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So, Bubby has been graced with early access to the Steve DLC and has transcribed the moveset here for us to see. Let's judge Sakurai on his choices, shall we? I'll be covering any moves of interest here as well as general good and bad points of the set.
Thanks for the comment! I have touched upon some things in this comment in the Discord already, but I wanted to put out a comment for those not in it and lurking here (although in both cases I highly recommend joining the Discord for what's essentially a behind-the-screens view of everything MYM)Killton All! (Kilton WeirdChillFever )
Interesting writing style. Was kindaunsure about how all the song-rhymesd fit together, but it is all pre-move stuff so kinda whatever anyway. Let's get into the meat of the set!
Said meat of the set is the Breath of the Wild minions, both in using them to fight and the ability to turn them into boosting elixirs for Kilton. Both of these are pretty solidfor the most part: Kilton's minion manipulation in most of the set is hitting or killing his minions at the right time, but the minions are more Smash-like in terms of how they work and thus less central so the less absurd take on minion manipulation is fine and the grab game adds some neat combo stuff to it. One thing is I would consider giving he Bokoblins a 3rd attack: I know they are all supposed to have 2 attacks, but them having just a slow slash and the jump attack feels a bit awkward for their intended gameplay purpose. Maybe it could be a "variant" on the current slash: Readies the club but swings near instantly for a faster yet much weaker attack, which in turn it can also use to mix up and potentially deceive the foe by mixing it up with the normal swing.
The elixirs are good, but I have one major issue with it: Sneaky Elixir feels totally useless! Unless I am missing something, it seems to only do anything to monsters without masks, and the actual effect is a complete letdown given the effort of gathering ingredients and then making an elixir. It is basically a dud creation, which also makes the Lizalfos less interesting. I was thinking it would be an invisibility potion or something from the name, dunno how well it would work into Kilton but it would be better than this. Maybe instead it could be an attack boosting potion with a different name? Whatever the case I will say that the Sneaky Elixir feeling like a dud drags the set down a good deal for me.
The Stalhorse I have no idea how well it fits Kilton, since I don't really know much about Kilton, but it is a rather interesting mobility option and seems fun enough. Up Special has the interactions with the cooking pot that I enjoy and is a weird-but-fun take on an Isabelle style Up Special where the thing you're lifted on can be manipulated and the balloons mess with their position. The idea of summoning it on stage as, like, a little monster arena is intriguing.
The melee is solid enough past that. Stuff like the Spring-Loaded Hammer working differently on the minions and opponents provides some natural stuff and the 4-hit mechanic on minions for repositioning is pretty neat. I do wonder if the last hit should have had some effect on the opponent, buuut it is fine the way it is so I wouldn't complain. Down Tilt is a bit of a balance worry but not enough for me to matter, just keeping an eye on such a range-y yet fast move. The lack of vertical reach helps since it means it basically loses to shorthop. Smashes are fine, though I did have to look up the Dark Link set in Breath of the Wild to understand why Kilton could do this, and I don't really have much to say about them.
While it is implied, the hands regenerate for the next grab if they die during it, right? This should probably be explicitly stated, since the alternative of Kilton just losing his grab is very Bad. The actual grab game is rather interesting since it plays with the monsters more directly without actually grabbing them: Using HP on a grab to manipulate as a way to balance out minions attacking the foe isn't something I much remember before, but then you get additional gameplay out of it by giving Kilton some cool effects if he DOES break the hands during specific throws, giving him a plethora of options that nonetheless feel fairly grounded. This is however somewhat dampened by the fact that some of the effects can be a bit same-y, I think it upgrades it into a kill move 3 times but with some of them gives additional effects, so I do give a slightly leery on that.
Down Aerial feels, confusing? It says it is a stall than fall but the way it is described makes it sound more akin to an Ike Down Aerial, so I am not really sure what happened in the move, some clarification would be nice. The aerials otherwise are solid though hardly groundbreaking moves, perfectly servicable in helping continue to give Kilton a solid-if-sometimes-simple gameplan.
Kilton overall was a pleasant surprise, especially compared to a fair amount of your previous works I remember, and makes me interested in what you might do in the future. It is currently held back by the aforementioned issues with the Sneaky Elixir which are rather big to me because it is a pretty central part of the set but I enjoyed it even with that, just it could be higher up for me if it was improved. I hope all your Breath of the Wild sets are this good! I still need to look at Impa.