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Make Your Move 21: The Moveset Design Contest | Top Fifty Is Up! Next Contest Approaches...

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
318
Following on the heels of my last set, I've finished another that I've had on the backburner for some time: PlanetMan.EXE from Mega Man Battle Network 2! I took some liberties with his abilities, and I need to rework some things still (especially the Back Throw and the exact numbers on things), but I'm proud of the end result.
 

Luigifan18

Smash Master
Joined
Feb 19, 2015
Messages
3,134
Switch FC
SW-5577-0969-0868
I'm glad to see such candid assessments of my Vaati moveset. I have to ask what people would think of my Bomberman and Moge-ko movsets; I like the concepts behind them, but I feel like they may be a little too hardcore.
 

Luigifan18

Smash Master
Joined
Feb 19, 2015
Messages
3,134
Switch FC
SW-5577-0969-0868
Luigifan18 Luigifan18 Did you post these sets in the thread? I don't see them anywhere.
No... my Bomberman moveset is stuck in Smash 4's Bomberman support thread, while Moge-ko's moveset is in my Smash 4 Moveset Lab "For Fun" thread (I also have a Corsola moveset in the latter location, and Bomberman and Corsola's movesets can be found in my DeviantART journals (I never got around to making an entry for Moge-ko, and Bomberman's moveset had to be broken into two parts)). Due to those threads being locked, I can't get at the formatting in them to transplant the movesets to new threads or tweak them. It's quite annoying. I bit the bullet for Vaati and transplanted his moveset to the Smash Ultimate support thread sans its formatting and redid the formatting manually (and I haven't been able to restore all of it), but the Bomberman and Moge-ko movesets use so much formatting that trying to do the same thing would be an exercise in madness.
 
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D

Deleted member

Guest
Luigifan18 Luigifan18 That is really unfortunate, I'm sorry. I did say in my Vaati comment if you'll remember that I'd recommend moving the set to Smash Boards. Even if they had minimal formatting, I'd still post them here, or on a Google Doc.

The formatting can be very simple, just bold the move names, give it some colour tags, and a header image. Bam, formatting done.

Also not sure this works, but if you use Smash Boards' special editor you can copy/paste posts with B coding over. I did this for Bomberman below, I could fetch you the other sets and/or PM them to you. If this doesn't just ruin the B coding, we'll see for ourselves. From a skim, seems like it was mostly saved, only the colour is broken, which isn't the worst to replace. This should even work for other forums/sites but is unsurprisingly glitchy.

 
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Luigifan18

Smash Master
Joined
Feb 19, 2015
Messages
3,134
Switch FC
SW-5577-0969-0868
Luigifan18 Luigifan18 That is really unfortunate, I'm sorry. I did say in my Vaati comment if you'll remember that I'd recommend moving the set to Smash Boards. Even if they had minimal formatting, I'd still post them here, or on a Google Doc.

The formatting can be very simple, just bold the move names, give it some colour tags, and a header image. Bam, formatting done.

Also not sure this works, but if you use Smash Boards' special editor you can copy/paste posts with B coding over. I did this for Bomberman below, I could fetch you the other sets and/or PM them to you. If this doesn't just ruin the B coding, we'll see for ourselves. From a skim, seems like it was mostly saved, only the colour is broken, which isn't the worst to replace. This should even work for other forums/sites but is unsurprisingly glitchy.

Thanks for the help. Sadly, I really want to carry the color coding over because I used it to help keep the movesets organized — I asssigned each group of attacks (i.e. jabs, tilts, Smashes, aerials, etc.) its own color. Also, while I appreciate the success of the picture carryover, I have to ask whatever happened to the YouTube video embed...
 
D

Deleted member

Guest
Luigifan18 Luigifan18 You can change the colour easily on Smash Boards if you highlight the text, then press the text colour/paint drop button on the text editor. I used this a lot last contest, it shouldn't be too hard to redo the colour for your sets. Shame about the embed, for that press the ellipses and then media. Just paste in the YouTube URL then.
 

Luigifan18

Smash Master
Joined
Feb 19, 2015
Messages
3,134
Switch FC
SW-5577-0969-0868
Luigifan18 Luigifan18 You can change the colour easily on Smash Boards if you highlight the text, then press the text colour/paint drop button on the text editor. I used this a lot last contest, it shouldn't be too hard to redo the colour for your sets. Shame about the embed, for that press the ellipses and then media. Just paste in the YouTube URL then.
I know how to change the color... I'm more interested in figuring out how to use the same colors that I did last time (I used a lot of different shades and hues).
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,442
CSS Drive is also useful for determining the color palette and getting color codes from an image:

http://www.cssdrive.com/imagepalette/

It's what I use to color my comments on movesets. Speaking of...

I've read a lot of movesets this contest whose playstyle boils down to creating or summoning a projectile or trap and manipulating it in various ways to serve as the playstyle. If PlanetMan.EXE didn't pulled it off in an interesting and in-character way I would not have a favorable perspective of the moveset. Not that it's bad; it's that you get kind of bored seeing ideas repeating. I'm not accusing you of intentionally taking ideas from other sets, but perhaps this vein of playstyle is what's popular? The orbits, gravity, and theme of planets and space in general is what sets PlanetMan.EXE apart from the other sets and is what I liked about it.

Back Air is... interesting. You seem to like it but I'm not a fan. Same with Up Air. I get it, PlanetMan.EXE needs projectiles, but I don't like having these on aerials. I think that the tilts and aerials could be swapped around to make this better. I can see these working fine on a tilt. It's not that they're functionally broken, but they seem to be creative for the sake of spicing up boring inputs. In general quick, more boring but powerful attacks work better on aerials because of how Smash plays with shorthopping, approaching, and edgeguarding... or at least how I play. That's just my perspective.

I like the idea behind the grab, but why does PlanetMan.EXE have to specifically force choke the opponent? Especially opponents without a throat? Simply holding them in place, perhaps making them turn as they float slightly like they're in zero gravity does functionally the same thing. Using gravitational pull as a grab is a great idea, though. I love the up and down throw, too, they're really nice moves that fit PlanetMan.EXE.

Thanks for including a Final Smash and Playstyle section. This moveset is one I'd recommend having diagrams for, as some moves you obfuscate with your descriptions due to the amount of things they do, such as the Neutral Special. Using sprites to represent their behavior in relation to PlanetMan.EXE and positioning would be great to better communicate their functions. The same goes for pretty much any attack that has a "ring". A visual representation of how projectiles orbit around PlanetMan.EXE too would be really helpful.

I think the moveset could be improved with less focus on additional effects (the side special has so many different things it can do despite being what would normally be a pretty simple move) and more focus on taking the idea of the orbiting and making simple moves that work elegantly with that. I would have made the planets block projectiles and act as better passive hitboxes with a large risk of losing them if you expended them on moves. A good inspiration for how orbitals are best implemented in any game I've ever played is The Binding of Isaac, where orbitals are good hitboxes that can block attacks but are very high-risk because of the proximity to enemy attacks and the potential for punishment.

I love the various space-themed attacks and the gravity moves in particular. I love Down Special. My least favorite move in the set is probably the Down Smash, because even though it is from PlanetMan.EXE's source material it just does not fit with his overall theme despite being a great move by itself. Cool moveset, US, definitely an enjoyable and easy read with a fun playstyle and wealth of ideas.
 
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Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
Location
Australia
Khold, you are a champion for making that select screen! (and the comment collection) It reminds me of the "all-star" select screen you made back in MYM7, except there you had the luxury of being able to include every set from that contest. Perhaps you will do an add-on or make a separate screen if we get a large amount of sets this contest? It's lots of fun; it reminds me of the old days like MYM12 with all the cool extras like minis that made your movesets feel all that more worthwhile. Also helps that Froy revived Organization XIII. With all the reading and impressive comments you've been doing, I'm quite looking forward to seeing what kind of set you'll throw out this contest- especially if you have JoJo on the brain. But even then, you've done an excellent job as is.

I can't wait to get out some new sets so you can Khomment on them... and then have them added to a sweet CSS follow-up, as well as have pretty pictures in your comment collection. Of course, I'll need to get all of that Smash Ultimate out of my system to make room for some actual set inspiration.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,442
Thank you Kat! I'll update the CSS at the end of the month. It was rather nostalgic doing it. Extras are something I plan on bringing back, which you will see later. The reason I'm taking quite a while to put out a set is that I'm kind of a perfectionist and I'm of the disposition that if I can't do it right, I shouldn't do it at all. I do have a good number of movesets in the works, including one I'm going to post near the end of December. A few of them are indeed Jojo sets, as the series has a goldmine of potential. You showed that with Funny Valentine! It's good to read your feedback though, as I haven't seen you in a minute. I look forward to your movesets.
 

rat.jpg

Smash Apprentice
Joined
Dec 10, 2018
Messages
114
Location
1% encounter rate in Johto's Dark Cave


Here is my Sora moveset. Sorry it isn't formatted or anything, I don't have Google Docs

Sora the Keyblade Hero of Light joins the fight!

First Game: Kingdom Hearts (PS2)
First Nintendo Game: Kingdom Hearts: Chain of Memories (GBA)

Statsistics: Sora is about as big as Shulk and his Keyblade is the size of the Killing Edge item. If Sora holds a battering item he can actually dual wield them but that's just the animation. Sora is very lightweight but very fast, with good jumps kind of like Mewtwo but not as severe. His rolls are okay but he has an extra roll as his side special which you will see later. Otherwise Sora is a more glass cannon swordy combo character, not a heftier one like Roy or Ike.

Shield Animation: Sora uses the Guard ability with his keyblade.
Neutral Special: Strike Raid is a signature Kingdom Hearts ability. Sora throws his keyblade glowing, it spinning as a projectile aimed at the opponent. The move is very quick. If it hits someone or Sora uses a keyblade attack it will instantly vanish and reappear in Sora's hand like whenever someone who is not Sora picks up his keyblade and tries to use it. The spinning keyblade deals okay damage and knockback, not much but it can interrupt an opponent's attack and stun them. It's very weak to shields though. You want to stun them because once the keyblade reappears in Sora's hand he can toss it again. This is kind of like Simon and Richter's cross but way better quicker and homes in on the opponent rather than going straight sideways.

Up Special: High Jump is a signature Kingdom Hearts ability that lets Sora jump way higher. Here Sora does a sort of somersault into the air and stretches his legs out, which propels him upwards a good distance. Sora can attack out of this recovery right until the very end. If he doesn't land an attack before the move is over, he enters helpless. Sora can also move with a burst of movement left or right at a little faster than his normal air movement speed out of this at any time during the move but he will still go into helpless if he doesn't connect with an attack directly after that. Basically this is used to recover and also chase opponents hit into the air for combos but is easily punished because Sora isn't a hitbox during the move.

Side Special: Dodge Roll is a signature Kingdom Hearts ability. Sora does a very good roll forward that passes through any opponent, attack, item, stage hazard, etc. Sora has intangibility during the roll. He stops having it at the end of the roll when he gets back up. Sora rolls about the distance of a platform on Battlefield but will not roll off the stage if used on the main stage so that's very important. The worst thing is using a roll or whatever and accidentally killing yourself. This deals no damage but is the best way to approach opponents and dodge attacks it's much better than his normal dodge. He is vulnerable during the end though so he can be punished out of this.

Down Special: In the Kingdom Hearts games Sora can use magic. Merlin and Donald train him in magic and he starts out with the basic spell (Fire) but upgrades to more powerful magic as the games go on. Sora can use magic in Smash too. Sora's magic goes in this order: Fire, Blizzard, Thunder, Cure, Aero, Gravity, Stop, Reflect. Sora can swap between them by holding down special and then tilting the control stick in one of the eight directions corresponding to the 45 degree notches and 90 degree notches on the controller. The magic starts from Fire at the top in the order I listed and goes clockwise. They appear with their names around Sora like Monado Arts. Tapping down special doesn't swap like Monado Arts though it uses the magic. Fire has Sora shoot a red fireball out of his keyblade like a gun. The fireball is basically a faster shoryuken that has less range. It deals good damage and knockback and is what Sora starts with. Blizzard is just as fast and is a tall blast of ice that deals very weak damage and knockback but slows enemies briefly, allowing Sora to chase or approach them. Thunder is like a modified version of Pikachu/Pichu's Thunder. The bolts are a lot weaker than their Thunder but instead of dealing good knockback they stun the foe, giving Sora an opening. Plus they are thinner but three of them appear in random positions around Sora (about a platform's radius). Cure heals Sora very quickly as Sora points his keyblade up and a bloom opens up sprays green healing magic on his face that heals him for 15%. The thing is he's vulnerable during this time and can easily be knocked out of it and not get healed at all. Aero is a projectile shield with the radius of Lucas's reflector that blows opponents up with a windbox but deals no damage. It stays around him for three seconds and then fades away but has a recharge time like Monado Arts. Sora has double jump and recovery height while affected by Aero but so do everyone else who gets hit by it or is above it because of the wind. Gravity is a purple and black circle also as big as Lucas's reflector that descends upon an opponent from directly above them. If they don't move out of the way, the gravity will press down upon them and make their weight and falling speed twice as much. This lets Sora combo them easier but deals no damage and they can just roll out of it if they're able too. Stop has a clock with roman numerals appear over Sora and the same on the opponent, flashing for a brief moment as Sora holds the keyblade in the air. This freezes the furthest opponent from Sora in place and any projectiles they had, and after a moment they return to whatever action they were doing. Any attacks they get hit by will not kick in until they return to normal time. This also has a cooldown like Monado. The last spell Sora does is Reflect which is a hexagonal futuristic shield that is as big as Bowser's fresh shield. Any projectiles that hit the shield will be reflected back at the opponent and any hit on the shield from a melee attack will act as if it was perfect shielded. In either case the shield will shatter like glass both times. This has a cooldown as well.

Final Smash: Final Form is one of Sora's KH2 Drive forms. His costume changes to the above and he gets dual keyblades. In Final Form he's a lot like Sonic's old Final Smash. Sora can fly very quickly around the stage for the duration of the final smash and all of his keyblade moves act as if there was another one doing that same move to them at the same time. They do less knockback though because Sora wants to combo them in this form. and rack up damage. Every combo finishing hit though deals double knockback, making Sora a killing machine during the final smash. Oh and all his magic spells are their third iteration (Firaga, Blizzaga, etc.) making them tripple as effective. This lasts only a few seconds, but it's enough for Sora to get a KO on the average foe or at least severely weaken them.

Jab Combo: The basic keyblade combo is sideways swing, a swing in the opposite direction, then a downward chop with it. They don't do much knockback or damage but that's because you want this to combo. It's very quick and is also great on shields because the last hit is a Guard Break, an ability from KH2. The Guard Break will glow blue so you know which one it is, leaving a blue trail slightly as Sora swings. It does what you'd think it would do, it deals double damage to shields. Sora is very vulnerable to getting hit during this as once he starts it his back is exposed and if he misses his opponents can just jump over him and hit him.

Parry Attack: Sora has a modified Jab that happens when he perfect shields an attack. Sora swings his keyblade with powerful force like with the Counterguard ability that sends foes flying with great damage. The start lag is pretty long though so this is only effective against powerful attacks like Smash attacks but gives Sora a great option to punish them and makes memorable plays when he does pull it off.

Dash Attack: Sliding Dash is an ability Sora can use in KH2 to close the gap and attack opponents. Same thing here. Dash attack has Sora do like a baseball slide and then jump up and smack the opponent with the keyblade. The attack doesn't deal much damage or knockback but is a good combo starter. Very quick but if the opponent hits Sora during the slide he is very vulnerable. His feet are also a weak hitbox that flinches the opponent but doesn't clash so it is beaten out by a down tilt.

Get Up Attack: Retaliating Slash is an ability from KH2 that can be used to quickly regain balance and counter attack. It works the same way here. Sora leaps to standing feet first very quickly then swings his keyblade to deal very good knockback and damage. This is used to punish opponents who knock Sora down or try to punish him when he falls prone.

Up Tilt: Upper Slash is an ability from KH2. Sora does a quick uppercut with the keyblade that knocks enemies upward and deals okay damage. This is a combo starter that can be used on the ground like most up tilts like Kirby or Mewtwo. It is also can be used in the middle of a combo just like in the games. You can start a ground combo then knock the opponent into the air with this to transition to an air combo.

Forward Tilt: Slapshot is a signature Kingdom Hearts ability. Sora does another quick uppercut but this one is more of of an arc in front of him. It deals okay damage and knockback and is mainly just a combo piece. If you use a lot of up tilts or this move you can mix one with the other because they have similar animations to catch the expecting opponent off guard.

Down Tilt: Vicinity Break is a KH2 ability. Sora does a sweep with his keyblade in a circle around him very quickly that hits even the lowest crouching characters and pops them up ever so slightly off the ground. This deals very weak damage and can be moved out of at later damage percentages but early on it can rack up some combo hits pretty good and can even kill confirm into some moves if the opponent is light.

Up Smash: Zantetsuken is a signature Kingdom Hearts ability. Sora charges his keyblade at his side like a samurai then slashes upwards diagonally faster than the eye can see. Enemies above him or in front of him will take diagonal forward-upward knockback and stun them in the air after dealing very good damage. This is the best smash for both finishing a combo as Sora's keyblade glows as he preforms ground combos and every hit reduces the charging and lag on the start allowing Sora to immediately preform the hit out of a combo if he has enough hits. It is also the best smash for starting an air combo as it knocks them in a perfect position for Sora to hop up and start wailing on them.

Forward Smash: Ragnarok is a signature Kingdom Hearts ability. Sora holds his keyblade like a gun and charges energy in the tip before unleashing these glowing bullets that are very small but leave a trail and converge at a point in front of him. The more charge, the more bullets. Foes hit by the bullets take minor damage and stun per bullet but they push them into the real sweetspot where they converge which deals good knockback and damage horizontally. The more hits in a ground combo you do the more Sora's keyblade will glow and you can actually finish a combo with this move as it will cut out the lag and some of the charge depending on how many strings of hits are in a combo making this a premier ground finisher. It can't reduce the vulnerable lag at the end Sora takes though so don't miss.

Down Smash: Ripple Drive is a signature ability in Kingdom Hearts. Sora can use it when surrounded to create a dome of light that breaks and damages enemies. This works similarly in Smash as Sora puts his hands across his chest and causes a dome of light kind of like his Reflect spell around him that stuns the foe then shatters to knock them back in whatever direction they were relative to Sora. The dome is only as wide as a platform and half as tall. It doesn't deflect anything like a shield though, it's only an attack that deals pretty good damage. The dome expands from Sora's hurtbox as a hitbox until it reaches the full size then breaks. Like his other smashes this can be used as a combo finisher as it glows with the same light that charges up as Sora does a ground combo and has its pretty bad starting lag reduced. Heav ending lag though so like other moves Sora is punished for whiffing it.

Neutral Aerial: Aerial Finish is a combo finisher ability in KH2. Sora does four quick slashes (one in each direction) that do weak damage and knockback if used normally. However if used during a combo the damage and knockback get better for each previous hit in the combo at the cost of ending it. This is the payoff for doing an aerial combo and can KO in the air at 75% with ten hits in the combo. On the flip side there is a lot of end lag at the end of the move the more powerful the move was which can make Sora vulnerable if whiffed.

Up Aerial: Aerial Spiral is an ability from KH2. Sora unleashes a spinning move on the opponent which traps them in the attack once they get hit. The total number of hits is five and they each do weak damage but the hits add up if the opponent comes in contact early. The last hit deals medium upward knockback so you can keep comboing them but the move can't directly transition into another up aerial again because the range is so short and also the opponent can move away from being directly above Sora.

Forward Aerial: Horizontal Slash is an ability from KH2 that can only be used in the air. Sora swings his keyblade left or right each time you do this. (his left or right not the character's forward/backward position). Sora stays in the air while he's swinging but between the attacks he falls so he can't stay in the air forever. Deals weak damage and stun but is hard for opponents to move out of because you want to combo with this.

Down Aerial: This isn't a move from Kingdom Hearts but this is my favorite move in Smash so I'm making it how I want it. Sora does a downward arc swipe with his Keyblade that deals good damage but not much knockback. Sora doesn't fall during the animation but does between attacks so you can't stall forever with this. Also he can be knocked out of the start or end with an up tilt. However the best part of the move is the keyblade has a sweetspot at the end that does major knockbacks and can kill for edgeguarding. This is Sora's best move for shorthopping or edgeguarding.

Back Aerial: Sonic End is a Kingomd Hearts 2 ability. This is kind of like that as Sora does a keyblade strike behind him as he twists in midair. This is fairly weak and isn't a good edgeguarder as it can't really kill. However using Sonic End during a midair combo with at least four prior hits changes the attack into a large X slash on all sides of Sora that deals great damage and knockback and can be used as a combo finisher but at the price of heavy end lag that makes it unsafe on landing on the stage.

Up Throw: Sora tosses the opponent above him by the scruff of their neck (or the equivalent body part if they dont have a neck), positioning them directly above him. The throw has minimal end lag making this an aerial combo starter. The throw does minimal damage as it's not a keyblade attack or anything.

Forward Throw: Sora tosses the opponent like a curveball pitcher. It has good horizontal knockback making it not good for combo starting on the ground but a good way to get the opponent offstage so you can edgeguard them (think Mewtwo). Again very minor damage because its not really an attack.

Down Throw: Sora jumps onto the opponent's neck and footstools them into the ground while leaping up above them, putting him in the air. This lets Sora go from on the ground to in the air immediately for his down aerial. This actually does some good damage because Sora's clown shoes hurt a lot. But of course it doesn't do any knockback away from Sora because they're underneat him.

Back Throw: Sora tosses the foe behind him a good way and then chucks his keyblade at them for great damage and knockback so this is a great kill throw rather than combo starter or edge guarder. This can kill from the edge of the stage as early as 90%.



Other stuff:

Taunts: First taunt is Sora crossing his arms and grinning. Second taunt is Sora said "Bring it on!" and motioning to the opponent with his hand. Third taunt- Sora calls for Donald to heal him but Donald isn't there as usual. Goofy would help him but he died in Kingdom Hearts 2 and the games after that were happening inside Goofy's head while he was in a coma.

Victory Pose: Sora aims the keyblade at the screen and a beam of light touches it, forming a keyhole and locking it.

Alternate costumes: Red is Sora's Valor form. Blue is his Wisdom form. Yellow is his Master form. He also has a retro form (the Mickey Mouse level), a classic costume (KH1), a Tron costume (Tron level), and a heartless costume (Anti form)



ECHO FIGHTER: Roxas



Everything is the same except the moves are primarily Light based instead of elemental magic (Roxas weilds light in the Organization 13)

Taunts: Roxas takes out a sea salt ice cream and licks it. Roxas looks angry and says "I do have a heart!" Third one is him screaming at the
Victory Pose: Roxas, Axel, and the other chick I can't remember are eating ice cream on top of the clock tower. Sometimes this will be Hayner, Pence, and Olette instead of those two with Roxas.
His alt costumes are all hjust pallette swaps but he does have a special Organization 13 coat like Cloud has the Advent Children costume



I think I got everything let me know if I didn't
 
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FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,268
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
HEAR YE, HEAR YE! The contest has been extended to January 10th!

Yeah, given we're all big Smash fans and Smash Ultimate came out, we realized that people are gonna be kiiiiiiinda busy playing it. So we're giving you all a little extra time to get those sets out! Enjoy our everlasting kindness~
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,442
Considering that Sora has at least some description of how the moves look and function here, rat.jpg, I think you're headed in the right direction but don't have quite what you need for a moveset here yet. The set is lacking in key details pretty much all over the place and in some cases the details you do provide are dubious at best and outright broken at worst.
Before I get into what I dislike, I'd like to remark on what I think you do right. You clearly have an appreciation for the character, as you include some flavor text through the alternate costumes and taunts. You also made sure to base the majority of the moveset off of Sora's source material, which is sometimes to the detriment of the moveset. Finally, you also have somewhat of a playstyle in mind with our spiky-haired fellow here as you mention it in nearly every move. Nice job hitting those points.
It isn't quite enough to stabilize the quality of the set, however. The set is written very poorly, with lack of punctuation and run-on sentences marring the set as well as several grammatical and spelling errors. It's not totally unreadable but as this is a writing contest you are expected to have at least a high school-level reading comprehension and enough writing experience to match that.
The set could really use better presentation. Paragraphs-upon-paragraphs of plain text are severely boring to read if there aren't any interesting ideas or writing styles to carry the reader's interest. Lack of color, formatting, and pictures do nothing to earn the set any favors. The down special is especially in need of the enter key. You appear to have an image for Sora at the start of the moveset as well but it's broken, at least for me.
As I mentioned previously, the set has very little detail for all you've written. Attributes of attacks are given to the reader in very vague terms with no hard numbers at all like damage percentages or frames. Ironically when you do provide solid definitions your math ends up either erroneously underpowered (Side Special, Down Special) or overpowered (Neutral Aerial, Down Special). This gives the impression that you were either too scared to write in definitions or wholly ignorant of the numbers and picked them at random.
The last thing the set falters in is the issue of balance. Sora feels intentionally overpowered in some places: the Neutral Aerial can kill at 75%, which is incredibly early for the nature of Smash Ultimate. Compare him to Young Link, for instance, who is also a fast combo character but struggles to kill until around 130%. There is also this vague combo mechanic present on the Smashes that isn't really elaborated on. How many hits in the combo are the cap? What constitutes as a combo and what doesn't? Sora seems to have even more kill confirms and kill options than Yink, and a toolbox down special that makes fighting against Sora a Sisyphean task. Why can he heal 15% whenever he wants to? Why?
Conversely, Sora has some moves that are straight worse than some of his other moves, such as Reflect and Dodge Roll. You also say that Strike Raid is a better Cross, but it doesn't behave at all like the Cross other than its properties as a projectile. Hell, it doesn't even function like Strike Raid from the games, which you tried to do with so many moves. Others also fail to resemble their game counterparts (such as Thunder).
I'm sorry if my perspective was too harsh, but I can tell that you have the potential to make something better than this moveset. Try to read some of the other sets in the contest to get a feel for what the common baseline for a moveset is. You like Kingdom Hearts, why not try reading one of FrozenRoy's excellent Organization XIII movesets linked at the top of the page? If you want more advice, try stopping by the Discord and getting some commentary, where it is handed out very casually.
 
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Davidk92

Smash Cadet
Joined
Aug 28, 2016
Messages
49
Can I ask why the things that I used to include until I got told NOT to are now being encouraged?
 
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Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,442
Can I ask why the things that I used to include until I got told NOT to are now being encouraged?
I'm not sure what you mean; could you elaborate further? What were you told not to include, and by whom?
 

Davidk92

Smash Cadet
Joined
Aug 28, 2016
Messages
49
I'm not sure what you mean; could you elaborate further? What were you told not to include, and by whom?
Basically anything except the basic requirements for the moveset. Specials, jabs, tilts, smashes, aerials and grabs.

I don't remember who exactly it was, one of the higher ups. I'd have to hunt down the old topic to get a name.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,442
Basically anything except the basic requirements for the moveset. Specials, jabs, tilts, smashes, aerials and grabs.

I don't remember who exactly it was, one of the higher ups. I'd have to hunt down the old topic to get a name.
Ah, I see. Well, my perspective is my own. My comments reflect my own personal wants and preferences in regards to others' movesets. There was once a time when assist trophies, alternate costumes, taunts, animations, and even Solid Snake Codec conversations were required. That time passed due to either gross negligence, laziness, or disdain, or some combination of the three. I am not of that mindset that shifted the trend away from those things. Extras communicate personality, flavor, and the writer's love for the work they've produced. A furnished house is livable, but a house with decoration that has the mark of those living in it leaves an impression. You won't see a normal house on MTV Cribs. Is that show still on?
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,442
Which is exactly why I did it, up until I got told to stop.
Whoever told you to stop hates fun...

If there's something intrusive or counter-intuitive to the moveset and they tell you to stop, that might be good advice to follow. But if it's something as harmless as that, that's when you go against the grain and add even more to spite them. No one's going to vote against your set because it has alternate costumes.

To give an example of what kind of garnishings I'm looking for, here's things you can add to your moveset:

Tier 1 (Things all movesets in Smash share)
  • Taunts (3)
  • Victory Animations (3)
  • Alternate Costumes (8)
  • Animations (Walking, Idle, Sleeping, Prone, Super Hot Curry...)
  • Kirby Hat
Tier 2 (Supplementary things that are kind of nice)
  • Snake Codec Conversation
  • Palutena's Guidance Conversation
  • Boxing Ring Title
  • Music Tracks
Tier 3 (Extras from that character's series that require the same level of writing as a moveset)
  • New item
  • Stage
  • Assist Trophy
  • Pokeball Pokemon (Pokemon Franchise Only)
  • Spirit Battle (Formerly Event Match/Special Orders)
  • Spirits, to go along with that (Formerly Trophies and Stickers (with descriptions, why do the Spirits in Ultimate not have descriptions?))
  • Adventure Mode Role (At least in the past)
  • Playstyle Section
  • Matchups
  • Brand new type of extra
  • Classic Mode Route
 
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FrozenRoy

Smash Lord
Joined
Apr 26, 2007
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Las Vegas, Nevada
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J/K ACTUALLY WE EXTENDED UNTIL FEB 10TH BECAUSE OUR FEVERISH FEEL TO SMASH IS TOO STRONG

yeah oops turns out we were going to Feb 10th after more discussion
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,442
Hidan is a unique fighter in that he directly harms himself in order to gain an advantage over the opponent. How many fighters actually want to get hurt, besides maybe Lucario? This sort of idea results in a paradigm shift in how one plays Smash, which is what I love. It’s not too much of a shift as Hidan still has all the normal functions of a moveset but it’s enough to challenge the player’s style.
I’m not that big of a fan of huge logical disconnects in Smash like drawing the opponent’s blood here when you’re not going to be fighting opponents that have blood many times, especially in MYM. I complained about it in my Washizu comment and I’m going to complain about it here. I completely understand that the concept behind Hidan absolutely requires blood, and from a gameplay perspective it’s completely functional. Honestly logical disconnects are going to happen in Smash and we might as well just ignore them and run with the silliness, but I’m not going to be happy about it. I’d rather function and flavor be perfectly balanced (as all things should be) but if I had to choose one or the other I’d choose function any day.
Good God, this set is kind of gross. Blood everywhere, Hidan impaling himself with a rod, dragging the foe along the stage like he’s a horror movie villain carrying a victim away to the chop house... It oozes your style, Kat. Your voice is ever present in the moveset and your writing is very approachable. You don’t leave much detail out either, and you definitely know how Hidan should play while describing the moves. Along with the very nice headers and reference images, I’d say the set is written well.
The only thing I don’t like is the use of “Narutard” which just isn’t professional at all, is disparaging against people who dislike the R-slur (myself included) and could potentially turn away fans of Naruto who read Hidan out of a love for the series. As a general rule, don’t insult the reader, especially one who might be invested in the set emotionally.
Speaking of, that Final Smash is massive. And totally broken. 45 seconds? Summoning all those Naruto characters to fight for him? I mean, his Side Special is basically ZSS’s Final Smash. It and the Boss Mode remind me of the good old days, in fact the whole moveset feels like a blast from the past. Awesome work there, Kat.
It’s not to say the moveset is outdated, though. You clearly have buffed up on your gamesense since I last read one of your sets because you tie in technical knowledge of the game and a sense of playstyle that just wasn’t present in older sets. It can be difficult to grok sometimes, sure, but so is all Smash jargon when applied to an essay-style moveset. The Neutral Aerial, for instance, is the best example of what I’m talking about.
Last thing I want to mention is Hidan’s playstyle, more specifically his blood circle. I just don’t think it’s viable to pull off. My experience with Smash is that it’s a very mobile game. You’re going to be running around, being tossed off stage, fighting over neutral, and the like. If you stay still, you’re dead. I’ve had way too much trouble even trying to get foes into my Isabelle and Snake traps reliably, I don’t know if I could utilize a blood circle in 60% of the matches.
It can get even more confusing when you factor in curses, shielding, health recovery, the scythe, etc. I just don’t think he’d be very pick-up-and-play-friendly, which is an odd complaint in MYM, I know. Hidan feels very deliberately slow, especially with his status as a heavy. Then again, that’s just my perspective, others may disagree. Nevertheless, I quite like Hidan despite not being familiar with the series, and it was fun to read a Katapultar set again after returning to the thread. I'd say this trumps Nara Shikamaru as my favorite Naruto set (sorry, Agi).
 
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Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
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Australia
Thanks for the comment Khold! It is interesting to see things from a casual perspective.

I remember the logical perspective being something that Junahu complained about back in the old days. As for the blood, we could make it so that characters like ROB bleed oil to make it more realistic, like Smady suggested in his Ghostface comment. Heh, you probably know by now that I did a Ghostface set last contest, my second slasher villain since the good old days of Jason. Hahaha. If you're not a fan of blood, then you're probably not going to like Himiko, but Xemnas doesn't have any blood as that would go against the atmosphere of the Kingdom Hearts series. But the way I see things, what's made in MYM stays in MYM.

Hidan using the derogatory term is not very in-character and is just me mocking the series, but I will admit that it would be mean to an innocent fellow not expecting it. The way I see it, Hidan is disgusted with all the goofy and peaceful ninja from his world (and other anime worlds), as in canon he does believe that shinobi should be killing each other. I'm not sure whether I want to oust the word "Narutard" or what I would replace it with. The set's writing is catered more towards the MYM audience, who as far as I know do not have a particularly high opinion of Naruto, even though there are plenty of characters in the series with a great amount of moveset potential.

Hidan's stationary playstyle being unfeasible is a legitimate complaint; this is a set that would probably fail to work properly in practice. There's not much I can do about that since it's his whole character, and I do think him being slow in the set-up department fits with how he fights in the series. At the very least he has a few ways to get around his issues, like a F-throw that can be used to drag opponents to his circle and a few moves that can punish a foe for guarding it, but even then I get what you mean. As for the confusion regarding the set's technical terms, not much comes to mind that I remember, except the whole going into "reaper form" might be a bit unnecessary since it is largely an aesthetic.

Hidan certainly wouldn't be friendly to use, and playing Ultimate has given me a perspective on this. Then again, most of my modern sets would not be easy to use.

And yes, we would certainly have a problem if Hidan somehow didn't surpass Shikamaru.




Now it's time to comment on Smady's comments! Sorry for the wait, man; I just got nerves and I didn't know that you had commented on these on the first page.


Hidan: I had you in mind with the derogatory writing style, as this set is kind of my take on the mockery style sets like Prime Minister Honest and Kristoph that poke fun at the series they come from (even if it is mostly in the introduction). You are probably the one MYM'er whose opinion I was most interested in, especially on the extra bits.

The confusion surrounding the mechanics seems to be a widespread issue around everyone who has read the set. I may have to go back and read it. As for the scythe loss, he could have had a few attacks that he uses in such a state, which I could do if I ever implement such a mechanic in a future set.

Funny enough, I had the feeling that none of my 3 sets were going to match up with anything I did last contest, partly due all of them having at least one iffy design concept. Of course, I didn't think I would have been as successful as I was last contest, so it's a touch hard to read how good something will actually be. In the case of future sets, I guess it's simply a case of being a bit more "free". No, I don't really know what I'm talking about.

Aromage Rosemary: I guess there isn't much to respond to here, but it is all fair and understandable. She is my favourite yugioh card, though that being said she is not quite as interesting or wacky as you could get for a yugioh card to milk from. Madolche Majeleine has more of that, for example. It probably stems from me making her a rather generic optimistic magical girl. I certainly didn't expect Rosemary to be great given the uhhh... not too special Specials and concepts, wind being kind of redundant to work around as a constant. Even if I can call the set a success in some ways, I can still use it as a lesson and a pointer for the type of "OCs" I should strive for in the future, so thanks for that. You see, I have yet to do any really truly comical characters as of recent! Ghostrick Witch and Tour Guide from the Underworld seem like they would be great candidates...

Guzma: One out of thirteen of your set wishes for me done! I don't have the old pastebin file, but I remember all of the characters in order from least to most: Ghost Kaiba, Celesteela, Guzma, Perona, Seymour, Morgana, Pennywise, Robbie Rotten, Madoka, Kirei Kotomine, Simon Keyes, Vorgis and Ronald McDonald. Now you have one and Froy has two (Vorgis, Kirei, Merry Nightmare, Ziz, Flonne, Master Xehanort, Mistelteinn remix, Miss Kobayashi, Lusamine, Mega Banette and Diego Brando). I remember being worried that Guzma might disappoint you, but it seems I was wrong.

Guzma was something of an experiment in doing a one-man trainer set, something that has never been done before in the history of MYM. We've had nearly a dozen or so trainer sets before, but they are all 3 sets in one and are thus a rare and ambitious thing due to the expectations imposed by Pokemon Trainer in Smash. Thus, we only have the likes of May, Red, Gold, Grunt and good old Joe along with the Hugoians like J and Hugo himself. What about the long-awaited Giovanni? Guzma was originally going to be a 3-man set with Ariados and Masquerain who focused on rage, but then I decided to cut it down to just Golisopod due to all the work that would have been required and the fact that it probably would have never gotten done. I could have just done Golisopod itself, but that would have been boring. I wanted to include big bad Guzma too!

One thing I wanted to get out of this set was whether MYM would find the idea of "one-man trainers" like Guzma agreeable and whether this would open up the possibility of other sets like this in the future. Or at least from me. I don't think many other MYM'ers would care much for the Pokemon humans themselves. There's also characterisation issues of the trainer in question only relying on one Pokemon since many of them have multiple Pokemon; this is why Guzma was a viable candidate for the one-man experiment, since he is so attached to his Golisopod and I believe arrogant enough to believe that it is all he needs to win most of his fights, despite in-game battles saying otherwise. It also let me characterise Golisopod a bit better, as its Pokedex entries about meditating under the ocean seem contradictory to how Guzma's Golisopod would fight.

Possible 1-man candidates:
  • Lusamine (Junahu) with Clefable. Or maybe Nihilego, despite not using it in battle.
  • Rainbow Rocket Giovanni with Mega Kangaskhan (which he actually uses in USUM)
  • Ace Trainer Astrid with Mega Absol. She is not a particularly interesting character, but one I had on the Whiteboard for a while until it got deleted.
  • Miror B... but with a twist! He brings in all four of his Ludicolo and can switch between them in some way for a slight variation on their Specials. How you're supposed to tell them apart I'm not sure. Maybe one wears a poncho, or they have a different coloured bar above their percentage?
  • A one-man villain with other Pokemon that they use as disposables on Specials. Maybe Rainbow Rocket Ghetsis remix using Reshiram/Zekrom?
As for the set itself, the rocks could be put onto the Side or Up Special, but I'm in no mood to change them at the moment. But Leech Life might be worth looking into if I could think of ideas and go back to it, because I believe the set is something like 3.6k without the intro and Final Smash, plenty of space to elaborate on. I also thought to myself that the N-air and F-air are kind of redundant to each other.

EDITS

*Golisopod now gets a lime green outline when First Impression can be used.
*Finished the last grab sentence: "but only the big arms have KO potential." I don't remember how I was originally going to finish the sentence.
 

KafkaKomedy

Smash Cadet
Joined
May 13, 2018
Messages
69
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Florida
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SW 8371 3981 5803
Altais Altais A comment for you on Revali:

I'm commenting another of your sets Altais Altais ! I like Revali much more than Rex personally-- he seems a lot more simple, manageable, and clean. I like Wind Dive a lot personally, a dash that can cover almost a whole stage that deals damage and you can deal some decent damage with it too. I would recommend the move's speed being reduced and the ability to jump or attack out of it though, otherwise the move seems very easy to SD with but also a bit too powerful. This is also just a personal issue and I understand there wasn't a whole lot to work with, but I poopoo counters.

I'm curious about Ftilt's endlag, that would determine if it's balanced or not since a projectile that only deals 3.5% and can't be charged is pretty weak, but it does give Revali access to a quick projectile with decent hitstun so it can't be entirely useless. Jab, U-Tilt and Dash attack are all okay, giving Revali a much needed way to react to an opponent close to him. I particularly enjoy D-tilt as it is both a funny animation and a good way to deal with shield pressure.
Ice Arrows being anglable would be fine IFyou can only angle at the start of the move, otherwise I feel it isn't that punishable from far away-- you'd need to shield or get lucky with an air dodge to not get hit, both of which are pretty bad for the opposition. I also don't fully understand Thunder Arrow's travel speed, wouldn't increased height and speed be bad for the move considering it's main use is to hit people with the falling arrow? I feel like it going higher would take more time for it to fall down.

I personally don't agree with Revali's some of aerials dealing no damage-- they should probably all function like U-Air where they deal a windbox and damage. Without that, Revali really has no response to being pressured while in the air and considering how often he's going to be up there, that's an issue. I do really love the animations for these attacks though-- and the windboxes as well, just wish they did some damage.

Finally, the grabs are… just Robin's. While I appreciate the pun, I would like some more originality in the throws, but including what you can follow up with is definitely appreciated.

Over all, it's a decent set and Side B, when combined with Revali's solid projectiles and multi jumps, is a really fun move. I eagerly await your next moveset, sir!

EDIT: Also, I've editted Katia Managan heavily, she should now be much more cohesive and manageable with less poor stand-out moves.
 
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rat.jpg

Smash Apprentice
Joined
Dec 10, 2018
Messages
114
Location
1% encounter rate in Johto's Dark Cave
Thank you for the tips about Sora. I'm sorry my grammar wasn't good. I have heard the same thing from other people and I will try to get better. Presentation I don't know how to do that other than bold and italics. I will fix his picture. Damage percents and lag I don't know either what's good or bad so I didn't want to put the wrong numbers. The combo mechanic I put there just to give an idea I like combos but Smash Bros isn't like Street Fighter where there is true combos you can chain together in this order, use these moves, do this do that. Combo is like in training where you have the combo counter. Cure should be nerfed I thought it was balanced cuz if Sora is in the enemy face they can knock him out of the animation.
 

FrozenRoy

Smash Lord
Joined
Apr 26, 2007
Messages
1,268
Location
Las Vegas, Nevada
Switch FC
SW-1325-2408-7513
Do You Believe in Aromagic (Aromage Rosemary Katapultar Katapultar )

Considering that I previewed most of this set before it came out the fact I am only commenting this set when the year is almost over is really pathetic honestly. On the plus side, it looks like you did tighten the set up from my preview to me, though I guess given the time maybe I misremembered some stuff?, and I would say the end result is pretty fun.

Something I like about this set is that while it is healing-based, it is less about big burst heals and surviving forever and more about getting a direct fighting bonus and effects triggered by being healed. This allows Rosemary to not become an obnoxious fighter and have low value yet impactful heals due to simply triggering her cloud creation. I also like how her bonus for being healthier than the foe by 10% isn't JUST healing based: If Rosemary is boxing out the opponent or otherwise doing well offensively it can also trigger it, meaning Rosemary can do good stuff with normal fighting and have her bonus out.

Rosemary's Neutral Special is fairly neat, a quite high damage projectile balanced by its lack of safety and the creation of a healing cloud that can give damage back, although Rosemary has ways to help keep the opponent from just camping in it. It's a pretty interesting balance as it is mostly there to create an advantage state through a percent lead for her mechanic but could give up other advantages and is an interesting balance of such a fast, long range projectile.

Humid Winds is also pretty neat: I'm sure the fact it is such a fast reflector will crinkle some noses, and I myself would keep an eye on it, but given the 10% self-damage and the fact she needs to cancel her buffed state to use it again. Giving Rosemary a buff state with a self-damage to activate it is rather brilliant, creating a trade off between what bonuses Rosemary could have (closer to losing her 10% lead buff vs. the buffs Humid Wind provides) while also granting a possibly larger self-heal (but that can also mess up your clouds, so choosing when is key!) and in general providing some fun buffs plus the actual hitbox has some fun gameplay too. The other two Specials are pretty good but not as much to talk about there, although I will say Down Special has some strange wording: I'm not sure how "Tap to plant the flowers in a different location" works which could use a bit of exposition, and "Once a new set of flowers are sprouted, Rosemary must wait 10 seconds for them to bloom and until then she cannot get any healing out of them." so this occurs on flowers after the first set?

I am pretty fond of Rosemary's direct fighting game. Forward Tilt is fun with variable movement options and Down Tilt feels like exactly what this kind of character wants, Up Tilt tickled me with its safety being reversed from normal (which also encourages Rosemary to be a bit riskier and gives incentive outside of max range) and I thought stuff like Neutral Aerial and Up Aerial in the shorthop game or juggling game and I thought Back Aerial's effect was pretty neat and fitting for Rosemary (you could even use it to block an attack's damage some and get knocked back away into safety or something!). I thought Jab's two-part hit was pretty interestingly thought out, although I do wonder if the energy balls and aroma convergance on it are necessary/great ideas (The energy balls being better than the convergence which seems a bit strong for the jab effect and not well connected to the melee hitbox).

I also thought the smashes were fun, but I will say Up Smash was a move i had some troubles with here: While I know it is only when fully charged, the Bowser-sized hitbox on the full charge seems reeeally big, and I actually had a little trouble parsing the hitbox here. I also question if Rosemary should really be summoning a sun as it doesn't fit her flavor all that well, even if Super Solar Nutrient IS a Yu-Gi-Oh card. I do like how this and Up Tilt played into Rosemary having a weakness to aerial approaches, however, and how the aerials took advantage of this helped give her a deeper playstyle. Forward Smash and Down Smash are both fun: I do wonder how the charge mixup works since the animations don't sound similar but I don't have an issue with the concept here, I think Forward Smash feels like a good "utility smash" that feels fitting to Rosemary (tho I might up the damage to 10%-14%) and both of them do some neat stuff with Rosemary's aromas even as it is just based on drawing them in.

The grab game is the iffiest part of the set I suppose, but not bad: Down Throw is a radically cool effect and idea for the set, if perhaps a bit out there on a simple throw, and I like the risk-reward of how it can both buff Rosemary and make her combo food and vice-versa for the foe. It has a uniqueness to it in how it plays into the playstyle of a character where damage percents are even more meaningful. Up Throw perhaps doesn't give enough benefit for the potential drawback, but I do like how it works with the crescent, it's a slight uneasiness and the other two throws are good but don't jump out to me like the rest of the set does. F-Throw is perhaps a bit worrisome due to the vagueness of "increasing upwards knockback" and I do have some slight worries there could be unintended abuses with the move but it isn't egregious or anything.

Some other nitpicks I happen to have with the set: There's a few things of odd or unclear wording in the set aside from Down Special. Forward Aerial claims the move has a "lack of frontal coverage" but it also has "great reach" and is two horizontal swings? I assume you mean it has poor vertical coverage? Forward Smash I figured "never taking effect on the launched foe" just meant that it won't hit them while they're being launched, but some wording in Down Smash made me unsure if it just now never affected the foe for no good reason: I would still assume the first but you might want to make a note clearing it up?

Overall, Rosemary was an enjoyable set that actually exceeded my preview expectations upon a full read (I was thinking more of a 7 star, albeit a higher 7) and was a joy to read. Cute color on the section headers, by the way!

Cloud (Sora rat.jpg rat.jpg )

Welcome to MYM, Mister Rat! while I know damage and so on can be intimidating, I highly recommend just diving in head-first and going for them: Even if you mess up, you can then get feedback on how you messed up and use that to improve as you go on and ultimately learn and know how to do stuff. You can also take a look at Kuroganehammer's stats for comperable moves and see how they would work: For example, Sora's Down Aerial here reminds me of Marth's Down Aerial, so you could look at the damage of Marth's Down Aerial for an idea of how much damage Sora's DAir should do. Damage and knockback is generally considered important, though knockback can be more generalized (IE "Very high knockback!" or "Moderate knockback for a tilt") while damage is generally expected to be more direct. This is because determining a lot of things about a set is basically impossible without some kind of information like this, so it is frowned upon.

While Smash is no Street Fighter, it should be noted Smash has a good deal of true combos itself, in addition to frame traps and the like. For something like Cure, you have to take into consideration that Sora could simply use it when the foe is away from him, or after knocking the opponent away. In these situations, Sora is getting a huge heal (15% is a moderate strength smash attack's worth of damage or some smaller combos) on a move that is said to be "very quick". So Sora could just throw the opponent away and heal for 15% on every shield + grab or what have you, very powerful and not very fun to fight against! Also, as a general note I would recommend more line breaks in the Down Special and other long moves: It's kind of a messy wall of text to read without that.

The lack of detail hurts in other areas too. For example, I really have no idea how many hits gets Sora's smashes really pumped up, or how far they can go. This is something that would be good to know, like "After X hits, it has the lowest amount of lag, comperable to Whatever Move" for example. I would also say you could make his Side Special into just his normal roll or something, to be honest. In general, giving us more of an idea of how some moves work into an overall playstyle would be nice, as right now the knowledge of most moves is "ABSOLUTELY EVERYTHING COMBOS" basically. Also, Killing Edge is fairly big as far as swords go, you might want to tone the range down some (plus I don't think the Kingdom Key is actually that big). Also, you might want to clear up some wording on some of the attacks: The "Parry Attack" for example could read either as hitting A as a jab after a perfect shield or automatically being performed after a perfect shield.

There are some basic tips to help you improve movesetting, I hope they were helpful!
 

WeirdChillFever

Smash Hero
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Jun 10, 2014
Messages
6,661
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Somewhere Out There
Diet Kass ( Altais Altais )
First of all, thanks for adding another set to the Breath of the Wild collection of MYM21! You really embraced the source material by pulling from even the nookiest of crannies, such as a Keese-inspired Dash Attack and the Up Smash being a dead ringer for one of the Lynel's attacks. On top of that, you really made Revali dance in my mind, with his attitude elevating himself above the battlefield on the ground through the non-chalance of his walk animations and moves like Up Air, before turning into the cocky try-hard we know as soon as his talons feel fresh air. I'm immensively impressed with the character put into the set and the references put into it. I really like these authors notes/fun facts about the game throughout the set, and I think you should embrace them as part of your writing style.

The writing is good, it's to the point compared to MYM sets, which makes it easy to read and aside from a few qualms, such as the overuse of the word "ergo" it's easily readable,

Gameplay-wise, the set is quite basic compared to the behemoths MYM usually has, and would fit very well in the Smash series itself. A move serves a purpose and together that forms a playstyle, with very little gimmicks whatsoever.
That's a bit of a shame. The Smashes, especially Up Smash, are incredibly creative and fit in with multiple parts of the set, affecting both ground game and gimping and they show you can handle much more than the bread-and-butter inputs present in the rest of the set, with the Specials being, well, less special than the Smashes.

One big flaw in the set is how everything is assigned a use and moves have little depth beyond that use, because you specifically balanced that move to be only good at that one thing. In the big picture, Revali is tailored to be specifically good at gimping, which can be done with a few moves, but then the rest is made quite underwhelming.
Wind Dive is the best example of this. Wind Dive, simply put, is bad balance-wise. Quick Draw isn't a great move already balance-wise, and Wind Dive has one specific use, but due to the endlag and startup it not only barely accomplishes this one reflector-busting niche, but the faceplanting also makes sure the move has no other uses beyond that. Artificially limiting the tool-kit makes Revali feel very one-dimensional and underpowered, especially since zoner characters already tending to be "press B the character"

Revali in itself is a victim of this, with his kit being made for gimping (although having a below average Up B with less than stellar height and no hitbox is a weird decision, especially since Greninja's Up B windbox can create situations that would fit very tightly in Revali's gimping schtick) and his kit being then deliberately underbalanced to make sure that's his only method of winning, between his Up Air not killing and Back Air having low range for a killing move.

It would've been nice for Revali to have some horiztonal combos or walling tools (like, make his Forward Air busted), that not only push the opponents towards the blast zone, but would also be good damage rackers of themselves. Instead, this set dictates for the player what move should be used in each situation and on what distance.
Neutral Air, Forward Air, Up Smash and potentionally Down Smash, depending on the height, reach and lingering of the residual flames, are good moves because they present a move and the player itself can fill in its use. The moveset can push the player in the right direction by giving tips and preferred uses, but moves im general should have multiple uses, such as Up Smash being a vertical pillar, protective barrier or sniping tool depending on the player.
(I really love Up Smash. The required precision fits both the playstyle and the character, it's an attack straight from BoTW and ties into multiple of Revali's moves and facets)

Grab tying in with these different arrows is another example of a multi-layered move. Going in, I feared the throws would be underwhelming to get the point across that Revali "shouldn't" grab or that it would be a shield-buster at best, but you surprised me with a few combo throws.

Overall, it's a strong set with a strong premise, amazing character, clear writing style and fun moves, including an Up Smash that's better than anything I'll ever write, that's only plagued by mediocre balancing and one-dimensionality at times and despite my comment dwelling on the downsides, I'd give your set a solid 7 out of 10.
 
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Altais

Smash Champion
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Nov 14, 2007
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Starbase, where no turtle has gone before.
KafkaKomedy KafkaKomedy
WeirdChillFever WeirdChillFever

Cheers for the input, and points well taken. I copy-pasted both critiques in a Word document, so I can quickly access and re-read them.

All the veterans in Smash Ultimate have impressive changes over their past counterparts. That said, playing Smash Ultimate has given me lots of ideas for both Revali and Rex. Now that school's out of the way for the time being, I can finally focus on revising these two movesets. This time, I'm really going to put effort into making them efficient, dangerous fighters.
 
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WeirdChillFever

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WeirdChillFever WeirdChillFever

Cheers for the input, and points well taken. I copy-pasted both critiques in a Word document, so I can quickly access and re-read them.

All the veterans in Smash Ultimate have impressive changes over their past counterparts. That said, playing Smash Ultimate has given me lots of ideas for both Revali and Rex. Now that school's out of the way for the time being, I can finally focus on revising these two movesets. This time, I'm really going to put effort into making them efficient, dangerous fighters.
I'm looking forward to it! I enjoyed Revali and I imagined playing as him in an actual Smash game and I'm glad he's getting a patch.
 

bubbyboytoo

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bubbyboytoo
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2938-6587-7694
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SW-3258-8380-4712

Just in time for TF2's Christmas update, I've got a set about its Halloween events ready! Yes, I know, I'm very timely.

Edit: I've also updated Blupi, Jebediah Kerman and Colobot Astronaut to try and bring them up to the level of quality I went for with Merasmus and address some of the concerns brought up in the comments they got. Feel free to go check out their brand-new taunts, victory animations and names & use cases on all moves!
 
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Storm Dragon

Smash Rookie
Joined
Jun 19, 2017
Messages
4
Hey you guys. I made this account a long time ago but didn't use it due to me going out of the country. Now I'm back in the States and picked up Smash Bros. Ultimate, so I thought I'd check back in. I used to lurk in these threads but the difference between now and then is frickin' mind-boggling. (In a good way.) I'm writing a moveset for someone which I don't think will get done by the New Year since I'm way too dang busy with this game and all. It's so time-consuming! You guys know how it is. Anyways, I'm gonna brush up on some reading to see if I have the chops it takes. Keep an eye out, fellas.
 
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Altais

Smash Champion
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Nov 14, 2007
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Starbase, where no turtle has gone before.
All mine previous movesets were designed for Smash 4, but from now on, they'll be written with Smash Ultimate's mechanics in mind.

Anyway, I just finished polishing Revali. I considered every user's comment whilst adding some diversity of mine own. This time, I tried mine absolute best to make every move as multi-layered as possible. This time, Revali's Gale is actually useful beyond getting in the air. Also did away with the counter. Overall, on a significant scale, he's been remade. Hopefully the set came out good this time. As usual, I would benefit more from critical feedback.

And though a bit late, I learnt the word "ergo" when I was fairly young, and have been using it compulsively ever since. Childhood habits die hard.

Oh, and as for Rex, I'm still working on his improvements. Like Revali, he's a lot different from how I originally had him. I scrapped Foresight, Sword Bash, and Blade Arte and replaced them with entirely new specials.

Revali Moveset


- Index -
1). Summary
2). Specials
3). Jab & Dash
4). Tilts
5). Smashes
6). Aerials
7). Grab & Throws
8). Author’s Notes



1). Summary:

In Zelda: Breath of the Wild, archery is all about patience and precision. You always want keep the enemy away from you, and know the best places from which to shoot and camp. Knowing your weapon and how your arrows react to gravity is also crucial. You always want to keep a cool head and a sharp eye--and have an ace up your sleeve. Otherwise, the enemy will rush you down before you see it coming. I know all this because I only use the bow and arrow in BOTW. Nothing else.​
Revali is a tall character, just barely exceeding Mewtwo’s height. Like Shulk, Revali always wears his bow over his back, and only holds it when shooting. When he’s not moving, Revali stands erect with his hands behind his back. He walks in a stiff, formal manner, and only removes his hands from his back when dashing. When dashing, Revali spreads his wings and propels himself forward with wind.​
Revali dashes roughly as fast as Palutena in Smash Ultimate, and has roughly the same walking speed. He falls roughly as fast as Pit, has roughly the same jump height, and has four air jumps--all of which are slightly higher than Pit’s. He has lower than average weight, making him easier to kill at higher percentages.​
Revali is an absolute terror from afar, but a pushover up close. He can be a real pain to get close to because of his powerful projectiles and high air mobility. But once the opponent catches him, it’s hard for him to get away. And while the focus of his playstyle is rushing the enemy off-stage--and keeping them off stage--ironically Revali also faces imminent doom when he is off-stage, due to his recovery moves having only one use until he lands.​



2). Specials:

• Up Special (Revali’s Gale): A multi-hit move. Revali crouches, summons an updraft of wind, then leaps upward in a spiral. The vertical distance at which he travels is roughly the same as Pit’s Power of Flight. By default, Revali flies straight upward, but the angle of Revali’s jump can be altered between 100 degrees and 80 degrees. Whilst he is ascending, any opponent Revali touches will dragged with him and slashed repeatedly by blades of wind. At the start of the move, a windbox as wide as Revali’s down-smash (see Smashes) will pull any nearby opponent into the gale. The most damage this move can do is 20%, each hit dealing 0.8% damage, and the final hit dealing 4%. Slightly less startup than King Dedede’s up-special.​
At the peak of his jump, Revali will knock away any opponent he caught at 30 or 150 degrees; whichever side they were on. He will then enter a glide, arms and legs spread. During the glide, he can move left and right freely—slightly faster than Princess Toadstool’s parsol glide, and slightly lower fall speed. Revali will end the glide if he attacks or air dodges. After using this move, Revali will still be able to use his remaining jumps, which will also end the glide.​
Recovery aside, this move’s main purpose is to get Revali in the air and away from the enemy, so he can barrage them arrows. If an enemy was caught up in his gale, he can immediately follow up with a Bomb Arrow after knocking them away. Unlike most recovery moves, Revali’s Gale can only be used once, until he touches the ground or grabs a ledge. So if Revali gets hit after using this move off-stage, he’s all but screwed.​
• Neutral Special (Bomb Arrow): Revali draws his bow and readies three Bomb Arrows. Like Link’s neutral special, the arrows will fly farther and faster the longer this move is charged. This move charges twice as fast as Link’s neutral special, and will fire as soon as the special button is released. Like Chrom’s neutral special, Revali can change directions by pressing left/right. However, once he shoots the arrow, Revali cannot turn around. Revali can also aim his arrows up and down. However, he cannot aim any higher/lower than 75/-75 degrees. If this move is used in the air, then during the charge his descent will be all but halted for exactly one second, giving the player time to aim.​
The arrows spread out as they travel, and like Link’s arrows, are affected by gravity. This allows Revali to either fire directly at the enemy, or shoot the arrows upward for them to rain down on the enemy. The arrows explode upon impact, and have a splash effect. The radius of each explosion is roughly the same as Toon Link’s bombs. Uncharged arrows will deal 8% damage, with the splash effect dealing 1%. Fully charged arrows deal 13% damage, with the splash effect dealing 3%. The angle at which the opponent is knocked depends on the angle at which they were hit. For instance, if Revali shoots an off-stage enemy whom is diagonally below him, the enemy will be launched downward diagonally—and if Revali shoots an enemy above him whom is in near the blast zone, the enemy will be Star-KO’ed. At the centre of Final Destination, a fully charged arrow is guaranteed to kill at 100%, and an uncharged arrow 130%.​
Overall, this is Revali’s best kill move. It can not only rush the enemy off-stage, but also make the edge of the stage a dangerous place to be. It doesn’t have much shield pressure, but shield pressure nonetheless. Ergo, if the enemy keeps shielding, it’s going to break eventually. Quick startup, and little endlag.​
CAUTION: If Revali shoots too close, he will be caught in the explosion, too. And of course, this move can be reflected.​
• Side Special (Wind Dive): Revali dives in an arc, wings spread. The horizontal distance at which he travels is roughly the same as Ike’s fully charged quickdraw, and the trough of the arc is roughly Kirby’s height. The speed at which he flies is roughly the same as Bayonetta’s Heel Slide, and roughly the same startup. The angle at which he dives can be lowered; however, the lower the dive, the lower the ascension when he reaches the trough of the dive. The lowest angle at which he can dive is 70 degrees. This move can only be used once, until Revali touches the ground. If Revali collides with a ledge, he will snap right onto it. If Revali hits the ground mid-descent, he will do a somersault, blowing away nearby enemies with wind, and land gracefully on his feet. At any point during this move, Revali can cancel into a Bomb Arrow, air jump, or air dodge.​
If Revali collides with an enemy, he will grab them with his talons then backflip, throwing the opponent at 45 degrees. Deals 12% damage. Afterwards, he can follow up with a Bomb Arrow. If used just right, this move can kill an off-stage enemy fairly early. After this move has ended, Revali can still attack and use his remaining jumps, making it useful for mixups and mind games. This move deals high hitstun, effectively making the Bomb Arrow follow-up a true combo.​
Recovery aside, this move’s main purpose is to combat an enemy whom has a reflector. This move will go through any reflector, even Mario, Mewtwo, and Palutena’s. Since it can be cancelled, it can also be used to scare or confuse the opponent. Lastly, it can be used to cover distance or to retreat. The only way to avoid this move is to dodge, jump, or hit Revali at just the right time. Overall a versatile move.​
• Down Special (Korok Bomb): A trap-and-teleport move. With one hand behind his back, Revali holds out a pinwheel like a gentleman would a rose, bowing slightly with a smug smile. Immediately after, he disappears in a puff of leaves, and a Korok Balloon takes his place. At the same time, Revali reappears in whatever direction the player holds the control stick. If the control stick wasn’t pressed, he will reappear next to the Korok Bomb. The distance at which he teleports is about half the distance of his up-special. If the down-special is inputted again, Revali will shoot the Korok Bomb with blinding speed, detonating it. The bomb can also be detonated with any of Revali’s other moves. If an enemy attacks the Korok Bomb, it will explode. Quick startup.​
The explosion deals 18% damage, no matter whom detonated it. The angle at which the enemy is knocked is proportional to the angle at which they were near the bomb when it exploded. So if the enemy was -45 degrees of the bomb, they will be knocked at -45 degrees. At the centre of Final Destination, the explosion is guaranteed to kill a middleweight at 100%.​
This move has various uses. Since Revali can teleport in any direction, this move can be used for recovery. After recovering, he can leave the Korok Bomb off-stage, and wait patiently until the enemy is near it. Revali can also use his throws, jab, and many other attacks to either launch the enemy toward the Korok Bomb, or trick them into moving toward it. The Korok Bomb doesn’t even have to be the kill weapon; you can trick the opponent into thinking you want to blow them up with the Korok Bomb, then surprise them with another attack. Overall, just like Link’s Remote Bombs, there are myriad ways you can use this move to trap opponents.​
CAUTION: Revali can be blown up by his own Korok Bomb. That said, think before placing your traps—otherwise they will be used against you.​



3). Jab & Dash:

• Jab: With one hand behind his back and the other stretched forward, Revali conjures a sphere of wind blades, similar to Robin’s wind jab. The size of the sphere is also roughly the same size as Robin’s wind jab. Like Meta Knight’s jab, this is a non-traditional jab that keeps going until the attack button is released. Once released, Revali knocks the enemy 35 degrees with a final wind blade. Has slightly higher knockback than Robin’s wind jab.​
The hit rate of this move is roughly the same as Robin’s wind jab in Smash Ultimate. Each hit deals 1% damage, with the final hit dealing 2% damage. The cleaner the hit, the longer the enemy stays trapped. However, if held too long, Revali will start to be pushed backward.​
Unlike most jabs, this is not an aggressive move. Rather, its purpose is to trap advancing enemies, or to guard the ledge. Quick startup, but slight endlag, making it punishable if shielded.​
• Dash Attack: Revali’s only aggressive move. Shrouded in wind, Revali flies forward in a spiral, beak first. Travels slightly further and faster than Mega Man’s dash attack. Any opponent he collides with will be trapped in the whirlwind. This move has a total of 8 hits. The first 7 hits deal 1% damage, and the final hit deals 3% damage, knocking the enemy at 25 degrees. A total of 10% damage. Quick startup, but noticeable endlag. Thus, it is punishable if shielded.​
This move is best used as a surprise attack, or to punish dodges and laggy moves.​
This move was inspired by the spiral attack Keese perform in Zelda: Breath of the Wild.​



4). Tilts:

• Forward Tilt (Quick Shot): As the name suggests, Revali draws his bow and fires an arrow in a quick motion. The arrow he shoots is regular; non-elemental. Like Link’s arrow, Revali’s Quick Shot is affected by gravity. The speed and distance at which the arrow travels is roughly the same as Link’s fully-charged arrow, and it comes out instantly. Very little endlag.​
This move deals 3.5% damage. It has very little knockback, even at higher percentages, but noticeable hitstun. Whilst stunned, Revali can quickly follow up with a dash attack or dash-grab.​
This move’s main purpose is to keep an aggressive enemy at bay—and if Revali is close enough, follow-up with a dash attack or dash-grab. If the player has good aim, it can also be used to harass someone off-stage. The arrow doesn’t necessarily have to hit; it can act as a distraction.​
In Zelda: Breath of the Wild, some bows come with special skills. Quick Shot is one of those skills. I decided to take inspiration from that.​
• Upward Tilt: Revali flicks one hand in the air, conjuring a miniature tornado in front of him. The size of the tornado is roughly Revali’s height and waist length. Once it appears, it quickly disperses. Any opponent hit by the tornado is launched straight upwards a short distance. Quick startup, but slight endlag.​
This move deals 5% damage, and has high hitstun, giving Revali just enough time to follow up with a neutral-air or forward air.​
This move is best used as a surprise attack, as it is punishable if shielded. Beyond that, its main purpose is to set up the enemy for an aerial, effectively spacing them from Revali.​
• Downward Tilt: Revali viciously pecks the opponent. The opponent takes 8.5% damage, and is pushed back a short distance. This move has just enough hitstun for Revali to follow-up with a grab.​
This move’s main purpose is not for spacing, so much as it is for setting up a grab. Since Revali is extremely vulnerable up close, I decided to make this an emergency move that would effectively get the opponent away from him.​



5). Smashes:

• Forward Smash (Ice Arrow): Revali fires a single Ice Arrow in a straight line. The arrow glows a bright blue when being charged, and looks like a comet when fired. As the arrow flies, it slowly descends. The longer the move is charged, the further the arrow goes--and of course, the faster. Uncharged, it flies roughly as fast and far as Link’s fully charged arrow. Fully charged, it flies 1.3 times that speed. If the arrow connects, it will freeze the enemy solid whilst sending them spinning at 45 degrees. How long they remain frozen depends on their damage percent. At the start of the move, the angle at which the arrow is shot can be altered slightly. Uncharged, the Ice Arrow deals 10.5% damage. Fully charged, it deals 17.5% damage. At the centre of Final Destination, this move is guaranteed to kill a middleweight at 100%. Quick startup, slight endlag. Very low shield pressure.​
This move is a powerful camping tool, but should NOT be used predictably up close. Despite its kill power, it is punishable if shielded or dodged. Ergo, unless you’re well out of harm’s way, you should not use this move unless you’re all but certain it will hit; such as an enemy using a laggy move. This move is safest to use against an off-stage enemy, be it to kill or distract.​
• Upward Smash (Shock Arrow): Revali fires three Shock Arrows in the air, which rain down on the opponent. The arrows glow yellow while the move is being charged, and give off sparks when fired. Charging the smash increases the speed, height, and distance at which the arrows travel. However, the damage, knockback, and stun duration is always the same. Also, the distance between the arrows when they hit the ground will always be the same. On Final Destination, the distance between the arrows is one Kirby. When the arrows hit the ground, they give off a small blast radius that covers the distance between them. Uncharged arrows fly roughly as high as Battlefield’s mid platform, landing right in front of Revali. Fully charged arrows fly 2.5 times that distance, landing on the opposite side of Final Destination. If the enemy is in the air or off the stage, they can only be stunned once, and will not be stunned again until they touch the ground or grab the ledge. The arrows deal 7.9% damage, knocking the enemy a short distance at 80 degrees. Quick startup, little endlag.​
This move has various uses. You can harass someone off-stage. You can shark someone on an above platform. You can keep the enemy at bay. Or you can trick them into air dodging so you can punish them. If one of the Shock Arrows actually hit someone on the ground, then Revali will have just enough time to finish them with an Ice Arrow.​
• Downward Smash (Fire Arrow): Revali quickly shoots two Fire Arrows at his feet on either side of him, creating a barrier of flame. The arrow glows a bright red as the move is being charged, and is shrouded in flame when fired. The two flames are slightly taller than Robin’s Arcfire, and last roughly as long. Unlike Robin’s Arcfire, the flames are transparent. Charging the down-smash will make them last longer. The lingering flames damage the opponent multiple times before sending them flying at 75 degrees. Quick startup, little endlag.​
The arrows themselves deal 8.6% damage. The residual flames deal 1% up to three times, before exploding, dealing 3% damage. If the arrow hits, then the flame is guaranteed to hit. Whilst the enemy is caught in the flame, they can be pulled into Revali’s Gale or hit with a jab or n-air.​
This move has multiple purposes. As stated above, it can combo into Revali’s Gale. It can also be used to guard the ledge, punish a laggy move, or punish a dodge roll/air dodge.​
In Zelda: Breath of the Wild, Fire Arrows leave behind a residual flame after being fired. Wanting to incorporate this, I immediately knew which Smash I wanted the Fire Arrow to be.​



6). Aerials:

• Neutral Aerial: A two-hit move. With his arms held out, Revali spins around once, slashing the enemy with blades of wind. During this move, Revali’s descent will be halted. This move has roughly the same range and duration as Marth’s n-air, but unlike Marth’s n-air, it slashes at a flat angle. Both hits cover Revali from the front and back, creating a virtual chakram. In other words, any opponent next to Revali--be they in front or behind--is going to take both hits. Both hits deal 6.2% damage, knocking the enemy at zero degrees, and well out of melee range. Quick startup, and very little endlag. Until he uses another jump, this move will only halt Revali’s descent once.​
This move has various uses. If an above enemy is open, then Revali can quickly jump and n-air them. If he is recovering off-stage, he can use this move to fend off the enemy, after which he can bombard them with arrows. Lastly, if he is landing near an approaching enemy, he can n-air them just before he hits the ground. Overall an all-purpose defensive move.​
This move was inspired by a cutscene in Zelda: Breath of the Wild, when Link frees Revali’s spirit, along with his Divine Beast, Medoh.​
• Forward Aerial: A multi-hit move. Revali spreads both wings, then flaps them forward, creating a whirlwind that slashes the enemy whilst blowing them away. The gust of wind travels roughly the same speed and distance as Zero Suit Samus’s neutral special, and covers the same vertical distance as Samus’s fully charged laser. Revali’s wings deal 2% non-flinch damage, while the gust of wind deals 10 hits; the first 9 dealing 0.7% damage, the last hit dealing 4% damage and knocking the enemy at 0 degrees. A total of 12.3% damage. Similar to Corrin’s back-air, Revali will be blown backward slightly when using this move. Slightly slow startup, little endlag.​
This move has various uses. It can be used to keep enemies at bay, harass an enemy off-stage, or give Revali a horizontal boost when recovering. After the enemy is blown away, Revali can continue rushing them down with his Bomb Arrows. This move can also be used to condition the opponent, as they would naturally expect the move when recovering.​
This move was inspired by the Korok Leaf from Zelda: Breath of the Wild. When swung, the Korok Leaf creates a gust of wind. Very useful for collecting fruit from trees.​
• Backward Aerial: Revali’s only direct aerial that can kill. Revali leans forward, slashing the enemy behind him with his talons. This move has very low range, but is rewarding if landed. Deals 12.5% damage, knocking the enemy 15 degrees. At the edge of Final Destination, this move is guaranteed to kill a middleweight at 80% damage. Quick startup.​
Other than killing, this move doesn’t have many uses. Due to its low range, landing it requires precision. It can be used as a get-away-from-me move, but in that regard his neutral air is the better choice. Due to its kill power, however, the opponent will naturally expect it the moment Revali turns his back on them. Ergo, it can be used for mind games.​
• Upward Aerial: A 7-hit move. Revali raises one arm, conjuring an orb of greenish-white light. Surrounding the orb is a spiral of wind that pulls in nearby enemies, damaging them repeatedly. The first 6 hits deal 1.2% damage, while the final hit deals 5% damage, launching the enemy upward. A total of 12.2% damage. On Final Destination, this move is guaranteed to Star-KO at 100%.​
Since Revali can’t aim his Bomb Arrows straight upwards, this move serves as a useful substitute. Killing aside, it be used to fend off a pursuing enemy whilst off-stage, attack someone on an above platform, juggle an enemy in the air, or just put distance between him and the enemy.​
This move was inspired by a cutscene in Breath of the Wild, when Revali passes down his power to Link.​
• Downward Aerial: Leaning on his side, Revali spins around once, swinging one arm, then the other. Each arm shoots a gust of wind straight downward. Revali’s arms both deal 1% non-flinch damage, while the gusts of wind deal 6% damage, pushing the enemy downward. The gusts of wind are roughly the same size as Robin’s Elwind, and travel at roughly the same speed, but half the distance. Quick startup, very little endlag. At the very start of the move, the first gust of wind can Meteor KO.​
Since Revali can’t shoot his Bomb Arrows straight downward, this move serves as a useful substitute. It can be used to harass an enemy off-stage, stun an enemy on the ground below him, or condition the opponent to move into Bomb Arrow range.​



7). Grab & Throws:

• Grab: Revali flicks one hand toward the opponent, the other hand behind his back. If the blow connects, the enemy will be trapped in a miniature whirlwind. The range of this grab is roughly the same as Greninja’s. Quick startup, but noticeable endlag. As a result, this grab is best used as a punisher or surprise attack.​
• Pummel: Revali slices the opponent with blades of wind. Roughly the same hit rate as Robin’s pummel. Deals 3% damage.​
• Forward Throw: With a wave of his hand, Revali sends the enemy flying backward at 10 degrees. Slightly higher knockback than Robin’s forward throw. This move will have just enough hitstun for Revali to follow up with a Bomb Arrow. Deals 11% damage. This move will have higher hitstun, the higher the enemy’s damage percent. At 100% damage, Revali has a guaranteed Ice Arrow kill. If a Korok Bomb is on the stage, Revali can throw the enemy at it, then detonate it.​
• Backward Throw: With his other hand still behind his back, Revali stiffly turns around, throwing the opponent at 40 degrees. Slightly less knockback than Robin’s back throw. The enemy will have just enough hitstun for Revali to follow up with a properly aimed Bomb Arrow. Deals 12% damage. This move is best used at the ledge, as it gets the opponent off the stage, allowing Revali to bombard them with arrows. If a Korok Bomb is on the stage, Revali can throw the enemy at it, then detonate it.​
• Upward Throw: With a flick of his wrist, Revali dismissively launches the enemy high in the air with a burst of wind. Roughly the same knockback as Robin’s up-throw. Afterwards, he can follow up with Shock Arrow. Depending on the enemy’s damage, speed, and weight, Shock Arrow is almost guaranteed to hit. Deals 10% damage. If a Korok Bomb is in the air, Revali can throw the enemy at it, then detonate it.​
• Downward Throw: With a stiff downward swing of his arm, Revali slams the enemy into the ground with a burst of wind. The enemy then bounces a very short distance at 80 degrees. Afterwards, Revali can follow up with a Jab, U-tilt, N-air, or F-air. Deals 9% damage.​



8). Author’s Notes:

Revali is hands down mine most wanted Zelda newcomer, (1) because I like his personality, (2) I’m an ornithomaniac, and (3) we’ve yet to have a character in Smash whom features an archery-based playstyle. Despite this, however, I struggled to devise a clear playstyle. After watching his cutscene in the Champion’s Ballad, however, I immediately knew how I wanted him to play. Originally, he used regular arrows for his Neutral Special, but after watching the cutscene, I thought Bomb Arrows would be much more interesting.​
For Revali’s down-special, I initially thought of “Arrow Swap”, in which he changes the arrows for his Neutral Special. But I found that to be a waste of a move. Unlike Shulk’s Monado Arts, which affect his entire playstyle, “Arrow Swap” would only affect one move. Furthermore, the Shock Arrows and Ice Arrows would make his N-Special broken, as he could simply stun/freeze the enemy indefinitely by repeatedly raining arrows on them. Then again, I could have made it so that the enemy doesn’t get stunned/frozen again until they touch the ground. Nevertheless, I decided to incorporate the Fire, Ice, and Shock arrows in Revali’s Smashes.​
I struggled to think of a unique move for Revali’s down-special. Since Revali is basically a camping-based fighter, I immediately decided it would be evasion-based. I initially devised something similar to Meta Knight’s dimensional cape--only difference being Revali used wind--but thought that was unoriginal. I then thought of Greninja’s counter move, Substitute, and immediately the Korok Balloons popped in mine head. In Zelda: Breath of the Wild, Korok Balloons and Korok Seeds are things you shoot to catch a hiding Korok. I decided to incorporate those, and give them an explosive property. The way I designed the move, it allows Revali not only to get away from the enemy, but also to score a cheap shot. I initially intended for the Korok Bomb to explode on its own after a few seconds of not being detonated, but since I wanted to give Revali as much flexibility as possible, I decided to have the Korok Bomb remain until detonated. This would give Revali plenty of time to set up traps.​
To keep things fresh, from the beginning I decided that Revali’s side special would not involve arrows. Instead, I wanted a move that would counter a reflector-happy opponent. I took inspiration from his Champion’s Ballad cutscene.​
I debated for the longest time whether Revali should have multiple air-jumps, or just one. Since Falco has one of the highest ground jumps, I didn’t want to take that away from him. The core of Revali’s playstyle is getting in the air, then rushing the enemy off-stage with his Bomb Arrows. Taking this into account, it would be much easier for Revali to switch sniping positions as well as change directions, were he able to make multiple jumps. So in the end, I gave Revali four air jumps. Since Revali’s Gale already covers a ton of vertical distance, I decided to give his air jumps only a small amount of vertical distance.​
I considered incorporating the Stamina Bar in his n-special, but decided against it, as I wanted this moveset to have more freedom. Instead, the duration of Revali’s slow motion n-special in the air is reset every time he air-jumps.​
I had a hard time deciding what his aerials would be, especially the up and down aerials. Since Revali is a camping-based fighter, I decided from the beginning that they would not be offensive moves, but defensive spacing tools. For the most part, I took inspiration from his cutscenes, though the forward and down air were inspired by the Korok Leaf.​
In BOTW, Revali’s Gale has no offensive properties, so I originally made his up-special a non-offensive move. However, this greatly reduced his kill options. Instead, I decided to think outside the box and make this into a move in which Revali can drag the opponent into the air, then follow up with a Bomb Arrow.​
 

WeirdChillFever

Smash Hero
Joined
Jun 10, 2014
Messages
6,661
Location
Somewhere Out There
All mine previous movesets were designed for Smash 4, but from now on, they'll be written with Smash Ultimate's mechanics in mind.

Anyway, I just finished polishing Revali. I considered every user's comment whilst adding some diversity of mine own. This time, I tried mine absolute best to make every move as multi-layered as possible. This time, Revali's Gale is actually useful beyond getting in the air. Also did away with the counter. Overall, on a significant scale, he's been remade. Hopefully the set came out good this time. As usual, I would benefit more from critical feedback.

And though a bit late, I learnt the word "ergo" when I was fairly young, and have been using it compulsively ever since. Childhood habits die hard.

Oh, and as for Rex, I'm still working on his improvements. Like Revali, he's a lot different from how I originally had him. I scrapped Foresight, Sword Bash, and Blade Arte and replaced them with entirely new specials.

Revali Moveset


- Index -
1). Summary
2). Specials
3). Jab & Dash
4). Tilts
5). Smashes
6). Aerials
7). Grab & Throws
8). Author’s Notes



1). Summary:

In Zelda: Breath of the Wild, archery is all about patience and precision. You always want keep the enemy away from you, and know the best places from which to shoot and camp. Knowing your weapon and how your arrows react to gravity is also crucial. You always want to keep a cool head and a sharp eye--and have an ace up your sleeve. Otherwise, the enemy will rush you down before you see it coming. I know all this because I only use the bow and arrow in BOTW. Nothing else.​
Revali is a tall character, just barely exceeding Mewtwo’s height. Like Shulk, Revali always wears his bow over his back, and only holds it when shooting. When he’s not moving, Revali stands erect with his hands behind his back. He walks in a stiff, formal manner, and only removes his hands from his back when dashing. When dashing, Revali spreads his wings and propels himself forward with wind.​
Revali dashes roughly as fast as Palutena in Smash Ultimate, and has roughly the same walking speed. He falls roughly as fast as Pit, has roughly the same jump height, and has four air jumps--all of which are slightly higher than Pit’s. He has lower than average weight, making him easier to kill at higher percentages.​
Revali is an absolute terror from afar, but a pushover up close. He can be a real pain to get close to because of his powerful projectiles and high air mobility. But once the opponent catches him, it’s hard for him to get away. And while the focus of his playstyle is rushing the enemy off-stage--and keeping them off stage--ironically Revali also faces imminent doom when he is off-stage, due to his recovery moves having only one use until he lands.​



2). Specials:

• Up Special (Revali’s Gale): A multi-hit move. Revali crouches, summons an updraft of wind, then leaps upward in a spiral. The vertical distance at which he travels is roughly the same as Pit’s Power of Flight. By default, Revali flies straight upward, but the angle of Revali’s jump can be altered between 100 degrees and 80 degrees. Whilst he is ascending, any opponent Revali touches will dragged with him and slashed repeatedly by blades of wind. At the start of the move, a windbox as wide as Revali’s down-smash (see Smashes) will pull any nearby opponent into the gale. The most damage this move can do is 20%, each hit dealing 0.8% damage, and the final hit dealing 4%. Slightly less startup than King Dedede’s up-special.​
At the peak of his jump, Revali will knock away any opponent he caught at 30 or 150 degrees; whichever side they were on. He will then enter a glide, arms and legs spread. During the glide, he can move left and right freely—slightly faster than Princess Toadstool’s parsol glide, and slightly lower fall speed. Revali will end the glide if he attacks or air dodges. After using this move, Revali will still be able to use his remaining jumps, which will also end the glide.​
Recovery aside, this move’s main purpose is to get Revali in the air and away from the enemy, so he can barrage them arrows. If an enemy was caught up in his gale, he can immediately follow up with a Bomb Arrow after knocking them away. Unlike most recovery moves, Revali’s Gale can only be used once, until he touches the ground or grabs a ledge. So if Revali gets hit after using this move off-stage, he’s all but screwed.​
• Neutral Special (Bomb Arrow): Revali draws his bow and readies three Bomb Arrows. Like Link’s neutral special, the arrows will fly farther and faster the longer this move is charged. This move charges twice as fast as Link’s neutral special, and will fire as soon as the special button is released. Like Chrom’s neutral special, Revali can change directions by pressing left/right. However, once he shoots the arrow, Revali cannot turn around. Revali can also aim his arrows up and down. However, he cannot aim any higher/lower than 75/-75 degrees. If this move is used in the air, then during the charge his descent will be all but halted for exactly one second, giving the player time to aim.​
The arrows spread out as they travel, and like Link’s arrows, are affected by gravity. This allows Revali to either fire directly at the enemy, or shoot the arrows upward for them to rain down on the enemy. The arrows explode upon impact, and have a splash effect. The radius of each explosion is roughly the same as Toon Link’s bombs. Uncharged arrows will deal 8% damage, with the splash effect dealing 1%. Fully charged arrows deal 13% damage, with the splash effect dealing 3%. The angle at which the opponent is knocked depends on the angle at which they were hit. For instance, if Revali shoots an off-stage enemy whom is diagonally below him, the enemy will be launched downward diagonally—and if Revali shoots an enemy above him whom is in near the blast zone, the enemy will be Star-KO’ed. At the centre of Final Destination, a fully charged arrow is guaranteed to kill at 100%, and an uncharged arrow 130%.​
Overall, this is Revali’s best kill move. It can not only rush the enemy off-stage, but also make the edge of the stage a dangerous place to be. It doesn’t have much shield pressure, but shield pressure nonetheless. Ergo, if the enemy keeps shielding, it’s going to break eventually. Quick startup, and little endlag.​
CAUTION: If Revali shoots too close, he will be caught in the explosion, too. And of course, this move can be reflected.​
• Side Special (Wind Dive): Revali dives in an arc, wings spread. The horizontal distance at which he travels is roughly the same as Ike’s fully charged quickdraw, and the trough of the arc is roughly Kirby’s height. The speed at which he flies is roughly the same as Bayonetta’s Heel Slide, and roughly the same startup. The angle at which he dives can be lowered; however, the lower the dive, the lower the ascension when he reaches the trough of the dive. The lowest angle at which he can dive is 70 degrees. This move can only be used once, until Revali touches the ground. If Revali collides with a ledge, he will snap right onto it. If Revali hits the ground mid-descent, he will do a somersault, blowing away nearby enemies with wind, and land gracefully on his feet. At any point during this move, Revali can cancel into a Bomb Arrow, air jump, or air dodge.​
If Revali collides with an enemy, he will grab them with his talons then backflip, throwing the opponent at 45 degrees. Deals 12% damage. Afterwards, he can follow up with a Bomb Arrow. If used just right, this move can kill an off-stage enemy fairly early. After this move has ended, Revali can still attack and use his remaining jumps, making it useful for mixups and mind games. This move deals high hitstun, effectively making the Bomb Arrow follow-up a true combo.​
Recovery aside, this move’s main purpose is to combat an enemy whom has a reflector. This move will go through any reflector, even Mario, Mewtwo, and Palutena’s. Since it can be cancelled, it can also be used to scare or confuse the opponent. Lastly, it can be used to cover distance or to retreat. The only way to avoid this move is to dodge, jump, or hit Revali at just the right time. Overall a versatile move.​
• Down Special (Korok Bomb): A trap-and-teleport move. With one hand behind his back, Revali holds out a pinwheel like a gentleman would a rose, bowing slightly with a smug smile. Immediately after, he disappears in a puff of leaves, and a Korok Balloon takes his place. At the same time, Revali reappears in whatever direction the player holds the control stick. If the control stick wasn’t pressed, he will reappear next to the Korok Bomb. The distance at which he teleports is about half the distance of his up-special. If the down-special is inputted again, Revali will shoot the Korok Bomb with blinding speed, detonating it. The bomb can also be detonated with any of Revali’s other moves. If an enemy attacks the Korok Bomb, it will explode. Quick startup.​
The explosion deals 18% damage, no matter whom detonated it. The angle at which the enemy is knocked is proportional to the angle at which they were near the bomb when it exploded. So if the enemy was -45 degrees of the bomb, they will be knocked at -45 degrees. At the centre of Final Destination, the explosion is guaranteed to kill a middleweight at 100%.​
This move has various uses. Since Revali can teleport in any direction, this move can be used for recovery. After recovering, he can leave the Korok Bomb off-stage, and wait patiently until the enemy is near it. Revali can also use his throws, jab, and many other attacks to either launch the enemy toward the Korok Bomb, or trick them into moving toward it. The Korok Bomb doesn’t even have to be the kill weapon; you can trick the opponent into thinking you want to blow them up with the Korok Bomb, then surprise them with another attack. Overall, just like Link’s Remote Bombs, there are myriad ways you can use this move to trap opponents.​
CAUTION: Revali can be blown up by his own Korok Bomb. That said, think before placing your traps—otherwise they will be used against you.​



3). Jab & Dash:

• Jab: With one hand behind his back and the other stretched forward, Revali conjures a sphere of wind blades, similar to Robin’s wind jab. The size of the sphere is also roughly the same size as Robin’s wind jab. Like Meta Knight’s jab, this is a non-traditional jab that keeps going until the attack button is released. Once released, Revali knocks the enemy 35 degrees with a final wind blade. Has slightly higher knockback than Robin’s wind jab.​
The hit rate of this move is roughly the same as Robin’s wind jab in Smash Ultimate. Each hit deals 1% damage, with the final hit dealing 2% damage. The cleaner the hit, the longer the enemy stays trapped. However, if held too long, Revali will start to be pushed backward.​
Unlike most jabs, this is not an aggressive move. Rather, its purpose is to trap advancing enemies, or to guard the ledge. Quick startup, but slight endlag, making it punishable if shielded.​
• Dash Attack: Revali’s only aggressive move. Shrouded in wind, Revali flies forward in a spiral, beak first. Travels slightly further and faster than Mega Man’s dash attack. Any opponent he collides with will be trapped in the whirlwind. This move has a total of 8 hits. The first 7 hits deal 1% damage, and the final hit deals 3% damage, knocking the enemy at 25 degrees. A total of 10% damage. Quick startup, but noticeable endlag. Thus, it is punishable if shielded.​
This move is best used as a surprise attack, or to punish dodges and laggy moves.​
This move was inspired by the spiral attack Keese perform in Zelda: Breath of the Wild.​



4). Tilts:

• Forward Tilt (Quick Shot): As the name suggests, Revali draws his bow and fires an arrow in a quick motion. The arrow he shoots is regular; non-elemental. Like Link’s arrow, Revali’s Quick Shot is affected by gravity. The speed and distance at which the arrow travels is roughly the same as Link’s fully-charged arrow, and it comes out instantly. Very little endlag.​
This move deals 3.5% damage. It has very little knockback, even at higher percentages, but noticeable hitstun. Whilst stunned, Revali can quickly follow up with a dash attack or dash-grab.​
This move’s main purpose is to keep an aggressive enemy at bay—and if Revali is close enough, follow-up with a dash attack or dash-grab. If the player has good aim, it can also be used to harass someone off-stage. The arrow doesn’t necessarily have to hit; it can act as a distraction.​
In Zelda: Breath of the Wild, some bows come with special skills. Quick Shot is one of those skills. I decided to take inspiration from that.​
• Upward Tilt: Revali flicks one hand in the air, conjuring a miniature tornado in front of him. The size of the tornado is roughly Revali’s height and waist length. Once it appears, it quickly disperses. Any opponent hit by the tornado is launched straight upwards a short distance. Quick startup, but slight endlag.​
This move deals 5% damage, and has high hitstun, giving Revali just enough time to follow up with a neutral-air or forward air.​
This move is best used as a surprise attack, as it is punishable if shielded. Beyond that, its main purpose is to set up the enemy for an aerial, effectively spacing them from Revali.​
• Downward Tilt: Revali viciously pecks the opponent. The opponent takes 8.5% damage, and is pushed back a short distance. This move has just enough hitstun for Revali to follow-up with a grab.​
This move’s main purpose is not for spacing, so much as it is for setting up a grab. Since Revali is extremely vulnerable up close, I decided to make this an emergency move that would effectively get the opponent away from him.​



5). Smashes:

• Forward Smash (Ice Arrow): Revali fires a single Ice Arrow in a straight line. The arrow glows a bright blue when being charged, and looks like a comet when fired. As the arrow flies, it slowly descends. The longer the move is charged, the further the arrow goes--and of course, the faster. Uncharged, it flies roughly as fast and far as Link’s fully charged arrow. Fully charged, it flies 1.3 times that speed. If the arrow connects, it will freeze the enemy solid whilst sending them spinning at 45 degrees. How long they remain frozen depends on their damage percent. At the start of the move, the angle at which the arrow is shot can be altered slightly. Uncharged, the Ice Arrow deals 10.5% damage. Fully charged, it deals 17.5% damage. At the centre of Final Destination, this move is guaranteed to kill a middleweight at 100%. Quick startup, slight endlag. Very low shield pressure.​
This move is a powerful camping tool, but should NOT be used predictably up close. Despite its kill power, it is punishable if shielded or dodged. Ergo, unless you’re well out of harm’s way, you should not use this move unless you’re all but certain it will hit; such as an enemy using a laggy move. This move is safest to use against an off-stage enemy, be it to kill or distract.​
• Upward Smash (Shock Arrow): Revali fires three Shock Arrows in the air, which rain down on the opponent. The arrows glow yellow while the move is being charged, and give off sparks when fired. Charging the smash increases the speed, height, and distance at which the arrows travel. However, the damage, knockback, and stun duration is always the same. Also, the distance between the arrows when they hit the ground will always be the same. On Final Destination, the distance between the arrows is one Kirby. When the arrows hit the ground, they give off a small blast radius that covers the distance between them. Uncharged arrows fly roughly as high as Battlefield’s mid platform, landing right in front of Revali. Fully charged arrows fly 2.5 times that distance, landing on the opposite side of Final Destination. If the enemy is in the air or off the stage, they can only be stunned once, and will not be stunned again until they touch the ground or grab the ledge. The arrows deal 7.9% damage, knocking the enemy a short distance at 80 degrees. Quick startup, little endlag.​
This move has various uses. You can harass someone off-stage. You can shark someone on an above platform. You can keep the enemy at bay. Or you can trick them into air dodging so you can punish them. If one of the Shock Arrows actually hit someone on the ground, then Revali will have just enough time to finish them with an Ice Arrow.​
• Downward Smash (Fire Arrow): Revali quickly shoots two Fire Arrows at his feet on either side of him, creating a barrier of flame. The arrow glows a bright red as the move is being charged, and is shrouded in flame when fired. The two flames are slightly taller than Robin’s Arcfire, and last roughly as long. Unlike Robin’s Arcfire, the flames are transparent. Charging the down-smash will make them last longer. The lingering flames damage the opponent multiple times before sending them flying at 75 degrees. Quick startup, little endlag.​
The arrows themselves deal 8.6% damage. The residual flames deal 1% up to three times, before exploding, dealing 3% damage. If the arrow hits, then the flame is guaranteed to hit. Whilst the enemy is caught in the flame, they can be pulled into Revali’s Gale or hit with a jab or n-air.​
This move has multiple purposes. As stated above, it can combo into Revali’s Gale. It can also be used to guard the ledge, punish a laggy move, or punish a dodge roll/air dodge.​
In Zelda: Breath of the Wild, Fire Arrows leave behind a residual flame after being fired. Wanting to incorporate this, I immediately knew which Smash I wanted the Fire Arrow to be.​



6). Aerials:

• Neutral Aerial: A two-hit move. With his arms held out, Revali spins around once, slashing the enemy with blades of wind. During this move, Revali’s descent will be halted. This move has roughly the same range and duration as Marth’s n-air, but unlike Marth’s n-air, it slashes at a flat angle. Both hits cover Revali from the front and back, creating a virtual chakram. In other words, any opponent next to Revali--be they in front or behind--is going to take both hits. Both hits deal 6.2% damage, knocking the enemy at zero degrees, and well out of melee range. Quick startup, and very little endlag. Until he uses another jump, this move will only halt Revali’s descent once.​
This move has various uses. If an above enemy is open, then Revali can quickly jump and n-air them. If he is recovering off-stage, he can use this move to fend off the enemy, after which he can bombard them with arrows. Lastly, if he is landing near an approaching enemy, he can n-air them just before he hits the ground. Overall an all-purpose defensive move.​
This move was inspired by a cutscene in Zelda: Breath of the Wild, when Link frees Revali’s spirit, along with his Divine Beast, Medoh.​
• Forward Aerial: A multi-hit move. Revali spreads both wings, then flaps them forward, creating a whirlwind that slashes the enemy whilst blowing them away. The gust of wind travels roughly the same speed and distance as Zero Suit Samus’s neutral special, and covers the same vertical distance as Samus’s fully charged laser. Revali’s wings deal 2% non-flinch damage, while the gust of wind deals 10 hits; the first 9 dealing 0.7% damage, the last hit dealing 4% damage and knocking the enemy at 0 degrees. A total of 12.3% damage. Similar to Corrin’s back-air, Revali will be blown backward slightly when using this move. Slightly slow startup, little endlag.​
This move has various uses. It can be used to keep enemies at bay, harass an enemy off-stage, or give Revali a horizontal boost when recovering. After the enemy is blown away, Revali can continue rushing them down with his Bomb Arrows. This move can also be used to condition the opponent, as they would naturally expect the move when recovering.​
This move was inspired by the Korok Leaf from Zelda: Breath of the Wild. When swung, the Korok Leaf creates a gust of wind. Very useful for collecting fruit from trees.​
• Backward Aerial: Revali’s only direct aerial that can kill. Revali leans forward, slashing the enemy behind him with his talons. This move has very low range, but is rewarding if landed. Deals 12.5% damage, knocking the enemy 15 degrees. At the edge of Final Destination, this move is guaranteed to kill a middleweight at 80% damage. Quick startup.​
Other than killing, this move doesn’t have many uses. Due to its low range, landing it requires precision. It can be used as a get-away-from-me move, but in that regard his neutral air is the better choice. Due to its kill power, however, the opponent will naturally expect it the moment Revali turns his back on them. Ergo, it can be used for mind games.​
• Upward Aerial: A 7-hit move. Revali raises one arm, conjuring an orb of greenish-white light. Surrounding the orb is a spiral of wind that pulls in nearby enemies, damaging them repeatedly. The first 6 hits deal 1.2% damage, while the final hit deals 5% damage, launching the enemy upward. A total of 12.2% damage. On Final Destination, this move is guaranteed to Star-KO at 100%.​
Since Revali can’t aim his Bomb Arrows straight upwards, this move serves as a useful substitute. Killing aside, it be used to fend off a pursuing enemy whilst off-stage, attack someone on an above platform, juggle an enemy in the air, or just put distance between him and the enemy.​
This move was inspired by a cutscene in Breath of the Wild, when Revali passes down his power to Link.​
• Downward Aerial: Leaning on his side, Revali spins around once, swinging one arm, then the other. Each arm shoots a gust of wind straight downward. Revali’s arms both deal 1% non-flinch damage, while the gusts of wind deal 6% damage, pushing the enemy downward. The gusts of wind are roughly the same size as Robin’s Elwind, and travel at roughly the same speed, but half the distance. Quick startup, very little endlag. At the very start of the move, the first gust of wind can Meteor KO.​
Since Revali can’t shoot his Bomb Arrows straight downward, this move serves as a useful substitute. It can be used to harass an enemy off-stage, stun an enemy on the ground below him, or condition the opponent to move into Bomb Arrow range.​



7). Grab & Throws:

• Grab: Revali flicks one hand toward the opponent, the other hand behind his back. If the blow connects, the enemy will be trapped in a miniature whirlwind. The range of this grab is roughly the same as Greninja’s. Quick startup, but noticeable endlag. As a result, this grab is best used as a punisher or surprise attack.​
• Pummel: Revali slices the opponent with blades of wind. Roughly the same hit rate as Robin’s pummel. Deals 3% damage.​
• Forward Throw: With a wave of his hand, Revali sends the enemy flying backward at 10 degrees. Slightly higher knockback than Robin’s forward throw. This move will have just enough hitstun for Revali to follow up with a Bomb Arrow. Deals 11% damage. This move will have higher hitstun, the higher the enemy’s damage percent. At 100% damage, Revali has a guaranteed Ice Arrow kill. If a Korok Bomb is on the stage, Revali can throw the enemy at it, then detonate it.​
• Backward Throw: With his other hand still behind his back, Revali stiffly turns around, throwing the opponent at 40 degrees. Slightly less knockback than Robin’s back throw. The enemy will have just enough hitstun for Revali to follow up with a properly aimed Bomb Arrow. Deals 12% damage. This move is best used at the ledge, as it gets the opponent off the stage, allowing Revali to bombard them with arrows. If a Korok Bomb is on the stage, Revali can throw the enemy at it, then detonate it.​
• Upward Throw: With a flick of his wrist, Revali dismissively launches the enemy high in the air with a burst of wind. Roughly the same knockback as Robin’s up-throw. Afterwards, he can follow up with Shock Arrow. Depending on the enemy’s damage, speed, and weight, Shock Arrow is almost guaranteed to hit. Deals 10% damage. If a Korok Bomb is in the air, Revali can throw the enemy at it, then detonate it.​
• Downward Throw: With a stiff downward swing of his arm, Revali slams the enemy into the ground with a burst of wind. The enemy then bounces a very short distance at 80 degrees. Afterwards, Revali can follow up with a Jab, U-tilt, N-air, or F-air. Deals 9% damage.​



8). Author’s Notes:

Revali is hands down mine most wanted Zelda newcomer, (1) because I like his personality, (2) I’m an ornithomaniac, and (3) we’ve yet to have a character in Smash whom features an archery-based playstyle. Despite this, however, I struggled to devise a clear playstyle. After watching his cutscene in the Champion’s Ballad, however, I immediately knew how I wanted him to play. Originally, he used regular arrows for his Neutral Special, but after watching the cutscene, I thought Bomb Arrows would be much more interesting.​
For Revali’s down-special, I initially thought of “Arrow Swap”, in which he changes the arrows for his Neutral Special. But I found that to be a waste of a move. Unlike Shulk’s Monado Arts, which affect his entire playstyle, “Arrow Swap” would only affect one move. Furthermore, the Shock Arrows and Ice Arrows would make his N-Special broken, as he could simply stun/freeze the enemy indefinitely by repeatedly raining arrows on them. Then again, I could have made it so that the enemy doesn’t get stunned/frozen again until they touch the ground. Nevertheless, I decided to incorporate the Fire, Ice, and Shock arrows in Revali’s Smashes.​
I struggled to think of a unique move for Revali’s down-special. Since Revali is basically a camping-based fighter, I immediately decided it would be evasion-based. I initially devised something similar to Meta Knight’s dimensional cape--only difference being Revali used wind--but thought that was unoriginal. I then thought of Greninja’s counter move, Substitute, and immediately the Korok Balloons popped in mine head. In Zelda: Breath of the Wild, Korok Balloons and Korok Seeds are things you shoot to catch a hiding Korok. I decided to incorporate those, and give them an explosive property. The way I designed the move, it allows Revali not only to get away from the enemy, but also to score a cheap shot. I initially intended for the Korok Bomb to explode on its own after a few seconds of not being detonated, but since I wanted to give Revali as much flexibility as possible, I decided to have the Korok Bomb remain until detonated. This would give Revali plenty of time to set up traps.​
To keep things fresh, from the beginning I decided that Revali’s side special would not involve arrows. Instead, I wanted a move that would counter a reflector-happy opponent. I took inspiration from his Champion’s Ballad cutscene.​
I debated for the longest time whether Revali should have multiple air-jumps, or just one. Since Falco has one of the highest ground jumps, I didn’t want to take that away from him. The core of Revali’s playstyle is getting in the air, then rushing the enemy off-stage with his Bomb Arrows. Taking this into account, it would be much easier for Revali to switch sniping positions as well as change directions, were he able to make multiple jumps. So in the end, I gave Revali four air jumps. Since Revali’s Gale already covers a ton of vertical distance, I decided to give his air jumps only a small amount of vertical distance.​
I considered incorporating the Stamina Bar in his n-special, but decided against it, as I wanted this moveset to have more freedom. Instead, the duration of Revali’s slow motion n-special in the air is reset every time he air-jumps.​
I had a hard time deciding what his aerials would be, especially the up and down aerials. Since Revali is a camping-based fighter, I decided from the beginning that they would not be offensive moves, but defensive spacing tools. For the most part, I took inspiration from his cutscenes, though the forward and down air were inspired by the Korok Leaf.​
In BOTW, Revali’s Gale has no offensive properties, so I originally made his up-special a non-offensive move. However, this greatly reduced his kill options. Instead, I decided to think outside the box and make this into a move in which Revali can drag the opponent into the air, then follow up with a Bomb Arrow.​
Since this is still mostly the same set, this comment won't be as long as the other one hopefully, instead mostly focussing on the actual changes you've made.

The first thing that I see improved is Revali's diversified gameplan. Old Revali felt like "Bomb Arrows"-the character with other options being less desireable to use.

Now, with the addition of the flames of Down Smash, Wind Dive's grappling portion and Korok Bomb, Revali has found a middle stage between neutral and his gimping kill-plan through stage control elements. These elements all add towards Revali's win condition of getting the opponent off-stage and pressuring them towards the ledge, which gives Revali a whole new depth and a new balancing that the old set lacked a bit

These moves don't detract from Revali's up-close weakness, but they do patch it up a bit and actually strenghten that part of him by giving Revali new tools to avoid being rushed down and tilting the stage control back to his favor. Add Jab, Up Tilt and Forward Air and Revali has an impressive mid-range game, again adding another layer to his gameplan to make him less dependent on his projectiles.

In short, while not much has changed in a move-by-move basis, the moves you have changed each have a big impact on how Revali fights and stacks up towards the rest of the cast, now having a "middle stage" inbetween neutral and gimping with powerful stage control tools and one inbetween his projectiles and horrid disadvantage stage with the addition or improvement of some of his disjointed options
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Chalis
Its a shame nobody's read this set thus far, as actually checking it out it definitely is a fun offering. We've done a lot of portal sets before, you in particular seem to be fond of the genre, but best I can tell we haven't seen moving portals in a while, and the set also has an interesting approach to them. Rather than the usual new angles and reuse of projectiles, its more intended to just put the foe at specific points on the stage that make her aggressive game more terrifying, like any location that would make the opponent deluded via the core status effect of the set or at the optimum range for the Side Special claws. You can also just use them for her fairly scary combo game coming from being able to use Up Special twice in the air and the range extensions that Shadow Shield provides. It makes for probably the most aggressive of the portal sets I've seen, being very close to a pure combo/rushdown character but having tons of new options opened up by her spacially varied options.

Its by no means a perfect set though, the Up Special being usable twice and the large variety of ranges Shadow Shield can hit are genuinely kind of terrifying in combination. I'm not terribly familiar with Bayonetta's ladder combos due to not following the Smash 4 competitive scene, but I know they're quite a thing and I'm worried Chalis might be able to do just as much damage. At the very least, it requires her to rely on Shadow Shield to get going which is important when Shadow Shield disables your regular shield for its duration, and given the Up Special is not nearly as ridiculous as Witch Twist I suspect most of the time it will be heavily dependant on good Shadow Shield placement and portal use, in which case a ladder combo kill would probably feel a lot more earned than with the overpowered witch. I'm also not terribly fond of the rock, it strikes me as too powerful and not very well integrated into the set, which probably comes from being introduced so late into the moveset. I'd probably like a second opinion on both of these things as they aren't egregious problems and I could be convinced on them, but between that and Chalis' startlingly low KO percents all over the place I'm wondering if she's generally too powerful despite her obvious weaknesses. All the same, to end on a positive note the previous stuff really is just balance nitpicks on what I think is generally a fun playstyle, and I enjoy the characterization here. Chalis comes across as pretty sadistic and mocking of the opponent, but in a pretty distinctive way from a lot of the villainous characterizations of that style that we get. I can't imagine she's a terribly developed character in Dark Dawn, so job well done on making her come across as rather likeable(in an evil sort of way) throughout the set.

Velvet
As far as melee bolstering gimmicks go, I think the ribbons coming off Velvet's attacks are at least a neat idea to lightly yank the opponent towards you towards your ideal range even if you whiff with the real hit. Of course, the meatiest part of the set comes from the two core projectiles, the rideable platform familiar alongside the more aggressive one, are the set's most interesting part and I actually think they're taken advantage of decently well. The FSmash takes advantage of them quite nicely and they play pretty well with the light dragging effects that abound in the moveset. I also appreciate the counter with multiple throw options, admittedly I don't think it gets the full potential out of the concept but it certainly does provide Velvet a pretty unique tool to make her aggressive game scarier. Its pretty game changing to have the counter give you like 3-6 different options when you're in close range to keep going rather than just the one "knock them far away" that Marth has. I don't really have much to say on the negative, other than something I wouldn't say to most MYMers but I think you're okay with this as criticism: the set gets kind of dull past a certain point. There are definitely highlight moves and moves that I think play out as more interesting in practice than on paper, but the set really is very dry past a point and I couldn't get too invested in the close range brawler playstyle of the set. I think its because the big things that augment it are mostly just to put the opponent there, and once they're actually in close range she just kind of becomes a run of the mill smash combo character. That's not a terrible thing and I'm sure there are people who will be more okay with that than me, but the set struggled to keep me interested and at times it felt like it was getting into wasted potential territory, as I'm sure better things could be done with a counter with a full set of throws in a more ambitious set. That said, the set does nicely get across the character's fighting style and personality, your OC sets always paint a vivid picture of who you're making that makes them more enjoyable to read.
 
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UserShadow7989

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Joined
Aug 13, 2007
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Posting here once again with a Christmas gift for you all, wrapped up in a nice big bow; another OC set of my own devising! Not very exciting, I know, but I hope you'll all enjoy it! It can be found in a google document here.
 
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