same speed as Pauline.
Mini-Toad
: Mini-Toad is a lot similar to Peach's Toad special, as it does basically the same thing. It follows Pauline around as if it were her shadow, and upon seeing an attack come at her, Mini-Toad will jump in front of it and release mini spores at whatever is in front of it and Pauline. The mini spores inflict 1% damage per spore, in which it releases 5. It releases 10 if it is broken by the hit and the knockback is very small. Mini-Toad has the same endurance as Mini-Mario, it can take 3 physical hits and 1 projectile.

Mini-Pauline: Another stationary mini, Mini-Pauline will cry "Help! Help!" out of a mini text box until destroyed. She is the only mini that Pauline can pick up again and throw. Mini-Pauline doesn't only cry for help, if anyone that is not Pauline (or a team member in team battles), approaches it, she will begin to hecticly fling around her mini-purse and will trap the opponent for about 2 seconds. The barrage of hits does a total of 12% damage and will give a big knockback, but will not KO an opponent unless they are at around 100%. Due to its programmed activity of being hostile to anyone that is not Pauline (or her possible teammate), Mini-Pauline cannot be destroyed through physical attacks, only through projectiles, which it can take two hits from them.

Some more information of the 5 minis is that it will take Pauline, 2 seconds to set them up as the animation shows her removing it from her purse and winding it up. All 5 have an equal chance of coming out, and 5 can be placed in one go, however, no more than 3 of the same minis can be out at once.


Side Special – “Spring”
Thought this was gonna be her recovery move, eh?! Well think again! We don’t need another copy-paste move like Sonic and Mega Man -_-. Anyways, Pauline opens up her purse and a spring will fly out. It has two different properties if thrown on the ground or in the air. If thrown on the ground, the springs will have the same animation as they did in the Donkey Kong arcade game, which is bouncing until it falls off the stage. There, the springs will ram into whatever is in front of them and give 7% per hit. Their knockback is the same as the springs in 75m and have the same sound effects too upon bouncing and falling. In the air, the Spring will be released in a horizontal manner and just push the enemy away. It does no damage at all, but pushes the opponent away and makes this a good tool for edge-guarding.

Up Special – “Carnival Kong”
Alright maybe you weren’t so wrong for the copy and paste special…Pauline releases a Mini-Donkey Kong from her purse, but this was is slightly bigger than the usual minis. This one is also programmed to toss Pauline in whatever direction the player chooses, whether it is directly up, diagonal, or to the side. As she is tossed, Pauline will make herself curl up into a ball and can hit whoever is in her way, but does only 7%damage and does little knockback.

Down Special – “Assisted Barrel”
Pauline looks directly above her to see a random barrel rain down and crashes right on her. The move will damage her by 5% and grounds her if she is using it on the ground (meaning she is left in a knockdown state and is helpless for two seconds). The opponents next to her will suffer more damage, a good 13%damage and has a similar knockback to Pikachu’s thunder. Pauline can dodge this if she uses it in the air if she times her air dodge right, otherwise she will suffer the same knockback as the others. Who could be possibly throwing this random barrel? Perhaps we’ll find out later on…

Basics
Standard A – “Power Slap”
Before we continue, let us take the time to realize that Pauline’s idle stance is a basic stance, with her left foot in front and her weight leaned more to the left. Both her hands rest at her sides. Her jab combo only includes two slaps, the first one dealing 2% while the last hits with 4%. This is pretty much Peach’s standard jab combo on Pauline. The only thing different is that Pauline has slightly longer reach since she is taller than Peach. It is actually a little slower than Peach’s slaps as well, since the 2nd slap is slower.

Side A – “Purse Whip”
Pauline reaches back to her right shoulder with her left hand to grab the strap of her purse. Everyone remember Zero Suit Samus’ taunt where she says “Try me”?. The animation is highly similar to that of the taunt, and the range is about the same. The hit from the purse leaves 7% of damage to the opponent.

This is a highly useful poke due to its range and large knockback for a normal move. It can even be useful for edge guarding. However, Pauline has to readjust her purse back on her right shoulder, so it isn’t the fastest of moves…plus considering how she has reach for her purse to begin with, it’s not fast to start it up either…but I suppose you could say that its power and range makes up for that? Heheh.

Up A – “Flick of the Wrist"
Little Miss Lady whips her purse once again, but rather than taking her left hand to her right shoulder, she quickly drops her right shoulder so that the strap of her purse slides down her arm until she can grasp it with her hand. Once its there, she lifts her hand striaght up into the air and her purse follows. This move is capable of hitting twice, once for her hand and the other for her purse. The hit from her hand offers 4% while the purse gives 8%.

However it is hard to get hit by both as her hand is not used as a set up for her purse (or for better words her hands doesn't launch because of its very small kncokback). The purses knockback is the same as her side A. The only way you can get both hits is if the opponent is literally directly above you.

Thankfully, this move is a lot faster when starting up than the side A, but still is kinda slow in the recovery department. Still not as slow as side A though!

Down A - "Sandy Purse"
Pauline releases sand from her purse near the opponents feet. Does no knockback, but can have a 1/4th of a chance of tripping the enemy. The move does 5% damage.

The move itself is her fastest grounded move, both in start up and recovery, and makes itself slightly useful because of the trip effect, howver it has veryyyy little range. Terrible range as a matter of fact. Pauline has to pretty much be right next to the opponent.

Dash A - "Kiss My Shoe"
As Pauline runs to her opponent, she does somewhat of a soccer kick or a football kick off to the enemy. Does pretty good knockback and has somewhat of a sweet spot. It can do either 5% damage or 8% depending if she lands the sweet spot or not.

Pauline somewhat charges for her attack so the move is pretty slow in start up but has a decent recovery.


Smashes
Side Smash - "Stilleto's Point"
Pauline is shown turning her body to the right during her charging animation. As she releases the charge, she quickly spins to the left and lunges in front of her while doing a jump spin back kick. She hits right with the tip of her heels as implied from the move's name. A direct hit will give a spike sound effect too.

Pauline gets a similar lunge like Fox does in his side smash, with just a tiny bit better distance. The damage done will leave 10% and fully charged will deal 12%. This is Pauline's most powerful smash with its great knockback.

Up Smash - "Punching Purse"
In the charged animation, Pauline's purse is show shaking and she grabs it to inspect what the matter is. All of a sudden, a huge hairy arm comes from the purse and punches whatever is above her. What could this be? Pauline tries to look into her purse afterwards, but notices it may not be the best thing to do during battle. The normal damage done is 12% and charged puts it at 15%.

This is her most powerful Smash move. Has sufficient range due to the lanky length of the arm. And the fist grows on impact similar to Diddy's attacks. But due to Pauline's curiosity of look into her bag it has slow recovery. The start up of it is almost immediate though.

Down Smash - "Ring of Fire"
You would think that Pauline's purse would have enough junk in it, but didyou ever expect fire? Thats correct, the fire from the original Donkey Kong game is in her purses as well. Pauline will spin and open her purse near her feet as fire exits out of her purse. That's not all though, the fire will then create a protective barrier and rise up to her head quickly before it disappears. The does 9% damage normally and 13% fully charged.

Sadly this move is really slow since the fire won't hit until it rises to her head. Has great recovery but terrible start up. It would really be good to use as an edge guarding tool.

Aerials
Neutral Air (Nair) - "Purse Modeling"
Pauline spins a whole 360 and lets her purse freely follow her. Similar to any generic neutral air shared by Peach, Donkey Kong, Ness, Ice Climbers, and possibly more. But with that purse of hers, the range is better.

The damage done is a good 8% and its start speed is almost immediate. The recovery of the move is probably the most decent Aerial she has. And much like the majority of her purse moves, it comes with a decent knockback!

Forward Air (Fair) - "Bring the Hammer Down"
From minis, to sand, to fire, and now to hammers. What else can this Lady carry ? We'll find out later, for now lets say how Pauline rummages through her purse quickly to grab the hammer, which is just slightly smaller than the hammer item itself. She then swings her arm down and puts the hammer back into her purse. It does 13% damage.

This move serves as a guaranteed meteor strike unless the edge of the hammer barely swipes the opponent. Much like most of her moves, slow start up and recovery. Thank God she's not a male otherwise the start up on the moves would take days to complete. Now in all seriousness, since the hammer is pretty big it takes her a bit to swing it. In total the move probably takes a little longer than Peach's fair to complete. On the bright side, this move is powerful as hell.

Backward Air (Bair) - "Purse Smack"
Pauline looks over her back shoulder and grabs her purse's strap and swings her purse at the enemy. This move is similar to her Side A. It leaves 8% of damage.

Has similar range to the standard mule kick bairs, just a little more coverage. This move actually is the 2nd fastest of her aerials but slow recovery as per usual.

Up Air (Uair) - "In Case of Rain"
One of Pauline's key items from the original game, her umbrella, is used in this aerial. Pauline reaches into her petite purse and instantly pulls out her umbrella. It appears closed as she puts it above her head but only for about half a second until she opens it. The damage varies for this move. If hit by the point of the umbrella, it gives 11% damage and gives a sharp pinching noise. If hit by the material of umbrella, only 5% of damage is done.

With the different damage in mind, lets talk about knockback. The point of the umbrella gives great knockback. Can KO an opponent pretty well if close to the border of the stage. The material of the umbrella itself, gives a very weak knockback, similar to a jab.

A nice little effect is added to to her move, it makes her propel upwards verrry slightly. Nothing big, but it helps a little for recovery sake.

Down Air (Dair) - "Bits and Bolts"
Pauline brings her legs close to her side as she bends her back forward and opens up her purse in her hand, angled right below her. There, falls 5-11 bolts and will do the same damage depending on how many come out. Its randomized each time.

Pauline's weakest hitting aerial, but fastest, only gives weak, jab-like knockbacks. Good pokes if you're jumping aroud two or three other players fighting. Pauline can follow up quickly once she lands on the ground.

Grabs
Pummel - "Purse Whacker"
Pauline grabs her opponent with her left hand and has her right hand near her head, purse firmly grasped. At the mash of the attack buttons, Pauline will unleash her purse whacking. Ya know, the purse filled with minis, a purse, a large hammer, sand, fire, and much more. Yeah, 5% each hit. Ouch...

Forward Throw - "Ultra Slap"
Using her purse yet again, Pauline charges for her first slap, and once making contact with target, they will do multiple 360 spins like a top until she hits with the second purse slap, which she charges for one and half seconds and sends them flying with the second hit. The first hit does 5% while the second gives off 7%. The knockback of this move is the best of all her throws.

Backward Throw - "Those Women's Self Defense Classes Really Paid Off"
The red lipped brunette grabs the shoulders (or body) of her enemy and drops to her back. As she is doing this, her right foot is placed on their body as her knee is bent. As she rolls on her back, she extends her bent knee and releases the opponent. The knockback is fairly medium, but only does 4% damage.

Up Throw - "Spring into Action"
Pauline tosses out a spring from her purse which strikes opponents legs/lower body which trips them into the spring and flings them upward. The damage is only from the spring hitting them, the actual bounce does nothing but give opportunities for Pauline to combo. The damage done is 5%.

Down Throw - "Not My Style"
Pauline pulls out her old white hat from her purse. Having a lool of distaste, she brings her hands up as high as she can reach and bring them down with the hold of her hat practically consuming the enemy's head. She brought it done so hard on them that their covered face hits the ground on impact. It does two hits of damage, the first being 3% and the second hitting 7%. This grab can allow chain grabs with its knockback normally putting the enemy really close to Pauline.

Final Smash - "Old Memories"
Pauline's purse begins to frantically shake again, as she pays attention to it, a wild baby ape comes out of her purse and snatches her to a platform right at the very top left of the screen. It's none other than Donkey Kong Jr. DK Jr. takes Pauline for protection, not for the sake of kidnapping her like his father. Once aboard the platform, DK Jr. will begin tossing barrels just like his dad. He can throw them at any range the longer he holds A or B and can aim them. Pauline helps by supplying more barrels. These barrels are the same size as the barrel items and inflict 20% per hit. The knockback is excellent and can start KOing once 100% is reached.

The final smash lasts about 10 seconds. With that in mind, DK Jr. can launch them pretty fast. He cant really get out more than 20, but usually seems to throw around 13-17. The barrels cannot be reflected by the Star Fox characters' reflectors. Once the 10 seconds are done, DK Jr. will safely return Pauline back to her spot and high fives her as he returns to her purse.

Taunts
Up Taunt - "Gotta Look Good for the Paused Camera"
Pauline pulls out a small mirror and lipstick, and redoes her lips. The taunt last the longest of all her taunts, lasting 4 seconds.

Side Taunt - "Should I be Scared?"
Pauline puts her hands on her cheeks and mockingly says to her opponents, "Oooohh so scary". As she is doing this she shakes her hips.

Down Taunt - "Kisses to Those Who Play as Me"
The brunette in red faces the camera and covere her mouth with both hands and blows a kiss. Immediately after, she waves. Something interesting about this taunt is that it will actually leave a little kiss mark on the screen where she stood.

Winposes / Loss
Victory Theme - An orchestrated theme of the level start tune from Donkey Kong arcade game.

Celebration 1 - Similar to her down taunt but in reverse, Pauline waves to both of her sides with the respected arm and then blows a kiss to the screen.

Celebration 2 - All the minis are circling around a sitting Pauline. At random, Pauline will pick one up and giggle as they throw their hands im the air.

Celebration 3 - Pauline notices that her purse is rumbling and opens it to see have DK Jr. pop out. The baby ape goes onto her shoulder

Loss - Pauline does the standard clap animation.

Other
Idle 1 - Pauline adjust the back of her hair by pushing it with both of her hands.

Idle 2 – Pauline’s purse accidentally slides off of her shoulder, so she readjusts it back.

Crouching Idle – Pauline fixes up her dress so that wrinkles won’t show.


Not as glossy as Rosalina, but I hope it's still good!
 
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Nintendotard

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Edited Pauline's movelist so that the damage rate stands out more. Its in Yellow
 

Katapultar

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Pauline
This is certainly an interesting character choice, namely because nobody has ever attempted her for whatever hilarious reason. Just skimming this over a little, you've got some nice, refreshing attack animations, and I like all the references to Smash and Nintendo alike, but the colors are really hard on the eyes. I'd recommend some lighter colors, particularly for the attack descriptions. If Smash World Forum's palette selection is too limited for your tastes, you can always use sites like these to increase your coloring options (there are probably better sites out there, just I haven't really checked).

I'm sorry this isn't a full comment or anything particularly helpful. I just wanted to say what was on my mind and make a small contribution.
 

Nintendotard

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This is certainly an interesting character choice, namely because nobody has ever attempted her for whatever hilarious reason. Just skimming this over a little, you've got some nice, refreshing attack animations, and I like all the references to Smash and Nintendo alike, but the colors are really hard on the eyes. I'd recommend some lighter colors, particularly for the attack descriptions. If Smash World Forum's palette selection is too limited for your tastes, you can always use sites like these to increase your coloring options (there are probably better sites out there, just I haven't really checked).

I'm sorry this isn't a full comment or anything particularly helpful. I just wanted to say what was on my mind and make a small contribution.
I will get to that now! I figured that others would have a bit of trouble reading hers unfortunately. But I'll try to fix it! I'm glad you're liking it so far!

All set! Hope that looks better. I apologize for the previous colors
 
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FrozenRoy

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Don Thousand Years To Comment

Something I like about Don Thousand is that he isn't super heavy and doubleplus boss buffed right at the start: Sure, he's a heavyweight, but not even as heavy as Bowser, making it different from super big bosses. Instead, Don Thousand is a strong but not crazy guy who brings in his boss feeling with his moves. The way the Gates are handled seems nice: Given he is a major Yu-Gi-Oh Antagonist, summoning minions is an obvious route, but the way his playstyle developed around the fact you don't want to attack the Gates is great and I feel various uses, from the simple like countering them into it and the crystals to more complex mindgames, of this are nice. The Down THrow in particular, I feel, is a highlight: It is the kind of move that so often ends up executed poorly, but here is executed with precision and in a way designed to not destroy the foe, be it moveset-wise or character-wise, with the corruption. The pummel might be a bit odd on the pummel, but I find it inventive and I can excuse it enough on a boss set. My favorite move is probably the Down Special counter which I feel is a fun and fresh spin on counters and forms an obvious crux of the playstyle.

The Gates in general are pretty good, functioning as attacks both when summoned and staionary while providing bizarre minions, and the fact they all come from the same pool of lag, but can be used with his other attacks, brings to shade a light touch of Grievous styled multiple attacks, a nice little bit that gives more depth to some moves. It's hard to tell if Numerronius is balanced, as it must toe the line between being potent enough to be a big reward when the Gate breaks but not so strong it is an instant win button, or at least not too OP, and I can't decide if it suceeded or not...but the balance seems fine enough that potential OPness seems to be more of a minor than major issue. One slight problem with DT may simply be the number of things he can summon and not make you want to strike and otherwise clogging the screen, which could make DT's playstyle a bit too automatic on smaller stages...but I don't think it is so automatic as to be an issue and that on most stages that are played like FD and such it should be okay enough. I haven't talked much about the standards or aerials, but they're all good stuff: Centerpieces, no, but they all seem to work well with Don Thousand's overall playstyle. I particularly like the Jab, an inventive use of that kind of move, Down Tilt (the interaction with Barian Emperor stuff seels seamless) and Up Aerial, a simple move but I enjoy how it and the Up Smash work with the sweetspot. The moveset isn't perfect, with minor little flaws, the ocassional balance concern and someone could probably argue the Standards/Aerials could flow more, but overall I found it to be an enjoyable and fun set, so kudos ForwardArrow! Who'd have thought it'd be you making our best Yu-Gi-Oh set?

Also, Don Thousand's Final Smash is pretty great.

As a note: I initially wanted to include more comments here, but I ended up not typing them, but I will be trying to get out more comments instead of not making any, so stay tuned!
 

ForwardArrow

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Waluigi
So this is your first set, and I can actually see that a lot of effort went into it, with the sheer amount of images you put in and the fact that you made 3 entire sets for this character. Dedication to a character is something I'm always happy to see in a set, and you seem to have a lot of it. That said, the set has it's fair share of problems, mostly stemming from the fact that while Waluigi is proppy, you seem to think it's fitting to pull out some really bizarre ones. I don't believe the character ever used a whip for one, which you spend an entire grab game on, and it doesn't even feel fitting to Waluigi regardless of whether or not he actually had one, given the character for the most part is just a cheater at sports, not some kind of sadistic psychopath. Some of the actual props from his game you use are a bit out there too, it's fine to use stuff like his tennis rackets and bomb-ombs, but an excavator he drove once as a cart is kind of pushing it.

This kind of thing happens when you try to make 3 movesets for the same character, even on one who has a fair amount of potential like Waluigi, so to bring up another problem, I'm a bit confused as to how the actual moveset swap works. I assume he can either be in the default set or switching between Angry and Tricky Cheater, which is fine, it's just fairly hard to create any sort of consistent style to a character like this when you have him swap between 3 movesets other than unpredictability. It may have been better to play of Waluigi's tendency to fight using foul play rather than just trying to take this approach where he swaps between 3 movesets for the sake of being unpredictable, as I don't really feel his "Cheater" tendancy actually comes through well enough beyond just using a large number of props.

To put it bluntly I like the effort put into the set, but I really feel it's lacking in polish, and ultimately struggles to represent the character accurately. Next time, I'd advise just trying to refine a smaller number of inputs more thoroughly and keep stuff a bit more in character. As a last note, while it's nice to have reference images in the set, some of them are fanart which when trying to show off the source for a particular move generally isn't the best source to pull from(even if for what it's worth fanart can make for great section headers, see Frozen Roy's Touhou sets for some examples of that), and sometimes on things I actually wanted reference images for there weren't any(the claw from Fly Guy's ending is something I'm fairly sure most people in MYM haven't seen before). Having images in a set is good but your selections are a bit bizarre.


Mach Rider
I get the temptation to make characters like this, as oftentimes proving difficult characters are possible in smash is really satisfying. However, Mach Rider suffers a bit from not really trying to the most of this character, and it particularly shows in the aerials where he has 2 mirrored ones, and the throws where literally every throw functions the same. I could forgive this a little if the mirrored inputs goal was to do anything interesting, but just a flip and a wheel grind... surely you could've at least came up with different animations for each throw right. The rest of the set also feels fairly flawed, with the Side and Up Special having effects that feel very random on the character even if the Up Special one is canonical by a pretty extreme technicality, and there's no reason why running over the foe should pitfall them when Wario's bike just deals straight knockback, rather than stun which is much less fun to play against. At any rate what you should probably focus on with your next set is just a more detailed and complete set, possibly try a character where you don't feel the need to exploit obscure effects and mirror inputs to complete a set for. Sorry to be as harsh on this as I was, but I honestly think you can do a lot better than this.

Pauline
Thanks for changing the text color of the set first of all. It makes things a lot more readable, the previous dark red was nigh impenetrable. You actually start off the set with a surprisingly nice basis too, the randomly generated minions that all feel reasonably effective at their jobs despite being fragile, which all do some reasonably unique things and feel like they would be fun to play around with. It was a very solid choice of a centerpiece for the set, but I kind of wish you did a little more with the minis after the initial move. You had the spring which could've been used to launch them around or the fire later on in the set(questionable as that move is) to potentially scare them off from a particular location on the stage. It would be a lot more worthwhile to have stuff that helps that aspect of the set rather than a self damaging Pikachu's thunder that has nothing to do with it(the Down Special feels incredibly awkward period, especially if Donkey Kong happens to be in the match as is).

Now aside from that my main complaint is, which I guess is unfair in some ways since my first point wanted you to use these to make the minis more effective, but Pauline having a lot of the things she does in her purse just feels absurd. Minis, I can believe. A spring? A bit bizarre but it's not any more bizarre than some of the props we see in Brawl. Fire coming out of her purse or Donkey Kong Jr's arm? That doesn't make any sense, why would she have literally every prop from Donkey Kong stored in her purse? It feels unnatural and would raise a lot of questions for people playing the character. If you did more with the minis and pulled less random things out of her purse I could've seen this set going over pretty well, but as is it still needs some polish. For an effort this early in your career though, even having a solid base is good though.
 
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StaffofSmashing

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Mach Rider
I get the temptation to make characters like this, as oftentimes proving difficult characters are possible in smash is really satisfying. However, Mach Rider suffers a bit from not really trying to the most of this character, and it particularly shows in the aerials where he has 2 mirrored ones, and the throws where literally every throw functions the same. I could forgive this a little if the mirrored inputs goal was to do anything interesting, but just a flip and a wheel grind... surely you could've at least came up with different animations for each throw right. The rest of the set also feels fairly flawed, with the Side and Up Special having effects that feel very random on the character even if the Up Special one is canonical by a pretty extreme technicality, and there's no reason why running over the foe should pitfall them when Wario's bike just deals straight knockback, rather than stun which is much less fun to play against. At any rate what you should probably focus on with your next set is just a more detailed and complete set, possibly try a character where you don't feel the need to exploit obscure effects and mirror inputs to complete a set for. Sorry to be as harsh on this as I was, but I honestly think you can do a lot better than this.
Thanks for the feedback. I do admit the set was flawed on several levels, mostly due to my stupidity. I can do other characters, and there is a character I know to a fair extent that I can easily create a working set for (foreshadowing).
 

ForwardArrow

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It's a way of implying that they're creating a set without necessarily actually posting an image of the character or stating their name. Honestly builds a little more hype for the people who know the character while keeping the people who don't know or care about them guessing.
 
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