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Make Your Move 17: Next contest begins March the 24th; get your Iron MYM'er 1st day sets ready!

Kirby Dragons

Smash Hero
Joined
Aug 30, 2014
Messages
5,158
Location
Another Dimension
Franky

Franky takes a sip of battle!
Franky (originally named Cutty Flam) is a pirate from the One Piece series. He's a crew member of the Straw Hats, a pirate crew led by Captain Monkey D. Luffy. He is the eighth member of the crew, and serves as their shipwright. He originates from the island of Water 7, where he built ships under the fishman, Tom.
Tom was once sentenced to death for one of his actions, and he was taken to an island called Enies Lobby to officially be killed, on a train that can ride on the sea. Franky didn't want Tom to die, so he decided to attempt to stop the train, using his hands. When this ultimately failed, Franky was heavily injured and barely left alive. To treat his wounds, Franky used his shipbuilding skills to create the Battle Franky 36, a mechanical modification to his body, that turned him into a cyborg.
Stats
Height: 9/10
Weight: 9/10
Jump: 3/10
Speed (Ground): 2/10
Speed (Air): 4/10
Speed (Fall): 6/10
Standard Special: Strong Right

Franky takes 20 frames and raises his fist, holding it in the air horizontally. "Strong Right!" After saying that, Franky will split his arm in half, with the midpoint being in between the skin and the metal of his arm. When he splits his arm, he actually shoots out his fist, which is still attached to him by a chain. The chain reaches as long as 6 SBB, and this includes Franky's fist. However, the chain will stop at its current length if the hitbox connects. The hitbox for this move is any part of Franky's fist, and 7% damage is caused.
Strong Right is actually a chargeable move, but won't charge unless the input is actually held down, and the fist will come out uncharged if it isn't. The charging comes after Franky raises his fist, and before Franky announces the move by saying its name. When charged, the range of this move increases by 1 SBB per 0.25 seconds. At full charge, Strong Right reaches 12 SBB. The charge can't be stored, but the speed will increase in addition the power and range. Full charge, Strong Right comes out at the speed of a walking Pit. Full charge, Strong Right deals 18% damage.
Strong Right seems like a decent edgeguarding tool, but starting lag makes it very unefficient. The move has to be inputted uncharged before the opponent is put into the right spot to be edgeguarded, and it has a high chance of missing even then. Lag stops the move from being used at all by players' choice. If Franky is in a bad situation where he has to recover horizontally, Strong Right can even be used for tether recovery, acting like an aerial grab.
Side Special: Franky Rocket Launcher

"Franky..." Franky bends down, with his right shoulder being raised in front of his head. Franky's shoulder splits into two with the bottom half dropping, and three missiles load into it. This entire process takes him three seconds. "...Rocket Launcher!" From his shoulder fires the missiles, with each being half as long as his arm is. The missiles don't have a limit on range, as each will fly through the whole screen, disappearing only when flying off of it.
The missiles will travel as fast as a dashing Sonic, making them quite difficult to avoid once they actually fire. They all remain flying vertical from each other, only disappearing if one of them hits an enemy. Other missiles can continue flying even if one of them explodes. The explosions from the missiles themselves can even cause some pretty good damage themselves, but the most knockback from Franky Rocket Launcher comes from a missile exploding on someone, as doing this can KO a heavyweight character at about 80%.
The exploding missiles each do 8%, and the afterwards explosions do 3%. Franky Rocket Launcher's immense starting lag makes it a good choice only to use on heavy and unmobile characters, as they won't be able to get over it easily. It can also be used for edgeguarding, but like Strong Right, proper timing is essential.
Up Special: Franky Cannon

Though it takes 20 frames to do this, a cannon comes out from the left of Franky's right shoulder. From the cannon comes a fired cannonball, and the cannon disappears when it's out. The cannonball moves as fast as Bowser Jr.'s cannonball, and it causes 12%, though with about four times as much knockback as an uncharged cannonball from Bowser Jr. Franky Cannon can also not be charged.
This move has two versions, and they are slightly different from each other. The primary version happens when Franky uses the move airborne. The cannon comes out pointed at a downward angle, and the cannonball sends Franky flying up 5 SBB as soon as it fires. It isn't very much recovery, but is still his only option, so it is still used. If Franky lands on the ground during the 20 frames of starting lag, the attack is cancelled. The airborne version can be used to stop aerial assaults, though it's rather slow speed allows it to be avoided without too much trouble.
The secondary version happens when Franky uses the move grounded. The cannon comes out pointed horizontally, making the cannonball itself similar to other projectiles. When the cannon fires, it also sends Franky backwards slightly, a bit more than the Charge Shot moves Samus. As Franky Cannon has less lag than Franky's other specials, its grounded version is used to gimp most commonly.
Down Special: Franky Fireball

"Franky Fireball!" Franky's jaw drops wide open. Simultaneously, a blaze builds up inside his mouth. After these two seconds have gone by, Franky will shoot out a spiraling, hot fireball. The fireball causes fire damage, but has only one hitbox, a hitbox that doesn't extend much outside of the fireball itself. The fireball moves at the speed shown in the move's image, but lasts for a total of four seconds. During these seconds, Franky has a chance to attack enemies, for the potential to combo into the Franky Fireball for extra damage.
The fireball is one of Franky's weaker moves, dealing only 7%, and having average knockback. It is only able to kill lightweight characters at 130%. It is, however, a good option for Franky, as it can be used for setups, like baiting an air dodge, or forcing the enemy to move into one of Franky's attacks. Franky even has a chance for a strong attack after this move, which leads to players using it when they want a kill.
Its problem is starting lag. Most of the time, it will fail if started at close range, or even medium range. Like the Franky Cannon, it should only be used for unmobile characters. Additionally, sluggishness of the fireball gives characters with absorbing or reflecting special moves an easy break.

Neutral Attack
Franky raises his arm and hits with it. 5% damage. The first hit is strong enough to hit people out of attacks such as charged Quick Draws or Skull Bashes. If the attack is continued, Franky will emit flames from his fist. They each have a small hitbox, but can cause 3% each. The flames continue for up to two seconds, and each one does slightly below average horizontal knockback, but afterward flames often cancel most of the knockback. This leads to Franky being able to hit with many of the flames, until the opponent is slowly pushed out. Heavier characters generally take more damage.
At the end of the move, Franky lets out a fire burst the size of his fist, with a larger hitbox. It has 50 frames of ending lag, and deals 8%. It can KO a lightweight at 90%. The neutral attack can be used to counter many physical attacks because of its strength. Unfortunately, Franky has more trouble with countering the faster attacks.
Dash Attack
Franky performs a small slide that takes him 25 frames. Halfway through, he swings both arms as fast as he can, which is still pretty slow. Franky can use the large hitboxes around his arms, helping him hit an opponent in many different positions. Franky is able to hit airborne characters, but only the low ones. He isn't able to hit fighters who are laying down, as he doesn't swing his arms past his stomach. The dash attack causes 14% damage, which is quite a bit, and has heavy knockback. Heavyweight characters will die at around 110%. The dash attack can cover landings and hit approaching characters far, making it a good move to use.
Forward Tilt

"Super!" Franky bends down a little using his knee, and pressing the ends of his arms together so that the blue stars look like they have become one, he extends them out as far as he can. His non-bending knee is straightened as he moves his body. The main hitboxes for the attack are the four in his arms and hands, two in the arms, and two bigger boxes in the hands. The hand hitboxes will do 6%, and the arm hitboxes will do 3%. Interestingly, Franky's knee also has a small hitbox that does 2%. The forward tilt does some fair knockback in the direction Franky hits, and can strike away airborne characters. It doesn't have much starting or ending lag.
Up Tilt

For 28 frames, Franky's short hair actually begins to grow bigger, and it becomes as tall as Franky's head is. After it grows, Franky's hair manifests itself into a shape identical to that of a stag beetle's pincers. This marks the end of the 28 frames. Just like a stag beetle, Franky will "bite" up, using his hair. The attack is surprisingly strong, with 15%, and average knockback upwards. There are ten hitboxes that can hit, and all of them are inside the "pincers". Right after the "bite", Franky's hair takes its normal shape. The up tilt can't hit very often because of its hitbox size and placement, but is semi-rewarding.
Down Tilt
Franky deploys a bottle of cola, that has been shook. He points the bottle at a 40 degree angle, and a beam of cola comes out of the it, that will fire and continue to fire for two seconds. The cola has multiple 2% hitboxes, each of which being undeniably tiny. When the cola beam comes out, the cap of the bottle will also pop off, bouncing twice as an additional tiny hitbox, that causes 1% damage. There is one second in between the two cap bounces, and it creates a "W" shape using its bounces. The cap isn't a projectile, so if it would go off the ledge, it disappears instead.
The down tilt isn't a very powerful move, with all hits having little knockback. It can be used to disrupt approaching enemies, especially when the length of the attack is used. The bouncing bottle cap extends its range somewhat further, making it a good Franky option.
Forward Smash
Franky draws back both arms for the charging, with the arms resembling a small equal sign. When released, Franky slams his hands across his chest, hard. The hitboxes for this attack are only in his hands, so the forward smash should be used to strike grounded enemies. Uncharged or charged, it is one of Franky's best kill moves. Uncharged, it KOs heavyweights at less than 90%, and deals 12%. Charged completely, it deals 26%. It helps Franky combat horizontal movement, but only if he can land a good read on them beforehand.
Up Smash
Franky deploys a bottle of cola, and begins to drink quickly from it, making gulping noises. Though irrelevant, the bottle becomes empty at full charge. After Franky finishes his drink, his hair grows into one of three hairstyles, with each allowing him to hit hard. The hairstyle that Franky's hair takes depends on how long he drinks his cola.

This is Franky's first hairstyle, which he attacks with if he doesn't charge the move, up until the move is 1/3 charged. His hair splits into two spikes, which arise diagonally in opposite directions. Neither of the spikes have much range, and each of them will cause 4% to 8%. It is a possibility for the opponent to be hurt by both spikes, which isn't hard to accomplish, given the target is right above Franky's head. If he does strike with both spikes, it will cause from 8% to 16%.

This is Franky's second hairstyle, and has the most range out of all of them. He'll use this hairstyle if charging the smash attack 1/3 to 2/3 of the way. Some Franky players prefer this style as opposed to the strongest one, as it can hit the most often out of all three, being twice as long as his actual head. The hairstyle does from 9% to 16% damage, and has almost as much knockback as the third style, making it a decent kill move. Heavyweight characters can die at 110%. Because the attack reaches completely vertically, aerial characters can sometimes avoid it by moving over, though the long reach of the hair can prevent them from doing so.

This is Franky's third hairstyle. He'll use this hairstyle if charging the attack 2/3 to 3/3 of the way. This is obviously the strongest, dealing 17% to 20% damage. It has the most knockback, able to kill heavyweights at 80%. Its range is 3/5 of the previous hairstyle's range. Because of this, characters with good aerial mobility, like King Dedede or Jigglypuff, will have the second hairstyle used against them, preventing them from easily dodging the afro.
Down Smash
Franky deploys two bottles of cola, and holds them in front of his chest. As he charges, he wildly shakes the cola bottles up. When he finishes charging, he takes 18 frames to fire beams of cola from both bottles, one on either side. The down smash has multiple similarities to the down tilt. The concept, the angling, and the hitboxes. The bouncing bottle cap will even appear in both bottles for the down smash, but bounce for 1/3 of the way they bounce during the down tilt. When uncharged, the damage and knockback for each bottle is the same as a singular down tilt. The damage and knockback increase upon charge, where the cap reaches up to 6%, and the cola beams reach up to 4% per hit. The down smash is a kill attack; it is one that is more effective on the lightweights.
Neutral Aerial
Franky raises his arm, immediately throwing a punch over his shoulder. The height of the punch makes it useful in some situations, such as safely recovering vertically from offstage. When in normal situations, the neutral aerial can often hit the taller aerial characters as well. The punch has some average knockback. When it hits, it knocks opponents far enough away so that they can't easily get back and attack Franky. The direction of the knockback means it could be used for a stage spike as well. The punch deals 8%.
Forward Aerial
Franky whips out two bottles of cola, which takes him 14 frames of starting lag, and straightening his arms, throws the bottles out in front of him for hits. Each bottle stays out 50 frames, allowing him to get in a hit if he didn't when they came out. There are six hitboxes, each the size of Franky's hands, in between the two bottles, and each cause 7%. Even though there are two bottles, only one hitbox will cause the hit. Knockback happens diagonally, and the top hitboxes will launch up, while the bottom hitboxes will launch down. A midweight can be killed by this move around 130%.
Up Aerial

Franky deploys a bottle of cola. After two brief sips, each taking him 14 frames total, his hair shifts its style, into a mohawk. Franky swings his head to use a slicing attack with his hair, dealing 5%. The first time the up aerial is used before Franky reaches a platform, he will rise up 1.5 SBB. Such boost in recovery is minor, but can work sometimes in conjunction with Franky Cannon. The up aerial boost is also somewhat safer, due to its hitboxes. The attack's small hitboxes are stacked vertically. It lacks range and has a hard time hitting, but on the tip of the mohawk is a sweetspot. The sweetspot deals 13%, and can kill lightweights at 80%. It has vertical knockback. Unsweetspotted, the up aerial does a bit of sideways knockback, depending on what side the mohawk hit on.
Back Aerial
Franky turns the top half of his body to face behind himself. Simultaneously, he swings his fist horizontally like a hammer, striking with one of three well sized hitboxes. The back aerial is one of his strongest moves, causing 19%. Lightweight characters can be killed at 80%, although the lightweight is able to DI the move well and reduce knockback, letting them live longer. It isn't at all hard to land, and is a good way to Franky to take a stock off of whoever he is fighting.
Down Aerial
Over the course of a second, Franky clenches together his hands, and afterward, the metal parts of his arms mechanically slide over and connect with each other, covering the hands completely. During the next 30 frames, Franky rises his connected arms up to the head. He'll then slam down the connected arms, drawing back his legs, and then hitting just below them. After the attack, 15 frames are taken to get back into regular position. This attack has eight hitboxes, all focused around his arms, and all dealing 16%. Any of the hitboxes can meteor smash. The aerial does take nearly two seconds to complete, leading to it being highly avoidable and/or cancellable. Even players that aren't the best won't let Franky ever land this move. Typically, the only way to land it is if Franky is far above their opponent, an opponent that is slow with their aerial movement.
Grab

When grabbing, Franky's arm reaches to 3/4 of its full length, and immediately after that, a significantly smaller yellow arm and hand comes out of the bigger one. While the yellow hand has the most horizontal reach, the red hand has the most vertical reach. The two-hand grab helps Franky grab a character very well. His powerful pummel and grabs give him a reliable choice for building up damage.
Pummel
Making use of all five fingers, Franky forcefully squeezes the opponent. 4%.
Forward Throw
Franky moves back his head, though his massive neck prevents him from doing moving it back that far. Franky then, at a speed equal to Mario's dashing, moves his head back into the opponent. Instead of a full head slam, Franky will attack using his metallic nose. The point hits four frames before the rest of the nose, meaning that the throw does 9%, and then 6%. The forward throw lacks much knockback, meaning Franky should move away from the opponent before they can return and attack.
Up Throw

Franky takes five sips of cola, for one second. As his hair shifts to resemble a rhinoceros beetle, Franky moves his head into the opponent. His "pincer" then grabs the opponent, causing them 5% damage. Franky throws his head up in the air, causing another 7% damage to the opponent, who takes knockback up and back. After this throw, a good Franky player can get into the right position to start an attack that will hit as the opponent returns near Franky.
Back Throw

"Franky Southland Suplex!" Franky grabs the opponent with his other hand as he speaks, dealing them 4%. When Franky has a strong hold, he bends his body backwards, splitting his legs in half to do so. He slams his foe into the ground, headfirst, dealing a large 11%. The knockback the opponent takes is backwards, and actually very upwards. The throw is a kill throw, killing heavyweights at 85%. If not making a kill, it is still able to give Franky mass amounts of spacing, allowing for good tactics.
Down Throw
Franky oppressively pushes his opponent onto the ground, for 6%. His arm vibrates in a fashion similar to a jackhammer, even creating a similar noise to one. The arm vibrates four times, dealing damage each time, and then, instantly knocking the opponent away. Each time Franky's arm vibrates, it will cause 2%, making the entire throw cause 14%. It is a kill move, but the throwee needs to be at 120% as a heavyweight for the KO to happen.
Ledge Attack
Before the rest of Franky gets onto the stage, Franky will first send up his head, only slanted. Most of his head doesn't do the damage here; only three small hitboxes around his nose can deal the damage. 6%.
Floor Attack
Franky sticks one arm out at either side, making him able to hit grounded characters, similarly to Donkey Kong's floor attack. Along with Donkey Kong's floor attack, it is one of the best floor attacks in the game, with its upwards knockback able to stop enemies from striking Franky again. Each arm causes 7%.
Final Smash: Franky Radical Beam

"Franky Radical Beam!" As he speaks, Franky puts his hands together with his palms facing away, and from his palms emerges a yellow beam. The beam travels the entire stage, and it is 4/5 as tall as Franky is. It is powerful enough to do 6% damage upon touch, and its persistence makes it a perfect gimping tool. If enemies try to recover, they will simply go into the beam and be knocked away. The Franky Radical Beam lasts for ten seconds, and during each second, Franky will move his arms in a circle, moving the beam in a circle too. It will move up and down. One hit from the Franky Radical Beam will KO a heavyweight at 50%.
Playstyle
Franky does an excellent job at fulfilling his role: a heavyweight, power character. He isn't the best at momentum, including momentum from knockback. Being extremely heavy gives Franky his survivability. After he's launched away, he can return to the stage and take another shot at taking away an opponent's stock. His methods of doing this, aren't exactly the worst, but not exactly the best either. He has strong hits, though most of them are hard to land. Characters that aren't fast are able to avoid Franky's blows, and punish them. Franky's high punishability rate can slowly take away from his survivability, seeing as strong hits keep increasing his damage to high levels, where heaviness doesn't mean anything anymore.
Unarguably, Franky suffers from poor amounts of starting lag, found mainly in his up aerial and down aerial, though prominent in many other attacks, including his special moves. The faster half of the roster are able to avoid pretty much everything Franky does, stirring up a large amount of frustration for Franky. His poor movement make him subject to combos, especially the ones from the faster characters. The faster characters all have nearly perfect matchups against Franky, and it is next to impossible for Franky to defeat one who knows what he is doing.
The starting lag makes Franky players avoid attacking, unless they are feeling confident that they can land a strike, or that they are safe. Some Franky players try to space, a task made difficult, because Franky is heavy, leading to slowness. Franky's fastest attacks, like his neutral aerial, will help the Franky players, but is still pretty avoidable. He is very doomed in many cases. Against some characters who need to adjust to hit Franky, possibly due to his projectiles, his hair attacks' wild hitboxes can help combat them, and the strength of some of them, like his up smash, can hit the fighter. Franky Fireball, and grounded Franky Cannons will do just this. Force the opponent to dodge or take heavy damage, and when they do dodge, become subject to another attack.
Franky's special moves move at slow speeds, so in the event that Franky is far away from who he's fighting, the special moves are used. His projectiles do have range, and can disrupt. His tilts and forward aerial can disrupt as well. The latter are chosen commonly for close fighting, as it can halt combos, or just single attacks on Franky, removing his weakness. The former can even be used for camping, though other campers like Villager or Duck Hunt trump him severely, because of his projectiles' avoidability. Proper Franky camping will involve use of the tilts and forward aerials, as their disruption prevents attacks from stopping his camping. Franky's heavy playstyle really shows up in battle, and is the source for his many weaknesses.

Side Taunt
Franky does the same thing that he does in his forward tilt. However, he does this four times, two times forward, and two times backward. As he sways, he says, "Super Franky!"
Up Taunt
Franky pulls out a bottle of cola and flips away the bottle cap, before taking some sips, sighing, and putting his cola away.
Down Taunt
"Franky Hair Salon!" Franky presses his mechanical nose four times. The first three are to switch to different hairstyles, while the last one is to return to his original.



Victory Poses
Victory music plays up to 00:07.

Franky takes on a cool face, while clenching his fists and holding them to his hips.
Franky runs for a short period of time. He then stops and does a shoulder bash, before facing the screen with a smile.
Franky faces away from the screen, before raising his arms and twirling around 540 degrees, pausing after every 180.
Loss Pose
Franky turns a bottle of cola upside down. However, nothing comes out of it, since it is empty.
Entrance
Franky, already on the stage, finishes chugging down a bottle of cola before tossing it aside. His hair grows and does a dance before Franky prepares for battle.
Copy Ability
Kirby wears Franky's main hairstyle, along with his sunglasses. Strong Right is copied. When using it, Kirby's arm splits in half, revealing a chain in between the two segments. Kirby even says "Strong Right!"

Matchups
20:80:4zelda:
Franky's special moves are mainly projectiles, meaning that Zelda is able to reflect them. Their speed and starting lag makes it undeniably easy for Zelda to pull up a Nayru's Love, hitting Franky with his own attacks. Franky is also too susceptible to Din's Fire aside from shielding or air dodging. During the shield or dodge, Zelda is able to get up close and assault Franky with her magic. Franky's starting lag makes it hard for him to land hits, seeing as Zelda has virtually no lag on any of her attacks. Franky may be heavy, but Zelda usually has no problem killing heavyweights with her smash attacks, or even some of her specials. Franky's large frame lets Zelda land Lightning Kicks, an early kill. Zelda is a lightweight, meaning Franky should be able to KO her. Yet, this is provided Franky can land hits, something the opposite of inevitable.
45:55:4kirby:
Kirby is a safe character due to his floatiness, and Franky will have some trouble dealing any damage whatsoever. While Kirby can damage Franky, his large shield would be able to block the hits. Franky's tall grab also lets him take a hold of Kirby as the puffball floats in his face. Kirby can attack easier, but Franky actually does have the ability to affect Kirby. His strong hits can build up heavy damage, but only good Franky players can use them, at the right time. Getting a KO isn't out of reach for Franky, but Kirby has it slightly easier. Kirby's Copy Ability also assists him with his range problem, and is a good choice to take, but is often unusable, as it involves being on equal grounds with Franky, and its starting lag lets Franky pummel using projectiles.
50:50:4dk:
Donkey Kong's cargo throw makes Franky virtually useless, as DK's aerial combos will work on him without a doubt. Donkey Kong does actually have speeds that Franky can work with by shooting out projectiles. As Donkey Kong dodges, that sets him up for a grab or Strong Right from Franky. The cyborg has a great range advantage with strong ranged hits, and most of his attacks can KO Donkey Kong. The Kong's greater mobility gives him a time that's less tough. Franky needs to play against Donkey Kong like the rest of his matchups, making sure he's safe, and just attacking at the right time. Franky Rocket Launcher also keeps DK away well, and he lacks a counter for it. Sheer speed prevents plain air dodging or shielding from working. Franky vs Donkey Kong is a heavyweight slugfest, with Franky pulling out his tricks every once and a while to help him through.
40:60 :4megaman:
Now, these guys have something in common. Both are heavyweight and robotic, who both have three projectiles at the very least. This is where their differences come in. Mega Man's projectiles occur at average speeds, while Franky has slow-moving projectiles.
A spamming Franky player will attempt to counter Rock's projectiles, by using projectiles of their own. However, the aforementioned difference in the attacks' speed will make it difficult. The Franky will need to keep a lot of distance, enough so that Mega Man can't keep bombarding Franky, but not so much that Franky can't land a hit. This distance can be reached by simple rolling. With good timing, the Mega Man can use a Metal Blade to hit Franky once the roll is broken, but this tactic won't benefit Rock that much. Once Franky is at a good distance, the projectile war can begin, with Franky constantly winning, as his attacks are stronger and can negate those of Mega Man's. This is a good way for Franky to win the matchup.
The previous paragraph only applies for a spamming Franky. One who makes use of Franky's strongest, physical attacks must play differently. Air/spot dodging are key to countering Mega Man's offensive game. Little motion must be made. This way, Franky can use his neutral attack, dash attack, down tilt, and down smash from a good range, with his power helping him reach a KO on Mega Man's heavy body. If proper placing is maintained, the Franky can remain safe. Unfortunately, the Mega Man player can also remain safe without a lot of trouble by using simple air dodging.
Of the two strategies, the first one is more effective. However, Mega Man's better motion can cause the Franky to trip up, and often hand Rock the win.
50:50:4myfriends:
Ike's strength is pretty close to Franky's power. If Ike makes use of air dodging, he can approach aerially and strike with powerful Ragnell strikes. The swordsman will have a tiny bit of trouble setting up for the win, though. Ike is strong enough to send Franky flying in most occasions, resulting in his KO. This only applies if Ike can even get close. Like it was said before, air dodging can help Ike with an aerial approach, which is pretty uncounterable by Franky. Ike's aerials are weaker than his ground attacks, and when this flaw is combined with his starting lag, Franky can escape the situation.
If Franky has distance, he can keep it by making use of projectiles, something Ike lacks. Frame date will let decent Ikes avoid the projectiles, or even counter them. Ike can effortlessly counter most of Franky's attacks, and this depends on the Ike's experience in the matchup. They will first need to observe the amount of times Franky slowly threw out an attack, and then figure out when to start the counter. Variable starting lag will make Ike's counter too early, leading to the strongest blows finishing Ike off.
Franky having more range is his main advantage in this matchup. Ike will need to force through the advantage by destroying the projectiles, something that leaves him vulnerable. Strong Right also can't be destroyed. Setups like this will lead to Ike's downfall, so only the best Ikes can pull through for this one.​
 
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FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,266
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Sorry, I've been not here often, so Iron MYMer stuff hasn't been talked about. A lot of people privately expressed interest in last month's Iron MYMer but didn't make sets, so I'm extending it for this month too.
 

Tocaraca2

Smash Ace
Joined
Feb 22, 2015
Messages
557
Location
Wokingham
Hey guys, you know why I haven't posted a new moveset yet?
1: I feel uninspired for the Mutant Creeper one.
2: I keep putting it off.
3: I still want to perfect Alica Vassin.
I'm focusing on #3 in this post. When I released my Alica Vassin moveset, it had a lot of flaws. So I spent a lot of time afterwards editing, and recently I made the moves with complex descriptions easier to read. I also learnt about hitlag, so I applied that into Up Throw, then Up Smash and Down Smash. I made a coherent playstyle, and explained it in what I think makes sense.
I know that reading moveset you have already read before sounds like a pain in the ass, but I want to focus on making the moveset to the best that it can be before making another one.
Here is the set: http://smashboards.com/threads/make...en-pearce-peridot.404766/page-5#post-19499264 If a new set gets posted by someone on here, that read that first, it's more important than reading old edited sets. Have a nice day everyone :)
 

ϟPlazzapϟ

Smash Apprentice
Joined
Nov 30, 2014
Messages
95
Hahahaha
Be serious :|
Joking about is clearly the worst sin concivible in MYM

Anyways ive been trying to work on my set so bad but I barely have any time on the computer to do so lately, slowly but surely the set will come though.

And saince you cant have a comment from me without some uneeded question being asked is it ok to incorporate a unique idea from a past set into your own set? Of course adding some new ideas and a uniqe spin on the idea but is it wrong if the base idea is still pretty unchanged?
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
And saince you cant have a comment from me without some uneeded question being asked is it ok to incorporate a unique idea from a past set into your own set? Of course adding some new ideas and a uniqe spin on the idea but is it wrong if the base idea is still pretty unchanged?
Of course it's okay! We've all been doing that since like...forever.
 

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,253
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114
Joking about is clearly the worst sin concivible in MYM

Anyways ive been trying to work on my set so bad but I barely have any time on the computer to do so lately, slowly but surely the set will come though.

And saince you cant have a comment from me without some uneeded question being asked is it ok to incorporate a unique idea from a past set into your own set? Of course adding some new ideas and a uniqe spin on the idea but is it wrong if the base idea is still pretty unchanged?
It's fine to be inspired by a past set. Blatantly copying is obviously something that should be avoided, but if you feel there's potential to explore the idea further and do something different or unique with it, go for it! It never hurts to give credit where it's due, though. For example, my Sonic 2.0 set was inspired quite a bit by JOE's Sonic the Remix back from MYMXI, both in terms of formatting and some of the moves. They're pretty different once you get into the nitty gritty, though. (There are also similarities to Sonic & Tails in terms of momentum and such, which may be a more apt comparison.) A good thing to do when borrowing from other sets is to look at the criticism that they received in comments and such. See what they did well, see what they didn't, pick out the good bits, and use those. Heck, a moveset doesn't even have to be remotely decent for you to borrow a good concept out of it -- the aforementioned Sonic & Tails is a good example of this, with its emphasis on momentum rather than pure speed, which is what the classic Sonic games were about. The "set" itself -- if you can even call it that -- was pretty awful. So yeah, be inspired, and learn from other sets, whether it be from their triumphs or their failures.

But don't just blatantly copy another set's schtik without giving credit.
 
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allison

She who makes bad posts
Joined
Jan 25, 2014
Messages
5,138
Location
Maple Valley, WA
NNID
crazyal02
3DS FC
0216-1055-4584
Hey guys, you know why I haven't posted a new moveset yet?
1: I feel uninspired for the Mutant Creeper one.
2: I keep putting it off.
Replace "Mutant Creeper" with "Wonder-Red" and that's me. I've been thinking of scrapping it for now and making a set for someone else because this is getting a bit silly.
 

Tocaraca2

Smash Ace
Joined
Feb 22, 2015
Messages
557
Location
Wokingham
Joking about is clearly the worst sin concivible in MYM

Anyways ive been trying to work on my set so bad but I barely have any time on the computer to do so lately, slowly but surely the set will come though.

And saince you cant have a comment from me without some uneeded question being asked is it ok to incorporate a unique idea from a past set into your own set? Of course adding some new ideas and a uniqe spin on the idea but is it wrong if the base idea is still pretty unchanged?
Remember my old Chrom moveset with the Weapon Switch mechanic? Some people said it wouldn't fit on Chrom but would on other Fire Emblem characters. If someone made a moveset or one of the other FE characters and took inspiration from my mechanic, that would be absolutely fine.

Nobody has mentioned anything regarding Alica Vassin. Goddamnit.
 

Munomario777

Smash Master
Joined
Nov 18, 2014
Messages
3,253
Location
Charleston, South Carolina
3DS FC
0387-9596-4480
Switch FC
SW-8229-3157-8114


Today marks the 30th anniversary of Super Mario Bros. for the Nintendo Entertainment System.

Wow.

This game is a legend in the gaming industry, and was a real kick start to the vast sea of games we play today. From Sonic the Hedgehog and The Legend of Zelda to Call of Duty and The Last Of Us, all of them owe something to Super Mario. So what better way to celebrate this special occasion Make Your Move-style than making a revamped moveset for Mr. Video Game himself? As always, this moveset is built from the ground up for Super Smash Bros. 4, in terms of balance and all that. Without any further ado, let's-a-go!

STATS

Mario's stats are unchanged for the most part. He jumps the same height, runs at the same speed, and all that. He even keeps his wall jump, and gains the ability to crawl. However, Mario also brings over his plethora of specialized jumps from his own series. Perform a short hop while dashing for a Long Jump, which gives Mario a little speed boost a bit faster than that of his dash, increasing his aerial approach options! Jump while crouching for a backflip that gets Mario more height, but can't be acted out of immediately. Press the attack and jump buttons at the same time to perform the Spin Jump from Super Mario World, which deals 7% of damage and a meteor smash to enemies and has Mario fall faster than normal as well as letting him bounce on projectiles, but has less height than a regular jump and can't be cancelled out of until you land on something, whether it be the ground, an opponent, or a projectile. Finally, jump on the ground three times in a row to perform the Triple Jump, with each jump getting higher and higher. You can only use these special jumps on the ground, but they do have some nice utility.

FLAVOR

Note:
Any animations not listed here are identical to their SSB4 versions.
Walking:

Dashing:

Mario dashes forwards with his arms outstretched, just like he does in Super Mario World. As an aside, Mario's sound effects tend to resemble that game overall.
Crouching:

The crawl is basically this, but Mario walks forwards slowly as well.
Jump:
While the normal jumping animation remains unchanged, the dashing jump has Mario jump with his arms still outstretched, wiggling his legs for a brief moment (as if he's dashing in midair) before they go behind him, kinda like in the swimming pose from his games.
Double Jump:

Mario performs a somersault jump, just like how he jumps after getting a Starman.

Long Jump:

Backflip:

Triple Jump:

Up Taunt:
Mario spins around once and holds his hand up, outstretching two fingers while saying "Here we gooooo!", just like this. Holding down the button will extend the pose.
Side Taunt:
Mario spins around and takes his hat off, just like he does in SSB4. Holding down the button will keep the hat off for as long as you hold the button.
Down Taunt:
Mario tosses a fireball and catches it, essentially his down taunt from P:M. Holding the button has Mario do a sort of juggling act with multiple fireballs.
Death Sound:
For a star KO, Mario lets out a "Mama Miaaaaaaa!" as he flies into the distance. For a regular KO, Mario lets out the same "d'oh!" he does in the current Smash games.
Victory Pose:
This, but with less walking and more flair to it.

SPECIALS

Neutral Special - Fireball

Ah, yes. You can't just have Mario without his iconic fireball attack! While this is normally granted by a Fire Flower, here, Mario can use the attack without one -- just like in Smash. This move is quite different from the Smash version. While it still involves Mario shooting a fireball out of his hand, the details are very different. Firstly, the fireballs are a bit smaller, about the size of Mario's fist. More importantly, though, you can now fire these much faster; there's almost no starting and ending lag on this attack. In fact, it's about as fast as Fox's blaster! However, this added speed does come at a cost. The damage is reduced to 2%, the move deals low knockback as well as a bit of hitstun, and you can only have two out at a time. While the fireballs are much faster to get from one place to another and won't disappear over time, you'll need to wait for the fireballs to hit an opponent before you can shoot more. If you try to spam an opponent up close with this move, they can easily get out of it, since stale move negation will eventually get rid of the knockback and hitstun entirely. That said, this is a great spacing and camping tool, and Mario can even shoot these on the move in order to approach, making up for his mediocre mobility.

Side Special - Hammer Throw

Hey look, another projectile! The Hammer Bro.-style hammers Mario throws for this move -- just like when wearing his Hammer Suit from Super Mario Bros. 3 -- are similar in concept to the fireballs, but very different in the details. So, when you use this move, Mario simply tosses a hammer in front of him in a high arc. Like, super high. It'll peak at about 4 SBB, and land about 4.5 SBB in front of Mario. It deals a much higher 7% of damage compared to a fireball, and also boasts moderate knockback in whichever direction the hammer is currently traveling. Instead of bouncing off of the ground, the hammer will simply break on contact with... well, anything really. It travels a tad more slowly than the fireballs, and the starting and ending lag is twice as long as the fireballs. You can also only have one hammer onscreen at any given time, but you can have this on the stage along with two fireballs to throw out a storm of projectiles. While this can help Mario's approach and such when combined with fireballs, this is also good for extending combos that send the opponent upwards, making your recovery a bit safer, and even sending opponents below the stage if the hammer hits them on the way down! Not cool, Mario.

Okay, it is pretty cool.

Up Special - Cape

So this is where the old Side Special went! It's changed quite a bit, however. Hold the button to have Mario don his yellow cape and fly upwards with his arms outstretched, just like if you held the jump button while dashing in Super Mario World (see the running and jumping animations in the flavor section). Mario will go up quite a bit higher than his old Up Special; specifically, it matches the height of his Super Jump custom move (the one without the attack but with more height). You can let go to end the ascent prematurely, but if you do that, you'll miss out on the glide that happens when you reach your maximum height. It's a fairly standard glide, but like in Super Mario World, you can get a bit more distance out of it by diving down and then pulling back up. You can also use a gliding attack out of this by pressing the attack button, that attack being a spin with the cape that deals 8% of damage and moderate knockback, and will cancel your glide. Hitting the special button during a glide will do the same thing, but with two fireballs shot to either side -- provided there aren't already two on the field.

Mashing the button, on the other hand, makes for a more offensively-oriented maneuver. Instead of just putting his arms out to either side, Mario will spin around for this version of the move, dealing
2% of damage and dragging opponents upwards, allowing for an aerial combo after the move ends. It'll also deflect projectiles, like a power shield -- as opposed to reflecting things, like a reflector does. While it travels the same distance upwards, it won't cause Mario to enter a gliding state. It's a trade-off between damage and horizontal distance, basically. Using the spin version on the ground will cause Mario to stay on the ground without ascending, spinning around and free to move side to side. Mario can keep doing this for about two seconds at a time, and he'll deal the same damage and drag opponents along like normal. Neither the gliding or spinning version of the move will put Mario into helpless, but of course, he can't use the move again until he lands or gets hit by an opponent. Use this move for recovery (no duh) as well as vertical chases and the like, and choose your variation wisely based on the situation. Recovering horizontally? Hold the button for a steady glide. Recovering low, or got an opponent on your tail? May as well spin around to deal some damage and keep yourself safe! The grounded cape spin can also make for a pretty decent approach option, as you can stop the spin at any time to lead into another attack.

Down Special - Spin

Hey, this looks familiar! This is indeed the spiritual successor to the Mario Tornado from 64 and Melee, but with quite a few differences. First off, it's now got a thematic makeover; it's now based on the technique from Super Mario Galaxy. As such, it also has a lot of functional changes. It's now a single-hit move that involves no mashing; pressing the button simply makes Mario spin around once, getting boosted up about a short hop's worth of height if he's in midair. The attack itself deals 13% of damage, knockback that KOs horizontally at about 110%, and will also reflect projectiles. The catch? Well, that comes in the form of ending lag. It's got quite a bit of it, and if you use it in midair, it can't be used again until you land -- Mario will just spin around weakly, doing nothing but locking him in an animation. It's still pretty useful as a ranged attack, though. It's also a decent KO move with its nice range, quick startup, and good knockback. Oh yeah, and you can reflect stuff with it, which is pretty neat.

STANDARDS

Jab - Mario Combo

Hey look, a jab combo that involves punching and kicking! No real need to change this from its SSB4 version, so I won't.

Forward Tilt - Tanooki Tail Spin

Hey look, a forward tilt that involves kick-- oh wait, nevermind. So yeah, for this attack, Mario grows his classic raccoon tail and spins around, complete with the classic sound effects where applicable. The tail hits for 8% of damage and moderate knockback, and is good for getting opponents away if need be. You can actually use it multiple times in quick succession, but to compensate, this attack doesn't reach quite as far as the old ftilt. This attack can be aimed up and down, allowing it to cover a variety of areas. Another little bonus is the fact that the tail is actually disjointed, making it a really safe poking option.

Up Tilt - Brick Breaker
Hey look, an up tilt that involves punching! While this attack has a new name and a tweaked animation in reference to Mario's iconic jumping punch thingy, otherwise it's basically the same as Mario's SSB4 up tilt. Not much else to say really.

Down Tilt - Tanooki Tail Sweep
The tail's back again for the down tilt! This time, Mario, while in his crouching pose, grows a tail in a puff of smoke (complete with the iconic sound effect) and spins around, sweeping his tail along the ground to either side. This will trip opponents and deal 3% of damage, and you can mash it to spin around over and over, although there is a bit of ending lag after this, and you're vulnerable from above. Plus, Mario can still get hurt in the tail just like the Forward Tilt. So don't spam it, but nonetheless, you can use this for combos and such thanks to the tripping. Hitting a tripped opponent with this move instead pops them up into the air, allowing for an aerial combo. You can also use it like you would a down smash, for catching rolls and such.

Dash Attack - Belly Slide Dive
Hey look, a Super Mario 64 reference! While dashing, Mario does the tiniest little hop ever and dives forwards before hitting the ground and sliding on his belly a short distance. After he slows down almost to a stop, he'll pop up and spin around for a second before returning to normal. The slide will deal 5% of damage and moderate knockback, but the spinning popping up... thingy will actually deal 8% of damage and high hitstun as it knocks the opponent upwards, making the late hit great for comboing! This is rather unusual for a dash attack, but it's very beneficial nonetheless.

SMASHES

Forward Smash - Hammer Slammer

Hey look, a Mario & Luigi reference! For this move, Mario pulls out his trusty hammer. Rather than being rather small and reminiscent of Hammer Bro. hammers like those found in the Side Special, this hammer is much bigger. Of course, with more size, comes more power. When you charge this attack, Mario pulls his hammer out and brings it from his side to above his head, charging up for an overhead swing by bringing the hammer down farther and farther. There's a bit of extra starting lag at the beginning of the charge. However, the actual attack when you release the charge is much faster. This involves Mario swinging his hammer forwards in an overhead swing while jumping up a bit into the air, just like the image above.The attack will deal 11% and KO around 130% at no charge, and 16% and KO at around 90% at full charge. It's a nice, fairly quick KO option with some good range as well.

Up Smash - Super Jump Punch

So this is where that old up special went! Indeed, Mario's signature jumping punch has been retained with even more power than before. During the charge, Mario crouches down and holds his fist down below him, and when you release the attack, Mario leaps up in that iconic pose we all know and love. The height is gimped quite a bit; specifically, it reaches just as high as Smash 4 Mario's Explosive Punch custom special. However, the move also has a considerable power buff. There are eight hits; seven of them deal 1~2% depending on the charge and emit coins like normal, and the final one deals 2~4% (for a total of 9~18%) and can KO vertically at about 100~70%. If you connect all eight hits, a 1-UP sound will be heard, just like how bouncing on eight enemies in the Mario games earns you an extra life. Nifty! While this move has some nice power to it, it does come at a cost; namely, the endlag. After you use this move, Mario falls to the ground in a helpless state like normal. While you can influence his direction, a whiff will leave you wide open to attacks. Thus, you'll want to combo into this move (which should be easy enough given Mario's good combo game) to make sure you land it, lest you fall to the ground and get punished!

Down Smash - Breakdance Kick

Hey look, another unchanged move! Again, no real need to change this from its SSB4 version. So, I won't. Gotta retain at least some of the original moveset, right?

AERIALS

Neutral Aerial - Air Kick
This move might seem a bit similar to the current neutral aerial in concept, but in the finer details, it's actually radically different in both how it works and how it's used. Mario used to keep his kick extended for a second or so, but this time he just kicks forwards once, similarly to his aerial kick attack from Super Mario 64. While this somewhat limits the move's use as an approaching tool, the buffs and new uses it receives make up for it. Hitting an opponent with this attack will deal 9% of damage and weak forwards-upwards knockback, also causing Mario to get propelled up about a short hop's worth of height. This means that Mario can use this boost upwards (which only occurs when you land the attack, by the by) to chase opponents since they're also sent a bit upwards, making this a great combo starter or extender! Try performing this move out of a long jump or to start one of Mario's signature, devastating aerial combos. Just note that opponents are knocked a bit too far to follow up with another Neutral Aerial beyond the lowest damage levels, but some other attacks will still reach.

Forward Aerial - Hammer Slammer

The hammer returns! It's the same one from the forward smash, and Mario does a somewhat similar motion to that move in the forward aerial. It also happens to strongly resemble the Ice Climbers' forward aerial. However, the move's function is very similar to Mario's current forward aerial. It has a rather lengthy startup and ending lag, but rewards a successful hit with a powerful meteor smash and tons of damage. In fact, the lag, damage, and knockback are pretty much the same; it just has some different hitbox placement in line with the new animation. This hitbox alteration actually gives the attack more range, making it easier to land a meteor smash with it.

Back Aerial - Hammer Spin
It's hammer time once again! For this fairly straightforward move, Mario swings his hammer around behind him to deal damage. While you'd think this would have great range, the center of the rotation (i.e. the point that Mario and the hammer spin around) is where his hands meet the hammer's handle, as opposed to Mario himself. It's sorta like this, but only one spin.

Animations aside, this move's range ends up being similar to Mario's current drop kick back aerial. It deals 10% of damage and can KO backwards at about 130%, but it's a bit slower than his current back aerial. That said, this can be used as a solid, powerful combo finisher.

Up Aerial - Brick Breaker
While this move might appear similar at first glance to the up tilt, there are a few nuances that make it different. When you tap the button, Mario enters his iconic jumping-slash-punching pose, knocking opponents up a bit and dealing 8% of damage. The ending lag is pretty quick too, so you can use this for juggling and aerial combos. Holding the button down, though, will have Mario retain the pose and the hitbox, and while it'll continue to deal damage, it'll be reduced by 1% of damage per half second. You can only keep the fist out for four seconds at a time. The move has barely any ending or landing lag, though, and the hitbox actually extends to most of Mario's front, so you can use this for approaching just like you would Mario's old neutral aerial! It's a multi-purpose move, really, good for approaching or for juggling.

Down Aerial - Stomp
Mario's name used to be Jumpman for a reason; he jumps a lot. And with jumping, comes stomping. So, here we are. When you use this move, Mario simply bends his knees and pulls his legs upwards a bit, as if crouching down or something. If Mario lands on top of an opponent during this, he'll jump off of them, getting a bounce upwards about the height of a short hop while meteor smashing the opponent and dealing 8% of damage to them. If they're grounded, they'll instead be knocked up a bit. This might seem pretty simple, but like in the Mario games, this attack is Mario's bread and butter. It's an excellent option for when you approach, especially when combined with a long jump and a healthy dose of projectile spammage to cover you. It's a powerful finisher offstage, and even comes with a small bounce upwards to help you get back up to the stage. It's even a great combo starter, as the opponent is knocked up along with you if they're grounded. Like I said, this move is great for Mario's flow and playstyle, much like how he jumps on foes all the time in his games. So yeah. Use it a lot. It's very good.

GRAB GAME

Grab - Grab
Hey look, a normal grab with a normal pummel!

Yeah, it's pretty much unchanged. Hey, if it ain't broke.

Up Throw - Hidden Block!

Since the original Super Mario Bros. on the NES thirty years ago, many brick blocks contained a bunch of coins, and hitting them repeatedly would net you more and more moolah. Here, one of those blocks happens to appear above Mario -- being a Hidden Block and all -- right after he throws the opponent upwards so that they land on the block. Like in the Mario games, it appears right when he jumps up to hit the foe. While the opponent is on their back on top of the coin block, Mario can then jump up by hitting the jump or attack buttons to strike the block in classic Mario fashion, damaging the opponent. Each hit keeps the opponent trapped on top of the block, and if Mario drops the pace, the opponent will be released and the throw will end. Mario can get up to eight hits in before the last one, which sends opponents up too far to continue the natural combo, and each hit deals 1.5% for a total of up to 12%. This throw deals some good damage, and Mario's exceptional jumping ability (especially with his super-high backflip) allows him to get a nice follow-up attack out of the deal.

Forward Throw - Playing Golf With A Hammer

This throw is pretty much exactly what it says on the tin. Mario pulls out his hammer and performs a golf-like swing with it, dealing 6% of damage, and the hit will KO at around 120%! This is by far Mario's best killing throw and has a good damage output, but at lower percentages, it's still good for an edgeguard or a gimp setup. That said, it does have quite a lot of ending lag as the hammer's weight causes it to swing around Mario a second time. Not used to golfing with a hammer, I guess.

Down Throw - Ground Pound
For this throw, Mario jumps up above the opponent and performs his iconic ground pound on them. If you don't know what a ground pound is for whatever reason (how dare you not be familiar with a move in a Mario game!), it's pretty much Yoshi's down special. Anyway, this will deal 10% of damage and moderate upwards knockback, making it pretty good to combo out of since Mario can jump out of this before the ending lag -- which is normally rather sizeable -- ends. Just jump up and hit them with a string of aerials to really lay down the hurt! (If you've player Super Mario 3D World, this is pretty much just like jumping after a ground pound from that game.)

Back Throw - So Long, a-Bowser!

Hey look, another move that's the same! While this move is mostly unchanged, there is one neat little touch; spinning the control stick around during the animation both speeds up the throw and adds a bit of extra knockback, as a little reference to the Super Mario 64 boss fights against Bowser. Nifty!

(Protective gloves not included.)

MISCELLANEOUS

Final Smash - Mega Star
This happens.

What?

Okay fine, I'll explain it a bit more. Mario pulls out a Mega Star, basically an 8-bit-looking Starman. He uses it, causing the cutscene I just linked to to occur. When it ends, Mario emerges as a giant 8-bit rendition of himself, free to run and jump around, dealing
30% of touch damage and KOing at around 70%. The transformation lasts only eight seconds, but its high damage output can lead to great results!

Stage - Puzzle Plank Galaxy

Super Mario Galaxy 2 is one of my favorite Mario games. It's a beautiful combination of old and new. It takes the groundwork laid by Super Mario Galaxy and meshes it with the twenty-five years of Super Mario before it. And galaxies like Puzzle Plank are a great showcase of this. It takes classic Mario platforming action and blends it with the Galaxy games' beautiful visuals, great music, and breathtaking scale. Anyway, this stage is rather basic, but it's got a few gimmicks to it. See here for a sample of the actual art style; I've used Mario 3 sprites here. The two pale poles are, as Sonic demonstrates, in the background and merely background details. The buzzsaws will damage fighters, as you'd expect, and send them at a downwards angle. The three upper platforms are pass-throughs, but you can't drop down when you're above the buzzsaws. The side platforms have grabbable edges on the outer sides, as does the lower platform. Try knocking opponents from the bottom platform to either side and saw-spiking them to their death!

But wait, there's more! When the timer reaches one minute -- or in a stock match, when a fighter has only one stock remaining -- buzzsaws in the background will cut across the top of those pale poles, causing the bottom platform to drop! You'd better get off of there, before it reaches the blast zone! This drastically changes the battle, with the side platforms gaining semi-solidity -- that is, you can go up, but not down, through them, like Kongo Jungle's main platform -- and grabbable inner ledges. The stage is much more hazardous, with less solid ground and more opportunity for KOs, since the looming threat of saw spiking is almost always present! Overall, this stage offers a unique, dynamic feel to the battles, with hazardous saws, a unique layout, and a frantic last minute or stock!

Stage Music - Yay Galaxy 2!
[REMIX]
Puzzle Plank Galaxy
(Super Mario Galaxy 2)
Remix notes: redone with more instruments, such as a trombone and other big band instruments replacing the violin every other violin section

[REMIX]
Another Story
(Super Mario Galaxy 2)
Remix notes: after about thirteen seconds in, the song becomes much more upbeat, much resembling Gusty Garden's theme

[REMIX]
Starship Mario Medley
(Super Mario Galaxy 2)
Remix notes: transitions between the three versions of the theme throughout the fight, in numbered order
[REMIX]
Hightail Falls Galaxy
(Super Mario Galaxy 2)
Remix notes: a mixture of this song and the SMW athletic theme, which it is a remix of

[REMIX]
Blue Sky Athletic
(Super Mario Galaxy)
Remix notes: a redone intro, as well as elements from the Mario 3 athletic theme and the "techno" elements replaced

[REMIX]
Platforms a Plenty
(Super Mario Sunshine)
Remix notes: more instruments backing up the vocals, and just redone audio in general
[REMIX]
Fiery Stronghold
(Super Mario Galaxy)
Remix notes: more of an epic feel to it, fully orchestrated like Fated Battle and Bowser's Galaxy Generator

[ORIGINAL]
Honeyhop Galaxy
(Super Mario Galaxy 2)

[ORIGINAL]
Throwback Galaxy
(Super Mario Galaxy 2)

[ORIGINAL]
Sky Station Galaxy
(Super Mario Galaxy 2)

[ORIGINAL]
Melty Monster Galaxy
(Super Mario Galaxy 2)

[ORIGINAL]
Champion Road
(Super Mario 3D World)

[ORIGINAL]
Purple Comet
(Super Mario Galaxy)

Alternate Costumes - Power-Ups Galore!

Mario's alternate costumes all draw from his power-ups throughout the series, including Fire Mario, Ice Mario, Frog Mario, Flying Squirrel Mario, Cloud Mario, Boomerang Mario, and... Cat Mario. *shudders* These won't change Mario's moveset, of course, as they're purely cosmetic. A few animations are tweaked, however; Frog Mario's jumping and standing animations are changed, Boomerang Mario hides in his shell while crouching, crawling, and shielding, Cat Mario's standing, crouching, and crawling animations are changed, and Cloud Mario has two little clouds following him at all times. In addition, some props undergo aesthetic changes; Ice Mario has ice balls instead of fireballs, Cloud Mario throws cloud balls in place of fireballs (which actually draw from the clouds that are following him, and those clouds signify whether or not he's reached the two-fireball cap), Flying Squirrel Mario flies, glides, and spins with his "wings" for the Up Special, and Boomerang Mario throws his boomerang for the Side Special. Nifty!

PLAYSTYLE
It's-a-me!

As you may expect, Mario is still a sort of jack-of-all-trades type. He's got a good recovery, good combo game, good approaches, good keep-away, good mobility, the works. However, he does have some more defined strong points this time around. His projectile game is fantastic, as a combination of fireballs and hammers can keep opponents at bay by covering a variety of angles. You can use this cover to approach your opponent with Mario's plethora of jumps and great mobility tools, particularly his long jump. You could also use this to play keep-away, but your opponents will penetrate your defenses eventually, so make use of this approach potential while you can. Once you've gotten in there, try using an aerial like nair or dair to start one of Mario's devastating aerial combos. While these are probably Mario's best way of dealing damage and scoring KOs with his many aerial finishers, he does first need to cross the hurdle of actually getting up close.

Luckily, Mario's good running speed, long jump, and projectile storm can help him accomplish this. Try throwing out some fireballs and hammers while dashing, and while your opponents are occupied with either getting hit by or trying to avoid those, leap in and stomp on their heads! Alternatively, you could try shaking things up with a smash attack or a throw, or even a mashed Up Special to start a combo by dragging the opponent up with you. Mario really does have an extensive combo game, but he can have a bit of trouble KOing, and most of his KO options are rather risky or hard to pull off. Nevertheless, you can rack up damage with combos and projectiles to get ready for a high-percentage KO. When recovering, Mario's best bet is to throw out a hammer (or some fireballs if you're recovering from above), and then use moves like Down Special and Up Special to get yourself some height. Makes sense that someone known for jumping would have a good recovery, eh?

Overall, Mario is a jack of all trades that excels in combos, approaching, and playing keep-away. He has the ability to control the pace of a match, and when an opponent is caught off guard, they're given a one-way ticket to combo city! However, his defenses can be penetrated rather easily, and he needs to get up close and personal to land KOs (and even then it can be pretty tricky). Nevertheless, the red-clad plumber is ready as ever to take on the best Smash has to offer!
As always, feedback is greatly appreciated, and I hope you enjoyed the set! :)



Like what you see? See some more over at my Make Your Move Hub! And hey, like hearing how I think Smash veterans should be changed? I've got some more of that -- along with my ideal Smash 5 features, newcomers, etc list -- over in this inactive thread. I still update it for some reason. .-.
 
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Tocaraca2

Smash Ace
Joined
Feb 22, 2015
Messages
557
Location
Wokingham
Munomario777 Munomario777 Great set! I rate 7/10.
Why?
Well. The set portrays Mario accurately, and has some nice new features.
However, he seems a bit too powerful. From what I gathered from reading the set, he should have a hard time KOing at all since all of his attacks seem to do a ton of damage, and he can KO opponents just with Forward Throw, which is stupid IMO. Also, why does Neutral Air propel him upwards? Even if it's just a short distance, it still doesn't really make sense. Also, you didn't say what type of kick it is. I'm guessing it just a standard Sex Kick like Mario's original N-Air. And I don't get the different between what he does in Down Air and Down Throw. I must have misread it. Also, why do Up Throw and Down Throw both setup for combos?
I feel that you have made an amazing set, however it kinda removes Mario's trademark feature of being average. He has too many options, and too good options.
One little problem I have is that one of his alternate costumes is his Ice costume; if the Fireballs were re-textured to be Iceballs, they would be innacurate, since Iceballs in Super Mario Bros. act like Mario's Brawl fireballs. That would have to be a custom move for him.
 
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Munomario777

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@ Munomario777 Munomario777 Great set! I rate 7/10.
Why?
Well. The set portrays Mario accurately, and has some nice new features.
However, he seems a bit too powerful. From what I gathered from reading the set, he should have a hard time KOing at all since all of his attacks seem to do a ton of damage, and he can KO opponents just with Forward Throw, which is stupid IMO.
I'm not the best at balance, numbers, and things, I'll admit that. :p

However, I don't see how a forward throw KOing is "stupid". I hear Wario's has that property, for example.
Also, why does Neutral Air propel him upwards? Even if it's just a short distance, it still doesn't really make sense.
It was the move's main function in Super Mario 64. Other than kicking stuff, that is.
Also, you didn't say what type of kick it is. I'm guessing it just a standard Sex Kick like Mario's original N-Air.
No... it's just a kick.
I said:
Mario used to keep his kick extended for a second or so, but this time he just kicks forwards once, similarly to his aerial kick attack from Super Mario 64.
And I don't get the different between what he does in Down Air and Down Throw. I must have misread it.
Down air simulates the stomping action from the Mario series, aka jumping on enemies. He brings his feet up, bending his knees, and then thrusts them downwards to stomp on enemies. Kinda like Captain Falcon's. The down throw, on the other hand, is the ground pound which originated in Super Mario 64.
Also, why do Up Throw and Down Throw both setup for combos?
Because he's a combo oriented character.
I feel that you have made an amazing set, however it kinda removes Mario's trademark feature of being average. He has too many options, and too good options.
I feel that the actual Smash Bros. set for Mario accomplishes the "average" thing perfectly, so I wanted to try something new with this one. He's no longer "average", but I tried to encompass everything else that makes Mario, well, Mario.
One little problem I have is that one of his alternate costumes is his Ice costume; if the Fireballs were re-textured to be Iceballs, they would be innacurate, since Iceballs in Super Mario Bros. act like Mario's Brawl fireballs. That would have to be a custom move for him.
The fireballs in Smash as it is now are already inaccurate to the actual fireballs in Mario.

If alts can get away with the Koopalings turning into Shadow Mario, then slightly different ice ball physics are no big deal really. :p

Thanks for the feedback, by the way! :)
 

Tocaraca2

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I'm not the best at balance, numbers, and things, I'll admit that. :p

However, I don't see how a forward throw KOing is "stupid". I hear Wario's has that property, for example.

It was the move's main function in Super Mario 64. Other than kicking stuff, that is.

No... it's just a kick.


Down air simulates the stomping action from the Mario series, aka jumping on enemies. He brings his feet up, bending his knees, and then thrusts them downwards to stomp on enemies. Kinda like Captain Falcon's. The down throw, on the other hand, is the ground pound which originated in Super Mario 64.

Because he's a combo oriented character.

I feel that the actual Smash Bros. set for Mario accomplishes the "average" thing perfectly, so I wanted to try something new with this one. He's no longer "average", but I tried to encompass everything else that makes Mario, well, Mario.

The fireballs in Smash as it is now are already inaccurate to the actual fireballs in Mario.

If alts can get away with the Koopalings turning into Shadow Mario, then slightly different ice ball physics are no big deal really. :p

Thanks for the feedback, by the way! :)
'Just a kick'
WHAT TYPE
'Because he's a combo oriented character'
So is Zero Suit Samus, you don't see her Up Throw being used for combos though do you.
EDIT: Also, the Forward Throw KOing isn't a bad thing, it's just that it KOs at as low as 120%. At least Alica Vassin's Up Throw is risky.
 
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Reiga

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@ Munomario777 Munomario777 and he can KO opponents just with Forward Throw, which is stupid IMO.
EDIT: Also, the Forward Throw KOing isn't a bad thing, it's just that it KOs at as low as 120%. At least Alica Vassin's Up Throw is risky.
Yes. Because it's not like there are characters in Smash who can KO just with a throw at around the 120% range.

'Because he's a combo oriented character'
So is Zero Suit Samus, you don't see her Up Throw being used for combos though do you.
They might both be in the same fighting game trope, but that doesn't mean they can't take different approaches to the trope.
For example, for closing in, ZSS might try to stun enemies to get close, while Muno's Mario (sweet pun, dood) can approach by pressuring opponents with Fireballs and Hammers.
Both of them have projectiles usable for closing in, yet they both use them differently, so why can't they're throws be used diferently too?
 

ϟPlazzapϟ

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I still haven't posted really any of the reviews I promised, so I'll just post it in one big comment along with Muno's new set and commentary on alissa vassins changes

@ Tocaraca2 Tocaraca2 : I honestly don't see how having a combo oriented throw is a sin
 
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PixelPasta

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Great set Muno! There isn't much I can say on the balance (as I am no expert on that subject), but the aesthetic is nice and I like a lot of your move ideas.
With 30 years worth of games to call his own, I expect every one of Mario's move to pay homage to something - and this set did that quite effectively.

I'm glad you fit the hammer in a handful of moves. And I commend you for implementing the cape properly, unlike what we see in his current Smash moveset.
The D-air is something I've wanted to see in Mario's moveset for quite a while now. And that U-throw - gosh, that's just so hilarious and very creative.

I don't have too many gripes - except that the Final Smash might be a bit unfitting. I don't know, it just wouldn't feel right for regular Mario to use a Final Smash from a Paper Mario game.
But overall, this is the type of set I'd like Mario to have in the official Smash games!
 

Munomario777

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Great set Muno! There isn't much I can say on the balance (as I am no expert on that subject), but the aesthetic is nice and I like a lot of your move ideas.
Thanks! I can't say I'm really an expert on balance either, haha.
With 30 years worth of games to call his own, I expect every one of Mario's move to pay homage to something - and this set did that quite effectively.

I'm glad you fit the hammer in a handful of moves. And I commend you for implementing the cape properly, unlike what we see in his current Smash moveset.
The D-air is something I've wanted to see in Mario's moveset for quite a while now. And that U-throw - gosh, that's just so hilarious and very creative.
That is sort of what I was going for when making this one, to combine his entire thirty years of history into one moveset.
I don't have too many gripes - except that the Final Smash might be a bit unfitting. I don't know, it just wouldn't feel right for regular Mario to use a Final Smash from a Paper Mario game.
But overall, this is the type of set I'd like Mario to have in the official Smash games!
Well, I'd say it's more a main series-style item that just happens to be in a Paper Mario game. :p

Thanks for the feedback! :)
 
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Munomario777

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Wait, Muno's actually commenting on a set?!


OLIMIN
Pikmin & Olimar by @ PixelPasta PixelPasta

So, right off the bat, lemme just say that I like this set. It does a good job at representing the Pikmin games, and while it's not as intuitive or as elegant as the official version of Olimar -- as I'll get into in a moment -- the set does improve on it in some aspects. I like how the Pikmin can be used for more than just attacking -- they can bring you back fruit, or build a wall, much like the resource management in the original games. The Pikmin growing into flowers is a cool detail, and I also appreciate the attacks having a hitbox without any actual Pikmin to work with, even if it is pretty much useless. I also like the idea of Pikmin Charge, as it is an effective strategy in the games, and it retains that role here. Although, it's just too effective. I may as well get into this now: one second of stun time is MASSIVE in Smash Brothers, let alone five. Two seconds is how long it takes to fully charge a smash attack. Just count the amount of seconds in your head, and you'll probably see how long that is. A second is not to be confused with a moment, and this goes for about every other time you mention X number of seconds in the moveset.

I was also a bit disappointed to see that Winged and Rock Pikmin didn't join the roster. I feel that they would have made a nice addition to the gameplay, with Rock Pikmin being better at penetrating shields or something and Winged Pikmin perhaps latching onto opponents and decreasing their weight, allowing earlier KOs. The standards, smashes, aerials, etc are rather harmless, aside from the aforementioned "X number of seconds" issue. I feel that the Pikmin should have been used for the grab, though, perhaps giving Olimar better range when he has one available. Heck, the zair could be similar to the Brawl version of his Up Special.

Now, here's the biggest issue I have with the set, and it also happens to be the core mechanic. Well, besides the Pikmin themselves. Yes, I dislike the Onion. It's tacky, and it changes the flow of play a bit too much for my tastes. It's not nearly as elegant as the "press B anywhere to pluck" style of the official moveset, and it sort of goes against what Olimar is supposed to be. He's a commander of an army, not a babysitter of an Onion. While it does give Olimar an excuse to use Pikmin for building defenses, I feel that it's not really needed. Instead of having Olimar defend a "home base" -- which never really comes up in the games, as the area near the Onion is the "safe zone" by default IIRC -- have him defend himself, which is the real essence of the Pikmin games. Have him build walls and structures to defend from attacks while he throws Pikmin over it to whittle down opponents while they're focused on the wall. Have him use various ranged attacks with the Pikmin to keep opponents away. Etc etc. The fruit mechanic is also a bit tacky, as A) I highly doubt that every Smash Bros. fighter has a hidden stash of blueberries on them at all times, and B) it isn't all that elegant, or even very rewarding. Pikmin dealing constant damage to opponents should be enough of a reward for having them latched on, no?


Overall, I do like this set. It has its fair share of issues, but it also has some neat ideas and concepts behind it. I think you did a good job at finding the core essence of Pikmin -- resource management, risk, and reward -- but perhaps not the best job at actually translating that into Smash. With that said, keep up the good work! :)
 

PixelPasta

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Wait, Muno's actually commenting on a set?!


OLIMIN
Pikmin & Olimar by @ PixelPasta PixelPasta

So, right off the bat, lemme just say that I like this set. It does a good job at representing the Pikmin games, and while it's not as intuitive or as elegant as the official version of Olimar -- as I'll get into in a moment -- the set does improve on it in some aspects. I like how the Pikmin can be used for more than just attacking -- they can bring you back fruit, or build a wall, much like the resource management in the original games. The Pikmin growing into flowers is a cool detail, and I also appreciate the attacks having a hitbox without any actual Pikmin to work with, even if it is pretty much useless. I also like the idea of Pikmin Charge, as it is an effective strategy in the games, and it retains that role here. Although, it's just too effective. I may as well get into this now: one second of stun time is MASSIVE in Smash Brothers, let alone five. Two seconds is how long it takes to fully charge a smash attack. Just count the amount of seconds in your head, and you'll probably see how long that is. A second is not to be confused with a moment, and this goes for about every other time you mention X number of seconds in the moveset.

I was also a bit disappointed to see that Winged and Rock Pikmin didn't join the roster. I feel that they would have made a nice addition to the gameplay, with Rock Pikmin being better at penetrating shields or something and Winged Pikmin perhaps latching onto opponents and decreasing their weight, allowing earlier KOs. The standards, smashes, aerials, etc are rather harmless, aside from the aforementioned "X number of seconds" issue. I feel that the Pikmin should have been used for the grab, though, perhaps giving Olimar better range when he has one available. Heck, the zair could be similar to the Brawl version of his Up Special.

Now, here's the biggest issue I have with the set, and it also happens to be the core mechanic. Well, besides the Pikmin themselves. Yes, I dislike the Onion. It's tacky, and it changes the flow of play a bit too much for my tastes. It's not nearly as elegant as the "press B anywhere to pluck" style of the official moveset, and it sort of goes against what Olimar is supposed to be. He's a commander of an army, not a babysitter of an Onion. While it does give Olimar an excuse to use Pikmin for building defenses, I feel that it's not really needed. Instead of having Olimar defend a "home base" -- which never really comes up in the games, as the area near the Onion is the "safe zone" by default IIRC -- have him defend himself, which is the real essence of the Pikmin games. Have him build walls and structures to defend from attacks while he throws Pikmin over it to whittle down opponents while they're focused on the wall. Have him use various ranged attacks with the Pikmin to keep opponents away. Etc etc. The fruit mechanic is also a bit tacky, as A) I highly doubt that every Smash Bros. fighter has a hidden stash of blueberries on them at all times, and B) it isn't all that elegant, or even very rewarding. Pikmin dealing constant damage to opponents should be enough of a reward for having them latched on, no?


Overall, I do like this set. It has its fair share of issues, but it also has some neat ideas and concepts behind it. I think you did a good job at finding the core essence of Pikmin -- resource management, risk, and reward -- but perhaps not the best job at actually translating that into Smash. With that said, keep up the good work! :)
Thanks for the review, it's always a great help!
I'm going to address some of your points; giving my thoughts on the matter and brainstorming some ways I could improve the issues you've brought up.

Firstly, the stun time - I'll definitely be editing that. This is the sort of thing that I'm just not as good at - I'm not too skilled at judging the appropriate damage values, frame data, etc; so oftentimes my sets end up horrendously overpowered or underpowered. Thanks for pointing that out, I'll alter it to be more reasonable.

As for the Wing and Rock Pikmin, it's definitely something I considered, but didn't implement in the end - ultimately because it is just another layer to a set that already made some pretty complex alterations. I didn't want to add so much new stuff to the point of confusion. But, I am still considering going back and adding them - if you think they would ultimately enhance the gameplay, I'm definitely willing to do so.

Your idea for the aerial grab is pretty nice - I'd probably include that, if it's okay with you!

The onion was my main worry, and I now see that it does sort of distract from the overall gameplay style I was going for. And you're right, it isn't even accurate to the games, as protecting the onion was never an element of Pikmin's gameplay. Unfortunately, perhaps it was a mistake. I don't know if I'll remove it as of yet (it would require me to heavily rework my post); maybe I'll wait for another review/comment or two before I do anything.

Thanks again for your feedback, it's much appreciated.
 

Munomario777

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Thanks for the review, it's always a great help!
I'm going to address some of your points; giving my thoughts on the matter and brainstorming some ways I could improve the issues you've brought up.

Firstly, the stun time - I'll definitely be editing that. This is the sort of thing that I'm just not as good at - I'm not too skilled at judging the appropriate damage values, frame data, etc; so oftentimes my sets end up horrendously overpowered or underpowered. Thanks for pointing that out, I'll alter it to be more reasonable.
I hear you there. :p
As for the Wing and Rock Pikmin, it's definitely something I considered, but didn't implement in the end - ultimately because it is just another layer to a set that already made some pretty complex alterations. I didn't want to add so much new stuff to the point of confusion. But, I am still considering going back and adding them - if you think they would ultimately enhance the gameplay, I'm definitely willing to do so.
The idea I had for the Winged Pikmin was that they wouldn't deal damage, but they'd make opponents lighter and perhaps slower, making them easier to juggle, KO, etc.
Your idea for the aerial grab is pretty nice - I'd probably include that, if it's okay with you!
Of course! I sort of stole it from Brawl, after all.
The onion was my main worry, and I now see that it does sort of distract from the overall gameplay style I was going for. And you're right, it isn't even accurate to the games, as protecting the onion was never an element of Pikmin's gameplay. Unfortunately, perhaps it was a mistake. I don't know if I'll remove it as of yet (it would require me to heavily rework my post); maybe I'll wait for another review/comment or two before I do anything.
If there's an opportunity to make a set better, I say go for it! It'd be wise to wait for more feedback first though.
Thanks again for your feedback, it's much appreciated.
No problem! :)
 

Tocaraca2

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Ganon's what? He has quite a few kicks... :p
Side Tilt.

I still haven't posted really any of the reviews I promised, so I'll just post it in one big comment along with Muno's new set and commentary on alissa vassins changes

@ Tocaraca2 Tocaraca2 : I honestly don't see how having a combo oriented throw is a sin
What I am against is him having 2 combo oriented throws, as well as other combo moves.




OH **** I JUST DOUBLE POSTED
 
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Tocaraca2

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How exactly does a kick not fit as an aerial move?
I just remembered that kicks look slightly different when used in the air, so it looks more fitting. Forget my last comment. My bad, LOL.
Also, are you planning on re-reading Alica Vassin, or have you already done it? Just wondering :)
 

ϟPlazzapϟ

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Sonic 2.0.
Without a doubt one thing I love to see from a MYMer is their love of a particular series, and what better to show that love by revamping the main character. You managed to include so many callbacks to the sonic series in his moves without doing weird stuff like throwing in props or having a bad case of "every move feels like a special" syndrome. I'll say straight off the bat that this set is better than the really annoying official sonic set, but don't think it's an automatic win because the official set was never good IMO to begin with, still that's not to say this set was bad by any means as I can safely say I liked it.

Starting off with the mechanic I won't lie it has been done once or twice in MYM but using it for sonic feels very at home for the blue blur and you did a great job with it, cancelling lag into a dash allows sonic to feel like the speedy rushdown that he should be, a minor gripe though is the 1.5 power buff feels a bit unnecessary as cancelling lag like that is a buff enough, other than that the mechanic is very solid. Having a dash special is fitting yes but it's purpose as a safer more controlled boost mode with really no drawbacks to using it puts a small blemish on the fun chaotic Boost Mode. You also managed to give Sonic a slow projectile via Side Special that a rushdown like him obviously needed, and you did it without some forced prop or magic only relying on using wind built up from pure speed, which makes alot of sense for sonic. Tricks for the up special was an improvement in terms of character and move but having Amazing K.O. around 60% is just absurd, someone like Jigglypuff needs an absurd kill move to be actually dangerous, Sonic is already dangerous by his blinding speed and boost mode, the fact that each trick combos well into eachother also makes an unnecessarily dangerous move even more unnecessary.

Getting past the specials there's not exactly a ton to say about the normal moves, they all serve their purpose very well acting as moves that can easily combo into eachother and support sonic's rushdown playstyle. I can say I did like the fact that you didn't force sonic to use his hands much and you strictly stayed to kicks, but you also added some really fun non kicking moves such as Side Smash, Nutreal Ariel, Down Ariel and the grab keeping momentum. Overall this set was a very solid one, there were a good amount of flaws yes but most all of them were nitpicky and forgiveable, Sonic 2.0. didn't really do anything that new but what it did do with the ancient ideas kept it fresh and standalone!. As one of the most active and ambitious MYMers I'm excited to see what sets you have to show in the future, until then I will be reviewing the rest of the sets I promised to review along with Franky, Mario 2.0. and Alica Vassin's tweaks.
 
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Munomario777

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Sonic 2.0.
Without a doubt one thing I love to see from a MYMer is their love of a particular series, and what better to show that love by revamping the main character. You managed to include so many callbacks to the sonic series in his moves without doing weird stuff like throwing in props or having a bad case of "every move feels like a special" syndrome. I'll say straight off the bat that this set is better than the really annoying official sonic set, but don't think it's an automatic win because the official set was never good IMO to begin with, still that's not to say this set was bad by any means as I can safely say I liked it.
Aw come on, it's not that bad... :p
Starting off with the mechanic I won't lie it has been done once or twice in MYM but using it for sonic feels very at home for the blue blur and you did a great job with it, cancelling lag into a dash allows sonic to feel like the speedy rushdown that he should be, a minor gripe though is the 1.5 power buff feels a bit unnecessary as cancelling lag like that is a buff enough, other than that the mechanic is very solid.
You make a good point. I'll probably remove the damage buff when I go to edit the set.
Having a dash special is fitting yes but it's purpose as a safer more controlled boost mode with really no drawbacks to using it puts a small blemish on the fun chaotic Boost Mode.
Well, it does have one drawback -- it's much slower. He retains boost mode, and he trades the blazing speed for freedom when attacking. Boost mode won't speed him up when walking either. (I'll add this clarification to the set.)
You also managed to give Sonic a slow projectile via Side Special that a rushdown like him obviously needed, and you did it without some forced prop or magic only relying on using wind built up from pure speed, which makes alot of sense for sonic. Tricks for the up special was an improvement in terms of character and move but having Amazing K.O. around 60% is just absurd, someone like Jigglypuff needs an absurd kill move to be actually dangerous, Sonic is already dangerous by his blinding speed and boost mode, the fact that each trick combos well into eachother also makes an unnecessarily dangerous move even more unnecessary.
The idea behind Up Special KOing so dang early was to add an out-of-nowhere KO option that will almost never work, but when it does, it's inkredibly (oops sorry Inkling writing coming through) strong. The opponent can DI away from Sonic, so he'll either need to pull off five hard reads in a row, or have lightning-sharp reflexes. It's essentially Sonic's version of the Warlock Punch.
Getting past the specials there's not exactly a ton to say about the normal moves, they all serve their purpose very well acting as moves that can easily combo into eachother and support sonic's rushdown playstyle. I can say I did like the fact that you didn't force sonic to use his hands much and you strictly stayed to kicks, but you also added some really fun non kicking moves such as Side Smash, Nutreal Ariel, Down Ariel and the grab keeping momentum. Overall this set was a very solid one, there were a good amount of flaws yes but most all of them were nitpicky and forgiveable, Sonic 2.0. didn't really do anything that new but what it did do with the ancient ideas kept it fresh and standalone!. As one of the most active and ambitious MYMers I'm excited to see what sets you have to show in the future, until then I will be reviewing the rest of the sets I promised to review along with Franky, Mario 2.0. and Alica Vassin's tweaks.
Thanks for the feedback! Can't wait for the next comments! :)
 
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ϟPlazzapϟ

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Im sorry but everyone here likely has life going on and cannot comment at the moment, besides commenting for the sake of having comments is just a waste of internet.
 

Opossum

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Yet another reminder that double posting (and spammy double posting, at that) is an infractable offense. A thread doesn't have to move at three pages per minute, nor should it. Have patience.
 

Tocaraca2

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Welp.
Better nerf Greninja


New post:
Matchups.
I forgot to include this in my Alica Vassin moveset, so I thought I'd get it out to show you guys my understanding of matchups.

Mario vs Alica:

All characters with reflectors will generally do better against Alica Vassin than ones without, due to them being able to reflect Flame Waves back at Alica, which are her main KO option. A reflected Flame Wave is bound to hit Alica unless she used it in the air and it got reflected while she was falling, because the move has significant end lag.
Fireball Rapids also has not much effect on Mario because of his Cape as well. At least one fireball will probably hit him after the reflector hitbox disappears, however Alica will still get hit by a reflected one if she throws multiple fireballs. Not good for Alica.
However, she does have other KO options, and still has the ability to combo him, but it is harder for her to get in if she can't reliably pressure with Fireball Rapids. In this matchup, the only way Alica will be able to hit with her projectiles is to catch Mario either in his end lag, or while off-guard. This matchup is in Mario's favour.

Luigi vs Alica:
This is the opposite. Luigi has a terrible mobility, and he doesn't have a reflector. Alica Vassin and Luigi's fireballs clash, however Alica can throw them much more frequently, and they don't dissipate, however Luigi's do. Alica has a much better time getting in due to her better speed, ground mobility, air speed, and air mobility. She can get in, do her damage, and get out, really quite easily. Luigi can use Neutral Air to escape combos though... however it has a fairly small hitbox.
If Luigi does get the grab, then Alica is in danger, as are most characters. Alica is not a lightweight so she won't die very early to his Down Throw combos, but she is not a heavyweight either, making it easier to escape the combos than heavies; and plus, she is a fairly small character (4/10 size), making it even easier for her to escape combos. This matchup is in Alica's favour.

I can't be bothered to write any more.
 
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ϟPlazzapϟ

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Oh matchups I'm so glad to see these, I say you did them nicely but I personally prefer doing matchups against characters on the thread as I see MYM as a roster of our hopes and dreams, thats not to say I disapprove of existing character matchups
 

Tocaraca2

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Oh matchups I'm so glad to see these, I say you did them nicely but I personally prefer doing matchups against characters on the thread as I see MYM as a roster of our hopes and dreams, thats not to say I disapprove of existing character matchups
The only matchups against characters on the thread that I'd be able to make are the ones between my own characters.
For example:

Alica vs Blossomus
This is where Alica's projectiles become really useful; against projectile characters. Fireball Rapids outprioritises Blossomus' Jab and Plasma Blossom in most cases, since the fireballs go through the plasma particles (destroying them) due to having much more power than each individual plasma particle.


This is what a plasma particle from Blossomus looks like. It was taken from Ricochet Infinity's Blossom power-up:



Flame Waves clash with Plasma Detonators and Stun Detonators. This is not a good thing for Alica since Flame Waves take a long time to charge up and use up a lot of Fire Power. They also clash with Blossomus' Side Smash if over 65% charge. His Side Smash only needs to be 50% charge or over to outprioritise Fireball Rapids.
Alica is great in the neutral, however Blossomus is AMAZING in the neutral. A good Blossomus player that knows this matchup will always use Plasma Blossom against Fireball Rapids since the first 2 fired plasma particles will most likely go under the fireballs (the last one may go above it), either catching Alica in her lag from Fireball Rapids, or forcing her to defend, completely shutting down almost all of Alica's options due to the amazing speed and power of all of his projectiles. A good Alica Vassin player that knows this matchup will most likely just rush in at the start of the match and attempt to jump over Blossomus' projectiles, however a good Blossomus player will hit her in the air and push her back or force her to retreat... BUT if she gets in... Blossomus is done for. He is the lightest character in the game and is also one of the tallest, he is considerably wide, and is a bit floaty (4/10 Fall Speed) making him very easy to combo and EXTREMELY easy to kill. He has no good options for reliably escaping aerial combos, especially when the opponent is below him and juggling (Alica is fairly good at juggling), since he has a **** Down Air. His only decent aerials are Back Air and Up Air, and even they aren't great (Up Air is slightly better, being decent at keeping foes from spiking him). All Alica needs is a good (Dash Attack - Up Tilt - Up Tilt - Up Air - Up Air - Up Special + Up Air) or something of the sort and Blossomus may be dead already, however actually approaching Blossomus is very hard for all characters.
I'd say this matchup is pretty much even.
Blossomus moveset coming soon. Stay tuned.
 
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