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Make Your Move 5

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BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
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Toxic Tower
Baloo, Spadefox, you boys better stop this fighting right now or I will turn this car around.

And we won't go to Disneyland.
If I weren't using it to show my link-up space, I'd sig this in a flash.

Kholdstare = Insta-Meme generator
 
D

Deleted member

Guest
Ah, I loaded up page 144 [which took about ten minutes with this ****ty connection I'm riding at the moment], was overjoyed to see the scroll bar smaller than ever - but it's all because of some stupid argument. How disappointing. Now's time to celebrate the contest, not drag it through the mud with pointless bickering, that goes to both of you.

I hope Spadefox returns sometime, though. I'm sure he will and it'll be a triumphant one, as his movesets were good, it's everything else that led to that dilemma and pivotal moment in the thread when he left. You can see from the MYM awards that Fox is missed dearly by a lot of people, only coming second to effing Mendez.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
Baloo, Spadefox, you boys better stop this fighting right now or I will turn this car around.

And we won't go to Disneyland.
lol, Sig quote.

The argument is over, as far as I know. I hope.

Overall, I'm happy with the Top 50, and to be perfectly honest, if either of my sets had gotten in I wouldn't have been very happy, I know neither deserved it. But yeah, they all deserved placement on the Top 50, although a few could be switched.

And as long as I'm posting, I might as well point out that I never said any of that, Spade. But please don't let that cause the MYM drama to erupt.

EDIT: I just realized this:

...but I personally don't think that Acid Seafood deserved the place...
My spell-check is awesome.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910


What's unique?:

This card is not a Toon Monster! This means that even when Toon World is destroyed, Relinquished will still be in play, and the stock will be taken away when the monster dies. Relinquished has a unique grab game as well.

To be played, Pegasus has to have Relinquish in his hand, and play the Magic Card 0099FF Illusion Ritual first!

Stats:

Size: 10/10 utterly massive (taller than Bowser and being about just as wide), and those wings are hurt boxes too!
Weight: 9/10 Thankfully, Relinquish will be living a long time.
Strength: 9.5/10 Relinquish has some powerful moves; his throws are also very KO efficient as well.
Walk: 2/10 Relinquish is the worst in speed out of Pegasus monsters
Run: 3/10 Also very bad amongst the Brawl Cast.
First Jump: 5/10 Decent for someone with such a size.
Second Jump: 4/10 slightly worse than the first jump.
Fall Speed: 6/10 Just above average fall speed.
Aerial Mobility: 6/10 Just above average as well.
Range: 8/10 Relinquish has size to his advantage, especially with those wings of his.
Projectile Range: 8/10 this is also great, but they don’t travel as far as ROBs.
Crouch: 2/10 Terrible, still a massive target.
Traction: 6/10 Average for his size.

Grabs:

You see that hole-like thing in the middle of Relinquishes body? Well, when you do this, it sucks the wind into it, pulling opponents into the hole from 2 stage builder blocks away. This has great range, but has a bit of start-up and ending lag. Opponents can break out of this the standard way, but it's 1.5 times harder to break free. Relinquish us also free to move around once he grabs the opponent

Pummel: Violent Suction

Neutral A takes over this command

Forward Throw: Spit out!

Relinquishes hole retracts, and then spits the opponent out in a ball-like shape. This has VERY LOW knockback growth. This sends the opponent 4 stage builder blocks away, but even when the opponents at 100% health, the knockback seems unchanged. This does 9% and horizontal knockback, and has low start-up and ending lag. This can be used to send the opponent underneath the stage. (This is the same in Mid-air)
[9%]

Backward Throw: Uncalled Psychic

Relinquishes eye flashes purple, and we see the opponent creeping out of his wing with a purple border around there body and starts to float a little bit above Relinquish mid-air, and then Relinquish will move its eye quickly the opposite direction, and the opponent will fly in that direction. This does 13% and high horizontal knockback. This has quite a lot of start-up lag, but has little ending lag. This can be used to KO the opponent. (This is the same in Mid-air)
[13%]

Upward Throw: Wing Clamp

Relinquish will crouch down a bit with its wings up, and then its eyes flashes purple, and the opponent will shoot up above Relinquish a bit, and then the wings will close inwards to clamp the opponent. This does 11% and high-low vertical knockback. This has quite a bit of start-up and ending lag. This is also very powerful, it’s better to use this on a higher platform than on the main platform. (This is the same in Mid-air)
[11%]

Downward Throw: Solo Beam

Relinquish spits the opponent downwards, and then its eye begins to glow purple, and emits a purple laser that is half a stage builder block thin and the size of Yoshi upwards, and hits the opponent. This does 9% and mid-low upward knockback. This has low start-up lag and ending lag. In the air, Relinquish still sends the opponent downwards, but get sent back up by the laser, so there is actually no real difference. This can be a good follow-up move at early percentages.
[9%]

Standard Attacks:

Neutral A: Defence mode!

Since monsters don’t have a shield button, they have to use this instead. This is special for Relinquish, as when he puts its wings over its body, when the opponent is sucked in, they show up from its wings, and any damage done to Relinquish will be dealt to the grabbed opponent, and if they die as a result, it’s classified as the Relinquishes KO. The guard is similar to Yoshis, in the way that it cannot be shield poked in anyway, but OoS options are gone. There is also no limit to how long you hold the guard out, but when the opponent breaks the guard by dealing 45% in one sitting, Relinquish will be stunned for 2 seconds, and is unable to guard again for 30 seconds. Relinquish can also roll as well at the same speed as Bowsers rolls. Relinquish can also spot dodge at the speed of King Dededes.

Dash attack: Wing Spring

As Relinquish runs forward, he will let his wings go down, and then quickly flip his wings back upwards while running, putting opponents into the air. This has great range, and Relinquish carries on moving for a further 1.5 stage builder blocks forward along with the hit-box of the wings. This has little start-up lag, but has quite a bit of ending lag. Its sweet-spot is at the beginning of the move. The sweet-spot does 13% and mid upward knockback, and the sour-spot does 9% and low-high vertical knockback. This is a good follow up move at early percentages, but is quite risky at the same time, only do it when you’re sure it’ll hit.
[13/9%]

Forward Tilt: Paralysing Energy

Relinquish will stick its arms forward, and purple energy emit from the hands a good 3/4 of a smash builder block forward where the hands are. If the opponent is hit by the final hit of this move (this does multiple hits), the opponent becomes stunned for 0.6 seconds. This can do a maximum of 13%; and this has disjointed priority with a bit of start-up and ending lag. The stunning part of this move is a perfect time to use your grab, so make the most of it.
[13%]

Up Tilt: Eye of Inevitable Pain

Relinquish sticks its long neck directly upwards, and at the tip of the neck, the eye will flash purple briefly and a small amount of darkness will appear from it. If the opponent touches the darkness, they will have a poison-like effect, and that every 1.5 seconds, it deals 1% and a flinch that lasts 0.05 seconds (this lasts for a maximum of 7.5 seconds). This has low start-up lag, but has quite a bit of ending lag and below average priority. The moving neck does 9% and low upwards knockback that can be used to rake damage at early percentages. This doesn’t have the greatest of range, and doesn’t add up well to his grabbing KO game. The poison effect can stack up, so if you manage to consistently hit the small poison hit-box, you can be raking up some good damage, but is very risky.
[9% / 1% for every 1.5 seconds]

Down Tilt: Supernatural Power

Relinquish turns to his side a bit, and stick its right arm diagonally downwards, and green energy is shown flowing from the hand, rushing up his arm a bit. This has a bit of start-up and ending lag, and this has good priority. This does 6 multiple hits, and does a maximum of 14% and the final hit doe’s mid-low horizontal knockback. This has a good bit of range, and has quite a big hit-box as well. This can be used to rake up good damage, much more effective than the up-tilt.
[maximum of 14%]

Smash Attacks:

Forward Smash: Eye Laser


Relinquishes eye will turn purple again just like in many of his moves, and depending where you tilt the control stick (any area within the traditional 3 angled smashes that some Brawl Characters have like Luigi), Relinquishes eye will then flash purple before shooting a purple thin laser the size of a Ray Gun bullet. The laser travels 3/4 of Final Destination, and at the speed of ROBs fully charged laser. This has a bit of start-up lag, but has quite a bit of ending lag. This does 7% (13% fully charged) and low-high (mid knockback fully charged) horizontal knockback. The laser can bounce off surfaces just like ROBs laser as well. This can be used to gimp opponents, but this isn’t that spammable due to the lag of the move that isn’t present in the majority of projectiles around, but can be used to gimp the opponent.
[7 – 13%]

Upward Smash: Wave of Destruction

Relinquish will look upwards, and sticks its arms up in the air as well. We then see dark energy going towards the eye from 2 stage builder blocks outwards both sides. After 3 seconds, Relinquish will look down, and his eye will flash a very bright purple light, and then the dark energy will be sent out in a wave 4 stage builder blocks each side the size of Relinquish. As you can tell, this has a TON of start-up lag and ending lag, and that the range of this move is amazing. This also has amazing priority. This does 25% (35% fully charged) and Very high (Exceptionally large knockback fully charged) horizontal knockback. This can be used as a KO move, and since of its great range, you can do this quite far away, and a simple spot dodge won’t safe you from the wrath of Relinquish, but simply jumping will avoid it however.
[25 – 35%]

Down Smash: Harvester of Pure Death

lololol, [COLOR=“FFFFFF”]Pegasus is da only 1 to get a down smash [/COLOR]LMAO!!! And teh name of dis move [COLOR=“FFFFFF”]sounded sooo gud[/COLOR]!!

Aerials:

Neutral Air: Aerial Defence Mode

look at Neutral A for more info!

Forward Air: Controlling Eye

Relinquishes eye will turn bright purple again, and anyone in 1.5 stage builder blocks in front of Relinquish will be sucked into this moves power. This stays out for 2.5 seconds, and has a lot of ending and landing lag. If you hit this, the opponent will get a pink aura around them, and relinquish will rotate its head around, and flings its neck forward, making the opponent fly (the opponents moves in the same direction as Relinquishes neck moves). This happens quickly. This has a bit of ending lag, but has quite a lot of landing lag. This does 16% and high horizontal knockback. This has great range due to the invisible grab-like box. This is a great KO move, but is very punishable if you miss and/or hit the ground during this move.
[16%]

Backward Air: Wing Wrecker

Relinquish begins to turn around, and as he does, he sends his right wing tilted horizontally downwards, causing a powerful meteor smash. This actually turns Relinquish around and this has good range. This has quite a bit of start-up, ending and landing lag. This does 14% and a powerful meteor smash downwards. This has great priority. This can also be used to KO the opponent, but is also quite risky due to the lag.
[14%]

Upward Air: Vacumn Pull

Relinquish will tilt its body back, and the hole-thing in the middle of the body begins to pull the wind into it from 2 stage builder blocks upwards. This drags the opponent down very quickly. You can hold this down as long as you like, and that this has low start-up lag and near none ending lag, but this has quite a bit of landing lag. This is used to drag opponents into your aerials, or be used to drag the opponent down to their pit, or setting up into a move of sorts.
[0%]

Downward Air: Eye of Untold Recovery

Relinquish will cross its arms and lowers it eye, and then its whole body will have a pink aura around it. This will make Relinquish move in whatever direction you tell it too for 3.5 seconds at speed similar to Snakes up-bat its highest peak with easy manoeuvrability This is a great recovery distance wise, but it’s very easy to intercept. This can be cancelled out by releasing this button input. This has low start-up lag, but has a lot of landing lag. This makes Relinquish enter free-fall at the end of this.
[0%]

Relinquishes playstyle:

Relinquishes playstyle is to try and make the opponent to fall into his powerful grab game. Relinquish has to try and trick the opponent to fall into his Forward Tilt and Up Air, and then that’ll hopefully land you in a free grab opportunity. Relinquish can also try and force the opponent to approach with his Forward Smash, and for them to quickly come and stop Relinquish from unleashing that devastating Up Smash, and hopefully they’ll come in too close to you and you’ll grab them.

Relinquishes grab game is his main source to try and KO the opponent, as the grab has great range, and is much harder to punish than those big moves, and plus it has 2 very powerful throws. Relinquish has many options to KO moves, but the throws are most safest, his other KO move on the ground is his Up Smash, but that is so laggy that it hurts. His other KO moves are his Forward Air and Back Air, they are indeed powerful, but if you miss, they are very punishable.

Overall, you can tell that Relinquish is a character that is revolved around his grab game, and has a few moves to set it up with. Relinquish has 5 moves out of 16 moves that are KO efficient. Relinquish can also prove trouble some if he has sucked some one is and defenced, even in a 2 v 1 match, the opponent would have to hit their own partner to be free from the grasp of Relinquish (or simply wait… boring sod)!
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Since I wrote this, but won't be around for next contest...

The following moveset is not eligible for voting.

- - -

( Music links found in all headers )





Adeleine debuted in Kirby 64: The Crystal Shards, where she met and befriended Kirby after being possessed by Dark Matter and defeated by the star warrior. As repayment for driving the demon out of her, Adeleine guides Kirby to the next stage, and shows up throughout Kirby's quest to paint helpful items for him, sometimes inadvertently giving him clues to find Crystal Shards.

Adeleine is a budding young artist, but her skills with the brush are simply majestic. They're so majestic, in fact, that her paintings literally come to life. It's through this that she proves herself a valuable addition to Kirby's team, as well as a strong contender in Brawl!



Perspective
An artist's perspective changes a lot about their paintings, giving them different meanings and messages. In Brawl, Adeleine switches between four different perspectives via her Specials, which allow her other attacks to function slightly differently. For example, the Up Special sets Adeleine's Self Perspective, wherein she'll find all her recovery, healing, and defensive moves, while her Side Special triggers her Power Perspective, where Adeleine finds the moves that are viable for KOing foes. When using any of her Specials, Adeleine simply twirls her brush in her hand quickly, taking about a quarter-second. The animation is the same for all four Specials, so it keeps your opponent guessing.

Gallery
Adeleine's "gallery" of paintings can only have three at a time. In other words, only three painted creatures may exist per Adeleine player on the field at any given time. These can only be destroyed by Adeleine herself, unless an opponent knocks them over the edge of the stage; they don't have HP that can be depleted. When Adeleine exceeds her gallery's quota, her oldest painting will simply vanish as the new one is painted.



Size ~ 6/10
Adeleine stands about the height and width of Ness or Lucas.

Weight ~ 3/10
Adeleine is a bit of a lightweight.

Movement ~ 5/10
Adeleine isn't speedy moving around, but she's not slow. This applies both on the ground and in the air.

Traction ~ 5/10
Adeleine doesn't slip around too much, but neither does she stick to the ground.

Jump ~ 6/10
Adeleine's jumps are just a bit above average.

Fall ~ 5/10
Adeleine's not particularly floaty, but not a fastfaller either.

Atk Spd ~ 10/10
Adeleine's attacks happen lightning-fast, but largely consist of trap-type moves that will take some time to perform their functions. Regardless, she suffers very little lag.



Neutral ~ Free Perspective
An open-minded perspective gives Adeleine a range of attacks, none of which are especially good at any one particular thing. Basically, this form is without any glaring weakness or strength. It's an effective middle ground for new Adeleine players to start on, and for experienced players to rely on as necessary.

Side ~ Power Perspective
An emphasis on power in her strokes makes attacks in this perspective powerful and threatening, but is sometimes detrimental to Adeleine herself, as such an outpouring of energy is likely to take its effect on the budding artist.

Up ~ Self Perspective
This introspective outlook gives Adeleine a variety of self-help moves, mainly by way of recovery, healing, mobility, and defense.

Down ~ Mystery Perspective
Elusive as they come, this perspective is full of unpredictable traps and unusual attack methods. This perspective is arguably the hardest to use right, but is deadly in the hands of a good player.



Neutral ~ N-Z


Adeleine, in one swift stroke, paints an N-Z, a Waddle Dee-like enemy with a black body and white feet. This happens quickly, with barely any startup or ending lag. N-Z are surprisingly resilient and can't be sent flying at all.

A Free N-Z will simply stand in the place it's painted, essentially functioning as cannon fodder for Adeleine. It can absorb an infinite number of hits, only falling over when hit, and quickly standing back up.

Power N-Z will instead run back and forth on the platform they're painted on, at about Jigglypuff's running speed, dealing 3% damage and weak upward knockback to anyone they hit, including Adeleine. They'll turn around at ledges and walls, covering the entire width of the platform with their run.

Those N-Z created in the Self perspective will attempt to follow Adeleine around, despite her running speed exceeding their own. They'll absorb hits just like the Free N-Z, but following behind Adeleine, can be more valuable in certain situations. They'll always try to get behind her, so don't count on them to block any frontal assaults, and also note that a stationary shield is sometimes better for your purposes.

Mystery N-Z are a peculiar breed. These stand in place, serving no apparent function and dissolving into a black cloud at the slightest hit from enemy attacks. If they manage to hang around for three seconds, though, they'll suddenly vanish and reappear behind a random opponent, leaping toward them in a single small bound, dealing 3% damage and weak upward knockback. They'll perform this same attack every three seconds, if kept alive.


Forward ~ Galbo


Adeleine quickly paints a Galbo, a fiery enemy with a large mouth that comprises the better part of its body. Galbos have the ability to spew flames, generally doing so in spurts. These have little lag to paint, though not as little as easy paintings like the N-Z. Galbos are somewhat heavy, being mildly difficult to knock around.

Free Galbos sit in place with their eyes closed, suddenly opening them and breathing flames every three seconds for about a second, over a range similar to a Fire Flower, dealing similar damage. They won't damage Adeleine, so hiding in the flames is often a smart idea.

Power perspective Galbos are more dangerous about their attack, spewing a fireball every three seconds the size of Kirby that shoots forward as fast as the pink puffball dashes. These deal 15% damage and good horizontal knockback, disappearing on impact, but Galbo will only fire off two of them before stopping, sitting there idly for the rest of its lifespan.

Self Galbos breathe hot air instead of flames, which is soothing to anyone (even opponents) directly in front of their mouths. They'll do this for a second at a time, healing for 2% damage during that second, before waiting the normal three second interval.

Mystery Galbos spew a deep purple smog (Fire Flower's range), which deals no damage, but reverses enemies' up/down and left/right controls for five seconds. The rate of attack for these Galbos is the same as the others.


Up ~ Tick


Adeleine can quickly paint the simple Tick, and does so almost effortlessly, right in front of her. Ticks are light and easy to send flying off the screen, with the exception of Mystery Ticks, who cannot be hit.

Free Ticks stap sit idly on the ground, extending their needles upward stabbing in a pattern. They'll sit still for two seconds, then extend their spike for two seconds, repeating this cycle endlessly. Their stab deals 10% damage and pretty good knockback.

A Tick made in the Power perspective sits idly on the ground until an opponent comes within the range of Marth's Up Smash directly above it, at which point it will instantly extent the spike on its head, creating a tall, thin hitbox that deals 15% damage and pretty good upward knockback. It holds the spike for half a second before retracting it again. After retracting the needle, it has to wait five seconds to attack again.

Self Ticks aid Adeleine in getting off the ground, sitting idly until she runs up to them, at which point they'll project their spike upward, sending Adeleine twice her normal jump height into the air.

If Adeleine paints a Mystery Tick, it will take about a second to sink into the ground (it does nothing to opponents during this time), at which point it can no longer be seen or hit. If it does this on a pass-through platform, it will fall through, but on solid platforms, it will sit and wait in the ground, stabbing upward like a Free Tick when an opponent passes over it. These Ticks are weaker, however, dealing only 10% damage and weak upward knockback.


Down ~ Mite


Adeleine paints a Mite quickly, in only a single, swift stroke. Mites are frail and are easily knocked around, but will often dig underground to become invulnerable.

Free perspective Mites will begin digging at the ground the instant they're painted, making their way underground. This takes them about two seconds, and anyone who touches them as they do this will take 8% damage and be buried. After this, the Mite does nothing.

Power Mites dig down like Free ones, but much more quickly, taking about half a second. This part of the attack deals no damage now. After they get down, however, they'll sit and wait for an opponent to step on them, at which point they'll hop up, dealing 10% damage and moderate upward knockback. After they've done this, they'll dig underground again.

Self Mites dig endlessly, never moving underground and not burying opponents. Every second or so, they'll kick up a rock about the size of a Pokeball item, kicking it toward Adeleine. They can generally reach her if she's within about half of Battlefield's length. These rocks will damage enemies for 5% damage and flinching knockback, but can't damage Adeleine, serving as cover fire more than anything else.

Mystery Mites repeatedly slap, rather than dig into, the ground. This creates a cloud of dust around them about the size of Bowser. Opponents who enter the cloud will move slowly, as if affected by the Timer item, for the next five seconds.


Dash ~ Hack


Adeleine skids to a stop as she paints a Hack in two swift strokes that take about a quarter second to perform. This axe-like creature is heavy and hard to knock around.

A Free Hack will simply run forward after being drawn, moving at about the speed of Mario's run. If it reaches a ledge, it will hop down it, landing on lower ground if possible, before running forward again. Anyone it hits will take 8% damage and weak downward knockback.

Power Hacks run forward similarly to Free Hacks, but upon approaching an enemy, will swing their heads backward and then throw them forward, planting into the ground. This happens with moderate startup lag, and the powerful axe swing deals 18% damage and great diagonal knockback. Unfortunately, after performing this once, Hack gets its head stuck in the ground, and becomes useless.

A Self Hack serves as a projectile reflector as it runs forward. These won't deal any damage or knockback as they run, but their metallic heads will gleam as projectiles approach them, reflecting the projectiles back at their users.

Mystery Hacks don't run like the others, but sit in place and swing their heads forward, releasing the axe blade as a boomerang-like projectile. It travels forward the distance Link's boomerang does if Smashed before returning to Hack, moving at about the speed of Luigi's fireball the whole way. The whirling blade deals 10% damage and flinching knockback upon hitting someone, and will drop to the ground as it does, rendering Hack useless after he scores one hit. As long as he keeps missing, though, he'll continue to throw his boomerang head as soon as he gets it back.



Forward ~ Fishbone


Adeleine paints a Fishbone with three sweeps of her brush, this taking a slightly longer amount of time than most paintings due to the different colors. Note that only in the Power perspective can Adeleine charge up this attack, in which case she'll simply continue painting over the completed Fishbone as she charges. Fishbones are somewhat light and easy to knock around.

Free Fishbones will launch their large red heads forward to attack, sitting in place as they do so. The sharp projectile travels forward for half the length of Battlefield or until it strikes an opponent, dealing 8% damage and flinching knockback. It fires one every two seconds, the smaller pieces growing to become larger and moving up the body, with a new small piece appearing every time.

Power Fishbones swim forward in a haphazard pattern, similar to Mewtwo's Shadow Ball in Melee, at about the same speed. They proceed forward indefinitely, plowing through enemies they run into while dealing 12 - 20% damage and good diagonal knockback.

After painting a Self Fishbone, Adeleine will swiftly grab it and hold it in her free hand. This means she can't grab items, but as long as she's holding the Fishbone, it will stab at opponents who grab her, releasing her from the grab and dealing 2% damage and flinching knockback to them.

Mystery Fishbones collapse into three pieces on the ground as soon as they're painted. Three seconds later, vibrating a bit in the second beforehand, the three pieces each rocket upward at the speed of Sonic's dash, at random angles up to 45 degrees from the vertical either way, each dealing 5% damage and moderate knockback toward the next (the red toward the orange, orange toward yellow, and yellow toward red).


Up ~ Snipper


Adeleine paints a Snipper around her, its massive claws surrounding her evenly. The Snipper is about the size of Bowser, and is very heavy. Because of its large size, it takes Adeleine a bit longer to paint the Snipper, having above average lag. Just like with the Fishbone, only the Power Snipper is capable of being charged up.

Free Snippers will snap their claws shut once after being painted, almost instantly, before retreating into the ground, never to be seen again. The claws deal 12% damage and pretty good upward knockback if they hit.

Power Snippers behave much like Free Snippers, but are capable of charging their crushing claws to deal 15 - 25% damage with good upward knockback, though the closing of the claws is considerably slower. These also retract into the ground after snipping once.

After being painted, Self Snippers will quickly grab onto Adeleine with their claws, holding her tightly. Until she moves (or after three seconds), the Snipper secures her in place, essentially giving her superarmor. She is still capable of performing attacks from the Snipper's grasp, but it will let go as soon as she moves away.

If a Mystery Snipper is painted, it will take about half a second to lightly touch the tips of its claws together above it. As it does so, its entire body turns to stone, and becomes a stage obstacle, capable of running into and being stood upon. Characters can also push it around at the same speed they could carry a crate. When any of Adeleine's paintings' attacks strike the Snipper statue, it will explode, damaging anyone within a short distance of it for 18% damage and decent knockback away from its center.


Down ~ Plugg


Adeleine paints a Plugg in front of her. Plug takes a moderate amount of time to paint, but nothing overwhelming. Pluggs have a moderate weight, being able to be knocked around somewhat easily. As with Adeleine's other Smashes, only Power Pluggs can be charged up.

Free Pluggs jump into the air a short distance, flipping over to plug themselves into the ground. This takes them about half a second, and as they do so, two balls of electricity about the size of a Party Ball shoot out in either direction. They shrink as they go, disappearing after traveling one-fourth the length of Final Destination. These deal 10% damage and stun enemies like Zero Suit Samus' Paralyzer. After this, Plugg's head is stuck in the ground, and he becomes useless.

Power Pluggs sit still for about a second after being painted, shivering violently. After a full second has passed, they'll short out and explode, dealing 18 - 30% damage and high diagonal knockback within about the range of a Blast Box. The battered Plugg sits on the ground after the explosion, and does nothing.

Self Pluggs will stand in place, doing nothing until Adeleine runs past them. If she does so, the Plugg lets out a brief electric shock, jolting Adeleine. For the next five seconds after this, Adeleine has 1.5 times her normal running speed and jump height! This can be done multiple times, but Plugg will not shock Adeleine again until the effects of the first jolt have worn off.

Mystery Pluggs sit in place with their eyes closed, creating an unstable magnetic field around them. It turns on and off every two seconds, starting out off as they're painted. The magnetic field pulls anything within a Smart Bomb explosion's radius toward Plugg at Mario's dashing speed.



Neutral ~ Zeban


Adeleine paints a green Zeban around her, which is just big enough to fully encompass her. She does this in one full-circle sweep of her brush, this being a quick painting. Zeban cannot be hit by opponents, and attacks made on him will simply pass through.

Free Zeban are essentially a random escape tool for Adeleine. The Zeban will instantly spit Adeleine in a random direction, she moving about the distance a Fire Fox travels before regaining control. She has superarmor for the duration of this launch, so it's a decent escape method, though the random direction can be difficult to work around at times. After launching Adeleine, Free Zeban sit helplessly, doing nothing.

Power Zeban take a little longer to spit Adeleine out, swelling up for about half a second before they do. After this, they'll spit her toward the nearest enemy, for a similar distance. Unlike the Free Zeban, the Power Zeban's launch does not give Adeleine superarmor, but she does become a high-priority hitbox while launching, which deals 12% damage and pretty good diagonal knockback. Power Zeban do nothing after launching Adeleine, and Adeleine enters a helpless state if she ends up in the air.

Self Zeban are one of Adeleine's recovery options. They'll swell up like Power Zeban before spitting Adeleine out, but have a different target than their Power counterparts. If a ledge is within the area they can shoot Adeleine, they'll fire her toward the nearest one, she sweetspotting the ledge as she hits it. If a ledge is not within their range, they'll simply fire Adeleine toward the absolute center of the stage. Adeleine enters a helpless state after this, and the Zeban also becomes useless.

Mystery Zeban will swell up like Power and Self Zeban, but will then rapidly melt and stick to Adeleine's body. This takes about a second to full perform, but leaves Adeleine coated in a thin film of green slime, which lasts for the next ten seconds (or until the Zeban is destroyed by Adeleine painting new creatures). This sticky film prevents Adeleine from bouncing off of surfaces she's knocked into, she instead sticking to them firmly. For example, while Ganondorf's Down Aerial is likely to bounce her off the ground and up to her death normally, while this film remains, Adeleine would simply stick to the ground, falling on her back or front. If she strikes a floor, this will always be the case. In the event that she's slammed against a wall or ceiling, she'll retain an aerial pose, able to use her Aerial Attacks immediately.


Forward ~ Pteran


Adeleine performs a single sweep of her brush overhead, very quickly, painting the Pteran. Pterans are easily knocked away, as they're very light.

Free Pterans will fly directly forward from the point they're painted at, moving at about the speed of Ness' PK Thunder projectile. Anyone they contact, they'll deal 7% damage to.

Power Pterans begin flying forward like Free ones, but after traveling about one-fourth the distance of Final Destination, will make a sharp plummet downward, angling themselves up to 20 degrees from the vertical to aim at an opponent. The beginning of their flight deals no damage, but the powerful plummet downward, during which they'll move slightly faster, deals 18% damage and strong upward knockback. After hitting the ground, the Pteran gets its beak stuck, and is useless.

After painting a Self Pteran, Adeleine will reach up quickly and grab onto its feet. She then has the ability to control its flight path, essentially being able to perform a glide like those of characters like Meta Knight or Pit. She has no Glide Attack, letting go upon any button press and entering a helpless state.

Mystery Pterans flap their wings like other Pterans, but don't move at all. Instead, they form a whirlwind around them, which takes about two seconds to fully form. The whirlwind, which is about as tall and wide as Ganondorf, will pull in closeby opponents and spin them around for a second before throwing them upward, out of the whirlwind. This deals 5% damage and make the opponent unable to use attacks for the next three seconds.


Backward ~ Scarfy


Adeleine spins around twice, sweeping her brush behind her each time to paint a Scarfy. Despite what it sounds like, this is a relatively fast painting. Scarfy are somewhat heavy, and have an alternate form they'll take for some paintings--a one-eyed brown creature with fangs that otherwise looks much like the form shown above.

Free Scarfys will sit in place until hit with an attack from an opponent. When the opponent's attack hits, so long as Scarfy remains within one Negative Zone's area of the perpetrator after being knocked away, Scarfy will take on its beast form, following the opponent at the speed of Lucas' PK Thunder (and with similar turn radius) until it touches them, where it will explode, dealing 10% damage and flinching knockback. This will destroy Scarfy.

Power Scarfys are painted in beast form to begin with, and will immediately start chasing the closest player. Unfortunately, as you may have guessed, that's almost always Adeleine, so she'll have to draw them toward another player in order to not be hit. They explode on contact, dealing 14% damage and moderate upward knockback.

Self Scarfys, when painted, appear in beast form, and will quickly bite onto Adeleine and throw her upward. This happens in about a second, and will deal 10% damage to Adeleine. The upward knockback, however, is often useful for recovery, being roughly equivalent to that of Mario's Up Throw. Note that this does NOT put Adeleine in a helpless state like her other recovery options. After tossing Adeleine up, Scarfy returns to its cute, normal form, and becomes useless.

Mystery Scarfys behave just like Free Scarfys, only they must be hit to be kept at bay! Every five seconds, if these cute creatures haven't been hit at least once in the previous five seconds, they'll target within a Negative Zone's radius, targetting the closest opponent and homing in like Free Scarfys do, dealing the same damage and knockback with their explosion.


Up ~ Propeller


Adeleine paints a Propeller in one overhead sweep of her paintbrush overhead, doing so quickly. Propellers are light and easy to knock around.

Free Propellers sit in the place they're drawn, periodically creating a cloud of ice around them, covering an area about as large as King Dedede. They'll switch the icy cloud on and off every second. The icy blast deals multi-hit damage like the Ice Climbers' Blizzard, up to 10% each time.

Power Propellers sit in place like Free ones, but won't do anything until an opponent comes onto a direct vertical or horizontal alignment with them. In other words, the opponent must be directly above, below, to the right of, or to the left of the Propeller, at which point the Propeller will start moving in that direction, at about Jigglypuff's dashing speed. The Propeller still has the ability to target, despite moving only in a straight line, adjusting its path if another opponent (or the same one) lines up with it in a different direction. In this way, these Propellers target opponents. Dodging past a Propeller as it passes will lose it. These Propellers deal 8% damage and weak upward knockback when they hit an opponent, but until dodged or knocked away, will continue to strike at the opponent.

Self Propellers are instantly grabbed by Adeleine and carry her upward. They'll carry her up like Snake's Cypher, and she can let go at any time by dodging. If she doesn't let go prematurely, this carries her almost as high as Snake's Cypher. However, once she lets go, unlike Snake, she enters a helpless state, and the Propeller flies off the top of the screen.

Mystery Propellers hover in place until an opponent passes below them, at which point they'll turn to ice, frozen solid. This happens almost instantly, and the Propeller then proceeds to drop at high speed, about what Sonic travels upward during his Spring Jump. Upon striking an opponent or the ground, the Propeller explodes into a cloud of frozen shards about the size of Bowser. These shards deal multi-hit damage up to 20%, but the Propeller is destroyed by this act.


Down ~ Zoos


Adeleine paints a Zoos below her in two swooshes of her brush. This takes a little longer than most paintings, but is still quick. Zoos are easy to knock around, being very light.

Free Zoos sit in place, squeezing a droplet of water out of their clouds every two seconds. These droplets fall down at the speed of Ness' PK Thunder projectile, and deal 3% damage plus very weak set downward knockback. It's just enough to knock opponents off their feet if they're standing on the ground, and isn't especially useful for spiking.

Power Zoos sit in place as well, but will throw lightning bolts about the size of Squirtle out of their clouds. They'll alternate sides, throwing one bolt every second. These are thrown in arcs that can vary like the Hammer Bro. Assist Trophy, covering a similar area, though Zoos never jumps. These lightning bolts deal 12% damage and stun opponents like Zero Suit Samus' Paralyzer.

Self Zoos will let Adeleine land on their cloud as she falls past them. She can remain on the cloud for three seconds, moving it as she pleases by tilting the control stick. The cloud moves about as fast as Pit during his Up Special. Adeleine can jump off the cloud, finishing the move prematurely, if she wants. Whether time runs out or she jumps, Adeleine will enter a helpless state after this, and the Zoos' cloud dissolves, the creature vanishing in a puff of smoke shortly after.

Mystery Zoos will sit idly until an opponent comes within a Battlefield platform's length of them, at which point they'll dart toward the opponent at high speed, until their cloud covers the victim's head. They can still be knocked away, but as long as they're not, they'll deliver a jolt to their victim every second, which deals no damage or knockback, but provides an automatic interruption of anything they're currently doing.



Grab ~ Normal
Adeleine reaches forward to grab with her free hand. This is nothing special, having a similar range and speed to Mario's grab.

Pummel ~ Special
Adeleine has no traditional "Pummel," but is capable of using all of her Special Attacks with an opponent grabbed. Holding the grab button after a grab and tilting a direction (or not tilting at all for Free perspective) will cause her to twirl her brush in one hand when the button is released, making her able to change perspectives before throwing her opponent.

Forward ~ Ghost Knight


Adeleine paints a Ghost Knight in two swift strokes, between herself and her enemy. Ghost Knights have a moderate weight.

Free Ghost Knights will simply stab their lance forward into the enemy, dealing 10% damage and pretty good diagonal knockback. They'll sit in that same spot afterward and stab anyone who gets within range, which is similar to Marth's Shieldbreaker. The stab takes about half a second to perform, with some startup and ending lag.

Power Ghost Knights perform a horizontal sweep of their lances, beating their enemy hard for 15% damage and good diagonal knockback. Unfortunately, they'll spin around after this and become dizzy, unable to do anything else.

Self Ghost Knights, after being drawn, do not attack Adeleine's victim, but will give Adeleine their lance, which she can then use as a battering item. She lets go of her victim as she takes the lance. The lance is equal in power to the Lip's Stick item, and has a similar range, but doesn't have the added effect of a flower.

Mystery Ghost Knights will perform two quick slashes toward their victim, drawing an "X" over them. This deals no damage or knockback, and the foe is then released. For the next three seconds, they are unable to use their Neutral Special attack.


Backward ~ Emp


Adeleine quickly paints an Emp between her and her opponent. After doing so, she tosses her opponent behind her onto the ground. They'll take only 3% damage from this toss. This all happens rather quickly. Note that Emps are light and easy to knock around.

Immediately upon being painted, Free Emps will don a scared expression, presumably upon seeing Adeleine's opponent. They'll close their eyes and turn around, running blindly. Moving at about Mario's dash speed, they'll deal 12% damage and flinching knockback to anyone they hit, which will almost always include the opponent Adeleine tossed backward.

Power Emps have mustered a little more courage, and will puff up their bellies and turn around to face the opponent on the ground. As long as the opponent lies still, Emp won't do anything, but he'll charge as soon as Adeleine's victim stands up (rolling dodges and Situational Attacks will count toward this). At that point, Emp will make a Skull Bash-esque dive in that direction, dealing 15% damage and good diagonal knockback if he connects. A player who knows what's going on will usually be able to avoid this hit, but when the other possible Emps Adeleine can paint are factored in, it's not so obvious.

Self Emps will turn toward Adeleine after she tosses her victim, and will blast her with cold air. A thin layer of ice forms around Adeleine, which will absorb exactly 15% damage without Adeleine taking any. After taking 15% damage, the ice will break off. She'll still take knockback from attacks, but the damage-blocker is very handy. This takes about a second to fully perform.

Mystery Emps stand in place after being drawn, growing slightly every second. Every time it grows, it gains a small amount of weight, but after the fifth growth spurt, it suddenly becomes immovable by hitting, now being about Bowser's size. This large penguin will lumber in a random direction, at about Ganondorf's walk speed, dealing 12% damage to and burying anyone he runs into. Upon falling over a ledge or hitting a wall, the massive penguin will pop, disappearing instantly.


Up ~ Bronto Burt


Adeleine paints a Bronto Burt over her enemy's head in a very short amount of time. Bronto Burts are light and very easy to send flying away.

Free Bronto Burts will grab onto their victim's heads and start flying straight up, at about Kirby's falling speed. This deals no damage, but opponents will have to struggle to break the grip before being carried off the top of the screen. Bronto Burt will stop and release the victim if he runs into a ceiling.

Power Bronto Burts fly up a short distance, then divebomb into their victim. Adeleine can still lose her grip on the enemy during this time, and the full attack takes about a second. If Bronto Burt hits, he'll deal 18% damage, knocking the opponent to the ground. This impact also dazes Bronto Burt, though, and he becomes useless as he collapses to the ground.

Self Bronto Burts won't attack Adeleine's opponent, and she'll simply release them after painting one. These will hover over Adeleine's head until they're destroyed, and will boost her jump height to 1.5 times normal every time she jumps. This applies to both ground and mid-air jumps.

Mystery Bronto Burts will quickly drop to the ground and glare forward, as Adeleine releases her opponent from her grip. They'll sit there indefinitely, and any opponent who comes eye-to-eye with them will constantly take damage (4% per second) until they break eye contact.


Down ~ I3


Adeleine flings her brush into the air about the height a Fire Fox can travel, it spinning in mid-air as it paints an I3 right above her opponent's head. She then catches her brush as it comes down. This is Adeleine's longest painting by far, and the opponent may still break the grip during the painting of the I3. I3 cannot be moved by enemies' hits, and is roughly the size of a crate.

Free I3s will simply drop on Adeleine's opponent, dealing 14% damage and burying them before the I3 disappears. This takes about one second.

Power I3s will hover in mid-air, turning their eye as best they can to look downward. They'll then close their eye and release a massive laser from the bottom of their cube, which is as wide as the cube. This brief laser will travel through ground and anything else in the way, dealing 25% damage and great diagonal knockback. Unfortunately, Adeleine is also caught in the beam, so she'll take the damage and knockback as well. Use wisely.

Self I3s will hover over Adeleine's opponent as she lets them go. They'll continue to hover as the battle goes on, and will drop similarly to the Free I3s only when Adeleine's opponent hits her. On the plus side, this serves as a guard against comboing, but it also means that your opponent can do a quick, easy attack and then dodge the I3.

Mystery I3s drop just like Free I3s, but instead of dealing damage, they'll simply shrink their unlucky victims, who suffer the same statistical changes as they would under the effects of a Poison Mushroom. This effect lasts for the next five seconds, and can't be stacked.



Final ~ Dark Matter


Adeleine takes about two seconds to paint four Dark Matters around her, each about the size of Kirby. The Dark Matters will last for 15 seconds, each doing something different (due to all being painted in a different perspective). Adeleine becomes vulnerable after painting the Dark Matters, and they do not count toward her gallery quota.

The Free Dark Matter hovers around aimlessly. Every few seconds, it'll flash brightly and spit out an enemy akin to one of Adeleine's paintings. The one it spits is random between those available in the Standard Attacks, Smash Attacks, and Aerials, and will always have the same abilities as a Free perspective painting. These enemies don't count toward Adeleine's quota, but will disappear when the Free Dark Matter creates a new one. Essentially, this Dark Matter has its own quota, which is only a single enemy.

The Power Dark Matter rushes blindly about the stage, darting through walls and floors similarly to Pikachu during his Volt Tackle. He has no aim, simply darting about randomly at high speed, dealing 20% damage and good knockback in the direction he's traveling to any opponents he hits.

The Self Dark Matter revolves around Adeleine, serving as a high-priority shield that will block any attacks that hit it. It circles at a moderate speed, so well-timed attacks can still get through, but the circle is tight enough that Adeleine is generally well-protected. Enemies that touch this Dark Matter are given weak knockback away from Adeleine, but no damage.

The Mystery Dark Matter sits in place, doing nothing until an opponent comes within a Smart Bomb explosion's radius of it, at which point it will begin to follow them as fast as Lucas' PK Thunder projectile. This Dark Matter will not switch targets, and will travel around stage obstacles to reach its target. If it does so before disappearing, it will possess the victim, taking full control over their actions until it goes away. Opponents caught by this act similarly to how they do in Luigi's Negative Zone, and will frequently fall asleep or perform taunts against their will. Possessed opponents still have some control over their actions, but will randomly perform actions that weren't input or receive status conditions like sleeping or dizziness.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Despite being pretty long, I found myself reading through that move set pretty quickly. Naybe that's because a lot of the effects were kinda simple, but of course, there were still plenty of unique ones, and the fact that you were able to come up with 4 different effects for every single move is impressive in itself.

The biggest problem I have with this move set is it's playstyle. First of all, TRAP CHARACTER RAAAAAAAGE! Second, it seems she's a bit too versatile for her own good with so many freaking options at her disposle with every main archetype covered. You didn't even have a playstyle section to explain some possible ways that these moves fit together outside of being paintings and traps. =(

Still, for what it's worth, I'm glad you decided to go through with this set and give us one last bit of Kibble-style fun before you left. MYM's gonna be a little less bright without you.

Love ya Kibs. <3
 

phatcat203

Smash Apprentice
Joined
Dec 12, 2008
Messages
160
Location
I've been everywhere, man.
Khold, I do believe that you've started a meme. A good one at that.

Anyways, Adeleine. When I read that Attack Speed rating, I immediately thought: GOD NO! NOT ANOTHER ******* TRAP CHARACTER!!!!! But, surprisingly, Adeleine wasn't really a trap character per se. Less than a fourth of her moves were really traps, most were summons. I do like the little rebuttal of timed or vulnerable critters, instead actually having to be knocked away.

Adeleine, in a way, is every type of character. She can be a strictly power character, a balanced one, a WTF was that!? character, or a recovery character. However, each one puts her at a disadvantage, and she can't really recover in most modes. Switching to Self mode would be tricky when falling to one's death; it'd be difficult for most to remember that they have to switch modes, plus you may forget what mode you're currently in. Adeleine has an outstanding amount of options available to her, but they're all very limited. IE, you can choose to shield or attack, but not in direct order, you must change modes.

That takes her playstyle to a whole new level. Now, we've seen this kind of thing before(MiracleMatter), but this spunky painter has the ability to take this to a completely new era of movesets.

I'd love to comment more, but it isn't like anyone will remember this anyways.

Khold, stare in wonder.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
Firstly, thanks to anyone who voted for me or read my sets. Second, congrats to everyone who placed. Third, goodbye and good luck to both SirKibble and Spadefox, I'll miss you both. Fourth, I love Adeline- both the set and the character. Fifth, Servbot, the set I'm working on is coming along wonderfully, and I think it's my best set yet. Lastly, typing on the Wii is really tedious, but more time consuming then it is hard. My comp's hooked up now, so I'll be chating/posting again soon. See ya!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I loved Adeleine, much as I expected I would. Take that for what you will.

Basically, her whole game is so intent on overall playstyle that Warlord should be exulting in it. Just trying to piece together how she'd play would be an awesome exercice in and of itself. I think she actually leans toward underpowered - she has few ways to get herself out of being comboed, or, really, to repel a foe who's pressing the attack. To boot, she can't have everything at once, she has to switch between styles.

I love her organization so much. Must have taken a while to make those rainbow attack names, but they look wonderful. The headers are awesome and the music of Kirby 64 is a welcome blast of nostalgia.

I think Adeleine is going to be underrated because of "OH NO ANOTHER TRAP CHARACTER" from people who probably haven't even read Lemmy or Metal Man, and also because at first glance her playstyle is all over the place. I think she turned out beautifully, though. It's a fitting end to your time at MYM, Kibbs. Congrats. :bee:
 
D

Deleted member

Guest
I'll read and comment on Adeleine further when I get home, but from a skim I'm already impressed with the magnitude of moves you've written. It's something I always love in movesets, multiple different types of every move. It must have been difficult figuring out new moves for that mechanic in every area.

The organisation is indeed great. The rainbow effect, presentation and headers are spot-on and lovely, all moves seem to have an image. This is obviously an awesome set, hardly your best, but definitely one worth going out on.
 

SirKibble

Smash Champion
Joined
May 2, 2008
Messages
2,400
Despite being pretty long, I found myself reading through that move set pretty quickly. Naybe that's because a lot of the effects were kinda simple, but of course, there were still plenty of unique ones, and the fact that you were able to come up with 4 different effects for every single move is impressive in itself.
Believe you me, it was hard sometimes. Of course, she ended up with her share of less exciting moves, but they're meant for practical purposes, and there are a fair amount of crazy attacks in there. :psycho:

The biggest problem I have with this move set is it's playstyle. First of all, TRAP CHARACTER RAAAAAAAGE! Second, it seems she's a bit too versatile for her own good with so many freaking options at her disposle with every main archetype covered. You didn't even have a playstyle section to explain some possible ways that these moves fit together outside of being paintings and traps. =(
Yeah, I made this moveset entirely with the intent of having a good time. It's hard enough for me to write a playstyle for a normal moveset. One with 4X as many moves...not fun.

You can write one for me if you want.
:p

Still, for what it's worth, I'm glad you decided to go through with this set and give us one last bit of Kibble-style fun before you left. MYM's gonna be a little less bright without you.
:bee:

Love ya Kibs. <3
<3

Anyways, Adeleine. When I read that Attack Speed rating, I immediately thought: GOD NO! NOT ANOTHER ******* TRAP CHARACTER!!!!! But, surprisingly, Adeleine wasn't really a trap character per se. Less than a fourth of her moves were really traps, most were summons. I do like the little rebuttal of timed or vulnerable critters, instead actually having to be knocked away.
Yeah, I guess she wasn't so much traps as summons, but, eh.

Adeleine, in a way, is every type of character. She can be a strictly power character, a balanced one, a WTF was that!? character, or a recovery character. However, each one puts her at a disadvantage, and she can't really recover in most modes. Switching to Self mode would be tricky when falling to one's death; it'd be difficult for most to remember that they have to switch modes, plus you may forget what mode you're currently in. Adeleine has an outstanding amount of options available to her, but they're all very limited. IE, you can choose to shield or attack, but not in direct order, you must change modes.
I tried to make switching something of an easy, natural act, and very intentionally made the Up Special the Self Perspective for recovery, and made all the Aerials recovery moves in Self mode to make it easier on people.

That takes her playstyle to a whole new level. Now, we've seen this kind of thing before(MiracleMatter), but this spunky painter has the ability to take this to a completely new era of movesets.
:bee:

I'd love to comment more, but it isn't like anyone will remember this anyways.
I will remember. :)

Fourth, I love Adeline- both the set and the character.
:bee:

I loved Adeleine, much as I expected I would. Take that for what you will.
*Takes that for a compliment* :)

Basically, her whole game is so intent on overall playstyle that Warlord should be exulting in it. Just trying to piece together how she'd play would be an awesome exercice in and of itself. I think she actually leans toward underpowered - she has few ways to get herself out of being comboed, or, really, to repel a foe who's pressing the attack. To boot, she can't have everything at once, she has to switch between styles.
Yeah, I realized that, but I thought her sheer versatility at least somewhat made up for her lack of "get off me" moves. :ohwell:

I love her organization so much. Must have taken a while to make those rainbow attack names, but they look wonderful. The headers are awesome and the music of Kirby 64 is a welcome blast of nostalgia.
I got really good at typing "lemonchiffon" (something I didn't even know was a color before) while typing this moveset. :laugh:

I think Adeleine is going to be underrated because of "OH NO ANOTHER TRAP CHARACTER" from people who probably haven't even read Lemmy or Metal Man, and also because at first glance her playstyle is all over the place. I think she turned out beautifully, though. It's a fitting end to your time at MYM, Kibbs. Congrats. :bee:
*Glares at people who judge trap characters*

Thank you, Rool. I'm very glad that you liked her. :bee:

Smash Daddy said:
I'll read and comment on Adeleine further when I get home, but from a skim I'm already impressed with the magnitude of moves you've written. It's something I always love in movesets, multiple different types of every move. It must have been difficult figuring out new moves for that mechanic in every area.
It was intense, but from the reactions I'm getting, definitely worth it. :bee:

The organisation is indeed great. The rainbow effect, presentation and headers are spot-on and lovely, all moves seem to have an image. This is obviously an awesome set, hardly your best, but definitely one worth going out on.
Indeed, every move has an image, sans the Specials, which are brief anyway. The organization was actually thought out before I even had any idea what I was gonna do with the moveset.

I really should thank whoever introduced me to GIMP in the first place. No way I'd have been able to make cool headers without it.
 

Chris Lionheart

Smash Champion
Joined
Apr 6, 2008
Messages
2,076
Location
Make Your Move
Wow.... Adeline was amazing. Such versatility and creativity in a character. It isn't just unique. It is playable too. Normally, I despise trap characters, but this one is actually great. Really, the only thing Adeline doesn't have is a Playstyle section, and that is hurting it some, but it is still an amazing set by all means. My favorite moves included the style changes (as that is the core of the set), the side tilt, and the up tilt. Now why didn't you post this marvelous set earlier so I could have given it a vote or even a Super Vote?

I'm going to miss you, Kibble. :'(
 

Clownbot

Smash Lord
Joined
Jun 9, 2009
Messages
1,851
:cry: *takes offence to that*
If you ask me, I could go for a F***ING STACK OF PANCAKES right now.

The Top 50 was awesome, can't wait 'till next contest. I have a lot of plans (liek, 3/4 of which probably won't get pulled off, but it's cool), so I think it'll be fun.

Until next time, MYM...
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
I'm looking forward to next round. I already have a better idea of what I want to do. I just got super inspired and almost finished the first draft of a big Daroach set from Kirby Squeak Squad.

I unfortunately lost all of my data when I tried to save.


Ah, well though. Gives me more time to think things through. I already figured out that I need the fair to go from down to up, not up to down to be balanced, and I'm rethinking his recovery and hovering system.

EDIT: Just saw that Hyper_Ridley made a Daroach set in MYM4. Fortunately, we seem to have very different ideas of how he would play. Except for an up-tilt that looks eerily similar, they're pretty different. I'll just have to make this one even better by the time I post it.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,284
Location
Australia
ZONE OF THE LOST ONES

This is a post dedicated to the movesets I, Katapultar, have created in the time I've joined MYM, which would be around 1/2 to 3/4 of MYM5. Below is a list of movesets; the character, the series they come from (You've got to know that, seriously), and my feelings regarding the set. And no, I won't sugarcoat my sets unlike others as if they were novels. Im a honest guy.

MYM5

Tsuru Tsurulina III Bobobo-bobo-bobo (Anime/manga series)
URL LINK
Well here it is: my first moveset ever and the second Bobobo-bobo-bobo set every made in the history of MYM (fun fact: Great Clay Monkey made a moveset for Bobobo-bobo-bobo in MYM1). It's not that I really like the character itself, but I thought he had potential to fit into a moveset, and Bobobo-bobo-bobo was (and still is) my favourite anime/manga series. I'll admit when I first started, I thought that creativity was the thing that made the set. But combined with my inexperience (For both MYM and the whole forum concept; I didn't even know about BBcodes and "Go Advanced" to which I had to edit the colors in after I posted the set) and this foolish belief, Tsuru Tsurulina III just became some kind of abomination who had a lot of tacked on effects and too much attacking lag (The Up Special is a good example of what not to do EVER). The only thing I like about this set nowdays are the extras and the idea of the Up-Special: a magic handkerchief which can trap you inside, fall into a blast zone and then warp to the other side all as a single recovery (please don't steal. If I ever see a set with that idea, I will know you looked here and stole it. Or maybe not). So yeah, the set pretty much got no reception I believe.​

Reccomendation: Want to see a set at it's worst? Go ahead. Not like anyone here is familiar with the character either. :(

Suzu... Almost nobody would know about this. I did a moveset for this character (Whom I eventually did later on) as which was meant to be my second set for MYM5. There's quite a lot of backstory to this, so let me explain if you want to listen. She be a Bobobo character, my favourite on as a matter of fact (Like how Envy is for MasterWarlord should I say so). When I posted the set, it was on the same page as Bkupa's Sebastian set. I saw that the images that I used from my Photobucket account did not work because of the tag which there were 2 of, yet I was unaware at this time. I wanted this set to be listed on the Wordpress, that's all, as it made me really happy to see Tsuru Tsurulina III up there. So, me being unaware of the fact that you could post a link to another page (In other words, a moveset), reposted the set so people could be aware of it's existence, which was against the rules of MYM to do such a thing. The moment I did, I was greeted by a rather ticked off Spadefox (which he was known by back then), who put in red "[COLOR=red]DO NOT REPOST MOVESETS[/COLOR]!! I hope you are aware that this will bring consequenes." I felt horrible inside, and sad too, as if I could not particapate in MYM ever. Luckily for me, Kholdstare and Phatcat both stood up for me, since I was new at that time and I didn't know any better. I believe this actually caused some or a lot of the arguments which mad Spadefox leave MYM, but I didn't want to get involved. Phatcat was kind enough to comment on the set. I learned about overpowered moves, random effects/mechanics and some other stuff thats no. Happy, very happy. The set didn't end up getting onto the Wordpress, but it's alright, since Im too ashamed of it. I made a character I adore 100% OoC in the set. That's also why I won't show a URL link to it. It wasn't really a improvement over Tsuru Tsurulina III at all.[/SIZE][/LEFT]

[CENTER][B][FONT=Comic Sans MS][SIZE=5][COLOR=lime]MYM6[/COLOR][/SIZE][/FONT][/B][/CENTER]

[LEFT][FONT=Arial][COLOR=#ff0000][B][SIZE=3][COLOR=darkorange]Heatran[/COLOR][/SIZE][/B] [/COLOR][SIZE=3][COLOR=red][COLOR=white]Pokemon[I] (Various Media)[/I][/COLOR][/COLOR][/SIZE][/FONT]
[FONT=Arial][SIZE=3][COLOR=#ffffff][URL="http://go2.wordpress.com/?id=725X1342&site=chiefmendez.wordpress.com&url=http%3A%2F%2Fwww.smashboards.com%2Fshowpost.php%3Fp%3D7824183%26postcount%3D33"]URL LINK[/URL][/COLOR][/SIZE][/FONT]
After my clump of MYM5 set(s?), I decided to create a Pokemon Moveset. I picked out Heatran, whom had never been done before in MYM before and became my favourite Pokemon (Which was previously Rayquaza). I don't believe I improved upon Tsuru Tsurulina III much at all, nor was I aware of "Pokemon Syndrome", which could make a Pokeset OoC. I wanted to focus on Heatran using lava above all, but I still had the tacked effects and interactions all the same. [/LEFT]

[LEFT]I was delighted to have comments come in when the set was posted. Each set was like a stepping stone of learning, learning to improve in MYM. With this set, I learned about the "Go Advanced" option which would allow me to add colors and images into the set BEFORE posting it. At this time, Smash Daddy had his mass of commenting, that which allowed me to learn about not using unfitting colors, balancing the size of headers. There was also Hyper Ridley, who was there to give some encouragement. Even Tanookie commented during this time, and his comment was one which he hoped to see what LeafBarret and I would come up with later in the contest, which made me feel good, it did. At the end of MYM6, I was rather shocked to see that Hyper Ridley still liked Heatran, even though I wasn't fond of the set I had created anymore since I had produced better. [/LEFT]

[LEFT][B]Reccomendation:[/B] Not that good of a set in my eyes. It's easier to read than Tsuru Tsurulina III, with some decent and overdetailed animations and extras. Though if you read it, expect to get bored. :([/LEFT]

[LEFT][FONT=Arial][B][SIZE=3][COLOR=darkslategray]Gorea [/COLOR][/SIZE][/B][SIZE=3][COLOR=red][COLOR=royalblue][COLOR=red]Metroid Prime Hunters[I] (Nintendo)[/I][/COLOR][/COLOR][/COLOR][/SIZE][/FONT]
[FONT=Arial][SIZE=3][COLOR=#ff0000][URL="http://go2.wordpress.com/?id=725X1342&site=chiefmendez.wordpress.com&url=http%3A%2F%2Fwww.smashboards.com%2Fshowpost.php%3Fp%3D8075082%26postcount%3D690"]URL LINK[/URL][/COLOR][/SIZE][/FONT]
I decided to make a set for the final boss of Metroid Prime Hunters, whom was quite ignored. Decided to give him the weapons of the other 6 hunters in the game, and ammo for the sake of staying true to character. A set that took a little over 3 days to make, I just added moves just for the sake of being creative yet again, but this time believing that the set was well presented with colors (which were still rather murky). I also wanted to make use of Gorea's absorbing skill, though all it ended up doing was serving as a mechanic booster. [/LEFT]

[LEFT]Reception wise.. not having the knowledge of the 15 posts per page rule meant Gorea was at the bottom of the page. Few compliments regarding slight improvement over organisation satisfied me, but since the set was at the bottom of page 46, it wasn't listed on ChiefMendez Wordpress, so I pleaded for it to be (Master Warlord's Aqua Teen Hunger Force joke set was listed after Spadefox at that time, but now it's just forgotten). Later on I got the set reviewed by MarthTrinity, and I learned about how I blatantly overdetailed parts of the set, such as mentioning start-up lag in one sentence as the whole thing, and then doing the same for end lag.

[B]Reccomendation:[/B] Did I mention how long it takes to read the attacks? :ohwell:

[FONT=Arial][B][COLOR=#2f4f4f][SIZE=3][COLOR=yellow]Suzu[/COLOR][/SIZE] [/COLOR][/B][SIZE=3][COLOR=#4169e1]Bobobo-bobo-bobo[I] (Anime/manga series)[/I][/COLOR][/SIZE][/FONT]
[FONT=Arial][SIZE=3][COLOR=#4169e1][URL="http://go2.wordpress.com/?id=725X1342&site=chiefmendez.wordpress.com&url=http%3A%2F%2Fwww.smashboards.com%2Fshowpost.php%3Fp%3D8288684%26postcount%3D1102"]URL LINK[/URL][/COLOR][/SIZE][/FONT]
The second version of the afformentioned Bobobo character, but this time actually acknowledged. The aim for Suzu was to make use of various gimmicks involving a few PSI based moves. Tonning down on the OoC from the first version, I tried to make use of what the character was actually capeable of doing to some extent, and ended up trying to make set knockback. One thing I did improve on was the use of headers, should I say so myself.

This set got more reception than anything else I made up to date, it was a bit of fun but I also learnt about random attacks, trying to flow the attacks together and so on. More than anything, it was a cue to step up my writing.

To tell you the truth, Im not very proud of this set in terms of how I managed it with some random moves and having Suzu be near unplayable. That's why I want to make her in MYM7 when the time comes, and actually create a playstyle which is fun to visualise in Brawl. I want to take then fun side of THIS set and reconstruct it with the newfound skills I have now.

[B]Reccomendation:[/B] It's alright. Headers aren't messy, but the writing can get difficult. :ohwell:

[FONT=Arial][B][COLOR=#2f4f4f][SIZE=3][COLOR=indigo]Nightmare[/COLOR][/SIZE] [/COLOR][/B][SIZE=3][COLOR=red][COLOR=royalblue][COLOR=red]Metroid Fusion[I] (Nintendo)[/I][/COLOR][/COLOR][/COLOR][/SIZE][/FONT]
A boss from Metroid Fusion, a game which I have never played before. Wait Katapultar, are you serious, you've never played that game? True, I was looking on the web for Metroid and who do I see: a cool boss who can control gravity. "Awesome" I thought as I decided to make a set for this boss. It took half a day, I spent all afternoon on the set, added with a bit of frustration of having the bbcoding deleted due to noobiness and having to do it all over again. Late at night, the result: a character who can control gravity with some generic moves, a better writing style, fitting colors, more simple to read... but hey, Im sugarcoating things here. As dm stated, the idea of gravity didn't really come together well. My strength seems to come from clever ideas but my weakness is the inability to present them.

The set got barely any reception thanks to me posting it near the end of the page among with 3 other sets. I didn't mind that much.

[B]Reccomendation:[/B] The set isn't that bad of a read, yet it's incredibly easy to read. Probably this first set of mine that isn't messed up to read. :ohwell:

[FONT=Arial][B][COLOR=#2f4f4f][SIZE=3][COLOR=white]Heppokomaru[/COLOR][/SIZE] [/COLOR][/B][SIZE=3][COLOR=#4169e1]Bobobo-bobo-bobo[I] (Anime/manga series)[/I][/COLOR][/SIZE][/FONT]
[FONT=Arial][SIZE=3][COLOR=#4169e1][URL="http://go2.wordpress.com/?id=725X1342&site=chiefmendez.wordpress.com&url=http%3A%2F%2Fwww.smashboards.com%2Fshowpost.php%3Fp%3D8565368%26postcount%3D1501"]URL LINK[/URL][/COLOR][/SIZE][/FONT]
This set came to be for 2 reasons. 1: To employ a "spacing idea" I had. 2: For the sake of making another Bobobo set. In addition to giving a idea to the readers what the attacks help employ at the end, I also tried to make the attacks come together for a small playstyle where Heppokomaru was meant to be a character with some slow powerful moves that could be pulled off with tacked on spacing. I believe I was successful to some extent. I also learned about the '15 post per page' rule and used it to get a page, where hopefully I would get some reception.

But that was not to be, as this set was ignored (As stated by MT in his recap, due to the fact that it's a Bobobo set and that it's about farts, seeing as it was posted after The Great Mighty Poo), hit by random posts regarding how anime characters can't be in Brawl, and ***** by Great Tiger. Hell, not even dm, the regular comment maker, said a word. Rool was my only saving grace who gave me praise, MT also helped out in the recap, and Kholdstare commented perhaps for the sake of abiding by the gentlemen's rules. It makes me wonder what people would have thought about the set if it wasn't ignored?

[B]Reccomendation:[/B] Ignore the fact that this is Bobobo-bobo-bobo. It has nothing to do with it, and if you can't handle the farts, then I don't know you. Worth a read. :p

[FONT=Arial][COLOR=#ff0000][B][SIZE=3][COLOR=gray]Banette[/COLOR][/SIZE][/B] [/COLOR][SIZE=3][COLOR=red][COLOR=white]Pokemon[I] (Various Media)[/I][/COLOR][/COLOR][/SIZE][/FONT]
[FONT=Arial][SIZE=3][COLOR=#ffffff][URL="http://go2.wordpress.com/?id=725X1342&site=chiefmendez.wordpress.com&url=http%3A%2F%2Fwww.smashboards.com%2Fshowpost.php%3Fp%3D8653686%26postcount%3D1591"]URL LINK[/URL][/COLOR][/SIZE][/FONT]
[SIZE=3][COLOR=yellow][B]RANKED 33/50 IN TOP 50[/B][/COLOR][/SIZE]
Possibly THE only set Im known for. It started with a idea of the Pokemon move 'pain split'. I then thought to myself "Which Pokemon?". Possibly Mismagius or Shedinja...but Banette actually can take the move and use it true to character despite not being able to learn Pain Split in the Pokemon games. I then started to think of a way Banette could make use of the attack, and that was by forcing the foe to damage Banette then use the Neutral Special and hit them with a high KO move. His playstyle I put more thought into than any other set I've done, and I remember Banette for this idea.

This set got the front page much like Heppokomaru did, but it was cursed to ignorance as well due to MasterWarlord's Gluttony set (MT stated that it was also because it was a Katapultar set). Was the second last week, and people bowled over the gentlemen's rules to get their sets in. I thought of Banette being meh as MT stated the colors weren't suitable, some attacks were strange and Banette would be garbage tier.. until dm gave his opinion: he stated that Banette stayed true to character, had a special idea that was employed well, to name a few. He advised that my writing style was barely cogent and bad spelling errors made the set almost crazy. I took that to heart so I could learn to overcome my major weakness, which I had only realised from then. The rest of the comment made me feel happy, very happy. Warlord also said something good about the set. That made me have faith in the set. In the end, it alone got into the Top 50. I hope to beat that record in MYM7 however, as others will hope to do so as well.

[B]Reccomendation:[/B] The set ranked 33rd so it must be good, right? A decently good read if you want to see a character who inflicts harm to itself to harm foes. :)

[FONT=Arial][B][SIZE=3][COLOR=darkorange]Samus Aran remake[/COLOR][/SIZE][COLOR=#2f4f4f] [/COLOR][/B][SIZE=3][COLOR=red][COLOR=royalblue][COLOR=red]Metroid [I](Nintendo)[/I][/COLOR][/COLOR][/COLOR][/SIZE][/FONT]
[FONT=Arial][SIZE=3][COLOR=#ff0000][URL="http://go2.wordpress.com/?id=725X1342&site=chiefmendez.wordpress.com&url=http%3A%2F%2Fwww.smashboards.com%2Fshowpost.php%3Fp%3D8702320%26postcount%3D1637"]URL LINK[/URL][/COLOR][/SIZE][/FONT]
The set was a simply a small idea I had in mind, I didn't expect greatness from it. I just wanted to keep the character true to in-game. Finishing the set was just for the sake of removing it from my mind and a test to see if I had improved my writing from Banette. I won't say much: the set had pkmn syndrome according to JOE! with filler attacks and Junahu plain hates remicks sets. I kind of hate this set as well, but it would be a shame to remove it just for that reason.[/LEFT]

[LEFT]MORE TO COME AS I UPDATE THIS AREA. Here are my other sets.

[URL="http://go2.wordpress.com/?id=725X1342&site=chiefmendez.wordpress.com&url=http%3A%2F%2Fwww.smashboards.com%2Fshowpost.php%3Fp%3D8753318%26postcount%3D1700"]Gorea remake[/URL][/LEFT]

[LEFT][SIZE=3][COLOR=darkorchid][B]MYM7[/B][/COLOR][/SIZE][/LEFT]

[LEFT][URL="http://go2.wordpress.com/?id=725X1342&site=chiefmendez.wordpress.com&url=http%3A%2F%2Fwww.smashboards.com%2Fshowpost.php%3Fp%3D9208560%26postcount%3D412"]Don Patch (joke set)[/URL][/LEFT]

[LEFT][URL="http://go2.wordpress.com/?id=725X1342&site=chiefmendez.wordpress.com&url=http%3A%2F%2Fwww.smashboards.com%2Fshowpost.php%3Fp%3D9302492%26postcount%3D526"]Hunter J[/URL][/LEFT]
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
I'm looking forward to next round. I already have a better idea of what I want to do. I just got super inspired and almost finished the first draft of a big Daroach set from Kirby Squeak Squad.

I unfortunately lost all of my data when I tried to save.


Ah, well though. Gives me more time to think things through. I already figured out that I need the fair to go from down to up, not up to down to be balanced, and I'm rethinking his recovery and hovering system.

EDIT: Just saw that Hyper_Ridley made a Daroach set in MYM4. Fortunately, we seem to have very different ideas of how he would play. Except for an up-tilt that looks eerily similar, they're pretty different. I'll just have to make this one even better by the time I post it.
Yay, Daroach! I look fowards to seeing your take on him. =)

I already expect greatness considering you had the same epic u-tilt idea as me. That and the bair were my favorite moves of my set. =D
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Well, both of our U-tilts involve Daroach bowing and taking off his hat, but that is where the similarities end. My Daroach's hat doesn't even have a hitbox...


Basically, my vision of him is a floaty, light, agile, high damage poor knockback gimpy character, with focus on classic magic moves, instead of focusing on his bombs and ice spells like you did. I also gave him several of Kirby's moves from the Squeak Squad game, with Daroach's style added. They're actually pretty far removed from each other in playstyle.

In fact, looking at the two interpretations, I can barely tell they're the same character at all!

Thanls for the support though.
 

Baloo

Smash Ace
Joined
Nov 14, 2008
Messages
781
I guess I'll announce MYM6 movesets here.

There's the Men's Room Sign (finally), The Oshoe Ghosts (finally), The Toad Brigade (FINALLY), and My secret character who is announced now!

████████


Also, I might do a few others, like some SS Helpers.
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
RAAAAAAAAIIIIIIIIIIDEEEEEEEEEEEENNNNNNNNNNNNNNNNNN. :mad088:
Anyway, thanks to everyone who voted Metal Man, I'm really glad that I got a set that made it to the Top Ten, and especially because I am a newcomer! I'm having... issues being motivated for more movesets, but hopefully I'll find that spark again. Adeleine was great, by the way.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Wow... all this drama almost makes me GLAD I've been gone the past four days... anyways, congrats to all the winners. 'twas a pretty close race. But enough talk! It's time for...


MYM 5's Character Select Screen!
Click for full size.

The Top 50 CSS should be up soon, just check back at this post.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,284
Location
Australia
That looks amazing as usual, agiduis, just like the MYM3 and 4 screens! I expected a MYM5 screen to only have the top 50 and to have been done at the end of MYM6, but the character select screens look so cool. But now, It features all of the MYM5 movesets. Well done!

Actually, I see now that there will also be a top 50 as well, which is still good as well.
 
D

Deleted member

Guest
Awesome CSS, Agi. Looking forward to the top fifty one. :)

I'm back from my holiday so should be back on more and also MYMing again.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Awesome character selection screen...but you spelled it "Boswer Jr."...you'll have to fix that for the Top 50 CSS lol.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Awesome character selection screen...but you spelled it "Boswer Jr."...you'll have to fix that for the Top 50 CSS lol.
...wow. Thanks for pointing that out... :dizzy:

Good to see my work here is still appreciated, and I'll get to work on the Top 50 ASAP. :bee:
 

The Trophy Master

Smash Journeyman
Joined
Dec 27, 2008
Messages
272
Location
*Sends Sundance an orange elephant on Chirstmas, a
Seriously Agi, your CSS always are perfect! ( Besides a uber big character slot :p ) The Top 50 CSS will be great!

Prepare for the magnetic and fantastic moveset of, Probopass! Coming in MYM on : * insert release date of MYM6* followed by The Trophy Master, Ambipom and the Diablo II Heroes

Question : Has anyone seen Condog lately, I was supposed to have a joint set with him but...

EDIT : Checked his profile, I PMed him about it and everything is ok now.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
MYM 6 is most likely opening on JULY 10TH. Best just chill out until then. HR'll be the one to post it, of course.

I already commented, but great job with that, agi. Dark Gaia being huge is pretty funny, even though it sort of disturbs the overall image. But hey, it puts Ekans dead center, so what am I complaining for? :bee:

Looking forward to the Top 50 one, I always love looking at that. *goes to add to MYM History*
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
MYM 5's Top 50 Character Select Screen
Click for Full size


Well, I said I would just edit into the other post... I guess I lied. :bee:
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Epic CSS, agidius. I understand you have a knack for this sort of thing in MYM?
Yeah, I have almost a year's experience making these now, ever since MYM 3.0.
They actually come out pretty quickly, once all the squares are complete... but that does remind me. I'm going to have to find someone to fill my shoes, since I'm probably leaving come MYM 7. :ohwell:

Also, feel free to call me "Agi".
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
2,020
NNID
Jimnymebob
The character screens are great agi, and if the next Mym begins on the 10th then I may still be here, so I'll post Mushroom before I leave if he's finished.

Speaking of which, is it Ok if I use a larger font size than default? It's not to make the set seem longer, I'm just using a layout that uses a font that is really difficult to read when small.
 
D

Deleted member

Guest
Use whatever font size you want, Jimny. There are no rules to disqualify for anything like that. :)
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I used a larger font for Miracle Matter, actually, and I think it turned out just fine.

Looks great, agi! How did you choose the four selected characters? Throw a dart or something? Not that I'm complaining, mind. :p

The only two things that bug me a wee bit are MYM Man's picture (seems like it'd be easy enough to draw a stick man who ISN'T leaning on an invisible wall) and the white font used for the selected characters' names. If it only had an outline or something!

But yeah, fantastic work. Third time and counting! :cool:
 
D

Deleted member

Guest
The top fifty CSS is awesome, but I agree with KRool on the randomness of the selected characters. 1st, 3rd and 4th got to be selected in this or the big one; no love for Raiden. :(

Not complaining, though. Great work.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
ILooks great, agi! How did you choose the four selected characters? Throw a dart or something? Not that I'm complaining, mind. :p

The only two things that bug me a wee bit are MYM Man's picture (seems like it'd be easy enough to draw a stick man who ISN'T leaning on an invisible wall) and the white font used for the selected characters' names. If it only had an outline or something!

But yeah, fantastic work. Third time and counting! :cool:
I just popped into the chat and asked which characters people wanted to be selected, honestly... except for Arthas. I chose him primarily out of empathy for Chris's frustration... the order of selection, however, has a hidden meaning. ;)

Also, it does have a black outline.

The top fifty CSS is awesome, but I agree with KRool on the randomness of the selected characters. 1st, 3rd and 4th got to be selected in this or the big one; no love for Raiden. :(

Not complaining, though. Great work.
RAIDEN!! *replaces Cannoli with Raiden*
 
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