This set is quite excellent and I totally get why it has a big fanbase. For one thing, as I said in chat, it manages to invalidate the other very boring and outdated Mami set in a single move. That’s pretty dang impressive. It’s somewhat similar to Rufus in how it’s focused on a lot of gunplay and yet every little pirouette of these guns is made into a remarkably fresh attack that never feels redundant. What Slavic lacks in Roy’s expertise in these little flourishes is more than made up for in pure mechanical depth, as Mami feels like a bomb ready to explode at any moment with her Tiro Finale! An excellent mechanic that gives insane power to a potential shot of her gun built up into a passive charge prior to her attack, giving her a fitting trump card for whenever the foe is put on the back foot.
Besides that great double-punch of fun melee and great central mechanics, the set is a breathtaking Slavic presentation all around. I love the writing style of the set and the effortless, fun turns of phrase throughout what could’ve been a particularly dry dull set. This is helped out by Mami’s ability to set and forget her rifles in the air so that in many cases she can pick them right up in later moves, always giving a good outlet for creativity where moves could otherwise have sunk. Slavic has come full circle back around to the greatness of sets like Gamagori in my opinion as Gnasty Gnorc was not as good as Mami but shockingly good for such a
stupid and
ugly villain. What defines Slavic’s style to me is his very engaging writing style and penchant for unique twists on otherwise standard mechanics which is no better shown than Mami. I’m very excited to see what you have in store for us next MYM, Slavic!
Kupa’s had quite an amazing Make Your Move and has fully settled back into the (king of) swing of things. skekMal is clearly not his best set and it may surprise readers this was in fact my least favourite Kupa set of the MYM, yes Kupa just had that good of a contest. Where skekMal excels is in a similar realm to Primordial Darkness, doubling down on super heavy balance using all sorts of tricks. In skekMal’s case this is done through the Gobbles, a trap turned juggle tool and a “rage” mechanic that’s a neat twist on Incineroar’s Revenge.
What really puts skekMal ahead of the rest and what nearly brought him to the RV+ part of my vote list was the focus on weapons and the exciting potential for throwing them around, Z-dropping and momentum physics of tossing around the things. On top of the sheer enjoyment factor of being a giant pterodactyl monster juggling giant swords with multiple arms the set builds an intriguing system around them that would put fear into the eyes of anyone who tries to one-up the vivacious villain, setting up all manner of hijinx. It’s a great idea for the set’s balance too leaning on these 50/50 situations, insurmountable pressure that’s created from covering the stage in massive flying swords and when it comes down time to get up close and personal skekMal isn’t lacking in that department either, boasting a range of both crushing, devastating melee attacks and more precise bone crackers that are entirely fit for purpose.
I’d be remiss not to mention the painstaking lengths to which Kupa went in developing the characterisation of skekMal, this has become part-and-parcel of Kupa’s observant movesetting style in recent times. skekMal is made to feel intimidating in the same way as an approaching Ganondorf just about to dash attack you at 150% and yet has all the bells and whistles you’d hope for out of the titular hunter. It’s an eclectic mix of direct attacks and indirect traps that make for a quasi Snake mixed with Incineroar for the most part, implemented in the game it’s a fresh take on how you can overcome the inherent super heavy struggle through sheer force of options on top of the usual power. Just like a certain crocodile we all know and love. Token shout out for helping to make Dark Crystal a franchise, we did it Kupa!
This is another shocking moveset to be this high considering Almand is relatively new to the community but it’s a well earned accolade for sure. Ditto takes a seemingly impossible character and makes something pretty fantastic out of it, designing the set in a way that few people would’ve really thought of before. This is done by fusing together several interpretations of Ditto’s canon powers from a 1:1 transformation, largely buried away in the mechanics of the set much like other copycat sets, “failed” transformations which is most of the set (a very wise decision) and directly copying singular moves. There was much debate in the past over copycat sets and Almand managed to sidestep almost all issues with them in one fell swoop, showing a very smart approach to Smash and game design.
The individual moves are all really well done as well, ranging from a Thrawk (Throh and Sawk fused together in a mangled amalgamation) to a raging Cranidos with a Rampardos head. The collection of transformations is a strange, hilarious combo of outrageous misunderstood Pokémon you can see vaguely why they would be interpreted this way. This isn’t all there is to the set either as Ditto has a handful of important regular attacks that while unimpressive, do matter for his playstyle not being too chaotic.
The set wouldn’t amount to much without all of the complex mechanics set out at the start of the set, in what has become a trademark of Almand’s sets this MYM. The status effects are integral to the set’s balance so that constantly peppering the foe with these strange attacks can end up paying off in big, unexpected ways that can then lead into landing one of those not so flattering KO moves that would normally be for show. In a fitting way, the playstyle is somewhat accidental, while avoiding the tackiness you’d expect, Ditto falling his way up to victory.
Surprisingly this set is both very engaging and has a great way of unloading tons of information on the reader. We long since dropped the habit of outlining hitbox data and other pertinent information after moves and yet Almand has managed to bring it back in his own unique style. It’s why his long sets, two coming in around the 20k words mark, certainly don’t feel anywhere near that long. It might be a part of why they’ve become so popular as a nice surprise when you realise the entertaining ride you’re in for once you get past the packed mechanics section. All in all it’s easy to see why this is a strong contender for an unlikely fighter, netting a RV+!
This set went up and down in my estimations but the reason it ended up settling this high is it’s simply a very engaging, charming set that never let up on the creativity. Much like the old Baron set from way back (ironic given that was the same MYM as the old Pennywise) Amadeus is packed full of interesting and creative attacks where every input is trying something pretty outlandish. This wouldn’t have worked well on just any character but Kupa chose an eccentric mad ghost, so it’s a fantastic fit and for me is what put the set into range above a few others vying for the spot.
The set is somewhat of a 2in1 like Hina, Amano and Rufus, though takes it easy with only a few strong Piano moves on top of his regular ghostly moveset. The piano can be summoned any time after finishing up a combo that’s open ended and useful enough, actually noted at the end of the set to give more insight into how this could be implemented in the game. Once you’ve built up enough points, perhaps you could interpret this as some kind of strange twisted performance art, then Wolfgeist earns the ability to summon the piano for a few choice super attacks. These aren’t just broken final smash tier attacks though pack more of a wallop than your average strong smash either in power or for sheer stage control presence.
The characterisation of the set is another part of a winning performance. The set loves to be as bombastic and showy as possible, almost to the point it’s overbearing, but stands well clear of anything just dumb or annoying for players. Every attack has a distinctive key frame and stands out well as far as game design 101 goes, fulfilling a necessary purpose to work in the playstyle while pushing the envelope in just how much you can cram into a pretty standard character’s wheel house. Admittedly one of the messier designed sets but there is method to the madness and there’s no set quite like it this MYM, despite not having the strongest concepts, just due to the way Kupa manages to cut loose and do whatever felt fun for each move. It’s an extremely engaging set that manages to hit every note and any bum notes it does hit is soon ignored once it hits its next exciting high.
This is another in Roy’s classic Touhou sets, and another late game addition to the contest similar to Utsuho from the previous MYM, Shou is certainly living up to the high standards set by the Elephant foot! Shou basically comes to the fight with practically infinite projectiles to fight the foe with that are packed into her specials and then later on uses a combination of various longer ranged weapon characters to further augment her projectile focus away from solely a camping or zoning playstyle. It’s reminiscent of Byleth (makes sense, as that’s one of Roy’s mains and underused in MYM), Corrin (again underused) and Marth entirely for his tipper. With such inspiration, it’s unsurprising the set has such a strong melee game despite a hyper focus on these projectiles largely in the way of projectile traps that Shou herself can set off.
Set off her own projectiles as a trap, isn’t that a little odd, you may ask, well no. Shou in fact has a number of naturally reflecting attacks of her own to bat back any projectiles, hostile to her or not, to create quite spectacular arrays of fireworks around the stage going off all angles of the stage making life misery for the foe. The annoyance doesn’t stop there for them as they have to stay out of the way of her powerful sweetspots and keep an eye on her pagoda too, lest it become so strong it buffs her attacks to the point she can just go up and flick them to death like a sweetspotted Byleth side special.
The set continues Roy’s loving portrayal of the Touhou girls with a fun characterisation that pushes the intriguing character of Shou. She’s misunderstood by design, sort of in-between things as a deity created out of a misinterpretation, funnily enough a bit like Ditto’s own misinterpretations of his own Pokémon, To me this invites the reader in to make their own judgment of whether all of the chaotic projectiles and sweetspots were really Shou playing expertly or merely like Ditto falling into success by accident and the chaos just that, amidst a mess of self-inflicted projectiles. Not sure if that was the intention, but it was an amusing thought nonetheless.
Roy’s writing is among the strongest in the contest and this set really showcases how well he can glide through complex attacks and animations without any breaks. Shou has a few complex attacks like her fthrow using a cross-shaped projectile that bends and twists with pagoda power, but Roy as in many moves has the right presentation at hand to guide the reader through, in what could otherwise have been quite a messy or weird move. It’s why Roy can afford to get a bit more intricate in his moves than other MYMers and mix in ambitious complex projectile tennis with some criminally underused inspiring moves, even from fairly new Smash newcomers, creating something refreshingly new.
Wriggle is another great Touhou set this MYM, this time focusing on the playground potential for a character who loves creepy crawlies. Wriggle’s equipped with several ways to control her friends-turned-projectiles making them home in on her or extending their life span a little beyond their normal capacity, a technique sure to get under the skin of any opponent. On top of that she has some of those creative smashes you’d expect out of a US set. The Mole Cricket in particular is a fun and powerful source of stage control, while the fsmash is a typical satisfying big projectile fsmash conjured up around one of Wriggle’s bug friends.
The biggest appeal of the set is definitely in its many quirky, fitting attack animations and hitboxes. Wriggle is a very unorthodox fighter largely focused on unusual manipulation of her own set up, be it her lingering hitboxes she brings back to life, her high-risk high-reward attacks and very specific bug-sized hitboxes conjured up out of fairy dust. US hit the nail on the head with her characterisation too feeling like a first boss who is largely showing the ropes to the player with seemingly non-threatening, but in reality quite threatening abilities. What may first appear to be quite gimmicky is in fact a potential onslaught of pressure and stage presence. US finds time as well for a moment of strong personality here and there too, Wriggle being the usual brand of likable character Touhou is known for. It’s a quite different approach to Roy’s usual Touhou set and it’s hard to pick my favourite, but I’m glad they’re both around.
This set was one of the most hyped up in the MYM and it did not disappoint bringing a super heavyweight experiment that’s never been done to this extent before. Double down would not be enough, I’d say a tripling down on the downsides of a super heavy in a character who would be the slowest in Ultimate, having the worst frame data and a hurtbox that’s more or less giant compared to most of the cast. Why not go all the way? This set then uses that as a springboard to say “well now that’s in play, lets just go nuts with super armour, power, range and projectile spam!” I’m very happy to see you return to such a character as it feels like you’ve not really handled a super heavy of this calibre in many years, I can’t even remember the last character that was both this big, and this is of course by far the slowest you’ve done for both frame data and speed.
The balance of the set is clearly a big part of the appeal as it does successfully juggle the negatives and give an appealing set of positives to outweigh them. It’s not too complicated either as merely getting out your delayed projectiles then creates hard interactions with your down smash and simply buffing yourself with armour creates a few choice differences in a few other moves.
The armours themselves are surely a highlight too as a Monado-Arts-But-For-The-Big-Boned, making him not that slow for either speed or frame data or even bulkier (which is definitely the best for how fun it is), purely offensive (quite insane honestly, but works well). “Or” is important here, as the fact only one can be applied at a time means PD will always have some huge anchor of weaknesses tying him down, as should be the case.
In the same vein as Kupa’s sets I found this set very engaging, despite the fact it’s delectably simple. There’s not a whole lot to him to be frank, and yet the set is always very engaging to read and conjures up many fun images of how this bizarrely min maxed character might play out if implemented. The simpler seemingly quite rigid moves like Ganondorf in Ultimate become fascinating in the context of his super heavy moveset, imagining the various match ups that might develop around the character. It really shouldn’t work, and yet it does. It’s particularly exciting if you do main a super heavy and are interested in the genre so it felt very appealing to me on a mechanical level, which is not often the case in MYM even if we have our fair share of super heavies, it’s rare to see them experimented on to this much success. Hope to see more sets, dare I say just like this one or similar to it, in your future FA.
This is a great 2in1 set where Rufus and his dog Darkstar. What’s really impressive about this set is how it synergises the two separate characters around his simply switching mechanic, a direct switching move a la Pokémon Trainer, but also has ways to switch immediately after certain moves. This ability can’t be understated in how much fun it is to envision as Rufus is built around the ability to switch on the fly after some moves to directly combo or create nightmarish stage control presence for a foe. The coin laser is an awesome move that lets Rufus casually cover vast amounts of stage all at once while keeping the balance in check, a feat in of itself and I think speaks for itself making a 2in1 of guy with gun and a dog with competent melee work on top of massive stage-covering death lasers.
The melee of the set post-specials is consistently good, if not great much of the time. Rufus is another set in the mold of Roy’s beloved gunslingers, like the amazing Hol Horse last MYM or sets such as McCree in the past. Where this expertise is shown off is many fun moves where Rufus can both shoot and fight melee at the same time, usually one then the other. This is doubled up in fun when after pistol whipping the foe with his shotgun, Rufus can follow up his gunshot with a direct attack by Darkstar! The amount of projectiles or disjoints at Rufus’ disposal is incredible and a fascinating take on a glass cannon too, given Darkstar can fall away quickly when mismanaged. This MYM had many takes on the 2in1 or multiple characters in one set but Rufus stands out as the best take on a lighter character relying on oppressive offence, rather than the more defensive sets. As Roy said in his Hina comment it’s cool to compare and contrast to other 2in1 sets this contest.
I had a few big problems with this set that were ironed out in a late round of edits. The Darkstar neutral aerial and forward aerial were both not very expansive and the uair's animation for Darkstar was awkward, but Roy went back and wrote a couple of very good new aerials and adjusted the animation on the uair slightly. These changes were pretty big and rose this set quite a bit from where I thought of it initially. In addition, while not something to really factor into a set's quality necessarily, giving the option to use the original FF7 alt costume and all the extra references definitely was a very appealing bit of flair to add to the set. Plus any character that references Hojo, Heidegger, Palmer, Scarlet and so on is someone I would want to play in a real game.
This is a fighting game inspired set and one of Kat’s best this MYM, an impressive feat given Kat posted so many great sets. Hotaru is fun as it’s a very different kind of FG set compared to say, Alex and Hugo last MYM, as she instead focuses on more detailed things like frame data, exact combos and mix-ups, as well as considerable focus on weighing the risk of going all in on certain attacks. By comparison, it does feel fittingly more like a SNK fighter than the Capcom SF sets we mostly get because of this heavy focus on precise frame data (some of Kat’s most thoughtful of all time I’d say) and positioning based strategies.
The set in general gets the most out of elegantly simple concepts, the specials being foremost as an example. Most of them are nothing too flashy, but all fill an important role in her playstyle, checking various options for the foe and checking off potential counter plays the foe can do, reminding me a bit of my own Hugo set, but with an almost completely opposite playstyle and character.
Hotaru is not purely reactionary however and can go for massive reads with huge potential for punishment. In this respect, the use of Go is quite different too from a typical meter mechanic, being more of an X Factor or comeback mechanic than something that's a slow burn. This is absolutely worked into the mechanics of the set too, giving it a whole lot of depth that's unique for Make Your Move.
I would also be remiss to not mention the TOP mechanic, letting the player for Hotaru pick where to set when her Go mechanic is active. This is made far more interesting due to the small amounts of healing and damage mitigation throughout the set to let Hotaru etch her way back into the Go threshold, further encouraging precise, intelligent play. The amount of technical prowess and very particular information on techniques such as cancels, exact combos and specific follow-ups from move to move give the set the same feel as a proper fighting game set. It's also impressive to me how many simple moves the set manages to give a particularly important purpose, not losing sight of how a fighting game set like this does rely much of the time on these bridging attacks in-between its flashier attacks.
4. Pennywise the Dancing Clown
Now I may be biased as the very first sentence of this set not only references me by name, but the fat boy who I'm friends with too. However upon further reflection it's hard to not be a huge fan of this set, beyond the obvious amazing comedy and characterisation that's always a given with Kat's movesets. The greatest strength in this set lays in the chosen creative moves for the melee and interesting core concepts revolving around subterfuge and manipulation.
The core of the set takes a page out of the old Pennywise book but runs in a wholly new direction. Balloons
float to the top of the pile once more naturally but it's more about the Fridge, Pennywise's various mix ups and approaches, in a similar vein to Kat's Hotaru set it's a set all about playing against the opponent. To this end, Pennywise uses his acrobatic nature as a performing clown to overwhelm foes in his scary assault. The fsmash is a great move similar to Primordial Darkness' dsmash that takes a ridiculously slow move and turns it into a circus of fun interactions and in this case, turns the set up Pennywise put out into a physics playground.
The set has all manner of fun animations and attacks. Pennywise brings out his iconic claw you see everywhere in It merchandising for the old television series and brings on board fun imagery like the dog head, the moon and the Dead Lights. These all link into Pennywise's core theme of tripping up foes with counter hits and putting them into disadvantage. It's a more subtle Pennywise than you may remember, though he has had a lot of time to work on his melee. I will say again that the meta self awareness of the set, comedy and characterisation is as good as it gets. This set was tremendous fun and I'd love to see more sets of this nature looking again at old classic sets and giving them a fresh coat of paint. Great contest, Kat!
This set really impressed me and I was already a big fan of US's sets ,but this one stood out to me for its great creativity and interesting concepts. Hina conjures up a Scarecrow she can use either disjointed from herself, or to attack alongside her as a puppet much like Rosalina and Luma. This can get very fun as the scarecrow's attacks can vary a great deal from Hina's version of the moves, giving unique combos and follow-ups, while Hina is given some built-in weaknesses where it's a symbiotic relationship for the two to work together and win.
On top of the scarecrows Hina has some fun ideas too creating planters that become stage constructs to throw out her various seeds to create four distinctly different blooms. The set has a lot of interesting interplay with these different blooms that cover the stage in brambles or other plant life. Besides your regular ole pressure game the brambles lead to unique combos and 50/50-like scenarios where Hina can put the foe on the back foot, in a similar way to Pennywise's pressure game.
What's fun about Hina is the characterisation, being a very likable and defined character despite being an OC and her high skill ceiling. Many of her moves have big blindspots and require a good bit of skill to make use of it, while always having some basic use in a casual setting. The way the scarecrow works is a good example of something that could've been a real mess in less capable handles. It all adds up to a greatly balanced set that nonetheless constantly is introducing fun new mechanics in most every move.
The use of kama in such a way as to create amazing hitbox coverage all over the stage is both a nice visual and a nice combination with all the scarecrow's hitboxes. I also liked the little flairs of character throughout the set such as on the ftilt where Hina's again a very likable goof, only sometimes. It's surprising too given the set already has so much going on, but shows one of US's strengths in just how much content he crams into his sets and gets the most out of them conceptually
and their character. It's hard to find much wrong with the set at all as it walks a thin line of brilliantly creative and yet down to Earth practical all at once.
A fascinating rise by Kupa recently and encapsulated perfectly by none other than this set, a great and very “Kupa” set by any means as well, you can even see traces of the old MYMX era within this set, only updated to match modern sensibilities. You can see the same concepts of Pennywise with invisibility duplicates, mInDgAmEs, the sheer creativity of the attacks and other sets of the era except without any of the negatives inherent to those sorts of moves. This is no small deal as these ideas are not hard to make into a modern Make Your Move set, I can even see some Jarvis inspiration in the Giant Mysterio special! I said this all already in my big comment for the set.
Mysterio represents Kupa’s style at its best beyond the concepts too, a strong presentation and forceful writing, deliberate ideas, it’s not at all interpretative. Despite this every step of the way Kupa is taking plenty of risks in what kind of creative inputs he chooses to weave together with an unorthodox and poised take on balance. This isn’t a super heavy who is justified in having the odds stacked in his favour, a heavyweight but still quite nimble character that has a good recovery requires a very different argument for what Kupa does in this set.
The point is not whether I think the set is successful, I think for the most part it definitely is, it’s that Kupa has managed to put together a set that’s sold everyone on these bolds ideas that really interests me much more and has settled back into a highly respected set making position so many years after his most popular tenure back in the old days of MYMX. It’s no exaggeration to call this Kupa’s best MYM in a decade, with a huge gap in-between, the skill to which he combines highly volatile ideas then crams them with even more potentially explosive caveats, you can see how far he’s developed. It’s one of those sets where every move is memorable, even if you don’t necessarily agree with everything it’s doing at all times, which is why I can understand this set’s popularity too. That’s very much in line with the current philosophy in MYM and I’m happy that’s the way things have moved.
On a personal note I did at one point want to do a Mysterio set and I can’t imagine a better set for the character than this one. I never really thought of a Kupa Mysterio set – this was before the film after all, long ago – but when you see all these concepts together, it does make a lot of sense he would end up making the character. The subterfuge, mindgames, creativity and even the villainous show-off character is really all very Kupa, in an interesting way too. There’s something about the character and way that it all comes together in a peculiar fitting way that’s kind of captivating to me on top of how engaging the set is to read too, and one that gets me thinking about how Kupa approached the character. I wonder if Kupa realised how fast and loose he played it with this one, because it is an incredible effort, if this was a knowing attempt to aim high that worked, or simply a set that ended up growing into a massive project. In either case, it’s a pretty fantastic set.
For Kupa I think there’s going to be a big challenge to match this set that I would respect not being willing or able to dedicate such an effort at again. This may be the peak for Kupa and if it’s not I will be even more impressed. This set is not only super long but chock full of impressive amounts of efforts on well, everything. Not quite to the extent of my #1 arguably, and effort is not everything if misdirected, but I am so humbled all the time by how much time everyone is willing to spend ironing out these sets even as a lot of us are getting a lot more responsibilities. Whatever happens in the future sets like this one will surely stand the test of time even if they do show some wrinkles eventually!
As much as I gushed over Mysterio I would say Louise is the clear winner, though it’s not as if Mysterio isn’t also a great set, Louise is one of the best sets I have ever read. It definitely can be compared to the likes of Hol Horse, Xehanort, Ulrich, Ribby n Croaks, and so on from the pantheon of great Make Your Move projects. There’s so many layers to unpack as to why really, as it’s not just the set but all of the wonderful context that US builds around the set. It’s not just a great set but an amazing introduction to the FF! universe and game that US has created, with all the best approaches to the meta aspects and respect for the reader. For such a funny and charming concept it never resorts to the insultingly obvious or anything that ruins Louise’s character, despite always making fairly unscrupulous at the same time.
What’s so great about Louise’s set is how it introduces all of the FF! items so gracefully on moves, and has the right idea for how they would be implemented. The set is literally inventing entire meta parts of a fan game that it then pretends in genius fashion would be implemented into Smash in a particular way and implements them so creatively it’s easy to see how they’d be even more fun in Smash than this fake game due to their versatility. The safe comes to mind, the speed up to go so fast comes to mind, the chips come to mind, it’s all so wonderful really.
The set’s dice mechanic is also great not only giving bonuses for lower rolls on a few moves, but for giving a seemingly RNG-mechanic a defined way to improve the set so it’s not really RNG at all! It’s funny with characters like Hero already in Smash how well this set takes the idea and just says “nah, here’s a much better way of doing it” while adding oodles more depth at the same time. Every move has a fun interaction based off the die buffing it one way or another. On a meta level it’s super fun too acknowledging how even for her own set, Louise can stack the deck in her favour, almost like a hand is hovering over her at all times helping her “cheat.”
I feel like that analogy also sums up the excellence of this set. You can feel the creative hand of US all the time considering every little thing that goes into the set, to the point it feels insane how much effort and care went into making it. Every move is incredibly polished and not just in ways you may expect, but from tons of edits from feedback others have given and an attention to detail that’s second to none. It’s a set that had me literally amazed to see the nonstop flow of ideas that really never stopped, US going on full assault the entire time in a very long set. Despite how long it is too, and it took me a whole day to finish it, I can’t say I was bored the entire time.
The set is really interesting too in what kind of animations and attacks it used, memorably ending on Louise throwing a pepper over her head. It’s these eccentric ideas turned into attacks as well as more rudimentary, necessary ones that impress me as much as anything. Like Mysterio or Pennywise the set takes many a risk in the zany moves it chooses to create, not relying merely on some more basic melee, but not too much on the creative side either. It strikes a perfect balance of the two. It definitely veers more to the creative side though and that’s why it is so compelling to read.
The set does feel like the end result of years of US’s set making developing and I do really hope it wins, even in a contest of worthy winners. It’s too late for me to have any effect now with writing this, but I think it would be more than earned for all the writing and effort US put into this MYM, with so many amazing sets, plenty of which ended up on this list and another that still got a vote! I’ve certainly noticed just how much of his heart and soul goes into his sets and it’s a contrast to the way you see everyone else reflected in their work. Louise shows a really sincere dedication and true inspiration. It’s quite simply, one of the best sets of all time, it’s a spectacular work.