Arctic Tern
Smash Apprentice
- Joined
- Mar 12, 2022
- Messages
- 146
BLACK ALICE (OldManHan)
As the person who previewed the set while it was in development, Black Alice definitely lives up to the hype. The character has a plethora of absurd gimmicks, centering around a meter that buffs her attacks at the expense of being automatically used up when an attack hits. Most striking is the way it works with Black Alice’s plethora of instakills - a foe killed by them actually has their stock regenerate, with the length depending on how much of the meter she has filled. Since instakills also can’t end the match, this makes them seem fairly unreliable… until you consider the fact that Black Alice can use DSpec to reset to when the match was before the instakill happened, and it just so happens that they deal great damage and hitstun for her to follow up on. Alternatively, she can keep her meter stocked to enter her Goddess of Chaos form, which significantly buffs her moveset - most notably by allowing her to actually finish a fight with instakills.
If you couldn’t tell by that first paragraph, the name of the game with Black Alice is oppression, and oppress she does. She has several moves, mainly in her aerials, with absurdly long lasting and/or long ranged hitboxes that force the foe to respect them, lest they be hit by the often powerful moves. Additionally, her NSpec allows her to set a Shadow Flare-esque time bomb on the opponent where the timing between explosions are customizable, letting her combo out of them and pressure extremely well, and her SSpec makes a projectile that she can freeze in place to redirect and cancel the lag of her moves. Smashes are similarly oppressive, from FSmash, which has far greater scaling than any other and comes out faster with more meter, and DSmash, which can potentially become a moving, shield-wrecking hitbox. Black Alice’s Goddess of Chaos form is even more terrifying, with several moves based on the prior Ilias/Adramelech sets - this includes a full-screen DTilt and an infinite range USmash. Either that, or she can just use her 5-second long new DSpec that essentially wins the match should it go off.
Despite everything I said above, Black Alice is actually very balanced - paradoxical, but fitting for the character. Barely any of her moves come out under 10 frames, leaving her very hard pressed to escape pressure, especially since her grab is slow, her USmash is laggy, and her UTilt is exclusively vertical. Additionally, most of the crazier moves are reserved for the Goddess of Chaos form; Black Alice’s standards are generally fairly simple, such as a Sephiroth UAir that serves to juggle, the UTilt that serves as a combo tool/check to aerial approaches, and a DTilt that mainly serves as a ranged poke. The result is a set that, while putting the absolute fear of God on the opponent, seems genuinely fair due to how much she struggles to break out of disadvantage. My only real issue, aside from not putting as much weight to the more intriguing concepts as I’d like, is the USpec instakill once the foe reaches 110%, which seems much too low for an instakill that works like a proper instakill - though with how overtuned Black Alice’s set is already, it isn’t as big of a deal as it would be on any other set.
While I’d imagine that the set’s ideas won’t click with everyone the way they do with me, Black Alice is so over-the-top that I highly recommend reading it. It’s an interesting experiment in how oppressive you can make a character while still being balanced, and in my opinion it works out wonderfully.
ROLL CASKETT (EXpand)
Welcome to MYM, EXpand! It’s always nice to see another setmaker join the fray, and with a fairly intriguing choice - not only a Mega Man character (I do like the series - need to make a set for it someday), but a noncombatant in her home series, which interests me more than the more obvious characters. Roll is fittingly a resource based zoner, with the ability to gain materials by using DSpec and use them to buff her Specials. The most intriguing is easily the DSpec, which allows her to actually choose between two; a shield, a drone that passively attacks foes, and a big strong killing projectile. The other notable Special is the SSpec, which drops a bomb that gets a progressively longer stun with every level.
Roll’s normals are fairly under-elaborated, but do have a good bit of meat to them and fittingly goofy animations, like the FTilt radio wave hitbox. There are some interesting bits there as well, like the NAir projectile and a DTilt that sends a projectile that sticks to walls, allowing for both weird edgeguards and the option to follow up off of it. I also liked the option to heal with NSpec, since it grants Roll a method of increasing the duration of her stock on a character who wants to stick around. The set has a clear goal and does what it wants to do decently well with some neat ideas, but there’s less detail than I generally like on the set, ultimately hampering my rating. Still a very good first effort, though!
OKIKU (KAT)
You know you’re a fan of ninja girls and low potential characters when you make a 15,000+ word moveset for a ninja girl whose only appearance is a 4-page manga.
Okiku’s primary gimmick is her NSpec, which gets more powerful in stages after she hits a foe but charges faster the closer she is to the foe. She can harness it in either an omnidirectional blast with good kill power or how it’s used in the manga, to distract the opponent with an image of their desire - here interpreted as a debuff to their damage and level of knockback they take. The debuff only lasts for as long as Okiku holds her pose, though, so she can’t actually use it… but she can exploit it, by using scrolls stolen from SSpec as timebombs or just having a clone of herself spawned with DSpec do it in her place. Clones also get taken advantage of in various other ways, by using them for quick mindgames with the aerial version of DSpec and using them to buff her throws if she walks next to them when they grab the foe. It’s a neat way of interpreting a “charm” effect, with fittingly sneaky Specials suiting a thief.
Her other inputs get a surprising amount out of the character, with moves meant to keep opponents close like Jab and FAir or encourage an approach such as the tracking effect of a held SSpec scroll. Okiku’s Smashes are all interesting, but the FSmash is my favorite - starting off as a good shield bully move, it actually changes depending on her NSpec buff as she turns into various stock anime waifus, with the strongest potentially able to come out at frame 4 if timed properly. On that note, there’s a good bit of vaguely erotic moves that fit the nature of her ability, like a kiss USmash that serves as a trap which can set up for tech chases or combo into another trap set by a clone, or a UAir where she grabs the opponent with her thighs and throws them in a direction of her choice. While a good portion of the moves stand out for their gimmick there are several more simple attacks her as well, such as a drag down NAir, a slow BAir to catch out rolls, or a FThrow that quickly starts pressure due to quick speed and low knockback. I do feel that, with how fast Okiku is and all the potential payoffs she may be a bit too powerful, but considering her light weight and ease of comboing based on her fall speed it’s the “earned” sort of powerful, one I generally like. It doesn’t reach the heights of your previous ninja girl sets, but it’s certainly a worthy entry regardless.
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As the person who previewed the set while it was in development, Black Alice definitely lives up to the hype. The character has a plethora of absurd gimmicks, centering around a meter that buffs her attacks at the expense of being automatically used up when an attack hits. Most striking is the way it works with Black Alice’s plethora of instakills - a foe killed by them actually has their stock regenerate, with the length depending on how much of the meter she has filled. Since instakills also can’t end the match, this makes them seem fairly unreliable… until you consider the fact that Black Alice can use DSpec to reset to when the match was before the instakill happened, and it just so happens that they deal great damage and hitstun for her to follow up on. Alternatively, she can keep her meter stocked to enter her Goddess of Chaos form, which significantly buffs her moveset - most notably by allowing her to actually finish a fight with instakills.
If you couldn’t tell by that first paragraph, the name of the game with Black Alice is oppression, and oppress she does. She has several moves, mainly in her aerials, with absurdly long lasting and/or long ranged hitboxes that force the foe to respect them, lest they be hit by the often powerful moves. Additionally, her NSpec allows her to set a Shadow Flare-esque time bomb on the opponent where the timing between explosions are customizable, letting her combo out of them and pressure extremely well, and her SSpec makes a projectile that she can freeze in place to redirect and cancel the lag of her moves. Smashes are similarly oppressive, from FSmash, which has far greater scaling than any other and comes out faster with more meter, and DSmash, which can potentially become a moving, shield-wrecking hitbox. Black Alice’s Goddess of Chaos form is even more terrifying, with several moves based on the prior Ilias/Adramelech sets - this includes a full-screen DTilt and an infinite range USmash. Either that, or she can just use her 5-second long new DSpec that essentially wins the match should it go off.
Despite everything I said above, Black Alice is actually very balanced - paradoxical, but fitting for the character. Barely any of her moves come out under 10 frames, leaving her very hard pressed to escape pressure, especially since her grab is slow, her USmash is laggy, and her UTilt is exclusively vertical. Additionally, most of the crazier moves are reserved for the Goddess of Chaos form; Black Alice’s standards are generally fairly simple, such as a Sephiroth UAir that serves to juggle, the UTilt that serves as a combo tool/check to aerial approaches, and a DTilt that mainly serves as a ranged poke. The result is a set that, while putting the absolute fear of God on the opponent, seems genuinely fair due to how much she struggles to break out of disadvantage. My only real issue, aside from not putting as much weight to the more intriguing concepts as I’d like, is the USpec instakill once the foe reaches 110%, which seems much too low for an instakill that works like a proper instakill - though with how overtuned Black Alice’s set is already, it isn’t as big of a deal as it would be on any other set.
While I’d imagine that the set’s ideas won’t click with everyone the way they do with me, Black Alice is so over-the-top that I highly recommend reading it. It’s an interesting experiment in how oppressive you can make a character while still being balanced, and in my opinion it works out wonderfully.
ROLL CASKETT (EXpand)
Welcome to MYM, EXpand! It’s always nice to see another setmaker join the fray, and with a fairly intriguing choice - not only a Mega Man character (I do like the series - need to make a set for it someday), but a noncombatant in her home series, which interests me more than the more obvious characters. Roll is fittingly a resource based zoner, with the ability to gain materials by using DSpec and use them to buff her Specials. The most intriguing is easily the DSpec, which allows her to actually choose between two; a shield, a drone that passively attacks foes, and a big strong killing projectile. The other notable Special is the SSpec, which drops a bomb that gets a progressively longer stun with every level.
Roll’s normals are fairly under-elaborated, but do have a good bit of meat to them and fittingly goofy animations, like the FTilt radio wave hitbox. There are some interesting bits there as well, like the NAir projectile and a DTilt that sends a projectile that sticks to walls, allowing for both weird edgeguards and the option to follow up off of it. I also liked the option to heal with NSpec, since it grants Roll a method of increasing the duration of her stock on a character who wants to stick around. The set has a clear goal and does what it wants to do decently well with some neat ideas, but there’s less detail than I generally like on the set, ultimately hampering my rating. Still a very good first effort, though!
OKIKU (KAT)
You know you’re a fan of ninja girls and low potential characters when you make a 15,000+ word moveset for a ninja girl whose only appearance is a 4-page manga.
Okiku’s primary gimmick is her NSpec, which gets more powerful in stages after she hits a foe but charges faster the closer she is to the foe. She can harness it in either an omnidirectional blast with good kill power or how it’s used in the manga, to distract the opponent with an image of their desire - here interpreted as a debuff to their damage and level of knockback they take. The debuff only lasts for as long as Okiku holds her pose, though, so she can’t actually use it… but she can exploit it, by using scrolls stolen from SSpec as timebombs or just having a clone of herself spawned with DSpec do it in her place. Clones also get taken advantage of in various other ways, by using them for quick mindgames with the aerial version of DSpec and using them to buff her throws if she walks next to them when they grab the foe. It’s a neat way of interpreting a “charm” effect, with fittingly sneaky Specials suiting a thief.
Her other inputs get a surprising amount out of the character, with moves meant to keep opponents close like Jab and FAir or encourage an approach such as the tracking effect of a held SSpec scroll. Okiku’s Smashes are all interesting, but the FSmash is my favorite - starting off as a good shield bully move, it actually changes depending on her NSpec buff as she turns into various stock anime waifus, with the strongest potentially able to come out at frame 4 if timed properly. On that note, there’s a good bit of vaguely erotic moves that fit the nature of her ability, like a kiss USmash that serves as a trap which can set up for tech chases or combo into another trap set by a clone, or a UAir where she grabs the opponent with her thighs and throws them in a direction of her choice. While a good portion of the moves stand out for their gimmick there are several more simple attacks her as well, such as a drag down NAir, a slow BAir to catch out rolls, or a FThrow that quickly starts pressure due to quick speed and low knockback. I do feel that, with how fast Okiku is and all the potential payoffs she may be a bit too powerful, but considering her light weight and ease of comboing based on her fall speed it’s the “earned” sort of powerful, one I generally like. It doesn’t reach the heights of your previous ninja girl sets, but it’s certainly a worthy entry regardless.
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