ForwardArrow
Smash Ace
- Joined
- Aug 17, 2011
- Messages
- 503
Irene Landry
Okay, so before I go into my problems with this set, I want to make a couple things clear. First of all, it does frequently manage to be legitimately pretty funny. The sheer premise of this "ludicrous even by Better Call Saul" standards character getting in Smash is very funny on its own, and how insane the set goes trying to represent her milquetoast hobbies and social life in an actual moveset alongside a complex money system really does manage to get a good few laughs out of me. I've got things to say about the grab game, but honestly, the fairly literal punchline of the first throw got me good. I recognize that this is a very hard character to get right in Smash, she's an extremely low potential gimmick choice who never does anything even tangentially violent. Given that, I hope you understand that no matter how harsh the rest of this comment gets, its not anything personal.
But I'm going to be honest, this is one of my least favorite sets I've read in a long time. The issues are numerous and compounding, and you get hit with them pretty much immediately with Neutral Special, as the set decides its just going to cram her entire character arc into one massive move-mechanic. I'm not convinced this couldn't work, but its a lot to keep track of, and usually when I see that kind of complexity I'm hoping the rewards are worth it. But this set does an incredibly poor job of selling the changes to Irene's moveset that come from spending money, changing each underwhelming feeling move into a... slightly less underwhelming one, you really don't feel like you're getting access to a real payoff at any point. Stuff gets generally "better", but I never really felt reading the set like "this is the reward you should be aiming for" or "this is why all the silly money management is worth it". Sets work better when you have something eye catching, and Irene has so many weird complexities that feel like they're just there to be weird and complex. It doesn't help these mechanics don't really feel like they're fun to manage, bingo is very RNG heavy and for all the different bizarre outcomes it can have the only way Irene can build up her mechanic is to sit around and wait it out.
If it were just an underwhelming payoff for a ton of setup, I'd be less bothered by it, but the set really makes a number of other poor decisions too. For starters, when its not telling a joke successfully, the writing is really rough. The set doesn't really have much of anything to actually say about its melee but still manages to meander quite a while, and like. If you don't feel like there's much to say about a move, its best to just not say much about it rather than trying to pad the word count. Its also not good at explaining what it does have to explain, NSpecial/DSpecial's mechanics are hard to follow and I outright think Up Smash missed talking about an important detail of how it interacts with your money. Maybe its just my lack of familiarity with the subject, but I could never actually figure out what poses Irene was doing for any of her yoga oriented moves, the set's descriptions of them really failing to explain the actual motion she's making.
The grab game also, I think, is you taking your "every part of the buffalo" approach too far, by using a meeting Irene Landry was technically in the scene of but she has no interaction with as the premise of her grab and throws. Like, yes, she was in the scene technically, it was for an event that relates to her mechanic. But I feel like you've gone down the wrong path when one character is trying to sabotage another character in the grab game while both the grabber and the grabbee are completely uninvolved in the actual events going on, basically having a separate character's arc play out while Irene and the foe get to watch and sometimes get victimized. Honestly, I think this set would've worked better in general not trying to cram in every tiny detail of Irene's existence into the set too, instead making some repeat uses of things that are more closely associated with her and focusing on talking about the effectiveness of the changes to her moveset her money upgrades would get her.
I think, ultimately, this set was just the result of overcomplicating a set in an attempt to create something more impressive than you'd expect for a low potential character, but it fails to actually pay off anything and instead just winds up confusing and frustrating to read. I get that it was a hard character and you were on a time limit, and I don't want to grill you over it too much, but I do feel this set is a vastly exaggerated version of why Quackfaster might've fallen short of your expectations for her too. I'm not someone who dislikes complexity, but you need to justify complexity with the ability to do something cool enough to justify the investment, which Irene never does and I feel sometimes I've seen you struggle with in general. Hopefully you'll be able to take some tips when US gets that article on melee out, and keep this set in mind as an example of what not to do in the future.
Ikkyu
Ikkyu is probably your next most ambitious JamCon after Giganotosaurus, and honestly I do think its a pretty solid one. The historical geniuses that Ikkyu summons to fight alongside him are honestly a very successful example of weapon switch being used in exactly the way I'd want. Beyond just being distinct enough in their uses that they all have strengths and weaknesses the other can't cover, there are clear reasons to swap them around to get the most out of them. Stephen Wilcox makes setups, Beethoven enhances one of Ikkyu's more powerful tools until it evolves into a full on instant KO while not providing actual support, and Mata Hari/Gennai cover different ranges. Plus, Paper Tiger adds another layer to switching mechanics, as you can really mess with the foe into thinking you've got one Genius out when you have another. Its cool stuff, and helped along by the fact that honestly, each Genius feels individually well-designed and tend to have some of the most interesting attacks in the set.
I'm honestly a big fan of the whole core, Paper Tiger is honestly a great mindgame move too, certainly flawed in how it covers your individual moves but the incredibly powerful mixup it gives feeling worth it. Not to mention it has some unique tricks in the air so its not just about what your opponent can and can't see, it has some practical, non-mindgames utility too. It gives the set something to talk about when it comes time to focus on the melee, too, which is appreciated as Ikkyu's melee is admittedly... not great, IMO.
I think its by nature of the kind of playstyle you wanted this character to have, but his lack of combos and underwhelming individual hits mix together into a character who's non-Genius moves often feel like they don't have much of anything to do. Their most interesting applications always tend to be with Paper Tiger, and while I like Paper Tiger, I think making the set's entire melee depth come from playing off "well the opponent can't see what your doing" isn't the most fun or interesting thing to play against. Its not like there's no melee flow, but it really feels like its just going through the motions in a pretty basic way, and it never really feels like the energy the set had in the genius attacks ever came back. I also find the final Genius attack disappointing, for such a cool premise the effects wind up disappoitningly same-y, and I feel you could've really gone wild with that move in a way that just ultimately didn't happen.
For what its worth, I think the cool core and middling execution still pan out into a set I'd overall say I like. Some of the paper tiger implications in the melee were at least decently interesting, and while the specials are doing a lot of the heavy lifting, they are great specials. I mostly think the set just needed more than Paper Tiger to carry the melee, whether it be another thing to directly play off that flows into it more frequently, or just stronger individual moves. As it stands, the set's decent but clearly felt like it could be more.
Dozle Zabi
I'm not gonna lie, my excitement was pretty through the roof to finally get a new solo Smady outing after all this time. KOS-MOS and Cranky Kong were both excellent sets, don't get me wrong, but its not quite the same as getting non-joints. And at first, the set is decidedly not very flashy despite what you might expect, having some pretty simple specials that at, while I found effective and cool and their simplicity, don't seem like they're carrying the set that strongly as a core or giving a huge incentive to utilize Zeon's Rage. That said, Overheat is an excellent move, giving the ability to ruthlessly spam your Zeon's Rage buffed Specials at the cost of blowing yourself up and causing a ton of self-damage and stun to yourself at the end. This makes those Zeon's Rage boosted moves so much scarier if you're willing to go with the associated risk, and it even has an extra benefit too. If you time your self-destruct right, you can catch the foe in the blast, avoiding the stun side of the consequences, evening out the damage, and possibly getting a kill. Its a risky manuever, one you have to play very tactically to use properly.
And play tactically Dozle does. His moves feel a bit unconventional by superheavy standards in that there's an element of subtle positioning behind the massive attacks, as alongside the typical heavyweight fear tactics he has going for him, he has moves to let him eek out little microspacing and positioning advantages. When the big explosive power of Overheat is ticking down overhead, winning these tiny battles earlier can let him win the war once his more destructive moves come into play. Its not like his big destructive moves that aren't Overheat aren't fun too, all the Smashes are pretty fun in practice with FSmash showing just how good it can be on a character not named Ganondorf, with the deal sweetened even further with its fun angled versions. USmash/DSmash are both a big, destructive hit, and also throw out some extra traps and projectiles for that little bit of incremental advantage Dozle wants on top of just being big scary hitboxes on their own. I do think DSmash's strikes me as pretty hard to actually use, but eh, its not a big deal. I also want to give a shout out to that final time bomb throw of the set, it feels like a lot of thought went into what adding a time bomb to his set would mean and how this specific one would work.
It certainly is a straightforward set, while it has plenty of depth due to the little tactical nuances a lot of his moves are equipped with(I frequently think of FTilt when I talk about this, or Side Special's defensive properties), it doesn't ever feel especially ambitious. I'm fine with that, its a really rock solid superheavy set that shows how comfortable you are with the genre and feels distinctive from any of the other ones I've seen. While not as focused on giving individual characterization to Dozle as the other Gundam set in Mika, it feels like it very much knows what the series is about and brings the kind of tactical flare the series has to a Smash game. I think if there's one thing that did stick out to me as a flaw, it wasn't the actual moves themselves so much as the writing being a bit rough in places. The set sometimes uses the wrong term(or at least one I find confusingly easy to mix up for a different thing) and that can occasionally make it easy to get lost while reading, though with a couple context clues its usually easy enough to figure out what you're talking about. Rock solid set, honestly, you haven't lost a single step these past 3 contests, which is really impressive.
Sevagoth
Even if I'm not fond of how its balanced, I will say the way Sevagoth's Shadow works upon his death is a pretty notable highlight of the set for me. Having this powerful mini-moveset to play with that, if you score enough damage, straight up gets you your stock back feels like a really cool high end reward to give players for playing well. Its a lot more advanced than when I played with this kind of mechanic in Karthus, anyway. I think my problem with it comes down to the fact you kind of just get Death Well for playing the game, due to damage dealt to Sevagoth one to one converting to charge for his meter, plus he can get even more with his Specials/Grabs. Given the reward is getting an extra 50 stamina/15 seconds of time to play with on death that can potentially undo your own death if you play well enough with it, it feels like the reward is far too high for the amount of investment put in. I feel like if you want him to get a bonus this powerful, he should have to be playing quite well to get it. While his KO percents are high Sevagoth is a pretty competent fighter between his range and power boosting/heavily damaging debuffs, so he really didn't need something like this on top of that.
In general I think my issue with how Sevagoth plays comes down to a couple things, beyond just him being too powerful. Numbers tweaks could certainly make this set feel more reasonable, but so much of the set feels really passive. The debuffs are designed to be pretty easy to apply to the point of practically being a passive in Gloom's case, and combined with how easy it is to get the Shadow up and running, it feels like all the core stuff in Sevagoth's gameplan happens automatically and doesn't leave a lot of room for player expression. This isn't helped by the fact that when the set gets into the nitty gritty melee, the set feels like its emphasizing some strange connections that either barely work or would require the move to act in a way that'd probably make it wildly broken(or at least not like the description says it works elsewhere). The set feels a bit rushed, like there isn't as much time spent thinking on how things actually work together as there probably should be, which is admittedly a natural thing to have happen when you write 34 inputs for a JamCon. This set ends up weirdly on the opposite end of my problems with Irene Landry in that it feels like all payoff and no setup, and you really can't have one without the other.
Koitsu
This set is not even remotely subtle about wanting to be another stab at Hikaru's concepts after that set didn't seem to come out as well as you'd hoped. Trying to remix concepts from and improve a 20k monster of a set in the JamCon time period is a very hard thing to do, and the shocking thing for me is I think Koitsu completely succeeds in its goal. For starters, this set handles the snowball quite a bit better than Hikaru did. You don't lose literally all your upgrades if the foe hits you once, with 3 upgrades striking a good balance between "hard penalty" and "straight up ridiculous", and in exchange, Koitsu's upgrades feel less able to stack up hitstun on the foe with much fewer hitboxes thrown out that deal flinching. I always felt a bit uncomfortable with Hikaru's ability to really lock foes down a bit once she got rolling, and Koitsu can't do that. Instead he just does so much damage the foe will just get deleted in seconds, which is honestly fair considering how easily he can lose that advantage. I also just figure I'll say, I think the Up Special in this set is much cooler than Hikaru's, it gives him an interesting tool to play around with that's good but flawed rather than just "here's a free flight recovery".
Not to say Koitsu isn't distinguished from Hikaru enough to be his own set. For one, his ridiculous animations lead to copies of himself pouring out over the stage, and those copies that he summons via an upgrade to his NSpecial can actually perform his standards. You have quite a bit of fun with this in the standards, imagining how "Koitsu Missile" will work with these both just as a single threat and then later when the army really builds up is kind of a treat, and gives the set stronger standards. The grab game and Smashes also play into this stuff well, DSmash being a bell setup, FSmash being an upgrade setup/kill move that probably gets better with all those Koitsu Missile guys running around, and USmash/Grab and a couple of the throws flat out utilizing Koitsu's upgrades to enhance their power, so Koitsu has a little more to do when he's far into his snowball beyond just spam NSpecial. It felt pretty rare in this set that an input didn't feel like it had a decently interesting place on top of being much stronger mechanically than its already mechanically interesting predecessor.
To give my complaints, I feel like there IS one area Koitsu is a bit worse than Hikaru, and that's the fact the set seems to care a bit less about how you're getting your snowball going. Whereas there was a clear effort to talk about how you'd get specific upgrades in that set, which I thought was a neat part of it, here its more of an afterthought, and it makes me feel like maybe Koitsu doesn't have what he'd want in terms of tools to actually get off the ground. Then again, his melee seems reasonably competent, so he might just be fine even if the set doesn't go into specifics for why. I also felt the aerials were a pretty weak section, not outright bad but lacking a hook that the other input sections do, and I'll admit while grab's payoffs were fine I sort of think its not as cool as they could've potentially been? I don't have immediate ideas, but its something you could ever consider if you want to go edit this set post-JamCon.
Lastly, while your animations are as stellar as always, I feel like you've gotten a lot of criticism for your writing dragging a bit in previous contests. While I was struggling to get through Koitsu due to being burnt out on a lot of sets that were kind of hard to read(and just the sheer volume of them in the JamCon), it was NOT Koitsu's fault, I can promise that much. The set's really funny and has lines that read like they came out of a Nate or Slavic set, and despite the one joke to the contrary the set's word count feels entirely earned and not like its overstaying its welcome. I'm not quite as fond of it as Dozle or Mika(we'll get to him), but this is the kind of set that I think could easily win most JamCons, and I'd even go so far as to say its your best JamCon yet. Surprised you didn't seem to excited about it making it because IMO it paid off well.
Okay, so before I go into my problems with this set, I want to make a couple things clear. First of all, it does frequently manage to be legitimately pretty funny. The sheer premise of this "ludicrous even by Better Call Saul" standards character getting in Smash is very funny on its own, and how insane the set goes trying to represent her milquetoast hobbies and social life in an actual moveset alongside a complex money system really does manage to get a good few laughs out of me. I've got things to say about the grab game, but honestly, the fairly literal punchline of the first throw got me good. I recognize that this is a very hard character to get right in Smash, she's an extremely low potential gimmick choice who never does anything even tangentially violent. Given that, I hope you understand that no matter how harsh the rest of this comment gets, its not anything personal.
But I'm going to be honest, this is one of my least favorite sets I've read in a long time. The issues are numerous and compounding, and you get hit with them pretty much immediately with Neutral Special, as the set decides its just going to cram her entire character arc into one massive move-mechanic. I'm not convinced this couldn't work, but its a lot to keep track of, and usually when I see that kind of complexity I'm hoping the rewards are worth it. But this set does an incredibly poor job of selling the changes to Irene's moveset that come from spending money, changing each underwhelming feeling move into a... slightly less underwhelming one, you really don't feel like you're getting access to a real payoff at any point. Stuff gets generally "better", but I never really felt reading the set like "this is the reward you should be aiming for" or "this is why all the silly money management is worth it". Sets work better when you have something eye catching, and Irene has so many weird complexities that feel like they're just there to be weird and complex. It doesn't help these mechanics don't really feel like they're fun to manage, bingo is very RNG heavy and for all the different bizarre outcomes it can have the only way Irene can build up her mechanic is to sit around and wait it out.
If it were just an underwhelming payoff for a ton of setup, I'd be less bothered by it, but the set really makes a number of other poor decisions too. For starters, when its not telling a joke successfully, the writing is really rough. The set doesn't really have much of anything to actually say about its melee but still manages to meander quite a while, and like. If you don't feel like there's much to say about a move, its best to just not say much about it rather than trying to pad the word count. Its also not good at explaining what it does have to explain, NSpecial/DSpecial's mechanics are hard to follow and I outright think Up Smash missed talking about an important detail of how it interacts with your money. Maybe its just my lack of familiarity with the subject, but I could never actually figure out what poses Irene was doing for any of her yoga oriented moves, the set's descriptions of them really failing to explain the actual motion she's making.
The grab game also, I think, is you taking your "every part of the buffalo" approach too far, by using a meeting Irene Landry was technically in the scene of but she has no interaction with as the premise of her grab and throws. Like, yes, she was in the scene technically, it was for an event that relates to her mechanic. But I feel like you've gone down the wrong path when one character is trying to sabotage another character in the grab game while both the grabber and the grabbee are completely uninvolved in the actual events going on, basically having a separate character's arc play out while Irene and the foe get to watch and sometimes get victimized. Honestly, I think this set would've worked better in general not trying to cram in every tiny detail of Irene's existence into the set too, instead making some repeat uses of things that are more closely associated with her and focusing on talking about the effectiveness of the changes to her moveset her money upgrades would get her.
I think, ultimately, this set was just the result of overcomplicating a set in an attempt to create something more impressive than you'd expect for a low potential character, but it fails to actually pay off anything and instead just winds up confusing and frustrating to read. I get that it was a hard character and you were on a time limit, and I don't want to grill you over it too much, but I do feel this set is a vastly exaggerated version of why Quackfaster might've fallen short of your expectations for her too. I'm not someone who dislikes complexity, but you need to justify complexity with the ability to do something cool enough to justify the investment, which Irene never does and I feel sometimes I've seen you struggle with in general. Hopefully you'll be able to take some tips when US gets that article on melee out, and keep this set in mind as an example of what not to do in the future.
Ikkyu
Ikkyu is probably your next most ambitious JamCon after Giganotosaurus, and honestly I do think its a pretty solid one. The historical geniuses that Ikkyu summons to fight alongside him are honestly a very successful example of weapon switch being used in exactly the way I'd want. Beyond just being distinct enough in their uses that they all have strengths and weaknesses the other can't cover, there are clear reasons to swap them around to get the most out of them. Stephen Wilcox makes setups, Beethoven enhances one of Ikkyu's more powerful tools until it evolves into a full on instant KO while not providing actual support, and Mata Hari/Gennai cover different ranges. Plus, Paper Tiger adds another layer to switching mechanics, as you can really mess with the foe into thinking you've got one Genius out when you have another. Its cool stuff, and helped along by the fact that honestly, each Genius feels individually well-designed and tend to have some of the most interesting attacks in the set.
I'm honestly a big fan of the whole core, Paper Tiger is honestly a great mindgame move too, certainly flawed in how it covers your individual moves but the incredibly powerful mixup it gives feeling worth it. Not to mention it has some unique tricks in the air so its not just about what your opponent can and can't see, it has some practical, non-mindgames utility too. It gives the set something to talk about when it comes time to focus on the melee, too, which is appreciated as Ikkyu's melee is admittedly... not great, IMO.
I think its by nature of the kind of playstyle you wanted this character to have, but his lack of combos and underwhelming individual hits mix together into a character who's non-Genius moves often feel like they don't have much of anything to do. Their most interesting applications always tend to be with Paper Tiger, and while I like Paper Tiger, I think making the set's entire melee depth come from playing off "well the opponent can't see what your doing" isn't the most fun or interesting thing to play against. Its not like there's no melee flow, but it really feels like its just going through the motions in a pretty basic way, and it never really feels like the energy the set had in the genius attacks ever came back. I also find the final Genius attack disappointing, for such a cool premise the effects wind up disappoitningly same-y, and I feel you could've really gone wild with that move in a way that just ultimately didn't happen.
For what its worth, I think the cool core and middling execution still pan out into a set I'd overall say I like. Some of the paper tiger implications in the melee were at least decently interesting, and while the specials are doing a lot of the heavy lifting, they are great specials. I mostly think the set just needed more than Paper Tiger to carry the melee, whether it be another thing to directly play off that flows into it more frequently, or just stronger individual moves. As it stands, the set's decent but clearly felt like it could be more.
Dozle Zabi
I'm not gonna lie, my excitement was pretty through the roof to finally get a new solo Smady outing after all this time. KOS-MOS and Cranky Kong were both excellent sets, don't get me wrong, but its not quite the same as getting non-joints. And at first, the set is decidedly not very flashy despite what you might expect, having some pretty simple specials that at, while I found effective and cool and their simplicity, don't seem like they're carrying the set that strongly as a core or giving a huge incentive to utilize Zeon's Rage. That said, Overheat is an excellent move, giving the ability to ruthlessly spam your Zeon's Rage buffed Specials at the cost of blowing yourself up and causing a ton of self-damage and stun to yourself at the end. This makes those Zeon's Rage boosted moves so much scarier if you're willing to go with the associated risk, and it even has an extra benefit too. If you time your self-destruct right, you can catch the foe in the blast, avoiding the stun side of the consequences, evening out the damage, and possibly getting a kill. Its a risky manuever, one you have to play very tactically to use properly.
And play tactically Dozle does. His moves feel a bit unconventional by superheavy standards in that there's an element of subtle positioning behind the massive attacks, as alongside the typical heavyweight fear tactics he has going for him, he has moves to let him eek out little microspacing and positioning advantages. When the big explosive power of Overheat is ticking down overhead, winning these tiny battles earlier can let him win the war once his more destructive moves come into play. Its not like his big destructive moves that aren't Overheat aren't fun too, all the Smashes are pretty fun in practice with FSmash showing just how good it can be on a character not named Ganondorf, with the deal sweetened even further with its fun angled versions. USmash/DSmash are both a big, destructive hit, and also throw out some extra traps and projectiles for that little bit of incremental advantage Dozle wants on top of just being big scary hitboxes on their own. I do think DSmash's strikes me as pretty hard to actually use, but eh, its not a big deal. I also want to give a shout out to that final time bomb throw of the set, it feels like a lot of thought went into what adding a time bomb to his set would mean and how this specific one would work.
It certainly is a straightforward set, while it has plenty of depth due to the little tactical nuances a lot of his moves are equipped with(I frequently think of FTilt when I talk about this, or Side Special's defensive properties), it doesn't ever feel especially ambitious. I'm fine with that, its a really rock solid superheavy set that shows how comfortable you are with the genre and feels distinctive from any of the other ones I've seen. While not as focused on giving individual characterization to Dozle as the other Gundam set in Mika, it feels like it very much knows what the series is about and brings the kind of tactical flare the series has to a Smash game. I think if there's one thing that did stick out to me as a flaw, it wasn't the actual moves themselves so much as the writing being a bit rough in places. The set sometimes uses the wrong term(or at least one I find confusingly easy to mix up for a different thing) and that can occasionally make it easy to get lost while reading, though with a couple context clues its usually easy enough to figure out what you're talking about. Rock solid set, honestly, you haven't lost a single step these past 3 contests, which is really impressive.
Sevagoth
Even if I'm not fond of how its balanced, I will say the way Sevagoth's Shadow works upon his death is a pretty notable highlight of the set for me. Having this powerful mini-moveset to play with that, if you score enough damage, straight up gets you your stock back feels like a really cool high end reward to give players for playing well. Its a lot more advanced than when I played with this kind of mechanic in Karthus, anyway. I think my problem with it comes down to the fact you kind of just get Death Well for playing the game, due to damage dealt to Sevagoth one to one converting to charge for his meter, plus he can get even more with his Specials/Grabs. Given the reward is getting an extra 50 stamina/15 seconds of time to play with on death that can potentially undo your own death if you play well enough with it, it feels like the reward is far too high for the amount of investment put in. I feel like if you want him to get a bonus this powerful, he should have to be playing quite well to get it. While his KO percents are high Sevagoth is a pretty competent fighter between his range and power boosting/heavily damaging debuffs, so he really didn't need something like this on top of that.
In general I think my issue with how Sevagoth plays comes down to a couple things, beyond just him being too powerful. Numbers tweaks could certainly make this set feel more reasonable, but so much of the set feels really passive. The debuffs are designed to be pretty easy to apply to the point of practically being a passive in Gloom's case, and combined with how easy it is to get the Shadow up and running, it feels like all the core stuff in Sevagoth's gameplan happens automatically and doesn't leave a lot of room for player expression. This isn't helped by the fact that when the set gets into the nitty gritty melee, the set feels like its emphasizing some strange connections that either barely work or would require the move to act in a way that'd probably make it wildly broken(or at least not like the description says it works elsewhere). The set feels a bit rushed, like there isn't as much time spent thinking on how things actually work together as there probably should be, which is admittedly a natural thing to have happen when you write 34 inputs for a JamCon. This set ends up weirdly on the opposite end of my problems with Irene Landry in that it feels like all payoff and no setup, and you really can't have one without the other.
Koitsu
This set is not even remotely subtle about wanting to be another stab at Hikaru's concepts after that set didn't seem to come out as well as you'd hoped. Trying to remix concepts from and improve a 20k monster of a set in the JamCon time period is a very hard thing to do, and the shocking thing for me is I think Koitsu completely succeeds in its goal. For starters, this set handles the snowball quite a bit better than Hikaru did. You don't lose literally all your upgrades if the foe hits you once, with 3 upgrades striking a good balance between "hard penalty" and "straight up ridiculous", and in exchange, Koitsu's upgrades feel less able to stack up hitstun on the foe with much fewer hitboxes thrown out that deal flinching. I always felt a bit uncomfortable with Hikaru's ability to really lock foes down a bit once she got rolling, and Koitsu can't do that. Instead he just does so much damage the foe will just get deleted in seconds, which is honestly fair considering how easily he can lose that advantage. I also just figure I'll say, I think the Up Special in this set is much cooler than Hikaru's, it gives him an interesting tool to play around with that's good but flawed rather than just "here's a free flight recovery".
Not to say Koitsu isn't distinguished from Hikaru enough to be his own set. For one, his ridiculous animations lead to copies of himself pouring out over the stage, and those copies that he summons via an upgrade to his NSpecial can actually perform his standards. You have quite a bit of fun with this in the standards, imagining how "Koitsu Missile" will work with these both just as a single threat and then later when the army really builds up is kind of a treat, and gives the set stronger standards. The grab game and Smashes also play into this stuff well, DSmash being a bell setup, FSmash being an upgrade setup/kill move that probably gets better with all those Koitsu Missile guys running around, and USmash/Grab and a couple of the throws flat out utilizing Koitsu's upgrades to enhance their power, so Koitsu has a little more to do when he's far into his snowball beyond just spam NSpecial. It felt pretty rare in this set that an input didn't feel like it had a decently interesting place on top of being much stronger mechanically than its already mechanically interesting predecessor.
To give my complaints, I feel like there IS one area Koitsu is a bit worse than Hikaru, and that's the fact the set seems to care a bit less about how you're getting your snowball going. Whereas there was a clear effort to talk about how you'd get specific upgrades in that set, which I thought was a neat part of it, here its more of an afterthought, and it makes me feel like maybe Koitsu doesn't have what he'd want in terms of tools to actually get off the ground. Then again, his melee seems reasonably competent, so he might just be fine even if the set doesn't go into specifics for why. I also felt the aerials were a pretty weak section, not outright bad but lacking a hook that the other input sections do, and I'll admit while grab's payoffs were fine I sort of think its not as cool as they could've potentially been? I don't have immediate ideas, but its something you could ever consider if you want to go edit this set post-JamCon.
Lastly, while your animations are as stellar as always, I feel like you've gotten a lot of criticism for your writing dragging a bit in previous contests. While I was struggling to get through Koitsu due to being burnt out on a lot of sets that were kind of hard to read(and just the sheer volume of them in the JamCon), it was NOT Koitsu's fault, I can promise that much. The set's really funny and has lines that read like they came out of a Nate or Slavic set, and despite the one joke to the contrary the set's word count feels entirely earned and not like its overstaying its welcome. I'm not quite as fond of it as Dozle or Mika(we'll get to him), but this is the kind of set that I think could easily win most JamCons, and I'd even go so far as to say its your best JamCon yet. Surprised you didn't seem to excited about it making it because IMO it paid off well.
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