Katapultar
Smash Lord
Thanks for the response, Han! Glad you took the time to do that big write-up. Got some more comments here too - sorry if any of them say anything you're already aware of, had them written up before I checked this thread.
Skipping ahead to Rugal for now to give other setmakers attention.
Another over-the-top “final boss” power heavyweight with great animations, I came in Adramelech with expectations when you said said she was your best set. You seem to enjoy your heavyweight characters, judging by you being interested in reading ForwardArrow’s The Primordial Darkness set.
We have not had a character whose mere presence makes the match’s timer tick down twice as fast! The world-ending atmosphere that comes with Adramelech is really cool too: all the little details like plant life dying, the world collapsing in the last few seconds and foes getting no music if they win in that time all help to sell it. I know FA will enjoy this part of the set, as Primordial Darkness had some world-ending and space-distorting visuals in its set. I am curious how this mechanic works if the match isn’t running on a timer, though - say you’re playing with 3 stocks and no timer.
The Standards are fittingly similar to Ilias’s: an F-tilt that can be held to make it stronger, a slow D-tilt that hits the entire ground, and Corrin-style. U-tilt and D-tilt work nicely together in neutral, the former catching out foes who jump against the latter. F-air is a fun aerial projectile, but it’s a bit hard to discern its full potential because the projectile and explosion have no listed travel distance or size. U-Smash being a Palutena-style move that slowly travels upwards and gives Adramelech time to act near the end is very cool, too.
18.4% and 17.4% damage on F-throw and U-throw respectively do feel quite high for throws - in Smash, throws normally deal 12% at most. It’s a bit more notable on F-throw for its status effect - crippling the foe’s walk and run is neat, but I’d be interested in hearing how it plays into Adramelech’s set and how it helps her. I enjoyed D-throw though, as it takes direct advantage of Adramelech’s mechanic and makes it very scary to be grabbed by her when the match’s timer is near its end. Side Special is super unique too - I love the space-time tearing visual, and having a move that shortens the match’s timer is funky and hasn’t been done before in MYM - I think. Down Special is a simple buff that also works with Adramelech’s mechanic.
I did prefer Ilias for her more over-the-top and ambitious moveset, but Adramelech was also cool and arguably a more unique read! Certainly looking forward to your next sets, particularly La Croix given how insane ambitious I heard she was (and the fact that you’re planning on remaking her).
We have not had a character whose mere presence makes the match’s timer tick down twice as fast! The world-ending atmosphere that comes with Adramelech is really cool too: all the little details like plant life dying, the world collapsing in the last few seconds and foes getting no music if they win in that time all help to sell it. I know FA will enjoy this part of the set, as Primordial Darkness had some world-ending and space-distorting visuals in its set. I am curious how this mechanic works if the match isn’t running on a timer, though - say you’re playing with 3 stocks and no timer.
The Standards are fittingly similar to Ilias’s: an F-tilt that can be held to make it stronger, a slow D-tilt that hits the entire ground, and Corrin-style. U-tilt and D-tilt work nicely together in neutral, the former catching out foes who jump against the latter. F-air is a fun aerial projectile, but it’s a bit hard to discern its full potential because the projectile and explosion have no listed travel distance or size. U-Smash being a Palutena-style move that slowly travels upwards and gives Adramelech time to act near the end is very cool, too.
18.4% and 17.4% damage on F-throw and U-throw respectively do feel quite high for throws - in Smash, throws normally deal 12% at most. It’s a bit more notable on F-throw for its status effect - crippling the foe’s walk and run is neat, but I’d be interested in hearing how it plays into Adramelech’s set and how it helps her. I enjoyed D-throw though, as it takes direct advantage of Adramelech’s mechanic and makes it very scary to be grabbed by her when the match’s timer is near its end. Side Special is super unique too - I love the space-time tearing visual, and having a move that shortens the match’s timer is funky and hasn’t been done before in MYM - I think. Down Special is a simple buff that also works with Adramelech’s mechanic.
I did prefer Ilias for her more over-the-top and ambitious moveset, but Adramelech was also cool and arguably a more unique read! Certainly looking forward to your next sets, particularly La Croix given how insane ambitious I heard she was (and the fact that you’re planning on remaking her).
I’ve had a bit of exposure to Touhou with all the sets we’ve gotten in MYM (particularly from Froy, but Tern and Goliso and there too), and I have not heard of these characters. Thus, a fresh and new experience. Also interested in how you handle non-heavyweights attack-wise.
Equally appealing to super heavyweights is the fighting game combo focus that Jo’on has, where some of her standard attacks cancel on hit. Jab doesn’t have any knockback listed on its final hit: as neat as it is as a confirm into other attacks, I am curious if there’s any incentive for Jo’on to go for the final hit. Like to space opponents away. U-tilt is a particularly fun cancel move, being a finisher that can jump cancel but suffers harsh end lag if you don’t connect. F-tilt being a hitgrab is a bit unusual, but is interesting in that it stops Jo’on from connecting with it if foes shield against an attack she cancels into it. Dash Attack is a fun little safe conditioning tool that’s unusual for the input. D-air might be my favourite move in the set: a slow, safe shield attacker that sends you back up on use, can pop foes up for combos - or stall-then-fall for a groundbounce combo and get a huge advantage off of shields. F-Smash is also a nice and simple combo or kill move that rewards landing the laggy hit. The Smashes work pretty nicely with Jo’on’s playstyle.
The Neutral Special is cool! Being able to throw Shion out and switch places with her, or teleport to your opponent to extend your combos. Retaining Shion’s momentum when you teleport is cool too. Side Special being a riskier but more rewarding rushdown on hit is cool tool. I also appreciate the list of combos at the end of the set, helps to flesh it out a bit more.
Packing some very cool moves in Neutral Special + D-air and being pretty nicely-designed, Jo’on is my favourite of yours so far. As I’ll say with a lot of FFC-made sets, added details could help to sell her more, like mix-up potential on moves for instance. Maybe fun you could do out of Shion teleport to sell its coolness even more. Your set detail is good, but in MYM we have very high expectations! If you’re interested, we did actually get a good few solid fighting game sets this contest: Hakumen, Sleaze (very FG-inspired OC), Alex, Kula Diamond and Jacky Bryant. The first 3 sets in particular are around 25k, while Alex is a monstrous 40k set with around 90 inputs. Hakumen in particular gets super detailed with its melee, which is backed by a good few fighting game mechanics. If you love fighting game sets or character, I'd definitely recommend checking these sets out.
Equally appealing to super heavyweights is the fighting game combo focus that Jo’on has, where some of her standard attacks cancel on hit. Jab doesn’t have any knockback listed on its final hit: as neat as it is as a confirm into other attacks, I am curious if there’s any incentive for Jo’on to go for the final hit. Like to space opponents away. U-tilt is a particularly fun cancel move, being a finisher that can jump cancel but suffers harsh end lag if you don’t connect. F-tilt being a hitgrab is a bit unusual, but is interesting in that it stops Jo’on from connecting with it if foes shield against an attack she cancels into it. Dash Attack is a fun little safe conditioning tool that’s unusual for the input. D-air might be my favourite move in the set: a slow, safe shield attacker that sends you back up on use, can pop foes up for combos - or stall-then-fall for a groundbounce combo and get a huge advantage off of shields. F-Smash is also a nice and simple combo or kill move that rewards landing the laggy hit. The Smashes work pretty nicely with Jo’on’s playstyle.
The Neutral Special is cool! Being able to throw Shion out and switch places with her, or teleport to your opponent to extend your combos. Retaining Shion’s momentum when you teleport is cool too. Side Special being a riskier but more rewarding rushdown on hit is cool tool. I also appreciate the list of combos at the end of the set, helps to flesh it out a bit more.
Packing some very cool moves in Neutral Special + D-air and being pretty nicely-designed, Jo’on is my favourite of yours so far. As I’ll say with a lot of FFC-made sets, added details could help to sell her more, like mix-up potential on moves for instance. Maybe fun you could do out of Shion teleport to sell its coolness even more. Your set detail is good, but in MYM we have very high expectations! If you’re interested, we did actually get a good few solid fighting game sets this contest: Hakumen, Sleaze (very FG-inspired OC), Alex, Kula Diamond and Jacky Bryant. The first 3 sets in particular are around 25k, while Alex is a monstrous 40k set with around 90 inputs. Hakumen in particular gets super detailed with its melee, which is backed by a good few fighting game mechanics. If you love fighting game sets or character, I'd definitely recommend checking these sets out.
Welcome to MYM, Unknown Fate!
Neutral Special is a fun take on reloading-based projectiles, where you press a button while reloading to apply an effect to your 3rd and 6th projectile. As someone who made 3 (Blue Archive) sets with basic reloading mechanics this contest, it’s a cool little something I’ll keep in mind if I handle reloading mechanics again. Glad to see that the Specials have their reach listed. Side Special is a simple dash that’s nice in practice, but doesn’t have a lot to it - these types of moves normally have a hitbox or some kind of bonus on use, but it’s okay.
Also assuming that Down Special’s bear trap doesn’t last for 1.5 minutes - that’s an awfully long time for a stage control tool, plus the bear trap snaps shut by itself after a few seconds in the move’s GIF. On the plus side, the air Down Special is nice and has the fun Neutral Special cancel.
Beyond this, Dahlia is a nice and simple set. Each move has its individual applications, but aside from moves that link from aerial Down Special, it’s a bit hard to see how they all work together for Dahlia’s playstyle - both mix-up and combo-wise. For instance, what are Dahlia’s good moves to throw out after hitting with her Neutral Special or Down Special trap? Anti-air moves that are good for catching out opponents conditioned to jump around those moves? What moves could Dahlia combo from her Down Throw?
Neutral Special is a fun take on reloading-based projectiles, where you press a button while reloading to apply an effect to your 3rd and 6th projectile. As someone who made 3 (Blue Archive) sets with basic reloading mechanics this contest, it’s a cool little something I’ll keep in mind if I handle reloading mechanics again. Glad to see that the Specials have their reach listed. Side Special is a simple dash that’s nice in practice, but doesn’t have a lot to it - these types of moves normally have a hitbox or some kind of bonus on use, but it’s okay.
Also assuming that Down Special’s bear trap doesn’t last for 1.5 minutes - that’s an awfully long time for a stage control tool, plus the bear trap snaps shut by itself after a few seconds in the move’s GIF. On the plus side, the air Down Special is nice and has the fun Neutral Special cancel.
Beyond this, Dahlia is a nice and simple set. Each move has its individual applications, but aside from moves that link from aerial Down Special, it’s a bit hard to see how they all work together for Dahlia’s playstyle - both mix-up and combo-wise. For instance, what are Dahlia’s good moves to throw out after hitting with her Neutral Special or Down Special trap? Anti-air moves that are good for catching out opponents conditioned to jump around those moves? What moves could Dahlia combo from her Down Throw?
Welcome to MYM! A fun character choice, I’m liking how you explore the differences between King Koopa and regular Bowser, the latter being more of a cowardly schemer than Bowser being a straight-up powerhouse. It seems that a lot of people in FFC love the superheavyweight archetype. You’ll be at home in MYM.
Kupa’s usage of props is apparent right off the bat. The idea of Koopa using a banana of all things as a laggy Dedede-style Dash Attack is hilarious. Actually, it’s not quite Dedede when Koopa can trip his opponent and cancel his end lag if he does, which is actually pretty neat - balances out the starting lag and presumably low-profile nature of the hitbox. Down Tilt is the return of Cap’n Bowser! Did you know that Cap’n Bowser from Mario Party 2 got a moveset in MYM12? We also got a moveset for Tryclyde in MYM6. Anyway, Neutral Special’s ability to turn projectiles into bullet bills is a neat take on “reflectors”. Minions in general are fun too @ Side Special: nice and simple, each one has their own threatening attack.
(Up Special says it’s for a magical potion, but involves Kupa using a warp pipe to recover)
As with the other FFC sets, this one has all the Smash applications and playstyle stuff honed down. Side Special and even Down Special are decent enough hooks to get me interested, but it would be cool if some of the moves were tied together to get a better idea of how they work in tandem and with Kupa’s neutral game. For instance, what options can Kupa get from his Back Throw tech chasing? And his Dash Attack tripping? I could see the minions (and mechakoopas) being used to limit an opponent’s get-up option. Kupa has anti-air options too, which could be used to manipulate an opponent into landing near a minion. Sorry if that all sounds weird and wanting too much from you. But a fun set anyway.
Kupa’s usage of props is apparent right off the bat. The idea of Koopa using a banana of all things as a laggy Dedede-style Dash Attack is hilarious. Actually, it’s not quite Dedede when Koopa can trip his opponent and cancel his end lag if he does, which is actually pretty neat - balances out the starting lag and presumably low-profile nature of the hitbox. Down Tilt is the return of Cap’n Bowser! Did you know that Cap’n Bowser from Mario Party 2 got a moveset in MYM12? We also got a moveset for Tryclyde in MYM6. Anyway, Neutral Special’s ability to turn projectiles into bullet bills is a neat take on “reflectors”. Minions in general are fun too @ Side Special: nice and simple, each one has their own threatening attack.
(Up Special says it’s for a magical potion, but involves Kupa using a warp pipe to recover)
As with the other FFC sets, this one has all the Smash applications and playstyle stuff honed down. Side Special and even Down Special are decent enough hooks to get me interested, but it would be cool if some of the moves were tied together to get a better idea of how they work in tandem and with Kupa’s neutral game. For instance, what options can Kupa get from his Back Throw tech chasing? And his Dash Attack tripping? I could see the minions (and mechakoopas) being used to limit an opponent’s get-up option. Kupa has anti-air options too, which could be used to manipulate an opponent into landing near a minion. Sorry if that all sounds weird and wanting too much from you. But a fun set anyway.
And here’s the big one. Switching to a second form upon taking 50% is a cool concept, not to mention ambitious as you have to write up 2 sets for the price of one. I like the implications behind La Croix being very limited in how long she can stay in her first form, and that high weight stat working against her as it makes her easy to combo. Lets you justify her having a crazy moveset in her first form (probably not your intention here - could be a fun idea for a different set).
This is the first FFE set that doesn’t list damage/frame data/etc. at the start of the move: less detail, but I’m okay with that, understandable on a set of this scale. You mention that you wanted to remake La Croix for MYM26, I believe?
Second form Croix being a lightweight is a fun contrast to her first form. I like her design too, even if character designs don’t contribute to where I rank sets. Having a bunch of minions to control is hype; the mechanics behind having 1 monster fighting alongside you and the other attacking from the background is cool and ambitious - I’m guessing that you get 3 pairs that are fixed, rather than being able to customize the near and far monster pairings (which could be really cool). I thought that all 6 of the monsters would have near and far forms, thought that would have been insanely ambitious. The minions having limited HP per stock is neat too.
3 second stone effect might be too much long for Neutral Special’s grab - maybe allow opponents to mash out, like Yoshi’s Neutral Special. I do like Croix’s Specials being used to support her minions though - beyond healing (and applying status effect on opponent to weaken their damage), maybe you could do some extra things in the bigger set, like buffing the monsters’ speed or attack?
What if the poison effects from La Croix’s first form had some kind of hard interaction with her monsters, where it enhanced some of their attacks if they struck a poisoned opponent? Gives you an incentive to tack on first form’s status effects and go into second form while the poison is still active. Maybe monsters deal more damage to bleeding opponents? It would be a cool way to tie the two forms together, which is something I’d like to see. As cool as the form shifting concept is, the set could potentially just be for 2nd form Croix.
Being able to use multiple of all of Zenova’s directional Aerials at the same time is a cool concept! It’s balanced neatly too, thanks to their thin hitboxes and their landing lag being combined afterwards. Very inventive - wouldn’t mind stealing it. I like how these directional Aerials can link into themselves. Roza Down Special summon a minion of her own (on top of the minion partner assigned to her!) from passive patches she creates on the ground by moving is neat too. Aria’s restraining grab works well with Roza’s hard hitting heavyweight nature.
Overall, La Croix felt a bit more like reading a moveset preview rather than the full product, given your plans for the set, but there were some cool ideas hidden away. The set compromising on detail does make it weaker than your others I’ve read, in my opinion, but I would be very interested in seeing this set get the full 27k or so treatment that you brought up, were you to enhance the detail on her entire set up to MYM’s lofty standards.
This is the first FFE set that doesn’t list damage/frame data/etc. at the start of the move: less detail, but I’m okay with that, understandable on a set of this scale. You mention that you wanted to remake La Croix for MYM26, I believe?
- RNG is a bit of a controversial topic in MYM, but I think it’s cool, so long as the author justifies the reasoning behind the randomness. I assume Jab’s syringe is a projectile: all the RNG effects feel decent for it. Helps that the limited first form time balances it. I’m assuming that the poison effect doesn’t stack - maybe when the foe is poisoned, they’ll only be effected by the darkness, paralysis or control reversal?
- Past that, the regular moves are all simple enough, with no particular stand-outs. I do like how the Specials being evasive/stun-based contribute to staying in 1st form for longer, balanced out by being easy to combo! I do like Side Special being a solid combo-starting projectile with a cooldown, goads opponents into getting aggressive on you to use it again.
- Does feel a bit redundant to have quick projectile throws on Jab, Neutral Special and Side Special, especially when there isn’t a huge variation between them. Maybe Neutral Special and Side Special could be on the same input (tap vs hold the button?). Maybe make current Jab a tapped Neutral Special?
- I will admit that I thought La Croix would have some kind of flip (Zero Suit Samus Down Special?) or casual movement-based attack on one of her Specials, given her Specials are mentioned to be evasive. Sure, there’s Up Special, but having a nice mobility tool that can move you on demand would be cool. Could be Side Special if your remake Croix next contest.
- I think that Up Special’s teleport timer should be reduced to 1 second. Maybe the blast should knock foes away in the opposite direction you were facing with good stun, as opposed to being 3 seconds of stun (which sounds uncomfortable, even if it does have synergy with Croix’s poison-based damage). Dealing that kind of knockback could make it a fun kill reversal if you’re recovering.
- Down Special is what I wanted with Croix, a self-damage move to hasten your transformation or go into second form on-demand. Given the logic behind slowing opponents down with the blood you drew from your syringe, I’m assuming that you only get one shot with the status effect? I do like the idea behind being able to change the status effects you inflict with Jab.
Second form Croix being a lightweight is a fun contrast to her first form. I like her design too, even if character designs don’t contribute to where I rank sets. Having a bunch of minions to control is hype; the mechanics behind having 1 monster fighting alongside you and the other attacking from the background is cool and ambitious - I’m guessing that you get 3 pairs that are fixed, rather than being able to customize the near and far monster pairings (which could be really cool). I thought that all 6 of the monsters would have near and far forms, thought that would have been insanely ambitious. The minions having limited HP per stock is neat too.
3 second stone effect might be too much long for Neutral Special’s grab - maybe allow opponents to mash out, like Yoshi’s Neutral Special. I do like Croix’s Specials being used to support her minions though - beyond healing (and applying status effect on opponent to weaken their damage), maybe you could do some extra things in the bigger set, like buffing the monsters’ speed or attack?
What if the poison effects from La Croix’s first form had some kind of hard interaction with her monsters, where it enhanced some of their attacks if they struck a poisoned opponent? Gives you an incentive to tack on first form’s status effects and go into second form while the poison is still active. Maybe monsters deal more damage to bleeding opponents? It would be a cool way to tie the two forms together, which is something I’d like to see. As cool as the form shifting concept is, the set could potentially just be for 2nd form Croix.
Being able to use multiple of all of Zenova’s directional Aerials at the same time is a cool concept! It’s balanced neatly too, thanks to their thin hitboxes and their landing lag being combined afterwards. Very inventive - wouldn’t mind stealing it. I like how these directional Aerials can link into themselves. Roza Down Special summon a minion of her own (on top of the minion partner assigned to her!) from passive patches she creates on the ground by moving is neat too. Aria’s restraining grab works well with Roza’s hard hitting heavyweight nature.
Overall, La Croix felt a bit more like reading a moveset preview rather than the full product, given your plans for the set, but there were some cool ideas hidden away. The set compromising on detail does make it weaker than your others I’ve read, in my opinion, but I would be very interested in seeing this set get the full 27k or so treatment that you brought up, were you to enhance the detail on her entire set up to MYM’s lofty standards.
Skipping ahead to Rugal for now to give other setmakers attention.
Welcome to MYM, That Guyy! You got a lot of submissions, and one awesome opening choice in Rugal. We’ve been wanting a moveset for him for the longest time - a dream come true, together with Senator Armstrong this contest. Loving your writing here. Didn’t expect God Rugal to be an actual super form in his set - one person in this community even considered making a set solely for God Rugal.
The base here is pretty neat: your Specials are powerful, but they drain meter on use, so you don’t get to play god if you use them too much (I’m assuming you can still use them even if you don’t have meter). Especially Down Special, which has a ridiculously powerful reflector at the cost of extra meter drain. I wonder if Rugal Execution should kill earlier, given the hoops you have to go through to play God Rugal, and needing to land a command grab that costs 2 seconds of time to use? Some KO percents like F-air feel underpowered, but Smashes seem fine in general.
A simple moveset really, but it gets a good amount of mileage from its wordcount thanks to a lot of (fitting) Terry comparisons. You’ll see in my Jo’on and Shion comment for Old Man Han that sets for fighting game characters can get really in-depth in MYM. But Rugal’s shortness makes him a refreshing fighting game set, one that manages to get its points across well showing off love and history for the character in the GIFs, character trivia, extras and writing style. And that makes him an enjoyable read in my books.
The base here is pretty neat: your Specials are powerful, but they drain meter on use, so you don’t get to play god if you use them too much (I’m assuming you can still use them even if you don’t have meter). Especially Down Special, which has a ridiculously powerful reflector at the cost of extra meter drain. I wonder if Rugal Execution should kill earlier, given the hoops you have to go through to play God Rugal, and needing to land a command grab that costs 2 seconds of time to use? Some KO percents like F-air feel underpowered, but Smashes seem fine in general.
A simple moveset really, but it gets a good amount of mileage from its wordcount thanks to a lot of (fitting) Terry comparisons. You’ll see in my Jo’on and Shion comment for Old Man Han that sets for fighting game characters can get really in-depth in MYM. But Rugal’s shortness makes him a refreshing fighting game set, one that manages to get its points across well showing off love and history for the character in the GIFs, character trivia, extras and writing style. And that makes him an enjoyable read in my books.
Last edited: