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

Smash Daddy

Smash Master
Apr 29, 2007
K Rool Avenue
MYM15 User Rankings - Update 1
Post #1 - Post #200

Raw Data

Movesets: Sloth, Thrall, [Royal Sticker Bowser], Shoot the Rabbit

Movesets: Reimu, Marisa, Lucemon, Kaguya

Movesets: Don Thousand, [Usami]

Movesets: Doopliss, Tangela

Smash Daddy

Movesets: Commander Video, Batman, Ratchet & Clank

darth meanie
Movesets: Sherry Cromwell, Chao

Movesets: Mr. Mime

Movesets: Rosalina, Pauline

Movesets: Zoroark, Barbaracle

Movesets: Swap Force, The Lich

Movesets: Mach Rider

Movesets: Tepig

Movesets: Profiteur

Movesets: Doraemon

Movesets: Kunio-kun

Movesets: Spirit Zelda

Chris Sifniotis
Movesets: Commander Keen

Movesets: Tommy Wiseau

Movesets: Nightmare

Movesets: Van

Movesets: Bob Ross

Movesets: Waluigi

Movesets: Ghost Obzedat












Score Breakdown
Moveset - 30 points
Joke Moveset - 10 points
Comment - 5 points
MYmini - 4 points
Post - 1 point

Joint movesets - made by more than one author - are counted towards both users.

Bracketed sets are joke sets.

The point you gain for a post is negated by anything higher - for example a post of one comment is worth five points.

I will not give any points out to posts that have an infraction.

Update 1 Summary


This is the first User Rankings I've done in a couple of years and I've made a few changes to the formula that I hope you all like - please read the FAQ, as all the changes are noted. Hopefully the User Rankings are a bit more engaging and accommodating than I've had them be in the past. Thanks to all of you who encouraged me to reconvene the rankings.

So, what about Update 1? Well, it ranges from the very beginning of the contest up until now. Roy had a flurry of sets, but Warlord caught up over time, helped by movesets and his fastidious comment activity. There are so far 23 users who have submitted sets, meaning that the ratio of sets per user is at around 1.5. The most active members are tending to be leaders or top ten placers from MYM14, although over half of the sets are from newcomers.

MYM15 User Rankings - Total Scoreboard
Last edited:


Smash Hero
Oct 5, 2008
Dedham, MA
In another post, I said that if Blaziken were created, he probably would be a C. Falcon clone, but what if he could be a similar character but with diferents moves
I thought: Neutral B: Blaze Kick (just like Falcon Punch)

Forward B: Double Kick or H J Kick (similar to Little Mac´s Jolt Haymaker)

Up B: Flare Blitz (similar to Fox's UP B, but he only could move in diagonal like Mario or Olimar UP B)

Down B: Mirror Move (this is the most polemical move; similar to Kirby´s Neutral B, but if you want to success you must do it just when your rival is at the same line of sight and during your rival is doing his down B special)

This works like Zelda´s Final Smash, in which the arrow goes straight through all the stage, this is the same idea.

What do you think?
It's a decent start to something, but we require more moves to be counted for a "Moveset". Read the OP and maybe some other sets here to get an idea :)


Smash Hero
Oct 5, 2008
Dedham, MA
So, I know I havent been active lately, but thats because a new gen has come out and you all know that means I have a big project in the works... so while I'm working on it, I'll just drop a hint:



Smash Apprentice
Aug 25, 2013


  • SIZE: 6
  • WEIGHT: 5
  • GROUND: 8
  • AIR: 8
  • FALL: 3

Just like Falcon Punch with more range but less powerful (24% damage).

Similar to Little Mac´s Jolt Haymaker.

Blaziken make an horizontal jump, at mid-air he perform one kick and when he is reaching the ground he kick his second, it is a combo if you hit your enemy at mid-air (both kicks make a 12% damage, but if you hit just with the last kick 6%), the foe will be knockback up in the air similar to Hitmonlee’s H J Kick in Super Smash Bros, but not as far as Hitmonlee does.

Similar to Fox's UP B, but he only could move in diagonal like Mario or Olimar UP B. This recovery attack, can score multiples hits (9-10% damage)

This is the most polemical move; similar to Kirby´s Neutral B, but if you want to success you must do it just when your rival is at the same line of sight and during your rival is doing his down B special

This works like Zelda´s Final Smash, in which the arrow goes straight through all the stage, this is the same idea

If the move is correctly activated, Blaziken´s eyes will burn in fire, that means that the Mirror Move was successful, you can release from that special attack simply like Kirby does, taunting.



Blaziken kick multiples kicks like Fox does (1% or 2% damage per hit)

Similar to SSZ side A, but with fire (8% damage).

Blaznike face the camera and perform a circle fire kick, similar to Link´s UP A (9% damage).

Blaziken quickly do a split, but after he perform it he slowly get up (10% damage)

Leaps off of the ground, with a leg extended horizontally and burn in fire, travelling forward a bit (9% damage).


Similar to Mewtwo´s NEUTRAL AIR A, but with fire (damage depends in the number of hits, but basically it produce a 2% damage)

Similar to C. Falcon FORWARD AIR A (15% damage).

Similar to Samus FORWARD AIR A, but in this case Blaziken turn round and throw a bit of fire in a diagonal down direction, this attack has many lag (damage depends in the number of hits maxim of hits 5, one hit produce 1%, the five hits produce 7%)

Blaziken looks up in the air and perform a hit white his peck, the power of this hit is similar to Wolf´s up smash but with less range, and without the vertical knockback, it only works if the foe in over Blaziken, like Wolf´s AIR UP A, this attack has many lag (15% damage).

Blaziken face the camera and perform a high jump kick, is a meteor smash, similar to Samus DOWN AIR A, but slower (20% damage).​


Similar to mario´s SIDE SMASH A, but with more reaching, depending on how much the A is hold the punch will have more or less fire (if the foe is enough close, it can deal 18-23% damage).

Blaznike crouch and then he hit with one of his fist, similar to Mario´s TILT UP A or Megaman´s TILT UP A but without the jumping, this hit is extremely powerful, but with many lag before and after the hit (18-25% damage).

Similar to DOWN SMASH A from SSZ, but with less range, Only hits in front. Low damage and delayed knockback, but stuns (sometimes, 50% of probability) the target in place for a short time depending on how long it was charged and it can be followed up by a side smash or Up Smash (or whatever is appropriate at the time) is an effective combo, but remember that the Sky Uppercut and the Blaze Kick are really slow attacks and the Double Kick only works if the character is not near Blaziken, like Jolt Haymaker (13-16% damage).


Blaziken start to hit his opponent with the head, this pummel is slow, but strong in every hit.

Blaziken just throw his opponent forward, like a judo technique, like Fox in Super Smash Bros.

Just like Fox does in Super Smash Bros

Blaziken jumps with the foe being trapped and in the air they get up side down, and while rotating Blaznike hit the foe with the ground.

Blaznike kick the foe, and send the enemy up in the air.


Blaziken Face the camera and burning in fire and clenching his fists he shouts his name or his pokemon cry.​
Blaziken look down and crossing his arms he makes a disapproving sound.

Blaziken face the camera and he rise his knee like his mega evolution does.

Please, correct me if something is wrong, english is not my native language and trying to explain staff like this is really hard, hehe.


alek poster

He who makes bad posts
Jan 25, 2014
Maple Valley, WA

Long ago, in a distant land, I, Aku, the shape-shifting Master of Darkness, unleashed an unspeakable evil! But a foolish samurai warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in time and flung him into the future, where my evil is law! Now, the fool seeks to return to the past, and undo the future that is Aku...


Smash Apprentice
Feb 1, 2014
Ok guys, I present to you all my first moveset. Go easy on me.

Greetings. Guten tag! Yes, it is us. Hold your applause, please. We have decided to grace your "Make Your Moose" contest with our presence, free of charge. We have tasked the user ChaosKiwi with creating our "moveset". We're quite excited. We do love busting a move or two.


Size: 10/10
Weight: 7/10
Jumps: 6/10
Ground Movement: 4/10
Falling Speed: 4/10
Aerial Speed: 5/10​

The Royal Specials

Neutral Special- Katamari Damacy
As the originator and inventor of the sport, it makes sense the King would utilize the magnificent Katamari for battle. Upon first input, The King summons in front of him a Katamari, which starts at about the size of Mario, but completely spherical (aside from some evenly spaced bumps on the surface). The color of the Katamari depends on the color/costume chosen for the King, but this is purely cosmetic.

When the Katamari is out, the king pushes it along as he walks. Due to his need to pay constant attention to his precious Katamari, he's unable to attack while pushing it, has his walking speed halved/loses his dashing ability, and loses his double jump. However, this dip in stats comes with a very nice upside. Any item, projectile, or character the Katamari rolls over which is smaller than the size as the Katamari becomes stuck to it. After gaining enough items, the Katamari doubles in size to about a head short of the King himself, and is able to roll up larger things.

If a player is rolled up though, don’t worry! They can still escape by attacking the Katamari while attached to it, and only need to deal 40% to it to earn freedom. Thus, it’s best for the King to roll up opponents last, then use Stardust immediately.

While Katamari Damacy is active, the King’s regular moveset is inaccessible, and is replaced instead with the following specials (he has no standards in this mode, and inputting anything that would result in a tilt or smash attack instead activates the corresponding special).

Neutral- Stardust- See below.

Up- King Hop- The King hops into the air, reaching a height 1.5x higher than his regular jump, bringing his Katamari with him.

Down- Stretch My Katamari- The King pushes down on his Katamari, stretching it into a wider, oblong shape for an instant, allowing it to catch things just out of reach.

Side- Katamari Dash- The King briefly spins the Katamari in place, before dashing forward at high speeds. Can be used to quickly cover longer distances.

Once the King feels his Katamari has reached a size that won't disappoint, the player can press the input a second time, causing the King to make a gesture with his hand that causes it to rise into the air directly in front of him and slightly above him. This takes about .7 seconds. Once the Katamari has reached optimal height just above his head, the King clenches his mighty fist, and the Katamari explodes into Stardust. The stardust explosion has a radius about half the size of a Smart Bomb explosion. The explosion does damage and knockback correlating to the number of things collected. If the Katamari hasn’t collected any things, the explosion does no damage or knockback. Damage is added for every thing that was collected, and once there are 10 or more things the knockback can KO at 100%. The damage output caps at 60%, however.

Side Special- Kingly Boundaries

The King holds out his hand, in a “STOP!” type gesture. Exercising his royal authority, he causes a large (about the height of Kirby, and at the height of the King’s waist), semi-transparent version of his hand the fly forward, not stopping until it hits another player, a projectile, a wall, or the stage’s boundary. If it hits either of the latter two, it dissipates into nothing. However, if it hits an opponent or an opponent’s projectile, whether it be an attack or an item, the hand stops right there. This blocks the attack if it was a projectile. If it hits an opponent, however, said opponent will, no matter what they were doing at the time, be bounced back a bit, and have any momentum halted. This does no damage. The opponent won’t be affected if they’re using a guard/blocking attack or a final smash.

Once the hand has stopped, it will stay there until it takes an accumulated total of 30% damage. Until then it acts as a one sided wall, the palm of which blocks any incoming attacks and is impassible by everybody. The King can have no more than five on the field at once, and if a sixth is created the first one will disappear.

Up Special- Royal RAINBOW
The King inhales deeply, a time frame of about .5 seconds during which the King can have his head angled through angling of the stick. After he inhales, he lets free from his mouth a rainbow, about the length of 1.5 battlefield platforms, in whichever direction he was angled. The rainbow becomes a solid surface, and can be walked across by the King, even if gravity shouldn’t allow it. Others however interact with it normally, only being able to stand on it as gravity would normally allow. The King can use this technique to create floors, ceilings, and walls where he needs them, but only two at a time.

The Rainbows serve a second purpose, in that a large enough Katamari can actually roll them up as well! Be careful not to roll up the one you're standing on, though!

Down Special- Majestic Meteors of Disappointment

The King holds both arms above his head, as if stretching, before conjuring in each palm a chunk of meteor, both of which are ablaze. He then, after the player releases the input, throws his arms downwards, releasing the meteors on either side of him at a seventy degree angle. While holding the input, the attack charges, and the higher the charge level the faster the meteors travel.

When a meteor hits an airborne opponent, they are spiked downwards, and the meteor shatters. If it hits an earthbound enemy, the simply take the damage and receive mild horizontal damage, while the meteor again shatters. Both variations do 15% damage. If the meteor hits the ground without hitting anything else, however, it will become embedded in a small crater where it impacted. It will stay there for ten seconds, and does 5% burn damage (but no knockback) to whomever touches it for each second they’re in direct contact. If the King uses this attack again, any previous meteors still onscreen vanish.

Meteors can be picked up by the Katamari, too! That King, always thinking ahead.

The Stately Standards

The King is a noted semi-pro boxing enthusiast, once even getting second place in a very tough tournament. Thus, he integrates these skills into his moveset, using flawless fisticuffs feats to punish foes who get too close and too comfortable.

Jab- We Are An Excellent Pugilist
The King, using his considerable tactical cunning, delivers a most unexpected move: A simple jab of his fist. This does 3% damage and slightly longer than average hitstun.

Side Tilt- The King Is Mighty!
The King delivers a strong right straight, dealing 12% damage and little knockback.

Up Tilt- Shoryuuuuken!
The King does a standard uppercut, dealing 13% damage. It does a slightly higher amount of knockback than his other tilts.

Down Tilt- This Is Totally Legal What Are You Talking About
The King ducks and does a below the belt strike, of questionable legality and 11% damage. It's knockback is at a forty-five degree upward angle and can KO at 160%.

Dash Attack- This Is On Purpose
The King trip- er, makes the tactically sound decision to lose his balance while running, causing him to deliver an overhead strike with his fist. Does 10%, and can cause tripping if it hits the opponent directly on their head.

The Superior Smashes

Side Smash- We Are an Impeccable Dancer
The King does a pirouette, delivering a strong roundhouse kick at the end of it. This does 25% damage and high knockback, with the tip of his foot being the sweet spot. This move also allows him to cover a short distance on the ground.

Up Smash- This World is Full of Things

The King holds his hand above his head, palm open. A random object appears, from the list below:
  • A watermelon. Unlike other melons, it has evolved gills, allowing it to live under water.
  • A tennis ball. This ball is covered in blonde hair, meaning it is pubescent.
  • A cat. Meow meow.
  • A hammer. It's always time for this.
Each item does 21%, and has the same range, with the difference (during this attack, at least) being purely cosmetic.

After the attack, however, the King will leave the object behind. The object is now a thing, capable of being picked up by the King's Katamari. Each, as well, has it's own effects to people who come into contact with them:
  • The watermelon acts as a small platform of sorts, not moving and being solid enough to stand on.
  • The tennis ball trips everyone except the King, who is immune to gravity. Little known fact.
  • The cat does nothing, actually. It's cute though. Meow meow.
  • The hammer, since it lands nail-pully-outy-side first, deals 4% to anybody who walks over it. Aside from the King, who is immune to hammers. Little known fact.
Only two things can be out at a time created by this attack. Things disappear after 15 seconds. If you're playing with no items, this smash attack is a life saver!

Down Smash- The Fault in Our Stars
The King does a spin, as if in a drunken stagger, smacking away anybody he hits with a high knockback swing. Does 18% damage, dealt over three hits with 6% per hit. Longer than average ending lag as the King recovers from being dizzy.

For every hit that connects, a small star shape springs from the unlucky peasant's body. These can, similar to Things created by the up smash, be picked up by the Katamari! Use these to your advantage/quickly, as they only last 20 seconds before dissolving into beautiful stardust. Beautiful, beautiful stardust.

The Altruistic Aerials

Neutral- This Hurts More than We Make it Look
The King does a split, mid-air, allowing him to hit both on the left and right. His left foot does 9% damage while his right does 8% damage.

Up- Rainbow Blaster!
The King looks straight up and fires a short rainbow from his mouth, which has the effect of propelling himself downwards while also damaging anyone it hits. It has very short range, requiring the opponent to be practically on top of him. It deals 11% damage and gives anybody it hits a neat, momentary trail of rainbows.

Down- Kingly Cannonball
The King curls into a ball, as if jumping into a pool. This launches him downwards. If he hits an opponent within a short amount of time after launching, they are spiked downwards and The King is put into a falling position. During the amount of time where it spikes this attack does 13% damage, but otherwise it does 10%.

Forward- The Humans Call This an Airplane
The King straightens his body, conjuring in his left hand a paper airplane. He throws it straight forward, and after one SBB it turns 90 degrees to hit the ground, embedding itself in it. Should it hit a foe, it disappears. The airplane does 12%, and, if embedded in the ground, can be picked up by a Katamari. There can only be one on the field of battle at a time, so don't think you can spam this!

Embedded airplanes do not disappear unless hit with a fire attack, used in a Katamari, or unless the King uses this attack again.

Back- Even in the Air We Are a Fantastic Pugilist
The King turns around and delivers a downward punch, angled diagonally at 45 degrees. This attack does 10% damage, and can easily KO at 140%.

Should the attack connect, a comical skull and crossbones erupts from the enemy as they fly off! This isn't an ordinary comical skull and crossbones, however! It's one that can be picked up with a Katamari! However, it will disappear after ten seconds. So hurry!

The Grandiose Grab Game
The King’s grab is a simple, run of the mill one. Despite the King’s flamboyant demeanor, he understands when enough is enough, thus grabbing his foes like a commoner (with abnormally little range for somebody with such long arms). His pummel, too, is a simple thing, a simple punch to the face upon each input dealing 3% damage. It gets the job done, however. His throws, though, are where is unique style and class really shine.

Up- Sorry to Rainbow On Your Paradebow
He chucks his foe into the air above him, before blasting them with a ROYAL RAINBOW blast, which sends them flying further up. Does 13% damage.

Down- A Tactic Unlike Any Other
The King stomps on the captive until they are embedded in the ground, cartoon bomb next to them and plugging his ears. Normally, the bomb goes off, dealing 15% and blasting the foe upwards. However, should you hold the input, the King will immediately pinch the fuse, making the bomb safe. He will proceed to kick the foe straight upwards himself, dealing 12%.

The upside of holding the button down is that now the bomb is a thing, and, like all things in this workld, is able to be picked up by a Katamari. Pretty neat, huh?

Forward- A Prince Must Learn These Things
The King summons his son, the Prince. He’s small, only coming up to the King’s foot, and rolls the captive up in his own little Katamari. Then, he walks forward, rolling the Katamari with him, before the King remote detonates it, sending the enemy flying and dealing 11%. This can KO at 135%

Before remote detonating the Katamari, the King is free to move around, the detonation not interrupting his movements at all. Use this to free yourself up to take care of another enemy or create more things to use!

Back- We Bet You Didn't Know We Could Do This
The King teleports… somehow, to behind the foe, before summoning a car to run them down. They are carried by the car about three SBBs before the vehicle disappears, taking 14% in the process. The King is, again, free to move around during this time.

The Most Final of Smashes
We Are Not Amused

The King, using the power of the Smash Ball in tandem with his own innate power, disappears in an instant, then reappears seconds later, now a giant, looming head at the top of the screen. The background becomes dark and stormy, and the King starts to speak, represented by text in a speech bubble at the bottom of the screen. The text that shows up varies, which different text appearing based on what characters the King is fighting, and with each character’s specific text outlining a flaw of theirs. But this is all aesthetic decoration, you see. The real meat of this Final Smash is that the King fires laser blasts from his eyes, straight down on the screen. The King can be moved horizontally to change the target of his lasers, and each laser does 15% damage and a longer than average hitstun.

Pompous Playstyle

The King focuses on controlling the battlefield as well as he controls his kingdom, which is all of time and space. His specials, with the exception of Katamari Damacy, are all about changing the stage to fit his needs. He creates walls, floors and hazards wherever he feels they need to be in order to give himself an advantage. Meanwhile, his standards and Katamari Damacy focus on capitalizing on the advantages he makes for himself.
Last edited:

alek poster

He who makes bad posts
Jan 25, 2014
Maple Valley, WA
Alright, let's try some commenting. I don't feel like I'm experienced enough to really get into the nitty-gritty with these sets, but I noticed some problems so I'll point them out.

Blaziken has just one main trouble: lack of detail. Most moves merely compare it to a move from Super Smash Bros. and have a damage value, and throws and pummels don't even have that. It's important to at least mention what percentage you could expect to KO at. Apart from that, various parts of the moveset seem to assume knowledge of the source material; no matter how familiar you think people are with Blaziken, it's still important to write your set assuming the reader doesn't know who the character is. In particular, it's not at all clear what the Down Special actually does; only the arbitrary method of activating it (why does the opponent have to be using their Down Special?), and the Final Smash has no description whatsoever. Most of the other moves are explicitly clones of Smash character's moves ("Just like Fox does in Super Smash Bros"), which makes the set feel more generic and less like a set specifically for Blaziken. This problem is magnified by the lack of a playstyle section; there isn't really much more than some generic moves that don't really tie together in a meaningful way.

The King of All Cosmos's Katamari is certainly interesting, but it doesn't really do much. Rolling up enemies with the Katamari sounds like a great deal of fun, but the King is relatively defenseless when using it, and the payoff is a small explosion that won't even deal much damage in no-item matches. Aside from using the Katamari, he again doesn't have a clearly defined playstyle. The playstyle section claims that he focuses on changing the stage, but the only move capable of doing this is Kingly Boundaries, and only three of those can exist at any one time. The Katamari can easily be gotten around by appraching from above, and so the King is left to generic moves that are OK at best. Regardless, I really like the Katamari concept (even if it could have been implemented better), and the presentation of the set is great; I could easily picture the King himself reading it aloud.

EDIT: It has come to my attention that the King of All Cosmos's Up Special can also change the stage (not just Kingly Boundaries). Despite that, this aspect of the set still isn't taken very far.
Last edited:
Apr 18, 2013
The long road to nowhere
Ratchet & Clank

@ alek poster alek poster
As has been said, Ratchet really needed a good set, and this is the best so far, and likely will be for the time being. It's a great early effort, and your characterization is great and reflective of the playstyle that you obviously understood and wanted to portray. However, I feel as if some of it got lost in translation to the actual moveset. Ratchet suffers slightly from somewhat of a stale playstyle, I think, in that some of his moves are very similar, often mirrored inputs (which normally I'm not too critical of) or projectiles with overly similar functionality. Some parts are also a little vague. For example, Ratchet has no stats given. They may not seem that important, but stats are one of the best ways to make your character come alive, and it tells us a lot about balance. For example, as Smady pointed out, the side special is ridiculously OP, but if Ratchet were slow, for example, it wouldn't be quite as bad. But we're not told how fast Ratchet is. Another area in which things are vague is the weapons system, which we're not told the entire functionality of. For example, does Ratchet keep his upgrades after being KO'd? It's an easy sort of thing to overlook, but has huge ramifications for his playstyle. One final vague area includes the stun gun not giving us any indication of how long it stuns (if it does so at all). On another subject, the Down Tilt only working as a detonation of the Zurkons really feels like a misplaced input. It's great to include standards that interact with specials, but directly controlling them is a different story. The ability to detonate the Zurkons seems much better suited to being part of the special's input itself.

I'm sorry if that all comes off as really harsh, because I actually really do like this moveset for what it is. You've got a great idea going on here, and your love of the character really shines through. It's obvious that you've given the set a lot of thought and got creative with translating the character into the Smash environment. There are just a few overlooked things that I think most of us can agree could use some fine-tuning. You're always welcome to ask some of the more active and seasoned members for advice on working out the kinks of your moveset.

Sherry Cromwell

@ darth meanie darth meanie
You've got a pretty nifty set here, DM. I'm really just echoing WL's comments here, as I basically have the same thoughts, right down to the stage-destruction being sort of out of character for you. To reiterate/put the praise into my own words, I love what you did here with the small/big dynamic of the Sherry/Ellis duo, and the set itself comes off as this crazy hybrid between a boss set and a minion set; it strikes all the right chords in doing so, and never feels clumsy in its effort to accomplish this marriage. As a side note, I also really like the overall flavor of this character and playstyle. I'm a fan of Hebrew lore, and I found myself amused every time I caught something about the character that derives from golem mythology, so it was a pretty fun read for me. The language here is very appealing. Easy to read, terse, and descriptions never overstay their welcome. The interaction between rubble-creating moves and Ellis' self-recovery are pretty nifty, and I applaud the playstyle that the ground-based moves encourage. Pressuring opponents on the ground and in the air alike in order to make them prime targets for the notably well-balanced Ellis is quite an agreeable approach to this character's playstyle, and I can't say you really ignored any ideas that could've given the set more potential, nor did you step into territory that made anything seem out of place. Kudos for a solid vote from me.

King of All Cosmos
@ ChaosKiwi ChaosKiwi
No worries about me having to go easy on you, ChaosKiwi, as this set isn't that bad, especially for a newcomer one, and doesn't deserve much criticism. Like a lot of newcomer sets, it suffers more from lack of realized potential and refinement than broken inputs or nonsensical ideas. You have a solid grasp on a playstyle here. The King has a focus on stage control and gimping, but you don't take it very far. Most of his standard inputs and throws are pretty generic, oddly so for such an eccentric character, while his aerials and smashes have a lot of character but don't do much. It surprises me that the rainbow bridge is intangible for enemy players. Why not, for example, make it solid so that the King can use it as a barrier? Imagine using Up Aerial to push the bridge upward to block an aerial attacker or shove someone to the top blast zone for a KO. You already have a vertical barrier with the hand, so adding a horizontal one would add a lot more depth to the playstyle with just one simple change. It makes sense within the context of the set, and fits the character as well. This is just one example of ways in which you can flesh out the playstyle more.

The katamari is a bit underutilized, but functions pretty decently for a Smash move, odd as it may be, and I think it's pretty balanced. I like how you really considered the implications of the move's odd characteristics and formulated a workable functionality for it and how it changes the character's controls. The meteor move has its place, but it could use some more moveset interaction. I'd suggest getting crazier on the inputs next time, and thinking of ways in which every move has some sort of contribution to the desired playstyle. Hope to see some more from you.
Last edited:


Smash Apprentice
Feb 1, 2014
Ah, gotcha. Thanks for the feedback, guys. I was actually worried about making the Katamari too overpowered, so I nerfed it quite a bit over the course of writing the set. Maybe I should have nerfed it a bit less, haha.

Also, I feel I could have worded the up special better. It's only solid for the King to walk on, true, but if an item or player is thrown/hit into the solid side by the King it's solid for them, as well. They just can't stand/walk on it.

EDIT: I've made some edits, powering up the Katamari Damacy move and changing the mechanics of Royal Rainbow. Also, the King can now have five Kingly Boundaries at any time.
Last edited:
Nov 24, 2008
The Make Your Move Rooligan Society
[collapse=The King of All Cosmos]What an interesting character choice. I never thought anyone would make a set for such a huge guy when his small son got a rather popular set made for him all the way back in MYM9. Like that set, the King reads charmingly - even despite the few spelling errors - and shows good promise, the former of which I am somewhat surprised that no one has mentioned before. Your writing is entertaining, fitting for the character, and the Specials are pretty solid, original stuff for your first set (I only have a hard time imagining imagining how the King is able to stand on his rainbow after firing it from his mouth unless he uses a jump). Even the Standard attacks are a nice read with their trivial animation-descriptions, and though I don't disapprove of "generic attacks", I only simply wish a use of each of them and how they work with the playstyle you established was described, which in itself is a tad vague. Even just giving a use for the simple attacks would grab more people's attention and make the set phenomenally better. An idea way to start on this could either be to read up on some of the sets written by some more experienced MYM'ers, or even checking up on the Brawl Character Discussion threads to see how others describe the various uses of simple Brawl attacks and how they come to form a cohesive playstyle. Regardless, nice going, and I look forward to seeing you put your writing style to more use on future sets[/collapse]


Smash Champion
Aug 24, 2008
Crocodilopolis/White King’s Paradise

K. Rool is the primary antagonist of the Donkey Kong Country series, showing up in all of Rare’s games and a handful after to antagonize the Kongs. His initial goal largely seems to be to simply conquest, as his clear main identity is that of a pirate king. After his initial defeat, K. Rool becomes more motivated by raw revenge against the Kongs. In DKC3 his minions rebel against him, forcing K. Rool to adopt a disguise as a mad scientist, though enough Kremlings die during said game that the few that are left have no choice but to follow him again in DK64 and after. The Kremling numbers have significantly thinned in the Paon games, with K. Rool carrying around a small escort of Kritters with him.

In recent years, K. Rool’s been trying to scrounge up a new army to try and attack the Kongs, having little choice but to leave Retro’s Tikis and Vikings to take up his mantle. K. Rool’s history is not as long and boring as some other Nintendo villians, only having a history of 4 games to antagonize DK, 6 counting the Paon games. In these games, K. Rool has to fight the Kongs two on one regularly, and even has to fight them in a five man marathon in DK64. He has also successfully kidnapped the Kongs (Both DK and Diddy –twice-), further proving his competency. Regardless, he’s finally found some men and he’s coming back in a big way to defeat DK and Diddy once and for all, and Dixie won’t be around to save them this time. He’s already taken care of her in one of the longest, hard fought battles of his life.


Size: 10
Weight: 10
Falling Speed: 9
Jumps: 8
Traction: 7
Ground Movement: 6
Aerial Control: 5
Aerial Speed: 3

K. Rool regularly carries around his blunderbuss gun with him throughout the moveset rather than taking it out as a prop, making extensive use of it throughout. K. Rool’s ground movement is more respectable than other characters of his build, though he’s a bit of a lard in the air. He still has a fantastic and quick first jump, though, enabling him to get high into the air if he so wishes to be. His second jump is average, but it’s nothing to be ashamed of like the dark lord’s.


Down Special – Fire Away!​

K. Rool crouches down for a storable charge move, capping at a charge of 3 seconds, before looking skyward and letting out a crocodilian shout as he raises his arms up into the air triumphantly. This causes 1-7 Party Ball sized cannonballs to be dropped from the top blast zone. The first one falls a Diddy Kong width in front of K. Rool and each one after that another Diddy Kong width. The next one in the chain waits to fall until the first one hits the ground. The first four cannonballs fired down are fired progressively further out, but the fifth one is fired a Mario width closer towards K. Rool and so on, so that the 7th cannonball comes down where the first one did.

The cannonballs all fall at Captain Falcon’s dashing speed and deal 16% and a Rob dair spike on contact. They fall through drop through platforms, but on contact with solid ground they will "bounce” off the ground before falling through the stage and losing their status as a hitbox, like in DKC1.

With a full charge, this move will keep going on for quite a while. This move is very quick to activate and K. Rool is immediately free to move, but K. Rool cannot activate the move again until the last cannonball has dropped off the bottom of the screen, not just hit the ground. That said, he can start charging the move again while it’s still going if he wants to, he just can’t activate it until then.

Neutral Special – Kloud​

K. Rool fires a cloud out of his blunderbuss with one of several effects from the DKC2 fight that travels forwards the distance of Final Destination at Mario’s dashing speed. Once a foe is hit by a cloud, they get slightly tinted to the color of the cloud they were hit by. The type of cloud is determined on the non-storable charge of the move. No charge fires a purple cloud, and deals 10% poison damage over 6 seconds. Firing another one at a foe who already has it on them will add 6 more seconds to the timer, technically giving you another 10% damage, but requiring you to wait a while before you get it. This is not that spammable as a result, at least later in the match, and will require you to play in a rather stallish manner to get the full mileage out of it. Thankfully, K. Rool has plenty of ways to evade the foe.

A quarter second of charge gets a red cloud that halves the foe’s ground and aerial movement for 5 seconds, doing 1% per second, stacking with purple clouds. This again does not flinch the foe, making it serve largely the same purposes of the purple cloud in making it harder to get past projectiles and giving you more time to pelt them with said projectiles. Given this does not slow their falling speed, it can also be used similarly to gimp.

A full half second creates a blue cloud that stuns the enemy for 1.25x as long as Zamus’ dsmash, and deals 1% every eighth of a second the foe is stunned. If hit in the air by this, they will float for the duration of their stun. While the other clouds are more general use to just make it easier to hit foes with projectiles, this is the one that most directly enables projectile comboing. Kaptain K. Ombo is back in business, baby!

Side Special – Stow Aways​

K. Rool prepares to shoot something out of his cannon for a second special, but this time it’s a barrel. Barrels roll along the ground once shot, initially having a power of 13% and knockback that KOs at 110% right up against K. Rool, but they become weaker and weaker as they slow down to a stop 1.5 platforms in front of K. Rool. They will roll faster and become more powerful on slopes, though he can’t make his own slopes of course. Once they stop, a Kremling hobo will come out of their barrel home to fight for the Kremling King. After the destruction of Krocodile Isle and “not needing to come back” to DK Isles, Kremling unemployment rates have skyrocketed. The Kremling type that comes out of the barrel depends on charge, though you can tell which one it is before they do given they all have their own unique barrels. K. Rool actually does fire barrels in his fight, making these far less random of minions for him to use than Gordos.

The default Kremling that spawns is Klobber, the only one that’s brave enough to show his face. Klobber will constantly run after the foe, having a minimum of Ganon’s dashing speed but picks up speed as he runs, reaching Meta Knight’s dashing speed after traveling 2 platforms. Klobber deals 10-21% and knockback that KOs at 160-90% on contact, potentially steamrolling into quite the powerful minion, but very fragile due to his nature. He has horrible traction and can’t jump, so it’s quite easy for the foe to kill him by baiting him off stage, though this will bring the foe to the edge and hopefully away from you.

Klobber is not a hitbox from above, and can be jumped on to force him to hide back inside of his barrel. He can then be picked up and thrown, functioning as the barrel item, though he will pop back out if held for 2 seconds or the barrel stays idle for 1 second. This also applies to both other minion types. While DK himself can carry these barrels to the edge and throw them off stage, the barrels will not explode unless they hit something they can damage when thrown, meaning most foes will have to either throw the barrel straight at K. Rool or pick it up and throw it two or three times to kill the Kremlings without baiting them off-stage.

With a quarter second of charge, K. Rool will instead fire Knocka from DKC3. Knocka patrols the stage back and forth at Ganon’s dashing speed, not stupid enough to run off the edge, though a foe can still wait for him to go there before jumping on him and throwing him off the stage. He will attempt to grab anybody that comes close to him and bring them inside the barrel with him, dealing 2% per quarter second.

After the max half second of charging the move, K. Rool will fire a Kuchuka. These guys don’t bother to move at all and just stand in place, and throw bombs out of their barrels in lobbing arcs that deal 8% and knockback that KOs at 160% on contact. They will only fire them up to a Bowser width away from themselves and throw them randomly. If a foe comes into their range, they will bother to aim at them, but they will still fire in the lobbing arc rather than throwing it at them directly. Regardless, because these guys don’t move they never will wander over to the edge if you don’t want them to. The minions are ones that tend to stick around longer with charge, while the lower charge ones have the immediate impact you’d want from the uncharged versions.

Kuchuka cannot be baited off-stage due to his stationary nature, but due to the large amount of bombs in his barrel, will explode and die when picked up and thrown at anything like a regular barrel, even just the ground itself.

If any item is on, the game will decide that you are playing casually and introduce a new element to the move. There will now be a 10% chance that any of the barrels will be TNT barrels, transforming the minions into Kabooms and Klasps. This will cause them to explode and deal 25% and knockback that KOs at 90% on contact, killing them.

Up Special – Propeller Pack​

Baron K. Roolenstein’s propeller pack spawns on K. Rool’s back and lifts him upwards 1.5 Ganondorfs over two thirds of a second. During this time, K. Rool is free to DI and attack as he pleases with his specials, aerials, and grab-game. After the second is over, K. Rool will fall down slowly as Peach using her Up B as the pack stays out until K. Rool either touches ground or inputs Up B to cancel it, still able to DI and attack. Useful for enabling K. Rool to fire from the air and enable him to approach/retreat during his projectile spreads.


Forward Smash – Kannonball​

K. Rool fires a Kirby sized cannonball out of his blunderbuss. Uncharged, the cannonball won’t go more than a platform at Mario’s dashing speed before hitting the ground. Fully charged, you can fire it at Sonic’s dashing speed twice Final Destination’s width. The cannonball deals 10-30% and knockback that KOs at 250-120%, a rather wildly varying charge.

That’s not to say the move is useless uncharged. Regardless of charge, when the cannonball hits the ground spikes will come out of it and cause it to become a trap that deals 8% and knockback that KOs at 170% on contact. The charge can be more about aiming where you want to create a trap without having to actually bother traveling there. Spiked cannonballs last 10 seconds.

Up Smash – Rise of the King​

K. Rool does some small, stubby jumps in place for the charging animation of the move, extending out his arms to either side and raising them up. Upon releasing the charge, K. Rool springs up into the air an amount that varies a good deal before crashing down. On the way up, he deals 15-25% and vaguely horizontal knockback away that KOs at 165-145%. On the way down, K. Rool spikes foes with incredible force and deals 19-61%. He always goes up as fast as Dedede’s Up B and comes down at Sonic’s dashing speed regardless of how high he goes.

With no charge, he’ll jump up a minimum of a Ganon height as he comes crashing down, able to move back and forth in the air at Ganon’s dashing speed before he comes down. At 99% charge, K. Rool goes up 6 Ganons and can move back and forth at Captain Falcon’s dashing speed as he comes down. The move has no ending lag from the moment K. Rool touches the ground, given the telegraphed nature of the jump. A brief ending lag animation exists, but inputting anything cuts it short.

At full charge the entire move is superarmored and K. Rool jumps all the way off the top of the screen at Sonic’s dashing speed. There is a half second of time where K. Rool is off the top where you can move a fat shadow horizontally across the stage at Captain Falcon’s dashing speed, before K. Rool comes down at double Sonic’s dashing speed to the target point.

The fully charged version can serve well to “turn yourself into a projectile”. While you’re hilariously telegraphed using it normally, it can work when the foe is covered in other projectiles. Typically when you’ve created such a massive amount of projectiles, you won’t be very close to the foe either to land some sort of laggy move, but this move also can bring you over to the foe to hit them with said laggy move. Don’t have enough crap flying around the screen to hit with this, but have enough free time to fully charge it? Then you can use this as –the- thing the foe will want to avoid. A key thing to abuse with the move is the difficulty in punishing it. This factor also makes the move simply good for fleeing from the foe to the opposite side of the stage, using the move exactly as it is in DKC1.

Note that without ground to stand on, K. Rool really can’t actually use the strength of his legs for the tremendous jump. Using this with Up Special will prevent K. Rool from charging the move.

Down Smash – Play Dead​

K. Rool clenches his eyes shut as he holds his stomach in exaggerated pain before falling flat onto his face. While this fall is not a direct belly flop attack, K. Rool still gets a direct weak hitbox of 5% and knockback that KOs at 170% from this move due to his raw girth. If K. Rool is attacked as he falls, though, his eyes will shoot open with his bloodshot eye pulsing as he swipes his claw at the foe. The claw swipe deals 1.1-1.6x the damage and knockback of the foe’s attack, with 10-15% and knockback that KOs at 160-120% minimum.

With his focus on camping, a counter is a very simple and useful move for more defensive purposes and a response to foes who come into his face. In addition, if K. Rool has done a good enough job of flooding the screen with lingering hitboxes and one’s going to come to the shared location of the foe and the king, they’ll be rather rushed in trying to attack you to knock you elsewhere (Probably off-stage), making more predictable instances to try to counter. If the foe tries to grab you through the counter, the projectile will ideally show up to come free you from the foe’s grab. Like all counters, K. Rool can be grabbed during the move, but K. Rool is better at dealing with grabs with most due to the massive variety of projectiles at his disposal, able to beat out the grab priority with disjointed priority.


Grab – Suction​

K. Rool starts using the suction on his blunderbuss, essentially giving him Dedede’s Inhale as a grab. Once sucking up a foe, K. Rool does not get put into a grab state – it doesn’t even interrupt his grab, Rool having to manually stop using the suction. To use a throw, K. Rool must input Z + the direction of the throw. Inputting Neutral Z just has K. Rool start using his grab again, so he has no pummel.

K. Rool can grab multiple foes with the suction, his Side Special Clouds, fsmash cannonballs, and barrels. Minions can also be sucked up, though when they get shot out again they’ll be back inside their barrel. If camping at the edge and the foe jumps over you to evade Klobber, this can still be used to save him from death regardless and be able to fire him back out without charging up. If you suck up Knocka when he has a foe grabbed, they will automatically be separated inside of your cannon, with Knocka being considered the one who was sucked up “first”. It’s possible to boost Klobber’s momentum in this move, as well as reposition Kuchuka while simultaneously sucking up a bomb out of the deal to fire. Just be sure you fire the bomb within 4 seconds, or else it will explode inside the cannon dealing the damage and knockback to you as you get comically covered in soot.

K. Rool can also suck up enemy projectiles, though he can’t suck up projectiles bigger than Wario because they can’t fit. He can suck up most other projectiles with ease, but if an enemy fires two projectiles into the blunderbuss at the same time then the blunderbuss will explode in K. Rool’s face, dealing him 15% and a second of stun as he gets comically covered in soot. Characters with slower projectiles like Mario, Yoshi, Link and even that no hoper Diddy Kong can fire one at a longer ranger before moving up closer to fire the second to get the timing right.

K. Rool can store as many things in his blunderbuss as he wants before firing them out with his throws. He fires the oldest things sucked into the blunderbuss first. If you want to simply load the cannon rather than firing Neutral/Side Special/Fsmash to just have to suck them up again, double tapping either of these inputs will cause K. Rool to load the projectile into the cannon for use with his throws rather than firing it. All of K. Rool’s throws are lagless. If you’ve got the ammo, you can rapid fire as fast as you want. Any cannonballs you load will already have their spikes out when you fire them with a throw.

Forward Throw – Fast Shot​

K. Rool shoots forwards his ammo very quickly, though not nearly as fast as a fully charged fsmash. The ammo goes forth at Captain Falcon’s dashing speed 1.5x Final Destination’s width, or 2.5 platforms in the case of a barrel. When a foe is carefully dancing around projectiles, this is the one you can use to nail them as they come out of their dodge. An enemy projectile fired in this way will have 1.5x its’ usual strength, and a cannonball will be treated as if it was 3/4ths of the way charged from fsmash for power.

For obvious reasons, this is K. Rool’s best KO throw on foes, dealing 10% and KOing at 125%.

Back Throw – Slow Shot​

K. Rool fires the shot much more slowly than usually fired, having it go forwards at Jigglypuff’s dashing speed. Despite how slow it goes, clouds still somehow manage to travel Final Destination’s length before vanishing, or in the case of cannonballs dropping to the ground and becoming traps. K. Rool just fires barrels at his feet before placing his foot on them and rolling them, causing them to go 2 platforms at the slow, slow speed of Ganon’s walk as very weak hitboxes. While the hitbox is very weak, the fact it is so weak means the foe won’t be knocked away from the minion that immediately pops out to attack them. Cannonballs only have their spiked hitbox from being traps in this throw. This throw is useful for creating lingering hitboxes to create some projectile clutter.

Foes simply fall out of the cannon a platform forwards and collapse into prone, taking 6%.

Up Throw – Bounce Shot​

K. Rool strangely aims his cannon diagonally downwards at the ground and shoots out his ammo. This causes the shot the bounce along the ground, going up Marth’s height every time it makes contact with the ground as it goes forwards at Mario’s dashing speed. This can go across an entire stage, but once it reaches the edge of the stage it will bounce off of it and expire obviously. Spiked cannonballs and barrels deal 12% and knockback that KOs at 150% during this throw. If a barrel hits a foe, it will bounce back a set Bowser width as the minion inside pops out of their barrel. Yes, clouds can bounce along the ground somehow, as they do in DKC2.

Firing a foe in this way will cause them to bounce along in this way as they take their knockback that KOs at 180%. They only get flinched every time they make contact with the ground, taking 5% from it. If they avoid the “hitbox” when they hit the ground, they’ll stop taking their knockback early. The most common way to do this is to tech, though this can be made less desirable with traps.

Down Throw – Whirlwind Shot​

K. Rool fires out a shot, then uses the suction on his gun in reverse to slowly propel the shot through the air. This makes the shot go through the air at Zelda’s dashing speed, slow but not as slow as the slow shot. The shot starts floating around in circle patterns as it goes, though, making it obnoxious to avoid. K. Rool will keep up this animation until you make him do something else, at which point. . .The shot will just float as if you were still doing it anyway, as in DKC2. Cannonballs are only as strong as their spiked trap hitbox here, and the shots will go forth 1.25x Final Destination’s width. Because their barrels are not rolling or violently rolling against the ground and are instead floating gently through the air, Kremlings will pop out of their barrels with this move and act as minions immediately. Knockas become aerial grab hitboxes, Kuchukas spread bombs about the stage, while Klobber will just pop out of the barrel and gain a small momentum boost of 1.25x until he turns around.

This throw does no damage to foes, but will cause them to keep going along in this way until they DI out of the move. Granted, it’s not very hard at all to DI out, but it makes them a sitting duck for you to fire actual ammo at them. If you don’t have any ammo in line after the foe, shoot out your earlier ammo with slow/whirlwind shots before shooting them into what you just fired with a fast shot. Sadly, the foe will fly past Knocka too fast for him to be able to grab them in this scenario.


Neutral Attack – Krown Boomerang​

K. Rool takes off his crown and fires it in whatever direction you so please. The crown travels Battlefield’s length at Mario’s dashing speed, and deals 10% and knockback that KOs at 155% on contact. K. Rool is free to move after throwing off his crown, and the crown will boomerang back to him after traveling the max distance.

The boomerang properties are obviously what make the move unique in the context of your other projectiles. You can change the trajectory as it comes back to you by changing your vertical position, as well as increase the range of the crown by firing it then running away from it in the opposite direction to make it have further to travel back. Aside from the versatility the projectile has in this regard, it obviously means that the foe will have to avoid it twice because of the return trip, adding to your projectile flood/comboing prowess.

Dashing Attack – Blast Off​

K. Rool extends his hand out in front of himself and holds his blunderbuss behind himself as it begins shooting out fire to propel forwards. This is a keep dashing dashing attack that will cause K. Rool to go forwards as long as you hold the button. The fire behind K. Rool is a hitbox that deals 8% and knockback that KOs at 170%, making it an obvious attack to hit foes with as fleeing from them. K. Rool will pick up momentum with this move as he goes forwards, able to reach Captain Falcon’s dashing speed at max after traveling 3 platforms. K. Rool is not entirely vulnerable from the front, his hand a hitbox that deals 1% and flinching. If K. Rool has traveled so much as half a platform with this move, he will be going fast enough that he will go through the foe during the flinch and hit them with the fire behind him before they get out of their flinch.

K. Rool will slowly turn transparent as he uses this move, demonstrating the power of invisibility he used when doing this in DKC2 as well as in DK64. K. Rool will regain visibility three times more slowly than it takes for him to become invisible. While this might sound like rather luxurious invisibility to have on something as minor as the dashing attack, it doesn’t take especially long for K. Rool to be even somewhat transparent and faintly visible, and that’s all a remotely competent enemy will need to figure out his location. Regardless, this is an attack K. Rool doesn’t mind using for long stretches, and he can still take some breaks if he’s striving to get the invisibility. While invisibility of 3 or so seconds at best doesn’t seem like much, that’s all the time you need to either escape, charge something, or hit the foe with a surprise attack. It’s also far more manageable, as you don’t have to keep track of your own location for long.

Forward Tilt – Shotgun Blast​

K. Rool fires his blunderbuss yet again, shooting out a close range blast that is largely obscured by smoke. The blast deals 12% and knockback that kills at 140% and the move is quite fast, making it a very welcome addition to K. Rool’s melee arsenal. The starting lag of the move is especially fast, but there is some degree of ending lag. However, the source of the ending lag is that the blast has a kickback on it that propels K. Rool backwards DK’s width.

K. Rool won’t slide off an edge with this move and will just slide backwards in place. K. Rool, as a heavy camper, often finds himself with his back to the edge, and using this move as a simple panic button there will just give him more ending lag than he wants as he looks stupid. No, this move is more useful for direct melee combat with the foe in mid-range, because K. Rool will inevitably find himself in such a scenario. Even if the foe dodges, you should hopefully make some more space to be able to better use an actual projectile at mid range. Granted, if the foe predicts this specific move and rolls towards you along with you, things can get messy, but most of the starting lag frames of this move mirror K. Rool’s grab and projectile moves. If the foe rolls into you and you start up the grab instead, you’ll have earned yourself a great pay off.

Up Tilt – Kutthroat Upperkut​

K. Rool does a swift uppercut with a single arm, having a hitbox immediately on the ground in front of him before his fist rises up above his head. Foes hit are dealt 7% and (mostly) vertical knockback that kills at 180%. It’s K. Rool’s most direct launcher, but the move’s very weak power makes it rather poor at that task. Instead, foes who get hit by this move will enter their footstooled state briefly (As long as if they were directly footstooled) after leaving their regular hitstun, spinning around in mid-air after getting walloped by the king. This is inspired by K. Rool’s uppercuts on Chunky Kong in DK64.

This extra bit of stun would be rather limited in use to a more normal character when they’re above K. Rool a ways during it and can move around during it, but K. Rool has projectiles he can try to hit the foe with. While he can’t aim the meat of his projectiles up and they’ll be out of stun by the time K. Rool jumps, this can be a nice move to use in order to nail the foe with K. Rool’s raining cannonballs. The extra stun also gives you more time to simply reposition yourself, most obviously to just flee, but this move like the ftilt works as a good “mid range reset” from close range. You can buy yourself some extra time if you use this under a platform at a low percentage, as if the foe lands on the ground while in the footstooled state they will enter prone.

Down Tilt – Electrify​

K. Rool takes out a remote control and points it at the ground, causing an electric beam to shoot out of it to the ground a Kirby width in front of him, though all characters but the shortest can be hit by the move right up against K. Rool. Hitting a foe with this move will cause their skeleton to be revealed in a flash as they take 8% and knockback that KOs at 165%. Two seconds later, the foe will be zapped again by this effect, assuming they do not dodge it. No matter how far the foe runs away, ideally you should be able to hit them with some kind of projectile when they come out of their dodge, making this an excellent set-up move if K. Rool’s feeling more ambitious at close range. Considering the great effect on something as minor as a tilt, this is rather laggy and unreliable, comparable to DK’s Side B with a weaker effect, though better range.

As in DKC3, this electricity can be blocked and absorbed by barrels. This will cause the barrel to generate a hitbox 1.25 the size of themselves that has the effect of the dtilt, extending the range, and will cause them to have the same effect two seconds later. Foes and barrels can pass the status effect to each other if they zap one another, meaning if you can “combo” it well enough (Directly firing new minions via Side B is easiest) you can keep a single dtilt going on a long time. This is a very nice way to give your minions some more longevity, as the foe will have to be very quick to pick up and throw an electrified barrel minion, as they presumably won’t be doing it immediately after you zap it. If they do, though, you can’t just casually suck it up with your grab, as you’ll get electrified by the barrel yourself.


Neutral Aerial – Jubilation​

K. Rool turns to face the fore/background and outstretches his arms to either side as he shakes his belly and head from side to side in a violent but surprisingly gleeful fashion. This turns K. Rool’s entire gigantic body into a hitbox, dealing 23 hits of 1% and flinching with a final hit that knocks foes downwards for a weak meteor smash. While K. Rool likes to take to the air in order to spread his projectiles along further than the ground, he’s quite terrified of being juggled when his dair is a simple stall then fall. This move’s advantage is the fact that if K. Rool triggers the landing lag of the move, his belly will slam against the ground, dealing 10% and knockback away that KOs at 150%. This makes it a very nice defensive move to make your way back to the ground.

Forward Aerial – Royal Musket​

K. Rool grits his teeth as he holds his blunderbuss up towards the actual gun portion, then winds it up behind himself as he goes to ram the butt of the gun into the foe. K. Rool’s show of strength deals 19% and knockback that KOs at 105% for a very powerful melee attack. This is an extremely laggy aerial, with 17 frames of lag of starting lag and ending lag on par with Ganon’s fair. During the ending lag, though, K. Rool holds his blunderbuss in front of him to block for himself as getting it back into position, giving him superarmor for the ending lag duration. It’s difficult to use all of the superarmor frames, though, given you have to go through the 17 starting lag frames and 6 lag frames of the actual hitbox before it shows up, meaning it’s very possible for the ending lag to be overwritten with landing lag. The aerial essentially amounts to an even slower and more powerful version of Ganon’s fair without use of Up Special.

This aerial may seem very difficult to get mileage out of, and offensively that’s true without just trying to capitalize on a foe having to dodge other hitboxes. The smash becomes a lot more interesting in use when running away, as you can throw the hitbox out as a “shield” while relying on the superarmor. From the perspective of a foe trying to hunt you down and stop your camping, they have to ideally catch up to you and knock you out of the move before the hitbox ever gets up, meaning you don’t even have to be actively trying to hit with the attack. A simplistic bait and switch is also very possible, as you suddenly switch your DI towards the foe.

Back Aerial – Tail End​

Contrary to what Paon would have you believe, K. Rool does in fact have a tail, and he swipes with it behind himself for this move. K. Rool swings his whole body around with this move in mid-air by using the force of his tail to turn around, and deals 6% and knockback that KOs at 170% in this move. While this is a very spammable aerial, it can’t be used for something like a wall of pain due to the fact that the knockback is actually inwards as K. Rool turns around. Foes will be knocked straight past K. Rool to his other side, possibly even chaining the move at low percentages on foes high in the air.

Given this is a bair, this is the aerial you’ll most naturally use when fleeing from the foe. What this aerial does for you is knock the foe in the way you were going, while setting you up to flee back where the foe was coming from. This aerial can help transition into fleeing the opposite way when you run out of stage. Aside from this, if you have a particularly nice set-up on one side of the stage and don’t want to flee from it just because the foe showed up, you can try and use this early on in the “chase”. The move also functions as a quick and simple way to turn around in mid-air to better aim an aerial projectile without having to arbitrarily fire off a Side Special, in case you wanted to use other projectiles from your arsenal.

Up Aerial – Propeller Blade​

K. Rool’s helicopter pack spawns on his back if it wasn’t already in use as the size of the propeller is exaggerated in a manner like existing Brawl moves, turning it into a multi hitting hitbox that deals 8 hits of 1% and flinching with the last hit dealing knockback that KOs at 165%. This is a nice hitbox above K. Rool, though the fact it’s on his back also makes it a nice extra hitbox to use on foes behind K. Rool as an extra move beyond the bair.

This move has a suction effect on it as strong as Pikachu’s dsmash 1.25 DK’s size centered on the propeller, making this a far stronger aerial than it otherwise would be. Unfortunately, the hitbox beyond the suction is not nearly as large, and foes can hit K. Rool’s huge hurtbox to interrupt the move before the propeller blade can hit. Regardless, this move can suck in clouds if they’re within the suction’s range, making this a great way to directly apply the effects of a cloud to the foe by bringing both them and the cloud into the hitbox. Sadly, you can’t keep a cloud on top of you with this move, as the cloud will disperse into several pieces after being sucked in over a second and expire, but it lets you use a cloud more directly for a single attack.

Down Aerial – Krash​

K. Rool turns to face the foreground/background as he plummets downwards on his rear end. It’s largely the same as Bowser’s Down Special, though there’s no stall portion of the stall then fall and the knockback is logically downwards rather than the rather random angle of Bowser’s (Same power). On contact with the ground, K. Rool produces 1-5 green shockwaves that emit outwards from his buttocks, one shockwave for each Ganondorf height he fall with the move. The shockwaves travel out at Mario’s dashing speed to the end of the platform, with a DK width in-between each projectile. The first few shockwaves travel a bit faster before slowing down to the regular speed to make this space. Each shockwave does 11% and knockback that KOs at 140%.

This move still has bad landing lag, the same as Bowser’s Down Special, but if K. Rool uses this during the initial ascent of the Up Special he can slam down onto the stage before it picks him up. He’ll still suffer through the lag, though it will be far more manageable as he’s now able to move during it. K. Rool’s first jump enables him to get some significant height for this move all by itself in a single casual motion. The jump itself can be used to escape from a foe, before taking further evasive action by having the helicopter pack carry you around.

Final Smash – Blast-O-Matic

Time freezes as K. Rool takes out a remote control and presses a button, laughing with the voice clip from the DK64 game over. This causes the game to cut to K. Rool’s ship from DK64 in a cutscene like Captain Falcon’s final smash, showing the front of the ship as the Blast-O-Matic emerges from it and fires a gigantic laser beam. The game then cuts back to the playing field as K. Rool steps into the background of the stage and a cursor similar to the dragoon’s appears for K. Rool to control. K. Rool has to fire it off in a similar amount of type, but when he does a gigantic laser beam is fired from the foreground through the playing field to the background, similar to the Halberd’s laser in appearance. Anyone caught in the laser takes 40 hits of 1% and flinching, unable to DI out or shield any of the hits, with the last hit dealing knockback that KOs at 80%. K. Rool then steps back into the playing field as you regain control of him.

Playstyle Summary

K. Rool’s playstyle summary is rather unnecessary if you’ve been following along. He’s a camper with a massive toolset of projectiles. Some of his projectiles can linger around for a while, most obviously in the form of minions, but also with slow shots and an ongoing string of raining cannonballs. K. Rool can also prepare projectiles for launch with his grab or fully charge up the raining cannonballs, giving him the ability to shoot out a ton of hitboxes on demand when he’s ready to use up his ammo. This ability along with his variety is one of the main things that gives K. Rool the potential to projectile combo, and if you grab the foe themselves you can directly build a projectile flurry around them based off what you shoot out before and after them. The fully charged clouds can extend combos, and the weaker clouds are good for adding damage without knocking the foe out of one.

You can play as something more of a stage controller with more straightforward camping rather than constantly loading everything into your cannon for one long combo, as the combo potential largely relies on how much you have out on the stage anyway. Camping is largely the best way to get stuff out on the stage to prepare for later, while you can just be concerned about directly fighting the foe with the projectiles for the time being.

K. Rool is ecstatic to get set-up time to himself, but if he had all the time in the world it wouldn’t be much of a fight. Most of the moveset beyond his initial tools equip K. Rool to deal with the immediate concern of the foe, fighting them in mid-range and giving him countless methods of escape directly integrated into his fighting style, with the vast majority of his standards and aerials qualifying. The up smash and the dashing attack are some of the more direct methods of fleeing rather than fighting, and if you can get some invisibility up you can buy yourself a good deal of free time to load ammo and charge Down Special. The most important move to keep in mind for this is probably Up Special, as it allows you to move around largely for free while using your other moves. If you can hit the foe with a cloud to slow them down, your live will be made significantly easier. Using Down Special defensively also works wonders for getting you time to do other things, and if a foe rushes in to force a foe to rush in and knock you out of it they’ll be quite predictable due to how little time they have.

As far as finishing foes off, K. Rool can look into gimping beyond just racking the foe’s damage high enough so that any of his moves KO. Using his grab or nair during Up Special to suck foes up and fire them out farther is quite horrifying, though risks K. Rool being unable to make it back to the stage. If you’re not looking to kill the enemy, when the foe is off-stage is one of the best chances to expel your ammo on, as the foe will generally be recovering along a very linear path and be a sitting duck, generally quite vulnerable to combos. Yet another option K. Rool has when knocking an enemy off-stage is to just take the time to load more ammo, so he’s got quite the arsenal of options.
Last edited:


Smash Lord
Apr 26, 2007
Las Vegas, Nevada
Half-Human Half-Phantom Gardner, Youmu Konpaku​

"The things that cannot be cut by my Roukanken, forged by youkai, are next to none!"

Youmu Konpaku is a character from the bullet hell series Touhou: The stage 5 boss of Perfect Cherry Blossom, in addition to a playable character in Imperishable Night, Phantasmagoria of Flower View and, in a surprise recent addition, Ten Desires. She has also shown up in the fighting games and is quite a popular character. As her title suggests, she is a Half Human and Half Phantom: There is an old Asian belief that the soul has two parts, the "Kon" and the "Paku". "Kon" is the higher and mental soul, which either becomes a ghost or enters the cycle of reincarnation, while "Paku" is the transient soul which animates the body and houses earthly passions and can become an evil spirit after death. The phantom half of Youmu is her "Kon", the ghost-like soul you see around her, while her "Paku" remains in her body and animates it, and is presumably where her name comes from. It also may be WHY she is a "Half Phantom". Youmu does not have exactly a huge amount of crazy abilities and is primarily a swordsman, dual wielding the swords Roukanken and Hakurouken. Roukanken, the longer sword, is claimed to be forged by youkai and able to kill ten phantoms in a single swing, while the shorter Hakurouken is an heirloom of the Konpaku family and can slice through confusion. Naturally, since this is Touhou, swinging her sword allows Youmu to shoot projectiles as well. Another notable facet is that she is VERY fast: One of her Spellcards is named "Two Hundred Yojana in One Slash", a yojana being 6 to 15 km for 1200 km to 3000 km in the two frames (out of 60 frames per second) it takes to slash. Some calculations suggest that Youmu can move at up to 93% of the speed of light due to this and in all games she is portrayed as incredibly fast...and she still isn't the fastest person in Gensokyo! Youmu can also use her ghost half to attack. Her personality is described as straightforward and simple but also immature and her trying to act "serious" often results in heavy backfiring, especially combined with this immaturity, with her boss Yuyuko, who is a very obtuse and non-serious personality. Like a good deal of Touhou characters with references to JoJo's Bizarre Adventures characters, Youmu references Jean-Pierre Polnareff a good deal, with one of her alt colors in the fighters being a direct reference to Silver Chariot (by making Youmu all silver).


As one may have gathered, Youmu is fast. Very fast. In fact, her speed approaches Sonic levels: She is slightly slower, but in practical terms it is hard to notice, though Youmu does have one key issue Sonic does not. Specifically, she cannot turn around during her dash, only charge forward, so she has to come to a stop to turn around...either that or jump backwards. Also similar to Sonic is that Youmu's run speed is fast enough to compare to other character's dash speeds: It goes at around Mr. G&W speed and Youmu is more free to turn around during it, with slightly below average traction no matter how she runs. Like Sonic, learning how to control her different speeds is key. Size-wise Youmu is a lot like Marth but a fair deal shorter, while having weight like Lucario. Aerially, Youmu moves through the air fast and she falls through it fast, though her control is...okay. Her first and second jumps both give her good height and allow her some better than expected air games. Youmu can also wall jump and has a relatively low crawl, but that's about it in terms of Brawl mechanics.

Special Mechanic: Myon​

Youmu's ghost half, that white thing you see floating around her in a lot of pictures, has gained the fan nickname "Myon" due to a nonsense word Youmu has said. Youmu uses Myon for some attacks and this creates an interesting property as, since Myon has it's own little spirit-y body, Myon is free to attack while Youmu is in an attack, which can be devastating combined with Youmu's speed. Myon can't move during it's own ending lag, of course, but it allows attacks from multiple vectors and will open up some fun avenues of setup. Since Myon IS part of Youmu, though, it also functions as a hurtbox: Youmu will take all damage from attacks that hit Myon, though no hitstun or knockback, so be careful about throwing Myon's weight around. Myon cannot be used while Youmu is grabbed or in hitstun though, so it's not an Ice Climber-like situation where she can break up grabs with Myon.


Side Special: Myon Mash​

Youmu points forward with her sword, causing Myon to go flying forward at 1.25x Youmu's dash speed as a projectile. It's range and trajectory are variable: Specifically, it is aimed directly at wherever the opponent is at the time and will go far enough to hit them solidly, but not further than that. Being hit by Myon as it flies forward will deal 12% damage to you, along with some weak knockback. This is a potent tool, but it does have a little downside. For example, Youmu can't just spam it and stall: Myon cannot be launched again with this move until it returns to Youmu, which is done by having Youmu's hurtbox come into contact with Myon. Myon will naturally try to return to Youmu, but it moves slowly, so you usually want to contact it yourself. Another reason is because if this attack is, say, shielded, you just sent a secondary hurtbox right into the foe's face. Myon does have ways to attack aside from this and defend itself like that, but it is still very the same time, Youmu is always free to move and strike while using this move, so she can use it as an excellent approach by launching Myon forward while dashing or throw it out after knocking a foe away to keep up pressure. It starts up quite quickly, but it has a fairly good deal of ending lag, so Myon can't immediately defend itself. If it wasn't obvious, you can still use your Myon moves while Myon is sent away from you (This could be said to be desyncing your minion, but since it always lives in a state of semi-desync it's more of spacing, you can always go Forward TIlt and use Side Special during the Forward Tilt for example).

Down Special: Netherworld Reflection Slash​

Youmu spins her Hakurouken, for those who have trouble with these names that's the shorter one, in front of her, creating a barrier of ethereal energy in front of her which reflects projectiles for one second. The initial spinning slash also deals 6% damage and some weak knockback, but the barrier itself deals no damage. Starting lag is not the fastest, but it isn't too bad, and the ending lag is very small. If Youmu dashes into the barrier, it will move with her, allowing her to reflect projectiles on the go...but given how her dash works, she must commit to her approach to use it like this. Still, Down Special into dash isn't a poor way to start an offensive. Is not carried with Youmu at run speeds and so on, only dash.

Neutral Special: Insightful Sword​

Youmu performs a lightning quick slash with the shorter Hakurouken to begin this attack. Think like a fast jab in speed on both ends, this slash deals a meager 1%, the lightest of flinches and virtually no knockback with some okay range. The fun thing about this strike is that it will clash with pretty much any attack and, best of all, Youmu won't take the lag from clashing! If you hit B again, regardless of if you clashed or not, she will perform a secondary strike with the powerful Roukanken, a strong downward slash dealing 12% damage and KOing at 180% or so. Since the clashing first hit has such little lag, you can usually clash and then instantly hit with one of your tilts or your follow up Neutral Special, giving you a potent close range technique, and without clashing the first hit can go into a jab or the second hit of this attack, forming a true combo with the jab and comboing with the second hit at low %s. The second hit has higher ending lag, though, so be at least a little careful with it.

Up Special: Human Knowledge Sword "Turning Angel Cut"​

Youmu performs an extremely fast leaping slash ala Dolphin Slash with her swords. This move comes out blazingly fast and goes 1.25x the distance of Marth's Dolphin Slash. It deals good damage for a recovery, 10% damage and KOs at 180%, but like Dolphin Slash it has awkwardly long ending lag and floatiness, though Youmu's is even longer. It also shares the fact that it is a lot better when you reverse the recovery: It will bump up to 14% damage and KO at 140%. Combine with the blazing start up, this can be pretty great to pull out and knock the foe far away...just be careful of the ending lag. As a recovery, it is also fairly good, though not particularly great. Perhaps you could use this move to cut a swallow from the sky?

Special Mechanic: Phantom Disillusionment​

While Myon is one of Youmu's mechanics, she actually has another one in her arsenal. While Youmu battles, she leaves behind an afterimage, which essentially performs her actions 2 seconds later, dealing half damage and knockback of whatever move she did. For example, if Youmu used a jab at the very start of the battle and then dashed forward a Battlefield Platform, her afterimage would do the same thing. The afterimage appears as a faint, transparent Youmu and combined with the following her actions later makes it appear she is so fast she leaves attacks behind...or that she has a phantom friend. Youmu's afterimage cannot perform two types of attacks: Attacks with Myon and grabs/throws. It lacks the permanence and substanence for grabs and throws, y'see. It will still perform the animations, but nothing will happen. Youmu's afterimage offers up a variety of tricks and utilizing it properly is another key to Youmu's playstyle. For example, Youmu can use her Down Special, then two seconds later take advantage of another projectile reflector popping up, or utilize her Neutral Special's clashing ability for defense two seconds later. Just remember that this isn't a long time to abuse the afterimage: Youmu does not so much set up as much as take advantage of it as she fights, with some exceptions (Like the Down Special). And if you're wondering, yes, this is a canonical ability.


Jab: Swift Strikes​

Youmu delivers two swift strikes with the handle of her Hakurouken, followed by a quick slash up, a quick slash down and then a long, stronger slash from the Roukanken. The first two strikes deal 1% each, followed by two strikes that deal 3% and a final strike that deals 6% with okay knockback, with the hits comboing into each other though the last hit stops comboing into it at higher %s. This is a dreaded frame 1 jab, like ZSS', so it has a lot of utility. For example, a single jab is a great way to reset momentum for a second, and jab cancels from the first jab can put pressure on the foe, in addition to throwing it out as a solid move in general. It can also combine nicely with your afterimage due to a combination of speed and throwing out 5 hitboxes in quick succession.

Forward Tilt: Lotus Stance Cut​

Youmu places both of her swords in front of her in an X shape before slashing them apart, sparks flying as the swords clash against each other, sending forward the green projectile you see above. This projectile travels 1.25x a Battlefield Platform at a speed somewhat slower than Mario's fireball, dealing 12% damage to whoever it hits and some okay knockback, though it will not KO until very high %s. Since it is a fairly slow projectile, Youmu can use it to help control space or restrict where the foe can dodge more relentless assaults, and the fact it has relatively low starting lag with not too high ending lag means Youmu can also use it as a close range projectile. Youmu's afterimage will also allow you to control space you're not even in any more and offers an excellent psuedo-pressure tool. A good combination is Forward Tilt to Side Special into an approach to put the opponent in a bind. Note that it isn't the best of pure stalling tools because it only goes a decent distance and is easily jumped over.

Down Tilt: Noble Eightfold Spirit​

With a quick and simple arm motion, Youmu commands Myon to strike! The attack is quite simple, if slightly hard to describe: Myon shoots out a total of 8 projectiles that are very close range (1/4th of a BFP travel time) in a circular pattern 2 at a time, one being shot at the top and then continuing down and to the right and the other starting at the bottom and going up and to the left, the two forming a circle when put together. Each projectile deals 8% damage and light knockback: They usually won't combo into each other, but weird stage positioning and weight/fall speed combos can cause them to chain at lower %s. When used around Youmu, it's quick start-up and the fact it covers her body well allows it to be a good defensive move, but if you send it away from Youmu via your Side Special it can serve as a nice, lingering offensive move by using it closer to the foe or while it is floating around trying to get back to Youmu. Remember that Youmu can move during Myon's moves and attack during them, so she can take good advantage of an opponent hit by this at close ranges. This move has pretty long ending lag for Myon though, so it'll take Myon out of the fight for a while.

Up Tilt: Crescent Moon Slash​

Youmu performs an upward slash with Hakurouken, making a crescent shape with the motion, which deals 12% damage and some pretty high popping knockback that KOs at 190%. Youmu braces during the starting lag of the move: This gives it a bit of long starting lag for an up tilt, but she has super armor during the starting lag of this move and some of the first frames of activation, making it a very effective anti-air and a sort of psuedo-counter. This move also has some decently long ending lag to it and since Youmu hops into the air during it she can't use something like Down Tilt to cover for herself. On the plus side, it has good shield pushback, making it safe on hit against most shielding characters. The super armor translates to your afterimages as a bit more "permanance" then usual: The afterimage will take hits during where it would be super armored, allowing it to soak up projectiles or even physical strikes for you. Very nice.

Dash Attack: Heart Carving Cut​

Youmu dashes forward, glowing with energy as seen above, at about her normal dash speed and for quite a good distance. Once an enemy comes into range, she strikes with a low downwards slash! This deals a cool 14% damage and pops foes into the air nicely and not too far: Since Youmu will stop and take her ending lag when she hits a foe, this allows Youmu to transition nicely into an aerial chasing game. She has a bit more ending lag on this move when she misses as she catches her feet, but the ending lag on either version of the move is actually not that bad, but it is a little slow to start up. If you miss and have Myon nearby, perhaps you could cover the ending lag? A very useful move to have your afterimages use because of the distance involved (A whole Battlefield Platform!) and the fact that following up to the move's pop is simple enough to set up. If you hit A at the end of this move, Youmu will turn around at the cost of some extra ending lag, which can be useful if, say, the opponent rolls away to dodge this. On hit, some cherry blossoms are scattered about as the sword strikes, disappearing after some moments: This has no effect on the match, but is merely a cute cosmetic thing.


Forward Smash: Hell Realm Sword "200 Yojana in 1 Slash"​

Youmu holds both of her swords in front of her, breathing in and concentrating as you charge this attack. Once you release it, though, Youmu starts moving forward fast and I mean FAST. How fast? She's actually moving faster than the eye can see, so she is invisible after the start lag and until the ending lag! How far Youmu moves forward depends on charge: 1 Battlefield Platform at minimum charge and a bit longer than Ike's Quick Draw at max (Which is a little over 2 BFP). If Youmu passes through an opponent during this charge, she'll slash both of them with a very satisfying noise as she deals 23%-28% damage and KOs the foe at 120%-95% and stylishly slides to a stop after hitting the foe. Start-up on this attack is actually pretty quick, so it is a very dangerous to whip out, but the ending lag is variable: It is only a bit slower than normal if Youmu whiffs this move, but is massively increased if she strikes the foe, making follow-ups impossible and, most worryingly, making her EXTREMELY vulnearable if the opponent shields this move. She'll get punished by basically any Down Smash that hits to both side, in addition to an array of back aerials and reversed F-Tilts/F-Smashes. Myon lags behind when Youmu uses this move, not moving to catch up to Youmu until Youmu starts her ending lag, so this move can also serve as a way to "desync" from Myon. It also means Myon can be used for a bit of protection, but it can't really fully protect your end lag with stuff like Down Tilt, though Side Special is useful. A very deadly move for afterimages to copy, as it can come out very fast for an opponent to react to when it moves so fast and invisibly. Just make sure to commit to this move and do half-bake it.

Up Smash: Blade Flourish​

Youmu raises both of her blades above her head in an X shaped for just a moment before splitting them off in a quick, sharp sounding slash. This move has a very specific sweetspot where the blades intersect in the X formation: Get struck there and it is 25%-31% damage and getting KO'd at 90%-65% with upwards knockback. Elsewhere, though, it is only 21%-26% and KOing at 140%-115%, and the sweetspot is quite small, though the move has fairly quick startup if a bit long ending lag. It should also be noted that when you strike with the sweetspot, a scattering of cherry blossoms occurs. Once again, this is purely a cosmetic effect. It is perfectly possible to quite potently have an afterimage strike with the sweetspot, especially since you can knock the foe into it, and something like the Down Tilt can position a foe nicely for the sweetspot. It's also quite deadly with your very good DACUS.

Down Smash: Wicked Soul​

Youmu commands Myon to release a burst of energy, which it does, expanding as it does so. This burst lasts very briefly, but it deals 22%-26% damage, with high base knockback and low knockback growth that KOs at 155%-125%. This move covers Youmu like the Down Tilt, but in a different way: The Down Tilt keeps foes closer while covering you for follow ups, the Down Smash sends them away as more of a GTFO move with additional chasedown. In addition, while the down tilt turns Myon into more of a stationary hazard while seperated, the Down Smash will come out as a quick GTFO move, it has little starting lag, but does not cover space as well despite being more powerful. Myon experiences a good deal of ending lag on this move: If you combone this with a Youmu strike, you can create quite a lovely assault that can backfire very easily with you both in decently heavy lag. This move also counts as a physical strike and not a projectile, so it is useful for getting around reflectors compared to your Down Tilt.

Grab Game​

Grab: Intolerant Avici​

Youmu performs a quick grab with her hand, a quick but poorly ranged grab that gains a lot of range and a lot of lag with a dash grab, she also has one of the poorer pivot grabs in the game. A note about Youmu's dodges: Youmu has extremely fast dodges, the fastest in the game by far, but she has a bit less invincibility frames than other Brawl dodges and she goes a good deal less distance, more of a quick backwards shuffle than a roll in appearance. Because of this, Youmu requires very precise dodging, but at the same time the fact she is so fast means that with correct dodging she is offered counterattack chances that other characters are not. It might take a lot of learning to get Youmu's dodging down. It should also be noted that Youmu's rolls do not turn her around.

Pummel: Handle Bash​

Youmu bashes the opponent in with the handle of her sword. Deals 1% damage. Second fastest pummel in the game, trailing behind only Lucario's absurdly fast pummel.

Forward Throw: Half Toss​

Youmu pushes the foe away, causing them to take 1 Battlefield Platform of set knockback without leaving the ground and 8% damage. If they run out of ground, they simply instantly enter their aerial state and are free to move, but still take the rest of their knockback. This forms a True Combo with your Side Special, but if you do this there are no follow-up options, while allowing the foe to come to a stop allows you a frame neutral way to reset the match's positioning at a good distance to either close in or back off. Ending an offensive assault with this throw is an excellent way to retain control of the match.

Down Throw: Confusion Cutting Slash​

Youmu clutches Hakurouken with her free hand while focusing, cherry blossoms swirling around her and the screen losing it's color similiar to some of her slashes in her Perfect Cherry Blossom battle, before slashing the foe with the sword in a single, continuous and swift moment, damage and leaving the foe exactly where they were, in their standing position, while Youmu is a Battlefield platform in front of her. Huh? Well, it's not accurate to say this deals no damage...rather, it deals delayed damage. Three seconds later, the effects of the slash are known, the opponent taking a ripping 16% damage that KOs at 170%. It's impossible to dodge the damage, flavor-wise the wounds have already been dealt but is just "catching up" to the foe, but you can shield or dodge the knockback from it. Youmu should use this delayed hitbox with herself and her afterimages to force the foe into uncomfortable positioning. Youmu ends this throw at a very slight frame disadvantage, so it is worse for pure positioning than the Forward Throw, and the more awkward ending point gives it less follow-ups.

Back Throw: Reverse Edge​

Youmu slashes the foe in the gut for 13% damage while simultanously turning her body, digging the sword into the foe, and sending them flying behind her. The knockback is a bit weak, but it isn't fixed, and the move notable turns Youmu around. If you end an offensive assault with a grab while running out of room or want to turn around without losing momentum, this is a good way to do it, and it is also a suitable positioner while doing so, ending with foes a bit more elevated compared to your Forward Throw with more variable distance.

Up Throw: Rising Edge​

Youmu rises into the air with a jump whilst carrying the foe with her via sword slashing, dealing 10% damage and rising Youmu into the air the same distance as her first jump. The opponent is dealt semi-fixed knockback: The opponent always ends up on the same level with Youmu, but is a little closer with less damage and a little further away with more, though the effect is minor. The foe is basically always about half a Battlefield Platform in front of Youmu. Because Youmu ends up with an extremely slight frame advantage, she can begin an aerial assault and put the foe on the defensive, but at the same time she has no 100% follow-up and has weaker defenses in the air. Choose carefully how best to set the foe up.


Neutral Aerial: Silver Chariot​

Youmu curls into a ball as many Brawl NAirs tend to do with her swords in front of her, tumbling in a clockwise direction. This attack actually has three hitboxes, dependong on where Youmu hits you during the attack. The closest is right next to her, which deals 15% damage and some pretty potent knockback that KOs at 145%. Striking with the middle of the sword, up to just before the tip, gives a weaker hitbox that deals 12% damage and KOs at 185%. However, the knockback of this hit is very versatile, as it hits the foe in whatever direction Youmu is spinning. For example, on the downside of the attack, this is a spike, and on the upspin it launches the foe upwards. This allows Youmu an extreme degree of versatility by striking the foe with it at the right time. Finally, the tip of the sword is a weak hitbox dealing 5% damage, but with an okay amount of hitstun. If you land this tip move right near the end of this move, it actually will follow up to almost your entire arsenal. This move has a decently long amount of starting lag and ending lag, but it has low landing lag and you can auto cancel it ala Ganondorf's DAir with extremely proper timing, so it is a great move to shorthop as an approach. Finally, being able to hit foes into your afterimage's version of this move allows you more flexibility in which hit you want, but of course reduces damage. An extremely useful move. As a note, if Youmu hits with the strongest hitbox on this move with the foe close to her, the aesthetic explosion of cherry blossoms occurs.

Forward Aerial: Silver Slam​

Youmu raises both of her swords above her head before slamming them down in front of her. Getting hit by the actual swords is a powerful spike that deals 14% damage and will KO straight at around 135%, but can make people unable to recover sooner. Getting hit by the hilt of the attack deals a weaker 8% and very shallow horizontal movement. Fairly long starting lag can make this difficult to hit with, but it has short enough ending lag she can shorthop it, which is an effective option. Youmu can also use it near the edge of stages even when the foe is not nearby to make recovering a pain as they must avoid the afterimage's spike. The hilt hit is particularly useful on the ground, as it gives you a lot of room to work with.

Down Aerial: Slashing A Flower Upon One's Head​

Youmu raises her Roukanken and Hakurouken above her head, visually similar but very obviously distinct from the Forward Aerial, and brings them down as her entire body plummets in a stall-than-fall. Contact with Youmu as she falls produces dragging knockback of 7% that sets foes up to be hit by the hitbox of her hitting the ground, which deals 9% damage and pops foes into the air with fairly high base knockback but low knockback growth. An effective way to get Youmu to the ground even faster than usual, it can also be quite annoying for a foe to have to deal with a falling afterimage, as Youmu's fall during this move is very fast. The fastest stall than fall in the game, in fact. This move has very long ending lag, like most stall than falls, but Youmu can use Myon to help cover this if she has not seperated from her ghostly half. Average starting lag, in addition the aesthetic blossoms occur when she hits the ground regardless of if she hits the foe.

Back Aerial: Stabbing Strike​

Youmu takes Roukanken, the longer one, and stabs it behind her in a move that is a bit laggy to start and very laggy to finish, but is her strongest aerial in damage at 16% and KOs at a respectable 150%. In addition, this move turns Youmu around, giving her one of her few ways to do so with a dashing approach: Jump and back aerial. Sadly for Youmu, this move has a ton of landing lag and there is no way to shorthop it and not take said landing lag, so she can only turn around on a full jump, which can put her in a more vulnearable spot, especially with the heavy lag. She should be very careful about relying on this move to flake out on approaches, because it is a very punishable strategy.

Up Aerial: Flowing Stream of Slashes​

Youmu performs a quick slash with the short Hakurouken which deals a mere 8%, however it is fast on both ends of lag with a short duration and only pops the foe up slightly, making it a great juggling move, though Youmu's high fall speed can make this difficult. If Youmu hits A again, she performs a much stronger and laggier slash with the Roukanken that deals 16% damage and KOs off the top at 135%: It is hard to hit with this thanks to Youmu's fall speed, but proper timing can combo the first hit into the second in specific scenarios, and it is possible to catch foes who are close to you with the second hit out of an air dodge. In addition, leaving it there as an afterimage after popping the foe up with the juggling hit is a perfectly viable strategy, as it forces them to react quickly.

Final Smash: Voidness Sword "Slash Cleaning the Six Senses"

"To see nothing, hear nothing, smell nothing, taste nothing, feel nothing, think nothing of impurities — to cut away from the impure world."

Youmu's Final Smash is unique in that it is not an attack in and of itself, rather, Youmu's Final Smash is a counter which lasts 1.25x as Marth's overall, except instead of having a "window" it is from the first frame of activation until the last frame of ending lag...of course, if you whiff, it still uses up your Final Smash. If a move is countered, a cinematic occurs where Youmu counters the move with her swords, slashing projectiles apart if that is countered and closing in on the foe in one movement, circling the foe in a dizzingly fast motion that creates 8 afterimages for a total of 9 Youmus, which then jump into the air and all slash the foe at a single moment, causing a pink explosion that scatters cherry blossoms all over as the afterimages fade. This Final Smash deals 9x the damage and 9x the knockback of whatever move it counters, so even a countered jab can be pretty crazy. Youmu can counter multiple moves if timed correctly and if other foes are caught near the countered foe they are liable to get hit. Just be careful not to squander it!

Playstyle: Netherworld Swordswoman​

Youmu is a fast-paced rushdown character who generally prefers to stay on the offensive with her strikes, but has elements that allow her to slow down the match when need be, usually with Side Special and afterimages keeping the foe busy along with other defensive options. However, the most important thing to remember about Youmu is her need to commit to moves, approaches and so on: She has a hard time stopping an attempted assault if it goes down, so she will wish to play to find more surefire openings than risky ones. Likewise, when she slows down and steps back to try and find an opening, utilizing moves like her Side Special will send valuable Myon protection away and it can leave the afterimage out of comisison for a while, creating counterstrike chances for the foe if she gets reckless with her more defensive options. Foes will generally want to take a more reactive take on their playstyles when facing Youmu and try to break her approaches or push her into situations where her defense has been expended. Youmu has a variety of options to help her approach, such as the Netherworld Reflection Slash, but commiting to setting them up allows more trappish characters their own setup and can also leave you vulnearable to other rushdowns or predictability. Considering the set is relatively self-evident, and I am a bit tired, I will not go into every single use of the melee moves: From the variable knockback of moves like the Neutral Aerial, obvious applications of moves like Jab and Forward Smash and Up Tilt and so on, and her various ways to reset momentum or set the foe up with her grab game it is all pretty much right there. Don't forget about her ability to control space with her afterimage, in addition to moves like Forward Tilt, and the versatility of using Myon in addition to your strikes or combining them all for a 3-pronged attack. In short: Cut foes and don't get cut back!
Last edited:


Smash Champion
Jun 30, 2012
Shy Guy

One of the strangest members of Bowser’s army, Shy Guys have come in many different forms, and yet still no one knows what’s behind the mask. Originally appearing as minions to the evil frog king Wart, Shy Guys, along with Bob-Ombs, have migrated from the dream world of Subcon to the normal Mushroom Kingdom. Shy Guys have appeared mostly fighting off Yoshi, though in the grand scheme of things, they might be worse than Goombas normally.

Stat Guy:

Size: 4/10 (Shy Guy is only about as big as Kirby, though he might be just a tiny bit taller.)

Speed: 8/10 (Since he’s so small, Shy Guy is also super-fast.)

Weight: 3/10 (Shy Guy is also surprisingly light, just a bit lighter than Kirby.)

Jump: 7/10 (Shy Guy can jump decently high, though I’m not sure how he does it with such stubby legs.)

Air Movement: 7/10 (Shy Guy can move around decently in the air.)

Special Guy:

Neutral B:

Boom Guy:

Shy Guy pulls out a Bullet Bill cannon and puts it on his head. Simply pressing the button quickly will cause the cannon to fire a Bullet Bill almost immediately, going about 1 and a half Stage Builder blocks away before exploding. At this state the move causes 8% worth of damage on contact, while the explosion will cause 4% damage to anyone who touches it while it remains in the air. The explosion lingers on for about 2 seconds, before dissipating.

However, if the button is held, for a few seconds, and let go when Shy Guy flashes blue for a split second, the Bullet Bill will be golden, and will travel 2 and a half Stage Builder blocks before exploding into an explosion similar to the classic Mario fireworks. The move will cause a boosted 16% damage, while the explosion does 8% while it lingers. The explosion lasts quite a bit, managing to burst out 5 total fireworks explosions, which themselves remain in the air for about 1 second, before going away. However, the move only damages opponents while a fireworks explosion is in the air. However, charging too long will cause the cannon to backfire, causing 5% damage to Shy Guy and anyone near him.

After the move is finished, Shy Guy will drop the cannon behind him, leaving it on the ground. While on the ground, the cannon acts as an item, which can be picked up by opponents. The cannon can fire up to 3 miniature Bullet Bills before disappearing. The Mini-Bills only go about one Stage Builder block before exploding, and only do 4% damage. They also leave no lingering explosion behind them. However, in a rare occurrence, about 10 times out of 100, the cannon will fire a normal Bullet Bill, which behaves the same as Shy Guy’s normal Bullet Bill. In an even rarer occurrence, this time about 1 in a 100 times, the cannon will fire a golden Bullet Bill, which also behaves exactly like Shy Guy’s golden Bill. There can only be one cannon on screen at a time, so using the move again will cause the previous cannon to disappear, unless it is held by an opponent.

Side Special:

Chuck Guy:

Shy Guy winds up a bit, stumbling back, and pulls out a spear, which he then throws. The spear travels at an arc, going as high as Ganondorf and hitting the ground at around 1 and a half Stage Builder blocks. The spear itself is about as long as the Homerun Bat. The spear has two available damage percentages, one while close to the ground, and one while higher in the air. Closer to the ground generally means when the spear has taken off, or when it is about to hit the ground, while in the air means either at the peak of its arc, or just a bit lower. When low to the ground it causes 7% damage, but while in the air it causes 12% damage.

The spear also has a charge up. Wait until Shy Guy flashes green, and release, which will cause Shy Guy to throw three spears. The first spear goes about 2 Stage Builder blocks away, the second goes about 1 and a third Stage Builder blocks, and the last spear goes about half a Stage Builder block. The spears also do varying amounts of damage, with the farthest doing 4%, the middle one doing 7%, and the closest one doing 10%. The spear also has a bit of a worry to its charge, because if held for too long, Shy Guy will trip and fall on his face, unleashing no spears, and stunning him for a second and a half.

When the spear hits the ground, it will pierce the ground and stick out at a diagonal angle. The opponents can pick up the spears and throw them as well, behaving much like they do for Shy Guy. However, if the charged spear is used, the opponent can pick up all three spears by simply walking near each and hitting the standard button, which will not throw the spear in this case. The opponent can then throw all three spears at once, which in turn also behaves like Shy Guy’s version of the move. Opponents can also only pick up two if the desire, or in a 4 player match, all three opponents can pick up one spear. There can only be 3 spears on screen at a time, so throwing one spear will cause only one other spear to vanish.

Up Special:

Medi Guy:

Shy Guy pulls out a red and white tub with a heart on it, and hops inside it. The tub acts as a recovery move, pulling Shy Guy upward about 2 and a half Stage Builder blocks before ending. The tub spins around as it goes up, and anyone who touches it will be damaged for 2%. If Shy Guy is hit while going up, he will be knocked out and instantly go into prone position, however, sometimes when hit, the tub will explode, causing 8% damage to Shy Guy and the opponent that hit the tub. The explosion will also knock Shy Guy up a bit, about half a Stage Builder block. Shy Guy can also control the movement of the tub while going up, but he can only move left or right.

Shy Guy can also charge up the tub, but only while on the ground. Wait until Shy Guy flashes green to let go of the button, and he’ll pull out tub and go flying, but this time reaching around 3 and a half Stage Builder blocks in height before the tub disappears. While using the charged state, the tub spins around faster, boosting the contact damage to 4%. The tub will also heal Shy Guy while in this state, recovering 1% every second he’s in the tub. The tub now explodes when hit every time, though it still only does 8% damage to the opponent, it does do a reduced 4% on Shy Guy now, and launches him up a full Stage Builder block. In replacement of the explosion, sometimes the tub will burst into a cloud of healing dust when hit, fully healing both the opponent and Shy Guy. However, if the button is held for too long, Shy Guy will pull out the tub, and it will instantly explode, causing 8% damage to Shy Guy and anyone half a Battlefield platform away from him.

After using the tub, Shy Guy will jump out and enter prone position, causing him and the tub to fall to the ground (Or bottomless pit) beneath them. When the tub lands, opponents can use the tub as a vehicle, but will be able to fly around in any direction they want for around 7 seconds. If the opponent is hit while in the tub, it will explode, causing 8% damage to the opponent in it and whoever damaged it. However, rarely, the tub will explode into a healing cloud, which will heal the opponent and whoever damaged the tub fully. The tub cannot be used by opponents if it has already exploded, and will only drop to the stage if Shy Guy uses the move fully, or if the tub is hit without exploding.

Down Special:

Barbecue Guy:

Shy Guy places a large, round torch in front of him. The torch is about as tall as Shy Guy, and takes up about as much space as Kirby. The torch shoots a small flame that goes up half a Battlefield platform tall. The flame causes 9% damage to anyone who touches it, including Shy Guy. Shy Guy can push the torch around, but doing so will decrease his speed to half and make him more vulnerable to attacks. Shy Guy can also hit the side of the torch with his standards, which will cause the flames to burst up and become 1 Battlefield platform tall for a second. The boosted torch does not do increased damage.

Shy Guy can also charge the torch too, by waiting until he flashes magenta to let go of the button. When this happens, Shy Guy will slam the torch on the ground, creating a wave a fire that goes half a Stage Builder block long and does 6% damage on contact with any opponent who touches it. The torch’s flame will go up two and a half Battlefield platforms, and can pass through most platforms. The flame also does a boosted 14% damage to anyone who touches it, and that still includes Shy Guy. Hitting the side of the torch with your standards still effects it, boosting it to three full Battlefield platforms in size. Be careful when charging, as charging too much will cause Shy Guy to burst into flames, damaging him and anyone around him for 7% damage.

Opponents can pick up the torch once it’s set down, and similar to the barrel or crate items, will decrease speed for all but the strongest characters. While picked up, the torch’s flame goes out, but putting it back down will cause it to light up again. The torch’s flame will always be the size of the flame that Shy Guy initially set down, and opponents can also hit it with their standards to raise the flame higher. The torch can also be thrown by opponents, though it has almost zero traction and will stop as soon as it hits the ground. The only way for the torch to disappear completely is to throw it off the edge, as using the move again will cause nothing to happen.

Standard Guy:


Slap Guy:

Shy Guy slaps with his right flipper hand three times, moving forward in short bursts after each one. Each slap does 4% damage, totaling in at 12% after a successful three hit combo. This is one of 4 moves in Shy Guy’s arsenal that doesn’t have added effects, and it is the only move to not be based on a Shy Guy variant.

Forward Tilt:

Spear Guy:

Shy Guy pulls out a spear and juts it out forward, going about half a Battlefield platform away from Shy Guy. The move does 9% damage on contact, and if the opponent is close enough, the spear can stab right through him, potentially hitting another target as well. If the opponent hits the pointy bit of the spear, there will be a bit of knockback, but hitting the middle parts of the spear will cause no noticeable knockback, though there is still a tiny bit.

After using the move, Shy Guy will drop the spear onto the ground. The opponent can pick it up now and use it as an item, which allows the spear to be thrown forwards. The forwards spear is similar to the upward spear, but without the two damages, as this spear remains about half a Kirby off of the ground. The spear will do a healthy 7% damage though. After travelling about 2 and a half stage builder blocks, the spear will hit the ground, vanishing. Only one spear can be on screen at a time, unless an opponent is holding the spear.

Up Tilt:

Shy Stack:

A second Shy Guy appears underneath the main shy guy, pushing him upwards a bit. As the second Shy Guys raises the first, the first Shy Guy will do a head butt upwards. This head butt does a total of 8% damage. The move can be used up to three times, each time adding a Shy Guy to the stack. At the start of the move, the stack will be as tall as Mario, and by the end it will wind up almost as tall as Ganondorf. You can move around during this, but Shy Guy’s speed will be reduced by a third each time, until he starts moving about as slow as Ganondorf’s walking speed. During this time, Shy Guy can use his Neutral Special, Forward Special, Standard, and Forward Tilt, which behave mostly as they do normally. Trying to use any other move will result in the stack collapsing.

When the stack collapses, the other Shy Guys will run off (The total amount of Shy Guys depends on how many you built up on the stack, with the maximum being three) and jump around the stage. Opponents can pick up these runaway Shy Guys and use them as weapons. The Shy Guy’s mostly act similar to Mr. Saturn, except for their faster movement when not being held. They’re also a bit less aerodynamic, meaning they don’t go as far as Mr. Saturn’s do when thrown, but they do 10% damage when thrown instead. There can only be three Shy Guy’s on screen at once, but using the Shy Stack again will cause one runaway Shy Guy to vanish. However, Shy Guys tend to run off the stage on their own most of the time.

Down Tilt:

Spy Guy:

Shy Guy pulls out a small novelty mallet, and leaps forward a bit, swinging the mallet as he nears the ground. The jump goes about half a Battlefield platform away, and goes about as high as half of Kirby. If the mallet hits, the opponent will be stunned for half a second, and will take 8% damage. Shy Guy can be knocked out of this move by being hit mid-jump, which in turn will stun him for half a second, similar to what the hammer does.

After Shy Guy swings the hammer, he drops it, allowing the opponent to pick it up and use as an item. The hammer behaves similar to the fan, except without the rapid fire attacks. Hitting an opponent will cause him to become stunned for half a second and causes 8% damage. The hammer can only be swung 5 time before disappearing. There can only be one hammer onscreen at a time, and using the move again will cause any hammer on screen to disappear, unless it’s being held by an opponent.

Dash Attack:

Pyro Guy:

Shy Guy runs forward, suddenly setting ablaze for a split second. While in the brief moment of on fire-ness, Shy Guy’s speed increases a bit, increasing the distance of his run before stopping. Shy Guy’s flames cause 11% damage when touched, and have a hitbox that takes up the entirety of Shy Guy’s model, and slightly above it. After using the attack, Shy Guy will fall down, losing all the speed he gained, and also giving the move a good amount of end lag, as it takes half a second for Shy Guy to get back up.

Smash Guy:

Forward Smash:

Mace Guy:

Shy Guy pulls out a large mace on a metal chain, and swings it around, similar to how Mario swings Bowser in Super Mario 64. The length of the chain causes the mace to go half a Battlefield platform away from Shy Guy. Shy Guy swings around the mace about 2 times at a surprisingly slow rate, but it does a whopping 25% damage. After the move is finished, Shy Guy throws the mace forward about 1 Stage Builder block forward, which causes 14% damage while in the air.

At the fully charged state of the attack, Shy Guy will swing the mace around 4 times, about three times the speed of the uncharged version, which causes 32% damage. After the move, Shy Guy will throw the mace forward, going about two Stage Builder blocks forward, which causes 19% damage while in the air. The move has a large amount of ending lag, as Shy guy will need to readjust himself from the spinning.

After the mace lands, it will become an item usable by opponents. When the opponent pics up the item, their speed will decrease depending on the size. If a character like Kirby or Pikachu picks up the mace, he’ll move at about half speed. If a character the size of Mario or Marth picks up the mace, they’ll move at a noticeably slower pace. But if a character the size of Bowser or Ganondorf picks it up, they’ll lose no noticeable speed. The speed of the attack will also depend on the size of the character that picks it up. Smaller characters take a lot longer to swing, medium sized characters take a bit less long, and large characters can swing the mace almost immediately. The mace itself reaches half a Battlefield platform, and does 12% damage.

Up Smash:

Dancing Spear Guy:

Shy Guy pulls out another spear, this time aiming upwards, and strikes a few times above him. The spear goes upward, being just tall enough to pass through the lower Battlefield platforms. Shy Guy strikes three times with the spear, with each strike doing 7% damage, totaling in on 21% damage to anyone who gets stuck in the spear dance. There is noticeable lag between each strike, taking about a third of a second before the next strike will happen. During this time, Shy Guy will spin around, shifting slightly toward the direction he was facing before using the move, and then going back to the starting position.

When fully charged, Shy Guy will strike with the spear rapidly, without moving. The spear will strike a total of 7 times for 6% damage each time, equaling 42% damage to anyone who gets trapped in the attack. The also has a good amount of knockback, causing opponents at low health to go almost off the screen of Battlefield. There’s a brief chance of escape for opponents, as the 4th strike will knock the opponent out of hit stun and allow them to escape.

After the move is finished, Shy Guy will drop the spear on the ground, allowing opponents to pick it up and use it as a weapon. When used, the spear will go upward, at a parabolic angle. The spear goes forward about a full Stage Builder block, and goes about as high as the highest Battlefield platform before dropping down. While in the air, from about half maximum height to maximum height, the spear will do 8% damage, but when near the ground, below half height, the spear will cause 16% damage.

Down Smash:

Petal Guy:

Shy Guy summons a bush of yellow flowers, which he ducks into, and makes the bush expand outward. The bush has the width of Wario, and is about as tall as Mario. When the bush expands it becomes about a Wario and a half, and about a Mario and a half tall. Any opponent who touches the bush while it’s expanded will be damaged for 17% damage. The bush stays expanded for a full second before Shy Guy jumps out, which gives it decent ending lag.

When fully charged, the bush’s reach expands to about a full Stage Builder block in width, but still going about a Mario and a half high. After the bush expands, Shy Guy will jump out from the top of the bush and spin around fast, acting as an extension of the attack. Shy Guy will jump out at about twice the bush’s height, but his width still remains the same as his normal model, giving him less side reach. Any opponent that touches Shy Guy while he is spinning will get hit for 29% damage. Shy Guy jumping out of the bush as part of the attack greatly reduces ending lag as well.

After Shy Guy pops out of the bush, the bush will stay behind. Opponents who use the attack button near the bush will pull out a small yellow flower. The flower acts as an item and can be thrown. Due to the flower being so small, it flies very far, staying in the air until it reaches the edge of the screen. However, hitting the flower in mid-air will cause it to be destroyed, but it has a very small hit box, about the size of an uncharged Super Scope shot. Thrown flowers do a total of 4% damage to anyone they hit directly. The flower can also be thrown upwards, which acts mostly the same as it does when being thrown horizontally. The bush can be picked of its flowers a total of 6 times before it disappears. There can only be one bush on screen at a time, so using the move again will cause the previously spawned bush to disappear.

Aerial Guy:

Neutral Aerial:

Woozy Guy:

Shy Guy sticks his stubby arms and legs out and spins around with his face facing the camera. The spins range only goes as far as Shy Guy’s model can reach, making it a pure close up move. Shy Guy can also slightly move around while using the move, but only to the left and right sides, increasing his range a bit. While using the attack Shy Guy is suspended in the air for as long as the move lasts, which equals about half a second of air time. Any opponents who come in contact with Shy Guy while spinning will take 13% damage.

Forward Aerial:

Glum Reaper:

Shy Guy pulls out a scythe and swings it forward. The scythe is about half as big as the Beam Sword, and reaches about half of its length as well. Any opponent hit by the scythe will take 16% damage. Very rarely, about 15 out of 100, the scythe will fly out of Shy Guy’s hands, making it act as a projectile. It will fly forward about 2 Stage Builder blocks, and then swoop downward like a boomerang, going downward about a Battlefield platform in length. When it swoops down, the scythe will continue to fly until it reaches a distance of 2 Stage Builder blocks, or until it hits an opponent.

After swinging the scythe, Shy Guy will drop it, or when it has been thrown, falls, allowing the opponent to use it as a weapon. When not in the hands of Shy Guy, the scythe becomes about as long as the Beam Sword, and has the same reach as well. The scythe also does a reduced 9% instead, but it can be swung multiple time. The scythe can be swung 6 times before disappearing, and can be swung 3 times in succession, allowing for two 3 hit combos. Similarly to the normal move, the scythe will sometimes be thrown by the opponent, this time, instead of going forward and then backwards, the scythe will just go forward until it hits the edge of the screen or hits another opponent. Only one scythe can be on stage, unless it is being held.

Up Aerial:

Fly Guy:

A propeller appears on Shy Guy’s head and starts spinning around, boosting Shy Guy upward. The propeller is slightly smaller than the top of Shy Guy’s head, but it can still manage to boost Shy Guy upward about half a Stage Builder block. The propeller only does around 9% damage, and the only hit box for this move is the relatively small propeller, making this more of a recovery tool than an attack. However, when Shy Guy flies up to the maximum height, he will slowly drift downwards with the help of his propeller. While floating, Shy Guy can move left and right slowly. Floating cannot be cancelled out of unless hit by an opponent, and the only way to exit without being hit is to touch the ground.

Once Shy Guy touches the ground his propeller pops off of his head, allowing opponents to use it as a weapon. The propeller is a projectile, which travels around 1 and a half Stage Builder blocks, before swooping upward at a vertical angle. Once the propeller goes upward, it will not stop unless it hits an opponent or touches the edge of the screen. Any opponent who gets hit by the propeller will take 9% damage. There can only be one propeller on screen at the same time, unless the previous propeller is being held by an opponent.

Back Aerial:


Shy Guy pulls out a small two-pronged spear and stabs it behind him. The spear has about the reach of Mario’s Neutral Aerial, but the range is increased by the force of the stab moving Shy Guy backwards a bit, retaining all momentum he has while in the air. The spear does 16% damage to any opponent who touches while it is out. Very rarely, about 15 out of 100 times, the spear will burst backwards even farther, going about half a Stage Builder block away from the move’s starting point. Be wary, because, while this increases the moves range, it can also send Shy Guy careening off the stage.

After the move is finished, Shy Guy will drop the spear, allowing opponents to use it as a weapon. When used as an item, the spear will have a range equivalent to the Beam Sword, but in a forward thrusting direction. The spear will also cause whoever uses it to thrust forward a bit, going a tiny bit forward. The spear will cause a reduced total of 8% damage to anyone it hits. Rarely, about 25 out of a 100 times, the spear will cause whoever is holding it to burst forward about half a Stage Builder block. Like with Shy Guy, the move is both a blessing and a curse, giving the spear extra range, but also making them easily able to fall off the stage.

Down Aerial:


Shy Guy pulls out some sort of mix between a sword and a pogo stick and hops on it. The pogo stick acts as a meteor smash, making Shy Guy go downwards as soon as the move is activated. Hitting the ground while on the pogo stick will cause Shy Guy to bounce off the ground, going about as high as Kirby. Shy Guy can bounce about two times before the move is finished. Hitting an opponent while on the pogo stick will also cause it to bounce about a Kirby in height. However, Shy Guy can only bounce in the direction he was facing, so be careful when using it near edges. Any opponent hit on the head by the pogo stick will take 19% damage and heavy downward knockback.

After the move is done, Shy Guy will fall off the pogo stick, allowing other opponents to use it as an item. Using the item will cause the opponent to hop onto the pogo stick. While an opponent is riding the pogo stick, it can be controlled and does not bounce as high when it touches the ground. In order to bounce higher, the opponent must time their presses of the jump button, as pressing it at the right time, around the exact time it touches the floor, will cause it to launch high up into the air, around 3 Kirbys high. The item also does a reduced 17% damage from the move version, but it still acts as a meteor smash. The pogo stick can only be rode for around 7 seconds, allowing for at least two bounces.

Grab Guy:


Maraca Guy:

Shy Guy pulls out a small maraca and whacks the foe in his grasp with it for 3% damage.

Forward Throw:

Sling Shy:

Shy Guy pushes his opponent forward a bit, about 1 third of a Stage Builder block, and pulls out a slingshot, which he shoots them with. Shy Guy fires a total of 4 shots, 3 tiny pellets, which do 2% damage each, and 1 big pellet, which is around the size of Kirby. The big pellet does 8% damage, and it all totals up to around 14% damage. The big pellet has a good amount of knockback to it, as it is capable of KOing at around 60% damage. The small pellets have a stunning power to them, to make sure he opponent doesn’t escape from the attack. Shy Guy also gets a good deal of knockback when the move is finished, as the force from the big pellet will launch him backwards about half a Stage Builder block.

After being knocked back, Shy Guy will lose his slingshot, allowing opponents to use it as a weapon. Opponents who use the slingshot will fire off small pellets. The pellets have minor stunning effects, about a quarter of a second, and cause 2% damage with every hit. Rarely, about 5 in 50 times, the large pellet will be fired off instead, which causes 8% damage and has good knockback to it. All of the pellets are fired in an arc, going just above smaller characters like Pikachu and Kirby when at the highest point. The slingshot can only fire off 4 pellets before disappearing.

Up Throw:

Rocket Guy:

Shy Guy pulls out a silver and red rocket, about the size of Link, and pushes the opponent into it, causing the rocket to activate and fly off into the sky with the opponent stuck to it. The rocket flies about as high as Mario’s second jump before exploding, which causes around 11% damage and puts opponents into a stunned position. Shy Guy can control the rocket slightly by using the control stick to move it left or right. However, the rocket will barely move, and while it is noticeable, it isn’t enough to send the opponent off the stage, unless you stand right at the edge.

After the rocket explodes, it doesn’t completely disappear, instead, it just falls down to the ground after the explosion. Once the rocket hits the ground, opponents can pick it up and use it as an item. The rocket is a projectile item, and when thrown it will fly around the stage in an erratic manner, hitting anyone it touches for 4% damage. After the rocket flies around for a bit, around 4 seconds at most, it will finally explode for real. Any opponent caught in the explosion will take 11% damage.

Back Throw:

Sky Guy:

Shy Guy straps 3 balloons to himself and starts floating backwards, taking his grabbed opponents with him. He then unstraps the balloons and slams into the ground, with the opponent below him. Shy Guy only floats a bit off the ground, about a full Kirby in height, and travels about a full Stage Builder block backwards before dropping. The drop can technically hurt a second opponent, but it’s very hard to. The drop does around 13% damage, and has minor knockback. Be wary of this move, as using it too close to the ledge will cause Shy Guy to go down with his opponent.

After Shy Guy unstraps the balloons, they float away and then stop in midair, becoming usable items. The balloons stop at random points, somewhere between 1 Stage Builder block to 2 Stage Builder blocks and anywhere in-between. The balloons change the jump height on characters, giving both jumps extra power. Opponents can collect all three balloons at once, with each extra balloon giving extra height. 1 balloon boosts jump power by a third of the characters regular jump, 2 balloons increases it by another extra third of the characters jump, and 3 balloons increases the characters jump by a full half of their normal jump.

Down Throw:

Pogo Guy:

Shy Guy jumps up and slams his face into the opponent he was grabbing, knocking them over and onto the ground. Shy Guy then pulls out a pogo stick (a regular one, not one that looks like it was mixed with a sword) and bounces on the opponent multiple times. The pogo stick bounces on the opponent 5 times, each time causing 3% damage, totaling up to 15% damage. The throw has almost no knockback, due to the opponent’s body being slammed into the ground multiple time, but slight upward knockback is done on the last slam.

After the fifth bounce, Shy Guy will fly off the pogo stick, allowing other opponents to ride on it. This pogo stick acts differently from the Shyster pogo stick, as, while it can still be controlled, it jumps the height of Kirby every bounce, instead of timing the jump button. While in the air, the user can now press the standard stack button to slam downwards, damaging anyone below it for 8% damage. Timing is still an ideal method, as slamming at the correct time will cause the user to get extra air while on the pogo stick, allowing them to get onto higher platforms. The pogo stick only lasts around 7 seconds before it goes away.


Game Guy:

Shy Guy’s got the Smash Ball! Using this mighty power, Shy Guy summons one of his closest relatives, Game Guy, onto the battlefield! Game Guy turns the current arena into a circus tent type area, with lots of flashing lights, a checkerboard floor, and ribbons everywhere. Game Guy will stand in the middle of the arena, and will summon two treasure chests with red question marks emblazoned on them. These treasure chests contain two of 5 different options, which include:

1. Nothing:

The box opens and a puff of dust pops out. Game Guy will look very upset and the stage will revert to normal, ending the Final Smash abruptly. This is the rarest of the outcomes, with only a 10 out of 100 chance of happening.

2. Lucky 7:

7 multi colored pillars appear from the bottom of the stage, each one marked with a number, going from 1 to 7. Game Guy will jump onto one of the pillars, which one he chooses is completely random. The platforms move up and down in an erratic movement patter. It’s up to the players to make it to the platform Game Guy is on in 15 seconds, or else they will be struck by gigantic spikes that rise from the pillars, which are an almost guaranteed instant kill. The spikes also go up to the top of the screen when they shoot up, so they have to make it to Game Guy’s platform. The spikes hurt Shy Guy as well.

3. Magic Boxes:

Game Guy will summon 3 more long platforms onto the stage, which makes 4 total levels on the arena. He will also summon 16 treasure chests, each one painted to look like the sky. The goal of this mini-game is to find the one box out of the 16 that has a Toad in it, and open it by jumping into it or attacking it. All of the other boxes contain a Koopa Kid that will pop out of the box hit the person who opened. It for 7% damage. The timer is set to 13 seconds, and once that timer runs out, a large bomb will appear and blow up, damaging every opponent for almost instant KO damage. The bomb will still appear if the correct box is found, but the person who found it will be spared the damage. The bomb’s explosion and the Koopa Kids still hurt Shy Guy.

4. Roulette:

Game Guy summons a giant roulette wheel with 4 spaces on it, each space having a classic Mario enemy on it. The spaces are: Koopa Troopa (Green), Goomba (Brown), Boo (Light Blue), and Bob-Omb (Blue). Game Guy also summons 4 blocks, with each block having one of the above Mario enemies on it. Each player must hit one of the blocks, and once all players have hit their selected blocks, the roulette will start spinning. If one of the players chose the enemy that the roulette lands on, then he will be spared damage. If a player chose the wrong space, then a bomb will be given to each player that guessed wrong, and explode, doing instant KO damage.

5. Sweet Surprise:

Game Guy summons two Chain Chomps, one regular sized (AKA Big) and a smaller one. He also summons 2 cakes of equal size, and two blocks near both Chain Chomps. Players must place their bets on the Chain Chomps, either going for the smaller one or the bigger one within 20 seconds. After time runs out, the Chain Chomps will eat the cakes, and the one that eats the cake the fastest will break off his chain and jump around the arena. The big Chomp is slower, but takes up more room space, and the little one is faster, but is easier to avoid. Both Chomps do the same amount of damage, which is almost a guaranteed one hit KO.


Gamble Guy:

In most sports games he’s appeared in, Shy Guy is described as a “Tricky” character, and that goes for Smash Bros, too. Shy Guy is inherently tricky to use due to most of his moves having some way to backfire or someway to use against him. But if you master him, you’ll find a great recovery and decent range for such a light weight character. At best, Shy Guy is a fast character with some great moves, and at worst he’s a Brawl character with a nominal gimmick to him.

Smash Daddy

Smash Master
Apr 29, 2007
K Rool Avenue
@ Nintendotard Nintendotard I did read Rosalina, so I'll give a few thoughts on that set. I felt that the Hungry Luma was a good concept but could've easily been more ambitious. If you consider that Lumas turn into entire galaxies in Mario Galaxy, it's a bit underwhelming that here it's only an explosion. The rest of the set equally had fun ideas but didn't fully deliver on their ambitious potential. However, you obviously put a good deal of effort into the set and I enjoyed some of the core, I just felt it could've had a stronger central playstyle. After the specials, the moves don't - and can't really because of the limited uses of the Luma and other specials - flow into the rest of the set all that strongly. It is very imaginative, I'd just recommend that you read some other sets in the contest to get a better handle on how to better focus that creativity.

As for Pauline, I feel that @ForwardArrow summed up what I would've said too well to be worth a repeat. I like the ideas, but they need a more fitting application.

Not much to say on Shoot the Rabbit. It takes the concept of "soccer" and footballs, crafting this into a legitimately sport-like moveset. It tends to avoid the awkwardness inherent to this concept by going for in-smash moves, at times outright copying from Fox. This was toned down considerably from the preview, where it was far too prevalent and the replacements you found do help make Shoot feel more of his own character. I still don't like where he entirely copies, but it's on suitable, filler inputs and it does flow into the footballs. Obviously the turtle's the best part of the set, it along with the down special mean the rest of the set isn't too burdened by Shoot's lack of potential. In all the rest of the set is nothing to write home about, but it's an impressive quality given the character. You take the "soccer" concept about as far as it could ever go, and that alone's worth a vote.

The King of All Cosmos has a good base, the specials are their own little galaxy of interaction on their own. You use the meteor debris to roll up in the katamari, and can roll it up the rainbow or make use of your walls. There is a problem in the katamari, in that it's annoying to have it limit your moveset to only the specials. It could honestly be fun to have either access to your moveset or an entirely different one based on using the katamari. When he has to roll up all the items at once, then hit, it's very telegraphed. Past the specials, the set unfortunately doesn't really play into what the specials had set up very well, but the moves at least carry the same humorous writing style. Not a bad set, but I think it could have been great if the standards, aerials, smashes and grab played into the specials. The first part of the set is very entertaining and has some depth to it, if you can manage to translate that to other sets of inputs, you'll be in a great position.

We've not had a good all-encompassing K. Rool set ever, or an attempt at one in many, many years. What I like about this set is its excessive approach to throwing in everything but the kitchen sink in service of the character. It's accurate to how it should work based on his appearances plus put on actually fitting inputs. Generally when a set gets made for K. Rool taking this approach, it ends up a complete disaster as the poster has only a limited understanding of input placement past the obvious specials, but you manage to hold it together remarkably well. Not to say it's not unconventional, like the down smash Playing Dead or how the grab works, but I mostly came to enjoy the quirks of these moves as they further pay homage to the character.

Playstyle-wise, K. Rool here is a bit of everything and that's inevitable when you throw in aspects of all his personalities. That's good for the most part, truly representing K. Rool's intricate split personalities, but it means the playstyle is very loose and open-ended when it doesn't need to be. It's a set based around camping behind minions and projectiles; while not inaccurate for K. Rool's characterisation, it's not the boldest playstyle you could have envisioned. It does get a handful of amazing interactions out of the grab, minions and projectiles - plus you could say getting any consistent playstyle from all the personas is an achievement. Where it gains all its points is being slicker and well-executed, which does emphasize the set's approach. A scattershot but intelligent Frankenstein monster of K. Rool's entire history. It's fitting and albeit the set wouldn't use minions or projectiles to the same degree, but I can see a resemblance of this set making it into Smash too.

Youmu's in a genre of set I don't tend to like all that greatly, but manages to hit a chord on execution that makes it enjoyable. The Luma wannabe minion is used in simplistic, but interesting ways in the context of a rushdown-focused set. Simply positioning a minion around in these carefully constructed combos and chases does add some depth, as well as the after image effect. It's nothing exciting, but every move does succeed in giving a genuine new option. Some don't have an interesting new addition: down aerial mostly gets you to the stage faster, there are a few sweetspot moves. But the set makes up for it when it has pseudo-counters, versatile tech chases and unique combos thrown into the mix. It's extremely competent at what it does and it's rarely just dull, but not revolutionary for the genre. For a standard set of this kind, it is about as good as it gets, without throwing in a true game changer.

After Lich and Swap Force, Shy Guy makes some breakthroughs for you, but at the same time hits some obvious pitfalls. However, number one, and why I wanted to see this set finished regardless, is it brings with it a lot of movesetting lessons. This set is pretty funny and it's not a bad idea for a Shy Guy set. The most obvious way to immediately improve the set is to promote the up tilt to a special and allow for the fleeing Shy Guys to briefly use the weapons. The specials only feel vaguely special anyway - they aren't more central to the set than any of the other moves.

An example of how I'd cut down on the set's flack is to replace any other weapon moves with the spear. It's established as practically his signature weapon, so it sticks out when he decides to randomly use another, like the scythe on an aerial. Just things like that should be kept in mind, as well as trying to find a central playstyle that fits the moves. This doesn't mean you can'd do fun sets or characters, on the contrary, you can very easily have a playstyle that works into spawning random items on the stage. Here it's basically just a playstyle of individual moves that happen to be in the same set, without a strong playstyle to hold them together. Nonetheless, you're getting closer to making a good one, and I can't say I didn't enjoy reading this set. As usual, it has a great writing style and it's definitely amusing - it's impressively good for how long you've been back in MYM.
Last edited:


Smash Apprentice
Feb 1, 2014
Lord of the ThunderCats

Size: 8/10
Weight: 7/10
Jumps: 5/10
Ground Movement: 6/10
Falling Speed: 7/10
Aerial Speed: 4/10​

Lion-O’s weapon, the Sword of Omens, is the most powerful sword in all the universe. Powered by the Eye of Thundera, the red gem embedded in the guard, it can only be used by the true Lord of the ThunderCats. Lion-O also wields the claw shield, a strong gauntlet on his left arm that acts as a grappling hook, shield and scabbard for the Sword of Omens. With these two powerful items at his disposal, he's truly a force to be reckoned with.


Neutral Special- ThunderCats Ho!
Lion-O swipes his sword in front of him, the blade trailed by lighting. This can be done three times in succession, with about a half second of delay between each one, first a horizontal slash, then vertical, then horizontal again. The third time, the sword delivers much more knockback. The three slashes do 7% damage each. Each slash is followed by an exclamation of “Thunder!” from Lion-O.

Should Lion-O successfully land the third strike, the player can hold the input, causing Lion-O to hold out the Sword of Omens. He’ll shout, “ThunderCats, HOOOOO!”, and the Eye of Thundera will fire a blast of energy, aimed at the foe that was hit and dealing 8%.

Side Special- Thunder Signal
Lion-O holds the Sword of Omens above his head, and a light holding the ThunderCats' emblem is fired, aimed in front of him. The emblem does 8% damage, and instead of knocking foes back stuns them for a full second, allowing Lion-O to rush in while they’re open and deliver some powerful attacks. This attack needs 10 seconds to recharge, however.

Up Special- Grappling Claw
Lion-O holds up his arm, aiming his claw shield above him. After a second, the claws fire out of it, acting as a grappling hook. This is a simple tether recovery, but instead of allowing Lion-O to hang from the rope, the claws instantly reel back in, pulling Lion-O to them and immediately on top of the platform they’ve attached to. If this is used on the ground, Lion-O instead fires the claws straight forward, aiming to hook on to an enemy and reel them in close for a beating. The claws do 5% damage, and Lion-O himself does 10% if he collides with somebody while being reeled up. Reeling in an enemy in this manner does not acts as a grab, though.

Down Special- Sight Beyond Sight
Lion-O holds the Sword of Omens up to his face, and says, “Give me sight beyond sight!” This acts as a long range counter, of sorts. If an attack of any kind is performed within range, the range being within two and a half Battlefield platforms of Lion-O in the direction he’s looking or half a platform behind him, he’ll dash at the aggressor at lightning speeds, delivering a powerful strike with his sword. It deals 15% damage, but is fairly punishable, as Lion-O is vulnerable during the startup and ending lag.


Jab- A simple, quick vertical slice of his sword, dealing 5%.

Side Tilt- Lion-O performs an overhead swing of the Sword of Omens, dealing damage above and in front of him.
Specifically, 8% damage.

Up Tilt- Lion-O thrusts his sword upwards with great force, creating electric sparks on either side of the tip of the blade, hitting directly above and slightly to each side. The attack deals %.

Down Tilt- Lion-O swings his sword in front and then behind him, low to the ground. The first swing does 8% while the second does 9%.

Dash Attack- Lion-O leaps forward, delivering a sword thrust from above to his opponent and dealing a whopping 14% damage. It also leaves a trail of electricity from the sword’s blade, which does 6% to those who touch it and stunning them. The trail lasts about a second, meaning Lion-O can combo somebody into the trail and punish them more.


Side Smash- Lion-O thrusts forward with his claw shield, dealing 14% damage with and open palm strike, digging his claws into his foe and sending them flying. If this attack is fully charged, the claws of the gauntlet extend a few inches, adding a small but potentially very useful boost in range to this attack.

Up Smash- Lion-O throws the Sword of Omens, that’s right, throws it, upwards, blade first. It travels about one half of a Battlefield platform length in height before being magically recalled to Lion-O’s hand. The sword deals 15% on the way up and 8% on the way down, but Lion-O himself is vulnerable while the attack goes on.
Down Smash- Lion-O stabs the Sword of Omens into the ground with great force. There is a very short delay, almost unnoticeable to all but the most perceptive, be the sword causes an eruption of red energy on either side of him. This deals 13% damage and high vertical knockback, but has an unfortunate amount of ending lag as Lion-O pulls out his sword.

Neutral Air- Lion-O faces the camera holds the Sword of Omens in front of him, and the Eye of Thundera flashes with red light, which extends in a cross shape to the sides and above and below him. The four points of the cross do 8% each, and the lower point spikes enemies downwards.
Forward Air- Lion-O underhand swings the Sword of Omens, dealing 10% damage and throwing those it hits straight upwards.

Back Air- Lion-O turns and thrusts his claw shield arm downward at a fourty-five degree angle. Instead of punching, however, he releases a cloud of smoke, dealing 7% to anybody it hits and causing them to fall, prone.

Up Air- Lion-O, tightly gripping the handle of his sword, thrusts upwards, the blade lifting him into the air with its magic power. This attack deals 10% damage, and can help act as a short recovery, as the Sword of Omens lifts Lion-O one stage builder block into the air.

Down Air- Lion-O does a flip midair, holding out the Sword of Omens. This attack acts like a saw, dealing 8% and carrying Lion-O downwards quickly. If he hits the ground during this attack, he stops immediately, bringing his sword down in and overhead strike that does 8% damage, and leaves a neat trail of lightning that doesn't, itself, do anything other than look cool.

Grab- Lion-O extends his left arm, firing the grappling claws of his claw shield in a similar manner to his ground up special, however the claws don't travel quite as far. The claws, like before, reel in the foe they latch on to, this time putting them into a grab. The player can hold down the input for this attack, delaying the firing of Lion-O's claws for as long as they want until the input is released.

Pummel- Lion-O uses non-gauntleted hand to scratch the captive opponent in the face. This a simple pummel, and deals 3% damage.

Forward Throw- Lion-O kicks his foe away, causing them to stumble back a few steps and take 3% damage. Then, he throws the Sword of Omens at them, embedding the sword's blade in them and dealing an additional 4% damage. Finally, the Eye of Thundera creates a small explosion of energy while the sword is still embedded in the poor sap, sending them flying and dealing 5% while the Sword of Omens itself magically flies back into Lion-O's hands.

Back Throw- Lion-O flips over his foe, quickly firing a blast of red energy from the Eye of Thundera at them and dealing 10% damage and high horizontal knockback, all before landing soundly on his feet. He is a cat, after all.

Up Throw- Lion-O delivers a strong uppercut with his claw shield, lifting his foe off their feet and into the air, before following it up with a rising slash from the Sword of Omens, dealing a total of 12% damage and high strong knockback.

Down Throw- Lion-O chucks his foe straight up, claws still attached, before slamming pulling the rope that's connected to them downward, slamming them hard into the ground and dealing 12% damage.

The ThunderTank

Lion-O holds up his Sword of Omens, energy crackling around it as he shouts, "ThunderCats, hoooo!". The Thunder Signal is fired into the sky from the Eye of Thundera, and a rumbling sound is heard. Suddenly, the ThunderTank rides onto the stage from the side, driven by Panthro! In an instant, the various compartments and hatches on the huge machine open, revealing various (strangely orange) weapons, ranging from lasers to missile launchers. Lion-O quickly creates a forcefield around himself with the Sword of Omens, and the ThunderTank unleashes all of its firepower at once, saturating the battlefield with laserfire and explosives. After a few seconds of continuous fire, the ThunderTank drives off, and Lion-O returns to a combat ready stance.


Lion-O is very much a character based around dealing as much damage as possible in as little time as possible. He focuses on strong attacks and making sure that, no matter what, his opponents can't escape him. He'll use every trick at his disposal to ensure that his enemies are within reach of the Sword of Omens, and tries his best to keep them vulnerable to attack.

The best counter to Lion-O would be somebody very defensive, or somebody with good long range capabilities, as he has very little to defend against projectiles and almost no long range attacks of his own.
Last edited:
Jul 26, 2013
@ Nintendotard Nintendotard I did read Rosalina, so I'll give a few thoughts on that set. I felt that the Hungry Luma was a good concept but could've easily been more ambitious. If you consider that Lumas turn into entire galaxies in Mario Galaxy, it's a bit underwhelming that here it's only an explosion. The rest of the set equally had fun ideas but didn't fully deliver on their ambitious potential. However, you obviously put a good deal of effort into the set and I enjoyed some of the core, I just felt it could've had a stronger central playstyle. After the specials, the moves don't - and can't really because of the limited uses of the Luma and other specials - flow into the rest of the set all that strongly. It is very imaginative, I'd just recommend that you read some other sets in the contest to get a better handle on how to better focus that creativity.

As for Pauline, I feel that @ForwardArrow summed up what I would've said too well to be worth a repeat. I like the ideas, but they need a more fitting application.
Ah okay I understand then. Thank you for the feedback. I just kinda wanna know how to get better at these for whenever I do them. :) Much appreciated friend!


Smash Apprentice
Feb 1, 2014
wham bam thank you ma'am

Jet Jaguar, a fighting machine built to defend humanity from all sorts of kaiju baddies. Equipped with an ability to learn like no other robot can, out of this world martial arts skills, and the uncanny ability to change his size to fit the situation, this mechanical ally of Godzilla's can do anything he sets his binary mind to!


Size: Varies from 4 to 11
Weight: Varies from 5 to 10
Jumps: Varies from 5 to 4
Ground Movement: Varies from 7 to 4
Falling Speed: Varies from 5 to 8
Aerial Speed: Varies from 6 to 4


Neutral Special- Size Change

Jet Jaguar raises his arms above his head, and begins to softly glow. While holding the input, the player can tilt the stick either up or down, causing Jet Jaguar to change his size! Tilting up makes him grow taller, while tilting it down causes him to shrink in height. He is, by default, about Link's height, but can shrink to Mario size or grow to slightly taller than Ganondorf.

The height change isn't merely a cosmetic effect, however. The taller he is, the more sluggish he is, while smaller equals faster, the flipside being that any physical attacks he performs gain slightly more reach and noticeably more power when tall, while being weaker (yet quicker) when he's short. The two extremes of shortest and tallest each carry an extra benefit, as well. Physical attacks and grabs are less effective on the largest form, meaning he takes less knockback and can't be thrown as far, whereas energy based attacks do less knockback to the smallest form, in addition to being able to jump higher and being all around more agile.

As such, most physical attacks listed have two percents, one for the absolute minimum damage/height and one for the maximum, with the damage percent falling in between the two given values when Jet Jaguar is himself in between the two height extremes.

Finally, although he cannot jump or attack, Jet Jaguar is able to walk around while size changing, making it good for dramatically approaching opponents!

Side Special- Handclap

Jet Jaguar crosses his hands, charging up for a second before firing a beam of charged energy from them and at his opponents. This beam does no knockback or stun, but can be held down as long as the player wants for a continuous beam that travels a Battlefield platform forwards and deals 4% to opponents for every second they are in contact with the beam. Jet Jaguar cannot move while performing this attack, however. Generally, it's good for dealing damage to an opponent who's approaching you so you can hit the harder with your other attacks.

Up Special- Spinning Jaguar Cyclone

Jet Jaguar leaps into the air, arms outstretched like a beautiful Japanese robot falcon. He waits a brief second before starting to spin quickly, like a drill. This attack deals 9% to 15% damage, depending on Jet Jaguar's size at the time, and lifts Jet Jaguar a considerable distance into the air, although he won't travel as far if he's tall.

Down Special- Weapon Reflect

Jet Jaguar crosses his arms in front of his face, aiming to protect his gorgeous smile. This acts as a mirror counter, causing any damage that an attack would have done to Jet Jaguar to instead be inflicted on the one who attacked, provided he blocks at the right time. That's only what happens when a direct attack hits him, though. If a projectile attack hits him while his arms are raised, it will instead be reflected back to the source, and deal 1.5x as much damage as it normally would have. There is only a short window of time when this is effective, however, meaning it requires precision and timing. The smaller he is, though, the longer this window of time.


3% to 7%

Side Tilt-
Jet Jaguar performs a powerful Judo chop technique, drawn from his vast database of martial arts, dealing 6% to 10% damage slightly above and in front of him. This is a good move for edgeguarding, as it can knock airborne enemies it hits down.

Up Tilt-
Jet jaguar does a very nice hop in place, throwing his mighty fist into the air above his head, punching any foes foolish enough to try an aerial strike and causing them to take between 6 and 10 percent damage. This attack is good for juggling, so long as Jet Jaguar is large enough to make it work. Should he be small, however, it'd be better to set up a Spinning Jaguar Cyclone attack.

Down Tilt-
Jet Jaguar winds back his leg of iron, suddenly delivering a high kick, almost as if punting an imaginary football. This attack has a lot of knockback (at a 45 degree angle, no less) for a tilt, and deals 5% to 9% damage, and the foot can also deal 2% to 5% on the way back down. Because of the kick starting so low to the ground, it can easily hit a foe who's coming from below. Neat-o!

Dash Attack-
Jet Jaguar doesn't miss a step, continuing to run as he spins both of his arms like a living windmill, one powerful enough to make even Don Quixote tremble, dealing a total of four strikes to those caught in the attack, each strike being 4%, regardless of Jet Jaguar's then-current girth.


Side Smash-
Jet Jaguar delivers a super cool combo attack, the first part of which is a very strong punch straight in front of himself that deals between 5% and 8%, while the second strike of this dual pronged attack is a powerful uppercut that deals 13% to 17%. The first punch stuns anybody it hits, long enough for the uppercut to hit them and send them flying with high vertical knockback! You go, JJ! Show them who's boss!

Up Smash-
Jet Jaguar leans back, so that he's looking straight up at the skies above, just wait for an enemy to come into sight. He then, regardless of if an enemy actually came into sight or not, flashes two large floodlights located in his eyes, like a true hero. A true hero with floodlights in his eyes, that is. These stun foes, doing 10% damage and stalling those they hit in the air, giving Jet Jaguar time to, say, combo into his Up Tilt.

Down Smash-
Jet Jaguar winds his fist back, before punching the ground with great force, thrusting anybody next to him on either side into the air and also dealing 20% damage. The shock of the punch, in Jet Jaguar's more vertically advanced forms, can actually travel through the platform he's on (should it be thin enough) and hurt people underneath him. He's used to dealing with foes who are below him, like that villainous monster Megalon! And we all know what happened to him!


Jet Jaguar does a quick spin attack, arms held out to the sides as if he were embracing the sun. This hits to the left and right, and does two hits on each side when large and 4 when small, with 3 when in between. The attack does 3% per hit, no matter the size of Jet Jaguar.

Jet Jaguar delivers a fast flying knee strike, similar to Captain Falcon, which, when small, actually pulls him in the direction he uses it. It does 8% damage when small and 11% when large.

Jet Jaguar turns and delivers a masterful spinning kick to anybody unlucky enough to be behind him, dealing 9% to 14% damage. Should he be small, he can perform a flip off of his foe upon making contact, allowing him to quickly combo into his FAir.

Jet Jaguar stretches his arms up and starts to rise as if flying! He is lifted half of a Battlefield platform up and each hand is its own hitbox, each dealing 8% damage. He rises faster the smaller he is, but the larger he is the more knockback the attack deals.

Jet Jaguar kicks straight downwards, bringing himself down as he does, while simultaneously dealing 9% to 11% to those he hits. He travels faster if he's larger, allowing him to hit farther away foes with less chance of missing, while his smaller form can bounce off of foes he hits then fall on them a second time, dealing a second hit if it connects!

Grab Game

Jet Jaguar has better throws the larger he is, as he has more reach with his grabs and his throws do more damage, but if you want to get throws off fast to lead into more combos, stay short.

Jet Jaguar headbutts his opponent, dealing 3% to 5%.

Forward Throw-
Jet Jaguar stuns his captive with his floodlight eyes, stunning them before firing his Handclap beam at them, blasting them backwards and dealing 12% damage.

Back Throw-
Jet Jaguar suplexes his foe, exchanging martial arts for American wrestling like any true robot would, dealing between 10% and 13% but not throwing the enemy very far.

Up Throw-
Jet Jaguar grows larger than even his normal tallest height, holding his foe in hand before chucking them into the air and dealing 13% with an uppercut.

Down Throw-
With the opponent in his grasp, Jet Jaguar does a giant leap into the air and then comes crashing down, using his enemy's head to break the fall for them both and dealing 14%.


Jet Jaguar starts to grow... and grow... and grow some more, until he dwarfs even the stage itself, now confine to the background. He readies his fists, and will start bringing them down on the stage, their target selected by the player. If a player gets crushed under one of his mighty fists, they take 20% and high knockback.

Jet Jaguar has a very adaptable playstyle, able to go from being a mighty glacier to a fragile speedster in a matter of seconds, with a size suitable to almost any player. However, true mastery of the character requires being able to use him at any size, and knowing when to change sizes to better fit a situation. The bigger sizes are focused on harder hitting techniques with little room for finesse, while smaller, quicker forms are meant to be used to combo your opponents, racking up damage through several weaker strikes instead of a few strong ones, and the more in between forms focus on trying to find the perfect balance of the two.

Don't cry, let's do our best!
Last edited:


Thane of Smashville
Jul 5, 2010
Vincennes, Indiana
#143, The Sleeping Pokemon (click there for Snorlax Music)

Snorlax's typical day consists of nothing more than eating and sleeping. It is such a docile Pokémon that there are children who use its expansive belly as a place to play. Its stomach can digest any kind of food, even if it happens to be moldy or rotten.What sounds like its cry may actually be its snores or the rumblings of its hungry belly.

Plus, he's one of Geto's favorite Pokemon.


Size - 10
Weight - 10
Speed - 2
Jump - 1
Air Speed - 3
Fall Speed - 10
Snorlax is easily the largest character from Brawl, standing a head taller than Bowser, though that may be because of his upright posture, and weighing just as much. He's a bit faster on the ground than you'd think, but only the smallest possible definition of "bit". Other than that he jumps barely higher than his own height, falls like a rock, with a crouch that barely counts as a crouch, as he just plops his already low-to-the-ground posterior onto the floor.

Click here to see a good representation of how he moves around!
Special Attacks

Down SpecialzzzRest/Sleep Talk

Snorlax promptly falls flat onto his back, (or front, if the analogue stick is tilted in that particular direction and stuff) his whole body acting as a fairly strong hitbox on the way down, dealing 15% damage and some fairly dectn KOing-at-150%-knockback to any foe who happens to be in the air, and actually pitfalling any opponent unlucky enough to be underneath his massive girth as he plummets. In the air, Snorlax will just (hilariously) let his body go limp and fall to the ground, for the same effect.
When (and if) he hits the ground, Snorlax will immediately fall asleep, little z's lazily floating upwards, healing himself 15% damage initially and then 2% per second he stays asleep, which he will, until he's hit by an opponent's attack, or 12 seconds pass. Snorlax's special attacks change while he's asleep, but he's cut off from any of his other attacks until he wakes up. Keep in mind, Snorlax must hit the ground in order to fall asleep, so attacks that hit him before he does will interrupt the fall and prevent him from recovering anything.

When this attack is used when Snorlax is asleep, he stands up, though with the z's still coming from his mouth. he can't move, jump, or use dodges, as he'll just fall back over into sleep if he tries, but he DOES have 3 seconds to input any of his non-special ground attacks, with the tiniest bit of lag added onto them. When he uses these attacks, they are actually DOUBLED in strength, so make the most of it and use a Smash Attack! After the one attack been executed, he will fall back onto the ground, asleep, OR, he can press down special during the lag of the move to cancel into falling back onto the ground, hitting opponents with that sudden mass of girth.​
Up Special
zzzAmnesia/Defense Curl

Snorlax raises a finger to his mouth, a confused expression dancing across his face, and a question mark appearing above his head, all of which takes around half a second to occur. Once the question mark goes away at that time, Snorlax simply goes back to fighting as normal, with the exception of a small detail: he will forget to take damage, knockback, or any kind of effects from the next attack that hits him! Only the very next one, though, so a quick bout of jabs or a fast multi-hit attack will do this in. However, this amnesia carries through to his sleep, allowing him to sleep through some would-be attacker's powerful smash attack and counter with an attack of his own! The main downside is that, obviously, he will not reap the benefits of this if the beginning lag is interrupted.

If the Up Special is used while Snorlax is sleeping, he, kind of adorably, curls himself up into a ball, looking like a big ol' blob of blueish green on the stage, taking about half a second to do so. With this, he is able to defend himself against exactly one enemy attack, opponents actually bouncing off of his fat belly, though not taking any damage. Snorlax pops out of his blobby-looking self, but still asleep, permitted 10 seconds haven't passed yet.
Neutral SpecialzzzYawn/Snore

Snorlax lets out a huge yawn, his mouth stretching widely as he leans back and stretches his arms. A small puff of white air comes out of it, moving on a wavy trajectory like a less exaggerated Fireball, and a bit faster than a Charge Shot. If the puff of steam hits a foe, it causes them to let out a yawn as well. In a few seconds (between 2 and 10 seconds, less if they are more damaged, more if they are less damaged, capping at 100 percent) they'll fall asleep spontaneously. If they were in the air, they'll fall to the ground, asleep. They will remain asleep for as long as the standard Brawl time, depending on their damage percentage.
Snorlax has to complete his yawn for it to be shot forward, and that takes about a second. This attack crosses a distance equivalent to Final Destination, and travels on about eye level with Pikachu. This is sort of a quasi-projectile. It can't be absorbed, reflected, or deflected. Foes will know when they're hit, though, so they'll be playing extra-careful for the next few seconds. If they're offstage, they go kerplunk into the dark abyss of the blast zone.

Conversely, if Snorlax uses this attack while he's already asleep, he lets out a might, earth-shattering snore, which expands out to an area as wide as a smart-bomb blast. Anyone caught within this range, which lasts as long as a Warlock Punch, are dealt 35% damage and great KOing knockback, at the cost of the move having a 4 second recharge, or a wait until Snorlax wakes up and falls asleep again. The move is avoidable if opponents are able to dodge the soundwave.​
Side Special
zzzRollout/Roll Over

The lazy Snorlax does his best to do a somersault (remember the one from that handy-dandy video above?), sending his massive body in a kind of hilarious flip forward, turning it into a huge hitbox that deals 13% damage and decent knockback when on the ground, as well as moving him forward a significant distance due to his sheer height. In the air, this acts as a decent horizontal or long-distance recovery, as it slows his fall quite a bit and increases the speed of his movement, while keeping it's damaging properties. On the ground, it's got slow-ish start-up but a decently low amount of ending lag, but in the air it's nearly lagless on either end.

While sleeping, this allows Snolax to "roll over" to the side the special was input to, turning his body into a less powerful but surprisingly quick hitbox as he flops over onto his belly or back, dealing 10% damage and alright knockback. This also allows Snorlax SOME control over in position on the stage.​
Standard Attacks

Snorlax thrusts his gigantic belly out, it bouncing a little. This is relatively small damage-wise, dealing only 6% and very low knockback, but it is also a very high-priority move, which will almost guarantee a clash with any move, on account of all that junk up in, his belly isn't really a trunk, so the rhyme doesn't really work, does it? Point is, it's a good thing to do if an opponent is fighting a deadline and is possibly going to be a bit desperate to attack or KO you before, I dunno, they fall asleep on the job or something.
Down TiltzzzBelly Drum
Snorlax, sitting on his rump, leans back slightly and begins beating on his belly, a bongo drum sound being heard and a fireball-sized shaky musical note flying forward, reaching about an SBU before puffing out of existence, dealing 5% and alright knockback to whoever it hits. Playing rhythmically in a relatively fast tempo (don't worry, there IS leeway on this!), the size of the musical note, as well as how far it travels, increases, capping out at about the size of a charge shot and travelling 2 SBUs, now dealing 13% damage and serviceable knockback that'll KO around 150%.

It'll take 10 beats to get to this point, and after that they stay at about that size, giving opponents an incentive to attempt to approach and attack him. This is also a great way to keep opponents away who are trying to get that last great knockback in before they fall asleep, forcing them to vary up their approach.​
Forward Tilt
zzzDouble Slap

Snorlax pulls back his tiny, tiny arm, before stepping forward with his back leg, throwing it all into the hit, giving this a surprising amount of range as it moves him forward a full body length, with a powerful slap that deals 8% damage, but no knockback, instead pulling opponents closer towards Snorlax. If this doesn't hit, he suffers a lot of lag, but if it DOES, he's guaranteed a follow-up, which involves a mighty backhand to the brought-in opponent, which deals 10% and great knockback to opponents, KOing around 110%. The downside is the heavy lag on either end of the attack, but sleeping opponents cannot react, can they?
Up TiltzzzSmack Down
If there's one place Snorlax doesn't like, it's the air, and that's whether he's there, or his opponents are. Snorlax raises a hand above his head, utilizing his height advantage, and swipes down, dealing downwards knockback, attempting to bring the opponent back down to earth. Thanks to his adorably short arms, this move doesn't have a great amount of range, but it DOES deal 17% damage, and puts the opponent directly in front of you, so do what you will with that information.
Dash AttackzzzPratfall
As he "runs" forward, Snorlax throws his arms out, taking a fall and sliding a little bit as his massive belly hits the ground. He deals 10% damage as a moving hitbox until he comes to a complete stop, also dealing a decent amount of knockback, but nothing KO-worthy. This has some lag on the end, but it serves its purpose as a dash attack well.​
Smash Attacks

Forward SmashzzzDizzy Punch
Snorlax pulls back his fist and punches forward, looking like a laggier version of his FTilt, taking about as long as Bowser's FSmash. This time, however, he actually DOES deal knockback with the hit, though now much. At no charge, it'll KO around 180%, and at full, around 140%, but that's not the purpose. No, when opponents get up from the low-to-the-ground knockback, they are put into a dizzy animation, lasting a few moments, depending on the charge and their own damage percents, though given the lagginess of the move, c-sticking is usually the most effective method, which'll still dizzy them for up to 3. Like always, opponents will be knocked out of Dizzy if they're dealt any knockback.
Down SmashzzzFrustration
Snorlax plops his *** down onto the ground, facing the camera, his head throbbing with frustration. When the charge is released, he pounds the ground with his fists on either side of him, shaking the ground, and dealing up to 30% damage good diagonal knockback KOing around 130%, depending on the charge. This is one of Snorlax's highest damage and knockback dealing moves outside of Snore, and one that comes out rather quickly, making it a great KO option.
Up SmashzzzStrength
Snorlax bends slightly, as if building up all his energy. When the charge is released...he gives a funny little pathetic hop and pushes his hands skywards, with an attack that deals upwards of 25% damage and good upwards diagonal knockback, at most KOing around 136%. It makes up for its (ironically) relatively low damage and knockback by being Snorlax's fasted smash attack by far, and the one he'll most likely be able to trow out at a higher charge because of it, having very little lag at the end. Although Snorlax's smash attacks might seem weak compared to everyone else's, use them while he's sleeping and he has some of the strongest in the game!​
Aerial Attacks

Neutral AerialzzzKick
Snorlax, unsure of what to do with himself this high off the ground, tries to deliver a kick. The kick does not have much range to it, but is relatively strong, dealing 7% damage and some decent knockback. Snorlax, though not comfortable in the air, does have one benefit of having, though not fast, nearly lagless aerials, and a jump that's practically a short hop on its own.
Down Aerialzzz Body Slam
Snorlax performs the attack he's most famous for in Smash, turning to face the camera, holding his hands up and plummeting towards the ground, anyone unlucky enough to be underneath him being dealt 14% damage and decent knockback diagonally, but only viable to KO at pretty high percentages. This works a lot like Sonic's, meaning that if he's offstage this'll most likely kill him.
Up AerialzzzKinda Sorta Flipkick
Snorlax attempts a backflip, but is unable to make it all the way around, putting himself into a belly-first dive straight towards the ground, though oddly, the skydiver-esque pose he takes while falling gives him greater aerial maneuverability and ever so slightly slows his fall, with his entire body becoming a hitbox that deals 10% damage and decent downwards knockback. This is the one move where Snorlax can pitfall an opponent with his girth, if he comes into contact with a grounded opponent, smashing them. He then takes a brief moment to to stand himself back up, giving this a bit of lag.
Forward AerialzzzLazy Dropkick
Snorlax leans back kicks his feet forward, launching himself in that direction for a good while. It takes him a little while to actually get his feet back under his body, but that just means that they stay out as a hitbox for longer. He deals 10% damage with this kick and decent knockback. He won't be able to get out more than 2 of these in the air, but he won't have any lag if he lands while using this.
Back AerialzzzDouble Slap
Snorlax turns around in mid-air, flailing his arms as he turns. He hits in two successive slaps, each dealing 6% damage and decent knockback, also turning Snorlax around in the process, This is a very low-range attack on account of his arms being so stubby and such.​
Grab Game

GrabzzzLazy Grab
Snorlax reaches out with his stubby hands a short distance to try to grab the opponent. If he does ho, he...grabs the opponent. The pummel is a headbutt that deals 7% damage.
Forward ThrowzzzBelly Flop
Snorlax throws the opponent onto the ground, then opens up his arms big and wide and falls flat onto the opponent, launching them horizontally. This deals 19% damage and good knockback, though usually not enough to KO, is good enough to keep opponents out of your face long enough to get a nap started.
Up ThrowzzzFling
Snorlax holds the opponent with both hands, before giving a mighty toss upwards, slightly away from him. This move deals massive knockback, actually the most out of any of his non-asleep smash attacks, but paltry damage, a mere 9%, due to it being literally just a throw upwards.
Down ThrowzzzHeadbutt
Snorlax rears back and delivers a pretty vicious headbutt, dealing a hefty 24% damage and very low knockback, making this by far his strongest non-smash attack damage-wise, as well as his quickest throw. Used while sleeping (although considering the short range and extra lag on his grab during sleep, it's not easy to get there), this can deal a lot of damage and get foes in place for a good snore.
Back ThrowzzzS(upl)ex-type Thing
Aside from being a big STP fan apparently, Snorlax must also be a wrestling fan, because he sure taps into that here! Snorlax delivers a surprisingly textbook German Suplex to the foe, dealing them a pretty deceng 15% damage and good knockback.​
Final Smash

zzzSleep Walkerzzz
Snorlax falls asleep where he stands, yet is somehow able to move around normally! Snorlax's sleep talk buffs come into affect for every attack for the next 5 seconds, making this essentially a Super Snorlax!​
Last edited:


Smash Lord
Apr 26, 2007
Las Vegas, Nevada
I have a large backlog of sets to comment, so everything I need to comment isn't in this block. :)


One of the biggest things I was looking for in Rosalina is the ability to feed star bits to your Lumas: Considering they eat Star Bits this would have been a logical addition to the moveset and improved some Luma interactions like the explosion and maybe added some more flow to the moves or allowed more design space for the Lumas, for example giving them some different effects during attacks based on how much the Luma has eaten. I also actually like the Star Bit Shower, however there doesn't seem to be a lot with the set that particularly likes it's suppressive abilities aside from the Down Smash Black Hole. Overall, though, Rosalina's problems mostly just come from a lack of experience in moveset making: I feel it is the kind of set one could come back to later in their career and make a good set out of. Particular areas of weakness are the smash attacks, they feel like they deal a low amount of damage for their knockback and could use a bit moore oomph to be smash attacks (Mostly Up Smash on that last one): The throws are generally not working into her game, as I can tell, and have some balance issues.


Zoroark's disguise mechanic is fairly smart, tackling how to allow Zoroark to select a disguise without giving yourself away is done fairly nicely, and the idea is a winner that will probably be revisted at some point by someone because it has some good untapped design space. One thing I feel is that illusionary damage fades a bit too quick: Something like 6-8% per second might be better to allow Zoroark to better take advantage of the illusionary damage. Double Team is a neat move and I personally quite enjoy Pursuit, especially in the context of your illusion clones, I also feel Foul Play is awesome and Night Daze is okay. The standards are okay, but the smashes can feel a bit iffy: Down Smash really feels too similiar to Night Daze and could have been used in a more efficient manner and while I enjoy Flamethrower's effect the use of illusions here feels a bit odd mostly on the basis it really isn't used much this way elsewhere, and it can feel a bit odd to pump out suddenly on a smash, along with the question of if it fits with the rest of the set. Up Smash is good.

The aerials, to me, were one of the most iffy parts of the set: I feel Up Aerial clashes with Flamethrower a good deal and it doesn't feel like a good move, I like FAir/DAir a good deal but the rest of the aerials felt quite stale and not up to the more nice and smooth standards of the...uh...Standards. The throws are a good idea but the Side Throw really should have just been a single throw or used on a different input, say a Command Grab, as sacrificing a throw to it really doesn't feel good to me. The other two are fine but that's around it. Overall, though, Zoroark was an enjoyable and fairly well balanced set with moves and concepts I enjoyed, especially the trickery of the Specials combined with the smooth physical Standards and some of the Smashes/Aerials, a very RV-ish set I feel. It was also a very Zoroark-ish feeling set, aside from Flamethrower and the Up Aerial feeling out of place.

Power of the Horde

My favorite parts of Thrall were the more simple and elegant melee games and lightning shenanigans. I quite enjoy the Chain Lightning Neutral Special, it reminds me of a really old move I had in Zombie Master, though it could probably use a little ending lag. I also quite enjoy the Side Smash's take on Earthshaking, the Spirit Wolf minions are also nice and the raiders feel nice with their nets and more simple moves...but 65 HP is too much when Thrall is a competent fighter in his own right and can summon many minions, terraform and throw out projectiles. Also, terraforming a pillar horizontally above a foe who is recovering seems positively fiendish and possibly not in a good way.

However, to me, the best part of the moveset was the wonderful smashes. The Forward Smash's ability to combine the wolf's pounce with Thrall's aerials is pretty wonderful and the use on your other wolves is enjoyable. I tend to enjoy Thunder-esque attacks when they fit the playstyle and the Up Smash fits the bill when combined with Thrall's terraforming, ability to dual attack with wolves, move while attacking and controllers such as Down Smash. Down Smash is the kind of move that could be a large part of a set via Specials and is one of the reasons I like Thrall so much: The ability to play lightning pool with it and Chain Lightning tickles my fancy, much in the way Doc Scratch's pool balls did but with better execution. The way all of these games are able to work into Thrall's more aggro playstyle, with some control mixed in, is preferrable to me than Thrall's sometimes more bland camping, as Thrall can zoom around with Pounce, constrict space with his lightning while launching assaults and diving in with his wolves, combined with tricks like waiting F-Smash wolf minions. The grab gets more iffy: I don't enjoy the pummel much at all while I very much enjoy the Forward Throw and it's usages as a consistant threat and like how you made it so the foe can outsmart it, but they must be aware of how Thrall can take advantage at the moment. Down Throw is a very cool move, reminds me of one of the few good parts of my Mokou preview, but the B-Throw is only okay and I very much dislike the Up Throw as it not only feels odd but also diminishes your pillar creating special.

The standards are generally all good, solid stuff: I'm very fond of the Forward Tilt and it's take on Thunder Jolt, but I feel Down Tilt much have been much better off as a more direct move rather than the trap-making spike, especially since it opens up potential silliness with hitting them back to you + multiple minions and more annoying shenanigans in the ledge that aren't as enjoyable as, say, Forward Smash off said ledge. The aerials are similiar to the standards with okay mixed with some good and bad: I'm fond of the Up Aerial and Neutral Aerial, but the BAir feels unnecessary and maybe even somewhat playstyle detractive with the psuedo-stun flinch and the Down Aerial is sort of eh. You'll notice I spend a lot of time talking about Thrall's more aggressive uses of his moves: That is because I find this is not only a perfectly valid use of Thrall's moves, which contain some good melee moves mixed in with plenty of agressively-usable projectiles and stuff like Side Smash and many minions that want to be more aggressive, but also because I do find Thrall's actual camping game, not bad, but not particularly great, with more iffy flow and less interesting uses of his moves. It also loses many of the cool elements of Thrall being a mounted character in his more campish phases.

special request was asked to talk about Thrall's boss mode. Personally, I feel it did not particularly add nor detract from the set: The amount of work done into it is obvious and I like that, but I also disliked the Kodo Beast (See Don Thousand for how a set can much better work the "attack this thing" and also it's mostly a cage) and the minions felt...not bad, but just okay, probably should have done more on a boss. In addition, I feel a lot more oppourtunity could have been used to explore Thrall riding the new beasts, which I did not feel it was. Finally, the boss mode most heavily emphasizes what to me were the most boring elements of Thrall, which means I wasn't all that excited for what I saw. If it wasn't obvious from the rest of the comment though, I had lots of Thrall I liked.

Profiteur? I hardly know 'er!

You'be received pretty good feedback on Profiteur already, so I may sound a bit like I am repeating other comments on this set, but one of the chief problems with Profiteur is some scattershot logic in it: The way that Profiteur's coins sometimes act totally different is odd and stuff like his coins magically generating from his shield is...odd, along with the fact that sometimes he seems more like an earth manipulator using money over solid ground. I do like how Pay to Play is an interesting use of the money mechanic: Khint's ability to attack alongside Profiteur is amusing, as that seems to be something cropping up a lot this MYM (Thrall, Profiteur and Youmu off the top of my head all have this ability), but it is annoying that he is on an Up Special, especially since it costs cash to attack with him in addition to keeping him out, and the attacks are quite pricy in addition. Some of the attacks are also on a bit of odd inputs, Up Tilt for example. At the same time, Profiteur's game of managing money with a keep away style is fairly well handled, Forward Smash is pretty good and I do love the Up Smash interaction with Khint and the normal hitbox as well, one of my favorites in the set for that. Profiteur really does not seem the cane pogo type. I like how the grab and Pummel interact in Profiteur vs. Profiteur matches, though the pummel is iffier in non-mirrors but I do enjoy things that make mirrors interesting, the grabs are all okay save for the odd Up Throw. Overall a fairly nice set that I find enjoyment in the mirror match of.

Obzedat, Keymaster of Gozer!

Probably my favorite thing in the Obzedat is Extort and Chains of Debt, the NSpec and SSpec, in that I quite like the bleeder style of play that they give Obzedat to start with: Orzhov is ALL about this bleeding style, after all. The idea of giving the opponent buffs to gain advantages while they have said buffs are Orzhov-ian and feel nice, but I feel they would be better placed on the throw inputs: It feels more logically for them to bestow gifts on the foe while the foe is in their grasp, the animations would feel more smooth and it would free up space in the Specials for moves to help with the throws. For example, the Thrull is actually a nice minion, but on the Down Smash and with only having one out it feels like it is on the wrong input and would be troublesome (And also maybe make it, say, you can have 1 + the number of other players in the game). The #1 oddity with the Obzedat is, of course, that despite being a set for the Ghost Council there seems to only be one of them or, at the least, the nature of multiple councilmembers is not at all explored, which feels character-wise very iffy. They also have some strange moves, like the very random up air attack-minion, and some balance issues, like the broken and annoying stunning F-Tilt, and many things feel like they are on the wrong input: The FAir is more like a throw and the Down Throw/Back Throw, two moves I actually like, do not feel much like throws, though those two are more acceptable. It also has some very strange animations for the character, such as the grab. Still, it is a set with some good ideas and juuuust enough execution to be quite enjoyable, and I feel it would bode well for if you made future sets, Zook. :)

A Certain Magical Comment

Sherry is a good set, but I feel it could have perhaps been made better by pushing the envelope a bit more: For example, if the Up Tilt allowed you to place spikes on Ellis or you could make stuff on Ellis rock form. Ellis could also perhaps use a bit more to it in the smashes and less pitfalling: Ellis smash attacks are basically "this is a big, dumb, slow brute", which is fine but not particularly exciting and doesn't necessarily work well on it's own. It might have been fun if Ellis had some more moves like the Up Special Smash that allowed Ellis a little ground manipulation of her own: Perhaps throwing bigger rubble chunks or something? Ellis grab game is fairly good, the use of many different grabs is very un-DM but I like it and enjoy seeing you stretch into new places, the grab game is also fairly fine but the BThrow is a large dissapointment as even it's basic kill move properties are not worth the spot given U-Throw and F-Throw: Perhaps a more complex throw could have been used here to go with more grab options. Something I quite enjoyed in this set were the tiny pebbles in it, a small subtheme of moves that helped glue together Sherry's larger playstyle and provided fun and simple gameplay chances to combine with the less in-smash options and probably allowed you to push the envelope a bit more. A straightforward set that is clear in it's ambitious and does them fairly well, but leaves little room for commentary.

Smash Daddy

Smash Master
Apr 29, 2007
K Rool Avenue
MYM15 User Rankings - Update 2
Post #201 - Post #228

Raw Data

Movesets: King of All Cosmos, Lion-O, Jet Jaguar

Movesets: Reimu, Marisa, Lucemon, Kaguya, Youmu

Smash Daddy

Movesets: Blaziken

Movesets: Sloth, Thrall, [Royal Sticker Bowser], Shoot the Rabbit, K. Rool

Movesets: Swap Force, The Lich, Shy Guy

Movesets: Doopliss, Tangela, Snorlax

Movesets: Mr. Mime

Movesets: Commander Video, Batman, Ratchet & Clank


Movesets: Zoroark, Barbaracle

Movesets: Mach Rider

Movesets: Rosalina, Pauline


Movesets: Tommy Wiseau
Score Breakdown
Moveset - 30 points
Joke Moveset - 10 points
Comment - 5 points
MYmini - 4 points
Post - 1 point

Bolded sets are new this update.

Joint movesets - made by more than one author - are counted towards both users.

Bracketed sets are joke sets.

The point you gain for a post is negated by anything higher - for example a post of one comment is worth five points.

I will not give any points out to posts that have an infraction.

Update 2 Summary

A few changes in the scores this week, Roy overtook Warlord in the overalls and ChaosKiwi made a huge splash into Make Your Move, posting three sets and one almost posted as I type this sentence. A very active week or so for Make Your Move!

On that note, I did say in the FAQ I would be doing a loose schedule. This is partially because of our new 40ppp (post per page) layout that came about during the hiatus of the User Rankings. I'm going to play it by ear for now, but I don't really want more than two on a page at once, so may use that as a guiding line for when to post the new URs.

Just as a side note, when two users have the same score, the earlier poster gets to be on top. This week was a good example of when I don't count individual posts, as StaffofSmashing accidentally double posted, so I discounted one of them.

MYM15 User Rankings - Total Scoreboard
Last edited:


Smash Apprentice
Feb 1, 2014
I cannot be stopped.

"This is ridiculous!"

Size: 8
Weight: 9
Jumps: 3
Ground Movement: 4
Falling Speed: 8
Aerial Speed: 4

Down Special- Time Zone

Clockwork pushes down on the key... thing on his head, and instantly creates a bubble of green energy around himself. Any projectile, from pokeballs to Samus's charge shot, that gets caught in this field either when it's created or within one second afterwards stops moving immediately. The green fades quickly, leaving only the projectiles, suspended in mid-air. These projectiles are now Clockworks, and should they KO anybody it's credited as his own kill. How can they kill somebody? Read on.

While suspended, if a projectile is touched by anybody sans Clockwork, it unfreezes, continuing what it would have normally done. So, should somebody unfreeze, say, a charged Scope Shot, they will act as if it hit them, taking the damage and knockback it would have normally dealt even if it was them who initially fired it.

Clock work can also, should he smash the input instead of simply tilting it, unfreeze everything suspended in time on his own, causing them to continue as if nothing happened.

There is essentially no startup lag, meaning he can, for instance, throw a pokeball then immediately freeze it, allowing for later use.

The size of a Time Zone depends on how long it's been since the last Time Zone was created, similar to ROB's laser. Its maximum size is that of a smart bomb's radius. It takes approximately 30 seconds to fully charge.

Side Special- Fast Forward
Clockwork' key... thing starts to turn clockwise, enveloping himself in a slight green aura. This doubles his speed for the duration, which is five seconds. That's not all it does, however. While Fast Forwarding, any timed effect that is affecting Clockwork is sped up as well. For instance, if Clockwork is shrunken, he will turn back to normal in half the time. Conversely, if he has any positive buffs, they too will run out in half the time.

Another added effect is that Time Zone will recharge faster while Fast Forwarding, charging the amount it would in 15 seconds in only 10. Not exactly double speed, but 1.5x ain't bad. Additionally, any projectile thrown or used by Clockwork also travel at double speed, even if they were thrown BEFORE Fast Forwarding. If a sped up projectile is caught in a time zone, it will retain its increased speed upon being unfrozen, even if Clockwork has returned to normal.

Fast Forward cannot be used within twenty seconds of its last use.

Up Special- Rewind
Clockwork's key... thing starts to rotate counterclockwise. He once again turns green, but this time he travels backwards in time.

Let's say he walks across Final Destination, jumps off, does his up-air, then falls down, almost out of the blast zone. Should he perform Rewind right then, he'd pause briefly, repeating those actions in reverse order. He'd stop the rewind when the input is released, but it will automatically stop after ten seconds of rewinding. He can only rewind things that were results of his own actions, however.

So, let's say he uses an attack, then walks forward, then is knocked from the platform he's on to a lower platform. Instead of rewinding back to when he was on the other platform, he'd just repeat his actions in his new location.

Additionally, any projectiles thrown/used by Clockwork in during the period that is being rewound, should they still be on the screen and available, also rewind with Clockwork.

Neutral Special- Time Beam
Clockwork charges green energy in his chest plate, before releasing a green laser blast, as long as half of a Battlefield platform and slightly thicker than one of Fox's lasers. This beam travels farther depending on how long it was charged, and deals no initial damage. Should it hit another player, however, it deals 3% over time for a period equal to how long it was charged, up to fifteen seconds. Clockwork can move while charging, as long as he doesn't release the input.


Jab- Clockwork does a simple punch with his hefty fists, dealing a meager 3% damage. Somewhat slow for a jab.

Side Tilt- Clockwork sticks out his hand and fires a green orb of time energy, about as big as his hand. These orbs do 5% damage, and can be angled. They are still affected by Time Zones up to twenty seconds after they are created, as opposed to one second like other projectiles.

Up Tilt- Clockwork looks up and delivers an uppercut, dealing 5%. Should he hit somebody, he can quickly input the command again to release a burst of explosive energy, dealing an additional 8%.

Down Tilt- Clockwork spins, holding out his arms, and releasing a stream of green energy from each, dealing 8%. The streams form a ring of green energy around Clockwork that stays in the location it was formed for two seconds, dealing 5% additional damage to those who touch it, before fading away. The ring can be caught in a Time Zone.

Dash Attack- Clockwork stops in place, and fires a pair of green energy beams, one from each hand, one in front of him and one angled slightly upwards, both of which deal 5%. They can, like other projectiles, be caught in Time Zones, and should Clockwork be Fast Forwarding when he does this attack the beams travel twice as far.

Side Smash- Clockwork winds up a punch, and, well, punches. It does 13% damage, and delivers high horizontal knockback.

Up Smash- Clockwork waves his hand over his head, creating a green ring of energy that travels upward at Clockwork's running speed about as far as a Battlefield platform is long. Should it hit somebody, they're slowed down for a full three seconds, and take 8%.

Down Smash- Clockwork cranks his key... thing, and releases a three time orbs, one above him and one on each side, with the same properties as the side tilt's orbs.


Clockwork creates a ring of green energy around himself, deals 8% damage and remaining in place for three seconds after Clockwork moves on, stunning foes it touches mid-air.

Uair- Clockwork looks up and points. He creates a point in the air, indicated by a green glimmer where he pointed. Upon next input of the up air, the point explodes, creating a green burst the size of a Bob-Omb explosion that deals 8%.

Bair- Clockwork turns around and claps, dealing 8% damage. Should he rewind this move, he instead swats foes away, both hands acting as their own hitboxes and dealing 8% damage, while the lower hand spikes opponents.

Fair- Clockwork Fires a blast of green energy in the shape of an arrow, dealing 5%. Can be angled, similar to Pit's neutral special, without traveling as far.

Dair- Clockwork fires a time orb downward, dealing 5% damage and traveling faster than his others.


Clockwork reaches his arm out, aiming to grab his foe. He also reverses time ever so slightly as he does, meaning that somebody who's currently out of his reach can be caught, provided they were in his reach a second ago.

Forward Throw- Clockwork fires a time orb into his foe, throws them forward, rewinds so they're back in his grip, then repeats, dealing a total of 13%.

Down Throw- Clockwork teleports somehow (time travel?) into the air above his enemy, falling on them and dealing 15%, but low knockback.

Back Throw- Clockwork fast forwards himself, delivers dozens of too-fast-to-see punches on his captive, then kicks them away from behind, dealing a sum of 13%.

Up Throw- Clockwork chucks his foe into the air and fires a Time Beam at them. They are momentarily frozen in time, before taking 13% damage and being sent flying upwards.

Time Out

Clockwork presses down on his key... thing, and the whole stage gains a green tint, minus Clockwork, who remains normal. During this period, everything except clockwork is frozen in time, completely. Even the match's timer stops! The only things that can move other than Clockwork are his projectiles. This period of time is perfect for racking up damage on his foes, and since they don't take knockback during the Time Out they'll stay in place for their punishing. It's also a good time to set up Time Zone traps. All in all, the choice of what to do is up to you.

The Time Out lasts fifteen real time seconds, and once it's gone everything continues as normal, and the foes are suddenly affected by the knockback of the last attack you hit them with during the time out. Use this well.

Clockwork is a frail, slow fighter. In a one on one, hand to hand fight he's essentially useless. That's where his time tricks come in. Through use of his Time Zones and time orbs, he can turn the field into a bullet hell from which there is no escape. Alternatively, he can create a minefield, littering the stage with frozen attacks that deal just as much damage if touched as if they were moving. The choice is yours.​
Last edited:


Super Banned
Jul 8, 2012
19th place? I can do better D: I think I'll do an oddball, an original character of mine!

Scarlet Freshbrew
was as normal as they come, she was a pretty girl working as a waitress on a cute little Cafe near her apartment, a slight british accent running through her lips when she talked, and a certain mischievous flair to her voice. Her life spun around and then ended all of sudden when she was caught between a bus and a car at full-speed, the poor girl's toned, but thin frame couldn't survive something like being split through the waist, that was a truly tragic accident, a huge misunderstanding that should've never happened...?

Scarlet woke up and tried to remember what happened, she could recall vague figures, a searing pain and a terrible, claustrophobic sensation, like she was being buried her side was a cloaked figure, two red orbs shining like headlights where eyes should've been, the figure introduced himself as a man called The Raiser, he was one of the many creatures that helped found the City Of Limbo (THAT Limbo, only modernized like a city) and he dedicated himself to giving a second chance to a few select humans that didn't deserve to bite the dust when they did, running more than a few businesses where he gave undead creatures a chance to continue their lives on Limbo, although he didn't force anyone to do anything, he had returned a few people to their dead state at their own request.

At first, like most people, Scarlet freaked out, she couldn't stop running her hand along her right arm, as she couldn't believe the fact that it was all bone! Her right eyeball missing and a hole on her torso completed the undead look, not to mention, her upper and lower half were being held together with a special belt that she had to wear unless she wanted to be on two places at the same time.

So, she probably started working on a cute little Cafe down in Limbo, right...? Well...looks like Scarlet's mischievous side manifested itself a little more than when she was living, as she used a room on The Raiser's famous strip club, Curves N' Bones, while he was looking around to get her a place to work. Turns out she liked the place a little too much, and since then, Scarlet's been working there for almost a year! Although she does miss some things about her previous life (Mostly seeing her parents), Scarlet seems to have adapted well to the hectic, hedonistic Limbo life, and when talking about a tournament where Yoga and Gardening are plausible fighting styles, why can't someone on Scarlet's field join the fight!?

Even when she joins the fight, Scarlet won't forget her good looks, her main outfit's on the left, with a material similar to ZSS' suit.

(Bear with me, these pictures are a little old, but they're like the only SFW-esque pictures of Scarlet I have)
Even though the left picture showcases her standard outfit, the right picture serves as a more accurate portrayal of her canon build, a little meatier and toned. The second picture also shows her alternate costume, the shopping outfit that she uses as a more 'civil' alternative to her slightly-skimpier pink bodysuit. Another aesthetic feature with Scarlet are her expressions and mannerisms when put againist other characters, when she fights a character she finds attractive or appealing, her overall mannerisms and attitude will be flirtatious and playful, even when beating that character up, and when she doesn't like the character, she'll be a little less charming, making annoyed gestures and even doing some zombie growls when that character gets near her. You can have fun finding out who Scarlet likes and doesn't like, although she also has a neutral character list, where she doesn't seem too excited or too annoyed (Don't be surprised when you get her positive mood againist some of the other girls~!). Her pummel will also change to an adorable squeeze when she grabs a character she finds 'cute' like Kirby, Pikachu, Jigglypuff, Megaman or Toon Link.

A little taller than Zero Suit Samus.
WEIGHT: 7/10 (Scarlet's on the meaty side, but she's still thin)
GROUND SPEED: 6/10 (She runs fast, but she's no Captain Falcon or Sonic)
AIR SPEED: 6/10 (Scarlet's agile, as her trade implies)
FALLING SPEED: 7/10 (Pretty standard falling speed, a little on the fast side)
TRACTION: 9/10 (Again, tools of the trade!)
JUMPS: 2 (Moderate vertical distance)
CRAWL: Yes (More tools of the trade, I guess?)

Scarlet moves like a heavier Zero Suit Samus and most of her moveset's based on strong kicks, as you can guess looking at her thighs and her legs, the few moves where she uses her arms are weak or useful for starting up or setting combos, but she almost always finishes and hits hard with her legs or her buttocks (Think Rainbow Mika), and due to the length of her legs, she actually has pretty good range for a physical fighter, usually having 1-frame sweespots on her feet during kicking moves, her leg also doing some damage, but not as much. She pretty much plays like your standard kick-based character, with a few quirks here and there, like her focus on spacing herself to get the best out of her kick sweetspots, so you'll have to keep a good eye on specific range while playing Scarlet...Marth users should feel right at home with her, because her attacks use the same basic principle, except with kicks, not swords.


JAB - Slapkick Combo: Scarlet slaps forward with her skeletal hand twice, from side to side, then charges her right leg back and does a strong kick forward, continuing to kick only when mashing the A button, her infinite finisher being a strong slap with upwards-diagonal knockback that works like a charm to start up aerial combos.

FORWARD TILT - Butt Bump: Scarlet does exactly as the name suggests, she bumps forward with her butt, the attack having a small hitbox but decent knockback and damage, this attack's best when chained along with other moves, because connecting the Butt Bump by itself can be terribly hard.

UP TILT - Vertical Split: Scarlet does a vertical split with her hands on the ground, her foot acting as a sweetspot with vertical knockback (Slightly leaning to the side that Scarlet made the move facing) and her leg dealing less vertical knockback, which can be used to juggle other fighters around, as this attack has low ending lag.

DOWN TILT - Tripping Kick: Scarlet pokes a the ground right in front of her with a slight kick, tripping anyone hit with the move, although the trip animation from this move ends slightly faster than the tripping from Diddy Kong's bananas, she can still use this tool to start up a series of hits, the only problem being the attack's short range. When this attack connects, pressing A again makes Scarlet sweep her foot upwards gleefully, turning back, dealing 5% damage and making her face the other direction, looking at the opponent with a mischievous smile.

DASH ATTACK - Butt-Slider: No worries, the attack's not as kinky as the name suggests. As she runs, Scarlet slides a bit short of a Battlefield platform with her heels on the floor, holding both hands behind her head and shifting her weight to the side, making her butt stand out as she slides. Scarlet becomes a hitbox during this attack, but most parts of her frame won't deal much damage or knockback...however, when she sweetspots with her butt, she deals quite a bit of horizontal knockback and skips the ending animation of her sliding attack, simply shifting back to her normal stance after hitting, bouncing back a little bit from the enemy. When Scarlet hits with her butt, she tosses a smooch at the camera, a little heart appearing beside her backside.

LEDGE ATTACK - Bucking Spin: While holding on to the ledge, Scarlet spins on the ledge and ends with her backside facing the stage, bucking her legs backwards to deliver a strong kick that has downwards-horizontal knockback, this usually leaves opponents on the ground, but doesn't throw them off the stage, it's also relevant that Scarlet ends up facing the ledge when she finishes the animation.


NEUTRAL AIR - Leglicopter: Scarlet extends her legs to the sides and spins the lower side of her body with the belt, making them a disc-shaped hitbox that hits for different knockback angles depending on where she hits people on the attack animation. This attack also makes Scarlet stop her fall slightly for a moment, also working as a decent stalling/recovery tool.

FORWARD AIR - Acrobatic Neckbreaker: Similar to Tsunade's Heaven Kick Of Pain from the NUNS games, think Sonic's Project M F-Air with ground-pound properties at the end of the animation. Scarlet spins forward once and sticks her leg out to create a circular hitbox that then turns into an horizontal hitbox as she rushes towards the ground, striking with her foot and creating a small shockwave. Enemies hit on the way down will be launched towards the floor and then bounce upwards a little bit, so this might be a good window-opener when used right, although it's also a pretty threatening move on its own.

UP AIR - Spinning Needle: Scarlet does an airborne vertical split and spins around a few times, the tip of her foot being a massive upwards knockback sweetspot, this sweetspot feels much tighter and harder to connect than most of Scarlet's moves, but the reward makes up for it, another risk factor is that this attack has higher-than-moderate ending lag.

DOWN AIR - Drilling Footstool: Scarlet separates her lower and upper halves, her lower half shooting down and spinning like a drill, dealing decent damage and a stunning effect similar to Master Hand's similar attack, also having a slight vacuum effect, when her feet hit the ground, her lower half just jumps back and Scarlet falls normally, but when it hits and 'drills' someone, it bounces back up with a little more strength, giving Scarlet slightly more airtime, so it can also be used as an extended footstool that can also meteor while on the air. It's important to note that Scarlet doesn't shoot her lower half at a 90-degree angle, she slightly tilts the shot towards the side she was facing.

BACK AIR - Airbone Modeling: Scarlet strikes a pose while kicking backwards, smooching at the camera and making peace signs with both hands, her foot kicking backwards all the way through and sweetspoting. This attack obviously has quite a bit of ending lag, as Scarlet recovers from her silly midair posing, her other leg and her arms might be on slightly different positions when she does this attack, but this is purely an aesthetic change.


FORWARD SMASH - Cutting Kick: Scarlet does a swiping kick forward, the slashing hitbox marker appearing, like Mario's F-Tilt, with her foot acting as an horizontal-knockback sweetspot when the attack reaches the middle of the swiping animation, the rest of the attack and hitbox deals slight horizontal knockback, this attack has medium ending lag, Scarlet sliding back a little when she finishes the kick.

UP SMASH - Handstand Buck: Scarlet stands on her hands, charging up the attack before bucking upwards with both legs, dealing tremendous upwards knockback, although at the cost of high ending lag as she readjusts her position. When charging this attack, the player can push the control stick towards a diagonal to make Scarlet spread her legs to the sides, being able to hit people who are at her sides or above her and slightly to the sides, this attack can basically cover a big semicircle above Scarlet, although she won't hit people directly above her when she angles the attack too much, so that's something that should be kept in mind.

DOWN SMASH - Pole Split: Her stripper pole appears as she holds onto it, spinning on place as she charges, extending her legs towards the sides with strong kicks that have a lot of horizontal knockback once the A button's released. This attack also has a special property, when the attack ends, Scarlet will hold onto the pole and spin downards until she reaches the floor and winks at the camera, smooching with a little heart appearing over her head. Letting this animation end will make Scarlet shine with a pink glow, and her next strong attack will have pink-colored Super Armor.


GRAB - Embrace: Scarlet's grab consists of a hugging animation, where she will hold the other character on the waist with more humanoid characters, or huggle them like a plush toy with less humanesque characters like Pikachu, holding them close to her chest and snuggling them, showing a mischievous expression with the former and an endearing face with the latter.

PUMMEL - Chomp: Scarlet's still a zombie, so her pummel consists of chomping on her opponents, although the animation's not that concrete, kinda like Bowser, where she just uses slashing sound effects and visual effects to show that she's biting the person. BTW! No worries, she can't turn anyone zombie, she's a magic-raised one, so she doesn't carry a virus or a disease of any kind, so her bite just...hurts a lot.

PUMMEL (CUTE) - Squeeze: When Scarlet grabs the aforementioned cute characters, she huggles them close and her pummel consists of squeezing them like plush toys, oddly doing the same damage as her bites as a squeezing sound similar to the Mr. Saturn SFX comes out with each pummel, she also mutters an endearing "Awwwww~!" from time to time when doing this attack.

DOWN THROW - Smooch/Push: With humanoids, Scarlet lets the character besides her stand after pummeling them, and with small characters, she just grabs them with both hands and lifts them up at face level. When she likes the character, she'll plant a smooch on their cheek and make them tumble over to the ground, taking a little damage when hitting the ground. When she doesn't like the character, she'll just push them with a finger (Humanoids) or drop them (With small characters).

FORWARD THROW - Pole Launching: Scarlet holds on to the character, wrapping her legs around her stripper pole and starting to spin around, eventually letting them go and sending them flying forward. This attack works a bit like Mario & Luigi's B-Throw, spinning at first and using the spin's momentum to launch the opponent.

BACK THROW - Leglock Sommersault: Scarlet wraps her legs around the opponent's neck and leans backwards, eventually building enough force to spin backwards and send them crashing againist the ground, the opponents bouncing off the floor and being launched horizontally.

UP THROW - Gravestone Burst: Scarlet stands besides her opponent as her gravestone emerges from the ground, launching them upwards with force, dealing quite a bit of damage, when zoomed through the pause screen, one can see the words written on the grave "Scarlet Freshbrew, now parties hard down there!" with little hearts engraved on the stone.


NEUTRAL SPECIAL - Flirtatious Smooch:
Scarlet leans forward a little bit, bubbling her butt backwards (It's actually a small, low-knockback hitbox) and starts to apply a glossy-pink lipstick on her lips as a method of charging the attack, when the attack's unleashed, she blows a kiss forward and shoots a heart shaped projectile that makes other fighters dizzy and deals some damage, the heart grows at the same rate as Samus' Charge Beam attack, and it travels with a spiral pattern, being able to hit enemies a little lower or a little higher, although it's unable to stop things such as Little Mac's Jolt Haymaker, it'll still deal the damage without the confusing effect. When Scarlet has full charge and stores it, little hearts flutter above her head, and when zooming, her lips do have an extra-slick texture when fully-charged.

FORWARD SPECIAL - Zombie Rushdown: This attack can also be charged, and Scarlet holds her head painfully as she does. She starts grunting and growling like your average zombie, shutting her eyes and crouching as she becomes a little more feral. When the attack's unleashed, Scarlet charges forward while running, holding out her arms and opening her mouth wide, her eyes looking blank as she rushes, turning herself into a moving hitbox for the duration of the attack, leaving behind a trail of red energy as she runs. This attack has super armor during the running frames, and once finished, Scarlet will hold her head for a moment before regaining her senses, giving this attack a higher-than-normal ending lag. If the B button's pushed again as Scarlet rushes, she will stop and do a clawing uppercut before regaining her senses. This attack can also be used on the air to recover horizontally, Scarlet simply lunging forward with less range, but much quicker and with less ending lag.

UP SPECIAL - Soul Leak: The seal on Scarlet's soul fades a little bit momentarily, her spirit coming out of her mouth comically, like here, and making her float upwards with a blank look on her eyes. Scarlet's soul basically looks like a balloon-shaped ghost with a chibi version of her face on the front, her soul carries her upwards like half of Snake's recovery before she sucks it up again, entering freefall. Scarlet's soul can be popped to gimp her recovery, but when the soul's popped, she'll get an extra mid-air jump to balance it out. As a visual detail, Scarlet's soul will show different expressions depending on her damage meter, getting angrier or sadder as she gets more damaged.

DOWN SPECIAL - Bouncer Bash: Scarlet pulls up a cellphone as startup lag as she places a hand on her waist, the club's bouncer appearing from a purple flash and doing a certain attack. The standard move consists of him rushing forward and doing a football tackle that goes about a Battlefield platform long, also acting as a shield for attacks directed at Scarlet from the front, this attack has decent horizontal knockback. When doing the standard move, the player can push B again to make the bouncer do an uppercut, although this eliminates his shiedling capabilities. Although this move's dangerous to use while on the air due to the startup lag, when done on the air, the bouncer will appear and rush downward with his fists drawn out, acting as a meteor smash. The bouncer will always dissapear right after he attacks, although this attack does have a bit of a cooldown, so you can't spam it.


raises her hands upwards as Curves N' Bones drops on the stage background, lights shooting off the sides before everything goes pitch-black, nothing happening for about 2 or 3 seconds before loud techno music starts to play (Something like Speed Highway - Classic) and flashes of the fight can be seen through strobe lights, the other fighters constantly taking some damage like during Olimar's FS. During the pitch-black segment, the player using Scarlet can press the buttons on the controller to make different light effects burst around the stage, dealing damage and knockback to the other fighters as they get hit. These light effects will deal even more damage when the button presses follow the beat of the music, becoming bigger and stronger, more colorful. After the Final Smash ends, Scarlet will be sitting on the floor at the spot where she activated it, shaking her head a bit before standing up again.

Taunt #1:
Scarlet blows a kiss at the camera, coupled with a little wink.

Taunt #2: Scarlet spins around, ending with her back to the camera, arching her body to make...herself...stand out as she takes a selfie with her cellphone, her lips puckered up on a little smooch '3' as she does the peace sign with her skeletal hand.

Taunt #3: Scarlet stands with both hands behind her back, blowing a bit to make her hair flutter up, revealing her empty eyesocket as she smiles mischievously at the camera, giggling and re-doing her hair so it covers her missing eye again.

Special Taunt: When standing next to a 'cute' character, pressing the Up Taunt and Down Taunt buttons at the same time will make Scarlet stand still for a moment before turning into her Chibi self, looking at herself with surprise before she turns back into normal Scarlet.

Entry Animation:
Scarlet emerges from a portal on the ground from Limbo, Hollywood-esque lights coming from the portal as she floats a little bit above, then it dissapears and she winks at the camera with a little smile on her face, a cute heart appearing at the side of her face.

Victory Animation: Scarlet has a special VA, where she actually takes a selfie picture with the other losers, the losers showing an annoyed face on the photo, while Scarlet shows the brightest of cute smiles, the picture appearing as the background for the results screen (This under the notion that this game will get more specialized, unique Victory Animations than the past three, a little more cinematic).

Losing Animation: Scarlet doesn't clap, she folds her arms below her chest and looks angrily at the winner, shifting her weight to the side and huffing from time to time.

Kirby Hat: Kirby gets Scarlet's trademark blue hair with the fringe.

Series' Logo: A heart with a skull on the middle.

Snake's Codec:
Otacon...who's this green chick!? She has a skeleton arm!
Otacon: Snake, that's Scarlet Freshbrew! She's a zombie...entertainer who lives in Limbo.
Snake: A zombie...!? Does this mean...
Otacon: No, Snake, if I'm correct, she won't turn people when she bites them, although it probably hurts a lot, but that's not the most dangerous part of Scarlet!
Snake: Huh? What's so dangerous about her then?
Otacon: Scarlet delivers some super-strong kicks and her ability to detach her lower side from her torso makes her a formidable fighter, she might be dead, but she packs quite the punch,!
Snake: Hmm...about that, for someone dead, she smells really nice, don't you think?
Otacon: ...Snake...!


God...that one took quite a while to do :v Although I'm very satisfied with how it came out :D I hope I score better than Tommy Wiseau's moveset.​
Last edited:

darth meanie

Smash Journeyman
Jun 6, 2008
King K Rool

I know I surprised you by liking this set Warlord, but overall, I think it's a pretty nifty moveset you've made here. The ability to suck up and rearrange projectiles is the kind of simple yet deep mechanic that I love, so it shouldn't be too surprising, actually. I do think though that the throws feel a little awkward on their inputs, and since you've already made a different control scheme to actually perform the throws, it may have been better to create new inputs entirely for throwing rather than cramming them awkwardly into up, down, forward and backward.

In the end, King K Rool is hardly revolutionary, it's a projectile spam character, and those practically write themselves, but you practiced restraint in this set and kept it from getting out of hand, and I like that. There's plenty of room for user creativity rather than having a move for every specific situation, and playstyle without a flowchart to victory.


I already mentioned to you that I love this set, but let me get into really why I love it here. The concepts you introduce are perfectly simple enough to pick up, but leave a great amount of depth behind it. You have your character, an extra hurtbox, and an extra hitbox. You've written these mechanics in such a way though that you're able to create a depth of playstyle out of simple moves. Her approaching reflector becomes fascinating with the ability to have a second version of her coming from behind.

One thing though that I'm not sure about with the moveset is the inability of her to turn around effectively. It really limits the ability to be creative with her doppelganger, and doesn't feel like it really fits the character and feels unnatural mechanically. The intention of forcing her to commit to approaches is laudable, but I feel like you could have done this just as easily with changes to her moves and approaching tools rather than a ham-handed one-way street as it is.

Still, altogether the moveset is tightly wound and every mechanic fits together well, making for a moveset that I imagine would be fun to play and play against, which is really the gold standard to be shooting for. Well done Froy, you've made what is possibly my favorite set this contest thusfar.


You've been pumping out movesets with aplomb lately, so it's about time someone gave you a comment on one. I read through Lion-O as well, but Clockwork seemed to be the moveset much more deserving of a comment than Lion-O. Conceptually, what you have here is perfectly strong enough to hold its own even among the highest echelons of movesets. Stealing projectiles and freezing them in the air as traps, or letting them go as you like? It's a great concept you have here.

What Clockwork lacks that keeps it from being a great set in my mind is a sense of flow and playstyle that comes out of it. Too many moves fail to capitalize on the interesting base you have of time manipulation and projectile freezing, and where they do occasionally it's more of an interesting side note, like in the back aerial, than as a real meaty bit of playstyle. I would have loved to see more projectiles with different properties to work with, buffs and debuffs to use with Fast Forward, ways to abuse Rewind than what you've established already.

Also, as a side-note, the Final Smash is utterly broken, you need to rethink your timing on some of these things. Thirty seconds is a long time, especially in a fast-paced game like smash brothers. Even eight seconds would seem like plenty of time to set up a wall of projectiles or flurry of attacks to me. It's a very broken final smash as it is.

Scarlet Freshbrew

This is definitely an unusual choice of character, but after Tommy Wiseau we can't expect any less of you, now can we? The oversexualized nature of the moveset is a little uncomfortable, but I got Top 5 on a moveset with a character who has a sex scene in the original source material, so there's little room for me to complain.

Overall, you have a nice feel for how moves and attacks feel in Smash Brothers, which is a nice trait to have. Attacks feel like they were ripped straight from the game itself, with a few exceptions (randomly summoning a stripper pole comes to mind).

I felt you didn't capitalize on the character's potential though. After mentioning that she could separate her top and bottom halves, I read through the entire moveset expecting a special that used that to separate her into two separate parts to attack, but I came up empty. There's also a bit of a criminal case of underdetail here... moves should generally have damage percentages and kill percentages explained, at the minimum.

Overall, this set shows much more potential than Tommy Wiseau's half-joking nature was, but it still lacks a sense of coherency and playstyle. There's no central concept or idea that the set revolves around, just a string of generic kicking attacks that fit the style of Smash but little else.


Super Banned
Jul 8, 2012
Scarlet Freshbrew

This is definitely an unusual choice of character, but after Tommy Wiseau we can't expect any less of you, now can we? The oversexualized nature of the moveset is a little uncomfortable, but I got Top 5 on a moveset with a character who has a sex scene in the original source material, so there's little room for me to complain.

Overall, you have a nice feel for how moves and attacks feel in Smash Brothers, which is a nice trait to have. Attacks feel like they were ripped straight from the game itself, with a few exceptions (randomly summoning a stripper pole comes to mind).

I felt you didn't capitalize on the character's potential though. After mentioning that she could separate her top and bottom halves, I read through the entire moveset expecting a special that used that to separate her into two separate parts to attack, but I came up empty. There's also a bit of a criminal case of underdetail here... moves should generally have damage percentages and kill percentages explained, at the minimum.

Overall, this set shows much more potential than Tommy Wiseau's half-joking nature was, but it still lacks a sense of coherency and playstyle. There's no central concept or idea that the set revolves around, just a string of generic kicking attacks that fit the style of Smash but little else.
Hmm...maybe you're right, when thinking up the moveset, I didn't really focus a lot on her splitting capabilities for the special moves because I basically wanted to do what Sakurai did with Bowser, he didn't exactly use the character's known special abilities, but he capitalized on two of Bowser's traits, turtle, and dragon. I kinda tried to do the same here with 'Zombie' and 'Stripper' but apparently failed :c I was going to have a side special where she shoots her legs forward and a cord between her legs and her torso pulls her towards the struck fighter to deal more damage, but I felt that the explanation would've been too complicated and convoluted, and...I didn't know 'moderate knockback' and 'a little bit of damage' weren't explanatory enough :p

I'll probably do another 'Original Character' moveset or a Cartoon character moveset soon, though, this one was tons of fun to imagine, it also helps with fleshing out a character when they're your own original character.


Smash Apprentice
Feb 1, 2014
Ah, alright. Thanks for the feedback, DM! I've adjusted the final smash, and intend to further adjust the smash attacks and tilts to better fit his Time Zone abilities, don't worry. And it's funny you should mention how often I post movesets... haha...


Zatch and Kiyo, a fighting team the likes of which only shows up once in a thousand years. Zatch, the little guy, does all of the fighting, while his partner Kiyo stands in the background, directing Zatch a la Pokemon Trainer with the use of the red spellbook, giving Zatch access to a myriad of lightning based spells.


Size: 4
Weight: 4
Jumps: 5
Ground Movement: 7
Falling Speed: 5
Aerial Speed: 5


Neutral Special- Zaker

In this chargeable attack, Kiyo has Zatch use his most iconic of spells, Zaker! Kiyo reads the spell's name from the book, and Zatch's eyes light up, as he fires a blast of lightning from his mouth. The lightning, in its base form, does 12% and travels one Battlefield platform in length, along with momentarily stunning his foe. The longer the spell is charged, however, the farther it will travel, up to twice its original length with a full charge. However, the spell does the same amount of damage no matter how long it is charged. As an added bonus, Kiyo will shout "Zakeruga!" at half charge, and "Teozaker!" at full charge, though this is purely cosmetic.

Down Special- Rashield

This time, Kiyo reads the second spell in the book, Rashield! Zatch creates in front of him a shield, about as tall as Ganondorf. This shield has reflective properties, capable of sending a single projectile attack back at their source, and adding electric properties to it if it didn't possess them already! Unfortunately, he cannot use this attack in the air very effectively, as the shield would simply raise from the ground below him, not always reaching the height required to defend him.

The Rashield will last, on its own, five seconds. If it deflects an attack, however, it instantly disappears.

Side Special- Zagurzem

Kiyo shouts "Zagurzem!", and Zatch fires from his mouth a somewhat slow moving ball of electric energy, seen above. The ball does no damage, on its own. When it hits a foe, they simply gain a faint electric aura, with no noticeable effects. Its use, however, is when it is used in tandem with other spells.

Should Zatch fire a Zaker spell near an enemy with Zagurzem on them, beam will bend to attempt to hit that enemy! Should it hit the enemy, it will create an explosion with them at the center, dealing an additional 5% and additional knockback! The spell, on top of that, can be stacked! The more Zagurzem an enemy has been hit with, the more the Zaker spell will bend to try to meet them, even stretching past its normal limits should there be enough! Unfortunately, stacking the spell does no added damage, but it does add knockback to the explosion.

That's not all, reader. Should Zatch instead fire his Zagurzem at his Rashield, it will bolster the shields defenses, allowing it to stick around for 8 seconds instead of 5 and allowing it to reflect two attacks instead of one! Isn't that nifty? This isn't stackable, though.

But wait, there's more! Zatch can also Zagurzem specific items, like, say, a sandbag, it will function the same as if he Zagurzem'd an opponent, drawing his Zaker spell in and causing an explosion.

As if this spell wasn't OP enough, he can use Zagurzem to chain his Zaker, allowing the spell to jump from one Zagurzem'd target to another should they be close enough (as in, within a stage builder block). Use this wisely!

The Zagurzem itself does 5%.

There are drawbacks, however. Zagurzem has short range, only traveling two stage builder blocks before dissipating. Not only that, the charge it gives an enemy is only good for one use, meaning that once the Zagurzem'd foe is hit by a Zaker, they need to be re-Zagurzem'd. Finally, it has considerable startup lag, visualized by Zatch charging the ball for a short time. Such a powerful spell takes its toll on the little guy!

Up Special- Rauzaruk

You know the drill. Kiyo shouts the spell's name, and something happens. Specifically, Zatch is hit by a bolt of rainbow lighting, increasing his stats! He can jump 1.5x as high, move 1.5x faster, and hit 1.5x harder. Radical! Plus, he's got a neat rainbow aura.

Unfortunately, this hefty buff comes with a wicked drawback, in the form of not being able to use any other spells. That's right, no spell based attacks. No other specials, no grabs, no smashes, and no Final Smash until the boost is over. It's all up to you, tilts! This lack of spells wears off two seconds after Rauzaruk does.

Rauzaruk is toggleable, meaning it can be switched on and off when you feel you need it. Get a balance going, guys!

Should he use Rauzaruk in the air, the bolt of lightning will, instead of toggling Rauzaruk on, send him higher into the air, allowing this to also act as a recovery move instead! He travels about 1.5x times his height upwards. The bolt itself, in either version of the attack, does no damage, but it will stun anybody it hits for a brief time!


Jab- Zatch delivers a quick punch, accompanied by a little hop, dealing 3%.

Side Tilt- Zatch delivers a strong headbutt attack, dealing 8% and causing him to travel forward a stage builder block. Don't get a headache! The headbutt knocks a foe back, just enough for them to be hit with an uncharged Zaker.

Up Tilt- Zatch jumps up and delivers a rather short range uppercut, dealing 6%. This does little knockback, but can be used to juggle somebody if your timing is right. Perhaps one could toggle on Rauzaruk after knocking somebody into the air, stunning them long enough with it to deliver a boosted aerial followup?

Down Tilt- Zatch does a sliding kick attack, dealing 7% and moving him slightly forward. It sends a target into the air, not very high but high enough to combo into your up tilt.

Dash Attack- Zatch does trips and rolls forwards at high speed, like a living buzzsaw. Deals 8%. Can be jump canceled out of at any point, leading into aerial combos.


Side Smash- Kiyo shouts "Bao Kurou Disugurugu!", and Zatch summons behind him a huge, dragon-like hand behind him! He punches in front of him, and the hand mimics the punch perfectly. The claw does 14% and high knockback. If it hits a Zagurzem'd foe, it triggers the explosion the same way as Zaker would.

Up Smash- Zatch looks up, and Kiyo shouts "Jikerdor!", causing Zatch to fire a ball of light upwards, about two stage builder blocks up. Should it hit somebody, they slam down to the ground instantly, taking 13% damage. Zatch can interrupt their fall, however, negating the damage they'd take from the up smash but allowing him to combo into other moves.

Down Smash- Kiyo throws Zatch into the air, in the only move where he actually interferes with the match, and shouts "Zaker!", causing Zatch to fire the spell downward at a 45 degree angle, dealing 10% with the spell. If Zatch hits somebody on the way up, he deals 4% to that person and, instead of firing Zaker, slams back to earth at high speed, dealing 7% to any he lands upon. The Zaker he fires acts like a regular one, affected by Zagurzem the same way.


Nair- Zatch delivers a downward headbutt in front of himself, dealing 8% and spiking foes downward if it hits just right!

Bair- Zatch flips upside down and fires a weaker Zaker, propelling him... forwards, I guess, and dealing 6%. If it hits a Zagurzem'd foe, Zatch is propelled farther and the opponent takes high knockback.

Fair- Zatch does a totally radical drill kick, dealing 9% over multiple hits and putting the foe in a prone fall, allowing for additional attacks.

Uair- Zatch does a headbutt upwards, dealing a good 9% and high vertical knockback, good for air juggling.

Dair- Zatch unintentionally bodyslams downwards, dealing 8% and travelling down faster than his normal falling rate. Should he hit somebody, he'll bounce off them instead of landing, giving him a small boost and room for more attacks.


Grab- "Jikerdor!"

Kiyo calls the spell's name, and Zatch fires the ball seen above, just like his Up Smash, but this time he fires it in front of himself. Should he hit somebody with it, they are dragged to him, almost magnetically! Weird! Should it hit a Zagurzem'd opponent, they take the extra explosive damage associated with it, when they are grabbed.

Up Throw- "Ganreizu Zaker!"

Zatch chucks his foe into the air, and Kiyo shouts this spell's name, summoning a group of gun barrel-like things that fire a volley of electric shots at the target, dealing a sum of 14%.

Down Throw- Bao Kurou Disugurugu

Using the same spell as his Side Smash, Zatch again summons a giant dragon hand (like above, but smaller), which grips the foe and slams them into the ground a few times, dealing 14%.

Forward Throw- "Teozaker!"
Zatch holds his foe close, and Kiyo shouts the spells name, unleashing a large burst of blue electricity right in their face. This does 13% and sends them flying horizontally.

Back Throw- "Maazu Jikerdon!"

Zatch creates behind him a large sphere of electric energy and stuffs his foe inside, dealing them a hefty 14% but doing very little knockback.

Bao Zakeruga

Kiyo shouts "Bao Zakeruga!", and Zatch creates a huge dragon, made of lightning! It travels from his location around the screen, chomping and firing bolts of electricity. The bolts do 18%, and high knockback. These bolts have the same properties as Zaker, except they travel through platforms. Meaning, they can track Zagurzem'd foes the same way.


Zatch is all about striking a balance between the mid-range Zaker/Zagurzem style of combat and the pure melee gameplay of Rauzaruk. If your foe is managing to stay just out of reach, try maybe getting in close with the advanced speed of Rauzaruk, combo them for a while to weaken them, then quickly switch back to normal and get in a Zagurzem or two, allowing your attacks to hit more easily and eventually net you that coveted KO.

Last edited:


Smash Apprentice
Feb 1, 2014
I am beyond comprehension


Astrodactyl, an alien pteranodon from the planet Terradino, is the king of the air, using all sorts of energy attacks to defeat his foes. Powered by a miniature star in his wing pack (the thing on his back), he has lasers, energy whips, and can unfurl his wings to create his own, personal jetpack slash glider. He's got multiple jumps, four in all, a myriad of aerial attacks, and the skills to make use of them.


Size- 7
Weight- 6
Jumps- 7
Ground Movement- 5
Fall Speed- 4
Aerial Speed- 9


Neutral Special- Star Beam

Astrodactyl braces himself, opening his beak and firing a glowing, green beam of energy. It travels a Battlefield platform in length, and deals 3% per hit, and the player can hold the input for continuous fire/hits. It can be angled by tilting the stick. However, the longer the beam is active, the less range it has, until being nothing more than the sphere of energy at the base, seen above.

Used in air, it can be angled straight downward. By default, however, it fires at a forty-five degree angle down.

Side Special- Energy Whip

Astrodactyl extends a whip made of green energy (similar to the energy of his Star Beam) from his wrist, and lashes it forwards, dealing 5% and stunning his foes. He can hit the input again quickly after, to create another whip from his other wrist, and repeat the attack, again dealing 4%. After this second strike, every repeat of the input will cause him to lash with a whip, alternating between the two and dealing 3% per hit. The stun lessens with each consecutive hit, until there is none at all after hit seven.

Down Special- Propulsion Blast

Astrodactyl charges up energy in the exhaust port of his wing pack, and after a half second he releases a green ring of energy from the port. When it hits the ground, it creates a blast of energy on both sides of Astrodactyl that deals 10% and sends those caught in the blast into the air.

Should this attack be used in the air, it will instead create a burst of energy immediately after the ring is released, instead of it needing to hit the ground. This blast does 11% and does very high knockback, capable of KOing at 150%.

Up Special- Astro Glide

Astrodactyl extends his wings from his wing pack, while a burst of green flame spews from the exhaust port. This gives him six consecutive seconds of free flight, during which he can do all sorts of things. He has access to his aerials, specials, and even smashes.

Yes, smashes. While in flight mode, Astrodactyl's aerials gain their own version of smashes, called aerial smashes. The inputs for these aerial smashes are the same as the inputs for their corresponding ground smashes, and add another level of combat to Astrodactyl's moveset. More on them below.

While in flight mode, Astrodactyl can hover in place by not moving the stick, not falling until the time is up unless the player actively moves him down.


Jab- Astrodactyl swipes with his claws, dealing 3%.

Side Tilt- Astrodacyl leans forwards and chomps with his beak, dealing 6% and low knockback.

Up Tilt- Astrodactyl swipes with his claw in an arc above his head, dealing 7% and pushing his foes into the air. Good for keep an airborne enemy airborne.

Down Tilt- Astrodactyl brings his fist up in an uppercut strike, dealing 6% and lifting his foes off their feet, meaning he can combo into flight mode or his up tilt.

Dash Attack- Astrodactyl does a barrel roll, maintaining his momentum and using the fire from his exhaust port to propel him forwards faster than his regular dashing speed and deal 9% over three hits.


Side Smash- Astrodactyl fires a quick blast of his Star Beam at the ground directly in front of him, dealing 11% and delivering a high amount of vertical knockback to those it hits, sending them straight up into the air.

Down Smash- Astrodactyl crouches low and quickly unfurls his wings, hitting both sides and dealing 11%, while the wings themselves, should they hit right, send the enemies they hit into the air, allowing you to combo into an up tilt or an aerial attack.

Up Smash- Astrodactyl releases a burst of exhaust flame to the ground below him, dealing 10% and giving the enemy a load of diagonal knockback, at a forty-five degree angle upwards. I bet you can't guess what this is good for, although I will tell you it rhymes with "setting up aerial combos".


Nair- Astrodactyl delivers a strong, quick chomp of his beak that deals 3% and is somewhat spammable. Essentially, this is an airborne jab, good for a few quick strikes while the foe is in front of you, although its not as quick of an attack as his ground jab.

Fair- Astrodactyl swipes in front of him with both claws, in a bottom to top arc, dealing 8% and sending his foes even farther up into the air above. Easily combo'd into his up air, or you can jump again to hit them with another forward air.

Bair- Astrodactyl, without turning around, sends a larger than usual burst of flame from his exhaust port, dealing 8% fire damage and causing him to turn around once the flame dies down, allow for a combo into his air jab or forward air attacks, or even his energy whips.

Uair- Astrodactyl whips an Energy Whip straight upwards. It has a longer range than many aerial attacks, about 1.5 stage builder blocks, and deals 8%. This doesn't stun like his Energy Whip special does, but can be used quickly for juggling mid-air.

Dair- Astrodactyl fully extends both legs straight down, dealing 7% and causing his foe to fall faster than normal, while at the same time boosting himself higher into the air should he land the hit, causing this to act as a sort of third jump if it makes contact.


Side ASmash- Astrodactyl swipes in front of him with one of his powerful claws, dealing 7%, and follows it up with a large bite of his beak, dealing an additional 8%. Low knockback, but good for comboing into his other aerials or a Star Beam attack.

Up ASmash- Astrodactyl does a spinning, drill like attack with his claws, directed upwards. This deals, over four hits, a total of 12% damage and dealing high vertical knockback. His wings also deal damage as he spins, dealing 5%. However, it'd be hard to hit a foe with both, as his claws hit above and his wings only hit to the side.

Down ASmash- Astrodactyl does an in place roll, using his wings like the blades of a saw and dealing a total of 13% over multiple hits, and also allowing him to scoop up a foe in front or behind him and get them above him with the knockback, letting him move into his up aerial smash or some other attack, should he wish.


Grab- Astrodactyl whips forwards with one of his energy whips, reeling in the foes he wraps up with it.

Forward Throw- Astrodactyl does a tight aerial loop, gripping his foe and smashing their face into the ground as he does, dealing 12% before chucking them into the air above him.

Back Throw- Astrodactyl jumps over his captive, before hitting them with a blast of flame from his wing pack that deals 10%.

Up Throw- Astrodactyl lifts his foe above his head, before blasting them with a continuous stream of his Star Beam, sending them flying straight up and making them take a total of 11%.

Down Throw- Astrodactyl chucks his foe into the air, before flying up to meet them and releasing a small Propulsion Blast right on top of them, causing them to quickly slam into the ground and take 10%.

Air Time

Astrodactyl is granted, for a full 20 seconds, unlimited Flight Mode, and a boost in attack power to all aerial attacks (this does not include specials that he uses in the air, however). His movement speed is also increased, for the duration of the Final Smash. He also gains unlimited Star Beam, meaning it won't lose length for the whole Final Smash, and his whips stun longer than before, stunning until the twelfth hit.

Astrodactyl is a highly air oriented smasher. His ground based attacks all contribute towards his goal of getting the foe into the air, where he is unparalleled. He can use a swift flurry of his whips to stun and damage the foe quickly, before using Propulsion Blast or one of his smash attacks to get the enemy airborne. Once the victim is in Astrodactyl's element, it's time to go to town on them, unleashing his aerials and the Energy Whips to rack up quick damage, then getting a KO with moves like the Propulsion Blast and his aerial smashes.​
Last edited:


Smash Ace
Nov 15, 2005
Shropshire Slasher
Jet Jaguar
Much of what I could say of this moveset has already been pointed out by darthmeanie in his comment for Clockwork.
Jet Jaguar has a strong concept at his core: the ability to alter his size at will. Giving a tool like this to the player is inherently interesting, because it allows them to alter the knockback their attacks deal in an intuitively analogue fashion. It's a huge idea, and it characterises Jaguar as a man who adapts and changes himself to meet the different challenges he faces. He never gives up, there is always another angle that the problem can be approached from.
It's a wonderful concept, is what I'm saying here.

Beyond this central idea however, Jet Jaguar does very little, if anything, to capitalise on it. The regular attacks feel interchangeable; as we could replace them with captain falcon's moveset and nothing would really change to the reader. While this ostensibly points to your attacks not "flowing", it speaks of a much more pressing concern: you don't seem very interested in writing these attacks.

It's understandable. Regular attacks are not as fun to write. But they are even less fun to read when the moveset just wants to get them out of the way. You started this moveset with a certain passion, and that passion shone through in the way your introduction and specials are written. But this enthusiasm, this love for the character, vanishes the moment you started writing the other attacks. Just look;
Up Special said:
Jet Jaguar leaps into the air, arms outstretched like a beautiful Japanese robot falcon
Side Tilt said:
Jet Jaguar does a Judo chop in front of him
The net result of this problem is that it becomes very easy to miss the ideas presented in the regular attacks. For example, the fact you can move a small Jet Jaguar around in midair with his aerials is an inspired way to further differentiate the different sizes of Jet Jaguar. But it's hard to notice that because you don't give the reader any incentive to pay attention or engage with the moveset's ideas. So it becomes easy for the reader to write off those attacks as being (for want of a better term) 'generic filler'

Something you may want to look into, is using Case Examples to describe situations where an attack would be most useful. Here's an example from MasterWarlord's recent King K.Rool moveset;
Because this is a b-air, this is the aerial you’ll most naturally use when fleeing from the foe. What this aerial does for you is knock the foe in the way you were retreating, while setting you up to flee back where the foe was coming from...
Writing a case example for an attack will get both the reader, and yourself, to think more deeply about why the attack is important and what it adds to the player experience.

Last edited:


Smash Apprentice
Feb 1, 2014
Thanks for the feedback, Junahu! It really helps, and I've gone back and "spiced up" the moveset, as it were. I hope Jet Jaguar's abilities really shine through, now!


Thane of Smashville
Jul 5, 2010
Vincennes, Indiana
Resurrection spell initiation
Mook Mash-Up
Concept - Mook Mash-Up is an up-to-4 player fighting game in a similar vein to Super Smash Brothers, with heavy emphasis on speed of gameplay and matches.

Mechanics - The "stock" match is completely lost in this game, with the emphasis on being KOing opponents and scoring points, exactly the same as Smash's time matches, as many times as possible. Certain mechanics are a bit different:
  • Pity Final Smashes are back in full force, with a player being granted one by being a total of 5 points behind the person with the most. These show up a lot more frequently in matches, and are actually an effective strategy for certain characters.
  • Final Smashes are granted every 100% damage a character takes without being KO'd. Being a mook and taking that much punishment without dying is deserved of a reward.
  • Stages, in general, are smaller, ranging from the size of Battlefield to the first game's Sector Z at the most.
  • Mechanically, the game is very similar to Project: M, sharing all of it's differences from Brawl. This is up to and including the actual game speed. Character's stats from their movesets are changed to reflect and fit this.
  • Artistically, the game shares a look very similar to that of Super Smash Bros. for WiiU

Arcade Mode - Similar to Smash Bros. Classic, battle your way through the 8 starters of the game. There are a total of 10 matches, though: the last 2 being exclusive to each character: first you take down the hero of the game, then you take down the mook's boss! It's two boss battles in a row! (For Gray Knight, it's a bit different: he takes down 2 Trolls, then fights the final boss of Castle Crashers: The Evil Wizard!)

Battle - This is the up-to-4-player match mode detailed above. This is the "main" focus of the game, a competitive yet fun to play fighter! Matches are fast, ranging from 2 to 15 minutes. There is a plethora of items to turn on or off, and stage hazards can be turned off as well in order to make each of the 12 stages (one home stage for each character) competitive. Matches can include all possible combinations of 2 to 4 characters fighting, including team battles.

Story Mode - A side-scrolling adventure in the vein of Brawl's SSE, though each stage is taken directly from the universes of each character, and each has a stage specifically designed for their personal strengths and playstyle (for instance, Necky's is a stage where you almost exclusively fly, Gray Knights is a puzzel/maze making use of the bushes, etc). Up to 2 players can play this mode.

The plot involves Lord Cronal as the main "villain", looking through all of the worlds, recruiting the minions for his army, and is also the Final Boss (beefed up, of course). While each character gets quite a bit of screen time, the main "protagonists" are: Gray Knight, looking to rescue the other knights; Firebrand, looking to find several missing Red Arremers from his village; Rocket Grunt, building his own army of Pokemon after Cronal takes away the rest of Team Rocket, and; Koopa and Goomba, who are just kind of caught up in the middle of this. Stories cross paths and intertwine along the way.

  • Skeleton has been changed aesthetically, now specifically being a Skeleton from Castlevania. His stages reflect this.
  • Rocket Grunt's Final Smash has been changed to a Triple Finish-esque team move.
Gray Knight
Rocket Grunt

Kirby Enemy Team

Dracula's Castle
This stage, known simply as "Dracula's Castle", is the home stage of Skeleton, where he will fight Simon Belmont in Arcade Mode Skeleton, actually one of the larger characters in the game, stands just a bit smaller than Mr Belmont there, making this stage actually pretty decent in size, classifying this as a "Medium-Large" stage. As far as actual mechanics work in the game, this stage is about as fitting to every character as it gets, as it allows for many different ways to set traps or run away, as many of the character's movesets do. Many stages are set up this way, with multiple levels of platforms, though most are not quite as vertical. Overall one of the more popular stages because of the many different possibilities and fast-paced fighting, with the many layered solid platforms making side KOs the most common.​
Last edited: