It’s time for...Plague Comments!
Reimu: Alright, my first comment of this contest! So, Reimu is honestly an okay set! The concepts there are good, and while they don’t have a ton of detail, they still have enough to get across what the moves are generally for, and the move data helps with that too, although for future movesets, I’d recommend trying to mention what moves work well with other moves, whether in terms of combos or just in general. The standards themselves could use some more detail as well. For specific move comments, the mindgame and mixup potential on Up Special is honestly something I can’t say I’ve seen before, and it really serves to make Reimu’s recovery less predictable. The different options for Down Special also seem good for giving Reimu just more options in general. And for the gimmicks, the flight is okay, but the hitbox...I do get what you were going for but I have several problems with it. For one, I do think the hitbox could stand to be a bit bigger, and also...I think double damage is a bit too much, but especially double knockback is way too much, with how knockback works, almost any move is just going to kill her instantly. Overall, I think this is alright, however, the normals could be more detailed and the hitbox thing needs some changes.
Prae Aerius: I've heard good things about this set, and I have to say, this does not disappoint in the least! It's an easy and semi-short read, but you've crammed so much detail and quality into each move that it still is complex enough to stand out! The writing style is also very good and really made the set a treat to read! Neutral Special in my opinion is both interesting and a great tool for pressure and/or stage control, and the crosshair part is something unique that I don't believe I've really seen before, and I like that! Side Special's different projectiles are also a very interesting move, and you made them in a way that each one is good in certain situations, instead of one being the clear best option, which, along with Neutral Special seems to give Prae a very good projectile game to intimidate her foes with, and speaking of different options, Up Special is another example of a move that can give Prae a wide variety of uses, from recovering to punishing to escaping tough situations, and that versatility is really another thing I like a lot. Down Special is also a very interesting take on a counter and it's one I feel works really well with Prae, giving her multiple beneficial options to choose from, and simultaneously make the foe pressured and intimidated, and more likely to slip up. I think all of Prae's specials give her an incredibly wide variety of options against the foe, and they all do it in unique ways that make it so you'll want to use all of them to the fullest. Forward Smash is another example too of being simple yet working very well with Prae's kit, giving another thing the foe needs to be aware for, and the more things they need to keep track of, the more likely they are to slip up, which is something the set conveys well, which is also helped a bit with Jab's weak projectiles, which can help just annoy foes. Prae's air game is also very good, with the projectiles already pressuring foes, the Up Smash to block off parts of the air, and the deadly and great air game befitting a smol bulli fairy. Overall, while this set is simple at the surface, it has a lot of complexity under the surface, and a very clear playstyle of overwhelming the foe with stuff to keep track of until they inevitably mess up, then capitalizing hard on that mistake.
Marauder: I think this is pretty good for a first set! It has a clear playstyle, and the moves do detail that well, and feel pretty fitting to Marauder, given what you mentioned about him. I do think the moves could do with having more detail to them, however, but from skimming Han-Tyumi, it appears like you’re working on that already. If I may suggest anything to add to Marauder, I’d recommend adding some details on how certain moves can work well into each other, which i did notice you did well in Jab and Side Tilt, so I look forward to seeing you do well with that in the future. I think if you keep improving you’ll do very well this contest! Although, to bring up one more minor complaint, I think the damage on the smashes could be decreased just a little.
Exeggcute: So, this was an April Fools Day set you hyped up for a while Slavic, and...well it has still vastly exceeded my expectations somehow. There’s multiple eggs! I was expecting a single one, yet the egg count was vastly surpassed! And that Exeggutor joke made me laugh a lot, heh. Up Special seems like a very good use for murdering eggs as well. Also god that Side Special image just killed me and I don’t know why. And ah, we even get Marvin! Who I totally absolutely definitely remember hahahah. I like that even though this is an April Fools Day set you still managed to make like, a genuinely interesting, if probably unfitting, set. And while I will be ranking this I hope you aren't mad that it's probably gonna be low just by the virtue of the too many eggs, though if you want to make this competitively viable I probably will bump it up. Anyway enough of my ramblings. In conclusion: egg.
Bonanza Bros: So, this is alright for a first moveset, but...while the concepts are neat, the set is way too underdetailed. I think you definitely need to detail the damage and general knockback of moves, as well as how the moves work well in the playstyle, otherwise the moves don’t feel like they work together. I hope you take my advice to heart! Sorry I don’t have much to say but...the set doesn’t have much to talk about either.
Mami Tomoe: Going from Exeggcute to this, it’s, well....It’s a gigantic leap in how good it is! You’re quickly becoming very great, Slavic, good job! You weave every move in this moveset together very nicely, and well, given Mami wanted to connect life, I’d say it’s fitting every move connects with each other very well. Tiro Finale is a very strong move for Mami, and the way you handled it is very interesting, both in just being a very strong option, and with the ability to charge it, both for just giving the move more power, and for using it for other moves, which seems like a very scary prospect for her foes, and the ways you incorporate it are unique and a great addition to her moveset. Regale’s many options are also a very good tool, whether for just comboing, or for killing with the aforementioned Tiro Finale charge. I also very much like Rinculo’s options on the ground being equipped for defensive situations, as well as leading into Mami’s aerial options. Esca is also a very interesting take on a counter, with the first half being good for interrupting foes and the second half being good for ensnaring the foe for some real punishment, which the versatility of is only added to by the ability to leave the ribbon decoy out on the stage and move it around only adds to it. The specials and their interactions with every move, as well as the standards and their different rifle firing angles, also lend themselves well to a great stage control focused playstyle, which I like. Overall, this set weaves together every move into a very clear and very unique playstyle, and is just...amazing, good job! Insert Mami Wink Here
Imp Midna: I think this is a good first set, honestly! While I do think the set could use some detail, both in terms of damage and knockback for moves, and general uses for moves, I think the concepts you have are good! You clearly do have a love for this character, and I think that’s what makes great movesets! If you can improve I think you’ll do great!
Robobot Armor: I think you started off this contest really strong, Bubby! This is a really good set, and I think it both incorporates a lot of Robobot powers and yet it still manages to work them together really well, which is really good! I also really like the way you make it clear what moves are good for playing off of each other, which also does help in making the set feel cohesive. It has a decent projectile game too, with a lot of possible setups and mixups, as well as some very good pressure and stage control options, with Neutral Special's incredibly varied uses depending on the options you take, Side Special's ability to both be a quick projectile, and having the option hold out the saw as you walk and charge it to be a stronger projectile, Down Special's ability to create something the foe needs to constantly watch out for, Up Smash’s unpredictable projectiles for making foes more cautious, and Down Smash’s ability to deny parts of the stage. And the melee game is also pretty good as well, not doing anything too special, but being good for a variety of things to let Robobot not fall behind foes who are really good at dealing with the pressure of the projectiles. Overall, I really liked this, and look forward to your future movesets Bubby!
Bleak: I remember reading the old Bleak moveset before joining this community, and I think this is another interesting take on the ol' snowman dude! Already, I think this is a cool and unique take on his playstyle, with a lot of focus on stage control and ranged pressure, with clear options for both slow and strong projectiles, and fast and weak projectiles, with the added ability to make some quick cover, but also with very clear weaknesses, like Neutral Special's slowness and Side Special's cooldown, that foes can focus on, forcing Bleak to use the rest of his moveset instead of just sitting back and solely firing snowballs, which is a very great way of balancing him and making not very annoying if you don't have projectiles, and his melee game seems good as well, especially with the ability to use the snowbank to better your moves, as well as also use it as an emergency move with Down Smash, and his surprisingly far-reaching grab. Overall, I think this is another very interesting, and very cool take on Bleak, and also once again shows that you can make stuff not too wordy, yet also detail all the moves and their uses very well.
MinMin- While this set does have some cool stuff going for it, I think the lack of detail is really holding it back. The Specials have a decent amount of detail, but I think it would be good if you could've kept up that level of detail throughout the set, and some details on how moves can work well off of each other would be good as well. And while I don't have much else to say, for the grabs, I think you should do more than describe moves as "The second part of her grab from ARMS" because not everyone will know what you mean by that. I hope you can improve in the future!
Arvis: Like MinMin, I think this set is good but it’s being held back by a lot of lacking detail. The concepts are good yeah, but again I find myself wishing for more detail on the moves, especially with the lack of a gimmick here.
Cinderace: This is another good newcomer set in my opinion, though it does suffer from lack of detail snd stuff like damage percentages and knockback, although the concepts there are pretty good I’d say! Some better characterization would be good, but you’re working on that already, which is good. Overall, good first moveset!
Ganon: I feel like I’m saying this a lot, but this is a good newcomer moveset! I think the concepts are good, and you do actually go into a bit of detail on stuff. The thing is, that, past that, the moveset isn’t really doing anything big enough to talk about specifically, and just...feels like you could’ve gone into even more detail and done something very unique with this. Overall, It’s good, but could stand to do something really unique. And as a critique, some damage percents i feel need a nerf, like with up special’s reappearance.
Snom: I have to say, this is a great set, GolisoPower! I think this is a noticeable improvement over Reimu honestly, which was already pretty good. Struggle Bug is a really interesting move, and I like how it forces foes to rely on stuff other than grabs for punishing (RIP Luigi, not gonna get a grab combo on Snom that easily). The Side and Down Specials also seem like a good addition, with the freeze allowing for a lot of options, which I like. The concept of Attract on Snom is good, but a 50% chance for any attack to fail isn’t really good, but you’ve said you plan to change that anyway. And once again i very much like how you make it clear which moves work well together. Overall I think this is another great set, keep up the good work! And i know Slavic already mentioned this, but, if you want some quicker and more detailed feedback, I recommend joining the discord, joining it I feel has really improved the quality of my movesets
Doom Slayer: Once again, I believe this is a decent moveset! The moves work well in the playstyle you've made and are decently fitting to Doom Slayer as well! I like the Glory Kill mechanic too, it's an interesting take on the mechanic and the fact that you need to use it quickly makes it well-balanced in my opinion. The moves could use a bit more detail, but your Snom moveset shows me that you are working on adding more detail, which is good! I think you're good to be proud of this one.
Han-Tyumi: Reading this, I think this is already a big improvement over Marauder. The playstyle is much clearer, the moves, while not super detailed, still have a decent amount of detail, and the moves, while all being references, I believe still actually make sense and make a coherent moveset, and one very well used for stage control, with the vomit puddles usually needing to be jumped over unless you have like, a really long smash attack (*cough* Belmont *cough*), the fishing rod’s great pressure and punish options, the weed cloud’s sleep function forcing foes away from it, the wireframe face forcing pesky zoners to actually use something other than projectiles, and down tilt’s vegemite being a small but good addition to the package. Good job!
Ahri: I think this another great set, GolisoPower! I think both of Ahri's gimmicks work very well, the speed boost if you hit with the same special twice seems good for making foes try very hard to avoid specials, which could be good fr pressure, and the level up mechanic is very interesting, and seems fitting for a LoL character, and I very much like the ways you incorporate it into the set, both in the upgrades to her specials with it, its interactions with non-special moves, and the ways of actually getting XP in the first place. The Essence Theft on Neutral Special also seems to help make foes want to avoid it the more they get hit by it, and its drawbacks help make this not too broken. Charm is also a good move for making foes wary of getting hit by it, lest they get forced to move towards Ahri, which can open them up to a lot of punishment. Up Special's very good recovery and combo potential is also a good addition, though I feel like 20 seconds is a bit too long of a cooldown, as if Ahri wants to recover, surviving for 20 seconds without getting knocked away again seems like a bit too much? Fox-Fire also seems like a good tool for racking up damage as well, and its drawbacks help balance this well. Jab/Side Tilt/N-Air is also an interesting tool for damage, and one you have to work hard to make it truly effective to use. Overall, I think Ahri is a really good set, with powerful tools that are still balanced by very clear drawbacks and cooldowns, that punish just randomly throwing out attacks, and encourages strategy.
Fierce Pork Trooper: Last contest you did Tamaki Damo, which, while I did like, I do recognize was kinda....lacking. This however, is not lacking at all, it's a massive improvement, and was both an interesting read, and a creative moveset! Piggy Nose, to me, is a very interesting take on an "autoface the opponent" mechanic, and it seems fitting, and very useful for it changing up FPT's state and making how he approaches a situation different, and I can see the pros and cons on both states, and balancing the states seems like what a good FPT player will have to do. Thunder Tower is also a super interesting move, not just being a trap, but also being able to enhance a lot of FPT's moves in unique ways, and I'm a sucker for moves changing how other moves work. Pork Bean is also a cool move as well, being able to travel far, be a good option for KOing if you can predict the foe's reaction, and if you can somehow get this hit by lightning and hit it, the KO potential is amazing, and I have a soft spot for hard to land but amazing KO moves. Berserker Rush is also another example of a move that works well with both Piggy Nose, with the lock on, and Thunder Tower, with the warp. Overall, I think FPT is a set that uses its gimmicks to enhance its moves in unique and useful ways, and it details those ways very well, and details the uses of those ways very well too, and if I talked about each move's uses with each of those gimmicks individually, I'd be here all day. Good job!
Iyami: While I like what you’re going for here...like others have said, I think this set needs a lot more detail, especially in damage percentages. Not much else to say really.
Carrot: Your first moveset of this contest is a really good one, I believe, Bia! The concepts of this move all work really well together, and the moves themselves seem fitting even though I don’t know much about this character (although well, just looking at them I can tell they’re your kind of character.) Electro Charge is an interesting buff for this set, and the ways you incorporate it into each of the sets moves are interesting and detailed well in each individual move, opening up greater options for damage, comboing, KOing, and even stage control with Down Smash, forcing foes into the air where Carrot shines. The Down Special is also very interesting, with it either being a good heal option for Carrot, but also being a tough choice for foes on whether or not to let Carrot take the heal, or prevent her from healing at the cost of damage, with either option being good for Carrot, it reminds me of Prae's Down Special in a way. Up Special not turning Carrot around is also interesting, and I could see it opening up a couple of interesting aerial approaches for Carrot to take. Electro Mink Rush also is a good part of the moveset for being able to drag foes closer to the blast zone, which is something the rest of her moveset isn't really good for, so it's nice to have the ability to still. Overall, this is a set that I think uses its main gimmick very well with all of its moves, and details said uses decently well, so good job!
Cyclohm: I think this is a really interesting and creative set, Bubby! It’s only recently that I learned about the Fakemon community, and seeing sets for them really does pique my interest in the topic, even though there’s really only been 2 I’ve seen (so far at least). Zap Cannon first of all seems like a very good all-around tool for Cyclohm, being a good zoning tool, and the full charge version being a great tool for KOing, and the way it ties into and interacts with other specials is also very interesting as well. Thunderbolt is also another interesting move, and actually creating a cloud for it first is something I don’t believe I’ve seen much before, and the move itself seems great for stage control, especially if Zap Cannon supercharges it. Twister only adds to this too, with its many interactions each being great in its own right: shooting a Zap Cannon into it for a lot of damage and leading into other moves too, the thunderbolt into it being good for just adding some extra oomph to the attack, knocking the cloud into the tornado to make it both harder for foes to ignore and better for setting up a combo, and lastly, shooting a thunderbolt or Zap Cannon into a supercharged tornado to open up an extremely powerful KO option, and all these interactions are a treat to look at. Even the standards have some interesting interactions among them, with the ability to freeze the cloud for stage control with Up Smash, as well as Down Smash being able to extend its hitbox to nearby clouds to keep foes away while Cyclohm sets up their cloud. Soak, while not having a ton of specific interactions, is also still appreciated for its ability to greatly enhance Cyclohm’s damage dealing and combo game, given their many powerful electric moves to make use of against a soaked foe, and is also aided a bit by Down Air’s ability to slightly extend the soak time. Overall, I think Cyclohm is a very great set that makes use of the many interactions between its specials to amazing effect, and supplements those with simple yet effective standard moves. Good job!
Sub-Zero: I really enjoyed this moveset, Goliso! I’ve always enjoyed Mortal Kombat sets, and this is another good MK set. Both the main gimmicks unique to Sub-Zero I think really do make it feel unique to a Mortal Kombat character, and add to the moveset well too, with the Combo Strings opening up more, well, combos for Sub-Zero, and the Krushing Blows encouraging different ways of using moves to put the foe under some reeeal hurt, and the added touch of Special Zoom helps make it feel like the X-Ray type nature of Krushing Blows. Mortal Freezing is another cool (heh) addition, and an interesting take on Freezing that requires players to use the command inputs of Sub-Zero’s to full effect (insert joke about smash players not liking command inputs here), and feels fitting for the ice ninja too. Ice Ball is a good move for Sub, being both a good move to play into his freezing game, which is great for starting combos, and being a good tool for encouraging use of command inputs. Polar Puncture also is another great tool for Freezing, being a good kill move/damage dealer normally, but being great for starting combos with the command input. Rising Ice, while being simpler than the other specials, is also still good for aerial combos and countering some aerial approaches. Ice Klone is also a very good move, being a good option to snuff out some movement options, as well as being a good option against defensive foes if you decide to throw it. Also, the addition of two Final Smashes depending on Sub's health is something i really like too. Overall, I think this is a great set which although it has a lot of gimmicks, it works those gimmicks together very well, with each move having its uses, and those uses being very clear, and making it encouraged to use most of them to their fullest. Good job!
Tomoyo Kanzaki: Reading my first Kat set of this contest, and this one is a great start, I hadn’t heard of the series she’s from today, but the concept of anime characters with OP powers not using them to fight big and long battles is very funny to me. First off, I think you’ve really balanced the time stop well, which is not an easy feat to do. The ability to only perform 3 moves makes it so you can’t just spam powerful moves during stopped time, the fact that knockback angles are combined, and the fact that time passes twice as fast unless you’re in the middle of a movement or movement based attack, as well as the time period before the time stop, both encourage careful positioning and planning for the time-stop, which I very much like. The time needed to wait before the time stop reaches full power, as well as the cooldown, also makes sure the time stop can’t be spammed as well. I also like that foes can intercept the time stop if they're smart enough, it really adds some strategy to the time stop. And the addition of specials and moves working differently if they involve “teleporting” is also a very nice touch that also makes a lot of sense, you can’t stop stopped time even more, after all. Time leap is both a great burst movement option for approaching foes normally, and a great set-up tool for time stop combos. Timed Play is a very versatile move, being able to just toss the ball for a weak projectile, or spike it hard for some pressure, and even harder for some greater pressure and a very powerful move, and its change in stopped time seems good for positioning foes to get hit into the ball once it ends, which can be veeery dangerous, especially if the ball is flaming. Time Out is also a very interesting take on a counter, being able to cancel into a couple specific options if you aren't confident in timing your own counter, or being able to choose which move to perform out of the counter if you think you can get it out in time, which, if you time it so it happens just when time stop starts, can be made way easier. And lastly, while getting into each standard's specific uses and strengths with time stop, I do like the sheer amount of versatility and options you put into a lot of moves, it really gives Tomoyo a ton of options to work with. Overall, I very much enjoyed this set a lot, it uses the time-stop gimmick very creatively, and in a unique way, and both has a lot of options to choose from, and benefits to each of those options that encourage varying your approaches based on your foe’s approaches.