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LORD MORGAN
This is the best Warlord set this contest, it hits all of the high notes that I love in general and specifically from his sets. It's always great to see a set that goes the extra mile in the inputs and this is in combination with Warlord's experimental vehicle set style. This set solves all the traditional problems inherent in the genre by making the car a separate entity entirely, getting its own exclusive inputs while Morgan himself gets his own full set of inputs. This set was really reaching for potential already on that premise, when the character doesn't do all that much on his own that's not generic and the car for the most part is just a regular car. It's a pretty definitive HMA vehicle set though, given what you added, as well as a definitive Fist of the North Star one shot set because of all the material in there. It's very impressive how much is covered across the entire set.
The highlight of the playstyle is definitely the villager minions, and it's all fairly simple while having lots of depth. The AI of the minions is very straightforwardly played by damaging the minions, always keeping in mind their HP and how to best take advantage of their higher AI when lower on health. This is one of the main parts of the playstyle, outside of just hitting against the car, using the slopes and the car's physical shape to create strong moves that hit up in the air. This all works into when Morgan actually gets in the car, with the slopes working both to help him build up momentum and flows into his regular set. When the minion gets in the car, it's kept in mind how stupid they will be and works it into the playstyle when Morgan has all these easily spammed moves for the villagers to abuse. It's all pretty simplistic stuff you'd expect out of a one shot from this series, it's all extremely fitting, from the double grab to the hammer moves, the oil drums, it's exactly the tool kit you'd expect and is done exceptionally well. It is a bit OP, what with two 10 weight "characters" the foe basically has to KO between the car and Morgan, but it's very manageable given the limited and restrained car set that needs the set up to be viable.
Of course this wouldn't be a great set if the car moves didn't also deliver, and they do. This set handles the balance of the vehicle well, keeping in mind the balance of a huge hurtbox/hitbox in play. In the past this would be a huge sticking point where the car was a constant threat and almost an extension of your containment sets, in that the vehicle was so giant that it was hard to not get hit by it. Here, the car is actually a lot weaker and it's a hilarious dichotomy. That is because Morgan is portrayed as a bad driver and wants the villager to take over eventually, because being in the car later on will just end up killing him, and given the amount of weight both have it will definitely get to that point. The car moves are your most versatile despite such a generic vehicle. This is largely because of the slopes, the villager minions and so on, as this set is a far more normal character because of the on foot moves. The flow between the two is really great, and it's all very well characterised. It's really fun imagining it in match ups and how it'd play against other similar sets that use slope mechanics this contest. Best of all, it revitalizes its genre better than I could have ever hoped.
FORLORN JUNK HEAP
This is half comment, half advertisment the same as Lord Morgan, but as this is one of my favourite sets this contest, there's not much negative to say. I doubt anyone will not read this, but you absolutely should if you plan to vote. Forlorn Junk Heap was a great read from start to finish, and I didn't even dislike the end of the set that terribly much. It's got a very nice characterisation to it, always digging up garbage buried in the stage and re-purposing it, but also coming across as a low intelligence character who is enjoying the fight as much as he's trying to win. This is put across best in moves like the wave, the throws, the smashes. There's a disjointedness to inputs I actually like for the character and gives the inputs some nice differentiation from other sets that have done similar concepts. It takes something that would be a bit of a mistake in another set and makes it into a positive, without feeling pretentious or weird as many sets do, very straightofrward but having great depth. For that reason while not the most exciting inputs, I found the forward and down smash fun little moves that have strong implications on the rest of the set.
The concepts at play here are very simple. FJH digs up junk, progressing through a ball, a larger ball, and then a pile. From the pile, he can then find a bunch of other weapons, including a rocket firework, gun, sword and finally a shield. These all can be picked up by the foe and used against the Junk Heap, referencing the fight where the party can hit back his projectiles. These are all fun, but the one that's my favourite is probably the sword, when it can stick to the character and become a static hitbox at all times, naturally building into his other moves as a combo and defensive tool. The gun, shield and firework have some fun uses too, memorably the firework firing other fireworks, and oddly having on friendly fire... I see why you did that, but it is a little forced. However, the options this opens up and the amount of items he can summon add a naturally huge amount of depth to the set's gameplay, and it's fun to imagine just what he'd go for in certain match-ups, whether it'd be the defensive shield, the camping gun, the strong melee sword or the more situational projectile firework. It makes sense for the character again, as he's just recycling whatever crap he finds on hand, and it's balanced well to feel as though he does need these items to stay viable, because of the awkward hitboxes of moves like jab, up tilt, up smash, and moves that have no hitboxes or high start up like the junk creation move, interacting with the pile at all or various tethers/command grabs.
The set does have some stuff I dislike. Notably, I wasn't a huge fan of the multiple plug moves, although I mostly just found myself confused about the exact reason why he needs that many. For example the ftilt having a similar function to the up special, just on the ground, and now it does the big interaction. I was slightly confused how exactly the clay works but seemed fairly safe to assume later, though it's not actually that important so it's no huge issue. I agree that the aerials are pretty weak although I like the simpler applications some of them have, as it lends itself well to the character I feel when he goes for a gimp off stage, and the pile stuff is pretty awkward but makes sense in a "I will play with whatever's in front of me" kind of way for the character. The set's strongest quality is definitely the dedication to the character, and after not thinking about it for a while, I do get a good sense of how much you have a special connection to it. It does FJH great justice that you wouldn't expect, I'd assume if it got a set it would be as part of a huge movement where he's overlooked, but this set's got a lot of love put into the effort. Dooku assured me you were back and this set proves you might have your best sets yet to come.
SLON THE ROOK
This was one of the four Dragon Quest V sets posted this contest and despite being for the hardest character of the four, Warlord was able to create something truly standout. The base is deceptively simple: a buff to the next attack and throwing weapons that can impale on solid ground or walls. That's because the character here is nothing more than a few generic attacks in his source material, and gets a couple flashier animations in a couple of spin-offs, these amount to a bite, a sword slash and in the spin-off, a move where he enlarges the spikes on his shield. This set is able to combine all of these elements by having a unique buff on every move and thinking of interesting ways to work off the weapons lying around the stage. There's the easy interaction of cutting off start lag, but many more interesting ones such as picking up weapons in the middle of a spinning move to throw them off, catching them in midair, and perhaps best of all, crushing them together using the shield to create a huge sweetspot in midair.
The highlight of the moveset comes unusually at the end of the set with the last set of inputs, the standards. These moves are highly memorable and are a shock when they come up, when you'd expect the set to be winding down, but do the best job of selling the concept. Other great moves include the neutral aerial, with the great name "hippoblockomus" based off a DQ enemy, where Slon crushes two shields together, creating the sweetspot hitbox I talked about earlier. The smashes all seem extremely satisfying to pull off and use the concept of having the weapon out to give very fun options to the Slon player, while the enemy has to play around it, creating a good dynamic in every match up. The back aerial interacts off the foe's shield in an interesting way, very inventively for the input. The standards are the real highlight though, almost every input here is worth a mention. The jab is the fun enlarged shield spike move, the ftilt is a simple step forward and slash similar to the old Bowser fsmash, but does very exciting things with the concept. The down tilt has the set's only real form of set up besides the weapons, and gets tons of mileage out of it. Interestingly the dash attack is the best one, using a dash with the shield out and running with it all the way, pardon the pun. Warlord had to dig pretty hard to even find this animation in the game but definitely justified the effort.
As the only other person to pay attention to this game at all, it was great seeing this come together into such a good set, while not my favourite Warlord contribution this contest it's no wonder it's so popular, for me easily the second best. You can't help but root for a set that had so many potential obstacles. These are overcome through sheer forceful effort by Warlord, in a fairly intricate execution that has very few flaws to nitpick. I would say as well that from a characterization perspective the set does a great job too, as Slon comes across as brutish and intense, as he does in the game. It's not the most complex character and the set conveys that through its anger-fueled playstyle, Slon biting, chomping and headbutting his way to victory. Most have read this set already and have shown high approval for it, but for those on the fence, I highly recommend you don't overlook this set. I'll be doing more DQ sets next contest so it'll be fun to see how they all fare on the top fifty. As you'd expect, Warlord more than pulled his huge weight with this movement. Kon is also worth a read of course, though it's not as good as Slon, it's a more balanced, modern take on a momentum set.
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