I guess I'll tackle this one:
This is my first time actually trying to do something for the MYM project.
Is there any real big things the Sandbags look for (and or appeals to them)?
I've read through the requirements but I want to overshoot to leave a good impression.
I apologize for the nubinezz. Thanks in advance dood.
Ooh, you even bolded
Sandbags. Maybe we should make that a rule from now on, eh, guys?
Anyway, glad to hear MYM's got your attention, and that you're looking to do well. Here are a few key points to consider while making a moveset:
Detail - When you write out a character's attacks, make sure you put in all the functionality details. If you're looking to overshoot, you'll want to be including damage (with percentages), knockback, range, lag times (for before and after the attack), priority, etc. If there's anything you think we might want to know, go ahead and put it.
Creativity - We like to see some variety in the attacks for a character. One of the most disappointing things in an MYM entry is a large number of basic punches and kicks (sometimes referred to by us as "PPK [Punch Punch Kick] Syndrome"). We'd much rather you think outside the box, giving your character more interesting and fun attacks that offer something more original.
Organization - If an entry isn't well-organized, it can be very difficult to read through, and by that token, won't get very many fans. Proper use of basic BBcode like bolding and underlining, as well as others like the color, size, and center tags, is essential. Take a look at some of the movesets in the thread for possible ideas of what's easy to read.
Balance - Naturally, it's most desirable for a character entry to be as balanced as possible. Not overpowered, and not underpowered. Keep that in mind while giving moves damage percentages, knockback, range, etc. It's more common for a moveset to end up overpowered than underpowered, and that's generally worse for the moveset, anyway, so aiming weak is usually more beneficial than aiming strong, if you're not sure where you're at. If you think you can judge it well enough on your own, the most-liked characters tend to fall somewhere around High Tier.
Playstyle - This can often be one of the most difficult, but rewarding, points of moveset creation. A central playstyle component is heavily favored in MYM. Whether the character is focused around a central mechanic (a switching mechanic, a PP system, or anything else you can think of), or if they're just focused around a strong point like gimping or projectiles, having a central point to base your character's moveset around is always a good idea.
You can get a feel for most of this by just reading over some of the movesets for the regulars in this thread. Most of us have links in our signatures to our movesets, whether through actual links to them there or to a "link-up space" where we keep links to all of our movesets.