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Make Your Move 4

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Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington


The inverted warrior of time and space, Simirror joins the brawl!

*~Glossary~*


Mirror:
The orange/gold slashing motion in the opening frames of Simirror's Standard B.

Force:
Any of the various energies that form from Simirror's attacks. Notably the reflecting ones, which are bluish-purple with the appearance of an elongated diamond.

Wand:
The actual weapon Simirror holds in his hand. Rarely used to attack directly.

*~Statistics~*

Power: 4
Speed: 7
Jump: 6
2nd Jump: 8
Weight: 4
Fall Speed: 3
Size: A bit taller than Kirby.
Crouch: 5
Crawl: No
Wall Jump: No
Wall Cling: No


*~Moveset~*

*~Specials~*


B: Mirror Cut/Mirror Force


Simirror's default ability, straight from the game. Quickly tapping B will result in only the initial attack you see, a slice with his Mirror. This part does moderate damage and knockback, with low starting but high ending lag. However, if you continue to hold B, he will emit the Mirror Force, which reflects ALL projectiles, besides Final Smashes. Opponents walking into it take minor damage and knockback, but don't count on holding them off... if it is attacked with brute force, the opponent can shatter straight through the barrier to attack you.

Mirror Cut: 10% damage, moderate knockback, low starting lag, high ending lag.
Mirror Force: 4% damage, flinching knockback. High ending lag, low priority.



Side B: Mirror Body


There is little warning when Simirror executes this move, so opponents beware. Simirror splits into two bodies, which move along the path that he was going. (If he was stationary, then they moves along a horizontal path, if he was falling diagonally, they move along that path, etc.) These bodies can go through walls, but do minor damage with weak upwards knockback, and leave him vulnerable during all periods but the initial splitting motion. If either of the bodies encounters a ledge, then they will grab it, the other one disappearing.

6% damage, low upwards knockback. Near-immediate execution, high ending lag.




Up B: Mirror Flip



After activating this move, Simirror enters his falling animation for
a short period of time, during which he flickers out. Immediately after he disappears fully, he will warp to the opposite location in the quadrant he currently is in, along a straight line. He actually DOES move along this path, so if there is a solid obstacle in the way, he will appear at the point where he hits it, rubbing his head in frustration. However, he CAN move through barriers that he creates via his FAir, so keep this in mind.

If there are multiple platforms, this applies to the platform closest to Simirror vertically upwards. If you are below a grounded stage, YOU RECEIVE NO VERTICAL RECOVERY.



Down B: Reflect Guard



Simirror enters this stance, which is essentially an upgraded version of his shield. It will absorb all energy-based projectiles without trouble (excepting, of course, certain items and final smashes), and store them for later use. Non-energy projectiles are simply reflected off Mewtwo-style, doing no damage to either party. As more and more energy is absorbed, the spinning motion of the shield accelerates, until it is one solid color, white. You can continue to hold it after this, but it loses the reflecting properties. Activating it again will result in a powerful burst of light, that does moderate damage and is the one of the most effective stuns in the game, slightly below the Deku Nut.

Shield: Absorbs energy, up to 25%. Reflects non-energy projectiles w/o damage.
Light: 12% damage, stun for about 2.5 seconds.



Standard Combo


Simirror only spins his wand around in this attack, making it a bare-bones version of his Neutral B. In this multi-hit attack, opponents are dealt minor damage, and also can DI out of it quickly. However, it executes quickly, with little ending lag. It is also disjointed, being able to hit above and below of where the wand actually is, making it an edgeguarding tool. But to counter this, it also has low priority, meaning that it should only be used against characters which have a non-violent recovery, such as Captain Falcon or Ganondorf.

Hits are dealt whenever the wand reaches the top, middle, or bottom of its path, and each one does 1-2%.


Rising Attack (Below 100%)


Simirror does a weaker version of his Mirror Body, splitting into two forms on either side of him, then returning into his feet. The bodies only move one square to wither side of him, however. It also has the same ill effects of low priority and high ending lag. In most cases, a roll away from the opponent would be a far better choice. With low damage but deceptive knockback, this makes a tempting move to use, but is rarely worth it.

6% damage, med-high knockback. Moderate starting lag, which is backed up by invincibility frames.


Rising Attack (Above 100%)

After a moment's hesitation, Simirror stabs his wand into the ground, shattering the orb at the end for the duration of the attack. The resulting force causes projectile-canceling mirror shards to shoot out to either side of him, with half the range of his below 100% rising attack. Unlike other characters, this over 100% move is far more effective than the one below 100%, as it deals both moderate damage and knockback with little ending lag. In fact, it is possible to follow this up with a dash attack or a Mirror Body. After the shards end their attacking phase, they are sucked back to the shattered end of the wand.

8% damage, moderate knockback, high ending lag.


Ledge Attack (Below 100%)


The opening frames of this move involve Simirror taking his left hand (the one holding the wand) off of the ledge, and holding it upwards. The wand flashes with an intense burst of light, and the Simirror teleports onto the stage, directly by the ledge. It may appear to be non-violent, but like Zelda's ending phase of her recovery move, it will deal moderate damage with vertical knockback to opponents who get in the way.

8% damage, moderate knockback, med-high ending lag.


Ledge Attack (Above 100%)


Another destructive move for Simirror, he slams his wand into the ground as he crawls up onto the stage. As it shatters, Mirror Waves are shot outwards, that stop projectiles in their tracks. Moving upwards at a 45° angle up to one square away from him, this move is a near-sure way to get back onto the stage. However, it does minimal damage and knockback, reducing his offensive options. He regains control after the wave disappears, approximately .5 seconds after it forms. He is vulnerable from above.

4% damage, low knockback.



Dash attack: Mirror Spin


Skidding to a stop, Simirror pirouettes on one foot, holding his mirror out as he does so. This results in a moderately powered swipe if it hits in the first few frames, but a weak multi-hit move if it hits after this short window. It has a moderate range, and somewhat high priority. Time this well, and suit it to your purposes.

8% damage and med-low knockback in first few frames, multi hits up to 6% if after this window. Moderate ending lag and decent priority.


*~Tilts~*

UTilt: Dimensional Rift


Simirror points above his head, where a distortion occurs (about half a block above him), similar to a black hole, but with a bluish-purple hue. It sucks opponents towards the center of it, like Ganon's UTilt. It remains active for about 1.5 seconds, and if a rival is pulled in, then they are immediately thrown out of a parallel wormhole 5 squares above them, which spawns specifically for this purpose. They are able to move soon after they are dropped out of the wormhole, and have a lingering "darkness" visual effect, due to the unwelcome space-time travel. It can hit multiple enemies.

8% damage dealt, high start-up lag, medium ending lag.



DTilt: Clone Slash


Moving his hand towards the ground in front of him with his unarmed hand, a semi-transparent, flipped copy of him appears in a short distance away. This copy also goes through with the motions, but it is armed with the "sword" mirror, which enables it to do decent damage and knockback. Note that the created body is otherwise untouchable, having no effect on the battlefield excepting the attack.

9% damage, moderate knockback TOWARDS Simirror, low starting lag, high ending lag.


FTilt: Barrier Force
Moving his wand in the same path as his Neutral Special, this attack still retains quite a different effect. A bluish-white barrier forms along the suggested arc, which extends both above and below the path Simirror created with his hand. This barrier serves to cancel the trajectory of most projectiles, making them useless to either party. Opponents dumb enough to walk into this wall will take 3-4% and flinching damage. As long as you hold down A, it will remain active. Moving the control stick up and down will move the barrier along the arc, with a maximum of 20 degrees of deviation.

3-4% damage, flinching knockback. Can be used for edgeguarding when aimed downwards. Low priority for non-projectiles.



*~Smashes~*


USmash: Barrier Slash


Simirror will slash upwards with his mirror, like the opening frames of his standard B. Immediately afterwords, he will emit three forces from his wand, launching one straight up, and two deviated slightly to the left and right. This is one of Simirror's viable KO moves, although it will require high percentages to do so. It also has defensive properties, as the rising energy barriers serve to block opponents that try to gain from the vulnerability period in between the swipe and the following move. The barriers both can cause damage and serve as fall-through platforms, depending on how long they have been out. The after-effect disappears after 1 second, but that is usually all that matters.

Initial attack: 10-15% Damage, moderate upwards knockback. Low start-up lag, high ending lag. Control is regained after the barriers disappear)

Barriers
4% 0-.25 seconds
2% .26-.5
Fall-through platform .51-.75
Solid platform .76-1



FSmash: Glare


Pulling out a full-body mirror, Simirror sets it up in front of him. While charging, the immediate area glows ever brighter, until the charge is released. All of a sudden, the screen will flash brightly in front of him, an area of effect slightly smaller than DK. This dramatic change in lighting stuns foes, who enter the "dizzy" animation. If this is shielded, a pause will reveal them shielding their eyes from the blast. Simirror himself is effected by this, his attacks doing 80% the damage and knockback that they would have otherwise until the opponents recover from the attack.

8-12% damage, no knockback, med-high starting lag and low ending lag.

.5-2 seconds dizzy, depending on charge. More effective on bright stages such as Delfino, and vice-versa. (deviating from .66-1.5x)



DSmash: Destructive Impulse


Simirror will raise his wand up above his head, it pointing down towards the ground. After releasing the charge, he slams it downwards, shattering the bulb. This releases a ground-hugging force which deals powerful horizontal knockback, but without hitstun, the opponent being unable to tech out of the hit. The appearance of the attack is similar to a more pointed, shorter version of Squirtle’s USmash. Simirror is able to move again about 75% through the lifespan of the shockwave, about half a second.

10-13% damage, high horizontal knockback w/o hitstun. Med-low starting lag, moderate ending lag. High priority.



*~Aerials~*


Nair: Crystal Ball


Drawing both hands into a praying motion in front of him, a glowing orb will form around Simirror (much like his Down B) until you either release A or touch the ground. While it has no offensive properites, (get used to this,) it serves as an automatic counter for any attack given to him. Projectiles will bounce off, but physical attacks behave differently. Simirror absorbs half the damage and knockback, but the opponent take the second half, the knockback being in the other direction, of course. Physical moves also have the side effect of shattering the shield, which has a 10 second recharge time. (There is no recharge time if it is canceled by landing or if you pull it down yourself.) It is impossible to grab the ledge with your shield up, so keep that in mind when you expect a counterattack from near the stage.

Reflects all projectiles, counters physical damage. Low activation lag, high deactivation lag. Falling speed is increased by ½ while activated.



Fair: Mirror Block


Reaching out with his empty hand, a blue-purple force will seep out, continuing to stay in the air where it was formed. As long as you hold A, (for a maximum of 1 second,) he will continue to create this barrier, which will turn into a solid object as soon as A is released. If the wall is touched before this time, by ANY force, it will shatter, dealing 5% to Simirror as well as opponents in the immediate area. The wall will block all progress, effectively closing off a certain area; creating a solid wall to impede progress and even defend youself if you are trying to escape from an aggressive enemy. Plan wisely when using this, as you are also unable to make it through the wall.

No damage dealt (unless it is preemptively destroyed), but can be used to edgeguard quite efficiently. The wall can be walljumped off of, and tether recovered from, so keep this in mind. It disappears when Simirror grabs the stage or lands.



Uair: Wand Repulse


Simirror will raise his wand above his head, in a rather unimpressive gesture. After a split second, the wand will glow momentarily, and then flash with a bright light, knocking away nearby opponents. This is Simirror’s strongest aerial attack, but it suffers in only being able to work from below an enemy. Moderate knockback is dealt away from the center of the blast, in any direction. The range is approximately 1/3 a stagebuilder block away from the wand from all sides. After the blast, Simirror is almost immediately able to react, him simply lowering his arm to the neutral position.

9% damage, moderate knockback in any direction. Moderate execution lag, very low ending lag.



Bair: Pocket Mirror


Turning around to face the opponent, Simirror withdraws a pocket mirror (that looks stunningly similar to the Lens of Truth) from inside of his cloak, the shines it at in their face. It requires close quarters, needing to be within 1/3 a block behind at the moment of execution. If it connects, the opponent will enter free-fall for 3/4 a second, which is devastating in most cases. Unable to use any attacks until reaching the ground, you will be rendered helpless, making it essential to time this perfectly.

6% damage, no knockback, moderate starting and med-low ending lag.



Dair: Vortex Force


Simirror quickly waves his wand downwards, in a similar motion to his standard combo. This forms a Mirror force to spiral downwards, forming an outline of a pyramid. A weak, but quickly executing attack, it can be well used on an opponent recovering from below the stage due to its long range. It reaches a distance comparable to Marth's DAir. Opponents are sent weakly flying towards the opposite side of the vortex, and back again. It has the potential To cause up to 8% damage from three multiple hits, the last one throwing them horizontally outwards to the left/right. The knockback, however, is less than stellar, being comparable to the average tilt.

Up to 8%, low starting/ending lag, low priority


*~Grabs/Throws~*


Pummel: Reversal


Simirror will smack the opponent across the face with his wand, in a generic fashion. However, upon a closer look you will see a slight amount of energy passing from the wand into their head on every even swipe, and the energy returning on every odd swipe. This is a key part of Simirror's throwing game, as with these odd swipes the opponents' controls will be reversed upon release, until they return their joystick to the neutral position after the hitstun from the throw/release is over. There are also some individual throws that have this effect, so keep this in mind when you choose your follow-up attack.

1-3% per hit, average speed, reverses opponents contols upon release when used an odd number of times. Excellent for mindgames.



UThrow: Wand Burst


Simirror shows the true strength in his wand with this move. Lightly tossing the opponent into the air above his head, the wand begins to glow ever brighter as he raises it up towards them. As they reach the apex of their trajectory, it releases the stored energy... with a bright flash of light. This is a powerful throw with an upward trajectory, that also does moderate damage.

Med-high knockback, 10% damage.



FThrow: Mirror Beam


Simirror points at two spots, one directly above the opponent, another some distance above the last, then sits back and watches the show. On these two positions, two mirrors will appear, both horizontal lines by default. The main body of the opponent slowly raises, but once their head hits the mirror, they turn into light particles, and quickly shoot upwards to the other one. From there, they are turned back to the original form, and launched out in the direction that the second is currently oriented, the default position being upwards. While they are raising from the start, rotate the control stick to modify the angle of the second mirror, and thus the launch angle. The maximum rotation is 90 degrees clockwise, so you have a complete range of motion from vertical to horizontal.

Med-high knockback, 9% damage.



BThrow: Dimensional Reversal


Without warning, a horizontal line will appear, splitting the opponent in half, then rotate (clockwise facing right, cc facing left) 180 degrees. As it turns, it removes the pixels that make up the enemy, making them disappear. From directly behind Simirror, an identical line will appear rotating in sync with the first, out of which the opponent will come flying with moderate force. They will have the "darkness" effect on them, and reverse the controls (or set them back to normal if they had been reversed). If Simirror is backed up against the wall when he uses this, then they will simply fly out of the first rift, forwards.

6-8% damage, med-low knockback. Use this after pummeling the opponent multiple times, to cause them to DI the wrong way.



DThrow: Moonshine


Simirror does a swift kick to the back of the opponent's knees, forcing them to kneel. Once they are in this vulnerable position, he pulls out a full-body mirror... and reflects the light from it into their eyes. They are stunned for half a second, after which time they will take slight horizontal knockback, in recoil. You are unable to grab them or use another stunning move during this time, but all other moves are available. Re-using this move within a five-second period will cause the opponent to sidestep the kick to the knees, leaving you vulnerable.

6% damage, .5 second stun.


*~Final Smash~*

Try to get away from your opponents before executing this, as you are vulnerable to a physical assault. Simirror crouches down, and the jumps up into the air, and begins to float. All around the stage, mainly towards the edges, clones of Simirror begin to form, each of which can be destroyed by dealing 5% damage to it. They do more damage the farther they are away from Simirror, ranging from 3-8% damage. It may seem like a winning strategy to stay close to him, but keep in mind that once you get within 5 blocks horizontally of him, your controls are reversed. Also, in the 2 blocks closest to him, a the screen will be slashed vertically every two seconds, each one of these dealing high knockback with med-high damage. It is possible to end this move prematurely, if your opponents deal 30% damage to the main body. However, they will have to go in close to do it, since you reflect all projectiles and magic attacks, immediately counterattacking with deadly accuracy. This lasts for 12 seconds.

3-8% per clone hit, med-low knockback
23% damage per slash, high knockback.


*~Playstyle - Master of Deception~*

At first glance, Simirror may appear to be underpowered, what with even his Smashes dealing damage in the low 10's with less than satisfying knockback. Experiment a bit with his more unique moves, however, and you will see the potential shining out of him. Mindgames with his Up-B, effective edgeguarding with a stunning AND a barrier-forming aerial, and a wonderful throwing game add to this. Let's delve a bit deeper into specific techniques.

Special Mindgaming


Let's start off with the Standard B. While it doesn't have a lot of indepth strategy, it's quick execution and moderate knockback make it a potential KO move at high percentages, especially if you only use the first part of the attack. Holding it on while facing off the edge can may seem to be a good strategy, but because any physical attack can break through the barrier, it is unrecommened, only useable against characters such as Captain Falcon and Ganondorf (as if they weren't gimped enough already.) It also serves as a good attacking move to use in midair, since his FAir, Nair, and BAir are defensive.

His Side-B, while not being as "advanced" as a move, can be well employed as an alternative to an aerial dodge, as well as a stalling tactic. If you find yourself just shy of recovering from the stage with no chance to reach a location where the USpec would be of use, stop all horizontal motion and let yourself enter a fall. Use it at that point, and you have a good shot at one of the clones being able to grab the edge. Another use of this specific strategy would be to quickly grab the ledge for an edgehog; hop up while right next to it and afterwards use the move. Never forget it's shock value either; if you find yourself surrounded, you should always remember to pull it off in times of need.

His Down-B is all about shock value. Take a couple hits here and there from projectiles, let your opponents forget you have it... and them BAM! Absorb a powerful projectile for later use. That's the optimal idea, anyway... most of the time it will just be a better idea to reflect everything with this, as it's a much better shield than anything else Simirror has in most scenarios; the downfall being its high ending lag. Save the charged light for use on a hapless opponent off of the stage; surprise them by perfectly aiming a Mirror Flip to land on 'em, then watch them fall to their doom... create a barrier with your FAir while you're at it.

Ah, the Up Special... Simirror's pride and joy. The most versatile of any of it's brethren, it finds itself smack-dab in the center of Simirror's metagame. While many newcomers trying to pick up Simirror for a casual will be frustrated one time too many by flipping near the stage to their doom, they should soon learn that the best area is that bottom corner of the screen... master this, and you should be able to recover from almost any situation. However, its predictability can work against itself, as it is a guarantee where he will show up as soon as it's activated. A smart opponent will welcome you with a charged smash attack to throw you to your death, and since you can only use this once before touching ground... but enough of recovery. A true Simirror will be using this to launch a full-out assault on the enemy. Learn the quadrants of all the stages, and use them to your advantage. The low ending lag on this will enable you to outmanuever your opponents EVERY TIME. Flip to all sides of them at different, make them keep guessing where you'll come from next, abuse the mix-up game. Mastering this is the key to mastering Simirror.

Aerial Confusion


The UAir is one of Simirror's only true KO moves, and as it does knockback in all directions, a Mirror Flip into this is a rudimentary strategy, present even in the lowest levels of play. Not much more to say on this, just remember not to rely on it due to its execution lag.

FAiring is yet another key component to Simirror's playstyle, as it's a foolproof (ok, not foolproof, but excellent) way to keep the opponent from recovering, as it creates a tangible barrier along a path you define. Just remember these three things: 1: Don't kill yourself using it, 2: It disappears after being hit by ANY ATTACK if you're still setting it up, 3: It disappears as soon as you land, get hit yourself, or lose a stock. Oftentimes the most effective strategy is to Fastfall diagonally away from the ledge, deactivating it once you reach below your opponent. Follow this up by stalling with your side-B, then hop over to the far corner and warp back onto the stage, dodging your opponents as you do so. Another strategy involves forming a barrier, then flipping onto your opponent to stun with a BAir, and hopping back onto the edge for a quick edgehog (just in case) while you watch them fall to their doom. Of course, many of these combos are difficult to pull off, and most require specific use of the Mirror Flip.

BAirs should be used sparingly, as it renders you helpless even IF you land it, and if you miss then it's only a matter of time before you find yourself falling off the bottom. Use it on an unexpecting opponent, and reap the results. But it is not recommended to use this move solo.

The NAir shows off Simirror's versatility in defensive magic. Not only does it serve as a counter, but it also increases falling speed, which is not always a bad thing. Activating, then quickly deactivating it can quickly put you into a postition you will want to be in with your Up-Special. It can also be used against someone who is trying to recover, as they as knocked back farther by the force of their own attack. Just keep in mind that you retain part of the damage yourself, and that chances are you're lighter than your opponent.

Grabbing... in Reverse!

Simirror's main weapon in his grab game is his grab attack, which can be used for infinite mindgames. If you hit your opponent with it an odd number of times, their controls are reversed THEN AND THERE. An even number of times won't do anything, but if you use a mix-up game where you switch between even and odd, they might erroneously believe that they HAVE been reversed, causing them to react differently. One of the key elements of this is buffing Simirror's throws, since many of them deal comparatively low knockback. Opponents used to DI may accidently DI the wrong way, since they are not used to the new control scheme, raising the knockback of the throws to mid-high or better.

His FThrow is unique in its customizable trajectory. Launch them towards stage hazards or towards oncoming opponents; just don't forget to change the angle. Chances are, its low knockback will find you directly under a DAir.

The BThrow adds on another wonderful control flip to your opponents, as well as simply looking awesome. It doesn't link well into other moves, but it is Simirror's strongest horizontal throw, so use it well.


WORK IN PROGRESS

*~Extras~*


*~Alt. Colors~*



*~Taunts~*

Up: Simirror turns to face the background, stares at it for a while, then nods and turns back to the battle.
Side: Simirror pulls out a full-body mirror, similar to his FSmash. However, he instead looks at himself in it this time. Smiling, he returns it to the folds of his cloak.
Down: Simirror spawns a clone in front of him, who he highfives. The clone then returns to the main body.


*~Victory Poses~*

1: We see Simirror towards the back of the screen, intently focusing, then, he disappears, and reappears on top of five of his clones to form a pyramid.
2: Simirror has his back turned to us at first, but as he realizes where he is, he turns around, embarrassed. He had been looking in a mirror, and lost track of time. So full of himself...
3: All appears normal at fist, Simirror simply holding his wand up into the air. But suddenly, the screen flashes, and the entire screen... reverses. This is simply a visual effect, but it can be confusing at first. Enjoy the people behind you shouting that they actually won according to the results screen.
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Simirror looks very great from what I can see. My one nitpick is that there is no mention of a Dash attack, but that's just a tendency that happens with bad movesets. This is far from bad, though. Just by looking at the specials, you look as if you made Simirror justice. Neutral Special: Cool; Side Special: Awesome; Down Special: "What a twist!"; Up special and Final Smash: oneof the best I've ever seen.

GOT IT? GOOD!
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Simirror is totally awesome!!

But I must admit, I'm a bit confused by the Up Special. Quadrant implies four, but there are clearly more than four of these areas...
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Awww, man, agi, that looks so good...

But I'll have to give in-depth (and I mean REALLY in-depth, considering how long this has been cooking) critique tomorrow, because it's just too late for me. I gotta get my sleep. :(

That's an interesting Final Smash, though. Genius. :bee:

Khold: Hmmm... On the one hand, my inner Kirby fan loves it. On the other, 20-in-1 just feels like overkill to me. How do you possibly implement that? Also, almost half the Helpers have been made already, so you'll have to top classics like Chilly, J2, Simirror (new classic), and Kibble's whole SSH roster.

Good thing Kawasaki isn't a Helper, eh? :bee:

And I expect to see the Angry German Kid SOON. Or else...
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Simirror: Great job!

I'd suggest maybe moving the special moves to the beginning of the moveset, since you make several references to the Standard B in the Standard A sections, which is a little confusing. Or you could just remove the references in the A moves or reword them, either one. Also, you never say how long the barrier formed by Fair lasts. For...ever?

Loved the pictures and animations that you used (I had a feeling that UpB would work like that, though it is a little confusing as Kibble said).

UpB is a little hard to understand, but everything else looks good. Also, no name for the Final Smash?

KIRBY HELPERS ROCK
 

Twilight-Emblem

Smash Apprentice
Joined
Nov 28, 2008
Messages
114
Location
Alabama
Well, so far I've only actually made movesets based on sprite characters, so I just recolor the sprites, not sure how I'll recolor actual big pictures though.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Simirror looks very great from what I can see. My one nitpick is that there is no mention of a Dash attack, but that's just a tendency that happens with bad movesets. This is far from bad, though. Just by looking at the specials, you look as if you made Simirror justice. Neutral Special: Cool; Side Special: Awesome; Down Special: "What a twist!"; Up special and Final Smash: oneof the best I've ever seen.

GOT IT? GOOD!
I can't take all the credit for the Specials, Sakurai deserves some too. :bee:

Dash attack has been added.

Simirror is totally awesome!!

But I must admit, I'm a bit confused by the Up Special. Quadrant implies four, but there are clearly more than four of these areas...
"Quadrant" refers to any of the five defined areas for the move. It rolls off the tongue better than "pentant". I'll add more description later, when I'm not so cramped for time.

Awww, man, agi, that looks so good...

But I'll have to give in-depth (and I mean REALLY in-depth, considering how long this has been cooking) critique tomorrow, because it's just too late for me. I gotta get my sleep. :(

That's an interesting Final Smash, though. Genius. :bee:
I know, genius right? What can I say, I was inspired. :)

@Simirror: Great job!

I'd suggest maybe moving the special moves to the beginning of the moveset, since you make several references to the Standard B in the Standard A sections, which is a little confusing. Or you could just remove the references in the A moves or reword them, either one. Also, you never say how long the barrier formed by Fair lasts. For...ever?

Loved the pictures and animations that you used (I had a feeling that UpB would work like that, though it is a little confusing as Kibble said).

UpB is a little hard to understand, but everything else looks good. Also, no name for the Final Smash?

KIRBY HELPERS ROCK
Good idea, I'll move them.

The Fair lasts until Simirror lands on the stage or grabs the ledge; I THINK I mentioned that... *checks later*

There's an interesting story about the Final Smash, which I will explain later. (It will get a name tomorrow, for those that check)

Thanks, everyone!



(I use GIMP for recolors)
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
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*sending Sundance lots of apple pies on Pi Day, as
I asked someone to do it for me for recoloring, but don't do that anymore.

Thank you Sakurai!!!! (I can't believe that isn't sarcastic too)

Anyway... Preview for Ema Skye!!!

Scientific Mechanic: Adaptation

In the two Ace Attorney games that Ema Skye appeared, Ema is very obcessed in being a forensic scientist (even as a 16 year old student and 26 year old detective). Therefore, Most of Ema's moves include one out of many forensics used in the game as improbable weapons. Like Gavin before her, they will run out after a cerain amount of moves, but unlike Gavin, the only way to regain those moves is by using the neutral B move Refill.

Fingerprint Powder:
This type of weapon, a fingerprint kit, is proably the simplest out of all her weapons. This move's only real effect is that it spreads out for one second if a opponent gets hit by it, increasing the hitbox by 2x but decreasing the damage to .5x. This Item needs to be refilled once you used it 10 times.

Luminol:
Lunimol is one of the most effective weapons in Ema's disposal. Using moves with this weapon gives you a spray of small particles in an effective display. Just touching the spray will give you a poisonous effect, damaging the opponent with 1% every second for 10 seconds. Spraying this on an already poisoned opponent only prolongs the time. This item can be used 10 times as well.

Snackoos:
Wondering what a Snackoo is? Well, it's Ema favorite handheld snack in a bag! Using a move with this attack will make Ema throw a Snackoo at you as if you made an idiot or smartass comment. If this hits an opponent, the snackoo turns from a projectile to an edible snack that heals 2%. There is also a chance (10%) that a Golden Snackoo will get out, and if an opponent gets hit by it, the food will heal five percent. But be forwarned. After five seconds of eating the food, you get the same poisoned effect, getting 1% every second for three seconds. You can use this move ten times before neding to refill.

Shoeprint Maker:
Shoeprint makers are made of cement and are usually used in finding out footprint tracks. However, Ema will use them as hard hitting projectiles. Unlike other weapons, you can't truly refill on this move because this is usually a three part process that must be done in order to complete in a certain order (water, cement, and hairdryer in that order). There is one or two moves that can give you an automatic shoeprint, but more will be explained once you read the moveset. You can carry one large shoeprint, a medium shoeprint with a small one, or three small shoeprints, but you always will start with Ema's very own medium shoeprint.

Water:
Using a plastic water bottle, this move's true potenial (making the shoeprint) is very simple. All you have to do make that water land on solid ground. You can then either walk onto that ground to complete the process or hope that an opponent will run over there. Either way, the first can only be done once someone steps on the wet ground, but be warned: the ground will dry up in 3 seconds so you have to be quick. Small characters will produce small shoeprints, medium characters make medium sized, and heavy... you get the idea. Also, if two characters have stepped on the same wet ground, the heavier character's footprint will be the one used. You need to refill the water bottle once you have used it five times.

Cement:
Using a homemade cement mix, this move's true potenial (making the shoeprint) is somewhat harder to understand than the water. You can use this move at any time, but its best use is next to a dried up footprint. If the Cement is not used for the shoeprint, then the cement will stay there and dry in 3 seconds, becoming a somewhat heavy throwing item that can only be used once for 12%. However, anyone that touches the cement before it's dried up will carry some on their body, making them heavier and have smaller jumps. This move needs to also be refilled after being used 5 times.

Hairdryer:
This is probably one of the more useless weapons in Ema's arsenal, due to its only true use being to dry up the cement so you can completely get a shoeprint. It doesn't affect any characters in any way, but it does have a good hitbox. Because of its spare use, this move can be used 10 times before the batteries die out, making you need to replace them.


Comments are appecriated and help me survive!!!!
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Ema Skye's stuff: Looks rather complex at first glance, but still interesting. The cursive font is elegant, but a little hard to read. *nitpicky*
 

Tornadith

Smash Journeyman
Joined
Aug 12, 2008
Messages
374
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*Sends Sundance _______________ on __________ Day,
K here's the preview for Allegretto

This is now the official preview page! OMG ALLITERATION

Comments apppreciated!

Side B - Starlight Blast

Allegretto immediately starts off this attack and shouts "Starlight Blast!" as he swings his blade around 6 times very quickly and wildly and a flash of light (not so bright that it's blinding) comes off from every hit that Allegretto makes. Allegretto then spins around with his blade and hits for a possible two more times while time seems to slow down a little bit. This attack can do A LOT of damage if you use all 8 hits on the opponent. This attack has absolutely NO knockback and is very long, lasting about 6 seconds in all. This attack has a slight capture, DI'ing can happen. This attack is a very good attack if you get in a situation in which they have to be hit by this attack BUT this attack is EXTREMELY punishable. Seeings as it is a 6 second attack, if you miss...prepare to get a fully charged smash in the face. This attack is one that really should be echoed because...10% at a regular is very bad for 6 seconds.

Eight Hits
Regular : 1%-2% for 8 hits = 10%
4 ?????? : 1%-2% for 8 hits = 12%
8 ?????? : 2% for 8 hits = 16%
12 ?????? : 2%-3% for 8 hits = 22%
16 ?????? : 3%-4% for 8 hits = 30%
24 ?????? : 5% for 8 hits = 40%
32 ?????? : 6%-7% for 8 hits = 52%
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Simmiror looked pretty interesting from what I saw. Definitley worth the wait, though my favorite move is still the Up-Special that we've all known about from the start. :laugh:

Ema's header font hurts my eyes.

Algretto's side special looks cool. It reminds me of my self-insert's DSmash in that it's an amazing damager but is extremley punishable
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
@ Simirror: HELL. YES. It was epic. You definitely are getting a vote, if not a super vote, for this moveset, sir. Outstanding and certainly worth the wait. Fantastic work.

@ Kits: You looooooove Phoenix Wright, don't you?

@ Spade: Actually, you don't have to worry about the whole '4-Djinn summon' thing. In her Final Smash, you are given a chance to use however many Djinn you want in your summon, though you are limited to however many Djinn you have on Standby.
 

Tornadith

Smash Journeyman
Joined
Aug 12, 2008
Messages
374
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*Sends Sundance _______________ on __________ Day,
I'll give you guys another preview at midnight.

OMG MIDNIGHT RELEASE.

Also...all of Allegretto's attacks are going to be named so that they are music related. His specials are not. The actual game is Chopin's dream, so all of the characters and places are musical terms. I will continue that in this moveset.

Allegretto (the musical term) is a rather fast tempo in between Allegro and Moderato.

His final smash will also be called "Coda"

Aren't I creative? :)
 

Tornadith

Smash Journeyman
Joined
Aug 12, 2008
Messages
374
Location
*Sends Sundance _______________ on __________ Day,
Meh. Double Post.

Comments appreciated!

Down B - Fire Wave

Allegretto brings his sword back and then sweeps it forward, near the ground and yells "Fire Wave!" and a wave of orange-red bursts from his blade and travels across the ground. This attack is Allegretto's only ranged attack, and lasts for quite a long time. The attack only hits once if it hits an opponent. The range of this attack is very far, making it a good anti-camp move on flat stages like Final Destination and Bridge of Eldin. In the air, this attack goes diagonally downwards in the direction that it was unleashed. Allegretto can move while the attack is still going on (after his animation). This attack has very very little starting and ending lag. The wave goes at Falco's run for 3 seconds and then it will disappear. This is a very good spamable attack because of the little starting and ending lag. It also provides a good way to get the opponent into the air, since Heat Wave travels across the bottom. You should probably avoid echoing this move, seeing as it's damage is relatively weak.

Regular = 3%
4 echoes = 6%
8 echoes = 9%
12 echoes = 12%
16 echoes = 15%
24 echoes = 21%
32 echoes = 28%
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
Simirror is epic. I love the specials especially the side B. The Up B is awesome and can lead to great mind games. Speaking of mind games, why not make a guide on them?
 

Mardyke

Smash Journeyman
Joined
Sep 8, 2008
Messages
289
Location
Ireland
Wasn't Team Rocket the first moveset posted in MYM3?

Let's see how YOU pull it off. :)
No, that would be the amazing, lovely Nephenee. Who should have won the contest simply because of choice of character. :mad:

Simirror: From someone who is genuinely tired and bordering toward hate for the apparent Kirby fanboyism (I'm about this for almost all off-topic fanboyism, don't get your pitchforks at me), I am loving this little guy right now. Very well organised, and the sheer tone and feel is quite adorable. Going to need to go in-depth on him later.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
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United Kingdom, Birmingham
Switch FC
3133 8842 3910
Simirror is epic. I love the specials especially the side B. The Up B is awesome and can lead to great mind games. Speaking of mind games, why not make a guide on them?
Some people are never satisfied...

@Mardyke: Nephenee had a reserved spot, but the moveset that was first seen at the birth of MYM3 was MY Team Rocket set (Junahu will wipe the floor of my set)
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
@ Spade: Actually, you don't have to worry about the whole '4-Djinn summon' thing. In her Final Smash, you are given a chance to use however many Djinn you want in your summon, though you are limited to however many Djinn you have on Standby.
To me it's still all insanely confusing... she has to rely on her Final Smash too? Oh my God. D:

Dunno, I think it's mainly the font itself :ohwell:
I don't see any font at all, except for Times...

*puts on blindfold* the font isnt THAT bad. *takes blindfold off* oh god! "my retinas have committed suicide" - Vexen - Those Lacking Spines *looks other way* i can see again!! lol fanfiction refrences
God, not your unnecessary spam again... -.-"
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Simirror is awesome. As everyone else said, the specials are awesome. I love all those barrier things.

The up special really isn't that confusing, the quadrants appear to be divided by blue, while the little sectors are in white. It's perfectly fine for me.



And I can't see the font that everyone is talking about.

And what do y'all think about the Magypsies set I'll be doing? No one but Kholdstare responded.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Simmiror looked pretty interesting from what I saw. Definitley worth the wait, though my favorite move is still the Up-Special that we've all known about from the start. :laugh:
More Up-spec love! Gotta love it. Thanks, H_R!

@ Simirror: HELL. YES. It was epic. You definitely are getting a vote, if not a super vote, for this moveset, sir. Outstanding and certainly worth the wait. Fantastic work.
It was quite a long wait, wasn't it... you won't have to wait that long next time, but it will still be worth it.

Thanks for deeming this Super Votable!

Simirror is AWESOME. I love it.
:bee:

Simirror is epic. I love the specials especially the side B. The Up B is awesome and can lead to great mind games. Speaking of mind games, why not make a guide on them?
Working on it now. :)

No, that would be Simirror: From someone who is genuinely tired and bordering toward hate for the apparent Kirby fanboyism (I'm about this for almost all off-topic fanboyism, don't get your pitchforks at me), I am loving this little guy right now. Very well organised, and the sheer tone and feel is quite adorable. Going to need to go in-depth on him later.


I'll wait to see your response once you've read it all, then! :)

Simirror is awesome. As everyone else said, the specials are awesome. I love all those barrier things.

The up special really isn't that confusing, the quadrants appear to be divided by blue, while the little sectors are in white. It's perfectly fine for me.
Defensive mage to the extreme. He really took off once I didn't make all of his moves have to attack. :laugh:

I'm glad that it is understandable, that makes me feel a lot better. I'll reword it soon, nonetheless.

And what do y'all think about the Magypsies set I'll be doing? No one but Kholdstare responded.
Although I would hate to see the Magypsies in Brawl, (wedding Falcon is enough homosexualism for one game,) I'd like to see the extrapolation you make on their abilities, considering that they were just kinda... THERE in Mother 3.


...and this is the last multi-response thing I'll give regarding Simirror. Thanks for being so patient. :)
 
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