Kris121
Smash Journeyman
you are an insane carzy guy... guys i promise murray will be up soon. is it better for playstyle on each move or for the set in general
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I don't see how you could have a playstyle for each move. Isn't playstyle supposed to mean how the overall character plays and feels?you are an insane carzy guy... guys i promise murray will be up soon. is it better for playstyle on each move or for the set in general
If you what you are saying is similar to the "uses" sections in my old sets, that section would be used how to implement that move in any given scenraio.you are an insane carzy guy... guys i promise murray will be up soon. is it better for playstyle on each move or for the set in general
See: Web SlingMy second favourite was the Up Special- why no one (or at least I think) had thought of using a move like that to recover amazes me, as this is one of the most creative up specials I have seen in a very long time.
He has some cool moves, but I think that rather than edit him into the old post, you should have placed him onto a new one.Who lieks Ganondorf v2? :V
Yeah, the FTilt was one of my favorite moves as well.I didn't expect Lemmy so soon, and I was expecting to come home from college and get to work on my moveset, but when I saw this, I just had to read and comment, and I'll try my best to give you a quick mini review.
I don't know a lot about Lemmy, as I have only played one game with him in, SMB3, and I am currently stuck on Ice Land, so I've not fought him yet XD. However, I have seen the cartoon, so I sort of know what he is like. This moveset seems extremely close to character, and it is consistent, as are the stats you gave, which is one of my main problems, so good job on that.
The layout is solid, as are the images that accompany the set, so no problems with layout. All moves are extremely detailed, and you went into detail about priority, hitboxes and lag, so that is great, and allows me to truly picture Lemmy's actions.
Pros, cons and a strategy guide are great additions to the set, and you have a decent amount of extras, Boom Boom being a great AT.
Now onto the moves, my favourites have to be his forward tilt, for the fact that it creates a platform, functions as an attack, and can be combined with the back throw I think it was. My second favourite was the Up Special- why no one (or at least I think) had thought of using a move like that to recover amazes me, as this is one of the most creative up specials I have seen in a very long time.
All the other moves are creative as well, and they all seem to character, and the support from Roy(PH143) and Wendy is a great little feature.
If there is one thing that I would have liked to see, it would have been a stage, but the set is fantastic anyway.
In conclusion, this is a fantastic set, and I hope that this does well in the contest, as it truly deserves it.
EDIT= And I'm apparently offline?! XD
SMB3 nostalgia was one of the things I was hoping to achieve with this guy.See: Web Sling
Anyways, lemmy looks awesome, SMB3 was my favorite NES game, so cool to have some nostalgia come to me with this guy
Glad to see some lurving for the D-Smash. I was afraid to write that move at first due to how long it ended up being. And yeah, Nair abuse FTW!Comments on Lemmy Koopa
An excellent moveset. The whole thing flows and feels very fitting to the character (though I can't judge that too well due to not knowing anything about him prior to reading the moveset other than that he's a Koopaling). Use of the other Koopalings (and Bowser Jr.) in the D-Smash (possibly my favorite move) and the Final Smash was great, and I also liked the F-Tilt and F-Smash (both separately as well as their interaction capabilities). The N-Air was another of my favorite attacks, one I would use and abuse if I played as Lemmy. I did find the Situationals in this moveset a little less interesting than I've come to expect from you, but meh, what does that matter! All things considered, a reeeeaaally great moveset, though I still favor Bass and Treble, as well as Mewthree, to it.
What do you mean, edit him into the old post?He has some cool moves, but I think that rather than edit him into the old post, you should have placed him onto a new one.
OK, I'll try and get them done, or just scrap them, depends how annoyed I get XD.@Jimny: Since they're extras, I personally would be okay with it. Though I would suggest trying to have them finished before posting if possible.
YAY! <3LEMMY KOOPA:
Oh god that was amazing. Loved it, loved it, loved it. It had no mechanic yet it had crazy cool moves. Individually the moves shine enough, but the highlight of the moveset is when they’re all brought together to form quite possibly my favorite playstyle ever (Sorry, Father Time.). Lemmy did what Black Doom failed to – making a create your own playstyle playstyle.
There’s just so many things you can set up with Lemmy. Thinking about all the possibilities of how to create your own personal section of hell is surprisingly fun, and this moveset offers no shortage of ways to go about doing it. One of my favorite ideas I came up with is putting a fair/dair platform on top of a regular platform, putting a dtilt trap on that platform, then moving about the base regular platform with neutral B to have a leaning tower of doom.
I’m a big Koopaling fan too, and I expected to see an assist trophy for Iggy (Lemmy’s twin) at the most, but you included em all in there, and even managed to get a couple in outside the final smash to boot. That was another highlight for me. I also love your situational bias in the side taunt, heheh.
Anyway, there’s really no flaw here. This quite frankly blows Mewthree, an already amazing set, out of the water. You’ve been managing to top your previous works with each set so far quite nicely. I find it doubtful the trend can continue, as then the world would implode from awesomness.
Totally tricked you.EKANS:
This moveset kinda came outta the blue for me. If you remember, Rool, I thought this was gonna be Koffing, what with you going *Coughcoughpoisonpokemoncoughcough*. Either way, it’s still a Team Rocket poison type either way. What’s the difference?
Excellent. Good to see a nice comment on the organization, which I also thought was my best and most creative yet. And I certainly did focus on the snake aspect more than the poison aspect.Upon actually reading the set, it certainly doesn’t feel like a Team Rocket Pokemon. It gives the distinctive feel of a wild snake what with the writing style, the moves, the playstyle, and most importantly the organization. That’s like the best organization I’ve ever seen. It’s a really cool gimmick having the text snake around like that surprisingly doesn’t hamper with actually reading the set, mainly due to the brief descriptions. This moveset begs to be read even more-so then Father Time and Shellder. Ekans leaps out at you and devours you until you’ve fully read him and just plain refuses to let go.
I totally should've been Sloth instead of Gluttony, eh?As far as the actual moveset goes, the originality of many of Ekans’ moves pales in comparison to the ridiculously high standards we’ve set. While he has a good playstyle, it inferior to Father Time’s. Quite frankly, this isn’t your best. Despite that, the moveset still is very enjoyable to read, and there are some hidden gems within the moveset. Ekans also has an extremely sexy grab like Father Time’s. You come up with the most original of grabs. That said, I hate you for randomly deciding to not make a dthrow. More laziness in the same vein as Father Time lacking any poses. At least Ekans has taunts, if nothing else.
Most readable? Excellent. Thanks.Of course Ekans is underdetailed as per usual, but Ekans doesn’t suffer from this nearly as much as Father Time or Shellder. This is mainly due to Ekans being less complicated. Father Time is the most complicated of the trio, hence he begs for more detail the most and suffers the most from it. However; this works to Ekans’ advantage due to his simple nature. While not all the moves are among the most original out there, there are few that are outright plain boring, and when they are they at least make sense and fit into Ekans’ playstyle, like the uthrow.
While far from your best, Ekans was still a highly enjoyable read and a fine moveset either way. Ekans really his own unique charm what with it being quite possibly the most readable (Yet still good) moveset in the contest while not being under detailed. I’d gladly read another set in the same vein as this again.
XDNo, I don’t give a darn if Bowser’s first name is Morton due to the “Jr.” part, just shut up and continue reading this overly long final smash.
B-balanced?! Yeah, as I told you in the chat, the F-Air and B-Air being so weak was probably a result of me thinking that a fish slap should be strangely weak, for lulz or something. I honestly can't say for sure why I made them that way.ANIMAL CROSSER:
A fun moveset, without a doubt. Unlike your previous sets, I felt he was perfectly balanced. He was okay at everything, not outstanding, which summed up pretty well. As I suggested in the chat, though, you probably wanna buff the fair and bair.
Glad you appreciated all that. The inspiration for the D-Spec came when I put in the F-Smash (which was practically a must, the axe being the only obvious weapon-type item the Crosser ever gets), and knew it had to be more interesting somehow. And my best so far? Wow. That's a long way from where I'd felt about him prior to this commentary.Anyway, enough about that. This moveset is your best so far, IMO. Most of the moves are unique enough on their own, but Animal Crosser really shines in the playstyle, which is a surprise, as you tend to focus on individual moves when not using a mechanic. Perhaps you should try this out more often, as it worked quite well. The earlier mentioned fair bair pairing is quite cool even if it is useless due to the similar start-up animations, just buff it a bit. The dtilt and side special combines two somewhat useless moves into a useful one in a very creative fashion. The fsmash is boring on it’s own, but it made all too much sense to work with that sexy down special. There’s no shortage of move interactions here, and they really help the moveset to flow very well.
Yeah, like you said, it's a mixture of not being too fond of them and, quite frankly, not being very good at writing them. Strangely, I have a hard time putting my own movesets together into a coherent playstyle. Maybe I'll try to write a longer, more detailed one for my next moveset or something, to see if I can get the hang of looking over my own creations better.It’s a shame you’re still gaining experience in writing playstyle sections and aren’t too fond of em, as seeing how much of a highlight it is for the crosser he could use a more expanded and detailed one. That said, the detail price of the moves is right. Easily readable yet descript. I think you’ve found your perfect detail level.
Animal Crosser for SSB4 indeed!I greatly enjoyed this moveset and now feel much more comfortable with the thought of Animal Crosser as the AC rep instead of Nook or Resetii. Speaking of Nook and Resetii, I loved how you included them in the throws, even if Nook himself didn’t personally appear. Animal Crosser for SSB4!
Why should the Neutral Special have a second effect? It's point is to be used on a certain type of platform. I was trying to keep things simpler. Not every move has to be an all purpose thing. Same thing with the UTilt and FTilt, their point is to make the trap when you want to and are able to make a new one. Especially with the POW block, unless you avoid ever using the thing, it's not like you're going to be never using the move ever again.Lemmy Koopa was easier to read than I expected it to be. And the moveset is (literally) creative. Many of the circus like hazards are great, but my favourite has got to be the anti-POW block. Such a simple twist on a well known item (it should not have been a throw, especially when its yawn inducing cousin is an up-tilt)
I'm not a fan of moves that only work in certain situations such as his Neutral-B (there's no reason you couldn't have added an additional purpose for when he isn't on the right type of platform). And you have other moves that don't do anything at all if you've already summoned their respective traps, such as the foreward-tilt and up-tilt.
There are also a few arbitrary moves and situational uses that no player in their right mind would figure out on their own. Down-Smash on an item? Back throw into a cannon? If the down-smash had some other use, I would forgive it, but it literally does nothing unless done over an item.
Also, any fire attack should light the fuse on the cannon. Or at the very least G&W's Foreward Smash should work.
I just consider this to be an overly specific use for a special. And... not every stage has a certain type of platform.Why should the Neutral Special have a second effect? It's point is to be used on a certain type of platform.
If these attacks were specials, I'd be inclined to agree with you, because there should be some feeling of event to a special. But these are regular attacks. Using these attacks when the traps are already set should do something other than punish you with end lagSame thing with the UTilt and FTilt, their point is to make the trap when you want to and are able to make a new one. Especially with the POW block, unless you avoid ever using the thing, it's not like you're going to be never using the move ever again.
Sorry, arbitrary was the wrong word. I meant to say ambiguous.How is the DSmash arbitray? I purposley gave him an item-creating move to go along with it. Like with the tilts, just because you can't throw out a move whenever you feel like it doesn't mean that the move is uselsess.
Likewise. I do like Lemmy, which is why I worked a little harder to find "faults" with it.If I'm sounding harsh, I apoligize. I do appreciate your honest commentary, and it's always nice to hear different views on things. I just want to explain my side of the coin. =)
See, now that you mentioned the part about some stages not having that platform, I can see where you're coming from. =)I just consider this to be an overly specific use for a special. And... not every stage has a certain type of platform.
An entire special should never be rendered useless just because of the stage you're playing on.
Eh, I can chalk this one up to differnce of views. You're not a fan of "all specials" type of move sets, I say "Creativity FTW!"If these attacks were specials, I'd be inclined to agree with you, because there should be some feeling of event to a special. But these are regular attacks. Using these attacks when the traps are already set should do something other than punish you with end lag
Well, the idea was that Lemmy throws the sheet over the air, and then if you didn't do it properly, his animation where he looks at the empty space with nervousness was basically a hint that he wants to get something behind the sheet for a magic trick. So I guess I just assumed that players would try it out on different things and when they saw it used on an itemish pbject, they'd go "Of course!". So there was a hint, but maybe I could have made it better. Maybe Lemmy should say "I need an item, stupid!"Sorry, arbitrary was the wrong word. I meant to say ambiguous.
My point was supposed to be that the average player wouldn't have a clue what the D-Smash does unless someone specifically told them what it did.
Not many people will think "oh, this attack doesn't seem to do anything. Maybe I should try using this attack while standing over an item"
Thanks again for being honest, and of course for reading him to begin with. =)Likewise. I do like Lemmy, which is why I worked a little harder to find "faults" with it.
Murray is a cool set Kris, and the fact I am slightly familiar with this character (at least from Sly 3) made it easy for me to imagine how he would play in Smash.
All of his 4 specials are great, and it's good to see the ball in there- and you pulled that move off well. The RC is also a great move, and having the controller represent yours is a neat little feature. Murray has great specials (I'm not too fond of the up special, but it's because I don't like Rocketbarrel Boost), and the Flame power is also a cool special, although I think this makes some moves extremely powerful, and that takes away from some of Murray's otherwise decent balance.
REALLY I THOUGHT THAT THE BALL WAS THE WORST SPECIAL
His other attacks are cool, and I especially like the Pummel, it's probably my favourite move in the moveset; you did a fantastic job with that, although I think you could have used more majors series from MYM, such as Megaman, just to branch out.
YEAH I LIKED THAT PART TOO
The extras are all cool, and Aboriginal Murray is a great thing to see. However, the organization for the extras could be a bit better.
MEH ITS JUST EXTRAS
Now for my main problem with the set- while the final smash is a cool idea on paper, it seems too over powered, and from what I could make out lasts a heck of a long time. If you just edit it a little bit it'll be OK.
I MEANT FOR IT TO BE A BIT OVERPOWERING. I USUALLY ALWAYS MAKE THEM TOO STRONG
All in all, it's a great set .
Thanks .Articuno was a cool move set, and your best yet!
There were a lot of creative move effects in there. Mind Reader and Reflect were both pure win, and the flying mechanic takes aerial playstyles to new extremes. Now all we need is an aerial chain grab....
I also liked how you kept the move set true to character through implementing Pokemon attacks while making sure to use moves that fit with an Icy Magical Bird. Ice Beam FTW!
The two clones were gonna be Zapdos and Moltres, weren't they?