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Make Your Move 28: Jamcon 2 Over!

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,399
Rats, Rats, They're The Rats, Celebrating Yet Another MYM Bash
Rat Witch Natalia by Arctic Tern Arctic Tern

Our first Witchverse set this contest, and it's already a banger for this JamCon. Much like your last Veronica Files set with Alcohol Witch Daniella, Rat Witch Natalia is a character that I feel you did a really great job at.

Off the bat, her set is...well, very strangely reminiscent of Taokaka from BlazBlue, and it's funny because Tao's a cat and Natalia's a rat. She's very mobile in a lot of her Specials, which certainly helps when she can summon her rat subjects with her Neutral Special to cover her mobility. I like how the rats work, by the way: a permanent swarm of summons that can catch a foe off guard if they don't pay attention. With three of them out on a single platform of the stage, I could imagine the devious locking if they're on a smaller platform or even against one of Steve's blocks. On smaller platforms, I imagine the stunlocking with rats before landing a stronger attack. It helps if you decide to jump into the sewers with Down Special, a teleport plant Special that places a Point A and a Point B and gives Natalia a new set of normals when she's equipped with a sewer grate and can smash people with it. It especially helps when Side Special can easily evade punishes just as she leaves the sewer and counter-punish someone with either a quick claw swipe or a fun command grab for great burst damage. I like the potential interplay between the two moves, it feels extremely...ahem, ratty when she uses them. Lastly we have the showy Up Special that lands a nasty dropkick on the foe and send them a great distance away. I could see her using a sewer to travel to the foe's position real quick, then if they decide to jump you use Up Special to catch them. Just in general the sewer has extreme mindgames potential.

Natalia also gets points for characterization: this smarmy little halfpint girl flaunting her self-proclaimed status with her army of subjects and acting like this dignified queen while she succeeds...but goes into this foul-mouthed brat as soon as she flubs up. There's this great comedic juxtaposition between the two that absolutely follows up how I envisioned her: a comic relief character. The added tough of making her a rat girl due to fleshcrafting is also a fun thing. Just in general, the picture I have of this tiny girl based on your description was fun. I wonder if she has a nutcracker in her domain...

But either way, I enjoyed this set even if it took a while to get through. Nice work for writing this, Tern!

Threatening To Steal The Spotlight
Maulbuster by Hyper_Ridley Hyper_Ridley

Off the heels of our first Witchverse set of the contest, we have our first Antonblast set of the entirety of MYM, one of the more infamous boss fights of the game. She's pretty much a version of Brawl Dedede made for the modern day and tied to a unique mechanic that would not be out of place in Ultimate. The projectile/area denial play between Neutral Special, Side Special and Down Special is amazing: they have to deal with little German mole people or bats carrying anvils while at the same time having to deal with A) a massive tomato projectile that deals big bursts of damage at the risk of damaging herself, or B) a vocal salvo of Shakespearean agony that has a different pattern based on tilt direction. Swear to god, she could give the Phantom of the Bwah-pera a run for his ghostly money. You could Ganondorf the tomato while spitting some stage-play suffering for some disgusting projectile play, but then alternatively a foe could run into a Ballbuster that they never really accounted for. The set had to take some liberties to pad out the rest of the set, like her Up Special, but it seems genuinely faithful to the personality of this mole lady: a pompous primadonna who is scary when mad. It's a nice, short, quick read that serves as a pretty good debut of Antonblast to this franchise. I'm genuinely considering doing Jewel Ghoul after this, to be honest...but I'm getting off track, this was a good set!

We Eatin' Good Tonight, Bois
Gabby Gator by BrazilianGuy BrazilianGuy

Another set from the up-and-coming king of Woody Woodpecker, and our sole gluttony representative, Gabby Gator is an interesting pick for this JamCon:, he's generally got some weak knockback attacks, but they're all for a surprising alternate means of KO'ing: cooking the foe alive with a stove that he brings with him to the fight. One of them is his NSpec, a voodoo doll that can help set up a foe for Gabby's antics and nudge them dangerously closer to the stove. The fact that Gabby can do this from anywhere after some long prep feels terrifying, especially when you can control which direction they're knocked toward, so he could knock them towards Gabby for some risky maneuvers. Side Special's an alternate grab with its own pummel but a singular grab that delivers them to the stove for some cooking. While laggy I'm imagining some fun repositioning stuff occurring much in the same way as Ridley with his Side Special somewhat. Up Special's a hilarious little gag where Gabby tries (and fails) to emulate the Deviljho and eat his own tail, only for him to fly upwards from the pain. While it's a slow-ish recovery you have something like NSpec to help cover your return to solid land prior, and the bandaging of the tail's a cute detail too. Lastly, you have a pressure cooker that turns projectiles into steam and food, almost like a Game & Watch Down Special with some extra benefits. Fortunately, it affects your own carrot projectiles from Side Special as well so it's not entirely useless against the likes of Ganondorf or Incineroar.

The amount of cartoonish gags and gluttonous preparation for Gabby is hilarious and fun. I was not expecting the shot of Gabby pointing with a realistic hand, that feels like something out of a modern YTP of some sort. I do like how every move is crafted to revolve around the stove, where even the moves that would normally kill (even though they still do their job of scoring normal KO's) are also used to nudge them to that point. It certainly feels more involved and finely done than my Among Us set did with that Meeting Table of his. Overall, long live the new MYM King of Woody Woodpecker. Good work!
 
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BrazilianGuy

Smash Cadet
Joined
Sep 10, 2022
Messages
60
Jamcon Comments - The Abyss Lord

Gratteer'Id is another interesting oc with a coolio design. Sort of a Forsburn meets Slenderman if you ask me, but he's cool. I liked going through this set and also imagining how he'd work in a Hero Shooter, since their game is inspired by Overwatch. It' also quite amazing how well he fit into the 7 deadly sins theme, very nice opportunity to get them out into the world.
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Side Special is not only my favorite Move in this set but also the closest one to Gabby Gator since it's a dashing command grab. But it's also an invincible dash, actually giving Gratty some good survivability to go along with his heavy weight, It's nice stuff, I love the risk vs. reward present in this attack as well. Tho, I have my issues with Down Special, firstly, much like Rat Witch Nat, I feel like the time they spent on their own shadow is a bit too much, 5 seconds with no cooldowns between usages definitely is a bit much, and would lead into campy behavior. I'd also like to know how it works in the air and a bit more than just the beam. The beam is cool, but I feel like the actual shadow dive could be expanded upon. I did like the big balls on Neutral Special, and Up Special is fine 👍.

I dig how his Down Tilt has him manipulate the foe into tripping, that's actually pretty clever and fits the character, same thing goes to Down Air with its flinch before the strike. Btw I saw Tern point this out, but other than being proud of how manipulative he is, didn't get too much Pride out of him, he didn't need a pride meter but idk, just seems extra important since the Jamcon is themed around it.

I also have to point out that there are no Victory Screens, I'm sorry, but those matter as much as any other move to me since they are important to express character. All in all, Gratty is a good short read with a very unique man-made horror beyond my comprehension design, hope to see more of him in the future or from his universe.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,553
King Bob-Omb by tunz tunz
Cool to see this guy finally hit the thread proper! I remember previewing the early inputs quite a while ago, though I don't remember too well what feedback I gave. Hopefully I don't give any contradictory advice here, but if I do let's just attribute that to my growth and newfound wisdom.

Five Bob-Ombs is pretty generous on NSpec but I think his susceptibility to their explosions lets him get away with a fair bit. I do wonder if Parabombs are a little pushed with how fast and casual that is as an option and how they don't count toward the limit - I can see these being pretty obnoxious for some characters to deal with on recovery. If you're Ike you're just dying to this move pretty casually (though that's kind of a general Ike problem). The odd balance twiddle aside I do think NSpec feels very at home on the character though: fits right in with his shtick and the general Bob-Omb imagery.

SSpec is also pretty fun - the writing gets a little mechanically dense at points in here and I felt like I had to go back over things to make sure I wasn't missing details. The move's frame data feels pretty fast for what it is but not sure it's a game-breaker, especially if KBO can be hurt by the bombs. I'm a little fuzzy on this because NSpec and SSpec contradict each other on this point: in NSpec "none of the other explosives he can summon" hurt him, but in SSpec "the opponent could knock Bombs that are especially close to you back at you multiple times with weaker hits and try to hit you with them".

Generally, through the Specials, a lot of KBO's frame data feels pretty pushed. Like looking at DSpec, the move deals 16% and KOs at 150 on a pretty big disjoint (projectile?), active on 17-24 with a FAF of 33. 8 frames of endlag on something that meaty is a bit of a war crime (if the cannon is a projectile he's freeing up while the opponent is still in hitlag) and frankly the start-up ain't bad either relative to how big that hitbox is. It's not reactable, so opponents can kinda just get hit with this at any time if they make the mistake of committing to anything around KBO. He's absolutely gonna be safe on block and probably a-okay on whiff as well. Even before you start getting into other stuff he can do with the cannon, I think just tossing it around as a bludgeon is pretty juicy with these numbers.

I'm not weighing this super heavily as a criticism of the set, mind you: just wanted to highlight the kind of thing I was talking about. The numbers being a little off doesn't bother me that much since numbers are easy to float and the set feels like it's providing them for thoroughness rather than trying to draw a lot of conclusions from them. I do think they're not necessarily making the set stronger by being a little untrustworthy, but they're also not load-bearing and I can kind of just mentally set them aside and focus on the ideas you were more interested in writing about.

I do think my number one tip for writing (or not writing) frame data, if you don't have some specific speed you're shooting for, is to think in terms of how safe you want the move to be (considering both speed and range - power also affects this but speed and range are the big uns) and go from there. Smash has good reference points for moves ranging from "you will never be punished" to "hitting this button is begging for death", so you can usually find something that delivers the right sort of frame data you need. If you don't want to delve into specific frame data I also think it's fine to just talk about speed in a broad way in terms of safety and commitment - like functionally that's a bit more vague than frames but it does me fine - we don't have to code these things, and letting me know about intended gamefeel gives me a bit more to work with than saying a move has 8 frames of endlag when I know you don't want it to play like it would if it had 8 frames of endlag.

Apologies for the ramble, I really did mean it when I said this is not a big point I'm holding against the set - I think every writer, myself very much included, botches it when they start writing frame data into movesets (and sometimes even, myself included, well after they've started). I also know you wrote the early bits of this moveset quite a while ago and well before it was finished, so maybe you've already taken lessons from this and adjusted. Some of the later moves in the set do seem to have more solid grounding. But oh well, here I am rambling to someone in the past who maybe doesn't need to hear it. Hit me up for today's winning lottery numbers, Past Tunz.

Moving on from that point, the cannon is very functionally cool and I dig the way it feeds into this vision of King Bob-Omb as a zany set-up guy. Big Powerhouse vibes in this moveset, also very Pac-Man coded. Personally I adore the touch that he can fire himself out of the cannon; characters that can deal knockback to themselves are always funny. I love the ways he can work against himself with the bombs and the cannon if you let the gigabrain moves spiral out of control.

Moving on to the normals, I think broadly I favor the simpler melee stuff stylistically over the more referential Golf and Kart attacks - I think the latter dilute his identity and skew toward making him Mario Spin-Off Man. Spin-Off Man is a direction I'd buy easily on say, Waluigi, but it feels a little odd to me on someone like this. This is not a huge gripe with the moveset because ultimately the vision is yours - but it did bother me a little bit that it felt inconsistent between input sections. The Specials are also taking ideas from spin-offs but really fluidly weaving them into the pitch that this guy's the king of the bomb factory, and most of the normals build simple melee moves that work fine with that, but some of the Standards are reaching for direct props and visual reference to the broader Mario franchise. It's kinda weird to give the feedback "hey this element doesn't super make sense to me... but if it's there, there should be more of it" but I think that's where I'm at on it; it'd work better for me if it were more prevalent through the kit and felt more like it was a core part of his identity.

Starting from DSmash I can see the rush setting in, his moves definitely start feeling a bit blunt and perfunctory there. Granted, a degree of simplicity in the normals makes sense when your core is zany, but it's hard to get too excited about moves that the set doesn't feel invested in, and the set doesn't really try to sell how these moves are fun in the framework that his Specials set up. KBO delivers some fun stuff when it's really cooking, though - Up Smash I'm a particularly big fan of and is a strong note for the meatier portion of the moveset to "end" on before things start getting a bit more clipped.

The set's wound up as a bit of an uneven read overall, but there're still fun ideas here and I think he's very worth checking out for the highlights.

Stray thoughts:
  • "in June of 1996, making him older than me by a significant margin" - look, you don't have to rub it in.
  • "Sorry if it hurts your eyes or messes with your brain." - this is far from MYM's worst assault on my brain, you're doing alright.
  • "a classic Mario Kart Glider!" - considering gliders a classic Mario Kart thing is even worse than saying people born in '96 are way older than you.
Killer BOB by Arctic Tern Arctic Tern
Dig the focus on "suffering" - makes a lot of sense for Bob. I do think 15 frames of activity starting on frame 5 is pretty generous frame data for his central hitgrab? High endlag adds some risk but this doesn't sound that tough to land. Also I suspect the way the time grows linearly and the way he can always just extend the duration even if he already has the buff up means that there isn't necessarily a huge incentive to build more time, past a few seconds. Like if you just go for it whenever the going is good, are you really losing out on anything by getting a few seconds of superstate now and a few more later versus a lump sum of superstate? It sounds like this move directly sets up a prone situation that his amped up FSmash and DSmash will be good for, and he doesn't need that long to pay off a tech chase. Plus he can combo into DSpec.

A few other various DSpec thoughts:
  • I like the move conceptually a lot, but I'm not sure how hard he's really motivated to prolong suffering and I think he can pick up some pretty solid buffs to his Smashes without too much trouble on his own end.
  • I do kinda wonder if he should be able to lose superstate - set doesn't specify so not sure if he loses it on KO but I imagine he should lose timer if he goes too long without landing hits (like the way he loses "hits" if he takes too long to hit the opponent before landing his hitgrab).
  • Not sure if you've thought too much about how he should work in FFA but I think it'd be fun if hit counters were individual to each unique fighter, but counted hits from everyone. Gives him kind of a politicking element where he wants to dogpile on someone, compensates for how hard it is to focus someone down in that environment.
A few nitpicky technical thoughts on Smashes:
  • Shield break on FSmash is a bit spicy? He does have to put some work in to get the buff (but not that much, see previous note). I imagine with the considerable speed buff it's probably fine with just a hefty chunk of shield damage and not a full-on break. A frame 12 shield break is probably a bit too oppressive to play against even if not technically unfair relative to Bob having to earn it.
  • A little iffy on USmash as something you combo. I could see landing it off a launcher maybe but not sure about it being a proper combo - unless he's packing slow aerials that sounds like his aerials are gonna be pretty free. (Note from later: aerials not slow)
  • DSmash I would say is just plain not reactable uncharged - not necessarily an issue with the move, just not quite how it describes itself. Fun type of big unga bunga move that suits his violent nature. Pitfall effect seems meaty here but G&W does exist already I guess (not that nobody has complaints about that) and doesn't need a superstate.
  • After checking out the other Smashes, do feel like FSmash probably doesn't need the shield break thing? I think the speed buff is the most compelling of his FSmash buffs and feels most in line with what the others get (something that makes it easier to land).
  • I'm not sure Bob's FSmash reaches far enough out to catch airdodges away and combo out of DThrow as described - DThrow is described as sending diagonally upward and comboing into aerials, whereas the range of FSmash is listed as 2.5 grids forward, .75 up (waist height) - the standard airdodge distance is 2 grids so it's... possible if they're very low to the ground they're catching the edge of that but I suspect with any height they're drifting out of range. Bob's more likely just rushing them down and connecting with a faster attack. DThrow's a solid little attack but that jumped out at me.
Frame 6 command grab raised an eyebrow - not unheard of but a juicy thing to be chucking around - but I think the specifics of it being mostly a status effect thing that doesn't have any big pay-off of its own mean it's fair for it to be on the fast end and not feel amped. It's an interesting choice but I do think it runs into some of the issues I had with DSpec's timer and ease of landing it? I think if that move got some mild tweaks (non-linear gain or tweaks to how he can extend it), it'd make this one shine a bit more. (EDIT: there was a bit more payoff on this later that helps it out but generally still true that it'd benefit from a mild tweak on DSpec I think)

The doppelganger programming scheme feels a little awkward and took me a second pass to grok but it's not too bad. It does sound like summoning a doppelganger is basically instant and can happen in the middle of Bob's other attacks? Pretty juicy. He does have to go through attacks himself in order to program them, which is a neat limiter that the set doesn't really draw attention to (and making it "echo" him and be a doppelganger of the opponent that acts like Bob is very fun). He's already pretty fast and I imagine this could make him pretty oppressive? Though on the other hand it feels compellingly tricksy to set up and halved damage on the attack is a more than meaningful debuff. I imagine combined with already solid frame data he can abuse doppelgangers to keep himself very safe though. (Especially if he can do stuff like cover the endlag of DSpec? Apologies if he can't do that but I didn't catch that he couldn't)

I get why the different control scheme for Smashes in programming a doppelganger (lets him keep his secrets) but with his Smashes being kinda his showiest all-in on violence attacks I could also see keeping the control mechanism consistent and just having that as a limitation on charging his Smashes - they broadcast intent. (Or at least possibility! Since he could override later)

A lot of the simpler melee moves I don't have a ton of comment on - Dash Attack and UThrow I don't have a ton to say about but they're pretty solid little melee moves that feed into the curtain shenanigans well. I kinda wonder if Dash Attack should send him off ledges like Melee Kirby Dash Attack. Part of me thinks it'd be funny and suit the move name and character to a T but also I admittedly really like Melee Kirby Dash Attack and think it's funny to write a Kirby move onto super evil characters. Sauron also wound up with it IIRC.

Forward Tilt I actually kind of adore because I think it made the doppelganger summoning click for me on a thematic level - a character randomly appearing in the middle of this hitstop to start attacking really does feel like an insane David Lynch cut. I wonder if knockback stacking could do silly stuff in this move (and with doppelgangers generally).

"In terms of its defensive properties, Jab’s speed means that it beats out most Jabs" - not necessarily, 4 is about average for Jab. It's the most common Jab start-up and there's 36 Ult characters that can do better. I don't think he necessarily needs a faster Jab than that but just a fun trivia tidbit!

Side Special coming back around for a BThrow hard interaction time bomb is crazy. In general this late-breaking stretch of corruption-focused moves give a little more teeth to SSpec that was missing (perhaps I might have known earlier had I read the TradBob input order but I chose ChaosBob instead). Interacting with only a couple moves (so far?) does feel a little odd, especially in the context of only being a couple stray inputs like USpec and BThrow? I wonder if BThrow could get some kind of visual that tied it a bit more to SSpec. Maybe an owl appearance even if you don't have them corrupted when you use it.

I do wonder if that threaten DAir -> bait air dodge setup couldn't lead to some nasty BAir stage spikes.

"this is largely reserved for casual matchups or in matches with Steve." extremely powerful to denote that reenacting the death of a major character on Twin Peaks is tech exclusive to Steve. FThrow is a powerful closing note for the set in general - having normals named "Affront to God" and "Trip to Montana" couldn't be more in the spirit of Lynch.

I think my notes on how his centerpiece DSpec could maybe stress its themes a little harder with slightly different restrictions on how he builds "meter" are my only particularly pertinent criticisms. The kit is often abstract and weird and has some insane animations but as a big Twin Peaks fan it all makes perfect sense to me. Delightful choice for the secret santa, I was very pleased with this one. Been memorializing David Lynch lately and only just picked up the reprint of the Twin Peaks full box set, so this is moveset is coming at a particularly timely moment and as silly as it is to ask "how does Bob work in Smash Bros" I do love seeing this little incarnation of the man's work (even if Lynch feels like more of a BlazBlue guy than a Smash Bros guy).

Not sure I hit the note too hard but the curtain that "doesn't do anything" until a doppelganger comes running out of it is probably my favorite conceptual moment in the kit, though I think the hitgrab that leads off the moveset is a bit more my jam mechanically overall. It's a fun realization of a surrealist horror character that a lot of people would say is very tough - oddly puts me in mind of Regina George a bit, in that sense. They are both incarnations of evil, I suppose.
 
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Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
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Killer Bob

It’s really cool to see a new Secret Santa moveset. Never seen Twin Peaks, only know about it through the MYM chat, but this character definitely has Randall Flag vibes. I actually read the standard version of this moveset, but I do appreciate the deviation in presentation of the main doc. Reminds me of MYM7 Rider and some old Junahu movesets. Reading the design notes here makes me appreciate your choice more.

Neutral Special is one fun MYM’ian attack. Creating a duplicate of your opponent is nostalgic, as it brings back memories of Ameno Sagiri and Skull Kid. Being able to place your curtain literally anywhere on the screen from anywhere also reminds me of old set-up-based movesets. It’s smart that doppelgangers are limited to one attack when they’re chasing opponents, whereas BOB could get pretty wild if he gets to use his opponent’s moveset alongside his own via hold inputs. Makes it good that doppelgangers only deal half as much damage and knockback when attacking alongside BOB, but being able to summon them while you’re in the middle of an attack might be a bit much. It helps that they’re not casual to summon though, not to mention they’re put on a cooldown once they attack.

Agreed that the mechanics behind Down Special embody BOB’s character really well. Do hits from doppelgangers count towards this? Because that would make the two Specials work even better with each other. Side Special does overlap with Down Special in some ways, but it is not entirely redundant due to being a command grab that can let BOB snowball. The creepy aesthetics add to his character, and I believe it was n88 who said that it’s difficult to translate this type of character to Smash. Don’t blame you for not taking the “duplicate BOB” route when you might have exhausted some of those ideas on Ice Master, Reisen and Oogie Boogie last contest. Funny that Up Special states that BOB “possesses” his foe, but it actually makes him deal more damage on hit. Does help to make Side Special’s corruption state more interesting.

Forward Smash has an interesting buff payoff from your Down Special: it’s not just a raw damage boost, but a move that becomes stupid terrifying when it becomes a long-ranged, non-reactable move that can instantly break shields and has a long window to boot. Likewise, Up Smash effectively covers a much bigger area without technically being some giant obnoxious hitbox. And Down Smash has an interesting Link F-Smash dynamic for mix-ups at the ledge and against shields, while also applying a fun burying effect that can make the later hits easier to land if you have your Down Special buff.

  • “Its presence means that the opponent has to be careful if they’re pressuring BOB’s shield, since even if they have him locked in he can land the move and turn the situation completely around.” Minor note and something Dae would point out if they comment on this set, but this wouldn’t work like the sentence claims it would. It takes 11 frames to drop your shield, which would make Jab a frame 15 out of shield option, compared to the 3 frames it would take to start up an aerial from a jumpsquat.
  • Dash Attack actually has some cool mix-up synergy with Side Special. Helps that BOB is incentivized to land Side Special multiple times.
  • Okay, N-air is actually cool with doppelgangers when you can use its dragging hitbox to steer opponents into one of their Aerials.
  • U-throw is a cool move for position-based mix-ups, not to mention it works with his Neutral Special.

BOB is a rare breed of set that does a modern take on making a copy of your enemy, similar to Astor from MYM26. The set does a good job of making sure that your doppelgangers can never get too ridiculous: they are triggered by leading foes into a trap, vanish after attacking and then go on a cooldown that prevents them from being a constant presence. Doppelgangers can function as minions when they leave the curtain to attack their target, but they only last for 2 seconds and thus do not overstay their welcome. BOB’s moveset is also intentionally undertuned to balance around this, but not to the point where he’s overly-dependent on his doppelgangers. I do think that duplicating your opponent is kind of limited to how exciting it can be in modern MYM, as the implications are inherently match-up dependent and hard to imagine through BOB’s moveset in a vacuum, whereas sets like Astor leaned further into playground territory. BOB’s moveset is more down-to-earth though, and a sensible take on the genre that assumes his opponent has a conventional moveset to use against them. Which they should have in this era of movesetting.


MYM28 Comments
 

Slavic

Ask not the sparrow how the eagle soars
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Gratteer'Id by tunz tunz

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I'm always impressed by people who put OCs into JamCons, I've done it once and it was exhausting for me. It's neat to get a more FA-sque eldritch OC compared to the kind we get which are primarily witches and the like. I will preface that I've had Gratteer'Id read for like four days now and have just found myself struggling for a lot of commentary. That said, Gratty starts off with a set of interesting Specials! Neutral Special seems like an incredible tool, though I do wish it clarified how large the projectile was. Even as is it seems quite powerful, with three unique projectile angles that can cover a shocking number of situations effectively. In addition to what's mentioned in the set, it feels like a unique way to punish short-hopped aerials with a good read or threaten landings, and the high power of the projectile feels REALLY threatening at the ledge. Not only does it have the Villager / Steve style "drop a train on your foe" but you've got vertical coverage as well, preventing foes from going high. Not necessarily a flaw, but it seems like a huge boon to Gratty and should be considered when looking at their other options' balance.

Dark Dash is another powerful tool, an omni-directional command dash that ends in a powerful grab. While I think Abyss Ball is scary but fun, I do worry about Dark Dash dominating a match. Dashing off the stage towards a recovering foe at any angle, grabbing them, and hurling them into the blast zone without being left helpless. The fact that Gratty has to actually trigger the throw attack, rather than simply connecting with foes and activating it, is a wise choice here, but I might even have them go helpless after the actual grab portion as a balancing tool, limiting their ability to freely lunge at recovering opponents with little threat. Since opponents already have to contend with the three angles of Abyss Ball while recovering, I don't think this would hurt Gratty too much, especially as they can't perform follow-ups in the air effectively with the high knockback and endlag.

The synergy Down Special has with Dark Dash is interesting, making timing a proper grab out of Side Special a little easier on the ground, but I do also have some concerns with the five second timer. It's a long duration in Smash, and the move doesn't explain how / if affected by attacks Gratty is as a shadow. As the moveset is, they can even crawl under the stage entirely, pop out with a projectile, Side Special back towards the ledge, possibly securing a grab and likely a kill, and Up Special back to the ledge for a very scary setup. This might not stand out quite so bad but with how strong Neutral Special is for covering recoveries I think a bit of nerfing to Side Special and Down Special would raise my opinions even higher, as I think conceptually they're very cool moves.

I don't have a ton to say about the standards, given it's a JamCon set of an OC from a FPS I don't expect this to be insanely nuanced melee tech. I think that works well for what Gratty's trying to do, pressuring foes into mistakes to punish them with high power moves like Neutral and Side Special. I do think Down Tilt is another Quite Strong tool in Gratty's belt, and one I might consider slowing down. I think a near-guaranteed trip is a cool idea for a set like this, but I think having it be a reward for a good read rather than such a quick move would help the overall feel of the set. Pride in reading the foe, or something like that I suppose. I do really like Up Air focusing on getting foes in front of Gratty, rather than trying to introduce juggling into the set. It's a nice bit of focused vision I appreciate!

While Gratty certainly doesn't have the depth that Kril, I do quite like the character and think you've made some interesting choices and setups for the moveset. I think as is Gratty straddles the line of balance on the side of 'unfun', with a powerful recovery, a quick trip, and some really powerful Specials to contend with. Nothing gamebreaking, but a situation where several parts that would likely be fine on their own are combined in a way that makes Gratty feel threatening, possibly unintentionally so. Still, great work with this set!

Panda King by U UserShadow7989

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I really enjoy the characterization throughout the set! For a wrathful heavyweight, it's cool to see so much focus on commanding range to leverage his weaknesses against different fighting styles, highlighting the versatility of 'flame fu'. Neutral Special is a particularly fun projectile move, and one which is reminiscent of Steve's Mining but instead for generating pressure instead of resources. It's suitably slow, and not very useful close-up (do the fireworks damage Panda King if they explode near him?), but basically the rest of his set is great close-up. Similar to Gratty's Abyss Ball in my earlier comment, I do think the vertical nature of this attack would be immensely useful against recovering opponents, but unlike that explosive these are weak enough and have a good angle where it doesn't gimp recovering foes as much as it lets Panda King get extra damage out while they're recovering. I think this works with the King not being exceptional offstage, though with a spike (albeit weak) on his DAir and one on Up Special I do worry about how easy it might be to setup with a few rockets.

Side Special is another neat projectile, also giving Panda King a mobility to immediately chase after his fireball or even duck behind it. It's a fun idea for a combo starter AND pressure tool all in one, almost like a Mario Fireball + Shorthop all in one as a Special. It's fun to imagine Panda King recovering high with Side Special, thanks to his ability to cancel Up Special early without going helpless, and simply tossing a fireball onto the stage to clear his landing and going straight into an attack as he lands. I do wonder if the move goes high enough that Panda King can actually cross-up a shielded foe, or if he lands in front of them as they shield the fireball. I think either would benefit him, but the move I don't think explores that. Down Special is a fun Wario Waft-esque move based on a boss reset, which is a both a fitting and funny way to bring in wrath into the set.

Moving through the rest of the set pretty quickly as I'm not even halfway through the JamCon entries yet, I really enjoy the way Panda King's set focuses on different attack ranges and flashy animations. He's a fun fighter to envision, especially when he's simply blasting an explosion of sparkles as one of his strongest moves. A timebomb throw is very expected in a set like this, and almost gets faked out by FThrow which immediately explodes. The set excels at making Panda King feel like a heavyweight without being quite so 'bruiser'-y as his contemporaries, and with a focus on 'precision' attacks that help him stand out. I quite enjoyed this set from top to bottom, so great work!
 
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Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
Location
Australia
Felt the drive this contest and got a new set. This recent activity is weirdly making me feel bad about my claims of retiring last contest, but I don't think anyone will mind the activity. Genuinely thought that I had lost all my zeal and I would have to dissociate myself from MYM'ing at the end of last contest, but it turns out that I'm still enjoying it and the process of writing and reading stuff. Getting a new, better laptop helps a lot. Will see if I can at least reach the 150 moveset threshold this contest.
 

Arctic Tern

Smash Apprentice
Joined
Mar 12, 2022
Messages
170
KUNIMITSU (Kat)

Kunimitsu, as the first modern Tekken set, naturally takes plenty of influence from Kauzya, though lacking his armor, intangibility and Rage mechanic in favor of her own gimmicks. For one, her initial dash is a stance in its own right that enables her to use various attacks depending on what input she makes, and she has several attacks that can only be used facing away from the foe. Kunimitsu’s movement is overall more mixup and shield pressure focused than Kazuya, starting with her NSpec - a slow fire breath attack that is unblockable and outlasts dodges, that can be canceled out of at a certain point for conditioning purposes. She also has a particularly neat DSpec where she spins around, which is weak by itself but turns the foe around on hit and leaves them frame neutral for lots of pressure and combo setups. Finally, Kunimitsu has the Tekken staple of counterhits, which increase the hitstun of her attacks if she lands them during the startup of the opponent’s attacks. It’s very in-line with her playstyle in Tekken, and the various alterations to her kit are ultimately all in service to adapting it to a platform fighter.

The overall set isn’t as long as you’d probably expect from a Tekken character, but there’s still plenty of meat to Kunimitsu! Her dashing SSpec is a hitgrab that leads to a prone situation, while her USpec is a mixup tool where she can either just teleport, teleport towards the foe for an attack, or perform a risky but highly powerful diving kick. Kunimitsu’s grounded attacks are naturally where a good portion of the set’s meat comes in, including a Dash Attack with strong crossup potential, a DTilt with a hop that lets her evade attacks, and a FSmash that is slow, but unblockable and feasible to land thanks to her conditioning abilities. Probably my favorite move in the set is the DSmash, a move which crumples grounded opponents on hit and deals high knockback if the opponent already happens to be in prone, something that’s situational but possible in her kit. I also appreciate how, despite the various differences from Kazuya, Kunimitsu still feels like a Tekken character, with a strong juggle game and an emphasis on positioning of both hitboxes and yourself in relation to the foe, plus tricky but highly effective combos.

Despite her grounded game being more prominent overall, Kunimitsu’s aerials are where I feel the set picks up steam. Standout moves include NAir, a highly versatile combo move with varying angles depending on where she hits, FAir, which changes in knockback based on her momentum, and UAir, a deceptively strong juggling and killing tool held back by her 7-frame jumpsquat and lack of reliable ways of leading into it. Kunimitsu’s regular throws aren’t anything to write home about, but she does have a special throw when she grabs the foe’s back that kills at very low percents for a throw, adding even more pressure to her DSpec. She also has a dashing throw that is normally a spacer, but becomes an insane combo starter if she’s with her back to the ledge, something that is particularly fitting for Tekken where various combos are only possible if the opponent is cornered. The only real flaw I note is that you don’t really talk about Kunimitsu’s disadvantage; while her slow speed is an obvious weakness, you don’t talk about potential methods of getting around them with her burst movement.

Nevertheless, Kunimitsu is still a strong showing and a demonstration that Tekken sets don’t need to be that long to be good. The only disappointment I had with it is that I didn’t make the first modern Tekken set myself!

Link to comment archive here!
 
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Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,303
Location
Hippo Island
JAMCON1 COMMENTS

Rat Witch Natalia by Arctic Tern
So this is one of these "Witchverse" thingies I've heard about. She's certainly a colorful character, and you paint a vivid picture of what it's like to get into her headspace. The cursing whenever she enters helpless got a good laugh out of me, and DSmash is such a fun way of weaponizing her rats without spending half her inputs on minion micromanaging. Giving her some surprisingly powerful/risky attacks is a great way to encourage her opportunistic angle, and her sewer grate item is a cute way to let her sometimes play "normally". I wanna say she's a great take on a pixie fighter, but that feels too bright and clean for her.

This may be an unexpected critique, but I think the rats may actually deal too much damage? They're going to be constantly nicking people, especially on smaller stages or in chaotic multiplayer matches, and by design she's going to be constantly looking to combo off those stray hits. They could genuinely be some token 1% hit and still fulfill their role in her moveset.

Gabby Gator by BrazilianGuy
I now go 2-for-2 for participating in a Jamcon at the same time as a Woody Woodpecker character.

Like Buzz Buzzard before him, Gabby is a clear love letter to these old-school cartoons, brimming with personality and silly mechanics. He's got a command grab with a "pummel" that's just slicing carrots for pete's sake! His oven is a great trap to "lure" his prey into, I look forwards to the chaos of an 8-way all Gabby feed-for-all! The pressure cooker is quite literally a move that lets him cook up fancy plays and place some pressure on zoners, and that rowboat FAir has gotta be the downright goofiest dash I've ever seen.

My only complaint is that I'm not a fan of letting him summon his oven during a regular grab. It makes his up/down throws feel a bit pointless, and takes away from the unique perks of his Side Special grab.

Gators are awesome, cartoons are awesome, cartoon gators in platform fighters are awesome.

Asura by GolisoPower
First, thanks to Goliso for showing me the WIP version. I thought it was cool then, and now that the finished version is out and I have time to collect my thoughts...he's still cool. He's got a, shall we say, interesting design, in that he has some crazy bonkers elements that seem like power creep at first, until you take a closer look and start to see the cracks in his arms. Sure, he's got superheavy weight, deceptively strong movement, crazy damage output, Infinity Mode, the ability to USE HIS FINAL SMASH IN ANY MATCH...

But he doesn't get the consistent armor or limb intangibility other heavyweights enjoy, his most powerful tools are extremely unsafe if he messes up, and even something like his grab has relatively glacial startup. He really needs to leverage the fear factor of his shield-breaking Side Special mixups to make enemies panic, THEN throw himself with reckless abandon, his weight and power ensuring he comes out on top even after trading hits and taking recoil damage. He feels like a more realized version of the current Ganondorf, including some tricky hurtbox repositioning to grant enough nuance that he can't just mash the attack with that patch's highest damage number.

Combine that with the primal might of his animations, and you've got a brutal sledgehammer of a man who doesn't give a single F about how much damage he takes, as long as the other players go down first. Have a mantra-empowered thumbs up!

Panda King by UserShadow7989
Been a hot minute since I've played the Sly Cooper games, but this guy was memorable enough that I could immediately recall the attacks you named. His ground attacks even play like his boss fight, with every attack having a specific way to beat it, but they're thankfully built on PvP reads and not big boss telegraphs. The fiery effects add just enough wrinkles to his attacks to give them some spice without turning him into a pyromancer, and his overarching gameplay as an all-rounder superheavy is a great fit for his ongoing balance between his explosive and disciplined sides. Pretty cool stuff!

If I could change one thing, it would be to add one of those fireworks that create the little fizzling "after-shocks", to use the technical terms. It could be a multi-hit variant for some extra lockdown. Admittedly I'm not sure where to place it, maybe it's what happens on BThrow?

Gratteer’Id by tunz
Did not expect to see TWO MYMer IPs in here. Eldritch horror hero shooter is intriguing, and I approve of the first MYM rep of that game being a tank, though I don't really get tank vibes from this moveset beyond the weight. If the specials are accurate translations, this reads more like a sneaky flanker than someone who wants to actively take fire for the team. Maybe the abyssal energy attacks could regenerate their shield on hit?

As for their "pride" symbolism, it took me a moment to get it, but it is there. The majority of their attacks have knockback skewed horizontally, leading to a lot of tech chases and edgeguards, and they seem to have a higher amount of ways to 2-frame recoveries. They're built around toying with their prey and presenting themselves as the dominant entity. There's also the part where they actually think someone is going to be charmed by their DTaunt, something tells me a twisted abyssal hyena isn't going to be wooing any favors from most mortals.

I won't lie, Up-Special needs to go. It feels really redundant when Dark Dash is another omnidirectional invincible mobility technique that has less commitment and can even transition to a grab. For a replacement, I think a version of their current Final Smash could be interesting: A big leaping slam, and upon landing they have a momentary barrier of energy that blocks 1 hit. It would require a quick 1-2 like a jab string to safely penetrate, playing into their tank association. This might require a new Final Smash, but a pride-themed character deserves an over-the-top cinematic anyway.

Good luck with Project Ymir!

King Bradley by Slavic
Would have felt wrong if we didn't get at least one of these embodiments of sin in the jamcon. In this case, Wrath gets such a dramatic knockback boost through rage that his multi-hit attacks can't even link themselves properly, a fitting way to represent the swordsman losing his refinement as his opponents shows themselves to be a valid threat. I love all the animation flourishes, Bradley's so efficient he makes it look stylish. Likewise with the tilts using a single sword and the smashes using both, it makes for a simple effective way to make the categories feel distinct among a ground game full of sword power hits.

The Ultimate Eye is naturally his signature move, and both the counter and buff versions are a cool way to represent a "superpowered reaction time" ability. I do wonder if the 40 frame requirement for the crumple is a bit high; Very few attacks reach that point, and the ones that do are already so unsafe, it feels redundant to make this input so punishing against them.

His grenade is a cool move that's integrated well. The "must bounce" rule gives it some trickshot potential while keeping it situational enough that Bradley still wants to focus on swordplay. Not having rage affect it also prevents him from just fishing for KOs with it, while providing the possibility of comboing off it into one of his sword strikes for the finishing blow if he can make a big play.

Completing the wrathful package are several ways of impaling his enemies. DAir is sure to lead to dramatic turnarounds, and that grab...damn. That's it, that's the comment.

MYM6's Sloth is one of my favorite legacy MYMsets, and I'm happy to have Wrath inherit the Philosopher's Stone.

Narcis Prince by Daehypeels
Fullmetal Alchemist AND Punch-Out in the same Jamcon? We can stop the thread, MYM28's already peaked.

I must admit, I've never actually unlocked the Special Circuit myself, my experience with this guy is watching my brother destroy him. With that said, I could immediately appreciate giving him the angry stance swap, goes to show how memorable that series' cast is. Basing it on being knocked down is an interesting way to implement it, forcing both himself and his opponents to keep up with the shifting nuances between his two states. The specials are naturally much less subtle in their changes, with his calm specials going for stylish movement and endurance, with his enraged specials just going F YOUR DEFENSES and plowing through enemy shields and even projectiles.

For his normals, the aesthetics are a lot of fun. Kudos for creating 2 sets of distinct punching animations for the same character, and that's without letting him fight dirty. Giving him little "airblasts" with his flickers is a neat way to reference his outfighter status in the exaggerated world of Smash, and his aerials manage to feel relevant while still holding some meme potential.

I do have one issue, which is that angry stance seems to have better OOS options than the defensive calm stance. The grab in particular feels counterthetical to the recklessness his angry state is meant to exhibit; perhaps he only gets the buffs during a dash or pivot, so he still needs to be actively going after someone to take advantage of it.

Overall, my feeling after reading this can be summed up by Gabby Gator Jay: Yay!

My Vote
I had some trouble deciding on a specific winner, but ultimately I'm giving my vote to Rat Witch Natalia. Hopefully this won't go straight to her head.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
319
Narcis Prince by Daehypeels Daehypeels

-There's an overall presence of smug superiority in his calm state and 'how dare you!' in his raging state, as appropriate to the character; despite having to stick primarily to punching around, everything here captures the right feel of toying with the opponent and then going ape when you misstep.
-I love how the 2-in-1 aspect of the set functions around the theme, forcing swaps when it might not be desirable and forcing the player to adapt rather than just pick their favorite and sit in it.
-While some of the moves apparently had to be shuffled, they all honestly feel natural for where they ended up.
-Don't know about the balance of it, but the fact you can cancel several of his specials into each other for shenanigans in movement and mix-ups is highly appealing to me. The differences are enough that the movement options don't feel redundant despite similarities, and the two 'modes' he can be in feel properly distinct.
-Throws are a little bland, but it's natural given the already large length of the set and it means he's got to lean into his other tools for shields instead of his pretty good grab. I appreciate that his aerials are generally actually usable even if they by and large still suck, feels more like what should've been done for Little Mac, and the Up Aerials and aerial Up Specials being useful if risky is a nice touch- go for that extra combo step or back off as appropriate.
-Since you were wondering, overheads are usually against the rules in boxing, but mostly for the fact they're coming down at the top of the other guy's head- so it's only illegal if he's not fighting one of the big boys, afaik.


Wrath by Slavic Slavic

-Love how the held Down Special makes use of the Rage mechanic to determine its duration once activated; an interesting take on a 'better payoff the more you hold off on using it' benefit.
-The various ways he has to just trump certain attacks made against him- tapped Down Special, his reaction to projectiles with Ultimate Eye active, and Smashes having a counter window- really capture a unique feel of someone with incredible speed and precision and would be a ton of fun to play with. Side Special's dash and his Neutral Special grenade (with a fun but hard to master interaction with Up Special) also paint the picture of a highly kinetic fighting style that requires care to make the most of. At the same time, each option has a highlighted weakness that allows enemies to interact with him despite his defensive kit, never feeling like the game descends to wait and see.
-The tech chase and roll punish options all fit for similar reasons; hitting them while they're down and blocking their escape.
-Ultimately makes good use of the Rage mechanic as it exists in Smash, just with the numbers tweaked to be more extreme- gaining more damage but losing combo options as he anger grows and his control slips, as appropriate for his namesake.
-No 'weak' inputs here, every move feeling like it has proper uses and roles in the set.
-I don't normally call attention to this, but I like how the set is organized and the use of gifs at appropriate points, as well as brief section summaries leading into things like the shared Smash mechanics.


Due to delays from irl stuff, I likely won't be able to finish all the sets in time to vote in the jamcon, so here's two sort-of comments put together from my notes on the sets I finished reading. I'll try and wrap up comments for the jamcon sets regardless, given they've been a joy so far.
 

Arctic Tern

Smash Apprentice
Joined
Mar 12, 2022
Messages
170
CHROME (Kat)

Chrome, like Maple before him, is a tank, though one significantly more normal stats wise. He still has plenty of unique mechanics, though, including a shield that he can use to clank with attacks to enable him to punish, since he doesn’t actually go through the clanking animation when this occurs. Chrome also has life stealing options on several attacks, heals a bit of the damage his great and bubble shield takes, and can survive early KOs once per stock. Finally, certain attacks have a special superarmor state that only works on attacks that would kill Chrome, letting him survive them and punish. All this may seem to make him ungodly survivable when combined with his high weight, but he also has a very bad recovery that would otherwise make him much easier to kill than his weight suggests, so it’s more needed than one may think.

Chrome’s actual moveset has a fitting base of claiming the center stage for his own, which he can do via SSpec, a charging shield ram that gets faster and stronger the longer he charges and has various options for mixup potential. He also has a neat USpec, a chargeable rise where the charge increases the speed in which he charges, making him a major threat in midrange when he can cancel it casually. Chrome’s “hook” Special, as it were, is DSpec, which summons his little buddy to buff his moveset in a variety of ways and replace his DSpec. I like all of the replacement DSpecs: one is his only projectile that starts slow but is hard to punish once it comes out, one turns his shield into a moving platform for tricky prone and movement options, and another creates a long lasting trap and makes his smashes create gravity wells that mess with the foe’s air stats and knockback. All of this comes at the downside of removing these buffs being fairly committal and the opponent being able to cancel them and deny him access to them by hitting his shield enough times, with the most powerful being the riskiest due to putting said buddy directly in the line of fire.

The other attacks are fairly standard, but all enhanced by both good game sense as to how some moves can be used (like BThrow being good at catching foes by surprise thanks to the fast speed) and interactions with Chrome’s other moves, like Jab becoming a combo tool when in gravity wells. His DSmash is a notably cool move as well, which has a fast upwards hit that can reliably KO and a “main” hit that is impractically slow to come out but nearly impossible to punish, providing incentive for the foe to attack him and baiting out clanking opportunities. Chrome’s aerials are when things start to pick up, as they bring up riskier tactics that exploit his ability to survive falling off the blast zone, such as going in deep with NAir and FAir, and I do love me some crazy offstage moments. Finally, while the throws are fairly standard, DThrow is a cool gimmick throw that doubles Chrome’s current damage while also granting him his special super armor state, with the high damage both making it more likely to trigger and making his punishes hit harder due to rage. The “tank” archetype isn’t something I’d imaging could be a compelling set, but twice now Kat has proven me wrong, even if fittingly this isn’t as strong as Maple.

MADELINE ASHTON (WCF)

Madeline reminds me a bit of some older MYM sets, in that her gimmick revolves around detaching her body parts. Unlike those sets, there’s no desync shenanigans here; if her head takes enough damage, it gets lobbed off her body for use as an item and all of the strengths that gives her. On the other hand, Mad has several attacks that involve her head and they all serve as combo/kill moves, and not having a head makes those moves much worse, so she has to pick and choose between an item-based combo game or a moveset-based combo game in what’s a fairly interesting dynamic. I also like how her NSpec enables her to alter her head’s position if the foe hits her during her counter window to change the effects of her hitboxes, either giving them more knockback or increasing their range. There is an option to decrease the range, though, which seems pretty useless since for most moves it’s just a strict debuff; maybe it could deal more damage and/or knockback, to provide incentive for riskier (or dare I say, madder) plays?

The rest of the set has interesting ideas as well. SSpec is a boomerang projectile using Mad’s own arm that lets her cover for her attacks and gives her an escape option when her own kit is generally lacking in that regard. DSpec is a cool take on the Methverse Car Special™ where it’s actually a chargeable hitbox with strict timing on the grabbox, but makes up for it with combo potential and sheer distance covered. NAir is quite unusual for the input in that it doesn’t protect Mad, but makes up for it with power and range and intersects nicely with the rest of her combo aerials (all of which flow quite nicely and have their own niches). Lastly, FThrow has a funny animation that does actually work well for its purpose of spacing and creating edgeguard setups. The other moves, mainly the standards, aren’t as notable (likely due to word crunch), but I can’t name a single “bad” move in the set. It overall makes Madeline Ashton quite the experience, both the character and the moveset itself.

THE SCARECROW (BrazilianGuy)

The Scarecrow is a character who seeks to embody the “killer scarecrow” archetype, which he does through a zoner playstyle that disincentivizes much movement. He does have some tricks in that department, though, such as a walk that actually serves as a teleport for tricky ways around projectiles and potential mixups. I actually like this quite a bit: a walk animation would be pretty awkward on a character who’s known for not moving, and it gives Bubba what’s essentially slasherporting, which I feel is needed in some form on an 80s slasher. The main complaint I have with it is that its implications to the rest of his gameplay aren’t really brought up, like potential mixups he can create with his ability to buffer attacks out of his teleport and how it affects his ability to space himself. Scarecrow also has a neat NSpec that lets him choose a spot to teleport to then strike with a potential kill move, which sees frequent mention as a combo ender and recovery option to make up for his light weight. To close off his notable Specials, his SSpec summons a tractor as a mobile construct he can control the movement of and DSpec summons a pile of grain to cover vertical area and potentially bury the foe.

While Bubba’s other attacks are fairly basic at their core, they do get a good bit of mileage out of his horror archetype and his scant scenes in his films, such as a pumpkin projectile FTilt and several aerials involving crows. They’re perfectly fine despite that, though, and there are some that particularly standout, such as a DTilt leg grab that both fits the character and can force the opponent to get hit by his setup in true horror fashion. The smashes are where things start to pick up, mainly in the DSmash, where the Scarecrow creates a fire patch that serves as a trap and interacts with a lot of his setup, most notably blowing up his tractor for a massively damaging hitbox. I do think that the set isn’t as aware of what it could do as it could be; beyond the teleport mechanic, there’s not much said about what can be gained from the DSpec bury, kill moves or potential combos. But overall, the Scarecrow is an interesting little set that makes the most of a character that you wouldn’t immediately think to put in a fighting game, with neat ideas ripe for exploration in other sets.

Link to comment archive here!
 
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Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
Location
Australia
Madeline Ashton

Hot off the heels of Regina George is another live-action blonde rival, but this time with a surprising amount of gross body imagery. This manifests in Mad’s head mechanic, which can be knocked off as a usable item. It reminds me of the old Headless Horseman movesets and Narcis Prince this contest, the latter especially interesting when Dae intentionally eschewed the “get hit in the head” route whereas this set did. It’s nice to see how concise the mechanics are as a partial consequence of trying to get this set’s wordcount under 15k for the Longcon. It’s good that the set is aware of how powerful throwing items are, but Mad puts a twist on the archetype by not being able to spawn her own item on-demand - and how the way her head is lost puts opponents in a better position to use it against her than she her own head.

This is where Shield Special helps to do upkeep on your head - I think the head healing is very undertuned and that you could get away with making it four or even five times more potent, especially when Mad isn’t being healed herself. I get that you probably don’t want to make her head too hard for opponents to remove, but Mad’s movement isn’t impressive and I think she deserves to get some good healing in if she can find the time and space for it.

Okay, Neutral Special is funny in a good way, because I don’t think we’ve seen a moveset pull off weird and creepy hurtbox shifting since some older MYM sets. The move also gets some surprisingly great usage out of B-reversing thanks to its quick speed and counter properties. I’m guessing the counter still works even if your head is bent over from a previous counter? The move also comes with WCF trademark “move customization” in that Mad’s head remains orientated where it was after her counter. As she can’t do this without countering an attack, her head attacks strike me as something she’ll have to work around for whatever state her head is currently in.

“First, Madeline immediately stops dead (but still ostensibly alive) in her tracks when the attack is input, which means there’s no rising aerials for this rising star.” I love this line. Also how the recovery encapsulates her character as a stage performer. Her recovery is very exploitable, but her Neutral Special helps for reversal scenarios. Likewise, her boomerang arm adheres to the theme of protection and covering the more exploitable aspects of her game. It would be funny and kind of cool if Madeline could use her boomerang arm to retrieve her head. Down Special also gives us the return of the live-action car, but this time it’s weaponized as a projectile rather than something Mad can drive (at least without charging). Oh, and Forward Smash has the gun, written for a moveset posted 36 years after the release of unrelated Belgian techno anthem, Pump Up The Jam. D-Smash makes use of your head behind you, and U-Smash can ascend higher with charge to KO much earlier at the cost of higher end lag.

Forward Air is the first move that makes direct use of head alterations via your counter. My favourite alteration is how having your head bent forward results in horizontal knockback. This is decently powerful coming from such a casual move, but having your head bent forward makes it more prone to being knocked off by attacks, and you do need to land your Neutral Special counter to access it in the first place. Back Air and Up Air get slightly different use out of an adjusted head, while Down Air draws on Peach’s as a pressure option and can be used to similar effect while holding your head. Cool to hear about how Neutral Air works for recatching heads in a similar comparison to Peach’s Forward Air.

I like how moves like Forward Throw and Forward Smash don’t kill all that well to represent failed murder attempts in the movie. Forward Throw is an especially good move in Mad’s kit, as it can space for her ranged Specials or dump opponents offstage for her air game depending on where it’s used. And Back Throw synergizes with Side Special. Also, there might be room below the 15k threshold to talk about knockback storage on Down Throw’s bury. Finally, it seems like the Final Smash references a different movie that I assume Mad’s actress plays in, but it is not thematically unfitting.

While Madeline’s concepts and execution aren’t as striking as some of your bigger previous entries, she is still a rock-solid set with unique ideas. Moreover, her set felt clean and easy to follow while still retaining your entertaining writing and references.
 

Daehypeels

Smash Rookie
Joined
Sep 10, 2022
Messages
19
Maulbuster - by Hypah

-Heard good but semi-mixed things about Antonblast. Unfortunately buried within a deep backlog so won’t be trying it anytime soon, either.
Maulbuster looks quite charming! The boss lineup look like a fun group to beat up as you progress - would be interested to see how you’d translate the Sloth character.

-Her gimmick’s simple yet effective, Smash 4 Rage’s infamy makes it easy to forget how seemingly softly Ultimate nerfed it. Excited to see what the specific move buffs translate to.

-tbf I’m not used to your method of measuring distance, but “20 units upward and 50 units forward” makes it sound so much larger than it is, larger numbers and all; I half-understand it when it comes to measuring the individual squares, though using decimals for the medium squares works perfectly fine too. But hey, your moveset, your preferences, and it DOES work.
I like Neutral B in concept, even without my Dedede bias, Dead Man’s Volley interactions are always fun in this game. 15 frames of endlag for a projectile that strong and malleable is rather low,
The time crunch shows, would’ve liked to hear more about how Maul would play around it (especially with its endlag, how floaty she is, and how fast she can run with high Wrath, she can probably jump forward while hucking it and immediately catch up to it), or how useful the bump is (you mention it sucks for trading and whatnot, but it’s Frame 4 with not too bad endlag and can be used both grounded and aerial, maybe it’s good for combos/juggles, tech chases, or even just putting opponents in a weird spot), although I assume the former will be covered as we go through the moveset.

-Up B’s a neat idea, the lower risk of whiffing an OOS feeling secondary to how helpful it’d be for platform schmoovement. Wondering roughly how long she takes to reach the peak of her uppercut and how long she hangs in midair before she can land, curious if a max-Wrath OOS that lands on a platform as soon as possible would be truly safe, or if a quick-enough aerial could still punish it.
Not a fan of the bury idea, is there a cooldown between when she’s buried and when she can start the reversal, or can she Frame 1 buffer it? If the latter, 16 frames is way too quick, idk it it beats ROB’s D-Throw but it can punish Inkling’s Roller if they jump cancel it (might not reach them if they keep rolling forward), let alone the other buries in the game. Neither of K. Rool’s options would be useable whatsoever, for example.
Even if it were slower, I’d still feel a bit iffy about it; it’s fun thematically, but buries are already a niche mechanic only a few characters use without the Pitfall item, and outside of high-enough%s where Maul’s effectively dead anyways, a good chunk of them are already reliant on mixups and 50/50s. Adding an extra layer in Maul’s favour feels really unnecessary, the attack is one thing but being able to intangibly ignore what’s otherwise a true followup… I’d feel similarly mixed if Maul had a good explanation for dethawing herself when frozen, or breaking out of a crumple.

-I’ve read 3 movesets from MYM28, all three of them have Specials that summon small minions that waddle around the stage, all three have an on-screen limit that’s 3 or higher, and all three have surprisingly low durations. This takes about as long as a Joker D-Tilt, fun fact. Makes sense given how disposable and typically weak they are, but it’s an amusing 3 nickels.
How fast are the Bats, roughly? Their speed matters a lot for imagining them, as faster movement can make for a nimble tool that’s more viable at longer ranges and more of a nuisance to smack, and slower movement would make them more vulnerable and lacking at range (making them more of a setup tool requiring space and preparation to use most effectively), but also increase their reliability since they’ll stay in a place you’d want them to for longer (such as in a ledgeguarding scenario, there’ll be a larger window to drop the anvil exactly where you want it, perhaps catching them offstage Villager F-Smash style, or covering a specific getup option).
Would obviously love to hear you discuss the whole move further, but a simple detail like that would add a lot. Speaking of which, if the speed is just “about the same as it is in the GIF”, 1) would be nice to see a bit of quantification for it, and 2) that’d be helpful regardless to hear you confirm it, since we have to assume that otherwise.

-4 seconds is a long time for a projectile to be active, that’s twice as long as a Gordo or even Piranha Plant’s Poison Cloud. You did specify they’re slow, so it’s easier to assume they’re closer to the speed in the gifs.
Both the monologue and the skull ideas are neat on their own, you mostly do a good job explaining the details. But past the essentials, they feel woefully underdiscussed, with only a couple of sentences mentioning how a player would actually use them, hardly scratching the surface.
Interesting comment about her dropping all pretenses of setup and zoning at max Wrath, when the Bat forced upon you at max Wrath sounds like it’s far more proactive and trap-like than the default minions, and she not only has a yeetable heavy item to play around at that threshold (reminds me a lot of the most fun part of Wario Bike, but she can spawn the item part much quicker/safer, and doesn’t have to worry about the cooldown), but her already-brief tomato’s still useable as always. Especially since she’s at such high damage, wouldn’t she be MORE incentivized to play keepaway?

-Jab gets the job done, the only change during Wrath being the repeatable Jab1’s frequency is simultaneously underwhelming yet creative and rather charming. Would also be good for stuffing over-eager runs into her when they expect her to throw one hitbox out and be done, or covering ledge getup options with minimal risk.
NGL this inspired an idea I might explore in the future: was going to say higher Wrath would be good against spotdodges, but it’d be really difficult to repeat Jab1 if it hits their shield (a lot of people buffer an ASAP spotdodge and practically skip shielding altogether, but delaying a dodge after initially shielding is far from uncommon either)... a Jab1 you can willingly repeat on shields would be cool, but not in the Villager/MK/Narcis way, like holding the button doesn’t progress the sequence whatsoever even though it works like a classic 1-2-3.

-Not much to say about F-Tilt (decent stuff), although given the source game’s heavy exaggeration/bodybreaking, and especially the pictures you gave with the size comparison and Specials, my mental image of her fist is huge. So huge I’m wondering how she can angle her fist 50 degrees downward (past diagonal and more vertical than sideways) without it clipping far into the ground.

-U-Tilt and D-Tilt are both alright, former’s bland but understandable, enjoying the latter’s helmet hitbox adding something unique.

-Dash Attack sounds like a lot of fun, although I wonder how fast/far she travels forwards. You say dodges are unreliable, but I’m imagining she passes through a spotdodging player too quickly to tag them… guessing she travels a large distance and instead covers specifically backdodges really well. Unfortunate that you’ve measured a specific distance for D-Tilt right above, but couldn’t mention it when Dash Attack was more reliant on that info.

-Loooove stuff like Smash 4 Ganon U-Smash or current Meta Knight / Wolf F-Smash, this being in the same “late startup but similar & therefore surprisingly quick endlag” camp isn’t particularly creative but I’m biased, the default version of her F-Smash is a fun thought; although ESPECIALLY for a move as powerful/safe as this, some clarification of her arm’s reach would help so much. Part of what balances this kind of move is that they’re usually not great for horizontal reach, but this sounds like it has all the same upsides yet could have drastically more range than normal. Again, we could use her Antonblast sprites from before, but hey, maybe you intend her to exaggerate their size even further.
A bit more neutral on the max-Wrath version, but that’s just personal taste. A simple upgrade in the form of a flashier animation, much higher damage, and bypassing armor without fully ignoring shields makes an easy crowd pleaser.

-Nice, anti-air snag that slams them into the ground behind her, another personal favorite… specifically mentioning it’s Frame 12 (not immediate but far from slow, same as Cloud’s and he doesn’t struggle to land his) and bringing up tall opponents, express-delivers the question to mind, CAN she snag grounded opponents if they’re tall enough? Bonus points for roughly how tall.
The max-Wrath version is art in motion.

-ehhhhhhhhh we have enough leap -> slam D-Smashes already, and this doesn’t do much to innovate, Incineroar doesn’t have a shockwave either despite it noticeably limiting him (nor Ridley, but he doesn’t exactly need one).
4 units is concerningly small for this kind of move, most shockwaves tend to be much bigger than that, since that size would rarely come into play.

-Malaria’s the most interesting use of Wrath so far, I like this! Lariat N-Airs are nothing new, but starting with a single-hit that becomes an ever-longer multihit as you take damage is cool, and the low endlag enabling drawdowns means the extended duration is helpful in plenty of ways. Specifying the re-hit detail caught me off-guard, curious detail. If you hit the penultimate frame, does it still instantly trigger the final hit a mere frame later? That might look goofy.

-The overall balance of Maulbuster seems to lean towards staggered startup in exchange for consistently great endlag. Unsure how much her startup dampens it, but she seems more than viable.
Would recommend being careful about which details you mention and neglect, reading ahead a little, you specify F-Air has autocancel frames near the end but don’t say anything about the others, without clarification there’s a strong implication only F-Air has them; and to my knowledge, autocancel frames are a universal trait that all aerials have in one place or another.
This move’s neat as well though, always happy to see more airborne claps, and the varying hitboxes & high shield damage are nice touches.
Something about the wrath increase making the VFX around her claws more prominent, that lightly bothers me (idk why but that just makes me picture it de-emphasizing the clap)... calling that a nitpick would be generous.

-Not a fan of default B-Air’s animation, her sprites don’t give me the sense her nose is that long (plus it curves upward), it sounds pathetically stubby. And from an aesthetic perspective it’s a bit half-baked, can appreciate the vision but could really use some description of what her lower body’s doing (maybe snobbily crossing her arms?), would give better reason for why she’s not leaning backwards to give her nose more desperately-needed range.
I would like MW B-Air, but you kinda just spoofed Wario Chomp.
Both feel unfinished, wouldn’t both be good for combos? That’d be a decent detail to add and discuss… funnily enough Project M’s version of Chomp was also a combo tool, but ngl if you’re going to copy it, PM Chomp is much cooler than Ult’s.

-Guessing landing both hits of U-Air in one go is very difficult if not impossible? That’s a good detail to clarify, but otherwise, this is a good idea! Liking how you treat it like two moves in one,
The flavour text at the end is adorable, “Dedede doesn’t copy abilities because he’s already perfect” energy in the best way possible.

-A bit confused about D-Air’s launch angle, is it more horizontal or vertical?
Otherwise a fine move, part of me finds it a bit derivative of the usual funni aerial F-Air, but the other part likes the animation and discussion enough to look past that.

-dang, was hoping the two-handed pummel would be her strangling them or perhaps vigorously throttling them Wario Land: Shake It style, the bite isn’t bad though
A Frame 4 dash grab is BOLD, the fastest grabs in the game are Frame 6 and that’s when standing still, since moving grabs are universally slower by a few frames. That’s probably a bit too strong especially when her run speed gets so high, buuuuuuuuuuuut it’s max Wrath… maybe a prominent increase to its endlag would help even it out (could give it flavor as an all-out grab that’s more like a lunging tackle with her crashing out if it whiffs, but the benefits being clearly worth it).
Good detail about grabbing the tomato, wouldn’t think of that.

-These are great throws! Very fond of F-Throw and B-Throw, U-Throw maybe treads a bit into K. Rool’s territory but the helmet skewer saves it.
D-Throw is also cool, has a bit of B-Air’s issue where the MW version becomes more derivative than it’s worth, but feels more fitting and fun here. Although, as a bury fan and temporary B&K player for a few months, that bury’s weak enough where your only good option was a Frame 11 U-Tilt that didn’t worry about spacing or the 3-frame jumpsquat, at least until late%s if your opponent wasn’t bad at mashing. You didn’t mention it and instead focused on going for reads with aerials or giving up with F-Tilt, but Maulbuster’s Frame 12 anti-air U-Smash would be PERFECT for this, given the strength and particularly its reach (since opponents can’t immediately act out of the pop-out animation, this puts them in the exact position for one, and due to the short bury, it’d be pretty consistent timing against most opponents… and once they stop mashing, that’s its own mixup in your favor).

The Final Smash and extras are good, by the way.

I think the Wrath system reaches its maximum far too high, as the most fun you can have with Maulbuster & her most varied kit is only available at 150% or above in the vast majority of scenarios, which is WAAAAAYYYYY too high to properly enjoy; Aura ramps up gradually over time and you can get satisfyingly beefy boosts with him rather consistently, K.O. Uppercut can be lightly earned with damage dealt but 100% taken will give him one for sure, a threshold that Terry and Kazuya also have. Even for a heavy, 150% is a threshold where only a hit or two more will finish you off, and it’s not uncommon for you to die before then, especially around a ledge or offstage; let alone critical mistakes costing you a much earlier death. Would deeply consider lowering Wrath’s thresholds to something similar to the others, but perhaps nerfing some of her moves in compensation (F-Smash doesn’t need to do 30% damage when it’s so safe and probably quite large). Would let people enjoy the highlights more frequently without sacrificing much of the “glass cannon’s last resorts” feel.

Can distinctly feel the JamCon rush throughout this blog, I stopped mentioning it quickly after we started, but every single move here could use some elaboration and/or cleanup, missing details here and limited discussions there. There’s a few good ideas on display, I’m fond of Wrath’s potential and you get good mileage out of it in some moves, but most of it is underwhelming, mere damage increases or underwhelming adjustments - D-Smash barely changes in an uninspired way, Jab is creative but overly niche, F-Air gets miniscule damage increases, B-Air basically copies a pre-existing Special… but hey, F-Throw/U-Smash/N-Air/Dash Attack were pleasant.

I also feel you misunderstood her playstyle, mostly covered this back in her Specials but you gave this character some very strong zoning tools, didn’t really subtract from them as her Wrath increases, yet acted like she’d toss her low% playstyle away in favor of rushing the opponent with pure bloodlust, despite how those low-risk ranged options would only grow more appealing as your damage raises. The rest of her kit doesn’t bring this side of her up either, you cover the tomato consistently but I can’t remember you bringing up her minions or Down B whatsoever throughout her normals. Her playstyle ends up feeling muddied and disjointed because of this, her normals all giving you the sense of a standard heavyweight who beats you up harder if she’s at high %s, and you kinda have to recall on your own terms and/or re-read her Specials to remember she’s actually a zoner more than anything.

Despite the criticism, can’t say I had a bad time with Maulbuster, there’s lots to improve here but I lack an issue with her foundation, she’d shine nicely with some proper time in the oven. The fun you had describing her over-the-top max-Wrath interactions is contagious, and there’s plenty of amusing animations to enjoy alongside quite a few clever mechanics/functions.

Looking forward to reading one of your larger projects!
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
Location
Australia
The Scarecrow

I’m fond of getting more horror movie villains for MYM. This character is an odd choice in the grand scheme of horror villains, but they’re certainly a unique choice and I enjoy the level of detail you give to their animations to sell that they don’t function like a human character. The teleport walk is something we haven’t really seen in MYM, invoking the “offscreen teleport” trope seen in various horror movies. While it does have a bit of overlap with forward rolling, it allows Scarecrow to mask their early attack animations and remain facing forward unlike with forward rolls. Only thing I’d like is clarification on whether Scarecrow teleports past opponents or not. I assume Scarecrow doesn’t, since teleporting replaces its walk and you can’t walk through opponents, and would prefer if it didn’t. Lets Scarecrow appear directly before opponents, and prevents them from overshooting and accidentally teleporting behind an opponent via mis-spacing.

Scarecrow has a surprisingly cool set of Specials, perhaps the best of all your movesets. Neutral Special creates a little “danger zone” that you can teleport to while throwing out a strong attack, implemented in a way that prevents it from being an infinite recovery. The pitchfork attack sounds like it would involve a brutal attacking animation, going by its pronounced power. Side Special has a big MYM’ian thing going by being a moving construct you can stand on, but it has a long cooldown after use. Being able to use it as a mobile zone for your Neutral Special teleports is fun. Up Special really cements Scarecrow as a teleport spammer. Down Special is a crazy delayed hitbox that sets a danger zone, and I think the balance here is very good. It’s a lingering hitbox that insta-kills off-stage opponents, yes… but you have to wait for 5 seconds, and opponents deserve to be hit by it if you manage to set it offstage and get them positioned for it. The grain hitbox also isn’t stupid wide, and 45 frames feels like a perfect duration that doesn’t overstay its welcome.

  • Dash Attack has a humourously comical name for a horror movie villain. But some horror and B-movie villains can come across as corny or intentionally funny, so it tracks.
  • F-tilt does put into perspective how Scarecrow’s stiff body doesn’t allow for much animation variety compared to human characters. It’s good to see attention-to-detail in this area, where the orange glow helps to give Scarecrow a degree of “life” as a visual indicator. A welcome move in Scarecrow’s arsenal in any case, due to helping with its approaches and interactions with your tractor. Also the splash hitbox that incentivizes teleport spacing.
  • You know, I think it would be challenging for Scarecrow to properly space for U-tilt’s hitboxes when the fellow lacks a conventional walk for microspacing (would have to use the tractor’s forward movement, but that’s predictable). I think you could justify making the move’s sweetspot very powerful to capture the “sudden horror movie villain kill” factor, but there’s nothing wrong with it as-is.
  • D-tilt’s animation makes sense from Scarecrow’s crouching animation. Neat little hitgrab that works in with Side Special and Down Special. I could see it being -very- effective for follow-ups - it does combo into moves as you say, but being a grab means you can mix up your release timing and possibly get a bigger hit if foes don’t respond immediately.

  • Glad to see that F-throw takes the spacing of your teleport walk and F-tilt into account.
  • Poor Bubba losing his rope after B-throw.
  • Nice, rising bury-style U-throw.
  • Is D-throw’s name a JoJo (Part 7) reference? Never mind, it’s not.

  • “Once in the air, The Scarecrow will attack by spinning around its own body 3 times as if he were doing a silly kid’s game and trying to get dizzy. You can even see that his eyes become swirls under the creepy mask to show he did get dizzy, what a silly billy.” This is a surprisingly funny line.
  • “While doing research, ie googling stuff to find images of Crows diving into people, I found this image from an Instagram post, and idk man, it kinda spoke to me, there's something about this crow and the “Here’s what you need to know”. It also fits perfectly into a moveset scenario since I am teaching you what you need to know about the Crow’s dive bomb.” Okay, this is legitimately hilarious in the context of the image in the moveset.
  • D-Smash is an interesting way to finish off the set, as the fire interacts with different parts of Scarecrow’s game.

I overall enjoyed Scarecrow more than Tern or your Ed set, as it had fun Specials and some moves with good designs. Didn’t know you were fond of horror movies until this set released, but really hope to see more from you.
 

Arctic Tern

Smash Apprentice
Joined
Mar 12, 2022
Messages
170
ACER VINACADE (Kat)

Acer is a setup based character based around constructs and resource management, so we’re already starting off with a pretty MYM base. His main tools include maple leaves that buff his attacks and can serve as shields, maple syrup that slows the opponent down, and maple trees that supply him with syrup and create clones of his leaf attacks. Acer can additionally use his SSpec and various other attacks to interact with them, with SSpec turning leaves into a slow projectile, syrup into a command grab, and trees into a long ranged hitbox that sets up into his powerful prone game. I feel that MYM has always been a sucker for a good constructs set and this definitely serves as a bit of a “modernization” of the idea: the trees don’t interrupt movement at all, and his more powerful plays come at the cost of sacrificing his recovery.

The overall melee contains much of the interactions that were common in “classic” setup sets, but with more overall function beyond said interactions that let Acer keep up against more “normal” characters. That’s not to say the interactions aren’t the highlight, though, with FTilt enabling him to cover a massive area if he hits his trees with it and DSmash using up any syrup onstage (including syrup on a foe) to speed itself up. UThrow is a particular highlight, creating a stump construct that is fully solid; while an odd place to put a construct, it enables Acer to combo against walls and plant his trees sideways for custom constructs and the power to have his tree hitboxes aimed more towards the ground. The melee moves themselves are also plenty interesting, even without interactions; my favorite is FAir, which deals no knockback but does deal plenty of hitstun to leave the opponent open for setup, and has a second hit in case he does need it to deal knockback. It’s unusually short for a modern day set, but there’s just as much meat to Acer as several of his longer compatriots and certainly worth a read.

KING KOOPA (Tortoise)

Seeing a remake of this set wasn’t really on my radar, but greatly appreciated as someone who also has strong nostalgia for the DiC Mario cartoons. King Koopa has much of the same attacks as the OG set (including the Dash Attack where he trips on a banana peel he throws), but with a few notable differences. For one, his minion summoning Special is now on the more appropriate DSpec, with his new SSpec being a command grab that gets stronger if his minions end up in its radius. The minions themselves are different too, with my favorite being Mouser, who sacrifices himself for a slow but powerful explosion. There’s also a bit more nuance to his kit overall, with a UAir that slows Koopa’s descent as an escape option and DTilt, which comes out slow but leads into most of his bigger tools.

While I do think this is better than the original, the set is still held back by several flaws. Most notably, there’s a notable lack of information, from minor details like the size of Tryclyde’s projectiles not being stated to major details like the damage and kill percents of Dash Attack and Koopa’s actual grab. Additionally, it also doesn’t seem aware of its options; DTilt’s high hitstun means it could potentially infinite (though the startup probably prevents that), and UThrow can send opponents towards minions but doesn’t mention the potential to confirm into Mouser’s explosion. I also have issues with Koopa’s DAir being mainly a landing mixup when his UAir fills the same function, as well as it being oddly weak for a character of his size falling down. Despite these issues, I again think this is a notable improvement, probably hampered more by the choice to present the set in Slides rather than Docs - it’s a shorter read, but it also limits the amount of content you could actually put in.

BELPHEMON (Salty)

Belphemon is a fairly basic superheavy set, with no real gimmicks outside of a neat animation quirk where he stays in his “sleep mode” for most of the set but turns into his “rage mode” for certain attacks. While I don’t have much to say about it overall due to how basic it is (which does make this short comment fitting!) I do like NSpec, a slow but super strong projectile that incentivizes approaches through sheer threat, and DAir, a long-ranged chain move that can be angled. The most interesting move is probably DSpec, a rare sleep-inducing attack that makes it so that the foe can only wake up if attacked - while I like the idea of this, it should definitely be changed since it makes it very possible for Belphemon to get it off with a damage lead and just do nothing to win (though that is in-character). Additionally, DSmash’s damage percents are fairly off, with it being a fairly strong kill move that deals 11% uncharged. As short as this comment is, I did still come out with a positive impression, and my rating would easily be higher should DSpec get reworked.

Link to comment archive here!
 
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Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
Location
Australia
Maka Albarn

You and others have brought up Soul Eater a lot recently, so it’s only natural that we would get a modern set for it. We don’t get too many sets with openly “honest” playstyles, as it’s easy to fall into the habit of incorporating cool gimmick moves/concepts and going into depth on mix-ups to make one’s moveset compelling. It’s a good way to handle a Shonen protagonist, and I appreciate the willingness to take on a more simple approach that might result in average reception compared to bigger sets. Fairly reminiscent of Alucard from last contest.

  • The set’s honest approach is clear from the first move, being a more fundamental-based projectile attack with both a melee and ranged hitbox. There are some neat things in the Specials regardless: Neutral Special having shorter range but less end lag in midair, and especially how Side Special can potentially juggle midair opponents at the risk of going helpless if you miss (and fun little throw options/mix-ups in general).
  • I like grab hitboxes that have a “hidden” (and potentially stronger) hitbox when they hit an opponent under the regrab timer, a concept that deserves to be explored more.
  • Giving Maka a good recovery to represent her typical anime protagonist stubbornness also makes a lot of sense. Reading Up Special’s design notes makes me wonder how you would tackle a set for a more “typical” aggressive Shonen protagonist, like your own take on Denji from Chainsaw Man.
  • Down Special also feels like a Shonen-style move, where you invest time into a power boost to help you turn the tides.
  • “You have to have the courage to go for such risky tactics if you want to kill early, and luckily Maka has courage in spades.” This definitely reminds me of Asura’s defeat in the Soul Eater anime. Nice that you’re not afraid to give Maka big attacks in spite of how potent Down Special’s buff can be.
  • D-air is fun, and D-tilt is distinguishable in being a two-hit attack where the second has vertical coverage.
  • Fascinating to see a move (Forward Throw) where it’s better for foes not to tech in the context of landing Side Special’s regrab hitbox. I didn’t know that teching knockback caused a fighter’s one second grab cooldown to wear off early.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,553
Acer Vinacade by Katapultar Katapultar
Acer is a pretty fun little bite-sized guy overall. Definitely feels a little more ambitious than you might expect from the wordcount; good showcase for still being able to do interesting stuff at small sizes. Feels very Kat-core and carries your usual strengths. Also does a good job weaving hard interactions into the kit in a way that feels organic - it might reach a little farther than I would a time or two but I can't really fault it for that and it's getting most of what it goes for.

I did feel like you could maybe futz with some of the numbers to re-weight some things in the kit a little bit? Like I have the odd balance note but that's not too big a deal. I've gone back and forth on whether NSpec might just be more interesting if it were less free. Coming and going as easy as Leaves do makes some of the intermediate levels of Leaf attacks feel a little less present, and harvesting Leaves from trees feels kind of trivial when he can get them so easily on his own. On the other hand, the fact that they get destroyed on hit does mean he's gonna be losing the odd Leaf onesy-twosy. It's definitely a part of the pitch that is a little hard for me to wrap my head around but that's not a bad thing, got me thinking.

Always cool to see Witchverse stuff - nice work, thanks for sharing this guy!

Notes from my read-through:
NSpec FAF 9? Wild. Definitely a low-key move though - not sure it's great for clearing your queue just since it doesn't flinch and it isn't super long range. EDIT: Coming back to this input after reading the rest of the set - I do think firing them off for 1% to clear your queue isn't super meaningful when you can cash leaves in in better ways with other inputs.

I see Dae's influence in some of the wavebounce stuff.

DSpec sounds pretty good with the defensive benefits but it is a limited resource.

they slightly obstruct enemy movement in the same way as trying to pass through a fighter.
In Ultimate you just straight up can't move through other fighters but I get what you mean.

Tree mechanics are fun - always interesting playing with recovery as a resource or giving USpecs tension with other moves. Helps justify the MYMy no-helpless double recovery too. (Not that that doesn't exist in the real game, but definitely a MYMy trope to not go helpless)

A little fuzzy on some of the mechanics of SSpec - it sounds like it commands all his different types of things at once, but I'm not sure what the range on that "command" is like. Also not sure what the input is like exactly - is it a double tap, or does he alternate between the two SSpecs each time he uses SSpec? Fun input generally I think, having a single button that you use to manipulate all your stuff is cool. Pretty simple to pitch but contextually has a lot going on, which is a good place to be. Encourages experimentation.

In FSmash, not quite sure about the bullet point starting from "Leaf count determines..." - it feels like it contradicts the move's first bullet that talks about the range? Not totally sure how to get a leaf to land in FSmash syrup either - do they just drop in at the end of their hitbox if he FSmashes with both present? Kind of sounds like it once the description gets further, just didn't totally grok that from the way the attack started.

Tree manip USmash is fun.

DSmash is fun but IMO a pretty solid input already and the speed buffs it can pick up are a bit much - like it's got very comparable speed power to Ike FSmash already but also the overhead command grab defense during charge (which is a really cool wrinkle) and the projectile option for flex. I think it's fine to have that kind of edge over Ike FSmash because Ike FSmash is not very good but being able to beef it up into unreactable territory (frame 16 isn't reactable) feels like a bit much. Those other moves that set up syrup are usually already good on their own merits too anyway so the set-up doesn't really feel like a chore.

My pitch on this (in the spirit of if-I'm-complaining-then0what-would-I-do-differently) would be for the move to be slow no matter what, and for extra syrup in the neighborhood to extend the hitbox rather than speed up the attack. Keeping it slow keeps it more distinct and more fair IMO, and amping the attack's range feels more in line with the way his other bits and bobs work (at least thus far his constructs usually benefit him by extending his area of influence and control rather than buffing what he's doing).

DSmash does reverse course on the syrup coating being allegedly aesthetic-only but can't complain too much, did feel like it was a thread to be pulled on at the time.

Grabgame feels mostly pretty straightforward until surprise, Stump Construct. Kinda wacky placed on a throw (not a criticism). DThrow damage feels lowkey kinda high - 15% per two seconds isn't something the opponent can ignore for too long. Pretty mean on something he can get USmash combos or even just pressure off of. Having them stop when the opponent is shielding/dodging is good though - don't want to get too hung up on the numbers when the right checks are there and the numbers could be tuned pretty easily.

Ah, Dash Attack sending Acer backwards is very neat, this genre of attack is always really fun. Definitely feels like he's got kind of an aggressive bent with stuff like this and his pressure game. Probably good for evening out the inherent kinda zoner angle that relying on tree set-up could get him.

FTilt is maybe getting a little cute for my taste in how it interacts with trees? It's conceptually neat but feels a little odd as a one-off - not something I'd recommend changing at all, it definitely feels like a Kat-ism. It's the kind of mechanic I always compare in my head to guitar solos. We're all prone to them here and there - those moments that feel like a bit of a mechanical tangent. They make these great little creative showcases, the writer gets to have some fun... but maybe they're not actually doing a lot for the cohesion of the moveset as a whole. Who am I to argue with the writer having a good time, though. The branch hitbox extension does feel cool and compelling in its own right so I shouldn't complain over much.

I do respect how wacky this kit is prepared to get despite having a pretty tight word budget. Very funny when FTilt is followed up with something as punchy as UTilt. I like DTilt's magic propelled variant of the baseball slide, fun riff on a go-to animation, the back hitbox is neat.

FAir is neat - the awkwardness of it for typical FAir usage is a little under-stated but fair, the set is short. Mentioned that it cancels from short hop height - I bet with his gravity he'd have to delay the input slightly (vs just shortcutting and inputting it as a shorthop aerial) to use it at the peak of his shorthop and autocancel (which is good, he'd be a bit silly if it was too easy-bake). Really like this input - the second hit as a concession to FAirs being meant to deal knockback is funny.

BAir is also a tricky fun input, the positional aspect is really cool.

I feel like MYM has a pretty strong tendency to pick Up inputs when we need kind of a breather, less-involved input. Up is just our most challenging direction.

DAir is a decently big note to go out on, fairly marquee aerial. The syrup effect definitely feels a bit more core than the tree one but the tree one still has some neat stuff about it.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
Location
Australia
King Koopa

It’s cool to see you remake the first moveset you submitted for MYM. This is also the first submitted moveset to use Google Slideshows, which does make for a different reading experience and seems to benefit from Goliso’s frame data template. I like the character comparisons between King Koopa and Bowser, setting up the premise for a character-fitting playstyle, and it’s funny how most of your sets seem to be for some incarnation of Bowser that isn’t actually Bowser. Can we expect to see Blue Bowser - Bowser’s brother - or King Koopa from King Koopa’s Kool Kartoons in the future? Maybe even… Bowser from the recent Mario movie? (or dare I say King Koopa from the ill-fated live action Mario movie - I think Slavic attempted a moveset for them?)

Oh, and I didn’t know you could straight-up embed Youtube videos in Google Slideshows. Can’t do that with Google Docs from my understanding, as I’m sure someone would have done it by now if you could. “The A-Z of King Koopa’s Insults” is perfect material for his taunts.

  • I can see how Neutral Special functions as an anti-zoning tool that’s not just “free” like Fox’s Reflector. I like that the projectile is as underwhelming as its user, but I could still see it having some use beyond being a “reflector.” Maybe up its hitstun a bit, turning it into a solid combo starter if it hits near the end of its life?
  • Idea: what if Neutral Special could be charged? Doing so increases the projectile’s range (but not by that much) while keeping it out for longer. If the charged projectile hits an opponent, it’ll turn them into a Bullet Bill that functions as a smaller and heavily nerfed (but still strong) version of the Smash item. Opponents can only fly straight forwards King Koopa, and you can potentially hit them mid-flight if you can act. But the attack can backfire on you - literally - if the projectile hits opponents too early into its life where Koopa can’t yet act.
  • Oh, and having the charged projectile reflected back at you could turn you into a Bullet Bill that targets the opponent who reflected it. Your Bullet Bill hitbox gets stronger if the foe’s reflector had a damage multiplier, so launching yourself at Kazuya after he Left-Splits Kicked you will practically kill him in one hit.

  • I appreciate the restraint on the Down Special minions, as minions themselves - entities that can act and attack independently of their summoner - are fairly powerful in fighting games. These guys can be taken out with a solid hit, and prevent Koopa from summoning another one for a good chunk of time. You could probably get away with reducing the cooldown to 5-7 seconds if Koopa can’t summon another minion full-stop if one is defeated.
  • You know what would be cool? If you could use your Neutral Special to turn your minions into Bullet Bills. Maybe it gets rid of them early as they’re sent flying offstage, but turns them into very powerful projectiles that opponents have to be wary of if Koopa is positioned to do it. I know Tryclyde’s write-up already says that using Neutral Special on him automatically turns him around, but turning the minions into Bullet Bills would make more sense for the logic behind the input.
  • It’s good that Down Special goes into gameplay applications on each of the minions, like Tryclyde being a bodyguard.

  • Initially thought that Side Special was a movement option (based on one of the images and the description of “King Koopa bravely leaps into action… in the form of a cartoony fighting cloud.” I think it would be cool if Side Special did actually have movement, so you could fly into a minion or catch out an opponent who is distracted by a minion (maybe lock them in place for Mouser’s blast, at the cost of getting caught in it yourself). Or a secondary recovery if you don’t want to use your committal Up Special. The move is otherwise serviceable, and minion repositioning and freezing shenanigans are fun for what they accomplish here.
  • I like two-part recoveries like Up Special, which can flip from being a recovery to attacking opponents below you.

  • Can humorously imagine King Koopa using the Piranha Plant bouquet from the Mario movie.
  • Okay, Dash Attack IS genuinely cool. It is missing damage values, but I love the idea of it being a devious punish tool/free combo starter if you hit at the start… but is massively committal and punishable if it misses. I think it largely comes from being on such a funny and fitting attack animation. The attack does have a crazy amount of starting lag by Dash Attack standards, but I imagine it’s not terribly strong given this is Klumsy Kartoon Koopa we’re talking about.
  • It’s very clear from U-tilt and onwards that the Super Mario Bros show was weird. Very weird. Koopa doing random things for his attacks fits the random and episodic nature of the show.
  • Forward Smash is cool - a zoning attack that turns into a powerful melee hitbox when it’s fully-charged. Not dissimilar to Diddy Kong’s Neutral Special. I could envision scenarios where you use the backfiring hitbox against opponents who try to close the gap while you’re charging the shot.

  • Grab and Pummel aren’t listed. The set can do fine without them, especially when Koopa has Smash Bowser to compare to, but it does make the set feel less complete. For all we know, Koopa could have a wacky tether grab that gives him a threat against shields at mid-range, or a really stubby grab that requires him to be close to his opponent. Koopa uses his scepter for his first throw, Forward Throw, so maybe his grab has him telekinetically restrain his opponent and pull them towards him? Might be too competent for his character, though.
  • Not really related to the set, but this set’s Forward Aerial and Brazilian’s Gabby Gator set give me the impression that FFC get a lot of enjoyment and inspiration out of Twitter clips. Very fun to see these in the set, so all the more power to you guys.
  • Back Air and Up Air have shockingly high starting lag for moves that are fairly modest in application. That doesn’t seem intentional with Back Air, whereas Up Air is justified thanks to its high reach/coverage, active frames and low end lag. A cool move. I feel like Up Air would be good for sharking opponents and denying airspace to herd opponents into your minions.
  • I think it would be nice if Up Air and Down Air had some degree of KO potential. I get that King Koopa isn’t a powerhouse like his game counterpart, but it would be nice for him to get something out of these moves rather than just escape options.

  • Probably an unnecessary nitpick, but Final Smash’s Goomba duration should probably be toned down to something like 7 seconds. I think being stuck as a Goomba with practically no options for 20 seconds would be unfun from a gameplay standpoint. Would have been fun to see Koopazilla as a Final Smash, but this is a funny pick too.

Overall, Koopa was a set that I enjoyed. I do have to agree with Tern that many of the regular moves don’t have their gameplay usages explored as much as they could, so it doesn’t all come together as well as I would like. The Down Special minions aren’t really mentioned past the Specials, for instance. Would be fun if the minions could get in on the action if you use some of your moves close to them, like adding an extra (slightly delayed) round to your Forward Smash. Or lining up next to you so they can cover more horizontal airspace for your U-Smash, or get into your D-Smash shoe with you to increase its weight and thus damage output. These interactions would also add some fun and goofy flavour to the minions, as them participating in Koopa’s activities feels on-brand for them from my understanding. Could also be fun if some of Koopa’s attacks left behind harmless props that stayed out for a second, but you could zap them with your Neutral Special to turn them into stronger Bullet Bill projectiles.

On the other hand, there are a small handful of moves that are fun and unique enough to give me a higher opinion of the set. The set has a solid amount of potential to be a stronger contender, just going by the Neutral Special + Down Special minions and the suggestions I’ve thrown out.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,553
Chrome by Katapultar Katapultar
Being front-loaded makes Chrome look a little more intimidating as a read than he really is - you get past the Specials (and maybe the mechanic at the start of the Smashes, which is... arguably kind of an extension of his Specials) and the set eases up a lot. The melee isn't doing anything insane. Not totally uncommon for MYM sets but he did feel like kind of an extreme example. Mentioning that not really as feedback for you but a heads-up for readers who might be eyeballing it and a little thrown by how beefy the Specials are.

The set had a lot of fun ideas on how to implement the shield fighting style and superheavy with bad recovery - put me kind of in mind of Barbie a little bit - not that I think that was an influence here but that was a set I went into with an "okay definitely very polarized attributes, let's give him a few different little ways to compensate for that instead of giving him one big one" sort of mentality and it felt like Chrome maybe had some similar direction. There's no real "X but Y" here, y'know? Like Barbie I suspect he ends up overcompensating a bit and ends up over-tuned but I'm not super worried about it, I still like the ways you're constructing things.

With all its little mechanics it doesn't feel like the set really lets any one thing become a centerpiece. This isn't a critique or even a really unusual structure for you, but I think he leans into it harder than most and has probably a less easy elevator pitch than the average Kat set. The ideas are pretty clearly synergistic right away but it still feels more like he's character-driven and building a suite of fun stuff that you can hang on this architecture versus a more focused package. This is really strongly exemplified by DSpec basically being a stance swap mechanic that the set isn't really all-in on. It's a cool move and the set does fun stuff with it! But these concepts just come around like... every few few moves or so. It's a neat move in the kit but it's not The Move. It's definitely a little surprising to see it given the low-key treatment it is here, and it feels like a bold choice.

This set has a few really neat concepts I adore. The gravity wells are kind of fascinating - love these crazy constructs being attached to the Smashes and the ways they incentivize going for the big unga bunga moves and how they affect his melee afterward. Dead or Alive also really got my gears turning - it's kind of funky to have moves with that kind of easy superarmor but on the other hand it is only superarmor against lethal hits... really funky sort of space to think about. The "crap recovery but you get a mulligan" dynamic is also really neat and I was always excited when that came back around in the melee. As a long-time funny Ganoncide enjoyer, this is a cool thing to play around with.

I do think the structure of the set means these ideas aren't always as fully explored as they could be - always the difficulty in layering meaty concepts - but I can't complain about him taking it easy and having a pretty smooth finish with the normal normals that get to play around in the space a little bit. Definitely a moveset that gets the brain turning over - even the basics of the shield mechanics had me looking back at a WIP of mine. He ends up as a very worthy addition to the pantheon of Kat Bofuri movesets, always enjoy reading these.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
Location
Australia
Yami Kula

Oh man, a dark OC version of a character you’ve already made a set for? Here we have Yami Kula, who effectively gets the Akuma treatment in being a glass cannon with very high stats but low weight and a meter to keep her OPness in check. This set’s Specials generally start out “simple” by 30k standards, minus Side Special cursing/cancels and Up Special cancels that give material for the set to play off of, but it really kicks into overdrive and justifies its length when you get past the Specials. Nearly every non-Special move here is crazy: it somewhat deviates from your more straightforward approach to making moves, and I love it.

My favourite types of sets to read are the ones that go crazy and throw out concepts or moves that push the boundaries of what is “normal” by Smash standards, yet are balanced in a way that makes them feel fair. Essentially a combination of old MYM craziness and the balance sensibilities of modern MYM. Yami Kula nails this with her set’s approach: most of her attacks are intentionally overpowered and can sometimes be made more absurd, but doing so costs meter that can only be gained by committing to a Shield Special charge.

Unlike some other sets that can use meter to power up moves, Yami Kula is forced to use meter on nearly every attack in her set and can thus burn through it very quickly if she misplays, but is able to pull off terrifying things and instantly kill opponents if everything lines up in her favour. And Yami Kula isn’t screwed if she runs out of meter: some attacks do get nerfed or become outright unusable with insufficient meter, but she can also receive more casual options that can be outright beneficial to their meter-expending counterparts, like U-tilt and Grab for instance. It’s just that she can’t do her insane things with little to no meter. This is an extremely smart way to approach a meter-hungry character, as it means that players don’t get punished heavily for burning through meter, and the more casual moves give Yami Kula more of a way to defend herself when she’s so frail.

The term “threat” is generally used a lot in modern MYM to denote a big scary option in your character’s arsenal, like a fully-charged Giant Punch from Donkey Kong, but Yami Kula has so many powerful moves and ways to abuse them via Side Special + Up Special that I think she is literally the Queen of Threats among modern sets. There are a lot of good moves here, but I have some favourites. Down Tilt is an overpowered baseball slide that gives Yami Kula the option to set a short-lived spike trap behind her, which actually synergizes really well with threatening landings from early hits. Forward Tilt has multiple hitboxes and a crazy close-ranged grab, and Up Tilt is a Volcano Kick that gets great mileage out of teleport cancels on top of a new feature. Down Air has a fun buzzsaw projectile, Back Throw goes crazy with teleport cancels, Up Smash has a bundle of hitboxes, Up Air is effectively both an overhead attack + stall then fall (and more teleport cancel fun), and finally Neutral Air -isn’t- unhinged but is overpowered anyway thanks to its quick start-up and dragging hitbox on top of radial knockback. There are more examples I could throw out, as practically every move in this set is good and has some craziness that I like to inject in my more higher-potential characters. You can probably see why your approach here appeals to me a lot.

This comment isn’t super long - I mostly started writing it after finishing the set and thereby didn’t bring up the individual moves as much, which is different to how I normally write my comments by typing as I read - but hopefully I was able to communicate just how much I liked this set. It felt like some peak from MYM25/26 and is probably on par with Remilia Scarlet for me, which is saying a lot when I still think that set is excellent and would have easily been a Super Vote Plus last contest. Might even be your best set to date. This is just a set where you were really able to cut loose while having no real balance concerns when I previewed this set, which is commendable and makes good use of your consistently solid execution in your smaller sets. It also low-key seems like you were having more fun with this character, based on impressions I got from the Entrance Animation’s design notes among other things. Excellent work here Tern - this entry is more than worthy of your anniversary.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
Location
Australia
Belphemon

I only saw the first 4 or so Digimon animes when they aired in the West, so I can say that I’ve never heard of this guy and that they sound really wild. Belphemon’s lore and powers sound fairly over-the-top from my limited exposure to Digimon. My favourite part of the set is Rage mode, where Belphemon is a big guy who gets even bigger when using certain attacks. I can understand not making Rage mode too big here. Making yourself big for certain attacks is an idea I’d like to play around with, and there’s plenty of room for exploration and the implications of leaving yourself open with a bigger hurtbox.

I echo Tern’s comment in Belphemon being a fairly short and basic moveset. Neutral Special is an interesting take on slovenly gameplay, just being a strong projectile that encourages mindless spam to win. Doesn’t have too much range, which could be considered an added weakness? The idea behind the sleep mechanic is interesting, uncharted territory, your intention being to eliminate room for error so foes don’t wake up before you can land a big hit. It’s just that keeping foes asleep until they’re hit has a lot of room for unfun exploitation, like not hitting them at all to keep them asleep forever so the foe is forced to ragequit. Maybe foes are just kept asleep for a fixed period of time? Enough that you can consistently get in a solid hit regardless of their percent.

Aside from this, I think Belphemon leans into overpowered territory, mostly due to having some hilariously fast frame data. Side Special and especially Jab and Down Tilt have comically low end lag. The latter only has 4 frames of lag on either end, more spammable than literally any move in Smash, and a fairly big hitbox that combos. For reference, R.O.B’s infamously spammy D-tilt has 11 frames of end lag, like Belphemon’s Side Special, and that is one of the most annoyingly safe and spammable moves in Smash. Down Tilt says it barely does anything to shields, but foes would have no time to react or punish the move at all. F-Smash also comes out fast for what is described as Belphemon’s main KO move, even if it’s described as having poor reach for a big guy. All these factors and balance issues simply come down to numbers, though, and could easily be fine-tuned with a bit of editing.

Also interesting that Belphemon has jumped onto the modern 3v1 mode bandwagon. Got some more simple changes than other bosses, getting a size upgrade and functioning more like a traditional Smash boss that is restricted to Specials. Could see that having a role in MYM28’s story mode.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,303
Location
Hippo Island
Belphemon by SaltySuicune
Can't recall seeing this guy in the Digimon media I've partaken, but I appreciate more Digimovesets nonetheless. Treating his forms like Kazuya's devil gene is a fittingly "lazy" way to utilize both forms without a stance change, and it leads to a few unique quirks, like his aerials having different hurtboxes when he uses a midair jump since he transforms to do them. It's cool how much visual flair he has even in his sleeping form, utilizing his chains and the fusion's sword to strike down foes without having to lift a finger.

Really like how his specials can chain into each other, it gives him a way to go on a bit of a rampage while still creating gaps in his offense that prevent him from mindlessly spamming them. In particular Gift of Darkness feels like a good signature melee attack, giving it slow startup befitting a sloth lord, but with a big disjoint and low endlag to enable him throwing it out when he detects someone too afraid to fight back.

Gotta give a shoutout to the omni-collateral throws. I do wish he had a ZAir since he has a tether grab, but I suppose it would be too similar to DAir.

While I don't usually concern myself with The Numbers(tm), these felt way off. The most egregious is Eternal Nightmare's sleep not going away without landing a hit...what if I get a lead, connect with it, and just stand there until time runs out? DTilt taking 8 frames (plus a couple for active frames) is way too fast, that's like repeating Jab1 speeds. USmash and DSmash have the opposite problem, very slow attacks for middling strength. Even for a sloth-themed character, these feel less like jokey laziness and more like plain errors :p

It's a nice touch how his taunts and win animations have him just sleep while emitting destruction around him. That's some 150% Lucario levels of aura. Kirby's onsie is cute and fitting.

While I like the idea of giving him a perma-rage 1v3 mode, this feels way too limited, even compared to Ultimate's own bosses. At the very least he should have all his rage-mode attacks, like his smashes. FThrow and UThrow could still function as standalone inputs done through the grab button, with FThrow being a direct firing of his breath, and UThrow being a grab that automatically goes into the slam. Or even let him do leaping body slams without needing to grab someone, it's a broken boss mode after all ;)


March 29
Kunimitsu by Katapultar
Kazuya might be what I consider the worst moveset in Smash Ultimate. He's ridiculously complicated without gaining any depth for it, and often feels like a powercrept version of Ganondorf.

Kunimitsu, meanwhile, has a meaningful implementation of a Tekken-sized moveset. She's got a big toolbox with specific use-cases but big rewards when she gets the right read. Including counter-hits allows her to have the occasional goofy Tekken juggle while still having to actually play neutral and do mix-ups for more than 1 exchange. Imagine that, having a reason to use your big moveset and not just fish for the safe combo starter! Instead of forcing a wierd FG command to do her Setsunakage dash, it's just built into the initial dash Smashers get. Even those backwards grounded inputs have a place here, giving her a genuine backturned "stance" like in Tekken, so she's still using a Smash-friendly control scheme, just with the forward inputs changing depending on her orientation.

I love the sheer amount of mobility tools she has, including a bunch of built-in movement in her normals. She's a natural fit for a platform fighter, and all that hurtbox shifting feeds into 3D fighter fundamentals while adapting it to her new genre. I wanna place her in a FFA against Simon and Sephiroth and watch her maneuver around all the projectiles and precision melee attacks.

I also love all the cheeky things she can do with her "teleports" and spinning attacks. I think my favorite ploy is deliberately rushing past someone, only to use Back-Down Tilt so the very last hit specifically triggers a counter-hit; If she pulls that off, she's earned the right to combo into FSmash. After reading her I watched some Tekken 7 gameplay, and even saw her use DSmash to i-frame through something.

+10 points for finding a way to implement Tekken's item attacks. Only thing I would suggest is giving them some super-precise sweetspot or somesuch to make them a legit tradeoff for her "worse" final smash. Like giving the sword-bat attacks a tiny tipper that has the strength of Ness' FSmash with the homerun sound, so she can get disrespect KOs in FFA or after breaking a shield.

While this is a great moveset overall, in the interest of fairness, I do have a few critiques, make of them what you will:
  • Kanto's overstuffed. Currently, it beats shields (unblockable), beats dodges (duration and range), beats other attacks (disjoint and range), guards ledges and even jumping from afar thanks to angling. And then she has cancel options on top. I could see her quickly adopting campy gameplay where she just hops back while starting it up, then canceling into her safer options so enemies are constantly on the backfoot from any range.
  • Not sure how you would differentiate between a Side-Down Tilt and Down-Side Tilt. That seems like a rather specific angle you would need to press to get the desired attack. I guess to do the DTilt variants you would need to briefly press down first to enter a crouching state before shifting over to the side, like a sorta-command input.
  • FAir's momentum mechanic is jank. She could use this during a backwards jump and shove herself and her opponent backwards with a knee thrust. Instead of having all these contextual variations, she could always rise with the follow-up, and just allow her to retain forwards momentum during it. So a neutral or backwards jump would just be the current baseline effect, then if she has forwards momentum, that is purely an addition to horizontal motion during the followup.
  • DAir could probably stand to lose the leg intangibility. It's already got a lot of i-frames during her vanishing act, and she still has all those other mobility tools to escape juggles. She can even use Up-Special to vanish once, then DAir to vanish again in the same air trip, which is a fun play, but doesn't need a high-priority hitbox coming down after all that.
 
Last edited:

Daehypeels

Smash Rookie
Joined
Sep 10, 2022
Messages
19
Chrome - by Katapultar

-Sorry for taking so long to comment on one of your movesets, I’m excited to finally do so!

-BOFURI doesn’t ring a bell (maybe heard about it before, but not to a meaningful degree), so going into this character completely blind. The idea of a shield warrior is unusual though, often leads to loads of shield bashes and some more creative ideas down the line, two ideals in life.

-Appealing formatting, most I could whine about is that it’s huge and spread wide apart on my laptop’s screen, but boo hoo I like my walls of text thinner and girthier… this is a good stylistic choice~


GIMMICKS

-Liking the slightly buffed take on the Link/Hero shield mechanic, feels right at home on him. Would normally be iffy about being able to block projectiles in midair, but with his lackluster stats up there, it feels less like a dead-simple “choice” and moreso giving him wider options, approaching slow/defensive grounded OR airborne, or fast/unguarded purely on the ground. The Tough Guy-esq addition makes perfect sense too.


Shield Stuff:

-It’s only natural to, early on, cover a universal mechanic that dozens of upcoming moves will use/reference, so wise call there. I feel you’ve got an overall good system with the active frames + 4 lingering frames, although it makes me wonder if there’ll be per-move exceptions in case it doesn’t always fit the animation (such as prominently holding out the shield either before or after the attack, like a defensive stance -> sudden lunge forward, or vice-versa an attack into a held position). Might just be me / maybe this is truly universal, but if there’s any moves later that AREN’T universal, an extra little clarification of “there will be some exceptions later” both covers these kinds of questions & might get the reader excited for said exceptions.

-Bonus thought (future me, after starting Neutral B), trying to imagine how the shield intangibility might screw with grabs. Attacks beat grabs and all that, but it’s a little funny how if you’re a few frames too early on the whiff punish, if you don’t have a tether grab, your arm’s theoretically going straight through his. Might be a bit frustrating in some moments, but seems tame in comparison to some of Ult’s nonsense.

-The rebound explanation also makes me wonder, what counts as holding out the shield, is it a case-by-case/”exactly what you’d assume” mechanic, or is it tied to the above mechanic?
Regardless, curious to see whether this might be a downside on some of his weaker moves, where an opponent getting a light rebound might be even or even beneficial endlag-wise on their own moves (think the classic meme of two characters repeatedly clanking against each other’s Tilts much faster than they could in neutral). Offhand question, do you prefer to write with an overall character-positive tone that highlights their strengths far more than their weaknesses? Some people in MYM tend to do that, from what I’ve seen.

-REALLY fond of his shield attacks being more nuanced and vulnerable, love how he’ll have a strong combination of offense bolstered by defense, but he can’t just mindlessly Dash Attack through a full Samus Charge Shot or something. Such a cool idea, a mechanic that’s only as strong as the move it’s applied to, as well as tied to a series-wide universal mechanic that most players are at least a little familiar with -> can easily learn and get used to.
Also lovely addition about shield swings being better offensively but weaker defensively, thumbs up emoji


-Less fond of the 3 healing passives. Smash overall is really stingy with healing mechanics directly baked into fighters, and whenever it shows up, it’s either situational, risky, miniscule, or all three. Each of them individually are IMO plenty… Life Eater, even assuming an ideal 3-stock game where you take each stock at a relatively early 100%, that’s a whopping 60% worth of the opponent’s effort that you negate just by playing the game? Soul Eater’s a mild 20% in 1v1s but can skyrocket in more chaotic free-for-alls (especially if Chrome also plays like a superheavy, who are infamous for milking K.O.s in the bucketloads against multiple players). Soul Siphon’s the most tame and fitting, my favorite of the three, but feels wholly unnecessary when combined with the other two, and could probably shine as a unique mechanic of a move - or maybe it’s much stronger but only works if you parry an attack, giving it higher risk/reward and making it more engaging to fight?
They also feel like oversimplified overkill, this character already takes a mechanic mostly unexplored in Smash and does a lot with it on a surface level, let alone how it synergizes with loads of moves the reader’s yet to peep. These don’t feel like justified additions at all, and I know for a fact they could be translated to much more fun & engaging active mechanics dependent on good choices, so admittedly I’m quite disappointed by these.


Stout Guardian:

-Not fond of this either. Again, he already has the shield blocking mechanic AND tons of healing AND he’s the 3rd heaviest character in the game, why does he also get this on top of it? Do you think he needs this to function, or are these choices made purely to be faithful to the source material?

-Does he just ignore shieldpokes? Seems like an obvious Plan B when you can’t shatter your opponent’s chesticle Skittle.

-Feel like he should immediately WHOA back to stage rather than have a grace period with blastzones, could listen to arguments for it working in onstage situations, but offstage sounds degenerate. You don’t specify how long the period is, but you do specify “if he’s still in the blastzone”, heavily implying it’s at least a little while. My problem is that he gets a free boost back to the stage if he doesn’t leave, but… why try to recover normally and risk not making it back/getting gimped, when you can just risk-free burn time out there and get zero-commitment whooshed back towards the stage? If it had some commitment you could argue that hanging out there gives opponents time to edgeguard it (so there’d be a dilemma between recovering normally with less time for the opponent, or giving them more time but getting a better recovery), but lagless, I’d like to hear why you WOULDN’T just wait until the period’s over.

-Regardless of how people feel about getting suddenly Alt+F4’d by stuff like Thwack or a G&W 9, it’s still a part of the move/item’s charm, people are used to rolling with it and I think everyone agrees it’s some harmless spice every now and then. Why does Chrome get to turn those moments off entirely, not just once per game (when these moments only happen once a game anyways), but per stock? Imagine a legendarily lucky game where Hero gets 3 early Whack/Thwacks, sure it’s bull**** but that’s a hysterical clip for the ages… against Chrome, he’d truck all three like nothing happened, why does he deserve to be special? This also goes overboard and starts punishing genuinely skillful/crowd-pleasing plays, which I really can’t get behind - it auto-activates after 100%, but imagine getting a hard read with a charged Smash Attack, an iconic Falcondorf punch, standard heavyweight cheese, a Jigglypuff’s hard-earned Rest… but Chrome said nope, no matter how well/poorly his user played.

-Would probably be cooler and stay novel/neat if it was once per game and you could choose when you popped it (imagine holding it in your back pocket if you need every chance you can get during a last-stock scenario, or burning it early to negate a cheese kill but leaving your future stocks more vulnerable), but surely this must get annoying if it’s happening every single stock. Not just for the opponent, I could imagine Chrome players getting at least a little sick of it, too.

-Sorry if I went overboard, but was fully caught off-guard by the passives. Would love to hear your thoughts on the matter, on whatever you’d like to say.



SPECIALS

Neutral Special:

-45 frames perfectly matches Byleth Arrow, so that’s my mental comparison. They have similarly bad mobility, although the shield cancel capabilities obviously make it harder to fairly compare. But 45 frames isn’t THAT long, as long as the opponent isn’t actively running at you, you can easily jump around and pop this midair without being too unsafe.
I think this is the first case of questioning how the shield works, you say the active frames are 14-16, does that mean the attack, the shield, or both (i.e. release for the attack VS the initial shield from activation)? Doesn’t seem unfair to assume the 1% hitbox is more like a parry against attacks/grabs, a really short-lived one with a decent delay (like trying to parry with the timing of a Sephiroth aerial), but how long does the projectile negation last? I’ll probably not ask this question over and over again if it’s relevant in other moves, it’s important here since it’s an otherwise-vulnerable charge move, but it’s probably less important on the Standards.
He can also defend himself in a different way (even if it’s risky and unideal), so perhaps the other details aren’t too important overall.
Side note, there’s something really amusing about how he’s so skilled with his shield, a stylish skyward stab with his sword to set it ablaze does nothing to opponents touching it, but his shieldhand semi-relatedly moving aside to make his pose even cooler, THAT’S the part that hurts people. Not in a bad way though, I like it~
Mildly amusing that the first move in the shield hero’s kit is him pulling out a surprise flaming machete, though that’s getting off-track.

-Pleasant change of pace from the usual “big move” Neutral B, needing a charge but it’s pretty short and preservable, respectable damage with no killpower, seems to come out decently fast; it’s far from kit-defining, it’s just a nice tool to have in the back-pocket if you have some time to charge, but oh hey, you can pretty freely pop the other versions in a pinch.
The frame data’s helpful, so I guess the frame data was purely for the sword. What’s the rough info for the shield, then?
Maybe you went a bit too far in the “anytime” direction though, a big 16% sword slash that isn’t just safe but also comes out on a blistering Frame 6, that’s… hmm. It takes a resource, yet it’s a resource Chrome will likely get many times per stock let alone per match, and the sheer speed makes it incredibly versatile. Even just on a casual level, spend less than a second’s respite to get an easy extra 16% (and off of any combo starter, that alone seems worth it. Wonder if you could spend the time they need to regain momentum and approach you to charge Neutral B again, or land a combo starter only to bait an airdodge and get an easy charge, a close-range scramble scenario if they neutral airdodged, potentially even some plus frames if they directional’d.
The lower charges, as you say, are much slower and more situational (reliant on good positioning and reactions for tech chases, probably simple to combo into but not so much out of), so no problems with them. Really wish you gave them more than a footnote though, they’re a mere afterthought with little to work with.

-How high is the base knockback? Reminds me of Brawl Snake F-Smash, which had the highest base knockback in the game, but suffered from pretty bad knockback growth. Except this move you can use in the air and offstage - can this move cheese people offstage? You can combo into it pretty easily, and it’s not too hard to use raw.

-So do you need to press A to use the lower charges, with B fully focused on the toggle? You don’t mention it, seems like massive input overlap otherwise, so assuming the obvious.
Speaking of assumptions, did you lump in frame data with the “hitbox properties” being identical? Hearing hitbox and damage just makes me assume range and damage, was half-expecting it to be slower in exchange for all that damage. Is it still Frame 6? The only detail you mention is shield safety, which is kinda tied to power/move-specific modifiers but can also be tied to speed, yet even then that’d just be the endlag.

-Samus and Mewtwo’s Neutral Bs take 125 and 133 frames to fully charge, respectively. Not the fairest comparison since they’re both projectiles that kill, but Chrome takes 45 frames to charge his Frame 6 16% sword slash, and even factoring in cancel time + human error, less than 100 frames to charge his (presumably) Frame 6 32% sword slash, which he can either convert into a massive buff for not THAT much extra time, or use to deal at least 16% regardless of shielding; not to mention the healing that stacks up over the match.
I’m incredibly worried about that frame data, this is a move Chrome can let rip nigh-whenever and opponents have to play super carefully around him, it’s not spammable but it’s not hard to get either. I might be wrong about it, but next time you play Smash, hop around with Byleth, and without canceling it, see how many Failnaughts the opponent only punishes after the arrow flies (if at all) - try to ignore that move’s endlag, it’s not indicative of this Neutral B, and if you’re worried about the arrow’s threat skewing things, intentionally aim away from the opponent so it’s a “free” punish. Pop it after you hit them, pop it while they’re recovering, pop it after one of your higher-knockback throws, pop it after a full-charge heck, pop it if the opponent’s hanging back and isn’t one of the faster characters. Chrome’s air speed isn’t far from Byleth’s, try jumping backwards with Failnaught and note how tricky it can be sometimes.

-Are this move and the loaded passives section indicative of this character’s overall design philosophy?
I kinda like the concept, and can appreciate the thought put into it, but this feels too much like “everything and the kitchen sink” / “missing the trees for the forest” design. It’s a charge move with multiple different uses and an entire alternate charge, the low-charges can tech chase, the alt-charge ignores shields, it deals loads of damage, it’s a giant sword move, it’s fast, it’s safe, it starts and ends and maybe extends combos, and if you still want a big flashy slow effect, you can go for the gigabuffs.
Apart from the buffs, the move feels weirdly shallow despite the quantity on display - you don’t delve into how useful (or the opposite) the lower charges are, and whether or not my glasses are tinted by the frame data (can you blame me?), all the attention goes from the meh low-damage Frame >=14 swings to the sexy instant full-charge. And the full-charge moves are everything moves that you can use in any situation with little risk, so the only nuance that goes into using them is finding places to sneak in charge, debating whether you wanna charge both (assuming the opportunity doesn’t hand itself to you) and how much, or debating whether you’d rather use the buff.

-If you disagree with me and don’t want to straight-nerf the move’s charge or the damage/range/speed/something, what if you leaned into the speedy charge and instead distributed power across the different versions, spicing them up a little in exchange? Imagine lowering the charge to like ~30-35 frames, giving the lower charges a bit more speed and sauce (think Hero’s Zap/Zapple/Kazap or Robin’s Thunder/Elthunder/Arcthunder/Thoron, each move has a healthy niche compared to each other, you’re still preferably going for the higher charges since they’re overall more rewarding, but the fast ones still help), maybe Stage 1 tech chases -> Stage 2 combos -> Stage 3 deals great damage but isn’t quite as fast as the others. Perhaps give it the Corrin Instapin tech that everyone loves (press B and then immediately slide your thumb to A to bypass the move’s otherwise slow startup) so you don’t have to worry about the speed of double-tapping B.
Still can’t brainlessly charge unless you want an approaching opponent, but you could lean more into the dynamic nature of it, deciding which move you want on the fly, still giving up opportunities if you want the bigger charges (you could cease a combo in exchange for safely getting a full Flame Slash for the next engagement). Stage 3’s still “the best one” but the opportunity cost of going for the lower charges is perfectly reasonable, you don’t feel like you’re going for explicitly worse options.
Ooh, maybe Flame Slash charges super quickly, but Ghost Mud gets a completely opposite change, a much beefier charge more akin to the typical charge Neutral B? Then you can keep a ton of the power by diverting it to Ghost Mud granting CHUNKY buffs, though charging both Flame Slash + Ghost Mud takes even longer than normal and you really gotta earn it… As a consolation prize, if you charge Flame Slash first, you’ve still got a solid triplet of moves that you’re steadily buffing over time, ready to rock whenever.
You get the idea, I feel like this move could rock if you weren’t so heavily incentivized to go for the amazing full-charge all the time, if the power wasn’t so condensed in one spot.

-If you intend for the low-charge versions to be weaker though, can respect that.


Side Special:

-For King Bob-Omb I had to test an average run speed crossing a single grid, Pac-Man/Shulk’s 1.672 crossed a grid in about 6-7ish frames. So super rough mental math guesstimate, would possibly take about ~24 frames at most for him to cross the 4 grids and therefore reach top speed, maybe 20-22 frames if I lowball? Not asking you to come up with details like these, just guesstimating for myself.
Hyper-personal taste, really appreciate getting a condensed bundle of info about the move that I can absorb and keep in mind for discussing them, absolutely nothing objective about it but this is my favorite way to read movesets.
Edit: Lucario (46th, 1.705) crosses 4 grids in about 26 frames? hmm

-Even with the simplified summaries, appreciate the lineup here. Got the classic attack that can be used manually or automatically, with a bit of modulation primarily useful offensively/for mindgames, but also mundanely helpful (can either use early and hold forward for a further-reaching burst, or if you don’t want to overcommit, can pump the brakes and avoid sacrificing too much space). Liking the jump and turning limitations, you’re committing to your choices but not giving up a limb for it, and they give some freedom not afforded to everyone (and if you wanna screw with somebody, wasting time by spamming the turns back and forth sounds funny). And the ledgecancel pleasantly surprised me, doesn’t sound like you can exploit it unfairly, but adds a dose of creativity to the mix - you mention psyching out someone shielding on the ledge, but you could psyche people trying to recover, use it for some weird dashdance-like movement by ledges (run in one direction and Side B the other way at any moment), probably has a bunch of slippery airborne stuff… Plus, that unique pseudo-command jump is so cool! Wasn’t expecting this guy to be a 3D platformer protag, can easily imagine loads of expressive movement, plus it’s broadly appealing to both pros who like advanced stuff & casuals who wanna yeet themselves offstage for flashy clips.
Roughly how quickly can Chrome act out of a jump, is it like Bowser Jr.’s or a regular jump where you’re rapidly actionable, or is it like the fake fullhop from Wario Bike or Splat Roller that have some endlag?
Also, can you use the latter to run off and nigh-instantly grab the ledge, or is it like running off the ledge normally and not so easy? Apologies if you explain that later, this would be another layer to the onion.

-https://youtube.com/clip/UgkxeE5EsG8-KtMIzlRNLTSAEX_TnwPQWzBX?si=jMAgLAbeXCbnMkl5
The minimum-momentum version reminds me of this; I think 10% and the combined raw safety + crossup mix on shield AND comboing into itself at low%s is a lot, either lower damage or less safety, but the other can stay… But can picture this appealing to the inner monkey inside all of us without it being too unfair/degenerate. It’d be safe on shield, but if it whiffs/gets dodged, you’re at the very least disengaging if not leaving yourself vulnerable.
Interesting middle-ground version, being generally useful but shining the brightest at mid%s with more potent/”real” mixups than the youngest sibling.
And nice, a satisfying big dumb kill move that feels earned (estimating this would have a startup in the mid-to-late 30s, assuming everything’s equal), complimenting the rest without overstepping its niche.
Two questions, do the higher-momentum versions change the frame data at all? And what happens if you ram by the ledge, do you stop in place, run off, or cancel?


-I’m again a little worried about the frame data here, the “attack the moment you input Side B” version is Frame 14 at the quickest but apparently has so little endlag that it’s not just safe on shield but also a true combo into itself (and that’s assuming fastest startup). Either the hitstun’s crazy, or it’s fast enough that idk if dodging it would give you enough time to punish it. My main concern is whether the counterplay entirely relies on you jumping, or if you have some time to whiff punish it while staying grounded - rolling in the same direction as him is super risky, spotdodge miiiiiight work, and rolling towards him just resets to neutral.
On a less serious, quality-of-life note, maybe the move could also use a visual indicator of sorts for which version of the ram he’ll do, like subtle flashes or colour changes? Would make it so much easier for people to intuit and learn the timings, rather than brute-forcing it through experience, and also make it less frustrating to miss the version you wanted, a bit vague if you attacked early but much clearer if you were late.

-Oh. So you deliberately overtuned the damage on the lowest version, and compensated with a cooldown mechanic that nukes the damage unless you hold your horses for a few seconds?
That’s… curious design, I’m mixed on it. Credit where credit is due, respect the vision, giving him spikes of a heavy-duty shield’s power fantasy, he can start an engagement like a mighty juggernaut but can’t keep using it. The debuff cooldown itself is fascinating in general, much better than Multiversus’ example of completely disabling moves.
Seems like an overly harsh bandaid solution for a problem you unnecessarily caused, though? I wholeheartedly believe you could tune it so casual/meme players can have fun spamming it against friends without disturbing the balance for serious play. If you tune down the strengths and make the downtime less painful, it keeps the thoughtful disincentivization but doesn’t make it feel like he replaced his shield with cardboard. The cooldown itself isn’t the problem, moreso how polarizing it seems.
It’s also an ineffective downside for what matters most, I think, since the damage is the only meaningful change. Defense-wise, the earliest version goes from blocking <19.1% attacks down to <10.1%, and yeah the second threshold is easier to pass, but still blocks tons of the typical attacks an opponent would use in neutral/disadvantage, let alone multi-hits and projectiles, or 49 out of 50 attacks that’d be viable in the scramble situations this attack sets up so well. Offense-wise, it doesn’t change the frame data and therefore the safety/combo potential of the move, it’s still thoroughly annoying in the same ways the regular version is, but now it’s a little less obnoxious for the opponent only to feel super limp for the user.
Lastly, what did the max-momentum version do to deserve such a hindrance? I could vibe easier with the decision if the shieldbash was purely the quick low-momentum version, maaaaaybe with the middle version, but it’s 100% the fault of who gets hit by the full-momentum version, even if you set up a tech chase into it with an earlier blow. Depressingly undeserved nerf to the heavy ram, my inner superheavy main is grief-strucken.

-What if you diverted some of Ghost Mud’s charge, and let Side B use some of it? Then you could tune it to feel broken with resources, though in exchange now it’s on a resource that you have to back off and recharge, let alone debate between which move you’d rather use it on. Keeps the fun factor, preserves the balance.

-Anyways, air usage. More tasteful versatility! Trades the pure velocity of the grounded version for not just defense in the air, but a larger focus on horizontal momentum and micromovement (can wavebounce Side Bs too, and this is a nice way to turn around midair), still keeping some combo potential too. Clever thinking, inputting midair for easier management of the three types.
Can you jump-cancel the attack on whiff, or does it rely on landing a hit? Might be a little silly if you could threaten a combo tool and jump whether or not it worked.

-The command dive is a neat way to cap this input off, although I question the motion input - the FGC characters have them for faithful purposes, and speaking from a purely functional perspective, without the “true input” buff, I’m not sure why you’d risk messing up a down-forward input (input overlap with fastfalling, adds unnecessary input time before Side B comes out) when you can just input Side B immediately and flick down for a faster, easier, and “safer” result.
Otherwise, can picture it being useful, fitting in between the grounded versions with a different niche. Imagining this as an entertaining way to high-profile an attack before whalloping them, as well as a way to use something stronger point-blank.
The lack of hitlag is the detail I’m most captivated by, such an odd detail few would bring up. It’s an amusing sidegrade, people would have no time to get out of the way as you bulldoze through a crowd, and agreed, that sounds like it’d be BLISS. Yet hitlag in a crowd is really good for extending the hitbox’s duration for ludicrous time, making a bunch of people run/fly into it without expecting it to still hit them.
First, would love to see what it looks like in Final Zoom, if Chrome just keeps falling past the camera while the opponent. Although less positive, second, not a fan of the opponent being left in hitlag while Chrome isn’t, I’m imagining Kazuya D-Air where he keeps going but the opponent is noticeably frozen in place for a bit, that mental image is really janky to me; he’s a good comparison, I think his example would be best.


Up Special:

-Wasn’t sure what to comment on, makes sense to have another shield bash with omnidirectionality, pattern recognition tells me there’s a lot more to this move than the first few paragraphs discuss, felt neutral on it.
The frame data, distance and your description of speed concerned me though, and I pulled out training mode to test it. Chrome’s run speed, Wolf, crosses that distance in 28 frames (roughly measuring the “middle” of the character reaching the respective lines). Assuming the frame data also matches the travel time (and the comparison to Ganondorf/Incin makes me guess Chrome’s also traveling at a set speed?), Up B’s a couple frames slower than an already sluggish run speed.. I think balance-wise that’s fine, but the mental image of a shieldbash THAT slow seems incredibly awkward and weak-looking.

-It’s a few frames faster than Side B as a raw attack point-blank, and always does the same damage as a full-power Level 1 ram for some reason, but the latter’s combo potential alone is a great sidegrade, let alone the billion other things Side B can lead into. If you’re discussing the simplest uses of this move before going into the cool stuff, calling this part “a more flexible approach option” than his Side B when it’s so binary and incredibly limited offensively is baffling - the only scenarios you can use it in are staying purely grounded or as an aggressive landing tool due to the punishing landing lag, but due to the move’s duration it’s much less safe than Side B, and you get arguably less reward than any version of it on top of that.
Side note, what’s the point of giving Side B that cooldown if Up B’s frame data means you can just do Side B -> Up B (ignoring if you have Neutral B charge), and ironically it would do a little more damage than a double ram due to stale move negation?

-Surprised DoA wasn’t mentioned in the gimmicks section. Guessing you wanted to keep it a surprise?
I like it vastly better than Stout Guardian, keeps the “undying will when it counts” theme in a satisfyingly powerful way, it’s still degenerate (would love to hear an argument for why it deserves to trump throws, freely refresh if you survive for 3 seconds, and also Foresight-style neuter mobile opponents for some reason) but to a lesser degree, and requires not just input from the user but also (presumably) only applies to riskier options… so if you wanna survive at high%s, you gotta put yourself in the wringer for it, gotta earn it.
Would recommend mentioning multi-hits, as unless you program in another special case (sounds self-explanatory that when he’s thrown, it’s stored until he’s released), a multi-hit would act the same as a kill confirm - does it detect multi-hits as one move and stores it the same as throws? Hilarious case of “this looks like a job for Aquaman” in the case of Falco’s crappy throws, since a similar contingency would be required to prevent the initial throw from terminating DoA only for an embarrassing death by the laser - or perhaps more practically, Mewtwo F-Throw.
Special moves beat this mechanic? Would like to hear your reasoning, pure curiosity.

-Ah, the cool part: charging it.
And it delivers, feeling positive here. First impressions seemed like it’d be as degenerate as Homing Attack, though it’s generally much easier to both react to & punish in the same scenarios, and air usage forces helpless fall which limits some cases. Could enable some fascinating mindgames and playing chicken with the opponent, and seems mostly restrained in compensation.
I’d argue the ability to shield cancel it is unhealthy, it’d be completely fine without it. If you shorthopped and started charging Up B (let alone doing it from any landing scenario), you’d get all the mobility you could want, and if you want to end as quickly as possible without moving horizontally, just charge straight down, you’re in the air after all and I assume you meant the 8 cardinal directions - could also encourage minding your verticality, since the closer you are to the ground, the more you limit your threat bubble, but the quicker you can disengage. The pause before you can shield cancel is appreciated, but being able to so safely cancel past that point makes it too advantageous for Chrome.
It’d be far more engaging for both parties if you had to choose how you disengaged, since the air version would be dependent on your placement and therefore more predictable (the closer Chrome is to the ground, the sooner his FAF, and the more likely they’ll choose that over riskier options -> “I know you know I know” mindgames ahoy), and if you do it on the ground, you have to pick between rushing forward into a prepared opponent’s hands, rushing away and giving up space, or taking an air route (platforms would make it safer, but ngl that’s cool in its own right)
Also I was just thinking of shield cancels on the ground, can you airdodge out of it midair? gross

-Wait wait wait hold on, I thought you said Stout Guardian activates if Chrome was launched into a blastzone or hit with an instant-kill. Does Up B’s helpless fall automatically trigger it, or does he trigger it just by touching a (side or below) blastzone regardless of state?
Either way, I see what the point is here, you make his recovery trash and have him compensate through these gimmicks. I’ll still disagree with it, normally on the side of buffing heavyweights to make up for them being innately bad, but this character is too extreme for me.

-Again questioning why he’s a gimmick onion, layers upon layers of gimmicks. Balance perspective is one thing, but meta-wise this moveset’s worryingly bloated thus far.
It almost sounds cruel, a better player deliberately saving Up B until late in a stock, then meming on some poor sap online with a Frame 9 OOS 25-30% kill move. The move’s already quite good without it, let alone the past two moves and whatever upcoming horrors await me - there isn’t a downside to it, it’s just another choice to make, you can use his great Up B normally in several versatile ways, or deliberately withhold it for rewards.

-wonder how other people’s comments go, unsure what the community feels about it, hopefully I’m in the minority; I’m very pessimistic and anal about these sorts of things, others seem to be more positive.


Down Special:

-This character sounds like one you could play with the A button unbound and stand a solid chance with, he’d be obviously crippled, but these inputs are loaded.
Would greatly prefer to read the tradeoffs alongside their respective parts, purely discussing Armor’s upsides leads to a short section, and glancing ahead, looks like a lot of information to parse through and remember before I can get to the other half of it, leading to inevitable back-and-forthing.
tbf though, mayhaps I’m just upset because it screws with my write-as-I-go-along commenting method (that and I like reading moves in whole before moving onto other moves, these are effectively individualis moves), can merely discuss surface-level until later

-Appreciate Armor’s simplicity, seems like a good casual-friendly option for if you’re overstimulated and still learning him. Weight is arguably its own upside and downside (but is easier to imagine than an arbitrary multiplier), and the damage reduction is a straight benefit that you don’t need to mentally calculate to use.
What the heck is the frame data for Flames of Death, is it identical? Please tell me he doesn’t have a sidegraded, if not upgraded version of Giant Punch.

-My closest comparison for Ghost Charge is Belmont F-Smash, it’s equally as fast in startup and has even bigger range (albeit losing up to a few frames due to travel time), naturally loses out on power but compensates via airborne usability / greatly increased safety on both whiff and shield / basically being a bonus input that doesn’t “occupy” a slot like a Standard does. Zoot Suit’s Plasma Whip is there too, but it’s multi-purpose in combos and kills, and the lingering hitbox messes with how we remember it. Also thought of Kazuya’s laser, but it’s weird and also has its own nuances.
A delayed yet snappy ranged tool, neat. Sorry for the lack of commentary, it’s merely one cog of many, but I’m mildly pleased by it - looking forward to delving into Armor’s downsides.

-Shield’s passive is slick, neurons go brrrrr. One hand, FFC judging brain’s upset about how it’s already projectile-invulnerable and even low-damage attacks can still be tricky to overcome, doubling something as simple as a 5% attack means some characters almost couldn’t break through with their strongest attacks, and a 10% attack (a number he’s quite familiar with) is basically unstoppable in any practical/non-diamond-hard-read situation. On the other, I adore it fundamentally, adjust the numbers a little and this is a sweet upside.

-Enjoyed the tone shift of emphasizing the shield throw’s dependence on later info, “no it doesn’t do that, no it doesn’t do that either, nope can’t do that, he’s not Captain America you silly billy, oop here’s something kinda useful, just kidding it’s so limp even a giant Frame 6 sword slash can’t capitalize on it”, thumbs up emoji.
Odd specification about Neutral Special, I get if you make an exception in one place it’d only be natural to keep going, but feel like having it ignore the shield wouldn’t feel out of place. Also begs the question, could you buffer an ASAP un/semi-charged Flame Slash to skip the shield, or does the mere act of touching Neutral B without maximum charge result in Frame 1 shield warp?
jeez, nerfing the uncharged versions even more, how dare you

-Oh jeez I misread and thought this was Steve’s Minecart for a second, if only it was like this move. Such a funny tool that’s situationally amazing, a beautiful balance between a goofy niche and something you could get devastatingly creative with, yet something equally difficult to be mad at. Imagine the team strats, even just surprising opponents being antsy. I almost wish the shield kept going past ledges and it was a pure reaction test, like a way easier version of that Master Hand card platform attack.
How does the dash input to board the shield work, are you cancelling the kick into a unique animation, or is the FAF just lightning fast? Does the grab keep the two of you going until the ledge, and what happens there if so? Kicking the shield gets him off of it and lets you adjust the speed again (from a gameplay perspective it’s cool, but from a suspension of disbelief perspective, he kicks a shield and rides it fast across the stage, then kicks it again to slow it down)? Can you get on the shield midair?
Good techchase stuff though, tasty meat.

-11 frames is NOT reactable, but otherwise I like the brisk speed of it, either it fails and the game continues as usual, or you get a self-fulfilling double edged sword of bringing your opponent closer.
Would be funny if you kicked the opponent away, they stay prone on the shield deliberately, only for you to suddenly yoink them in.
How fast does the shield return to Chrome, roughly?

-A input, here we go. Can’t say anything about the Smashes, that’s a solid system for Necro following around though.
I’ll judge this better when we get to the downsides, though I’m worried about this character also getting puppet shenanigans on top of everything else. Probably just me though, probably, hopefully, potentially.

-22 frames isn’t that bad, it’s definitely nerfed by being Shield Special and thus ground-only, and it’s further nerfed by being time spent not charging Neutral Special, but it’s also far from a crippling penalty, if Trainer and PAM can do it in longer time, so can he.
The universal tradeoff that you have to be in base form to have Necro slowly regen health is decent, although I’ll have thoughts on it later.
For Armor, 50% isn’t a lot when the opponent can melt you, but noting that you didn’t mention it at higher%s, where it’s like swapping to Charizard without the downside of swapping to Charizard. I was expecting something like a speed penalty, weight is its own downside early on, but I’m not taking “it slightly counteracts his unique ability to ignore death occasionally” as a meaningful downside.
For Shield… not really a downside by itself. The 25HP paper-thin hurtbox that deletes your stage control and gives you extra endlag if you hit it, distracting new players with a worthless target and not really mattering to experienced players. Apart from the lack of healing over time, the real downside is the opportunity cost of picking the fun/stylish pick over Diet Giant Punch and, plus there’s not a downside to the shield gimmick buff. Especially after Armor, I fully expected another K. Rool belly armor thing where the buffed shield health results in Necro taking damage, confused why that’s not a thing.
Deeply worried what the Necro Smashes are going to be, if you felt the other two deserved such gentle slaps on the wrist, whereas Necro needs to be puppyguarded like a defenseless Luma. Pleasant discussion, though.

-I almost feel like you should have a Trainer/PAM-esq option on the character select screen to pick which Down B you want to start with, or at least toggle between two options: 1) start normal and spend as much time as an Olimar Pluck picking whenever you feel, or 2) start with Shield since it’s nearly a straight upgrade to normal and the only catch, at the beginning of a match at least, is you have to spend half a second to use the other ones.
To be fair, my apologies if these criticisms are unwarranted. Down Special disappoints me on more of a philosophical level than true execution, for another reader these concepts would be hype and make them want to play this character, and other than some numbers and personal stuff, I can’t meaningfully criticize a large chunk of this move. Ultimately, most I can say is I wish it was something else, I would’ve liked to hear more of a fluid stance-like system with each stance bringing debuffs of some kind, maybe each stance gives you a sidegrade of a different Special akin to Armor (some Up B and Side B variants would rock), maybe entering a state deactivates some of his passives, though none of that matters.
Respect the effort and vision though, biases and tastes aside. Risk/reward juggling different levels of upgrades across a match, choosing between a small buff that’s safe or a huge buff that’s vulnerable, slip up and you lose access to all of them for a hot minute, that’s an interesting direction to take.

-Clever detail, noting the charging vulnerability as something to exploit.
What happens with charge holds, do they extend the DoA period or nah?

-Gravity wells are alright.
Can you charge for a mere frame and still get a well for minimal downside? Can you make multiple at once? Can you jump or airdodge to cancel the well’s effects midair?
Another case of needing more info to comment, unfortunately, but my inner Ramattra main finds them neat.


SMASHES

-F-Smash… the shield hitbox only lasting for one frame, coming out on Frame 30, and the universal gimmick only applying for 5 frames, all make me like the concept but question the point defensively. Your wording treats it pretty seriously, despite it sounding a lot like a meme/hard read, or something that just happens by accident sometimes. Offensively, a neat take on a double-hitter.
Hello 10%, my old friend.
JEEEEEEZ people melt if they get shield broken.
The low angle and massive base knockback turn me off a little, it’s cool and fine against most characters, but feels unfairly punishing to characters with terrible recoveries, some can get hit by F-Smash at the ledge and effectively die on the spot regardless of %, yeah it’s their fault for getting hit, but y’know? For some characters the mildly lower kill% is a genuine downside, though, and fair enough, Necro’s the risky one. I just feel bad for the Doctor Marios and Ganondorfs out there.
Surprised F-Smash lets you keep the Down B shield out, but good reasoning for why, and you give some juicy ideas for how to synergize the two.
Good stuff overall, I was being unnecessarily picky.

-U-Smash’s cool, it’s useless as a traditional OOS (though Up B covers you in that regard), spamming gravity well isn’t hard (since I know this move archetype by heart and Chrome absolutely can get one out in neutral) but the distance from the ground means it’s not that impactful unless Chrome earns a followup, it’s stupidly safe but a unique form of platform pressure and semi-earned against grounded foes, getting a guaranteed F-Smash is a lot but the stars that need to align are fittingly rare, strong but reasonably so…
niiiiice

-For D-Smash, wondering what counts as insufficient space and sufficient space below, like whether this is good for 2-framing at ledges. Also for DoA, does the full 32+ frames before the explosion comes out count as startup, or does it end as soon as the air scoop?
People seem to like their miniscule/thin hitboxes on risky moves carrying massive power this contest, feel like I’ve been reminded of K. Rool U-Smash by every moveset I’ve read. Hard to complain.
I should like this one, and I mostly do, plus knowing all three Smashes in total starts to show some weaknesses of this character’s kit… idk about the constant safety on shield so far though, Up B and F-Smash are unsafe (assuming the latter isn’t gigabuffed) but everything else can be rocked pretty safely if he isn’t acutely whiff-punished or hit on startup.
Let’s see the standards.


Jab/Tilts/Dash Attack:

-Balanced Chroy Jab, heck yeah.
Great damage, still pretty solid range, safe again, and forcing the opponent to land from an unpleasant spot is nice at any %, but takes a massive speed penalty and can’t combo without massively earning a gravity well.

-Dash Attack sounds like quite the burst option, Frame 6 with a solid boost forward and a machete adding range. Wonder what takes Link so long to do the same thing. Does Chrome not skip leg day? Dude can do a pretty respectable hop in a split-second in Armor form.
Side B -> Side B -> Dash Attack -> Up B for like 28% early on? Earned, tbf. Kill-confirming into F-Air around the low 100%s sounds a little nutty, catching people’s landings with burst Dash Attacks isn’t too uncommon, and . I could kinda see Chrome’s low runspeed getting in the way of that, but then again, I don’t think Wolf struggles much with it.
Good, it’s unsafe - although I think it more than makes up for it.

-Almost a straight upgrade to Hero’s F-Tilt, I normally don’t like making moves that are so comparable yet so clearly better than pre-existing ones, but that move’s always been a smidge underwhelming; glad to see you give it some of its potential.
Nitpick, sentences like “it also benefits from Neutral Special” stick out like a sore thumb, there’s nothing they bring to the table other than reminding you of a move you read a while ago. I liked it on Jab since it focused on how a move excelling at shield pressure becomes HORRIFYING with the buff (on one hand you’re burning precious time, on the other that’s one hell of a wake-up call for shielding opponents), but here I’d kinda prefer you didn’t mention it at all, if it isn’t a meaningful point.
they’re called pivot cancels you uncultured swine, unless you also say turnaround grabs
jk love you, thx for mentioning them
Side note, would be curious if you swapped Jab and F-Tilt’s positions, since F-Tilt’s the quick multi-hit whereas Jab’s the slower and longer-ranged smack. Might distinguish them from being Chroy and Hero tilts a little respectively, and imagine pivot cancelling that Jab for forward pressure, that’d be fun. Have a feeling this character’s got plenty of forward-moving shield attacks as-is.

-Standard U-Tilt stuff, you really like moves comboing into themselves at 0%, huh?
Unsure if he needs more safe-on-block stuff that also combos and act as solid moves in the void, but respecting the vision here, perhaps that’s what a heavy needs to stay viable.
How does the Ghost Blud buff do that, is it just a knockback/set knockback change? Small detail, but always nice to hear what a movesetter means for certain.

-Liking D-Tilt a lot, sounds satisfying to use while being useful all over the place. The delayed hit would be a blast to mess around with, although comboing into F-Smash is maybe overkill, it wouldn’t be common but I doubt it’d be rare.
Safe again - noted that you counterbalance by each of these moves being rather low-damage for a heavy, however.

AERIALS

-Starting off with Snake N-Air, same startup, has relatively low endlag if it ends, both last until the Frame 30s, this one deals 3% less in total and doesn’t murder people as well, but the sword disjoint + extra hits + combo potential more than make up for it. Reading ahead, also has similarly bad landing lag.
Cool skill expression with timing the fastfall during the last hit, normally a weakness keeping the move in check but something a good player can turn into an upside, at least as long as they don’t mess up.
Does a good job of feeling like a special/signature attack, giving that sense of power, but still feeling at home in the role of a N-Air. Following that train of thought, wonder if there’s something you could do with the red streaks, reminds me of Side B’s cooldown mechanic where it loses them. Imagining a buff that gives a ton of his moves those red streaks, each one doing different things, or maybe just standardized upgrades. The cooldown mechanic could be neater if spread out a little more?

-bonk
Grateful for F-Air’s visualization. I dearly hope the sound effect is a loud, echoey metallic slam, like a giant frying pan. The metallic pipe meme would be a worthy placeholder.
Always happy to see bouncing mechanics on moves that aren’t stall-’n-falls, and the held shield gives an alternative D-Air while serving as a solid downside. Could you RAR F-Air towards somebody (facing the opposite direction, same way you’d run up B-Air), hitting them in the opposite direction semi-practically?
How close are the autocancel frames? The startup’s too fast to be reactable, but wondering if you could set up a nasty 50/50 where you either land with a pretty optimally low F-Air, or delay it ever so slightly and get a lagless landing -> go for a grab.

-There are far worse crimes, but when you gave him a better physical/wielded shield than anyone else in the game, wasn’t expecting you to also give him all of the related moves. He’s the shield guy, yeah, but I’d feel similarly about making a moveset with other niche weapons. A mix of an originality/balancing thing, but also even more than F-Tilt, did this NEED to be B-Air? Could be pretty neat on F-Air, giving him a very reliable and aggressive tool he doesn’t need to worry about RARing all the time.
Haven’t mentioned it much, so it’s worth noting you’re great at discussing these inputs when you’re not spreading yourself thin across so many details and gimmicks - once we got past the bulkier Specials, there’s been a lot to enjoy~
The way this move’s balanced, and your experienced descriptions leave me mostly positive overall, which has been the case for the majority of the moveset. But admittedly, can’t resonate too much with this being Palu B-Air.
Goofy idea, wonder if you could swap the inputs around, so the current N-Air/F-Air/B-Air are instead B-Air/N-Air/F-Air (multihit backwards, super lingering spike in the middle, shieldbash forward).

-U-Air’s otherwise generic, but being an odd mix of the standard swordie U-Air with Dr. Mario U-Smash’s launch angle helps.
Again not complaining, but mind telling me your thought process behind giving this DoA and none of the previous aerials? Merely curious again, liking the mental image of leaping up to somebody and slashing through the pain for a clutch finish, but compared to the stylish slash assault, giant overhead funni aerial, and the shield hero doing a shield bash, U-Air feels like a comparatively limp option to put it on, flavor-wise.
Thinking about it, maybe there could be a distinction between the machete and shield power-wise? Both combo, both deal whatever damage and knockback the move demands, the machete has slightly longer reach but the shield has an entire passive gimmick helping it throughout a match. Making the machete stronger than the shield overall might feel a bit weird (why is the shield hero strongest with a machete in hand, regardless of the logistics/realism), and encourage some unhealthy balancing decisions, but the gimmick and animations are the only things distinguishing them. Maybe shield’s better for knockback/hitstun/defense, but the machete’s better for damage/speed/offense? But don’t want to intrude on your design philosophy and interests.

-In an older game with the non-snappy jump physics, wonder how good this would be for shorthopping and INSTANTLY hitting somebody while still moving around. This is Ultimate though, despite the Brawl Meta Knight instantaneous startup, imagining the jump height and wide kick radius means that might not work.
Wasn’t expecting his D-Air to be that fast, really like it though - have a soft-spot for airborne punts. Covers the holes the other aerials might have while standing out in an unusual way, you lack much to say but what’s there counts. The move mostly speaks for itself, too.


THROWS

-Grabs and pummels are self-explanatory, so any extra discussion around them is appreciated.

-F-Throw rocks, feels like what Mr. Krabs’ F-Throw in NASB2 could’ve been. The incentive to mash removes buffering from the picture, the delay is multi-purpose without treading on Cargo Throw’s role, synergizes well with his kit, and while it true combos very early and tech chases later, it’s pretty lacking in power and reliability at most %s.
Maybe has too much versatility, could see it lacking true combos entirely to fully rely on the surprise factor / tech chasing / corner carry? But not bad as-is.

-Fascinating philosophy, making throws more engaging by forcing players to react in various ways thus far, without feeling overly minigame-y. B-Throw’s potential for techchases and gravity well shenanigans, good stuff, plus it’s fun to have quick throws sacrificing heavily in other areas.

-U-Throw serves its purpose.
Unsure about the D-Smash comment, that’s a highly-committal hard read that likely wastes the limited opportunity, would probably just focus on making them second-guess their landing and surprise them with an uncharged D-Smash, or start conditioning them to airdodge and leave themselves open if I REALLY want to charge it.
‘Tis a nitpick though, this move’s fine.

-You quickly clarify it’s a gimmick throw, but the initial description of Chrome’s dramatic superpowered malice leading him to choke and engulf them in flame, only for 5% and low knockback… maybe a bit overdramatic.
Fond of the miniscule knockback mixed with slight frame advantage, throws that cause point-blank scramble situations with a slight advantage have been on my to-do list for a long time, would be nice to discuss it but not a big missed opportunity.
This treads back into the same territory as the Specials for me, there’s so much here, it’s really good at low%s and at death% it loses the downside, in exchange being a horrible idea for most of your stock. Fair enough if that’s the point and y’all like the sheer volatility of it, personal taste/bias, but wish the extremity was brought down a little, making it a softer choice worth considering far more often. Like if the recoil was still painful but just set damage, that’d change a lot, or the downside was more like Armor’s where Necro’s taking the damage? spitballing for funsies… as-is it feels like another Up B where the best use is for essentially snowballing,
Just to make sure, this version of DoA is “stored” when grabbed, right? Imagining potential counterplay to the gimmick strat of being so high% that the damage is meaningless, where you go so high that opponents grabbing you could pummel out the 5 seconds, no level of mashing able to escape it and negating the effect. IDK if that’d work.
Cool move objectively, I don’t like it personally, but respect the hustle.

The extras are nice.

You know my biggest problem overall, IMO there’s tons of bloat across the gimmicks and individual moves, and a sense of quantity over quality. The triple passives are my least favorite by far, one or maybe two (with some sort of downside) have potential, but all three constantly on is ridiculous, and none of them require any thought or effort to utilize. Neutral B neglects several parts of itself in favour of an unfair full-charge, Side B has a flimsy cooldown mechanic thrown in, Down B’s a smidge silly, the specials in general were so spread-out and quite lacking in discussion, especially since the standards showed me how skilled you are in that field. Across the standard moves there was frequently a feeling the move did 1 more thing than it arguably needed to, whether it was safety, combo potential, or another gimmick.
Although, there’s so much on display that, with your thoughtfulness, plenty shine bright regardless - DoA could’ve been dispersed better but is a cool take on super armor, gravity wells are oozing with potential, and the shield passive sounds well-realized, among others… plenty of moves surprised me with their versatility, sometimes I’d complain but usually in a good way.

It’s mostly unfair to you, but Chrome being more of a well-rounded character with a straight personality means his personality/tone doesn’t shine through - this is a subjective thing compared to the other MYM28 contestants, but there’s a lot to enjoy from the movesets I’ve read thus far of how each character expresses themselves, King Bob-Omb’s royal tomfoolery, Maulbuster’s theatrics, the entirety of Rat Witch Natalia… Chrome isn’t doing anything wrong, I have a feeling you expressed him as well as he could be without going into ridiculous overexaggeration, but this is the first moveset in a while where I’m not leaving with much of an impression on him. He’s working purely with the mechanics and ideas on display, leaving him dependent on how much the reader gels with them. And unfortunately, I like parts of him but have a generally mixed aftertaste.

Also, as shown, I was repeatedly curious about what your mindset was towards a detail. It’s normally not an issue, people aren’t obligated to mention their trains of thought whatsoever. Unless it’s just me, so many choices throughout the process were confusing on various levels, not necessarily the balancing but things like “what justifies this benefit/downside being added”, “why is it on this input/why is it so similar to another move”, “why is this move’s balancing so extreme/polarizing compared to others”. Some of them were definitely just me being curious, though the amount of times it happened, felt weird.

This is a case where, cutting aside my biases, this is the best moveset I’ve read thus far, I can applaud you for so many details and appreciate all the potential arguments to defend yourself. It’s also a great incentive to read your other works, you seem to be experimental with your moveset design, maybe this was just a “wrong foot forward” scenario. Can’t vibe with this kit personally, but can admire the parts that count, and pickiness may be a factor.
 

Arctic Tern

Smash Apprentice
Joined
Mar 12, 2022
Messages
170
GAND (Tortoise)

GanD’s primary gimmick replicates the momentum sets of old, in that instead of having consistent speed values he continually gains speed as long as he keeps moving. Unlike most of said characters, he can stop at a time when shielding, and has a unique gimmick where his vehicle has high levels of armor on it and weight while GanD himself is very lightweight. This is all in service of what seems to be a fairly in-character playstyle from what the description tells me, a rushdown character who will never stop chasing his dreams (represented by the opponent). As someone with strong memories for early MYM tropes, I probably like the momentum mechanic more than some other readers, but even then it seems a lot smoother to handle overall than past sets did.

The actual set itself does several neat things with GanD’s momentum mechanic, such as USpec letting him build momentum off projectiles and Dash Attack becoming safe on shield when fast enough, as well as simpler ideas like comboing Dash Attack into USmash and dragging the foe with DTilt. His armor mechanic also gets acknowledgement in UTilt having him raise his vehicle up, extending its hurtbox to potentially armor through attacks. Aside from how the mechanics work, there’s also several basic moves that show great awareness of the pitfalls and benefits of GanD’s stats, like DAir being largely a safe landing option and NAir being a great dragdown tool. My main issue is a lack of detail, not only on the damage and kill percents (which aren’t explicitly stated) but also on how much damage his DSpec reflector can take before it shatters and how long it takes for him to reach full speed. Detail is required on a character with this odd of movement, and the lack of such gives it a feeling of not being thought out to its fullest extent that you want to avoid giving off in a moveset. Despite these glaring issues, GanD was still a pleasant surprise and a fairly cool modernization of one of older MYM’s more common ideas.

Link to comment archive here!
 

Arctic Tern

Smash Apprentice
Joined
Mar 12, 2022
Messages
170
JAMCON 28-2

For the second time this contest, I’m going to kick off our bimonthly Jamcon! A rundown (copied from the past entry post):

  • Jamcons are contests in which setmakers compete to make a set within the span of one week. Every set must conform to a specific theme, though the “qualifications” for qualifying are quite loose.
    • Sets made for a Jamcon must be made during the Jamcon - finishing sets that already have work on them is not allowed. This specifically refers to the actual “moves” portion: extras and intros don’t count.
    • Sets made purely as jokes (or “jokesets”) do not qualify, though sets with jokey tones that are ultimately serious do.
    • Multiple sets for the same Jamcon are allowed, as is getting the help of another setmaker.
    • It must be specified that the set is made for the Jamcon, either in the opening post, the set itself, or by DMing the organizer.
    • A set can be freely edited during the submission period, but after it ends major edits are banned until the contest ends. Minor edits, such as number crunching and adding pictures, are allowed, though.
  • After the setmaking period ends, voting period begins. This lasts for 2 weeks, during which people read the sets posted for the Jamcon. Whichever set gets the most votes is deemed the winner, and the maker(s) of the set gets to host and choose the theme for the next Jamcon.
    • In order for a vote to count, you must read and comment on every set in the Jamcon.
    • A vote counts for one point, but a setmaker who competed in the Jamcon gets an automatic half point for voting themselves.
    • Ties are possible, though as of this writing they have never happened. The person running the Jamcon decides what happens if this is to occur.
    • Setmakers cannot vote for their own set.

The theme for this Jamcon is…

JOKE

No, this Jamcon being posted on April Fools is not a coincidence: this is a very real Jamcon, and the theme here is “Joke!”

For examples of what this could mean:

  • A character known for making jokes
  • A character who is known for being the butt of jokes
  • A “joke character” - a character who is intentionally underpowered (either the set itself qualifies and/or they were in their original source material)
  • Clowns or jesters (who very often tell jokes)
  • A character in some way prominent in meme culture (because what are memes but Internet jokes?)
  • A character in some way related to April Fools
  • Or just pick the funniest character choice you can think of, that’s a joke in its own right

Some examples:

  • Spider-Man is known for constantly wisecracking in the middle of battle.
  • Luigi frequently gets shade thrown at him throughout the Mario franchise.
  • Dan Hibiki is one of the most well known joke characters in fighting games, being made deliberately weak as an elaborate way to mock SNK.
  • Pennywise the Dancing Clown is, well, a clown!
  • The Crewmates come from Among Us, which blew up in meme culture when it became popular.
  • Sonic was famously rumored to be in Melee as an unlockable character alongside Tails, a rumor popularized by an April Fools joke made by Electronic Gaming Monthly.

Of course, if you can come up with other ways a character can fit the theme than by all means go for it.

Additionally, to fit the theme of the contest and the date this is posted, I do encourage people to make jokesets for the Jamcon period! They still aren’t allowed as proper submissions, but at the wrap-up post where I list every set made I will acknowledge them.

The contest starts the time this is posted and ends at 12:00 PM EDT April 8th. As much as the date may dilute any serious announcements, this contest is no joke!
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,297
Location
Australia
GanD

I swear I’ve read this moveset before - I think it’s either a remake or something that I previewed once. Either way, I’m fond of the “body” type on display here, as we don’t get many characters who fight in wheelchairs.

GanD is a fun little moveset and possibly my favourite of yours. This mostly comes from his momentum mechanic, an overarching trait that makes a number of GanD’s simple attacks more compelling and put a unique twist on them. For instance, Side Special deals more damage the faster you’re moving, Down Special can be used as an approaching reflector, Up Special can be used as an approach + build up momentum, and the otherwise simple Neutral Special can be used to get backwards movement and retreat from opponents if needby. Momentum-based sets were done a lot in old MYM, especially MYM10-11, but I enjoy seeing a modern and more sensible take on the genre. Not going into hyper specific numbers and details on momentum gain and loss doesn’t hurt the set, in my opinion.

What if GanD could charge his Side Special to build up momentum without moving manually? I don’t think GanD can build up momentum in midair from my understanding (or at least all that well): could be a fun way to let him build up top speed without needing a long stretch of stage, like if he’s falling in midair after taking a lot of knockback.

Dash Attack is one of my favourite moves in this set. This comes from its unique interaction against shields, where the rebound leaves GanD safe on block if he has sufficient momentum. Not really convinced that Dash Attack has crazy mix-up potential on-hit, though I get where you’re coming from with enemy DI in that regard. The move’s backwards knockback makes it a funny case where it’s probably better to use when you’re cornered and can KO opponents earlier, which is ironic because GanD probably won’t have much momentum and thereby will always be unsafe on block. Hitting a cornered opponent while you have momentum would make you safe at the cost of being less effective for KO’ing, but I could see GanD using the stage to build up momentum to go in for another big hit. Dash Attack really has a lot of cool applications that I think would be worth mentioning.

GanD’s ground moves are all decently interesting thanks to his movement mechanic - I think his Standards are well-designed in the context of his mechanic. Jab and U-tilt have their place with GanD’s movement: the latter has defensive applications, whereas the former is more of a bread-and-butter option. I feel like there’s room to talk about how Jab works with GanD’s movement, like pushing opponents and approaching them for further pressure. With how fast GanD can potentially move, I wonder if there are cases where he might overshoot his opponent if his knockback is middling enough? Further details like these could really elevate this set, as it has a promising concept.

Going further into the ground moves: I like D-tilt’s placement as a “brake” and way to segue into air combos. It’s a smart design choice to refrain from trying to make all of GanD’s grounded moves relevant to his movement. His Forward Smash also seems pretty fun, being a big slow attack that can be exploited with your movement so you can charge it up from a distance before closing the gap. I also wonder about Forward Throw’s applications as a potential combo starter, as it sounds like a fun move since it retains your momentum. The Aerials understandably don’t utilize GanD’s movement, but U-air is a notably cool standout for carrying GanD up a short distance when he hits an opponent. To close the comment, I enjoy how you go into a bit of competitive aspects on GanD, via shielding to cut off your movement as a fake-out, and reading the conclusion section. You got me to look up Tank Chair on the wikipedia. Reminds me of the manga Real, which revolves around wheelchair basketball.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,553
Cream & Cheese by BridgesWithTurtles BridgesWithTurtles
Pretty fun, lightweight read - was able to take this one down on the bus/train this week. Was genuinely surprised seeing afterward that the wordcount was as high as it was - makes sense with the doubled-up attacks and everything you've got going on in NSpec but she doesn't feel too bad.

I did have a couple misgivings about the set that the playstyle section mostly addresses - I do wonder if Cream's not a little juicy with how fast she is on top having the unkillable puppet around, and I wasn't sure the decisions about how they control were always as friendly as they could have been. I really dig the big crazy NSpec but it has some subtleties to it that seem pretty tricksy. Needing a Shield Spec (an input most fighters do not have) to bench Chao and the way buffering out of Chao Dash work both felt maybe a little unintuitive for a new player.

Having some normals that vanish depending on puppet management in the Smashes and Nair also isn't something I love - granted the moveset is shooting for a fair amount of complex puppet stuff, and "Smashes dependent on resource" is certainly a thing in Smash. I can also kind of respect it as a subversive move in a MYM context - people are always going nuts in the Smashes and here you're limiting scope a bit in a way that does say something about the character.

Solimar not being able to do Smashes does always bug me though. Fie upon these bozo management characters and their mad lust for acquiring bozos. Ah well, I can allow that that's a me problem.

Locking NAir depending on your puppet status (not even usable by default unless you go through NSpec first, though granted she probably does want to NSpec soon a lot of the time?) does feel a little rowdy though, that call might be pushing it a bit on a character you're pitching as Entry-Level Puppet Fighter.

The vision for what you want the set to be is still really cool though, and aside from the odd quibble the set gets there. You've got a knack for hitting a comfy level of mechanical novelty where things feel fresh but very easy to imagine in Smash. There're also really solid animation choices throughout.

Yami Kula by Arctic Tern Arctic Tern
Previewed this one so I probably won't have a ton of nitpicks or big technical notes, highlighted the stuff I was worried about already - mostly silly number-crunching things; the set is going for a lot of big insane stuff so it's probably pushing it a little still but not in a way I'm super worried about; lotta dials to turn with the central meter conceit in there and all her scary stuff is Darkness gated.

If anything I wonder how fun to play she'd be with having to go back to the meter well so often? But I think there's definitely a type of player that would be very here for this, so I won't count my curmudgeonliness against the set.

I remember back in MYM26 wondering when we were gonna get the fully criminal Tern set - you've always responded well to the biggest zaniest stuff MYM has to offer, but I felt like early on you definitely had more of a conservative bent in your own writing. Yami Kula didn't happen out of the blue (I would say you shifted your design approach a bit in 27), but she does feel like the fully evil literally-MYM Tern set I was imagining back then.

I checked back to my Friedrich der Grosse comment while writing this one - I was curious about whether I chimed in on the Wait for the Fully Evil Tern Moveset there, and it turns out I did! I did not crown her the Prophesied Gremlin Mode Tern Moveset, so I'm consistent on that front. Friedrich still makes a fair number of grounded decisions and sane choices.

Yami Kula, by contrast, is kinda just going nuts all the time - particularly her aerials really felt like they pulled out the stops, which is a fun tension with her meter charge only being available on the ground. There's a lot of satisfying little MYM-y wrinkles (Dash Attack and BAir stuck out to me) and in general the set oozes flavor with practically every input being some kind of gross over-the-top nuclear death blow. Also a big fan of the way the set blends original stuff with things from her specific mod and stuff from Kula's set - having a FGC to use as a basis without just directly adapting them is a space I've been meaning to tackle for a while, cool to see you playing around with it. Friedrich is still tops for me on the Tern tier list but this is a really fitting and fun anniversary moveset.
 
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