Katapultar
Smash Lord
I appreciate that you were willing to throw this out in spite of being in an unfinished state: just seeing a new set from you, from a piece of media you really like, is great in itself. Jamcons are also a good way to get attention and force people to give you feedback as they climb their way to nominationhood. I wrote this comment with the intention of giving you suggestions, so I’ll run by them one by one:
Overall, a very promising moveset concept! I could see Gary being a solid moveset with a more fleshed-out melee game, which is generally the big highlight of tag team sets. If you wanted to go in that direction, we would be happy to help. Looking forward to seeing what you come up with!
- I like the glow-in-the-dark aesthetic of spores.
- Spore timers on minions feels relatively fair given that the stronger ones require more spores. Being able to control an opponent’s Nana in a tag team set might lead to some weirdness/being unfair.
- The actual concept behind summoning frog minions to dish out stronger versions of your attacks Nana style is promising! It’s particularly unique on a fighter who is tiny compared to their partner/minions: I could see situations where an enemy’s attack hits a frog, but not Gary.
- Do the frog minions have stamina, or do they need to be KO’ed like regular fighters? Is there a limit to how many frogs Gary can have out?
- Down Special feels decent enough as a way to keep frogs in place and return them to Gary’s side on a second use. Could lead to some fun effects, like a frog using Up Tilt on the ground while Gary uses his U-air while he’s airborne, maybe comboing off of the frog’s attack.
- It would be cool if the frogs could actually weaponize the crops they grow. As either a throwing item or battering item. I understand that this is a very ambitious idea, so you don’t have to go through with it if you don’t want to. But… it would be very cool if you could “customize” the frogs’ attacks, like make them throw an item upwards instead of use their Up Tilt? Even have Gary catch that item? Maybe you could even have the giant pumpkin roll along the stage like a barrel item?
- You could make the Side Special projectile a conventional projectile (could be similar to Duck Hunt’s Side Special if the throw is compared to a frisbee toss), deal some damage and hitstun.
- As frogs don’t use Up Special, it could open them up to use other attacks while Gary is recovering?
- What if Gary could spread a temporary cloud spores while he’s flying during his Up Special?
- Side Tilt is the kind of tag-team interaction I like to see: where the frogs’ rake attack can follow up on Gary’s spore attack. I’d be interested in seeing details like knockback or move applications for the frogs’ attack and melee attacks in general.
- The idea of an input that has no hitbox on one fighter, but a hitbox on the other is interesting @ D-tilt.
- Wasn’t expecting to see Dodongo’d moves, heh.
Overall, a very promising moveset concept! I could see Gary being a solid moveset with a more fleshed-out melee game, which is generally the big highlight of tag team sets. If you wanted to go in that direction, we would be happy to help. Looking forward to seeing what you come up with!
Jamcon 5 nomination goes to Alcohol Witch Daniella. It was close this time around, but I was long overdue to give Tern a Jamcon nomination. Great work!
It’s fascinating to see you take up the Touhou mantle, and tackle the highest-placing Touhou character at that. Definitely invoking Froy’s presentation style by placing pictures above each move section.
Of immediate interest is Remilia’s increased jumpsquat frames, as I tackled a very similar concept last contest. You also do a good job at emulating the movement style in Touhou games (and I believe the air dashes from the fighters) in Remilia having really good air speed and long dodges. Teleports in the place of your midair jump is bold and fascinating, and something I once attempted in a MYM8 set that I long deleted. The mechanic prevents Remilia from attacking in the middle of a midair jump like other fighters, which is normally fun to explore in a set, but it uses as a dodge, gimp and extreme mix-up or approach are cool and balance with her jumpsquat frames really nicely!
The post-attack teleport is definitely cool too, and having finished Jamcon sets the lag cut of course reminds me of Daniella. That Remilia can only teleport if she performs her first jump, but is able to teleport if she hits a foe, is a neat balance factor too, and justified in a cool way as Remilia is designed to be a feast-or-famine character in a way that suits her character fantastically. All and all, I really dig Remilia’s mechanic, and that’s not even getting into her moveset!
Neutral Special is an interesting enough charge-and-store projectile, where Reminila has to pick between a neutral tool or committing to stronger projectiles and losing said good neutral tool. Side Special is a nice twist on Pac-Man’s Side Special, where you stun the foe for longer the longer the chain was, and can potentially start up and smack them with an attack. Seems strong, but if Remilia manages to hit with the long, telegraphed chain, she deserves it, and she is also limited by the angle she approached her opponent.
Down Special reminds me a bit about Froy’s Patchouli set: the projectile does feel too powerful when Remilia can aim it in any direction and it deals radial knockback. Combined with its slow movement speed and low end lag, it feels a bit too easy to throw it downwards offstage to gimp opponents (Remilia could just run offstage to circumvent her 12 frame jumpsquat). Maybe it should have some kind of limit when thrown downwards? By comparison, the delayed U-Smash knives are quite cool and feel a lot more balanced with their radial knockback, as they are fired from high off the ground from a grounded input. The blood puddles further remind me of Daniella: you must have had your finished Remilia set in mind when you made that set! Beyond this, all of Remilia’s Smashes are quite cool and play off of her blood puddles nicely.
Air Smashes? Now we’re really talking Froy! Well-balanced, and a great extra input that adds a lot more to Remilia’s air mechanics and an extra variety of Aerials. I like how the projectile Air F-Smash plays off of Remilia’s teleport and the lag cut she can get, while Air U-Smash is a solid anti air-dodge tool. And Air D-Smash is a fun, reasonably over-the-top stall-then-fall that adds a great fear factor out of Remilia’s Aerials.
Onto the main Aerials, N-air is a really fun melee move for Remilia: it’s not only simple but has the cool prone set-up application from the spike on its second hit, which gets harder to land at higher percents, and I really like the landing shield mix-up between hits 1 and 2. F-air is a funny move that wouldn’t be great on any other character, but it’s very cool for its customizable knockback and being Remilia’s premier wall-of-pain move with her teleport mechanic. D-air is particularly fun to imagine being used while traveling along the air to spray bullets beneath your opponent, doing a great job of capturing the bullet hell nature of Touhou.
Really, the Aerials do an excellent job at complimenting Remilia’s aerial mechanics, serving as a high input section for a fantastic mechanic. From there, Dash Attack and F-tilt are neat for their mix-up capabilities. D-tilt slide is another move similar to Daniella, but a fun little armour and damage boost for sliding over blood. B-throw’s bat bomb does seem a bit strong and last a long time given it homes, but is otherwise a cool move. And D-throw is a very unique “tether-them-in-place” throw that we don’t see often in modern MYM, and doesn’t seem to be too imbalanced from what I see.
So, all and all? I really, really like this set. This is easily my favourite set of yours so far: a really strong set that I would have easily Super Voted for last contest, and would be shocked if I didn’t SV it this contest. It’s the Tern set that I always wanted, that I knew you always had in you. Really, I have little doubt this set will be one of the more popular entries this contest. Fantastic work, Tern!
Also, nice Classic Mode extras. We don’t really get Classic Mode Ending Screens much, either.
Of immediate interest is Remilia’s increased jumpsquat frames, as I tackled a very similar concept last contest. You also do a good job at emulating the movement style in Touhou games (and I believe the air dashes from the fighters) in Remilia having really good air speed and long dodges. Teleports in the place of your midair jump is bold and fascinating, and something I once attempted in a MYM8 set that I long deleted. The mechanic prevents Remilia from attacking in the middle of a midair jump like other fighters, which is normally fun to explore in a set, but it uses as a dodge, gimp and extreme mix-up or approach are cool and balance with her jumpsquat frames really nicely!
The post-attack teleport is definitely cool too, and having finished Jamcon sets the lag cut of course reminds me of Daniella. That Remilia can only teleport if she performs her first jump, but is able to teleport if she hits a foe, is a neat balance factor too, and justified in a cool way as Remilia is designed to be a feast-or-famine character in a way that suits her character fantastically. All and all, I really dig Remilia’s mechanic, and that’s not even getting into her moveset!
Neutral Special is an interesting enough charge-and-store projectile, where Reminila has to pick between a neutral tool or committing to stronger projectiles and losing said good neutral tool. Side Special is a nice twist on Pac-Man’s Side Special, where you stun the foe for longer the longer the chain was, and can potentially start up and smack them with an attack. Seems strong, but if Remilia manages to hit with the long, telegraphed chain, she deserves it, and she is also limited by the angle she approached her opponent.
Down Special reminds me a bit about Froy’s Patchouli set: the projectile does feel too powerful when Remilia can aim it in any direction and it deals radial knockback. Combined with its slow movement speed and low end lag, it feels a bit too easy to throw it downwards offstage to gimp opponents (Remilia could just run offstage to circumvent her 12 frame jumpsquat). Maybe it should have some kind of limit when thrown downwards? By comparison, the delayed U-Smash knives are quite cool and feel a lot more balanced with their radial knockback, as they are fired from high off the ground from a grounded input. The blood puddles further remind me of Daniella: you must have had your finished Remilia set in mind when you made that set! Beyond this, all of Remilia’s Smashes are quite cool and play off of her blood puddles nicely.
Air Smashes? Now we’re really talking Froy! Well-balanced, and a great extra input that adds a lot more to Remilia’s air mechanics and an extra variety of Aerials. I like how the projectile Air F-Smash plays off of Remilia’s teleport and the lag cut she can get, while Air U-Smash is a solid anti air-dodge tool. And Air D-Smash is a fun, reasonably over-the-top stall-then-fall that adds a great fear factor out of Remilia’s Aerials.
Onto the main Aerials, N-air is a really fun melee move for Remilia: it’s not only simple but has the cool prone set-up application from the spike on its second hit, which gets harder to land at higher percents, and I really like the landing shield mix-up between hits 1 and 2. F-air is a funny move that wouldn’t be great on any other character, but it’s very cool for its customizable knockback and being Remilia’s premier wall-of-pain move with her teleport mechanic. D-air is particularly fun to imagine being used while traveling along the air to spray bullets beneath your opponent, doing a great job of capturing the bullet hell nature of Touhou.
Really, the Aerials do an excellent job at complimenting Remilia’s aerial mechanics, serving as a high input section for a fantastic mechanic. From there, Dash Attack and F-tilt are neat for their mix-up capabilities. D-tilt slide is another move similar to Daniella, but a fun little armour and damage boost for sliding over blood. B-throw’s bat bomb does seem a bit strong and last a long time given it homes, but is otherwise a cool move. And D-throw is a very unique “tether-them-in-place” throw that we don’t see often in modern MYM, and doesn’t seem to be too imbalanced from what I see.
So, all and all? I really, really like this set. This is easily my favourite set of yours so far: a really strong set that I would have easily Super Voted for last contest, and would be shocked if I didn’t SV it this contest. It’s the Tern set that I always wanted, that I knew you always had in you. Really, I have little doubt this set will be one of the more popular entries this contest. Fantastic work, Tern!
Also, nice Classic Mode extras. We don’t really get Classic Mode Ending Screens much, either.
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