Dimentio [Arctic Tern]
Another revamp of an old Warlord set, Dimentio is a more simplistic and combo-orientated take on the duplicate genre, along with some fun in-character writing (not sure if you came up with some of the metaphors, but props to you either way). Rather than use duplicates as Ice Climbers, they effectively function as minions that you can program, giving them a solid amount of mix-ups and conditioning towards how opponents deal with them. That duplicates can potentially be locked out of using grounded or aerial inputs is a fascinating design choice, and it gets mileage here with conditioning opponents to take to the ground or the air. Side Special is front-loaded for a projectile start-up wise, the type of extreme that feels like something I’d implement in a set.
I don’t have too much to say with Dimentio, but there are some moves here that I’m pretty fond of. Down Smash is a highlight for how it works with your clones’ nerfed damage, as the downwards knockback takes advantage of their knockback nerf in a natural way to make the attack surprisingly stronger in their enlarged hands. Forward Smash is unorthodox in a way that appeals to me, and Up Smash has a neat little interaction with Side Special for extending combos. Forward Air is also weirdly a highlight for me - it’s a carbon copy of Luigi’s Forward Air, yet the set has a different application for it thanks to Dimentio’s air speed being different from Luigi. Finally, Down Throw’s clone interaction is neat for what is effectively a clone combo starter if I understand correctly, albeit dependent on the moves you had logged into your clone.
Skibidi Toilet [KholdStare]
This might be the most disturbing character I’ve read a moveset for in a while. It almost feels like the type of character that would come from a joint set between you and GolisoPower.
Skibidi Toilet is missing some details one would normally expect from a set, like damage percents and the corruption rate of Neutral Special, but you know what? I’m actually fine without those details. I’m here for the ideas, and this set actually has some very fun ideas. I also like how the properties on each move are split up.
(I’m also aware that you don’t have much time for movesetting, so I think you getting a Jamcon entry out is a big accomplishment)
Creepy factor aside, MYM rarely has movesets that involve turning your opponent into another character ALA Skibidi’s Neutral Special. I only remember Sarkhan Vol being able to turn opponents into Charizard, and I imagine that you do too. I could see how changing your opponent’s character would be a controversial design choice, but I think a moveset revolving around the concept would be really cool. Like, a moveset that’s designed in a way where the character has some kind of natural advantage in mirror matches.
Up Special is a neat versatile recovery, and Down Special’s adaptations sort of remind me of the Adapter Beast minion from ForwardArrow’s Knight moveset. I have to give you serious props for writing Skibidi animations and visuals for different adaptations. Dash Attack is a neat move past the Specials for its shockwave hitbox, and Forward Tilt’s property of having less end lag on-hit.
The set also has a cool set of Smashes. Forward Smash makes use of Skibidi’s smokescreen mechanic, being a strong hitbox with clanking properties. It’s nice that there are scenarios where opponents are better positioned to take advantage of Skibidi’s smokescreens. Up Smash has a genuinely unique idea via “randomized aiming,” and actually reminds me of Tern’s Oogie Boogie set where you can get rid of the RNG factor via charging. Meanwhile, Down Smash is a classic MYM’ian construct with a lot of uses. The move’s initial hitbox does lack the detail necessary to understand how the spawned barrel works on-hit, but it would be easy to include that information. Also a fan of Forward Air’s unorthodox attack angle.
U-air’s writing is funny. Forward Throw also has a fancy way with words. The entire grab game does, in fact.
Jon Arbuckle [Brazillian Guy]
I just have to say this - Jon is a really good “joke” set in my opinion. Like, this set is genuinely funny, in a way that honestly gives WCF’s Philomena Cunk a run for her money. I am impressed by the amount of effort that went into the “story” and the presentation + writing of this set, especially for a Jamcon and MYM as a whole where the moves and concepts take priority. The pictures also add a lot to the experience: the ever-changing imagery is particularly funny, like Garfield dressing up as Sonic the Hedgehog. The “is this real enough?” gag in particular is an absolute masterpiece, in my opinion. Reminds me of the live-action Garfield movie from when I was a kid (and the Click movie). If MYM sets prioritized humour, this moveset would easily get a Super Vote.
Now, onto the moveset itself! Jon is a funny character pick, especially when his cat is playable in a canonical Smash clone, so I’m glad someone made a set for him. I think it’s in-character for Jon to go out on dates and look for marriage candidates? That’s the impression the online date premise of the set gives, and I’m pretty sure Jon is canonically unmarried. Even if not, I vaguely know that the Garfield fandom has done some really crazy things, so Jon getting this kind of set treatment tracks.
Jon getting an item-spawning Neutral Special has some personal appeal to me, with creative liberties taken to ensure that the food he cooks can be weaponized. I really like the design choice behind giving Jon a command grab that sets up for his item throws, as it gives him a way to bypass shields when holding an item inhibits them. Something I want to do myself in a set.
I don’t actually dislike Jon’s pie being hilariously OP. It seems to be shockingly in-character for Jon to get murderous over a pie, assuming that comic strip isn’t edited, and the chances of actually spawning the pie are really low anyway. Heck, I actually think this is one of the best and most practical/tasteful (no pun intended) implementations of a “lol OP move” that you’d normally see on an old joke set for a broken character with a bunch of insta-kill moves. 500% does feel absurdly high compared to the other numbers and this being a “serious” set - I’d say to bring it down to 50% while keeping its insta-kill properties, and you’re golden. Dealing 500% would allow Jon to cheese bosses if the RNG gods favour him.
Jon’s Up Special admittedly got me to look up Garfield Kart on Youtube. I like the flavour behind his Down Special, where Jon draws a large comic strip, but I think that giving himself an area where he can tank a single hit is overpowered in an unfun way. I get how it’s meant to synergize with Neutral Special set-up, but Jon can draw panels pretty fast, and being able to face-tank anything short of a grab or a multi-hit would massively limit what most fighters can do without being punished. Also not sure how Jon staying inside a panel he drew gives him armour from a flavour perspective, but that’s a minor issue in comparison. Not sure how you’d change the effect, but there’s a lot you could do with the abstract nature of magically creating comic panels.
Moving past the Specials, Jon feels like a “slice of life character done right.” Specifically, his moves have him do casual things that would be in-line with his actions from the comics, rather than going out of your way to make him more violent. Jab involves drinking coffee and Up Tilt is a dance move. These casual animations also help to add character. I also like Jon getting moves for Garfield from the NASB games. D-tilt is funny, as it has a chance of tripping “you” instead of the opponent as a way to balance out its spammability. Good to see N-air acknowledging z-drops via NSpec Items - another move with a neat gimmick that limits its spammability, and makes sense given the attack’s animation. Damage isn’t mentioned on this move, but I didn’t have a problem with that on Skibidi Toilet so neither do I here.
Forward Air has a funny animation, and the comic strip accompanying it is… something else. The move’s speed buff gimmick with Jab is a bit weird input-wise, and probably unintuitive for players despite how much it makes sense animation-wise. Would also be neat if the set went into more detail on how the speed boost benefits Jon, but I won’t complain much when this is a Jamcon set and top-tier joke entry. U-air reminds me of Villager’s turnip attacks, and is just interesting to see someone tackle RNG in such a way.
Man, that’s one powerful Back Throw lol. Also can’t help but imagine Jon getting hearts in his eyes when he uses his Forward Smash on Cunk. I like that his Smashes don’t appear to be intended acts of violence, but still have enough force to distinguish themselves as his stronger moves.
Jon was a blast to read, a great experience. I can’t rank him too highly compared to other movesets, as I don’t think his concepts are as strong or synergize as well as other sets of yours like Scarecrow, but I do have some positive bias in how some of Jon’s Specials and moves were designed. Kind of surprised that he was intentionally supposed to be a bad character, but he still feels very playable, and I’m glad you didn’t make him so weak that he wouldn’t feel satisfying to play with.
"Alien" Alanbee [Usershadow7989]
Wasn’t expecting a third FF character for this Jamcon, but it makes sense here! I was looking forward to reading this set after looking at Tern’s comment, as mind control is something I’ve wanted to do meaningfully for a while. This set handles mind control in a fairly tame manner, and a unique one too - most mind control is handled like “control character for X seconds,” but Alanbee can only give foes a certain number of commands, can’t make them use Specials, and they can only attack if they have an actual target to hit. Mind-controlled foes can even hit Alanbee, and I think it’s a good thing that you resisted the (potential) temptation to give him a counter. Auto-turning as a more “low key” form of mind control also makes sense, and only on a “cartoon” character would mind controlling projectiles to reflect them makes sense. Also have to give this set props for its wild writing.
Alanbee does what I’d hope and expect mind control sets to do: set a bunch of traps that you can walk your mind-controlled opponent into. Part of me wonders if Alanbee’s mine and soldier count are a bit too generous - I could see cases where Alanbee stacks 3 mines in the same area and deals absolutely ridiculous damage (unless I overlooked something that prevents this) - but the fact that both can be removed with one hit really helps to balance things out. The soldiers get particularly interesting when they can be mind controlled and effectively used as programmable duplicates, as minions are another concept that get a lot of fun out of mind control. Between that and Alanbee’s Dash Attack, I swear that you and Tern shared a braincell when writing up your entries for this Jamcon.
Alanbee is reasonably simple after the Specials, aside from the neat pseudo-pocket the grab has on your constructs. Kind of a fifth Special: is neat that you can store mind-controlled constructs for later, more practical uses, though I could see “hold grab button to do this” being a tad unintuitive for new players without a guide. Down Throw off grab game is a different take on the usual “tech scenario” type throws, as foes have the option to tech and Alanbee has the range necessary to get something off of it even if the foe does tech. U-tilt has an elaborate hitbox and animation, while D-tilt has a funky animation and the potential projectile that can be exploited when used by a soldier. U-air is neat in how its hitbox works as well as U-Smash, which has a hilariously elaborate visual description in a good way. Placing the Smashes section at the end of the set was an unusual design choice for you, and created interesting expectations where I thought they were going to be super crazy stuff that played with Alanbee’s mind control (even though U-Smash technically fits this bill). Not that all the Smashes have to be crazy (especially on a Jamcon): F-Smash and D-Smash have their own uses in the set, and restraining yourself can be the smarter choice.
Hector Salamanca [Slavic]
Bold choice to make an actual one-input jokeset. I actually like this approach to jokesetting: what’s here - the intro, stat, mechanic and Neutral Special - has enough quality and effort put into it to keep the reader’s attention, yet it’s a super light read compared to modern MYM sets. Your writing style makes this more entertaining!
I’m not entirely versed with Hector’s backstory and history in Breaking Bad and Better Call Saul, but this set feels like it’s specifically plucking the character from one scene in the show. Not to say that’s a bad thing, but it does make me assume that Hector is never portrayed pre-wheelchair in the show, as a menacing kingpin who could have had an able-bodied set via using his men to beat people up (though that would taken far more ambition).
Hector’s stats section feels like a humorous parody. We’ve had a few sets for characters in wheelchairs - Dr. Strangelove, Armie Buff, Joe Swanson and GanD this contest - but only on a jokeset can you get away with a character who can’t move! What is this, MYM12? Imagining other characters assisting Hector is cute, and kind of makes me think about a potential wheelchair OC.
“On his own, Hector out of his chair is essentially helpless, but if a teammate is nearby they can interact with Hector to place him back in his chair if he’s nearby. If not, they can perform a friendly grab to carry him back to wherever his vehicle of choice is parked. “ So uhhh, does this mean that you can put Hector on Wario’s bike? Or get him to drive Garbage Man’s truck? That would be scary. His weirdly crazy tough guy armour and disruptive bell NSpec make him sound annoying to fight, but that doesn’t matter because he’s not meant to be balanced.
This jokeset kind of leaves me wanting more: both for the concepts, and the promise of Tuco Salamanca and more Breaking Bad representation. Even as-is, I think these kinds of jokesets are good for MYM: just a fun little thing that gets readers thinking and doesn’t have to be taken seriously, just as MYM is meant to be for fun.
Galarian Farfetch'd [TortoiseNotTurtle]
This is a very interesting Pokemon choice for this Jamcon, especially with the fascinating decision to use Samurai Shodown as the inspiration for the moveset. We really could do with an actual SamSho moveset for MYM.
G-Farfetch’d is a very simple glass cannon “sword” based set. I like that G’s leek has its length described, yet you also factor in its shorter height compared to the average human swordie.
- Interesting take on the move Brutal Swing. I could see a tiny bit of room to clarify on what type of follow-ups G can get based on charge. Even something as simple as “quick follow-up with no charge, big attack with full charge.” Leaving grounded opponents crumpled would also open up tech situations. The high damage from a fully-charged hit would definitely help you take stocks.
- Side Special and Down Special have an interesting thing going, where both are powerful in exchange for making G-Farfetch’d more vulnerable to damage afterwards. I’m actually pretty fond of how Swagger works from a gameplay perspective, as both the damage buff and counter aspect incentivize offensive play. Big damage multiplier = big incentive for opponent to throw out a big hit for you to potentially counter. Don’t think we’ve ever had an attack in MYM that combines an enemy buff with a counter. Swagger also functions as a natural “comeback” move when you use it when your damage is really high and the extra damage taken wouldn’t matter.
- I like Jab and Dash Attack having an emphasis on safety, something that G-Farfetch’d would really need. Nice that synergy between certain moves is noted. D-Smash having a strong late back hitbox is also a nice little trick for that type of input.
- Item-stealing via F-throw does feel unnecessarily gimmicky, especially on a Pokemon that isn’t known to steal from others like Liepard. Probably the type of effect that’s better to implement on a Special. Set isn’t being harmed by keeping the effect in, though. (is a bit weird that F-throw’s tech chase properties are only mentioned in the throw interactions slide and not the throw itself)
- D-throw sounds very mean on lightweights. Honestly might be a bit much, as lightweights will already die earlier from their lighter weight, especially from a powerful fighter like G-Farfetch’d.
- Forward Air and Back Air kind of feel like they invoke “Pokemon Syndrome” to a degree. Basically a case where giving a Pokemon certain attacks doesn’t necessarily feel right, even if they can learn those moves in-game. I guess it kind of feels out of place for G-Farfetch’d to use poison or turn its wings to steel for regular attacks when it’s more about swinging its leak around like the Fighting-type Pokemon it is.
Jamcon nomination goes to
"Alien" Alanbee, but I have to give a special shout-out to Jon Arbuckle. The latter was a very entertaining read and might have best encompassed the "joke" theme of the Jamcon, but it wouldn't have been fair on the other entries if I deviated from my usual means of rankings sets just for him.