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Make Your Move 22: Moveset Design Contest - Top 50 released! New sets go in MYM23!

Slavic

Ask not the sparrow how the eagle soars
Joined
Jun 5, 2013
Messages
758
Location
taco bell, probablyn't
ATTENTION SMASHERS!


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It has come to Master Pegasus' attention that some of you have lose sight of who is truly in control of Smash Kingdom. As such, he has brought his strongest eliminator to steal your stocks from you and send you all back to the Wii U. Please, prepare your Spirits in anticipation of the upcoming fight.
And whatever you do...
Don't PaniK.​
 
D

Deleted member

Guest


ATTENTION DUELISTS!

My hair informs me that for the first time since DancingFrogMan's reign of terror we have a new moveset for the original run of YuGiOh. Anyone under the age of 20 who has not seen this series will be escorted to the exit of the Make Your Move. Anyone whose set does not have a crazy gimmick will not be permitted to place on the top fifty. If you have a word count of over 25,000 words you may take +1 to the thread.

***

PaniK was a fun read! I was in a rush to read this one, as you may have guessed I'm a big fan of the YuGiOh anime and specifcally the era that PaniK originates from, so was excited to see what this set had in store. Right off the bat, I really liked your interpretation of Castle of Dark Illusions. The simple way it's executed utilizing a large vertical cone of darkness that lets you summon cards without any tells to the foe was very clever. The balance in this set is as well very tame and controlled. There's a limit on every one of the summons that means the screen will be scarcely covered at all despite PaniK's summoner playstyle. It was a fun idea too being able to revive the card monsters, even if their revived forms aren't hugely notable in their changes from the original and just a reward for forcing the foe to kill them off first. That's how PaniK largely plays, a straightforward summoner who plays a stage control game and bullies the foe around.

I saw many similarities in PaniK to my own Kamoshida set. It was nice to see another set that acknowledges the importance of conserving stage space by using aerial space as well as grounded space, something that PaniK does exceedingly well putting his castle and a couple of the summons up there. It's even more important here than in Kamoshida because of how PaniK incorporates heavy grappler themes and has his fair share of stronger, slow melee moves that don't want anything to get in the way. One nitpick I do have is there could be more clarity on how the grab works when there's a monster to grab, but also a foe to grab, I'd obviously give priority to grab the foe first.

The grab game has some interesting ideas applying these nerfs and controlling the minion AI by throwing them, though in my opinion, these would be better served as some form of other mechanic to let the throws breathe a little easier. I like the idea of him summoning the sword for a throw and these effects are nice but feel like they are a little overbearing, mostly the AI changing ring. In general the grab game has its moments (the sword) but it could be a lot more direct. The smashes and its introduction of tribute also feels a little late in the game to introduce a core mechanic that changes all of the subsequent melee. It's still good and fun to see how it changes this melee up, but the melee outside of the tribute is a little bit lacking at times.

Personally I would've tried to combine the heal into the core minion special, and move a way to make tribute to the specials somewhere. Another complaint I'd give here is that you could've done more to make something of attacking within the darkened cone of the Castle of Dark Illusions itself as PaniK. You have an outline so you can't get too MYMX mindgame-y, but nonetheless, there's potential to force foes to be careful by forcing them to pay extra attention to PaniK's choice of melee option in there, tightening their room to react. PaniK's melee at times can be a bit magical, like his ftilt, a good move but it's more a buff in the shadows than contributing a true pseudo-invisibility playstyle.

I had a few issues here and there, but overall this set was a pleasure and fun trip down memory lane. If anything I'd like to have seen more little character moments out of PaniK or even a few GIFs of the character/images of his anime fight to set the tone. As your first Google Doc set you still did hit the organization out of the park and I hope this change to the Doc format makes movesetting easier for you in the future! Thanks for this one Slavic.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
How will I know if somebody reviewed or gave my moveset a rank?
There's no official review or ranking system, just personal rankings members do. Typically people comment on sets in this thread and sometimes they have a post showing the rankings they give them. Case in point: FrozenRoy's Rankings on the top of the previous page.
 

Mickal-El

Smash Rookie
Joined
Dec 13, 2019
Messages
2
Hey guys, I've been lurking for a bit but have finally decided to try my hand at moveset creation. Here's my first one, hope you enjoy!
__________________________
Probopass, the Compass Pokémon, is attracted to the fight!


Background

Probopass is a Rock/Steel type Pokémon from the Pokémon series. It is the evolved form of Nosepass and is known as the Compass Pokémon thanks to its electromagnetic powers. Each Probopass controls a set of units knows as Mini-Noses, which can be manipulated freely to do Probopass’ bidding. To catch preys and defend itself against enemies, Probopass usually use a mixture of their electrical powers and their Mini-Noses, often not even needing to move themselves. However, if need be, Probopass can lift up their large bodies in the air and ram foes with their impressive weight.

In the games, Probopass has outstanding defenses, easily being amongst the most defensive Pokémon in the series (both physically and specially). Coupled with its Sturdy ability and its solid typing, not much can get through Probopass' bulky armor. Its Special Attack isn't outright terrible, but it's not anything so special either. Everywhere else, though, Probopass is kind of bad. Terrible speed, subpar attack and low health make Probopass a wall before anything else, which is reflected in its Smash stats.


Stats

Size: 10
Weight: 10 (150 units)
Walk/Run Speed: 0.5/6
First/Second Jump: 1/5
Air Movement: 3


Probopass is, simply put, one massive heavyweight character. It really is a huge target, being as tall as Ganondorf and as large as Bowser. It also cannot really crouch seeing as how it's made of rock. Its crouching animation has it simply lowering its red helmet to hide its eyes taking away a smidge of its height. It makes up for this glaring weakness by being the single heaviest character in the game, being even quite ahead of Bowser in this regard, making it very hard to KO. As for its walk, well, it’s not great. Probopass (very) slowly slides across the ground, with small sparkles being created by the friction between the Compass Pokémon and the ground. For its run, though, Probopass lifts in the air thanks to its electromagnetic powers, making it able to move much more efficiently, with its top speed reaching that of Link.

Even though its first jump is pathetic (1 SB block high), its second jump has it reach higher (2 blocks high) as a little spark of electricity bursts from under it. Air maneuverability is still a problem, though, as a big hunk of rock and steel is not made to fight in the air. It falls incredibly quickly, too, as could be guessed by its nature as a Rock Pokémon. If not for its Up B, Probopass’ recovery would be absolutely terrible, but even then it’s still nothing incredible. Basically, you want to try and move as little as possible outside of committing to a dash.

Special Trait – Magnetism

A couple of Probopass’ moves can leave enemies in a Magnetized state. Magnetized enemies have a bright silver aura surrounding them, with little gray sparks emanating from their body. Magnetization has a couple of effects, namely:
  • Magnetized enemies take 1.3x more damage and knockback from electric moves (no matter the player using them)
  • Magnetized enemies have a harder time moving away from Probopass when they are near him. Probopass slowly attracts any magnetized players less than half a FD away, at a speed of 0.2x their walk speed. The closer the opponent is, the stronger this attraction becomes. At less than a Kirby away, the magnetic force pulls opponents in at 0.5x their run speed, meaning that they can only run at half their normal speed in the opposite direction. For aerial opponents, this can really mess up their air maneuverability and make them whiff, giving you an opportunity to punish them. Be careful, though, as this also means that players that want to get in will be able to do so much quicker if they are magnetized. If you’re wondering, yes, multiple Probopass in the same match all attract players equally.
  • Probopass has a variety of moves that behave uniquely on Magnetized opponents.
It's important to note that it's impossible to stack Magnetism. Some moves add more time to the effect than others, but the most a move can do is reset the magnetism cooldown to a higher value. For example, if an opponent has 2 seconds left to his magnetism cooldown and is hit with a move that inflicts 3 seconds of magnetism, the cooldown is simply taken up to 3 seconds. If the opponent had had a 4 second cooldown left, the move would have had no effect on the magnetism cooldown.

Special Moves

Neutral Special – Magnet Bomb – 2 to 10%

A simple press of the B button has Probopass squint and shoot out a gray energy ball out the tip of its nose. The projectile moves in a straight line at a speed similar to that of Mega Man’s leaf shield before disappearing after travelling half of Final Destination, dealing a meager 3% on hit with a small flinching effect. An uncharged Magnet Bomb leaves enemies Magnetized for two seconds if it connects, while a second one will simply refresh the cooldown.

Magnet Bomb can also be charged for up to four seconds, each second of charge adding a second to the magnetization effect. The more it’s charged, the faster and further the bomb travels, with its top speed and range being equal to that of Fox’s blaster. A fully charged Magnet Bomb deals a bit more damage (10%), but more importantly bursts into a little explosion (meaning it can connect with multiple players) and sends foes away with low knockback.

Against magnetized opponents: Magnet Bombs have the neat effect of being, well, magnetized. This means that Magnet Bomb will home in on the closest Magnetized opponent with the same curving power as Pit’s arrows. It will not travel any further than normal, though, traveling the same total distance in the end no matter what before disappearing.

Magnet Bomb is an easy way to magnetize opponents that are either coming in, recovering or even, with a good snipe, camping from afar. Be careful, as it has some ending lag (20F) that can really do you in if you try and spam your only projectile. However, the special homing effect against magnetized foes easily lets you reset the magnetization cooldown whenever you need to.


Side Special – Spark – 11 to 25%

Probopass starts charging up electric power, shining with a yellow glow as electricity sparkles form around it. This move can either be released early or stored for later when its three seconds charge is complete. Whenever it’s released, Probopass literally sparks, an electric bubble forming around him for a fraction of a second. The more it is charged, the larger and stronger this electric spark becomes. At no charge, it deals 11% and doesn’t launch much further than Probopass’ own hurtbox, dealing low knockback on hit. At max charge, though, the spark reaches as far Ness’ PSI Magnet, dealing 25% damage and KOing around 110%. No matter the charge, this move has a little starting lag but virtually no endlag, meaning Probopass is entirely safe if it manages to connect the attack. Spark also magnetizes opponents for 2.5 seconds.

This move is a pretty good get-off-me button when it’s charged up, meaning Probopass players should always charge it up when possible to defend against rushdown characters. It’s not exactly subtle, though, as Probopass is teeming with electricity whenever it’s ready to use, so experienced players will know to look out for it. Thankfully for Probopass, it’s hardly punishable, especially at max charge, and is a good option to briefly magnetize opponents. You can also edgeguard with this move from the ledge thanks to its large range but be careful before jumping off the ledge to use it as Probopass simply isn’t good in the air, meaning a good player could predict your approach and punish you for it. Also, remember that magnetized opponents take more damage from electric attacks, meaning Spark can become even stronger with the right set-up.


Up Special – Magnet Rise

Without any start-up, Probopass is lifted straight in the air by the power of electromagnetism, surrounded by yellow light as it soars up while its Mini-Noses spin around it. Magnet Rise has Probopass rise a full 5 SBBs in the air over the course of three seconds, which cannot be stopped by any means, including enemy damage under 20%. If Probopass takes more damage than this, it becomes unable to focus its magnetic powers and freefalls to its doom. Players can tilt the control stick left and right to somewhat control his ascent, though horizontal movement here isn’t the best, being comparable to R.O.B’s recovery. The Probopass player cannot do anything while he rises up, except release a Spark charge if available. Be careful, though, as this will end Magnet’s Rise effect and send Probopass into freefall. Inputting a Spark with no charge active will simply have no effect.

Against magnetized opponents: No matter where they are on the stage, every magnetized player also flies up 5 SBBs whenever Probopass activates Magnet Rise. This effect has a global range, meaning it is impossible to avoid outside of an incredibly timed air-dodge. Players affected by Magnet Rise cannot jump while the move is active but have access to all of their specials and aerial moves (descending moves like ZSS or Ridley’s Down Air do not slow down Magnet Rise). If an enemy’s magnetization cooldown runs out while Magnet Rise is active, he will be freed from the move’s effect. If the Probopass player is KOed or snaps to the ledge during Magnet Rise, every opponent is freed from its effect instantaneously.

Magnet Rise is Probopass’ only actual recovery option, which makes it very predictable. Thankfully, it’s hard to punish as the opponent has to find a 20+% damage aerial or commit to some sort of combo to try and snap Probopass out of it. At high damage, Probopass players can exploit this commitment and hit an unsuspecting opponent with a Spark, effectively dooming both players in the right circumstances.
Its effect on magnetized opponents is both a blessing and a curse. On the one hand, this move opens up a ton of possibilities to KO opponents from the top of the screen as Probopass can simply activate Magnet Rise whenever a magnetized player is close to the top blast zone, granted he’s not higher up than the opponent. On the other hand, you might, more often than not, save your opponent rather than harm him by trying to recover yourself.


Down Special – Magnet Pull/Push - 2%

Probopass slams its helmet down on its body and glows blue for an instant, using its magnetic powers to try and pull something towards it (takes about a second). Blue waves of energy appear on both sides, half a BF platform away, and are attracted to Probopass. Any opponent hit by these energy waves will be flung against Probopass and take 2% damage with a set knockback that sends them just over the Pokémon’s head. If you input the move again, Probopass will execute the same motion but instead glow red, this time emitting red energy waves that travel from Probopass and push opponents half a BF platform away with absolutely no damage. This version of the move can destroy projectiles (not reflect them), but be careful as Magnet Pull will have no effect on projectiles. Input this move yet again to have Probopass use Magnet Pull again, and so on. At the beginning of a stock, Magnet Pull is always the default option.

Against magnetized opponents: Whenever Magnet Pull is used, every magnetized opponent, no matter where they are on the stage, are attracted by Probopass and move a full Battlefield platform in a straight line towards Probopass, whether they are grounded or in the air, blocking or not. This move can be spot-dodged, though it is very difficult due to its global range. The effect is largely the same, though inverted, for Magnet Push, making it a solid kill option off-stage, or a simple get-off-me button on the stage. It is to be noted that Magnet Pull/Push's effect is much reduced on opponents that are still in knockback, meaning it is best used on opponents when they take back control of their character.

Though this move can sometimes be hard to keep track of as you need to know whether Magnet Pull or Magnet Push is coming up next, it can be quite devastating when used correctly. Imagine hitting a magnetized enemy off the stage and, just as they’re about to recover, hitting them with Magnet Push, effectively killing their recovery. Obviously, an unexperienced Probopass player will mistakingly use Magnet Pull instead from time to time, but that’s just the power of practice. Magnet Pull can be useful to stop recoveries too, in some situations, though it’s much rarer. A Marth player trying to recover super low, for example, would be caught off guard and sent under the stage by a well-placed Magnet Pull. Though it's nothing exceptional, the traditional Magnet Pull, even against unmagnetized opponents, can set-up foes for moves like Spark or Gravity for creative combos.


Smash Attacks
Forward Smash - Rock Slide - 10 to 29%

During charge, Probopass' Mini-Noses start moving up and down across its body as the Pokémon seems to be concentrating, slightly levitating while doing so. When released, Probopass slams down to the ground and three rock pillars form one after the other, every next one destroying the last. The first barely reaches Probopass' nose, while the last one is aligned with its eye level, the second one being straight in the middle. Each subsequent pillar is created further in front of Probopass, with the last reaching a full BF platform away from it. The first pillar deals somewhere between 2-4% depending on charge, 4-8% for the second and 10-17% for the final one, with only the last one having real knockback (about 60 degrees), killing at about 90%. Being caught by one of the first two pillars pretty much guarantees getting hit by the last one as the first two have a slight pushback effect that should make the full combo easy to connect.

Against magnetized opponents: The rock pillars will actually try and reach any magnetized foe, meaning that every new rock pillar created will track the opponent and appear under him, granted he is somewhere between Probopass and 1.5x BF platforms in front of it, with no regards to where the other ones appeared before it. If the opponent leaves the aforementioned range in the middle of the attack, the subsequent pillars will be formed at their default position.

This is one of Probopass' main actual kill moves, outside of magnetism shenanigans. It has a pretty hefty startup though, being comparable to Bowser's FSmash in that regard, but with even better range. The actual hard-hitting hit only comes out last, though, which means that foes that are not caught by the first pillars have time to move away before getting hit. It's still a very useful move that covers a ton of range, meaning Probopass doesn't have to move too much to tag opponents with it. If it seems like it would be pretty hard to connect this move against a seasoned opponent, remember that magnetized foes are attracted to Probopass, meaning they are pulled in as you are charging up this move, making spacing for them that much more difficult.

Up Smash - Discharge - 20 to 30%

During charge, Probopass' helmet will be seen slowly lifting up, with electricity connecting it to the rest of Probopass' body. When released, it slams back down in its place and opens up on top, releasing a huge lightning cloud upwards. This is another pretty slow move (a tad faster than Lucas' USmash), but the range more than makes up for it. The hitbox actually covers about 1.5x as much space as Lucas USmash, both in width and in height, but strictly covers the area above Probopass, meaning an opponent right beside it would be unharmed. The move will deal somewhere between 20 and 30% damage with moderately low knockback (can only kill at around 180%) but will magnetize opponents for five seconds. This move also has a slight lingering hitbox but some hefty ending lag both to make it kind of risky to throw out without reason and to prevent automatic kill combos with Magnet Rise at low percents.

Against magnetized opponents: This move is traditionally pointed straight up, but will automatically be angled towards any nearby magnetized opponents. This effect has a maximum range of 20 degrees on both sides, meaning it will always have a strong vertical component.

This move is not so much a kill move as it is both a damage dealer and a good magnetization opponent. It's pretty hard to protect against when you're in the air due to the sheer size of it, but it's still doable as it is quite a slow move. One of the best anti-airs in the game, opponents should think twice before jumping over Probopass because of this move, as a Discharge-Magnet Rise combo is always possible at higher percents.

Down Smash - Shock Wave - 15 to 25%

As the move is charged up, Probopass' iron mustache sparkles with electricity as the Pokémon shakes frenetically. When released, Probopass' does a quick 360* on itself, releasing a large wave of electricity all around it, starting in front. The move only reaches as high as Probopass' mustache, but covers 2/3 of a BF platform on each side. The move itself is pretty quick, coming out as fast as Ivysaur's DSmash. It deals somewhere between 15 and 25% with almost strictly horizontal knockback (somewhere between 0 and 10 degrees), killing at about 110%. This move magnetizes opponents for three seconds. On block, it pushes opponent away quite a bit, meaning it is pretty hard to punish without a tether grab or a fast advancing move.

The counterpart to Discharge, Shock Wave serves as an answer to grounded opponents that try to get up from ledge or roll around Probopass in general. It has pretty good killing power and has magnetization properties, making it a good option in most cases. When trying to approach Probopass, the opponent has to look out for both this move and Discharge and effectively guess which one is coming to avoid getting magnetized or potentially KOed. These two moves still leave a spot uncovered, namely diagonal approaches from above.


Standard Attacks

Jab Attack - Thundershock - 2% (repeatedly)

Probopass starts shaking, prompting all three of its Mini-Noses to fly to the front and start sparking with electricity. The range isn't anything exceptional, being comparable to Greninja's multi-hit jab, as the opponent takes 2% damage per second across four hits, adding a second of magnetism on every four hits that is inflicted when the move is released. It has quite a bit of pushback, making hit difficult to connect more than ten hits before the opponent can block. When released, all three Mini-Noses come together and create a spark, sending the opponent a short distance forward. If the opponent manages to block the last hit, no magnetism is inflicted at all.

Against magnetized opponents: This is not an actual additional effect, but because of Probopass' passive skill against magnetized opponents (pulling them towards it), the multi-hit jab is able to last a bit longer against Magnetized opponents.

When opponents are close to the edge or against a wall (in non-legal stages), Probopass can easily stack up quite a bit of magnetism against already magnetized opponents. It's nothing exceptional, though, and shouldn't be your one go-to option at close range.

Dash Attack - Bulldoze - 12%

When this move is input, Probopass starts lifting just a bit higher before completely releasing his magnetic powers, causing him to crash down to the ground abruptly. This starting animation takes quite a bit of time, making it similar to Dedede's dash attack in this regard. As it crashes down, Probopass, slides on the ground for half a BF platform, kicking up dirt and small rocks. Starting from the point he drops from the air, Probopass' entire body is a hitbox, making this a move that quite hard to spot-dodge. Additionnally, Probopass has super-armor for the whole time he's sliding through the ground. This move takes down shields almost instantly but has terrible endlag, meaning it can pretty easily be punished. If it manages to connect, Bulldoze inflicts 12% damage and burrows enemies.

Considering Probopass is usually not a character that moves very much, most foes are not expecting to see him dashing towards them, trying to slam them into the ground. If they do see him coming, though, they can easily punish this slow move by hitting Probopass before he comes crashing down. Mix this with grabs and Smash attacks and once in a while, you'll be able to catch foes trying to bait a grab and smash them into the ground.


Forward Tilt - Tackle - 8%

One of Probopass' most straightforward moves, the bulky Pokémon simply lunges forward, moving its entire body half a SBB forward. If it connects, Tackle deals 8% with okay diagonal knockback (can kill at around 160%). Both startup lag and endlag are pretty quick, making this a low risk move.

With most of Probopass' moveset being reliant on magnetism and slow start-ups, Tackle lets him dish out some damage quickly to interrupt incoming fighters. It's nothing incredible, but it's a good out-of-shield option.


Up Tilt - Gravity - 0% or 10%

Probopass spins on itself, creating a purple halo over its head. This horizontal halo is about as wide as 3/4 of a BF platform and covers the space straight above Probopass' head along with a small distance in front of it. This move has a slight start-up, after which the entire halo acts a hitbox, with virtually no endlag. Any foe caught in it is spiked downwards with absolutely no damage inflicted. If the foe hits the ground he will not bounce back up and will instead stay on the ground, similarly to Ganon's Side B.

Against magnetized opponents: This move acts largely the same but also inflicts 10% damage to magnetized foes.

This move lets Probopass quickly punish opponents that try to jump over it or attack it from above, leaving him to concentrate on his more grounded moveset. Shock Wave is a good option here, if you've conditioned your opponent not to get-up attack. No matter what, with this move's very low endlag, Probopass is free to do whatever he wants here. This move can also be devastating close to the ledge, where some opponents have the frustrating habit of recovering a bit too high. Spike them into oblivion to teach them a little lesson.


Down Tilt - Magnetic Flux - 5%

Probopass barely twitches, flashes yellow and emits a yellow and purple shockwave that reaches a SBB block away on both sides. This move comes out incredibly fast, in barely a few frames and has just a little endlag. If it connects, it pushes enemies back horizontally with weak knockback but magnetizes them for 6 seconds. The twist, though, is that it can only connect against opponents that are 100% grounded. It can almost be spammed due to how fast it is, though you won't have much benefit from doing so.

Against magnetized opponents: In addition to the aforementioned effects, magnetized opponents are paralyzed for a second and a half as if they were hit by ZSS's paralyzer.

This is Probopass' fastest move to magnetize opponents, though its speed comes at the cost of range and kill potential. Its disjointed hitbox still makes it a perfectly good option against opponents who never jump or burrowed opponents. Against magnetized opponents, it can easily follow Gravity to give you even more combo opportunities.


Aerial Attacks

Neutral Air - Rapid Spin - 11%

Probopass' Mini-Noses start spinning in a circle around its Y-axis, catching any foe in a multi-hit flurry that deals up to 11% damage. This attack is active for a good second and a half before launching the opponent with low knockback, meaning you won't get to use the entire attack too often, considering Probopass' meh jumps.

Though you won't get to see the entire move too often, it is still a perfectly good move as it traps enemies around Probopass long enough to carry them almost all the way to the blast zone when used offstage for edgeguarding. If the enemy is not magnetized, it's then a easy way back up for Probopass with Magnet Rise without too much risk, just be sure not to activate the move too close to the blast zone and accidentally SD. When fighting over the stage, this move can also be used to bring jump-happy enemies back to the ground at neutral, leaving you free to use any of your more grounded options.


Forward Air - Giga Impact - 21%

After a pretty damn long startup, Probopass swings its heavy weight up and tries to slam the enemy with its base by spinning around. If it connects, it deals a very considerable 25% damage with huge semi-spike knockback, easily KOing at around 80% from center stage. Downside is, if Probopass reaches the ground before the animation is complete and he has time to swing back to his default position (which takes a good second after the hit connects), he will crash to the ground. When he crashes, he has to wait a good three seconds to get back into place and be able to fight again.

A high-risk, high-reward move, Giga Impact is one of Probopass' most devastating kill moves, if used correctly. If you know will connect and KO, it's a really great option that lets you net KOs much earlier than Probopass' other options. It's also one of his only reliable moves in the air along with Spark. However, miscalculate and whiff and you can eat a full punish that could easily mean your doom.


Back Air - Tri Attack - 14%

Probopass slightly leans back as its three Mini-Noses each glow a different color (one red, one blue and one yellow), connect together and are thrust behind Probopass, trying to ram into an unsuspecting enemy. This comes out quite fast, about as fast as Wolf's Back Air. The startup kind of looks like Giga Impact, which can lead some opponents to think you're attempting the impossible with the risky move that is Probopass' FAir. If it connects, it deals 14% damage with some decent knockback backwards, think something like Wolf's Back Air (again, yes). True to its Pokémon roots, this move has a 3% chance to ignite the enemy on fire, dealing 10% damage over 5 seconds). There also is a 3% chance to freeze the enemy, sending him away in a big chunk of ice similar to Lucas' PK Freeze (though it doesn't enemies as far away) and finally a 4% chance to paralyze enemies, sticking them in place for a good 2 seconds before launching them away with 3% more damage. In some cases, the paralysis will last just long enough for you to connect a second Back Air before the enemy is launched away.

Against magnetized opponents: The chance of the electric effect coming out increases to 9% and, if it does come out, has paralysis last 3 seconds instead of 2 and the damage increase from 3% to 6%.

A much more reliable option than Giga Impact, Tri Attack should be used as often as possible. The elemental effects are just a bonus on an already solid move that can offer new opportunities if you can capitalize on them. The fact that it kinda looks like Giga Impact can let you catch enemies that try to roll behind you when short-hopping, letting you create all-new combos if paralysis ever comes out.

Up Air - Headbutt - 7%

Probopass' helmet disconnects from the rest of its body, rising up a SBB before being pulled back. This move is surprisingly fast and has little-to-no endlag, making it a pretty good option to pester foes who spend their time in the air. If it connects, it deals 7% and some weak knockback, killing only over 120% when at the top of the screen. This move's main use is more setting up magnetized enemies to be hit with Magnet Rise for a cheap KO.

Make sure to use this move as much as possible to annoy your foes after landing a Discharge. It'll let you rack up some safe damage as the helmet is disjointed from the rest of Probopass' body. Be careful, though, as this move really only covers the space directly over Probopass' head.


Down Air - Harden - 13%

Probopass stops in the air, turns into solid steel and falls straight down with no possibility to move in the air whatsoever. There is absolutely nothing a Probopass player can do to interrupt its fall, meaning that using this move over the blast zone is guaranteed death (outside of an enemy actually hitting you out of it, though that's easier said than done). As Probopass falls, its underside is 100% invincible and will crush any other move, though its sides and top are still vulnerable. Only well placed attacks from the side or projectiles have a chance of hitting Probopass, though, as he's falling pretty fast here. If Harden connects with another player, said player takes 13% and is spiked down pretty heavily, making their chances of surviving this pretty slim. If the player is already on the ground, he/she is burrowed.

This move should be used to alter Probopass' pretty predictable fall trajectory and catch unsuspecting enemies off guard. At low percents, this lets you use Magnetic Flux, Tackle or Spark while at higher percents you might be able to use Rock Slide or Discharge. You can also use this move either to Probocide when you have the lead or cover the ledge like Bowser would with his Bowser Bomb to make recovering that much harder.



Grab Game

Grab and Pummel - Thunder Wave - 0.5%

Probopass sends two of his Mini-Noses forward, an electrical current forming between them at the same time. The Mini-Noses reach just as far as Bowser's grab and then pull back the opponent to Probopass. Pummelling has them send out a spark through the electrical current for 0.5% damage and one second of magnetism. Every pummel adds a second to a total stack of magnetism that is applied to the foe only when he either breaks out of the grab or is thrown.

Against magnetized opponents: If a magnetized player is less than a SB block away from the Mini-Noses' maximum reach, he will still be grabbed, effectively extending Probopass' grab into some sort of a tether grab.

Another easy way for Probopass' to add good chunks of magnetism to opponents, mostly at high percents. Sometimes it's even a better idea to just spam pummel as much as possible and have the foe break out with a lot of magnetism rather than throwing them.


Forward Throw - Zap Cannon - 12%

The Mini-Noses rise up two SBBs in the air as Probopass shoots out an electric beam similar to Robin's thunder from the tip of its nose, dealing 12% and launching the foe with pretty good knockback at a 45 degrees angle. The throw is quite long to come out, being somewhat comparable to Mewtwo's FThrow. This move doesn't have much knockback growth, though, meaning it doesn't get that much better at higher percents but will always be a viable option. Kills at about 140%. The thunder beam adds a second of magnetism on top of everything inflicted by Probopass' pummel.

Always a good option when facing the ledge, this move will surely force the enemy to deal with Probopass' edgeguarding game, often giving you a chance to land a Magnet Bomb. When on the stage, you might prefer going for Up Throw or Down Throw as this one will rarely net a KO.


Back Throw - Stone Edge - 14%

The Mini-Noses float a bit forward, as Probopass hides its eyes under its helmet. Suddenly, a giant rock pillar bursts from the ground from behind the opponent, launching them behind the sturdy boy with pretty solid knockback. Kills around 110%.

One of Probopass' good kill options that doesn't require the use of magnetism, back throw hits pretty hard and will surely net you a couple of KOs.


Up Throw - Sandstorm - 10%

The third Mini-Nose starts spinning uncontrollably with its eyes glowing orange, summoning a sandstorm that starts whirling around Probopass. The enemy is caught in the sand tornado and brought over Probopass' head, where he is dealt 10% damage and launched straight up with knockback that kills around 200%.

This might not seem like such a good move by itself, but do not forget that Magnet Rise is a thing, meaning that starting at around 100% damage you have a very good possibility of killing a magnetized opponent using Sandstorm. It's also simply a good move to use to start pestering your opponent with Headbutt and Discharge.


Down Throw - Block - 10%

As the Mini-Noses keep the opponent in place, Probopass flies up and drops itself on top of their head. Block inflicts 10% damage and burrows.

Probopass' third burrowing move, Block is always a good option out of grab as it will sometimes net you KOs and almost always let you set up some magnetism shenanigans at the very least. Catch opponents that try and mash out of Block with Gravity and bring them back down before hitting them with Magnetic Flux or another grab.


Final Smash
Final Smash - Z-Earth Power - 20%

Probopass starts glowing a bright orange as nine new Mini-Noses come and start spinning around its body, joining the three already present. It rises into the sky, floating above the middle of the stage, before sending away its Mini-Noses. Over the course of 8 seconds, each of the twelve Mini-Noses fly up to the blast zone and come back down, thrusting themselves into the ground with their eyes glowing a bright orange. After a one second delay, a fiery eruption bursts under each Mini-Nose, into the sky in a straight line all the way to the blast zone for a full second before fading away, with the fiery column being as wide as a BF platform. The Mini-Noses choose random eruption points along the stage, each's eruption being separated by 0.5 seconds. This effectively means that in no time, there's fire bursting from literally everywhere on the stage.

During this whole time, Probopass' magnetic powers are in overload, which causes every single player in the match to be automatically magnetized. For the whole duration of the Final Smash, the Probopass player can press B to use Magnet Push/Magnet Pull with almost no lag to try and send the other players into the fiery columns. Each one deals a set 20% damage and sends the opponent sideways with hefty knockback, KOing at around 75%. When the last Mini-Nose has erupted, Probopass comes floating back down to the stage and nine out of the twelve units just fly away, leaving the Compass Pokémon with its three default Mini-Noses.



Playstyle

Probopass isn't exactly a mobile fighter, meaning that the key to playing him is understanding exactly where his moves hit so that you can defend against pretty much anything if you can read your opponent well. This defensive playstyle makes Probopass a good match against rushdown characters as you are rewarded for being patient when playing him. Being a relatively static target, though, means that Probopass can struggle against zoners, notably characters like the Belmonts. He doesn't have much to deal with this kind of character in his base kit outside of his own projectile, Magnet Bomb, and the occasional Magnet Push to protect against a projectile when you can see it coming. The one special ingredients that can make Probopass a threat to anyone is, as you can guess it, Magnetism.

The more you can keep your opponent magnetized, the easier your life will be as Probopass. Magnet Bomb is the best (and only) ranged option to get opponents magnetized, while Magnetic Flux is probably the best option up-close as it comes out incredibly fast. Once they're magnetized, all you have to do is mess a bit with their head with a couple of Magnet Pulls/Pushes to make them angry, then punish them for trying to come in. Fighting a zoner even becomes much easier when you have access to a tracking projectile and a means to potentially push the opponent offstage if they're not careful with Magnet Push. On top of all this, as the enemy is trying to maneuver against your amplified moves thanks to magnetism, they always have to try and remember not to get close to the top blast zone unless they want to get Magnet Rise-ed to death. All the Probopass player has to do is be patient and the opponent will eventually make mistakes, giving you an opportunity to chain awesome combos like a Magnetic Flux - Magnet Pull - Gravity - DSmash. It's not a true combo per se, but you'll catch a lot of unexperienced players with these kind of tricks.

When playing against Probopass, however, the game simply becomes about being even more patient than the Probopass player. You want to 1. Stay back when you're magnetized, to avoid getting caught in all sorts of shenanigans and 2. Try to outread the Probopass player. Probopass has an answer for pretty much any approach... but none that's especially good in every situation. Magnetic Flux only hits grounded opponents, while Gravity only hits airborne opponents. Shock Wave can clear space around Probopass but is completely avoidable by jumping, while Discharge exclusively hits opponents on top of Probo's head. If you can read the Probopass player, he'll always be exposed. He might be hard to KO, but his recovery really isn't all that great when you're not magnetized yourself, so just grab him and throw him off stage to get a good chance to score.

If there's a Probopass in the match, whether it be your opponent or yourself, you have to keep track of its Magnet Pull/Push. It is an incredibly potent tool that will lead to many (and even most) of Probopass' KOs if you're not careful. He can easily mess up recoveries with Magnet Pull and keep you from snapping to the ledge or just push you back under the stage as you try to edgeguard him. It's one of Probopass' most important moves, but it's only really useful against magnetized opponents, which brings us back to the importance of getting that magnetism on. Magnet Bombs should fly left and right to try and tag the opponent with at least one projectile. This will make the opponent's spacing a nightmare and should give the Probopass player the edge.

In short, be patient, 'cause you pretty much can't move anyway.

Cosmetics & misc.
Entrance Animation - Like with every other Pokémon, a Poké Ball is thrown on to the stage, revealing Probopass as it opens up. In Probopass' case, though, the ball is instead a Heavy Ball.

Up Taunt - Probopass' Mini-Noses detach from his body and fly into its mustache. Visibly annoyed, Probopass shakes them off back to their original positions.

Side Taunt - One of Probopass' Mini-Noses falls off. He pulls it back on with his magnetic powers, causing all of them to fall back down as the first one makes contact with Probopass' body. Panicked, Probopass concentrates his powers and pulls them all back into place.

Down Taunt - All three of Probopass' Mini-Noses meet in front of it and start pecking each other aggressively. Probopass lets out a cry, sporting angry eyes, causing all of the Mini-Noses to quickly fall back to their places.

Victory Pose #1 - Probopass tries and look at its right Mini-Nose as it playfully floats away from its gaze. Worried, Probopass quickly turns its gaze to the other side, prompting the left Mini-Nose to also hide behind its back. Grouping together, they all burst in front of its face, causing it to jumpscare.
Splash screen: Probopass' scared face as it lifts up off the ground.
After the splash screen, Probopass seems annoyed as the Mini-Noses make circles around it.

Victory Pose #2 - Probopass starts spinning, quicker and quicker, before it loses control and falls on its back. It slowly rolls on its side until its face is visible to the screen.
Splash screen: Probopass, on the ground, with its eyes in a visibly annoyed pose.
After the splash screen, the Mini-Noses float above Probopass and look curiously at it, moving from side to side.

Victory Pose #3 - Probopass starts shaking, small sparkles emanating from its body. Suddenly, it lets out a sneeze, causing some vicious thunderbolts to erupt from its mustache.
Splash screen: Probopass sneezing with thunderbolts coming out of its mustache.
After the splash screen, Probopass looks to be laughing, with its Mini-Noses shaking as if they were laughing too.

Losing Animation - Probopass awkwardly claps, using two of his Mini-Noses as if they were its hands.

Alt. Colors
Default - Probopass' regular color scheme.
Inverted - Probopass' colors are inverted, though with slight adjustments. Its body is a dark red while its nose and helmet are a light metallic blue.
Shiny - Probopass' nose and helmet remain the same color while its body is a solid gold, inspired by its Shiny coloration from the games.
Natural - Probopass' body is a stonish brown, while its helmet and nose are grass green, inspired by actual Moai statues.
Chargestone - Probopass' body is a dark blue with purple hints, while its helmet and nose are bright cyan, inspired by Chargestone Cave, a natural cave in Unova where stones are charged with electromagnetic powers.
Roxanne - Probopass' body is a dark gray, while its helmet and nose are pink, inspired by Roxanne, Rustboro City's Gym Leader who specializes in Rock-types and carries a Nosepass as her ace.
Byron - Probopass' body is silver, while its helmet and nose are purple, inspired by Byron, Canalave City's Gym Leader who specializes in Steel-type Pokémon.
Diamond and Pearl - Probopass' body is pearl pink, while its helmet and nose are blue, inspired by the flagship colors of Probopass' original games, Diamond and Pearl.

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And that's it, that's Probopass! Hope you enjoyed my first moveset!
 
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ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Panik
I'm actually really happy to finally see a Yugioh set from the original anime, and this character in particular is a heavy source of nostalgia for me. He was always one of the weirder and funnier villains in the early series, and for what its worth you kind of got the basics of his eccentric meathead playstyle down. The Castle of Dark Illusions shrouds himself and his monsters in darkness to make them look and act a lot scarier than they would be if the foe totally knew what they were doing. I think the core concept of the Castle's invisibility is one of the better ways I've seen a "smokescreen" effect done, even if I'm not overly fond of the core idea it kind of had to be in Panik and this is a decent way to handle it. While I do find it a bit awkward that the only monster from Panik's duel that is actually used aside from his signature castle is the Reaper of the Cards, a creature which basically had a minor cameo in the fight, the choice of monsters still feels reasonably fitting. I also get the choice from a variety standpoint, Panik's creatures are mostly big bipedal weaponless fiends and you need a bit to make them distinct from each other. I'd also say you managed to translate some mechanics from Yugioh in neat ways, like the idea of Panik taking damage based on the amount of overkill the opponent deals to one of his monsters. That and I liked how Dark Mirror Force worked, it felt like a thematically appropriate addition to the set that also has a kinda neat playstyle relevance to it with the Castle of Dark Illusions.

I'll be honest though, I don't like this set. There's a couple reasons why, and I'll get the more subjective one out of the way. I don't think this is a good use of Panik's character, across the board. Yes, there are some creative decisions early on that I respect, like the way Castle of Dark Illusions and the minions are implemented, as well as how Panik takes damage from his monsters dying. What I don't like is the addition of Call of the Haunted. Its not totally uninteresting from a gameplay standpoint, but I honestly think it adds less than it could to the set, and more importantly, that's Bones' deal. Panik is about fiends, not zombies, he can't just play every "evil" card just because. Then there's a whole equip spell subtheme when Panik never so much touches an equip spell in the anime, and I'll get into the problems with it later but I don't think it was worth the payoff. But the biggest thing for me is that Panik's personality straight up doesn't exist in the set. In the show, he's one of the cheesiest and most over the top villains, proudly announcing he's the "Big bad boogeyman" to Yugi at one point, attempting to straight up murder his opponent in the duel with flamethrowers, and in general absolutely chewing the scenery. In the set... he just kinda feels like an HMA brute that's barely allowed to speak for himself. You certainly get an idea of Panik's playstyle in the card game, and the fact that he's not as smart as he thinks he is, but then you get stuff in the grab game where his animation with holding the monsters is almost affectionate and I'm just baffled. A lot of what makes the character fun is just not here, and this combined with the fairly strange selection of support cards left a sour taste in my mouth.

As for the gameplay of the set, I don't really like it either. Panik feels very underpowered, as he's so utterly lacking in fast moves he'd never survive neutral with anyone, and I get that this is to require him to use monsterrs to combo... but like, the monsters kinda suck. They're a combination of either frail, slow, and sometimes actively hurtful to Panik to have out because of the recoil he takes when they die. You can make them kinda good with the Castle, but the Castle is so huge, not that durable, and MASSIVELY punishes Panik if he screws up with it, and he only gets one per stock of both that and any particular minion he summons. When they die super easily and aren't even that good of support while they're out. You then throw out a whole bunch of minions "buffs" that take up the entire grab game with the bizarre choice of equip spells, and frankly, none of these are good or noticeably contribute to Panik's overall plan. They just feel there to add "variety" to the monster game, but the amount you usually have to trade off with each weapon you give out makes it feel like these would almost never be worth the time you have to take to give them to a minion. I'll grant you that the idea was fun, but you are so ridiculously conservative with the effects that they never pay off. Panik feels like he has a lot of little things to supplement his playstyle of being a low budget Ganondorf, but they're all just as likely to backfire on him and I never got a sense of something the monsters that could do where I was just "oh well that totally makes Panik's gameplan more fun or cohesive".

I feel bad being so harsh because there's clearly quite a bit of effort here, and there's actually a few things I think are very useful for future Yugioh sets in Panik's implementation, at least early on. But Panik is too slow to be viable and the set is too concerned with giving drawbacks without giving interesting rewards, while not capturing the absurd, hammy character that I wanted to see when I opened the set. I appreciate the ambition here though and I hope you can learn from your mistakes on this one Slavic, because I feel there's a positive direction you could take from this set, just the actual moveset is a mess.

Magica DeSpell
Okay so, for what its worth, before I get into criticizing this set I want to say that for all the negative I'm probably about to say, the characterization is stellar. There's a really fun dynamic between an unwilling host and a magical entity that clearly has the potential to be very dangerous and evil but is stuck as such an intangible thing its hard for her to make the impact she wants to. It lends itself to a lot of creative animations of forcing Lena to use her amulet or just swinging her host body around as a bludgeon, with her attacks becoming more genuinely threatening once she overtakes Lena's actual body. I just really enjoy her presentation as being so evil, but not as effective as she wants to be, and when she does get what she wants she can accomplish some fairly terrifying things(like turning the foes into dolls in the grab). This isn't your first time making a set where I really enjoyed the personality behind it, Kilton and Misko definently come to mind, but its still worth praising.

The actual set sadly does not live up to her characterization at all. The basic mechanics are really, really simple, collecting an ammo bank with the shadows by hitting a projectile and having a super mode that exists on a cooldown. I think having these kinds of buffs on your set is fine, as a general rule. Its pretty fun to be able to beef up plain attacks into something fearsome and I do this mechanic all the time. Where Magica DeSpell utterly fails for me is just in making a worthwhile payoff to these mechanics you introduce. The temporary buff Magica has basically just tends to make moves better in a minor way, like giving them a better knockback angle or speed, but I don't really get much of a sense for the combos these moves can create beyond just "into themselves sometimes". The shadows also tend to exist to just beef up the move too, though the fact that you can leave them out on the stage and then pull them into certain hitboxes at least gives them more substance than the timer based buff. That said, I never got a sense of a cohesive gameplan to the shadows, or the timer buff. I can kinda see a semblance of "stage control" for the shadows and "combos" for the timed buff, but these concepts are not elaborated on or handled in a way that gives them much of any depth. It just feels like two buffs you can slap on each move in a set of moves with cool animations, where the buffs and the individual moves don't really connect to each other in any meaningful way.

This is kind of what people mean in the past when they say "flow", and I don't like bringing up the term because there's been times in the past where it just meant "how many hard move interactions do you have". Magica just lacks the important things that hold a buff-based set together, a proper feeling of reward to using her buff/buffs together successfully as it doesn't feel like there's any particularly cool combinations you can make despite their being two different mechanics to run off. If I had to make suggestions for how to improve the set, I think I'd focus on making it so combining the two different kinds of buffs feels more meaningful, and giving a more cohesive gameplan to her non-Specials beyond very, very loose takes on stage control and combos.
 
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D

Deleted member

Guest
Mickal-El Mickal-El Welcome to MYM! Probopass was a very good first set and one I enjoyed as someone who has come to appreciate the strange giant nose Pokémon. The use of magnetism is genuinely very creative and the dedication to the character refusing to use unfitting moves and keeping it in character was impressive. This is not an easy Pokémon to make a set!

The set has a mostly very good eye for balance. A couple of issues I want to note. The bury on dthrow and dair for example do not state how long they last which is really important. Imagine if KRool’s dthrow was just slightly longer. The up special is a little weak considering how strong aerials can be in Ultimate, means Probopass will struggle a lot in certain match ups. The grab game is still well done but a little simplistic. The fthrow should state if Zap Cannon is a projectile and seems a bit weird if it’s not able to KO, just because of what it’s based on. I'm obligated to say that damage done by Smash Attacks tends to always scale from 1-1.4x.

That all said this set still does a great job of doing a Probopass set and balancing magnetism. The aerial and gimping focus with the focus on not having magnetism on was especially smart. The commitment to having a basic ramming melee and few projectiles was a fun challenge to see you undertake. Magnetism was able to keep it pretty interesting until the grab game and even then, not the worst grab game. Overall it’s a simple and well done set. Hope to see you do more, especially if they’re oddball Pokémon.

Cookies N Milk Cookies N Milk Good to see another Rare fan in MYM, we're over on Discord if you want to join the gang. Conker is a very simple set and while it has some things going for it, it's hard not to compare it to another set for the character by Brostulip posted a few years ago. I recommend giving it a read, it's flawed, but goes into more depth. It's a fun read. What I do like in this set is the presentation. The amount of GIFs given as references for everything is an impressive effort if nothing else. I also like the fact you state what is or isn't based on an existing ability Conker uses in his game. It's the basic concept for the character, just not much beyond that.

The set doesn't really describe some basic important details like start up or end lag, the animation description tends to not go into much detail on things like range. It makes sense for Conker to take out a lot of props on various moves, but some of the choices here are a little more questionable, and perhaps are based a little bit on what moves inspired them. For example the K. Rool ftilt is a nice move to reference but on a smaller character using a prop, its use as a long-range "get off me" tool is not going to be as pronounced. And Conker doesn't have any armour either like K. Rool. If the move has some other ways to make it better like great range on the bricks or armour or invincibilty, it's simply not stated. I could go into more detail on other moves that do similar things but I think in general you get the picture, and if you read other sets you'll pick up on some smaller things you can add.

In any case the set is a good first try at a set and a nice skeleton for how a Conker set should look. Another basic trick I'd recommend is putting the playstyle last as then the reader and author can get a better idea of it from reading the moves earlier. I actually think checking out Probopass posted right after Conker would be a good help too. Please don't feel disheveled by my criticism as I still enjoyed reading the set, just want to see more.
 
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Cookies N Milk

Smash Apprentice
Joined
Jul 27, 2019
Messages
90
Location
C0ck N Plucker
Mickal-El Mickal-El Welcome to MYM! Probopass was a very good first set and one I enjoyed as someone who has come to appreciate the strange giant nose Pokémon. The use of magnetism is genuinely very creative and the dedication to the character refusing to use unfitting moves and keeping it in character was impressive. This is not an easy Pokémon to make a set!

The set has a mostly very good eye for balance. A couple of issues I want to note. The bury on dthrow and dair for example do not state how long they last which is really important. Imagine if KRool’s dthrow was just slightly longer. The up special is a little weak considering how strong aerials can be in Ultimate, means Probopass will struggle a lot in certain match ups. The grab game is still well done but a little simplistic. The fthrow should state if Zap Cannon is a projectile and seems a bit weird if it’s not able to KO, just because of what it’s based on. I'm obligated to say that damage done by Smash Attacks tends to always scale from 1-1.4x.

That all said this set still does a great job of doing a Probopass set and balancing magnetism. The aerial and gimping focus with the focus on not having magnetism on was especially smart. The commitment to having a basic ramming melee and few projectiles was a fun challenge to see you undertake. Magnetism was able to keep it pretty interesting until the grab game and even then, not the worst grab game. Overall it’s a simple and well done set. Hope to see you do more, especially if they’re oddball Pokémon.

Cookies N Milk Cookies N Milk Good to see another Rare fan in MYM, we're over on Discord if you want to join the gang. Conker is a very simple set and while it has some things going for it, it's hard not to compare it to another set for the character by Brostulip posted a few years ago. I recommend giving it a read, it's flawed, but goes into more depth. It's a fun read. What I do like in this set is the presentation. The amount of GIFs given as references for everything is an impressive effort if nothing else. I also like the fact you state what is or isn't based on an existing ability Conker uses in his game. It's the basic concept for the character, just not much beyond that.

The set doesn't really describe some basic important details like start up or end lag, the animation description tends to not go into much detail on things like range. It makes sense for Conker to take out a lot of props on various moves, but some of the choices here are a little more questionable, and perhaps are based a little bit on what moves inspired them. For example the K. Rool ftilt is a nice move to reference but on a smaller character using a prop, its use as a long-range "get off me" tool is not going to be as pronounced. And Conker doesn't have any armour either like K. Rool. If the move has some other ways to make it better like great range on the bricks or armour or invincibilty, it's simply not stated. I could go into more detail on other moves that do similar things but I think in general you get the picture, and if you read other sets you'll pick up on some smaller things you can add.

In any case the set is a good first try at a set and a nice skeleton for how a Conker set should look. Another basic trick I'd recommend is putting the playstyle last as then the reader and author can get a better idea of it from reading the moves earlier. I actually think checking out Probopass posted right after Conker would be a good help too. Please don't feel disheveled by my criticism as I still enjoyed reading the set, just want to see more.
If I update it and add more details, are you willing to read it again? I did put frame startup.
Edit: I did update his forward tilt and gave it a unique ability, and I will update his other moves.
 
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Cookies N Milk

Smash Apprentice
Joined
Jul 27, 2019
Messages
90
Location
C0ck N Plucker
Cookies N Milk Cookies N Milk Yeah I'll give it a reread if you update it significantly. Good luck with any reworks you do!
I did finish doing it, and I added some special traits to some moves, his bricks have a shockwave now and his chainsaw can explode for example. I tried my best to add more detail and I reworked it in the morning, so I was tired. I hope you think it’s a significant improvement. His most significant changes were his items in his down special. I changed some of his specials as well.

EDIT: Is the concept of the moveset any good? My moveset always got good reception, some even say it's their favorite conker moveset. Can you say what is bad about the concept and what I can do to make it better?
 
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Mickal-El

Smash Rookie
Joined
Dec 13, 2019
Messages
2
Mickal-El Mickal-El Welcome to MYM! Probopass was a very good first set and one I enjoyed as someone who has come to appreciate the strange giant nose Pokémon. The use of magnetism is genuinely very creative and the dedication to the character refusing to use unfitting moves and keeping it in character was impressive. This is not an easy Pokémon to make a set!

The set has a mostly very good eye for balance. A couple of issues I want to note. The bury on dthrow and dair for example do not state how long they last which is really important. Imagine if KRool’s dthrow was just slightly longer. The up special is a little weak considering how strong aerials can be in Ultimate, means Probopass will struggle a lot in certain match ups. The grab game is still well done but a little simplistic. The fthrow should state if Zap Cannon is a projectile and seems a bit weird if it’s not able to KO, just because of what it’s based on. I'm obligated to say that damage done by Smash Attacks tends to always scale from 1-1.4x.

That all said this set still does a great job of doing a Probopass set and balancing magnetism. The aerial and gimping focus with the focus on not having magnetism on was especially smart. The commitment to having a basic ramming melee and few projectiles was a fun challenge to see you undertake. Magnetism was able to keep it pretty interesting until the grab game and even then, not the worst grab game. Overall it’s a simple and well done set. Hope to see you do more, especially if they’re oddball Pokémon.
Thanks a lot for the criticism, it's duly noted, and thanks for the welcome too! These are very kind words and much appreciated, of course.

I never even realized there was an average damage range for Smash attacks, but that's something I can easily edit. As for Magnet Rise, I can probably simply add armor for a certain duration or a small hitbox on Probopass, I'll think about it. I'll also get to work on those burrowing durations, that is indeed pretty damn important.

Actually, I have a quick question. Can movesets be edited, or do the contest rules state in any way that your first version has to be the final one (not that I've seen anything while reading them)? I'd guess you have until the contest deadline to edit, but I could understand how some members might read a set before or after some changes, making their opinion of it quite different depending on when they read it.

Thanks again!
 
D

Deleted member

Guest
Cookies N Milk Cookies N Milk The concept is good. There's nothing wrong with the basic idea, it's a good idea giving Conker loads of props and so on.

Mickal-El Mickal-El No problem, you can edit the set all the way up until voting starts. Before voting we also have an "advertising period" where you have to do ads or comments on sets to qualify for voting, you only are prohibited from bigger edits once voting starts.
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Ciocolatta
I'll be honest I've been deliberating on how to comment this set for a bit, mostly because on a basic level, I don't think it gets anything especially wrong. And for the record, I did come away from the set liking it, for a couple reasons. The core mechanics of the fungus and the arm detaching are pretty good, the fungus being a fairly solid interpretation of Ciocolatta's stand ability that creates a fairly interesting incentive to keep the foe juggled in the air. While the arm detaching feels more like a mechanic I've seen done before several times, the use of the arm's projectile nature is fun to watch. On a reread, Up Special is actually less hilariously punishable than I thought, so my main complaint with it is gone. I guess the way the corpse it spawns is used feels a little strange to me, but I'm not sure if I have concrete advice on how I'd recommend changing it. The move's just better than I thought in chat, and I misread, my bad.

The set achieves a pretty competent execution going forward, Secco's Smashes are pretty well put together and fun enough, and the standards create a functional feeling flow to his neutral game that works well off Secco's ability to be used as a trap, the arm detach, and the desire to rack up poison damage on the foe by making them fall as much as possible. I will say though that the set dropped off a bit for me in the grabs and aerials, never reaching a point of non-functionality but starting to feel a bit more shallow and unintuitive at points. Something that bugged me a bit was that Fair is used to juggle the opponent and Uair of all things has a spike on it, which feels like the reverse of how those inputs should operate. I actually do kind of like Fair on its own, serving as a juggler that can have a combo finisher attached via Green Day creates a reasonably interesting move in Ciocolatta's gameplan, but its definently a bit unintuitive that the Uair seems more dedicated to sending foes forward or down instead.

I guess there does feel like some wasted potential here, as the set achieves a level where its functional, but maybe not quite as exciting as it could be. The grab animations are actually across the board great, giving Ciocolatta a ton of characterization where I was worried I might have to say something like I did with PaniK about not fully utilizing the great character beforehand. Its probably the most natural place for putting Ciocolatta's crazier and more sadistic characterization, but I kinda felt the actual moves were just a cool animation that was then followed up by the bare minimum effect. I guess I'd just look more into each animation and the character's personality and see if there's more you can get out of it somehow. I also kinda felt Green Day has more potential than is shown in the set. His applications in the show allow him to let Ciocolatta take himself apart and put himself back together, which IS included in the set, but I can't help but feel that when all his stand is doing is lumbering punches that make it act like a low budget Ganondorf, something is missing. Jojo characters tend to be about using their stands in really creative ways and while I found a lot of the Green Day follow ups to be "fine", I still feel it might be worth re-examining them a bit to see if you can get more out of them. An immediate thought I had was, in a move that's probably very stereotypical of me, some kind of attack that skewers the foe with threads of hardened fungus coming out of his hand that gets stronger the worse poison damage the foe is taking, giving a little bit more incentive to rack up the foe's poison damage. These kinds of mechanics are kind of more fun when you can get more than one type of reward out of them, after all.

Anyway, this comment was pretty nitpicky, but I like the set fine. Good characterization and a solid, flowing playstyle, just it felt a bit lacking in imagination and depth compared to say, Dahlia or Naomi. And I feel that maybe Ciocolatta could be a bit more than that, when I look at some of the flashier Jojo sets this contest, but its possible I'm asking too much because this set is fine as is.
 

ZLBProductions

Smash Rookie
Joined
Oct 13, 2019
Messages
8
Switch FC
SW 4436-6404-5319
He Always Comes Back...
...And he's back again.

Springtrap 2.0


[ He's back, revamped, the madness never ends... ]

(...Wait, this isn't Mangle, that joke doesn't make sense here.)
(...Damn it.)


(So uh, Happy Holidays! I suppose this is still relevant, due to the VR and AR games getting updates relatively recently.)
(Also this is just like, a better version of Springtrap. Lots of fixes and changes, you can make the comparisons yourself if you want.
)
 

ForwardArrow

Smash Ace
Joined
Aug 17, 2011
Messages
503
Hugo
For a set I claimed to be so enthusiastic about it sure took me a long time to comment on, huh? I'm sorry it did, I was originally planning to go through and correct basically ever grammar thing to help make the set easier to read but that got too daunting and I decided the best thing to do would finally comment this set after its gone uncommented so long. Anyway, Hugo's a fantastic set, taking Balrog's EX meter mechanic and taking it in a pretty cool new direction. Hugo's got some absolutely terrifying core moves in his specials, in that once they're upgraded to their full power via the meter they're unreasonably fast and powerful grab hitboxes that allow Hugo to destroy a foe off the slightest mistake. While it sounds crazy on paper, keep in mind these moves only happen after a meter mechanic is filled, making it a bit more like Little Mac's KO Punch, albeit with vastly more versatility that makes Hugo not feel like a poorly designed one trick pony. It also means once he has meter, every option in his set that confirms into those grabs becomes just as terrifying as they are, and Hugo is rather smartly designed to play on the foe's fear and has a decent amount of emphasis on conditioning in other moves. Also the Down Special is a simple but fun way to let Hugo gain tons of meter with a fair bit of versatility to it, which feels pretty important to the playstyle's goal.

The set contains a whole bunch of EX attacks, my favorite of which is Hammer Mountain. At base value its "just" Hugo's third super art, but its honestly his coolest one because of its highly multifaceted approach with how you can pretty much build your own super attack based on which parts of it you EX boost and the ability to skip along to a later part of the combo. This is actually the concept in Aurelia I was most fond of, to compare rather egotistically to my own set, the prospect of using meter to build a huge attack that's really up to what the player wants out of the situation. Hammer Mountain is a great execution of the concept that can either lead to some pretty intense follow ups or just kill the foe outright at startlingly low percents, and either way it feels like it'd be very satisfying to use and play with. With it and the super powerful special grabs out of the way, however, we move into the other EX moves and how they play, which I also find quite interesting. They're usually not nearly as powerful an upgrade as Hammer Mountain or the special super arts, sure, but they can mix up Hugo's approaches, allow him a lot of combo/power move opportunities he couldn't get without it. Honestly one of my favorites is the Bair, because of how awkward it'd normally to be use with street fighter facing the opponent mechanics, but becoming accessible via super meter on a regular basis and letting you exploit how powerful that move is. And once you do get the opponent living in fear of your super moves, the other EX moves provide countless opportunities to punish the foe for playing scared. This isn't to say the base moveset isn't well put together or anything, its just that the primary appeal of Hugo to me is when to pull the trigger on EX moves to punish the foe's fear or punch through their assault.

I do have one complaint on a reread of the set that sticks out to me, and that's that I don't think some of the EX moves need to use as much bar as they do. The upgrades are often not that big and even come with a sizeable downside, more notable for the various niches they cover than actually being a massive buff to the moves. Hugo regularly asks 2-3 bars for what really doesn't feel like that good of a boost that will marginally change the flow of the match, and keeps him away from the ability to use his real power options a bit too much. I think the set comes out feeling kind of UP because of that, and it'd be nice if a few of the bar costs were cut down by a bar. Because while his power options are obviously insane, its not like they're easy to access or input fast, and it feels like using a 2 bar option could very well put Hugo off using one for the entire stock. Nair stuck out to me as the most ridiculous one, 3 bars for what feels like a fairly minor upgrade is kind of terrible. This is all number crunching stuff but I do feel it makes Hugo's ability to take full advantage of his options a bit too underwhelming, especially when you put downsides to a lot of the EX moves anyway.

As a final note, I can't help but see this set as a bit of a response to two of the most successful sets from the last contest. The first is Sylvia, where rather than having your grappler have a greater than normal amount of grabs, you instead have Hugo set up so every command grab in his set commands an immense amount of reverence. I think that's a perfectly respectable way to translate a grappler, by making their grab hitboxes incredibly important rather than having a greater than normal amount of them, so even if people don't necessarily agree with you on Sylvia's number of grab hitboxes I appreciate Hugo's way of showing there's another way to handle grapplers. As for Aurelia, you weren't as high on it as some people, and I kinda see why in Hugo's upgrades. You do a good job of avoiding "just make the move stronger" by varying the timing, defensive properties, hitbox shapes, and whatnot on a regular basis and keep power buffs to where they feel actually worthwhile. I think its nice to see you actually show how you'd want your criticisms to those sets approached, while also addressing the fact that your own sets were criticized for clunkiness by making one that feels pretty smooth and simple to play, even if there's a TON to master. Really good stuff here Smady, even if I'm not sure I can call it my favorite set of the contest by now(chalk that up to Hol Horse just being a downright insane moveset).
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
What's this, Rocket Executive Hugo is back? In an age where minions are dying (or becoming their own sets like Goomba and Kritter) and Pokesets are an endangered species (we don't have any gen 8 sets yet), it's time to ditch the Hypnos and levitation fields and learn how to wrestle! Hey, the fat man has the physique for it.

What's that, you think that RE Hugo looks nothing like SF Hugo? Nonsense - the biker just used his beloved drugs and Proteins to bulk up and grow some hair over the years!

Hugo is an intriguing set, not just on his own but because Alex exists alongside him. With Terry's Smash release and the possible hype of more SNK sets, Alex and Hugo demonstrate two opposite and different ways to handle fighting game sets in Smash. Alex goes for a "pure" and simple Smash style with no fighting game inputs and a freedom on stats, not feeling a need to be too similar to Ryu and Ken physics-wise despite coming from the same series - a good reminder that you don't have to do things by the book in MYM. Meanwhile, Hugo goes the SF style with the auto-turning mechanic and meter implement.

I immediately enjoyed Hugo for his take on the SF mechanics and awareness of the auto-turn mechanic, especially on B-air which could be easily overlooked. But above that, the use of command inputs: sure, Hugo has a frame 1 grab (kept in check by meter as FA mentioned), but you need to do a command input to use it, no compromises. That in itself is a brilliant use of command inputs, as needing to do such an input technically gives the move "lag" so you can't just throw it out in neutral compared to say Bowser's Flying Slam - you need to do an input like attack or dodge and input the grab to get the use out of the frame 1. It is fun enough that it could be done in different ways in future sets, maybe on different types of moves like rushes or projectiles. Even on "fighting game" OCs if necessary, like maybe a Battle Witch in a spin-off though I should be mentioning this in a US set comment. I have personally had my eye on "charge" style moves where you hold the button for X seconds but can still move and don't give away the fact that you're charging, though I imagine that a SF or SNK character who can do that exists and would probably get done by somebody else sooner.

Hugo could have been a really long (unnecessarily long) set, but you do a good job at not feeding the reader toooo much or talking about tons of hypothetical situations, as good as that is still in sets. This is particularly helped by Hugo's Neutral and Up Specials being compared to Bowser's Flying Slam and Ganondorf's Dark Dive in particular (not to mention the K. Rool U-Smash and F-tilt and U-tilt comparisons from the top of my head), shortening the set by giving the reader something that already know of instead of needing to do all of the fine detailing yourself. You seem to have a talent for taking existing Smash inputs and fine-tuning or expanding upon them for your own devices, especially from what I saw of Kamoshida's volleyball last contest. Hugo also has his Down Special that is similar to Ryu/Ken's Focus Attack to some degree. That's not to say Hugo doesn't have any original Specials, as I thought his Side Special being stronger with more distance was really cool and a way to get around his lack of projectiles and to use any distance between him and the foe.

Hugo's F-Smash was a big highlight. Admittedly I couldn't wrap my head around how the various combinations would play out, to say nothing of using them with the rest of the set, but that was just me. The big thing of F-Smash was the use of burying, an actual acknowledgement of the knockback storage mechanic and playing upon that with the move being multi-hitting. Even if some may not considering burying fun, and is not really as interactive as prone situations, it could still have its own fun uses in sets if done a certain way. One could even make a special bury that deals the target knockback when they're released, or buries them on a ground chunk that is thrown up into the air and rotates, punishing the target if they "jump" back into the fighter as they'll just eat a combo. I'm going a bit off-topic here, but hey, other people are going to read this comment for sure, and maybe they'll get a set idea out of it!

Other inputs I enjoyed: Jab is a good reminder that not all Jabs have to be 3-hits that are annoyingly hard to make, B-throw for its enhancement next to the ledge and F-throw for the "invisible wall" to give Hugo more potential, though Froy did say that he used the same mechanic on Necali. Sadly I'm not sure if the wall would be appropriate on an SNK set because I don't know if KOF games wall bounce opponents. I also enjoyed the set's awareness of platforms like on the Neutral Special throw. FA's suggestions on the meter usages were helpful (but they wouldn't have really bothered me even unchanged).

Hugo was quite the enjoyable read with great awareness and execution in various concepts, SF mechanics or otherwise. I can only hope that, combined with Terry and Alex, and Hugo's introduction and ideas and usage for command inputs, may very well pave the path to a slew of SNK sets for the next contest!
 
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Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
If anyone has been injured by a Stand or a stray magician, please head to the infirmary. Nasary will happily take care of you and the children.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
Thank you for your patronage. We hope you all have enjoyed your stay. Please recommend our services to your friends; if they wish to make reservations, tell them they need only speak with Hauskee to make the proper arrangements. Come again soon!

 
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plague126

Smash Cadet
Joined
Jan 11, 2020
Messages
35
I might submit one tomorrow then. I apologize in advance if it’s a bit generic.
 

plague126

Smash Cadet
Joined
Jan 11, 2020
Messages
35
My first ever MYM Submission (Sorry if it’s generic)



Ethan Nestor, AKA CrankGameplays!

Intro: Ethan Mark Nestor-Darling, more commonly known by his youtube pseudonym CrankGameplays, is a semi-popular youtuber, known most notably for doing many collabs and videos with the youtuber Mark Edward Fischbach, aka Markiplier. I will be taking most of my inspiration from this moveset from Ethan’s collab channel with Markiplier, Unus Annus, as it has a wide variety of videos to take inspiration from, although I will also be taking a bit of inspiration from Ethan’s fromer career as a gymnast.

Stats
Height: A bit taller than Yoshi
Weight: Little Mac's weight
Jumps: Two jumps of above average height, owing to Ethan's former gymnastics career
Fall Speed: About the same as Mario's
Ground Speed: Moves pretty fast, about the same walk speed as Pit, and the same dash speed as Marth, but turns slowly while dashing
Air Movement: Nothing special, about the same as Luigi's

Entrance Animation: A black and white coffin falls on the ground and shatters, revealing Ethan.

Animations and Misc

Idle Animation: Looks around mervously, like he’s afraid he’s gonna get hurt.

Walk Animation: Walks forward uncertainly.

Dash Animation: Runs forward like he’s being chased.

Stop Animation: Plants his feet into the ground

Turning Animation: Clumsily turns around.

Freefall Animation: Flails around in a panic.

Edge Animations: He holds on to the edge tightly, like he’s trying desperately to not fall. He gets up by pulling himself up hurriedly, and his dodge has him use his gymnastics skills and vault forward.

Trip Animations: He trips by falling onto his face. His forward get up animation has him perform a forwards toll, and his backwards get up animation has him do a sit up before performing a backwards roll.

Grabbed Animation: Ethan with one hand covers his face, and with the other guards hos chest, trying to protect himself.

Shield Animations: Ethan’s shield animation has him cross both arms over his head, and his shield break animation has him clutch his head with both hands.

Dodge Animations: His forward dodge has him leap forwards into a somersault. His backwards dodge has him jump back while putting his hands out. His spot dodge has him lean back, like he’s trying to emulate Neo from The Matrix. His air dodge has him spin around.

Special Attacks

Neutral Special: A Sense of Impending Doom
Ethan takes out a paintball gun, and as long as you hold B, Ethan holds it at the ready, and you can move around and jump while doing this, but you cannot turn around. Upon releasing B, Ethan stops moving and rapid fires 8 paintballs forward, each one doing medium damage. Each paintball deals about 3%, and therfore if all hit, deals 24% damage and weak knockback forwards. This move, due to its fast speed, decent damage, and relatively little endlag also happens to be really useful against shields if your foe decides to not dodge, which they probably won’t do, seeing as they’ll enter back to get hit by the rest of the paintballs, so this is a great pressure tool against defensive foes too. This is another great damage dealing tool for Ethan. It's more predictable than Down Smash, but if you do hit it, you get a sweet reward (that reward being the foe's paaaaain, cuz paintballs, while not as painful as a lot of the attacks in Smash, still hurt like hell.)
(Source: https://m.youtube.com/watch?v=sDZlN7XIz1A)

Side Special: Fighting Techniques
For this move, Ethan takes advantage of the multiple fighting techniques he's learned through his Unus Annus tenure. This move actually has two things it can do, depending on if you're standing/walking or running while using it.

If you're standing while using it, Ethan will smoothly and quickly reach into his pocket, and pull out a knife, before jerking his arm up and letting go of the knife, launching it upwards into his other hand, before stabbing it forward with a backhand motion. If this move hits, Ethan stabs into the foe for 5% damage, before pulling out the knife. This does no knockback, however. Instead, this move puts the foe into a crumple state, akin to Ryu and Ken's focus attacks. This has a wide variety of uses, it can let you easily start a combo with moves like shorthopped NAir or UAir, it can let you rack up damage with moves like Neutral Special or Down Smash, or, at high percents, can let you get a kill in with moves like Forward Smash, one of your kill throws, or, if you're feeling risky, an Up Smash.

If you use this move while running however, Ethan will performing a jumping tackle knee first, taking the foe down to the ground, before rolling off. This move also does 5% damage, however, it leaves foes in prone in front of Ethan. This means the foe needs to either react quickly, which can still give Ethan the advantage if he can read your reaction, or end up eating a powerful move from Ethan, such as a Down Tilt, Forward Smash, or Down Smash.

Both of these moves serve a purpose of opening up a lot of options for Ethan, and letting him do whatever he feels he needs to do if he can connect them, whether that be starting a combo, building up damage, or just finishing off a foe at high percent, really working into his playstyle well.

(Source: https://m.youtube.com/watch?v=NylOGTl_-BQ)


Up Special: Helium Therapy
Ethan takes out a helium balloon, and inhales helium from said helium balloon, as he inflates like the balloon, slowly floating 2.5 battlefield platforms upwards over 5 seconds, leaving you free to move left or right too, as long as Ethan is floating. Ethan’s recovery may seem amazing, but it has a couple weaknesses. For one, it has a bit of start lag as Ethan takes out the balloon. But also, the fact that this takes place over 5 seconds gives the foe ample opportunity to gimp Ethan, and send him to an early grave if he’s not careful, as you can’t cancel out of his recovery.
(Source: https://m.youtube.com/watch?v=Ioc2-bItiAI)

Down Special: Cursed Mannequin/The World's Worst Egg Catcher
Ethan holds out a creepy and oddly made mannequin of him, and if any foe hits it with a physical attack the mannequin tanks the hit, as Ethan pulls the mannequin away, before taking out and smashing a bottle of hydrogen peroxide on the foe’s head, dealing a lot of damage, and small damage over time for 10 seconds.
The initial bottle smash deals 10%, and the hydrogen peroxide seeping into the foe’s open wounds deals 1.5% painful damage per second for 10 seconds, and deals weak horizontal knockback, enough to follow up with a Dash Attack at low percents, fitting, as both moves come from Ethan’s experiences as a former gymnastics expert.

However, if the mannequin is hit by a projectile attack, Ethan pulls the mannequin away, and holds out a small, poorly made egg catcher to reflect the projectile back. Any projectile that hits this shoddy contraption will be reflected back at double the speed, and with double the power. Sounds good, right? Well, there's a drawback. The size of the egg catcher means that if the projectile doesn't hit around the middle of Ethan's body, it won't trigger the egg catcher, and Ethan will just take the damage. This means that the reflector is something you're gonna only want to use in certain situations, where you're absolutely sure a projectile will hit near the middle of your body, because using this too recklessly will end up earning you a lot of damage.

(Source for Mannequin: https://m.youtube.com/watch?v=PuF_DWHcDeE
Source for Hyrdrogen Peroxide at 6:10 https://m.youtube.com/watch?v=Db5PYXp2iZc&t=447s)
Source for Egg Catcher: https://www.youtube.com/watch?v=6-luzdaZbng


Standard Attacks

Jab: “Toy” Combo
A three hit combo, the first hit consisting of Ethan taking out a Hitachi Magic Wand, and swiping it horizontally from left to right, the second hit consisting of Ethan taking out a simple power drill and swiping it horizontally the opposite direction from right to left, and the final hit consisting of him turning on the drill and stabbing it forward, which can be held out as long as A is held down. The first 2 swipes do 2% damage, and the drill stab does 4% initially, and holding it out does flinching hits of 1% damage, though you'll never get in more than 4 hits at once usually. You can also slowly walk forward at half Ethan‘s walk speed, useful for pressuring a shielded for whose shield is starting to weaken from Ethan’s other attacks. Choosing not to hold the last hit out gives the move okay knockback thats mostly horizontal. This move comes out fast, and is really safe on shield, and because of its low endlag, its hard to punish too, plus the holding out of the drill deals good shield pressure, and the low knockback can also lead into combos, such as Jab into a Dash Attack, Jab into a Forward Air, or possibly Jab into Neutral Special for very good damage, though the last one isnt a true combo.

Forward Tilt: Beetle Bite
Ethan takes out a bag of water beetles, and fishes out a giant water beetle from it, before leaning forward on one leg and thrusting it forward, as the beetle proceeds to bite down on any opponents unfortunate enough to get hit by the initial thrust. The thrust does 4% damage, and the bite does 7%, dealing medium horizontal knockback, not comboing into anything, more being a good combo ender, as it has very little start lag, being able to be comboed into from a drop down Neutral Air or a drop down Forward Air. It also has pretty good ending lag, being safe on shield, and it is overall another good tool to throw out if you don’t wanna take a risk with your more powerful moves, and just wanna rack up some damage quickly and safely.
(Source, at about 12:20, although beware it does involve bugs https://m.youtube.com/watch?v=OvoodBhrzRc)


Up Tilt: The Bullets!
Ethan rubs his eye while looking up, as a bullet pops out of his eye at a 45 degree angle, though able to be angled to come out at a 60% angle if angled forwards, or at a 30% angle if angled backwards, bouncing on the ground a couple of times, and dealing surprisingly decent damage if it hits anyone, though it is at it’s strongest right at the start. It deals 9% at the start, 7% as it goes down, 5% after the first bounce, and 3% after the second bounce, each hit dealing progessively weaker knockback diagonally upwards, which could combo into one of Ethan’s aerials at mid percents. This move is generally not a bad shield option, but this move is not a great one either, you’re not really gonna ever be in a situation where you’ll need to use this, as it’s never the best option, you’re always much better off using Jab or Forward Tilt instead, they’re much safet and put more pressure on the foe if they shield, as well as working as good damage dealers and combo tools. This can work as a safe anti-air though in some cases, depending on how you angle it it can cover a lot of aerial approaches very well, which is what this move is best at.
(Source, at about 7:00 https://m.youtube.com/watch?v=pIz_LJLNmOE)

Down Tilt: Play-Doh Thanksgiving
Ethan takes out a gigantic mass of Play-Doh, all smushed together, and lifts it up above his head, causing some start lag, before slamming it down, dealing a lot of damage. It deals around 12% damage, and deals decent horizontal knockback. At low percents, you’re gonna wanna use this to get opponents away from you, as it’s too slow to work as a combo ender against any opponent smart enough to not stand there and get hit, and out of your face, to give you more time to plan your next move, or just get a breather if the foe is being too aggressive. At high enough percents though, this can just as well function as a kill move, as while Ethan’s other kill moves all kill earlier, they all have more start lag, end lag( or both, although if your opponent blocks it, you’re still pretty likely to eat a hit if you dont react quickly, so be prepared to go on the defensive at a moment’s notice.
(Source, also at 7 minutes in https://m.youtube.com/watch?v=RTLiNfaa02U)

Dash Attack: Grip Slap
Ethan takes out a leather gymnastics grip out as he runs, taking advantage of his time in gymnastics, before smacking any foe in the way hard, dealing alright damage, but this move also does very good damage against shields as well, as well as being able to cross up if you use it close enough to the foe and they dodge. The slap deals 10% damage, and mostly horizontal knockback, being another good combo ender, against moves that deal horizontal knockback, and it also works well as a great shield pressure tool, as it’s actually safe on shield as well, so like a lot of Ethan’s ground moves, it’s good for using in his combos, as well as just being a great option against shields and foes trying to play defensively.
(Source, at 7:25 https://m.youtube.com/watch?v=Db5PYXp2iZc)

Miscellaneous Attacks:

Edge Attack: Does a pull up and headbutts foes in the way, before rolling back up. The headbutt deals 6% damage and decent knockback.
Get Up Attack: The top part of a pommel horse appears, and Ethan swings around on it. The swing deals 7% damage, and okay knockback. It’s a get up attack what else do ya want.

Smash Attacks

Forward Smash: Batter Swing!
Ethan takes out a wooden bat, and holds it above his head as he charges the smash, and when released, he slams it down with all his might 3 times, dealing a decent amount of damage, and the end lag isn’t bad either. The 3 hits deal 6-8% per hit, adding up to 18-24% if the opponent is hit by all 3. This move deals great horizontal knockback, and is another good kill move for Ethan, killing earlier than his Down Tilt, though if opponents shield, or more likely, dodge this, because this move will damage shields a lot, and while it generally won’t break the opponents shield completely, it will do a great amount of shield damage to it (which is not preferred for the opponent, given the amazing shield pressure of Ethan’s ground game), be prepared to take a hit unless you can predict and react very fast, but if they dodged near the beginning, be prepared to eat a smash attack or charged projectile, because there’s not enough time to react if they dodge that early.
(Source: https://m.youtube.com/watch?v=jX6ufaxMxec)

Up Smash: Chernobyl!
Ethan closes his eyes as a nuclear reactor appears on his head, smoke and steam billowing out, and when the smash is released, Ethan yells “Oh imma gonna SPLODE now!”
as the reactor on his head explodes the second he says “SPLODE”. This move has really bad start lag, almost 2/3 of a second, but deals tremendous damage to those it hits. The explosion deals 28-35% damage, and tremendous upwards knockback, by far Ethan’s strongest kill move...but with the horrendous start lag, good luck hitting it on foes who haven’t forgotten what buttons move their character, or just have played a video game once in their lives. Sure, it deals a lot of damage to shields, but only an idiot would try to shield it instead of running away, and punishing the move, as it has horrendous end lag if it misses, at a full second, so do not throw this out willy-nilly, or you will regrey your life decisions up to this point. Down Air however, can help with keeping opponents still long enough to possibly get at least an uncharged version of this off, whether through freezing opponents at high enough percents, or, more likely, through burying opponents, as Ethan is positioned right next to the foe once they’re buried.
(Source at 4:50 https://m.youtube.com/watch?v=pIz_LJLNmOE&t=422s)


Down Smash: Fine Print
A printer appears in the foreground in front of Ethan, as he faces it, holding a metal bar above his head. Once he releases the charge, he slams the metal bar down on the printer 3 times, releasing shrapnel to both sides of him, dealing lots of small hits of damage. Ethan’s bar deals 7-10% damage and each wave of shrapnel deals 4 hits of 1-1.5% damage, adding up to 19-28% damage, and medium knockback diagonally upwards. This is a good combo ender, as it has the least start lag of Ethan’s smash attacks, and it overall is one of Ethan’s greatest tools for racking up damage, and unlike Forward Smash and Up Smash, he’s actually relatively safe if the foe dodges, due to most attacks not being able to reach through the shrapnel, as well as this move having little end lag, and shielding it is not a good option either, as it deals a lot of chip damage, which once again, leads into the amazing shield pressure of Ethan’s ground game.
(Source at 7:24 https://m.youtube.com/watch?v=u7ojGDwSp20)

Aerials

Neutral Aerial: Keyboard Swing
Ethan holds out a keyboard by the string and spins it around him 4 times, doing 4 hits of damage, before knocking opponents away with a horizontal swing outwards. The 4 initial swings deal 3% each, and the swing outwards deals 4%, adding up to 16%, and dealing decent forwards knockback. This is a very good combo ender, and has very little landing lag. This is what you’re gonna want to end a lot of your aerial combos with. The first 3 hits however, deal weak knockback, so cancelling it with a fastfall before you perform the last swing is also a very good tool for not only starting combos, but also extending combos. Overall this move is one of Ethan’s greatest combo tools in general, being good for starting combos, extending combos, and ending combos all in one move!
(Source at 1:35 https://m.youtube.com/watch?v=u7ojGDwSp20)

Forward Aerial: I Saw That
Ethan takes out a push saw, and swipes it from high to low, dealing good damage, before swiping it from low to high, and then from high to low again, slicing and dicing any opponents that he hits. This deals 3 hits of 4% damage, dealing small forwards knockback, and very little end and landing lag. This is the move that's gonna help a lot of your combos, Up Tilt into Forward Air into Neutral Air is a very good combo to use. Like your Neutral Aerial, dropping down to cancel before the last hit is also a good option if you wanna start combos at higher percents, as the knockback will pretty much combo into the high percents here, adding a lot of versatility and just adds generally better uses and great combos at all percents, which is a very good tool for all Ethan players and mains.
(Source https://m.youtube.com/watch?v=gRYHn9FcQAo&t=336s)

Back Aerial: Plate Toss
Ethan tosses a porcelain plate behind him, dealing small damage to whoever it hits, and sending out small plate shards in all directions, dealing a couple more small hits. The plate itself deals 6% damage, and send 3 shards up and 3 shards down, each dealing 2% damage, and knockback in the direction they fly. This is a very good tool for damage from a range, as well as wearing the opponent's shield down, as its range is enough that its hard to punish a block or dodge. This is a valuable tool for Ethan, as it and Neutral Special are his only real ranged damage dealers, and Back Aerial has the added perk of not being punishable if you miss entirely, which is good.
(Source at 1:13 https://m.youtube.com/watch?v=u7ojGDwSp20)

Up Aerial: Do A Flip
Ethan, as the move’s name implies, does a simple backflip kick. It’s fast, it does decent damage, and it’s good for launching opponents upwards. This does 7% damage and okay upwards knockback and is one of the most useful tools in Ethan's set. It comes out fast, and it's easy to start damaging combos for Ethan, and its speed means shielding and punishing wont be that useful, as Ethan will just retreat. Shorthopping this can also snuff out a lot of aerial approaches, similar to his Up Tilt, and while it doesn’t have the great combo versatility of Forward Aerial and especially Neutral Aerial, it’s a great safe tool for starting combos anyway, and is a good tool in general for combos, chaining into itself at low percentages.
(Source: https://m.youtube.com/watch?v=UGQHz_ndJNk)

Down Aerial: Polar Plunge
Ethan briefly stops his descent in mid-air, clasping his hands together, as he suddenly plummets to the ground, and there are three things that can happen here, depending on how and when he hits the foe. If he hits the ground, an explosion of freezing cold water erupts from the ground half a battlefield platform in front and behind him, dealing 14% damage and usually freezing opponents and launching them diagonally upwards, setting them up well for some damage. If he hits an aerial opponent, the opponent will explode in ice and get spiked downwards, taking 19% damage, a good tool for foes with a predictable recovery. But the last thing is very useful, esepcially for damage, combos, and killing. If he lands on a grounded opponent, the force of the explosion will deal 20% damage to the foe and bury them, and Ethan will be right next to them...in range for an Up Smash, or one of Ethan’s other kill moves, damage dealers, or combo starters, basically, this leads into almost all of Ethan’s set. Granted, nothing happens if the opponent can shield this, but it is a very useful tool to have in Ethan's moveset, and an easy tool to set up KOs, rack up damage, or start damaging combos.
(Source: https://m.youtube.com/watch?v=N1vWbcoTmkk)

Grabs and Throws

Grab: Taped and Afraid
A tether grab, in which Ethan extends a tape measure forward, that upon hitting an opponent, wraps around them and pulls them in. The dash grab has him lean forward as he extends the tape measure, giving it more range, but a bit of end lag as he stumbles upon missing. The pivot grab has him swing it around as he grabs.
(Source: https://m.youtube.com/watch?v=gRYHn9FcQAo&t=338s)

Pummel: Acupuncture is NOT Painful
Ethan proves the opposite claim as this move states, stabbing an acupuncture needle into the opponent, before hammering it in with a hammer, like a regular nail. This pummel is strong, but slow, and deals 3% per pummel. Another good tool in Ethan's kit for racking up damage, as even if the foe escapes, they'll still have a decent amount of damage.
(Source: https://m.youtube.com/watch?v=vzERmTzVHkI)

Forward Throw: “Viking Funeral”
Ethan sticks a chisel into the opponent’s chest, before shoving them into a carboard coffin, kicking them away, before shooting a flaming Nerf Dart onto the coffin, which proceeds to catch fire and explode, sending the caught foe flying! The chisel deals about 4% damage, the shove about 3%, the kick about 5%, and finally, the explosion, dealing 10%, adding up to 22% damage, and strong diagonal knockback, and as such, this is one of Ethan's primary KO Throws. Ethan's grab game is focused on either damage dealing, or getting KOs, and this move is great for the latter. It does a lot of damage, and great horizontal knockback, making it a scary tool near the ledge, as the foe, if they are at high percents, most likely will die from this, and even if they don't, they've still taken 22% damage, which is still great for Ethan, as it makes it easier to KO with him
(Source: https://m.youtube.com/watch?v=MlwOYzdussE)

Back Throw: Wax On, Wax Off
Ethan sticks a wax strip onto the opponent, and starts spinning the opponent around a couple of times, before tossing them backwards while still holding onto the wax strip, painfully ripping it off their body. This deals about 13% and moderate knockback backwards, enough so that at low percents you can combo off of it if you're fast enough. This is a throw useful for Ethan's other aspect of his throw game, the damage dealing. Even without following up, you get 13% damage, which is decent, but following up at low percents with an aerial or a dash attack can push the damage even further
(Source: https://m.youtube.com/watch?v=tAfedFkfIiU)

Up Throw: Sensory Overload Tank
A Sensory Overload Tank appears, filled with max volume death metal, bath bombs, ice cold water, and flashing lights, as Ethan shoves an onion into the foes mouth, before kicking them into the Sensory Overload Chamber, and covering it with a tarp, as the chamber shakes violently, before exploding, launching the caught foe upwards. This barrage of the senses deals about 20% to the foe, and strong upwards knockback, giving Ethan another KO option near the top. This is another of Ethan's very good KO moves, as although it KOs a bit later, near the top blast zone, it will still KO veeeery early. And again, even if it doesn't KO, the foe has 20% more damage on them, and Ethan will once again try to take advantage of that.
(Source: https://m.youtube.com/watch?v=wYfpQ51jKBM)

Down Throw: DIY Bungee Jump
A tree appears, and Ethan proceeds to quickly build and attach the opponent to a DIY Bungee Jump contraption, before jumping up to a branch on the tree and pushing the opponent off...as they faceplant onto the ground, as the rope was too slack. Ethan shrugs, then jumps onto the opponent and stabs a metal stake into their head before kicking them away. The faceplant deals 6%, and the stake and jump deals 8%, and leaves the opponent in prone in front of Ethan, allowing Ethan to predict what his opponent will do, and if he's right, react accordingly. While this isn't as versatile as the Down Air bury, Ethan can still have a lot of options if he reacts quickly enough. Down Smash in particular is a very great follow up tool for this, as if the foe doesn't react, they eat a ton of damage, and even if they dodge, Ethan's relatively safe due to Down Smash's properties.
(Source: https://m.youtube.com/watch?v=QnuWHdumYJc

Final Smash: Unus Annus

Upon using this, the background changes to a black and white spiral, constantly moving into the background, as the Tick. Tock. Tick. Tock. of the clock echoes, reminding the fighters of their own mortality, as a voice chants "UNUS. ANNUS. UNUS. ANNUS." And a timer for a minute appears above all other fighters heads. If this timer runs out before Ethan is KO'd, everyone instantly loses a stock. The Ethan player will most likely focus on running away during this, forcing players to go on the aggressive if they don’t want to confront their ever-present mortality...

Playstyle
Ethan Nestor is a defensive character at heart. He excels at staying back, and racking up damage, before going in for the kill once it’s safe


When Ethan starts the match, he’ll want to focus on racking up his opponent’s damage. He has a lot of tools for this, such as his Down Smash, NAir, Fair, Bair, Pummel, BThrow, DThrow, NSpecial, DSpecial, which also works to punish aggressive opponents, and DAir, which can help Ethan buy time to do some serious damage, and if the opponent is really unlucky, Ethan might get off an Up Smash on them, which is not good for them.

If the foe is on the defensive, Ethan can apply some great shield pressure with Jab, FTilt, and especially Dash Attack. He also has some good counters for opponents trying to attack from above, like UTilt, a shorthopped UAir, and if timed right, an Up Smash to really put the hurt on.

Now, once Ethan gets the foe enough damage, he can go in for the kill. His options for this are gonna be DTilt, FSmash, FThrow, UThrow, and if the foe is tossing out a projectile, a well times Side Special.

A weakness for Ethan though is that his recovery is very easily gimpable

Now, when Ethan gets the Final Smash, he can play in two ways. He can bait opponents into attacking, and dodge their attacks, and punish them. Or, he can use the ancient technique of....RUN AWAY! This is the far more preferrable option, as Ethan is a fast and small target, that opponents will need to play aggressively to hit if he employs this strategy.


Alts

Black Cloak-Brand Shirt and White sweatpants (referencing the cloak shirts Ethan wears as well as the black and white colors of Unus Annus)
Black Suit (Referencing the suit Ethan wears for some Unus Annus videos)

Covered head to toe in toilet paper as a makeshift mummy, even completely covering his head (A reference to the time Mark made Ethan into a mummy.)
White Sailor Fuku Outfit (A reference to a skit Markiplier made)
Prison Jumpsuit with short sleeves, and a tattoo on his arm of a barcode that says Heapass under it (a reference to Markiplier Makes Lego, where Ethan responded to Mark asking who he was with “Heapass?”
and also a reference to the character Heapass in Heist With Markiplier)
Blue sweatpants with a shirt made out of grey sweatpants with a shirt hole cut out of it (A reference to the time Ethan wore this in Oreo or Death)
Tie Dye Shirt, Grey Sweatpants, and hair dyed bright blue (A reference to his tie dye shirt from Markiplier Makes Tie Dye, and the sweatpants shirt he wore in it, as well as the time he dyed his hair blue to copy Mark and Jack.)



Taunts

Up Taunt: Bites an apple.
Side Taunt: Strikes a pose, saying "I'm the rambling man, Heapass!"
Down Taunt: Tapping it has Ethan point forward and go "You, um, uh...are a loser." however for as long as you hold the taunt down, he will keep stuttering until you release it.

Victory Theme

The beginning of his outro song, Cranky Crew https://www.youtube.com/watch?v=7noUbJbq2T0


Victory Animations

Victory Pose #1: The game screen suddenly crashes, and it cuts to Ethan...playing the game on his computer? as he gets angry at his computer crashing, and walks off to go figure out what's wrong.
Victory Pose #2: Mark is seen taping up Ethan to a wall in a montage, then walks off whistling...as Ethan keeps calling out "Mark?" as he cannot get down.
Victory Pose #3: Ethan is seen doing many exercises in a montage, pushups, curlups, situps, pullups, running, even an exercise bike, before it cuts to Ethan lying on the ground, panting from exhaustion.


Classic Mode: Let’s Play MYM 22

Stage 1: THIS IS RIDICULOUS!: Cuphead (Reference to Ethan’s multiple videos playing Cuphead with his friend Andrew, as well as playing it by himself, to...varying degrees of success.)
Stage 2: Colonel Sanders is My Daddy: Colonel Sanders (Reference to Ethan’s video playing the...KFC dating simulator, which is...certainly a thing that exists, and is a game.)
Stage 3: im bad at TABS: Wobbler (Referencing Ethan’s videos playing Totally Accurate Battle Simulator and no this isnt just me advertising my other set.)
Stage 4: MLG OVERWATCH!: Tracer (Referencing Ethan’s videos of him playing Overwatch, of which there are a decent amount.)
Stage 5: I’m Finally Playing Minecraft: Steve (Referencing Ethan’s many videos playing Minecraft, which happened around the time of Minecraft’s resurgence in popularity, which I personally enjoyed a lot)
Stage 6: SCARY CLOWN BABIES: Ennard (Referencing Ethan’s two videos playing Sister Location, probably one of his most popular Five Nights at Freddy’s vids.)
Stage 7: Unus Annus: Two Springtraps, one in their 7th alt, and one in their 8th alt (This has two references. The Springtraps are another reference to the many Five Nights at Freddy’s videos Ethan has posted. The 7th and 8th alts were chosen because the Aftons in those skins are black and white respectively, representing the Black and White themes of Unus Annus.)


Stage: The Barrel
Mark’s signature van, that Ethan destroyed with a bat, has been fixed up and turned into Ethan Nestor’s stage! The van itself is the stage, with a high section taking up 2/3 of the stage, and a slant from the window to the latter third of the stage, the front of the van. The window itself can be broken with attacks dealing 20% or more, breaking into shards that damage foes for 5% damage, and opening up the inside of the van to fight in, which is surprisingly spacious. In the background, Mark can be seen getting ready for videos, including setting up fans and buckets of water and dry ice, running by while carrying packets of citrus acid and cheese, calling up a place to practice eating fire, and working on a computer.
 
Last edited:

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
I’m a fan of the Witchverse, enough so that I find myself constantly fantasizing about potential OCs and have around a dozen of them in my head right now. Having finally gotten around to commenting a Shadow Witch (term coined by IvanQuote last contest when talking about Mint and your Witch sets in general, has nothing to do with an actual Shadow Witch), I think it’s time to talk a lot about the Witchverse! And Dahia herself, of course. A fitting name, if you’re one of those people who associate the name “Dahlia” with the Ace Attorney 3 villain who has yet to get a set despite being a “Fiend” in the MYM11 Mask DeMasque set where she was a ghost who possessed players despite not being able to do that in canon. Good set idea though.


The Jr. Trooper of the Witchverse brings some welcome clarification and world-building aspects in her intro, like how magic works (or expanding on it) and Marin having a rival and a mad sorcerer of old (who may or may not still be alive) being responsible for all the crazy excess life energy stuff, only mentioned in the original Bubble Witch Marin’s Snake codec taunt. I quite enjoyed the character and animation aspects of Dahlia, along with the occasional quip about “opponents knowing their place” like she being above them on her Slime Block.


Dahlia’s attacks having a trend of being fast but punishable also falls in line with her pretty much picking fights with people and getting her butt kicked by other witches in her bio. I get the impression that those type of moves are pretty common in Smash, makes me think it would be interesting if there was a fighter/Witch who did the opposite (slow start-up, but hard to punish, good attack range or another perk obviously) - like an Anti-Dahlia or someone with an opposite personality.


Dahlia is interesting for being a very playground/sandbox-focused set, reminiscent of the old days (pre-MYM15 for the most part, before “in-Smash” and hitboxes and balance really took effect) where playground sets were all the craze like with Urabrask, to name a set that comes to mind. This is especially prominent when you have the D-Smash that mostly talks about a construct it creates, U-Smash that adds a hitbox to your constructs and many attacks talking about how they affect/position your constructs. Interestingly, all of the Specials feel fitting for this kind of set, from the free flight Up Special bubble, form-changing Down Special, Side Special minions and Neutral Special having the option to apply a buff onto your next attack. There is definite care in the execution in balancing these constructs and attacks to prevent infinites.


My personal favourite attack, odd as it may seem, is the Shield Special - specifically, the idea of a “modification move” where your shield remains held up, providing you with defense with the caveat that your shield drops while you maintain the modifying, punishing you in near-future melee combat if you keep it up for too long. Another move I liked was the F-Smash’s concept of the knockback angle changing to be more convenient when charged. I was a bit apprehensive about the Up Special bubble being a free-flight move, something of a stigma about those moves with their potential for stalling or being a bit unfun if you stall from high up, but there’s no problem here with the timer, because technically Villager could stall really high up with his recovery though that would be pretty stupid depending on the situation. I did think the idea of using your slime puddles to refresh your bubble was pretty awesome though, because you have to get low to the ground where the foe can hit you.


There are a few moves I found issue with. Much as I liked the Down Special going into clarification about the application of percentage leads/behind, and the animation and flavour of the move, I didn’t think that Slime form contributed much for a Special, especially when it lacks a hitbox (though it’s possible that it contributes more than I think and haven’t comprehend all the ways that Slime Dahlia can manipulate herself like with Side Special).


I reckon you could easily put current Down Special on the Neutral Special like with applying the Bomb and Plasma potion buffs, as Dahlia does use potions for that move anyway. As far as a replacement Down Special, current D-Smash forming the Slime Blocks would be an ideal replacement, as Slime Blocks feel like they should be on a Special for how mentioned they are in the set. This would also let you throw them out more liberally without being slowed down by the need to balance having a strong hitbox on the move used to create them, and have some fun like being able to make them in the air. D-Smash could be freed up for a new purpose like, maybe trapping the opponent in a whirlpool of slime for multi-hit move or some kind of high-risk hard interaction where nearby slimes get much stronger when you use the move. Keeping the cool animation of the attack in-tact of course.


Jab is also a 50/50 move: the delayed finisher hit is nice, and I like the idea of being able to go into one of 2 different “third hits”, but I’m unsure about the whole idea of delayed hit being able to punish opponents who punished and hit you after shielding your second hit. It seems like a lose/lose situation for them no matter what, unless their punish KO’ed you or put you in a really bad situation: if they shielded or dodged the delayed hit on the other hand, you could probably just grab them. It could be fine if the delayed hit had limited enough range that the foe could short jump or jump to avoid it and get an aerial punish on you anyway. I could be wrong about this whole thing though. Delayed hit does seem like something that would be more fitting on a Special in favour of a proper Jab finisher, but then not all Smash sets have Jab finishers. It’s not too big of an issue for me, though.


I do feel the Up Special letting Dahlia use her ground moves in the air is, while I can understand the interesting potential that can open up, does result in feeling kind of “forced” and breaking the rules, like done just so you can use your D-Smash creating construct in midair for instance, and needing to balance grounded attacks knockback wise so they can be used in midair, which for balance reasons could leave Dahlia’s grounded knockback being pretty weak (as otherwise she would be very powerful).


Much as I enjoyed Dahlia, I don’t believe she is the pinnacle of US set for me. This is largely because I am not a huge fan of playground sets when modern days call for more of an emphasis on melee and interesting use of smash mechanics, which I am a big fan of (like with the aforementioned Shield Special). Much of it has to do with these sets generally not focusing on melee and the implication of hitboxes and what not compared to a regular set, like say a regular attack being able to force tech chase situations at certain percents with low-angled knockback (which Dahlia has a decent amount of). This can result in certain points being ignored like a construct being able to eat up projectiles (I tend to be conscious about this thing with minions/constructs), not to say this set does that or anything. It’s pretty inevitable that we movesetters will tend to get into a certain “mindset” regarding a certain set we’re working on though, so this whole approach about focusing on the playground aspects of your melee attacks is understandable, lest the set end up being insanely long.


All and all, I would say that Dahlia doesn’t quite have enough melee for me to put her up really high, mostly because of the set’s focuses and approaches. I have yet to read your other big sets this contest though, which by the sounds of them could appeal to me!









My comment on the set is technically finished, but I’m going to keep talking about some of the flavour and Witchverse stuff for anyone who wants to read on.


  • Though I haven’t read through Naomi, I enjoyed the little encounter scenario written up for the Smashboards link post to the Google Docs set, and having a little quote put at the start of the set. It would be cool if that was something done with every Witch to show off their personalities concisely, but you already did a fine job with that in Dahlia’s set itself. Some lines for their taunts could be nice if it wasn’t intentional, unless it’s a Nintendo deal where the characters don’t speak or have voice acting.
  • One neat feature to add to the hypothetical Metroidvania feel: you could describe the actual boss fight with the Witches and point out their Specials/regulars that they use as attacks in their boss fight. If you ever thought of them that way. This could be an interesting experiment for thinking about their strengths and weaknesses in their set parallel to how they fight. That being said, gameplay on this imaginary game is kind of an unknown, but I imagine that Marin’s bubble would be her HP, she moves slowly but can stall in the air by riding a bubble, flings bubbles at enemies as her main attack and uses Capture Bubble on them when their health is low, but if you lose your opening they enemy will get back up with a sliver of HP.
  • What if there was some written pre-fight dialogue between Marin and the Witch who the set is for? That could showcase more of Marin’s personality and easier to imagine these characters in a Story Mode (if that become relevant), as Marin didn’t get any lines in her original set.
  • Dahlia has siblings? Outdone by them at every turn? Maybe one of them is attending the academy? Either they don’t care for Dahlia as much as Marin given they never showed up for her, because I guess meanness runs in the family, or they graduated. Or maybe she has a younger brother or sister who has yet to enter the academy but show magical superiority to her. No wonder she is who she is.
  • Familiars. It would be interesting to see a Witch with a massive reliance on their familiar, to the point where the familiar does all of the fighting for them. Like a giant wolf that the Witch rides on to give the series a “superheavyweight”.
  • It would be interesting to see a Witch who cast magic with their hands or physical movements instead of relying on a wand - that could show some interesting animations, but may not be consistent with the lore of everyone using a wand.
  • It would be interesting if there was a scenario in the game where Marin looks like she’s about to fight another Witch, but then Dahlia comes along and the fight is with her instead.
  • What does Dahlia want to do when she leaves the academy? I assume that she and Marin go off to get a job when they leave the academy, possibly recommended a good place by the headmaster Professor Hawke (thank you Andrea lore).
  • “The gradual progression highlights the effects of Life Energy in the long term to raise the stakes for the main conflict” I assumed that this meant that if they don’t stop the source of the excess life energy, it will fire out another wave of energy at the school and make everyone’s life energy insanity issues even worse than before. That, or it spreads to outside of the academy and possibly the entire world. This makes me wonder where the academy is located, probably where an underground river or channel can pass through given Naomi’s infiltration of the academy. I always though it look place in the middle of nowhere, and then wondered how they got transported to the academy. Perhaps that’s a story for another day.
  • “with an insistent and determined Dahlia in tow, assisting her in navigating the final stretch of caverns between them and their goal, and from the relative safety of the sidelines during the final boss fight itself.” I had an idea where Marin could choose any Witch or character whose scenario she completed to go with her to accompany her to the final boss fight, and the character you chose you got to see their full ending. Then again, you would have to fight the final boss multiple times. I wonder who the final boss is? That’s what new movesets are for.
 
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