Slavic
Ask not the sparrow how the eagle soars
On Your Left
Venom Strange by n88 is a completely bonkers set while also being downright incredible in its own right. This is by far the most I've enjoyed a JamCon set period, and that's including Catarina and Belzeb from last contest, both of which I happily SV'ed. There's so many facets for this set that it would be believable as someone's months long passion project rather than a goof-em-up four day prompt. I do have my issues with the set, which I know I've not been alone on: the Specials. I don't think anyone would come through and say the Specials are bad by any means, but they definitely pale compare to the rest of the set, something fairly rare in MYM. Ward, Portal, and Container are presented fairly basically and the start of the set makes V-Strange feel weird and disconnected in the parts, skewing him into a full on wall-and-stall character without much magic. Technically you could consider every Summon attack as part of the Summon Special but like that would be ridiculous of course. There's not huge issues with the Specials, and they do tie into the set more clearly as time goes on, but they make for a really awkward introduction of the set: "Here's Earth's greatest sorcerer infected with a malleable alien symbiote. He can create magic portals, walls, and jars."
With that out of the way, everything else about the set blows it out of the water for me. Summon attacks are a really brilliant way to spice up this essentially two-in-one moveset, giving Strange essentially a snippet of a new moveset every few inputs. It feels really fresh to read through, and with his other three Specials Venom Strange gets this vibe as a minion mastermind we don't see terribly much. Each attack is memorable because of how they're handled, and while the input layout is a little jarring, I do understand why it was done how it was and think it's for the best. I love the idea of summons that encourage the foe to actively destroy them, since they don't go onto cooldown unless they are. The pinnacle of this is of course Venom Wolverine, who specializes in burst damage and health recovery over a short period of time. I could honestly talk about how every summon is great and feels so different from each other, but I don't want to sit here and write it all out when I have more reading to do so suffice to say every single one is a standout hit. Having said that, the Hell Charger is so out of nowhere and might be my favorite part of the set, how could I hate a set that drives a hell car straight down for DAir?
Venom Strange's own attacks are very good as well, something that a set could easily eschew when focusing on the summons particularly for a JamCon. They are full of character, fitting really well for a combination of Strange and Venom, while still playing into the same kind of moveset as a stage manipulator in completely different ways. There's little recurring themes across them that I like as well, notably the mobility tricks on a few of his aerials that repel him from or teleport him to the stage. Big, stretchy, weird attacks, and honestly this set would be a bit confrontational if he did any more with his own moves than he already does. The set strikes a perfect balance of 'summons are good, here are your own attacks, they're a bit unwieldy but overall solid'.
Before wrapping the comment up, I'd like to shout out the set and n88's actual writing style, as it is really, really good, one of the best in MYM right now I'm inclined to believe. Fantastic mix of humor, technical information, formal and informal words, the writing in this set is just good, not much else to say. Everything said, I think this is an incredible set in general, not just as a JamCon, and is only hindered by the organization of the attacks due to the unorthodox ways the set works. Nothing much to do about it, unfortunately, but very good regardless! (Also it's very serendipitous that Deadpool is the set I most associate with you and also the last chunk of the moveset, and the Tumble shout means I do have to make Venom Tumble now, thank you). This set had me both geeking out and smiling the whole time, especially towards the end. Top tier job, Nate!
For A Guy Named Light, He Seems Pretty Dark, Huh?
Light by Katapultar is a set I understand many were very hype for, and while I myself have virtually no exposure to Death Note, MYM or otherwise, is a high profile character who fits in perfectly with Kat's style of writing and character choice. I'm not entirely sure how I managed to rip Light off when I made Shiny Hoppip (Light Hoppip?) for April 1st but here we are. Because of this it's interesting to see my joke idea of 'mindgame for a move that doesn't have a hitbox' play off with great success. Light has an extremely solid core here, absolutely love how the Death Note gets woven in, the unique ways that Light can set up mindgames either directly pretending to do another attack or more traditionally like with DAir/FAir mixup.
I will say at times the moveset's writing can be a bit confusing, especially when piecing together Deathblows and who they all give heart attacks to when involving crooks and corpses. Such is the nature of a set like this, but I definitely found keeping track of the different kinds of timed Heart Attacks and Deathblows a little tricky, though certainly still something that can be pieced together. Honestly, though, my favorite interactions in the set tend to be when agents are involved, as Light does fun things with bullets when they're in play and when boosted as Deathblows. The effect of the crook being shot, stumbling, and sending the bullet backwards is one of the best 'reflectors' I've seen. And I just made a moveset that was, like, half reflectors! I don't have terribly many issues with this set outside of finding it confusing at points, though I do think Jab's Deathblow seems really strong for being relatively non-committal. I also feel like Jab does lean Light towards always going the Deathblow route instead of the Heart Attack route because he can still perform one this way, albeit not as strong, and makes it a bit redundant to have both? I don't have a tangible solution, just the vibe I get.
Kira's a very solid set all around who doesn't falter conceptually. This moveset is also efficient with wordcount, something I know I and others appreciate, though I think that might be an underlying reason why he can be a bit confusing at times. There's plenty of fun ideas throughout the whole set, love the car DSmash (how did we end up with two car summons?), the Roland-style agents involved in the grab game, and of course a very fun and fitting alternate win condition. This is a great moveset, even if I don't think it stands up to Catarina from last contest personally, excellent work!
Venom Strange by n88 is a completely bonkers set while also being downright incredible in its own right. This is by far the most I've enjoyed a JamCon set period, and that's including Catarina and Belzeb from last contest, both of which I happily SV'ed. There's so many facets for this set that it would be believable as someone's months long passion project rather than a goof-em-up four day prompt. I do have my issues with the set, which I know I've not been alone on: the Specials. I don't think anyone would come through and say the Specials are bad by any means, but they definitely pale compare to the rest of the set, something fairly rare in MYM. Ward, Portal, and Container are presented fairly basically and the start of the set makes V-Strange feel weird and disconnected in the parts, skewing him into a full on wall-and-stall character without much magic. Technically you could consider every Summon attack as part of the Summon Special but like that would be ridiculous of course. There's not huge issues with the Specials, and they do tie into the set more clearly as time goes on, but they make for a really awkward introduction of the set: "Here's Earth's greatest sorcerer infected with a malleable alien symbiote. He can create magic portals, walls, and jars."
With that out of the way, everything else about the set blows it out of the water for me. Summon attacks are a really brilliant way to spice up this essentially two-in-one moveset, giving Strange essentially a snippet of a new moveset every few inputs. It feels really fresh to read through, and with his other three Specials Venom Strange gets this vibe as a minion mastermind we don't see terribly much. Each attack is memorable because of how they're handled, and while the input layout is a little jarring, I do understand why it was done how it was and think it's for the best. I love the idea of summons that encourage the foe to actively destroy them, since they don't go onto cooldown unless they are. The pinnacle of this is of course Venom Wolverine, who specializes in burst damage and health recovery over a short period of time. I could honestly talk about how every summon is great and feels so different from each other, but I don't want to sit here and write it all out when I have more reading to do so suffice to say every single one is a standout hit. Having said that, the Hell Charger is so out of nowhere and might be my favorite part of the set, how could I hate a set that drives a hell car straight down for DAir?
Venom Strange's own attacks are very good as well, something that a set could easily eschew when focusing on the summons particularly for a JamCon. They are full of character, fitting really well for a combination of Strange and Venom, while still playing into the same kind of moveset as a stage manipulator in completely different ways. There's little recurring themes across them that I like as well, notably the mobility tricks on a few of his aerials that repel him from or teleport him to the stage. Big, stretchy, weird attacks, and honestly this set would be a bit confrontational if he did any more with his own moves than he already does. The set strikes a perfect balance of 'summons are good, here are your own attacks, they're a bit unwieldy but overall solid'.
Before wrapping the comment up, I'd like to shout out the set and n88's actual writing style, as it is really, really good, one of the best in MYM right now I'm inclined to believe. Fantastic mix of humor, technical information, formal and informal words, the writing in this set is just good, not much else to say. Everything said, I think this is an incredible set in general, not just as a JamCon, and is only hindered by the organization of the attacks due to the unorthodox ways the set works. Nothing much to do about it, unfortunately, but very good regardless! (Also it's very serendipitous that Deadpool is the set I most associate with you and also the last chunk of the moveset, and the Tumble shout means I do have to make Venom Tumble now, thank you). This set had me both geeking out and smiling the whole time, especially towards the end. Top tier job, Nate!
For A Guy Named Light, He Seems Pretty Dark, Huh?
Light by Katapultar is a set I understand many were very hype for, and while I myself have virtually no exposure to Death Note, MYM or otherwise, is a high profile character who fits in perfectly with Kat's style of writing and character choice. I'm not entirely sure how I managed to rip Light off when I made Shiny Hoppip (Light Hoppip?) for April 1st but here we are. Because of this it's interesting to see my joke idea of 'mindgame for a move that doesn't have a hitbox' play off with great success. Light has an extremely solid core here, absolutely love how the Death Note gets woven in, the unique ways that Light can set up mindgames either directly pretending to do another attack or more traditionally like with DAir/FAir mixup.
I will say at times the moveset's writing can be a bit confusing, especially when piecing together Deathblows and who they all give heart attacks to when involving crooks and corpses. Such is the nature of a set like this, but I definitely found keeping track of the different kinds of timed Heart Attacks and Deathblows a little tricky, though certainly still something that can be pieced together. Honestly, though, my favorite interactions in the set tend to be when agents are involved, as Light does fun things with bullets when they're in play and when boosted as Deathblows. The effect of the crook being shot, stumbling, and sending the bullet backwards is one of the best 'reflectors' I've seen. And I just made a moveset that was, like, half reflectors! I don't have terribly many issues with this set outside of finding it confusing at points, though I do think Jab's Deathblow seems really strong for being relatively non-committal. I also feel like Jab does lean Light towards always going the Deathblow route instead of the Heart Attack route because he can still perform one this way, albeit not as strong, and makes it a bit redundant to have both? I don't have a tangible solution, just the vibe I get.
Kira's a very solid set all around who doesn't falter conceptually. This moveset is also efficient with wordcount, something I know I and others appreciate, though I think that might be an underlying reason why he can be a bit confusing at times. There's plenty of fun ideas throughout the whole set, love the car DSmash (how did we end up with two car summons?), the Roland-style agents involved in the grab game, and of course a very fun and fitting alternate win condition. This is a great moveset, even if I don't think it stands up to Catarina from last contest personally, excellent work!
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