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Make Your Move 6 - Nothing Gold can Stay

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darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Glaceon is a constant, unrelenting burden, bearing down on the foe like a snow drift (and also rips quite a large page of ideas straight from Abomasnow)
Funnily, K. Rool says he's never read Abomasnow, meaning that they're just an outstanding set of conincidinces.:psycho:
 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
Um I posted a Ghor move set a few pages back, and I would really like it if I got some more feedback. I tried hard to organize and make balanced. It has both Armor Ghor and Non- Armor Ghor. I tried to make it where they are treated as one character in which they must work together in hope of becoming a big threat. It has everything and even a play style section at the end. Before I turn it in for a review I want some more feedback, and some suggestions to moves or playstyle so I can edit the move set. I want to make my best moveset yet :(

http://www.smashboards.com/showpost.php?p=8082473&postcount=714
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
From a skim, that's an excellent set kirbywizard. I'm about to log off for the night so I unfortunately didn't give this a very detailed read, but my main impression of this set is that there's lots of awesome in it but it's hard to get through to it. The organization isn't so great- no, not as in headers and font colors, just how you group moves together. The dash attack is in the tilts, the A combo is in the smashes- I would suggest the more customary organizational pattern, which is specials-standards-tilts-smashes-aerials-grabs and throws-situationals-final smash (though the specials and situationals can go in different positions depending on personal preference). This isn't a big deal, but I think it would make the set look more professional. A bigger problem is your awkward writing style. I think UserShadow7989 posted a link to something about writing earlier. I'm too tired to dig it up right now, but I remember that it was useful. Basically, prune down your descriptions, as they can be awkwardly long-winded. Otherwise, this is a very fun set, with cool moves and a well-done playstyle, so I applaud you for this. Improve on these things in this set/future sets and a top 50 placing isn't out of the question.

EDIT: Sorry, I forgot about Delibird. :p Now I really am about to log off, but it looks like a good newcomer set from a skim.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Delibird needs some attention. The images for all the stats and so look pretty cool, though if this was somebody else skimming the set, they would say "Pokemon Syndrome". I guess it's very natural for a newcomer to use only generic pokemon attacks. You would be told to use attacks fitting to Delibird, even if they are not generic attacks. Well Pkmn syndrome is, meh a bit, it does help you stay true to the pokemon. The effects seem a bit random for the attacks, though and I think that you should explain some of the mechanics in Delibird's attacks. It'll be good to see what you can come up with later on, but for now, heed whatever advice is given to you...
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
Not quite. Not Generic my friend. I did my research and Delibird can learn all the moves(Besides Present, the only one it knows by itself, Ice Throw, and Food Storage, which were original) through TM, HM, and Egg Moves! I also went and researched the effects of the moves to make sure I was faithful to the source material. Nothing less for my favorite Pokemon. The list of Delibird's moves can be found here: http://bulbapedia.bulbagarden.net/wiki/Delibird_(Pok%C3%A9mon)
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
You misunderstand. The general opinion is that people to often use moves that, although the Pokemon can learn, don't fit the Pokemon as well. It's a little confusing, but basically, give Infernape Grass Knot or something, and it seems OOC.

People would rather see original moves that fit the Pokemon's style, or even moves they don't know, like Frenzy Plant for my Abomasnow. See how K. Rool's recent Espeon set used moves focused on Espeon's ability to predict the future, or how my Magnezone used a lot of Magnet attacks, even though Magnet Rise and Magnet Bomb are the only Magnet moves in Pokemon.


You can find a list of all the sets here, as well as a link in the history section to especially reputed sets.
http://chiefmendez.wordpress.com/

On the subject of Delibird, its certainly better than my first set in the last MYM, Magmortar, and shows a lot of promise for a newcomer. All the different types of images you use really makes the organization look messy, but its otherwise solid.

Try next time to focus on a specific idea or goal, and carry it out through all of the set's moves. Also, make sure you always detail lag, priority, and damage, you don't always. Don't go into unnecessary detail, but always get those points. Try to emulate those aspects in other sets, and I'm certain you'll fit in great here.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Yes, KoopaKirby, I think you should definitely read Magnezone, one of the best pokesets in MYM6, I think. He is a good example of how you can use a pokemon's trait for it's playstyle.

I have updated my SM slightly, Falsehood Path, read it if you wish, I am not trying to spam neccesarily, just tell when an update is put in.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Yes, KoopaKirby, I think you should definitely read Magnezone, one of the best pokesets in MYM6, I think. He is a good example of how you can use a pokemon's trait for it's playstyle.

I have updated my SM slightly, Falsehood Path, read it if you wish, I am not trying to spam neccesarily, just tell when an update is put in.

Whoa, after Clefable, Ludicolo, and K. Rool being K. Rool. you say that? I'm flattered.
For the record, you can find Magnezone here:
http://www.smashboards.com/showpost.php?p=8092987&postcount=731

Anyways, I've mostly skimmed over your story mode so far, but it seems pretty good. I'll read through it in more detail and post a comment there, m'kay?
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
Georgie, the Eeveelutions were truly amazing...except for one small thing. (D)

Anyway, I've read most of them, so BE PROUD. (H)

Espeon was truly one of the best sets out of them all.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
"I'm every nightmare you ever had. I'm your worst dream come true. I'm everything you ever were afraid of."



Pennywise the Dancing Clown

***

BACKGROUND

Pennywise the Dancing Clown is the favorite (and most common) form of a malevolent shape-shifting monster, which originated in a void containing and surrounding the universe. The monster is christened "It" by the group of seven children who end up confronting It. Its true form is never truly comprehended; this form exists beyond the physical realm, and is known as the Deadlights. The Deadlights are described only as writhing, destructive orange lights, capable of driving any living being that looks upon them insane.

It hibernates under the small town of Derry, Maine, waking every 27 years and entering physical form to feed. While in physical form, It mainly takes the seemingly friendly form of Pennywise the Clown, in order to draw in children and devour them. The monster sees humans as mere lambs for him to slaughter. It preys mainly on children by taking the form of their worst fear before eating them, as children have much more simple fears than adults, and are easier to fill with terror (which It says is akin to "salting the meat"). Due to Its shape-shifting abilities and mind-gaming pranks, It can easily get into the heads of people and drive them insane. With almost unlimited power, It is said to be the essence of fear itself.

Here is a compilation vid of Pennywise's better moments from the film version of It. Watch it to see just how much of a psycho this guy is.

Oh yeah, and we can't forget his mandatory theme. Give it a listen; it adds to the nature of the moveset.

STATS

Power: 8/10
Pennywise is a combo-oriented heavyweight, but he has a twist to his moveset that prevents him from simply KOing foes with his stronger attacks. He'll need to put his combo moves to their maximum use first.

Walking Speed: 2/10
A standard slow walking speed...Pennywise is just clowning around right now.

Dashing Speed: 3.5/10
Although he could change forms to go much faster, Pennywise just takes it easy here.

Weight: 6.5/10
In his normal form, Pennywise has about the weight of an average human.

Range: 6/10
Pennywise generally prefers to slaughter his victims at a moderate to close range.

Projectile Distance: 5.5/10
Barely above average for a projectile; the distance of Pennywise's projectile is mediocre, but its versatility makes up for this.

Attack Speed: 5/10
Quite average, Pennywise has some faster moves, while others need time to set up.

Priority: 7/10
A lot of his attacks are assisted by his natural power, so this is generally above average.

Size: 7/10
Pennywise is about the size of an average human, if not slightly larger, due to his clown suit and big head.

First Jump: 4.5/10
His jump is rather mediocre...most of Pennywise's games work best on the ground.

Second Jump: 5.5/10
Pennywise's jump is average in the air.

Aerial DI: 8/10
Pennywise's comical nature allows him a great deal of aerial mobility, although it is not as great as Wario's.

Fall Speed: 5/10
An average fall speed, nothing special.

Recovery: 6/10
In most cases, Pennywise has a fair recovery, although some foes can take it down much more easily than others.

Traction: 6.5/10
Above average; Pennywise occasionally slides comically, but he's just playing around.

Crouch: 4.5/10
Not the most effective of all crouches; Pennywise is merely preparing for his D-Tilt.

Comboability: 7/10
A lot of Pennywise's game revolves around him driving foes crazy with combos before KOing them at the right time. This stat has to be above average for this to occur.

Wall Jump: No

Wall Cling: No

Crawling: No

Gliding: Yes; Pennywise has a surprisingly decent glide.

Tether: No

BASIC ANIMATIONS

Standard Pose:
Pennywise stands comically, a twisted grin on his face at all times. Occasionally, he turns to face you and waves ominously. He knows you're there!

Idle Pose
Pennywise honks his nose and taunts you, calling out, "Beep beep!", before laughing maniacally.

Walking:
Pennywise widens his eyes slightly in a scary comical way, and takes over-large steps forward.

Running:
Pennywise repeats the above animation, just bending backwards slightly.

Dashing:
Pennywise bends over backwards a little bit more, raising his legs up quite high as he does a creepy-looking dash forward, pumping his arms unnecessarily as he goes. He laughs insanely as he dashes, so it can get quite unnerving to see a FFA with all Pennywises.

Jump #1:
Pennywise yells out angrily, performing a basic jump into the air.

Jump #2:
Pennywise lets out an inhuman roar, performing a simple flip in midair.

Crouching:
Pennywise crouches in a comical squat of sorts, pretending to try the laces on his over-large clown shoes.

Gliding:
Pennywise changes his form instantaneously into...a giant bird? That's right, he took on this form to scare the hell out of a black boy in the sewers before. In this form, Pennywise is as big as Charizard, but has slightly better gliding capabilities.

Ledge-Hanging:
One of Pennywise's hands turns into a big green monster claw, holding on for him.

Swimming:
Pennywise simply does a comical looking free-style stroke, after resurfacing with a maniacal laugh. He can swim for a rather long time, due to all his floating down in the sewers.

Forward Roll:
Pennywise does a double cartwheel forward, laughing at maximum range.

Backward Roll:
Pennywise performs a simple backflip, close to the ground. His rolls are meant to imitate the acrobats at the circus.

Spot Dodge:
Pennywise disappears, reappearing in the background and waving back comically, before reappearing back.

Air Dodge:
Pennywise tucks into a cannonball-esque position and spins around once in place, with a creepy clown giggle.

Shield:
Pennywise puts his hands to his face, his mouth opening wide in a comical 'O', as the standard shield forms around him. This looks a bit like The Scream's expression.

Tripped:
Pennywise simply stumbles and lands on his buttocks, laughing maniacally despite his mishap. His insanity is sure to scare the hell out of his foes!

Dizzy:
Pennywise's eyes widen a bit, as he puts both hands to his over-sized head and spins around in place, in a comical manner. It looks as if he's not even dizzy; he's just toying with you.

Sleeping:
Pennywise doesn't visibly sleep; he instantly burrows into the ground, hibernating like the monster he is. Occasionally, distant-sounding clown laughs and children moaning are heard. Pennywise isn't just sleeping down there! The burrow is shown as a small mound of dirt, which can still be attacked to hurt the clown.

MOVESET

***

Special Mechanic - Salting the Meat


As mentioned earlier, Pennywise's whole motive is scaring the living daylights out of children. He thinks this is akin to "salting the meat"; in Smash, it's only natural he'd follow through with his endless hunger. In Brawl, however, getting scared revolves around taking damage. Because of this, Pennywise must build 150% or more on his foe before KOing them. If he accidentally KOs an opponent before dealing that total of damage to them, they respawn back at 0%, without losing a stock. While this may sound like a huge hindrance to Pennywise, he has ways to bend this rule.

First of all, he is a rather exceptional combo character for his size. He'll need every ounce of cunning he can muster up to pull off some combos, but with the proper know-how, Pennywise becomes a very dangerous character to approach. Second, several of the crazy clown's attacks actually lower the total of damage he'll need to KO a foe, for a certain time period, at least. This means characters will have to defend themselves quite well against this onslaught of combos, and take out the clown in retaliation. Many of Pennywise's match-ups depend on how well one character can combo the other. Learn to make this you, and you'll be able to carry out all sorts of bloodthirsty chaos onto all who oppose you.

The way Pennywise KOs foes is measured in a standard way. A KO for Pennywise counts as his attack knocking the foe out of a boundary at the right damage level. An insufficient KO counts as Pennywise knocking the foe out of a boundary with not enough damage. If a foe self-destructs, or falls to their doom on their own accord (wait for a light hit from Pennywise, then simply fall off the stage), they lose a stock, no matter how much damage they have. This means if Pennywise can edge-guard without hitting a foe, it counts as a KO for him. Still, it is very hard to perform this as Pennywise, so this cannot be abused.

When a foe has enough damage for a successful KO, a comical sweat drop appears from them, while Pennywise tells them, "You all taste so much better when you're afraid!"

SPECIALS

Neutral Special - Bloodlust



Pennywise bends down slightly and opens his mouth, his normal teeth sharpening into giant fangs. His mouth now becomes a hitbox with moderate priority. His mouth has somewhat close range, but Pennywise suffers little lag on either end (about the same as Wario's chomp). If a foe gets caught in Pennywise's teeth, he grabs them, in an almost lovingly way, and begins biting into them with his razor-sharp fangs.

Pennywise can press the B Button to bite the foe multiple times, at half the speed of Wario's chomps. However, this move has several uses for Pennywise. First of all, each chomp deals 3-4% to foes. Foes can button-mash out, or Pennywise can stop biting, to release the foe, dealing 5% and below average knockback. Pennywise heals 1% per bite, due to the nourishment he is receiving. Pennywise can usually get in two or three chomps at a time.

Most importantly, for every bite Pennywise gives a foe, the total of damage needed to KO the foe is reduced 5%. This means Pennywise can usually lower the total 10-15% each time he lands this move. This limit can be lowered infinitely; however, if the foe damages Pennywise within ten seconds of being bitten, the total of damage required to KO them rises up again, by however much damage they did to him. It can't pass over 150%, but if Pennywise tries biting you, make sure to retaliate before he does.

If the foe lets those ten seconds pass without hurting Pennywise, the damage needed to KO them is lowered for the rest of their stock. This move cannot be spammed too heartily; however, if Pennywise is close to his total to KO a foe, and wants to lower it quickly, this is the move to use. It can also be used simply to build or heal damage in tight spots. If Pennywise catches a foe in midair, he can Pennywiseicide by holding the foe all the way down, also this is hard to pull off.

Side Special - Leech Swarm
Pennywise extends his hand, about a Stage Builder block's length in front of him; out from his palm flies an odd winged leech. The leech is Pikmin-sized, and travels the length of a Pikmin Toss, flopping on the ground if it misses a foe. Leeches have below average priority and 5 HP, so they really are quite weak. However, Pennywise has very little lag starting or ending; this makes his projectile one of the most versatile moves he has. You'll want to be using this move all around his combos for extra damage.

If a leech connects with a foe, it clings to them in a painful area, sucking away at them. This deals 1-2% per second to a foe; the leech can be shaken off, but it takes slightly more effort than shaking off a Pikmin. If a foe touches a leech on the ground, it'll attach itself; eliminate it quickly to prevent this. Multiple leeches can cling to one foe; if Pennywise manages to get three leeches on one foe, their moving speed and jumping distance is cut in half until they get rid of the buggers. Leeches are quite a bother; they can be taken care of easily, but in swarms, you'll have to do so with caution.

Down Special - Corpse Reanimation
Pennywise points a finger to the ground in front of him; a split second later, the corpse of a random person he's killed will arise. There is moderate lag on both ends of this move, so you'll need spacing to pull it off. Corpses have the build of Captain Falcon, and meander around at Bowser's walking speed. They have 15 HP normally, so they can be defeated with ease. If a foe touches it, the corpse grows fangs and bites into them like a zombie.

This not only deals 7-8% and average knockback to the foe, it heals the same amount of damage to the corpse. Corpses can stick around longer by biting into foes. Pennywise may want to hit foes into them; corpses serve as a meatshield for Pennywise to hide behind when he's setting up other moves. Only one corpse can be onstage at a time.

In FFAs, this move has a whole other use. If Pennywise has knocked the final stock off of a character, KOing them for good, he pulls out the corpse of that character when he uses this move. Character corpses have the same build as the normal character, but have blurry, pale, and disgusting features to distinguish them. These have 15 HP as well, but move and attack with moderately smart character AI.

These corpses will generally not get in a whole lot of hits on your foes. However, every hit they do get in gives them the same amount of HP that the move would damage foes. Because of this, spammy characters like Meta Knight are a real treat for Pennywise to use; he'll have to go through the trouble of building the damage and KOing the character first, though. Only one corpse can be out at a time, unless Pennywise has KOed two opponents. In this case, two can be out, but these only have 10 HP each.

One final note is that, when you're playing on a team battle with Pennywise, with team attack on, Pennywise can KO his opponent to use this move. He must build up 200% on his foe in this case (they'll respawn otherwise), but this move is worth it. The foe won't be able to borrow a stock to respawn, but Pennywise can pull out the character's corpse, for the player to actually be able to control it. The corpse still has HP, but in the hands of a good player, you'll be able to gain enough health to stay around a decent amount of time. You can only use the corpse of your teammate once, though.

If you win 100 matches as Pennywise, you'll unlock the corpse texture for every character as an alternate costume. Sweet!

Up Special - Balloons!
Pennywise grasps a bunch of three colorful balloons in one hand, commenting, "They float...they all float!" The balloons pull the clown upwards, at Ganondorf's dashing speed for three seconds, before disappearing and leaving Pennywise helpless. Pennywise can slowly direct the balloons side to side, but it hinders his upwards momentum; vertical recovery is this move's strong point. Notable about this move is that, for windy stages (e.g. PictoChat, Green Greens), the balloons can move against the wind without any hindrance. Creepy...

The balloons naturally have low priority; nearly attack will pop them. However, only one balloon pops at a time, even if all three seem to be hit. This means that most characters will have to perform three rapid attacks if they want to pop them all, rendering Pennywise helpless. Characters like Fox and Meta Knight are deadly for the clown here. Pennywise can release the balloons early with a shield button, allowing him to use any jumps he has left. This may prove useful as a last-ditch option against such characters.

If the balloons touch a foe, they pop, splattering the blood they contain all over the victim. This causes the character to enter a footstool-jumped effect for a second, before they can move again. Attacking should never be your focus with this move, though. Pennywise can use this for a decent recovery, but in many cases, he'll want to use his glide to get close to the stage first; this move doesn't sweetspot edges, and he's screwed if he misses the stage.

BASIC ATTACKS

Basic Combo - Noisemaker
Pennywise takes out a spinning noisemaker, the kind you use on New Year's Eve, and spins it around crazily, bending over backwards with maniacal laughter. This move has two uses, both of which can be used for combos, to some extent. Pennywise can continue spinning the noisemaker as long as he wants. He has below average startup and ending lag here, while the noisemaker has barely below average range and priority.

Foes who hit the noisemaker are trapped in its spinning, taking 2-3% per rapid hit. This can trap foes against walls to build damage, but it can be DIed out of. When Pennywise stops the spinning, foes who were getting hit receive low knockback. A simple, effective multi-hit combo. If foes stand on the Stage Builder block in front of Pennywise while he's using this move, they enter their dizzy state briefly. They can break out and attack the clown back easily, but Pennywise can also follow up; this move can be a helpful damage-racker.

Dash Attack - Haunted Fridge
An old-fashioned blue refrigerator appears in front of Pennywise and begins running forward, on its stubby legs, while Pennywise calls out, "Excuse me, ma'am! Is your refrigerator running? It is?! Well, you better catch it before it runs away!" The fridge is the height of Ganondorf, but slightly wider; it runs at Ganondorf's dashing speed, as well. Pennywise has no startup lag as the fridge appears...but he is completely open while mocking the foe.

The fridge deals 13-14% and above average knockback to foes who hit it; among Pennywise's damage-builders, this is a big KO move. The fridge also has decent priority, so it'll take a good hard hit to disperse this illusion. Pennywise is dangerously open while the fridge is dashing; however, he can regain control (the fridge vanishing early) by simply pressing A again. He still has below average ending lag that can be punished, but you can now control how far the fridge goes.

The fridge can't travel infinitely, but it can travel quite a long distance, if you somehow manage to let Pennywise finish the whole quote (it vanishes after this). The fridge disappears early if it hits anything or falls off an edge. Pennywise is best off using this move at a close range, so the fridge will hit his foe without delay. Otherwise, his foe can just roll around the fridge and punish the clown.

TILTS

Forward Tilt - Big as a Beam
Pennywise points his finger forward, a short distance in front of him, laughing crazily. His finger has below average priority, but little lag on either end. If a foe hits the finger, they suffer a heart attack. This causes them to fall into their downed position, twisting around violently for second. The victim also takes 9-10%. You'll need to close in on your foe to land this, but it can be a terrific combo set up.

In addition, Pennywise can angle his finger up or down, like several other tilts. However, for Pennywise, it actually changes the attack effect slightly. The properties stay the same, however. If his finger is angled up, the foe gets a brain tumor; this deals 7-8% and causes them to enter their dizzy state for a second. If Pennywise points down, the foe gets prostate cancer. This deals 2-3% accumulative damage, over a period of ten second, but it only works on males. For females, it only serves as a closer-ranged Wario D-Tilt; this deals 4-5% plus some stun, which is pretty useless. You'll still need to be near your foe to have any chance of landing these diseases, but they can be quite helpful in different situations.

Down Tilt - Digging Your Own Grave
Pennywise takes a shovel and digs a grave for a split second, then places a tombstone behind it. If a foe walks into the grave, they get buried alive for three seconds, covered by a small mound of dirt. The clown himself is impervious to his own graves. Pennywise has above average startup and ending lag digging, so he can't really use this without spacing and trickery. Foes attacked while buried can't be hit out, meaning you can use multiple Smashes to build lots of damage. However, button-mashing to escape early is available to the buried victim.

Pennywise can have up to three graves out onstage at a time. However, because the graves only take up half a Stage Builder block, they can be spotted and dodged. Because of this, Pennywise should plan his strategies with this move around comboing foes helplessly into it. Buried foes take a natural 3-4% per second, from the dirt's pressure.

Finally, if multiple graves are out and a foe gets within two Stage Builder blocks' distance of one, Pennywise calls out, "Take your pick!" This subtracts 5% from the total damage needed to KO the foe. This detraction lasts for fifteen seconds before rising back up. Because it can only be used once on a foe's stock, and you'll have trouble getting multiple graves out anyways, this is just a side effect. Don't rely on it.

Up Tilt - Carnival Aura
Pennywise extends a hand upwards, asking the foe, "Can you smell the circus?" As he does so, a curvy whiff of air extends about Ganondorf's height into the air above the clown. It contains many of the alluring smells of the circus, including cotton candy, french fry vinegar, and wild animal dung. Pennywise has little startup or ending lag here, but the smell has next to no priority; it's just scented air.

Pennywise can hold the smell in place as long as he wants, but if it is held for more than a second, he now has average lag as it vanishes. Also, if he has a foe in his whiff, Pennywise can't cancel the move; this makes it dangerous to use in FFAs. Foes who hit the smell are slowly pulled toward Pennywise, who looks longingly up at them, saying, "Oh yes..." Foes in the aura take no damage; it takes about one second to pull them to Pennywise. Of course, the foe can DI out, but it becomes harder at higher damage levels. If a foe escapes, Pennywise stops the whiff automatically; at least he can't be punished that easily.

If a foe reaches the clown, he grows his fangs and gives them a large chomp. This has high priority, is quick, and has close range (it can only hit the victim, however). The chomp deals 11-12% and high vertical knockback; hey, it needs a good reward for being that tough to land. This is definitely the KO move of Pennywise's tilts. If Pennywise uses this on a footstool-jumped foe, they travel at their normal fall speed, right through the aura and into Pennywise's chomp. Of course, this is hard to set up, but you'll get a more guaranteed hit.

SMASHES

Forward Smash - The Deadlights
Pennywise simply laughs in place during this charge. Upon release, he bends over slightly, his eyes starting to glow silver and orange. He's giving foes a glimpse of his true form, which cannot be viewed by living beings without driving them insane. While this is happening, he repeatedly asks his foe, "Don't you want it?" The range of this move depends on the charge time, changing from one to two and a half Stage Builder blocks in front of Pennywise. There is no priority to this move; it has low startup lag, but a fair bit ending.

Foes caught in Pennywise's sights take no damage, but are stunned in place for up to two seconds. Now, if Pennywise uses an F-Smash on the foe he just stunned, a new effect occurs. Upon the release, Pennywise turns into his final form in the physical realm; a giant spider. The spider is resized down to Bowser's size, and charges forward one to two Stage Builder blocks' distance, before turning back into the clown. The spider has high priority and below average startup lag; Pennywise lags a good deal as he turns back, however.



Only the stunned foe can be hit by the spider, so be careful in FFAs. The spider deals 15-19% and average to above average knockback. The spider travels at about Meta Knight's dashing speed, buffed up to Captain Falcon's dashing speed at maximum charge. This is one of Pennywise's major finishing moves; you'll have to land it first to take out the victim, though. Opponents can spot dodge to avoid the beam and punish the clown. Be sure not to spam this, or it will become insanely easy to predict and avoid.

Down Smash - Blood Bath
A drain appears in front of Pennywise (who turns to face the screen), up from which a bubble of blood expands, during the charge. Upon release, Pennywise cackles as the bubble pops, spreading the blood all over the floor. The bubble changes from the size of a Pokeball to that of Kirby; this changes the area covered by blood to half a Stage Builder block to two blocks, on either side of the clown. The bubble can be popped during the charge, leaving Pennywise with above average ending lag.

Foes who step on the blood take 3-4% per second, and have a much harder time with traction. Tripping is also a lot more likely on the blood. Because of this, Pennywise can set up blood puddles in areas foes are forced to fight; when they slide around, he can take advantage of them with some combos. Pennywise can have two puddles out at a time. Each puddle and drain lasts for ten seconds before disappearing.

Up Smash - Hot Shower
This move only works if there is a platform above Pennywise, and only if the platform is within two Stage Builder blocks' distance to Pennywise's head. If so, he attaches a shower head to the platform's bottom, with moderate startup and ending lag. The head can have 10-25 HP, depending on the charge time. Heads are the size of a Pokeball, but slightly longer.

If a foe walks under the head, or a Stage Builder block next to it on either side, it begins spraying at them. The stream of water comes out instantly, and is as thick as a Beam Sword. It sprays right down at the foe if they are underneath it, pushing them off left or right (it depends on what side of the water you hit). If you are to the side, it sprays diagonally to the ground, spraying you off in that direction. Hitting the water is like F.L.U.D.D., but 1.5 times as powerful. The spray has high priority, and lasts for three seconds, before the head and spray vanish.

In addition to pushing foes around, this water always beats fire attacks. One final little note here about the spray is that, if the water pushes foes onto a puddle of blood, they trip automatically. This is one of the best uses for this move, as it deals no damage; gimping is the other major reason to put up a shower head. Two shower heads can be out at a time, with only one on each platform. Don't overlook this; it can actually be useful at times.

AERIALS

Neutral Air - Laundry Illusion
Pennywise takes out a simple laundry sheet and sweeps it out in front of him, with below average lag on either end. The sheet has low priority, but reaches out a character distance in front of the clown. Foes who touch the sheet at moderate range take 6-7% and below average knockback. Although the priority and lag can be punished, Pennywise suffers little landing lag; he can shorthop this move with ease.

If a foe hits the sheet at close range, they take the damage from the sheet, but are stunned in place for a split second. Press A during this split second for Pennywise to teleport behind the foe and deliver a quick chomp. The chomp has average priority and close range, dealing 9-10% and average knockback. This adds a nice extra combo to this aerial, but Pennywise isn't likely to land it.

Forward Air - Cotton Candy
Pennywise takes out a puff of cotton candy, the size of a Soccer Ball, holding it in front of him as he tells foes to, "Try a bite!" The cotton candy only has mediocre range. Pennywise also has a fair deal of startup, ending, and landing lag on the move. The priority is what makes the difference, though.

If a foe hits the stuff with a move that has less than average priority, they 'eat' the cotton candy...only to find it's laced with the deadly poison of the white nightshade mushroom. This causes the foe to take 30% poison damage over a period of fifteen seconds. Pennywise can be punished easily for using this move; however, Pennywise should be prepared to use this in the path of weak attacks to build a great deal of damage. If the 'candy is eaten', Pennywise must wait fifteen seconds to use it again (until the poison damage stops).

Back Air - Puffball Barrage
Pennywise turns all the way around, waving comically; while he does so, the three orange buttons on his suit pop off, new ones growing in their place. The buttons fly off a character width behind the clown before vanishing. They have moderate priority, so they create a little wall of defense behind the clown. Pennywise suffers from moderate startup lag, with a below average amount ending, so he can't exactly spam this. Yeah...be careful where you use this; the landing lag is rather awful.

Foes who hit the buttons get them attached to their frontside, like actual buttons. Even if not all the buttons are hit, they all stick to the foe; buttons can be shaken off, but they are slightly harder to shake than Pikmin. The buttons deal 9% to the victim; while that may not seem like that much, they also hinder the foe from using a midair jump until the buttons are off. The foe can still use a tether or Up Special, but this is still quite annoying, especially offstage. Only one set of buttons can be on a foe at a time.

One final note about the move is that Pennywise ends it facing in the opposite direction from where he started. Not extremely helpful, but can still be a nice F-Air set-up at times.

Up Air - They All Float!
Pennywise reaches upwards, holding out three balloons, asking his foes, "Don't you want a balloon?" The balloons can all be popped at once here, unlike Up Special; because of their low priority, this is quite likely. Pennywise takes out the balloons rapidly; he can hold them out as long as he wants, which cuts his fall speed in half. He has low lag putting the balloons away, although if he holds them out for more than a second, the ending lag becomes average. The balloons vanish automatically if Pennywise lands, but he has no lag in doing so.

The balloons float about Luigi's height above the clown, not being affected by wind or water. If a foe touches the balloons, they automatically tie themselves to the foe and begin carrying them up and away. The balloons float up at Ganondorf's dashing speed, while the clown comments, "Oh, how you'll float!" Foes can button-mash to cause the balloons to pop, escaping them like a grab. They deal no damage or knockback; near a top blast line, though, Pennywise might just be able to score a KO like this.

Down Air - Moonbeam from Hell
Pennywise's body vanishes, leaving only his head...which melds into a Kirby-sized full moon? He communicated to an insane man like this before. This move has two different uses, onstage and off. Turning into the moon is instantaneous either way, but when offstage, Pennywise floats for .75 second, before plummeting at an insanely rapid pace. Seriously, this makes Toon Link's D-Air look slow. This move doesn't damage foes until Pennywise starts to fall; he can be hit out early.

When he falls, though, there's no stopping the priority. Pennywise will fall to his doom unless he hits a foe. If this happens, his momentum stops upon impact, spiking the foe to their doom while the clown turns back to normal. Offstage, this move deals 22-23% fire damage and outclasses Ganondorf's D-Air, even, as the strongest spike out there. However, it is extremely difficult to set up; you're better off using it onstage.

Over solid ground, the moon doesn't float before falling. It falls at a much slower pace and has only below average priority, however, dealing multiple light hits of 4-5% to foes who touch it. Upon reaching the ground, it creates a smokey shockwave, Pennywise turning back to normal. The shockwave has the same priority, range, and speed of the stars from Dedede's Up Special. However, this wave stuns foes for a split second, dealing rapid hits of 2-3%. Onstage, Pennywise should use this close to the ground, to minimize the risk of being stopped early. The wave can combo onstage, while the moon can dangerously spike offstage.

If Pennywise KOs himself with this move offstage, there is a three-second delay until he respawns; during this time, his voices calls out from down below, "Kill them all...kill...them...all!" Spooky...

Glide Air - Wingspan Hurricane
As mentioned, to glide, Pennywise turns into a Charizard-sized bird. Here, the bird merely performs a motion like Charizard's F-Air. However, Pennywise (in bird form) holds this out three times as long, blowing foes away with his wings, like Ridley. His wings have average priority, but are slightly larger than Charizard's. This gives Pennywise a bigger hurtbox during this move. There is little startup or ending lag, but while the bird flaps, he is completely open from below. Touching the wings themselves deals 7-8% and hits you into the wind. An interesting glide attack, and not one to be used lightly at that.

GRAB AND THROWS

Grab - It Came from the Sewers
When Pennywise grabs, he simply points to the ground, causing a small drain to instantly appear at his feet. This drain covers half the distance of a Stage Builder block. A split second after appearing, the drain gains the ability to grab any foe who walks over it; a slimy green hand reaches out and grabs its victim.

The hand has moderate priority, but has no lag on either end; it's very hard to punish. Pennywise will need to set the drain up and hit the foe into it first, of course; he can have two drains out at a time to make this easier, though. After the hand has a foe, Pennywise can simply walk into the foe to grab them himself (the hand and drain vanishing).

Grab Attack - Terrorizing
Pennywise holds the victim up to him, whispering into the victim's ear to scare them. Pennywise has a high amount of lag on either end of this; even if the foe has a lot of damage, the greatest amount of pummels he can get in is three. They don't even deal any damage, but they do lower the total of damage needed to KO the foe 10% each time. This deduction lasts the whole rest of the stock; if you can pull it off, you can put yourself at a major advantage.

Pennywise speaks one of these three phrases for his pummel, in order.
  • "That's it!"
  • "Let go!"
  • "Be afraid!"

Forward Throw - Carrion Breath
Pennywise cackles in the foe's face, letting out his awful sewer breath. This knocks the foe unconscious briefly in the clown's arms. The foe can button-mash awake, this does nothing to get them out of Pennywise's grasp. Because of this, you can now use a grab attack on them and actually land it. You could also merely throw them, but this is less beneficial. Foes with higher damage have a harder time button-mashing out. This deals no damage, and can only be done once per grab.

Back Throw - Howl of the Werewolf
Pennywise turns around, holding the foe, as his head transforms into that of a werewolf. As he releases the victim, he lets out a terrible howl. This makes the foe enter their dizzy animation; they take no damage or knockback. However, foes in a FFA who touch the howling werewolf take 10-11% and above average knockback. Pennywise can be punished, as he turns back with average ending lag. Don't let that discourage you from using this throw; make a foe dizzy, then combo them up to prepare for a KO!

Down Throw - Meat-Shield
Pennywise holds the foe up to him, stepping behind the foe so as to shield his body with that of his victim. The foe can button-mash out of this like a normal grab, but it is 1.5 times harder to do so. Pennywise can hold the foe like this for up to five seconds, although any competent foe will escape by then. He can also cancel this early by pressing A; this causes him to bite the foe's neck rapidly. This deals 5-6% and below average knockback to the foe. In FFAs, this is a nice way to shield Pennywise from taking some damage, but the foe can be attacked out of his grasp. It's not amazingly useful, but you'll find some uses for it from time to time.

Up Throw - Sword-Swallower
Not releasing his foe, Pennywise quickly swallows a circus sword. His head enlarges slightly, as he proceeds to stick his victim's head in his mouth as well. This causes them to be stabbed by the sword he just swallowed, knocking them upwards. For a double-hitter, Pennywise then spits up the sword, into the launched foe. Neither hit can be dodged; together, they deal a nice 11%. The knockback is average, but through DI, it can be lowered to only below average. This is the KOing knockback throw of Pennywise, as the others are just there for combos. If a foe has lower damage, Pennywise can even follow this throw up! Sweet!

SITUATIONALS

Downed Attack - Down, But Not Out
As Pennywise gets up, two spider eggs appear on either side of him. These have 5 HP, and do nothing...for five seconds. If not destroyed by then, they leak out two Wario-sized spiders. These have 20 HP, and scuttle around at Mario's dashing speed. If they hit a foe, they'll chomp them, dealing 8-9% and moderate knockback. They have relatively stupid AI, as they run off ledges; they never run in the same direction to double-team a foe, either. If Pennywise can actually manage to hatch a spider or two, though, combo foes into them for a possible KO.

Flipped Attack - Sewer Mist
Pennywise gets to his feet, as a cloud of mist 1.5 times the size of Bowser appears around him. The mist lasts for ten seconds, and does absolutely nothing to foes...except obscure them completely. Only a character's outlines can be seen from behind the mist. Foes can't get rid of it early, but as long as you stay away from it, you'll be safe from whatever trickery Pennywise is planning behind it. If you are playing as the madman clown, coax foes into a trap, or set up some mischief behind your little veil. What's wrong with some fun, eh?

Tripped Attack - Juggling Clown
Pennywise begins juggling three heads in front of him...the heads are that of his opponent, or the closest foe to him! These range in size slightly, but they all have terrible priority. Nearly any attack will cause Pennywise to drop the heads, giving him moderate ending lag. Otherwise, he has little lag on either end here. The heads provide a little wall of hurt in front of him, having close range.

Hitting the heads deals three light hits; the first two deal 3% and trap the foe, while the final one does 4-5% and below average knockback. A creepy attack to land; notable about this is that the heads deflect all non-energy projectiles. Don't go looking to do this, as you may regret the punishment that follows; still, it's a handy side effect.

Ledge Attack - New Home
Pennywise extends his hand to the foe, as if to shake it; his hand extends about half a Stage Builder block's distance. As he does so, the clown points off the stage, calling out, "That's my home now! You'll like it down there!" His hand has below average priority, but this move has little lag on either end.

If a foe walks into his hand, or hits it with a weak attack, Pennywise grasps it. His normal hand turns into a green monster hand as he tosses the foe off the stage, calling out, "We all float down here!" This deals 5% and below average knockback; it can KO foes with high damage, but don't rely on it.

Ledge Attack (Over 100%) - Chute the Chutes
Pennywise lowers both hands down below him, as if providing a step for a friend, as he tries to seduce the foe by saying, "Down here, you'll never have to grow up!" His hands now have slightly lower priority than his normal ledge attack; Pennywise also has a bit of startup and ending lag on the move now. The move has slightly more range to make up for this, though.

If a foe touches his 'step', or hits it with a wimpy attack, he grabs the character. He then shoves them down towards the blast zone, as if they were riding a circus slide. This deals 6-7% to the victim, putting them in a footstool effect for a second. Although you'll want to be extremely cautious using this, as you have 100% or more, this is a nice way to gimp foes. Remember, even though Pennywise was the cause of the gimp that this could cause, if the victim could have recovered and fails, it counts as a self-destruct KO for them, no matter their damage. If the insufficiently-damaged foe can't recover because of this, however, they'll respawn.

FINAL SMASH

Final Smash - Scared to Death

Pennywise has gotten the Smash Ball! Prepare for chaos, as Pennywise messes with the mind of his opponent. This Final Smash has two uses, depending on how much damage Pennywise has built on his foe; first, he'll need to use it properly. To activate this Final Smash, Pennywise's foe must be facing away from him (with multiple foes, he targets the closest one). In addition, they must be within three Stage Builder blocks of the crazy clown for this to work; otherwise, Pennywise does nothing.

If the move connects, it has two effects. If the foe doesn't have enough damage for Pennywise to KO them normally, it automatically gives them the total of damage they need to be KOed, but no knockback. If the foe does have the total of damage necessary, however, this Final Smash is an instant KO. In this case, the foe's corpse falls onto the stage, as if they were KOed in Stamina Mode. It stays out for a brief period of time, before the foe respawns normally. If it is their last stock, Pennywise can kick it around.

Pennywise turns into a wide variety of characters to mess with his foes (whether it be scaring them, using something they regret against them, or just exposing their weaknesses); here are all of them. You are far from obligated to read them all, of course, but the ones you PMed are in here for your viewing pleasure, as well as a few from the chat. Enjoy!

Code:
BRAWL CHARACTERS:

Mario: Pennywise takes the form of Shadow Peach, from Paper Mario: The Thousand-Year Door.  Mario sees this and approaches the demon cautiously.  Shadow Peach extends a hand, offering Mario a chance to become her servant.  Mario shakes his head rapidly, for Shadow Peach to begin laughing evilly.  Due to Mario not having the Crystal Stars to help him, Mario is left open.  He gets down on his knees and pleads to the demon to spare him...but she merely engulfs the stage in darkness, killing Mario instantly.  When the blackness clears, Pennywise is seen in normal form, feeding off of Mario's dead body.  

Luigi: Pennywise vanishes, for Luigi to look relieved.  However, an unearthly screech tells him otherwise.  Luigi looks up just in time to see Pennywise in the form of Boolossus, the enormous Boo boss from Luigi's Mansion, to come crashing down on him.  Luigi barely dives out of the way, entering a sitting position.  Due to lacking his Poltergust (which should've been in Brawl), Luigi can't attack the Boo, so he desperately looks into its eyes, hoping to make it turn away like a normal Boo.  This doesn't work on Boolossus; the great ghost inhales Luigi, chews him up, and spits out his corpse.  Pennywise turns back and begins to feed.

Peach: Pennywise vanishes as ominous music begins playing all around.  Peach looks side to side nervously, not noticing a shadow getting larger in front of her.  The Koopa Clown Car lands in front of her, for Peach to let out a cry of shock.  However, Bowser Jr. pops out instead of his father, calling out, "Mama Peach!"  Peach looks relieved, but slightly startled as Jr. hops out to hug her.  However, out of his shell, he pulls a birth certificate.  Peach really is his mama!  The princess faints in shock at this, for Jr. to grow a full mouth of fangs around his one small one, and begin his dinner.  

Bowser: Pennywise turns into Dark Bowser, a clone-like being made by Fawful and the Dark Star in Bowser's Inside Story.  Bowser chuckles evilly and begins to punch the crap out of the Bowser clone's stomach.  In typical battle form, the tiny black ball of energy Fawful is comes out of the body; Bowser inhales it, just like in the game.  However...Mario and Luigi aren't inside him to take care of it!  Bowser realizes this just too late, as Fawful turns into a swarm of leeches and begins devouring the Koopa King from the inside out.

Donkey Kong: Pennywise vanishes, for Donkey Kong to look around, ready to continue the fight.  However, a pile of bananas appear in front of DK, for him to stupidly put off his fighting and dig in.  He fails to see a hulking shadow form over him, as he's chowing away.  At the last second, DK turns around and lets out a scared grunt, as a monster leg stomps down next to him.  It's the Bog Monster!  DK begins running away, but the monster is too quick for him.  It snatches him up in his claw; the screen blackens out, as we hear devouring noises and DK's Star KO cry.

Diddy Kong: Pennywise vanishes, for Diddy to let out a monkey noise of relief.  However, a second later, Kackle, the bony Kremling ghost from DKC2 appears with his trademark cackle, and begins chasing Diddy around.  Diddy looks frantically for a barrel to stop him, but to no avail.  Kackle is gaining on Diddy, although he's still a fair bit behind.  After a second, Kackle takes a new approach, and simply levitates a banana peel into Diddy's path.  The young Kong slips on his own weapon, and screeches as Kackle closes in.  Bony devouring sounds follow, as the screen blacks out.

Yoshi: Pennywise disappears momentarily, reappearing a second later behind Yoshi as...TheSundanceKid?!  A black and white striped Yoshi with sunglasses appears, for Yoshi to look uneasy.  The newcomer points to a pile of fruit, for Yoshi to cautiously go over and begin chowing down.  While he's eating, Sundance goes up to Yoshi and kicks his feet out from under him, knocking him to the ground.  Yoshi lets out a pained noise, but Sundance just looks down at him suggestively.  The crazy Zebra Yoshi grows fangs and goes down on Yoshi, as the screen blacks out.

Wario: Wario pulls out a magic lamp, calling Nat the Genie to assist him.  However, when Nat appears, Wario is surprised to see Pennywise having vanished.  "Nat" extends a hand, for Wario to pull out his hard-earned treasures and give them to the "genie".  Wario gets a thought bubble of a golden castle, wishing for the genie to turn the gold into a palace.  Nat throws the treasure up in the air, Wario looking up expectantly.  However, down with the castle comes...the Black Jewel?!  Wario farts in shock, as the Jewel turns his gold into an army of enemies, closing in on the greedy thug.  Nat chuckles evilly and closes in on Wario himself, revealing his mouthful of fangs. 

Link: Pennywise disappears in a flash, for Link to look around angrily for the demon clown.  Suddenly, Navi appears and says her trademark "Hey!  Listen!"  Link looks at the fairy, ready for advice, for her to keep on saying it, over and over and over again.  Link lets out a yell in agony and covers his ears, getting in a fetal position.  Seeing Link vulnerable, Navi flies up his nose.  Link tries blowing her out, but it's too late.  "Navi" has started her feast of brains.

Zelda/Sheik: Zelda/Sheik uses Din's Fire/Needles at Pennywise who is hit by the blast, and lets out a fake cry of pain.  He sinks into a drain in the ground, for Zelda/Sheik to walk up to it, to make sure she finished off the monster...for a Floormaster to reach out of the drain and grab her arm!  Zelda tries to use her magic to make the creature release her, but Pennywise has already ripped her arm off.  Zelda lets out a cry of pain and falls dead, for the clown to let out an evil laugh and pull her entire body in.

Ganondorf: Pennywise disappears from Ganondorf's sight, for the King of Evil to take out his sword and begin searching around for the clown.  Suddenly, Link appears, holding the Master Sword and ready to duel Ganondorf.  The King of Evil does his Up Taunt, before rushing at Link for one final battle; he sees through the disguise, but he's still up for a duel.  Both demons are fairly evenly matched, but just like in Twilight Princess, "Link" eventually knocks Ganondorf aside and uses a finishing blow to defeat him.  As Ganondorf lies, yelling in pain, Pennywise turns back to normal and begins his meal. 

Toon Link: Toon Link runs after Pennywise, preparing a running slash, but the clown vanishes as the young swordsman approaches.  A loud cry behind Toon Link causes him to turn around, finding a Wind Waker-styled Redead.  Toon Link looks scared at first (he's just a kid), but he quickly fires an arrow at it.  The Redead dodges and turns to stare at the superior Link clone, before letting out another cry to stun him.  Toon Link can only watch as the monster opens its mouth and begins feeding off him, sucking out his life force.  

Samus: If Zero Suit Samus is being used here, she switches back to normal Samus for this cutscene.  Samus prepares and launches her Zero Laser at Pennywise, who hits the blast and is seemingly dispersed.  Zero Suit Samus looks around to make sure he's gone...but it turns out Pennywise has transformed, this time, into a vast swarm of Metroids.  Zero Suit Samus tries to fend them off with her Paralyzer, but the sheer numbers overwhelm her.  Mass chomping noises are heard, as the screen blacks out.

Pit: Pit fires an arrow at Pennywise, who spits out a long green snake to block it.  His head then turns into that of Medusa (although the clown's body stays the same).  Pit begins spamming arrow after arrow at the Goddess of Darkness (he does this in her boss fight, even), while she spits out a vast quantity of snakes.  Although Pit does good to shoot both the snakes and Medusa at first, eventually, one of the snakes coils around Pit, causing him to drop his bow and shield.  Medusa stares at Pit, turning him to stone, then approaches him.  She uses her dark magic to turn only Pit's head back to flesh; Pit can only watch in terror as the demon bites into his neck.

Ice Climbers: Pennywises vanishes in front of the duo.  Popo looks behind him to get a high-five from Nana, but she isn't there.  Popo turns around to see Nana in front of him, in a cute little pose.  Popo approaches her curiously, for her to blow a kiss to him.  It turns out Popo wants to get some, as he closes in on Nana and gives her a big hug.  Popo looks happy, until he sees his reflection in a puddle from some of his melted ice.  His face has some white paint on it...Popo tries to jump back in shock, but Pennywise grasps his hand and yells out, "Kiss me, fat boy!", before chomping into the Ice Climber's neck.  

R.O.B.: Pennywise vanishes for the robotic operating buddy to look indifferent; he's mechanical, and can't be devoured.  Some flickering lights dance over R.O.B., for him to turn around and see two random kids playing a game with the NES Zapper.  R.O.B. doesn't like being outdone by a more popular accessory, of course, so he approaches the children, spinning a gyro to show them what he can do.  One child looks at R.O.B. for a minute, before rapidly jumping up and knocking the toy's head off.  R.O.B.'s eye lights flicker briefly, then go out.  The boy laughs with Pennywise's voice, and continues playing his game.  

Kirby: Pennywise jumps up high into the air and comes down as...Zero Two?!  Kirby jumps in shock, as the massive eye begins emitting blood at the puffball.  Kirby lacks the Crystal Gun he needs to fight it, so he tries to flee in the opposite direction...only to find the enormous eye facing him that way as well.  The eye flashes gold for a second, Pennywise having given it the ability of his own eye transformation; the eye shows Kirby the Deadlights, driving the puffball insane instantly.  Pennywise turns back to normal with a cackle, stares at the immobile Kirby briefly, then digs in. 

Meta Knight: Pennywise vanishes, for Meta Knight to scoff.  Not a challenge at all.  Meta Knight summons Nova to bring him the greatest warrior in the galaxy, for him to bring out Galacta Knight.  Meta Knight engages his rival Knight in battle, in an intense swordfight.  Both Knights are doing fairly well, but Meta Knight gets blocked off a lot more in the battle; Galacta Knight's priority is seemingly more than that of his own, due to him being even more broken!  The battle takes to the air, for Galacta Knight to perform a downwards slash, knocking Meta Knight to the ground, defenseless.  Pennywise falls down after him, taking off Meta Knight's mask and biting into him.

King Dedede: Pennywise doesn't waste time here; he turns into Dark Matter and possesses the penguin king (he's not an effing eagle!) before he can do more than cry out.  Dark Matter's mouth appears on Dedede's stomach, but instead of attacking outside foes, it begins chomping away at Dedede himself.  Dedede's Star KO cry is heard, as the screen blacks out and zooms back in to show Pennywise standing over Dedede's robes and hammer, laughing maniacally.  

Olimar: Olimar tosses a Pikmin at Pennywise, for him to disappear on the spot.  Olimar pauses briefly, only to hear a whistle behind him.  It's the President of Hocotate Freight!  Olimar shuffles nervously, and comes over to the President as he beckons.  The President looks as if thinking, then hands Olimar a large sack of gold for his work.  Olimar jumps around excitedly at finally getting his payment for all his troubles...he doesn't even see the President sneaking up behind him, although a few Pikmin point insistently.  The President knocks off Olimar's helmet; because oxygen is poisonous to him, Olimar croaks over.  After he's dead, the President cackles, before beginning to devour Olimar's corpse.    

Fox: Fox dashes at Pennywise, preparing for a running kick, but Pennywise vanishes as he approaches.  Suddenly, Fox hears a voice behind him.  It turns out to be James McCloud, calling Fox over.  Fox looks in disbelief at his father being alive, and slowly walks over, somewhat cautiously.  Fox's father looks inviting at first, but Fox stops suddenly, as he sees orange clown buttons popping out on James' uniform, as well as a bunch of balloons in his hand.  Fox gasps and turns to run, but James suddenly turns into Pigma, his real killer, and does an uncharacteristically able jump onto Fox.  This pins him down; Pigma cackles as he takes a chomp at the helpless Fox. 

Falco: Pennywise disappears, for Falco to shrug and ask, "Had enough already?"  However, Fox appears behind Falco, tapping him on the shoulder.  Falco looks at Fox in a relived manner, trying to talk to him, but Fox has something different in mind.  Fox gets thought bubbles of him leading the Star Fox team, while Falco leaves to go out on his own.  Fox is obviously the better of the two.  Falco's expression turns from relief, to shock, to anger.  He tries to take out his blaster on Fox, but Fox sees his chance; he gets in a strange feral stance and pounces on Falco, chowing down.

Wolf: Pennywise vanishes; a second later, Andross appears in the background in his Assist Trophy form, peering down at Wolf.  The bounty hunter bows deeply, then extends his hand, hoping for some cha-chings for all his work.  Andross does nothing, for Wolf to do so more insistently, getting angry.  Andross laughs like Pennywise, for Wolf to come to realization on who he's talking to, and angrily begin firing shots at "Andross".  However, Andross doesn't take this lightly; he lets out a vast barrage of his polygonal shots at Wolf, who has no way to dodge, as he's not in his Wolfen.  Wolf is slowly killed by the storm of shapes, for Pennywise to return to the stage and commence his meal.

Captain Falcon: The manly racer dashes at Pennywise, trying to give him a Knee of Justice.  Pennywise is seemingly hit, and vanishes, for Falcon to call out, "Come on!"  However, Blood Falcon appears behind him and says, "No, you come on!"  Falcon refuses to be outdone, and runs around, kneeing and jabbing everywhere.  Blood Falcon repeats all of his actions, just as well.  Falcon loses his patience and tries to Falcon Punch his clone, who sees an opening.  Blood Falcon rushes in and grabs Falcon by the neck, out-prioritizing his punch with ease.  Falcon is left vulnerable, as Pennywise takes off his mask, lifts the captain's arm, and bites in.

Pikachu: Lt. Surge appears in front of Pikachu, who jumps back in shock.  The crude trainer points and laughs at Pikachu, for him to look intimidated.  Still, Pikachu jumps forward and uses a Thunder Jolt at the lieutenant's Raichu.  However, having Pennywise's power behind it, Raichu easily takes the jolt and responds with a powerful Thunderbolt attack.  This knocks Pikachu unconscious, so Surge laughs with Pennywise's voice, while Raichu gets fangs and begins its meal. 

Pokemon Trainer: Pennywise vanishes, for Pokemon Trainer to congratulate his Pokemon with a high-pitched, "Good job!"  However, Giovanni appears in front of Pokemon Trainer, petting his trademark Persian.  The PT looks worried, as Giovanni takes out a Pokeball, ready to battle.  Pokemon Trainer sends out all three Pokemon to take care of Giovanni, but he responds by sending out Rhydon and Nidoking to accompany his Persian.  The battle that ensues is so intense that PT loses track of Giovanni as he calls out orders; he doesn't even see it when Giovanni strikes him to the ground from behind and bites in. 

Lucario: Pennywise disappears, leaving behind a balloon.  When Lucario tries to pop it with an Aura Sphere, Darkrai pops out instead.  Lucario is left open charging his Aura Sphere; he tries to recover, but Darkrai has already lured him to sleep.  Pennywise closes in on Lucario, as a dream bubble appears over his head, containing the Deadlights.

Jigglypuff: The balloon Pokemon is seen, hip-hopping around carelessly and singing to itself.  Jigglypuff fails to notice as a Haunter closes in behind her silently.  Jigglypuff turns and sees it at the last minute, jumping in shock, before trying to sing it to sleep feebly.  However, ghosts don't sleep; Haunter uses Lick to stun Jigglypuff.  Pennywise then returns back to normal and says to the balloon Pokemon, "I'll show you how to...float!", before digging in.

Marth: Pennywise disappears, only to reappear behind Marth as Medeus, the dragon slayed by Marth (dragon being a large race of humanoids with claws, rather than the huge winged beasts).  Marth gasps at seeing his old foe and barely dodges Medeus' slash.  The two get into a fight, clashing sword with claws.  However, Pennywise tires of fighting, and lights his claws in fire, slicing Falchion in half.  Marth lets out a cry of shock, as Pennywise pins him down and delivers a swift chomp to the neck.

Ike: Ashnard appears in Pennywise's place, for Ike to let out a battle cry and charge him.  The two characters lock swords and begin an epic battle.  The two seem evenly matched, until Pennywise shows off some power and knocks Ike back a bit.  He tries to rush Ashnard back, but Ashnard's dark wyvern comes up behind Ike and snaps him up before he can do anything.  Ashnard pets his beast and laughs with Pennywise's voice.

Ness: The crazy clown vanishes, for Ness to peer around, looking for him.  Suddenly...a new voice descends on the stage.  "NESSNESSNESSNESSNESSNESSNESS..." it calls, for Ness to jump up; Giygas is in the background!  Holy sh*t!  Ness has a hopeful look on his face as he tries attacking the entity, hoping that he would receive prayers from around the world to help him.  But alas, the screen merely blacks out, while Giygas is heard, laughing insanely.

Lucas: Pennywise disappears on the spot, much to Lucas' relief.  A voice catches his ear, however; Lucas turns to see the Masked Man, AKA his brother Claus.  Lucas can't believe his eyes...didn't he kill his brother?  Lucas takes a few steps forward, making sure his brother is not being possessed again, then runs up to hug him.  As soon as the two are embracing, the "Masked Man" snaps, for his army to surround Lucas, who lets out a wail.  Claus takes off his mask to reveal Pennywise's face, fangs and all.

Mr. Game & Watch: Game & Watch dashes at Pennywise, for the clown to merely perform a huge leap into the air.  What?  But the flat man has no time to worry about this, as a giant octopus has come down onto the stage.  Game & Watch runs up to attack the beast, but the octopus shoots ink.  It gets on Game & Watch, who looks at his 2-D hands to realize it's not ink, it's blood!  He faints in horror of this, while Pennywise extends his tentacles, pulling in the unconscious Game & Watch.

Snake: Pennywise disappears, right as a missile is about to hit him.  Snake does the motion he does when he misses with his Side Special.  However, footsteps behind him prompt him to turn around.  It's Liquid Ocelot; he wants one last fight with his brother.  Snake and Liquid Ocelot get into a fist-fight, getting in a few hits on each other.  Just as Snake is about to pull out a grenade, however, Metal Gear RAY comes up behind Snake and crushes him before he can react.  Pennywise laughs maniacally, caressing Snake's corpse.

Sonic: The blue blur races in on the clown at an insane speed, passing through him, where Pennywise dematerializes.  A puckering sound is heard behind Sonic, however, so he turns to see...Amy!  Sonic gets an 'oh sh*t' expression on his face, as Amy closes in suggestively.  Sonic yells out and turns to run, but a puddle of blood is behind him, slipping him.  Before Sonic can get up, Amy is upon him.  She sits sexually on him for a while to torture him, then grows fangs and chows down.

MYM CHARACTERS:

BKupa666:

Pennywise: A Pennywise ditto!  Oh joy!  The clown who initiated the Final Smash vanishes, turning into a godly shining beacon of light from above.  Pennywise laughs slightly, trying not to seem fazed, but he's hiding his uneasiness.  Could there be an Other [near omnipotent being], other than It?  After the Turtle (a kind-hearted good being opposite It) died, It is surely the only being of such power in the universe?  Well, apparently not; the Other (assumed to be God) shines his light down on seven children; these Outcasts are known as the Losers' Club.  Pennywise turns into his spider form with a roar, and charges them.  The six boys and one girl step back, but don't step down.  The smallest boy takes his inhaler and sprays his asthma medicine at the spider, crippling it.  It tries to continue, but the girl shoots a silver slug at it from a slingshot, nailing It in the heart.  The spider collapses on It's side, dead, while the children laugh...with the other clown's voice!

Hades: Pennywise taunts Hades, who gets enraged and hurls a ball of fire at him.  The clown dodges, reappearing as Hercules.  While Hades is not actually afraid of Hercules, the mythical hero is the only one who can stop his takeover, according to the Fates' prophecy.  Tired of the incompetence of his minions and monsters, Hades teleports him and Hercules into the Underworld.  They reappear on a cliff over the Pit of Souls; Hades wasting no time in going after Hercules.  However, Hercules' face turns into that of the clown.  Hades looks baffled for a minute; he realizes his mistake, but too late, as Pennywise punches Hades into the pit with Hercules' strength.  The Lord of the Dead is swept away into the void by the souls he tortured so much, as the clown laughs.

Bowser Jr.: Jr. charges the clown, after his balloons more than anything else, for the clown to disappear.  A mocking voice from behind Jr. calls out; the Koopa Prince turns to see his eldest brother Ludwig von Koopa.  Jr. goes over to his sibling, but Ludwig gets a thought bubble of him composing music, while Jr. throws a tantrum.  It's obvious who the true heir is.  Jr. gets pissed and charges his brother, knocking him to the ground and looking hatefully into his eyes.  However, before he can land the KOing blow, Pennywise's eyes glow with the Deadlights.  Jr. stares in shock, as Pennywise returns to normal and prepares to dine.

Chris Lionheart:

Roy Mustang: Roy looks for Pennywise, but he's nowhere in sight.  However, he has no time to search, as King Bradley gets Roy's attention from behind.  Roy salutes Bradley (anything to become the fuhrer someday), for him to take out a picture of a door, and then a generic artifact.  Bradley wants Roy to get it; he takes out a remote control and opens a portal for him to do so.  Roy looks questioningly at Bradley, but his gaze intensifies, for Roy to hastily obey.  Little does he know that the door is actually the entrance to Pennywise's lair.  He enters the door to find Pennywise in spider form.  The arachnid dashes out at Roy, who seems ready to fight it...but he is taken down from behind by a horde of the spider's offspring.  

Darkurai:

Pennywise disappears, for Jade to begin searching for the demented clown.  A sudden call prompts him to turn around and see...Professor Gelda Neblim?  But Jade accidentally killed her, right?  Jade looks in disbelief, slowly going up to the professor to see if she's real.  He still doesn't quite believe it himself.  Neblim looks inviting and all, seeming to act as a mentor to Jade.  The "professor" points behind Jade, who looks.  While he's turned, Pennywise alters his appearance from the good Neblim, to her evil replica.  Jade's brief distraction leaves him open; he tries to recover, but Neblim has already used deadly magic to destory Jade.  Pennywise turns back to normal, laughing, and closes in on the corpse.  

darth_meanie:

Abomasnow: The clown disappears, and doesn't turn into anything...yet.  Abomasnow looks around for his adversary, but instead finds him between two burning trees.  The Pokemon tries to flee from his weakness, but more trees pop up in a circle around him, closing him in.  The heat intensifies, as the screen zooms out and back in, showing Abomasnow as nothing more than a melted puddle.  Pennywise's laughter echoes from the bushes, as the water evaporates.

goldwyvern:

Doc Robot: Pennywise disappears, only to reappear as one of the MM2 Robot Masters.  Doc looks shocked and frightened; after all, he did steal their data.  He looks apologetic and gets down on his knees to beg for forgiveness.  However, this only causes the other seven RMs to appear in a circle around Doc Robot.  The good doctor lets out a terrified moan as they close in, swarming him.

half_silver28:

M.Bison: The Shadowloo leader peers around for Pennywise, then calls out, "Pathetic!", striking a pose.  However, a simple mirror appears in front of M.Bison, who looks into it...and sees him growing older!  In the mirror, M.Bison is seen growing a gray mustache and losing hair.  M.Bison yells out in shock; he can't have his body growing weaker if he is to master Psycho Power!  He tears out the mustache hair as it grows out, but this only causes blood to leak from his upper lip.  Bison roars in anger, not noticing Pennywise approaching him from behind, growing fangs and attacking.

Midna: Pennywise vanishes, for Midna to pant slightly, but victoriously.  However, Ganondorf appears in front of Midna, laughing wickedly, then points down to his feet; bow before the King of Evil or pay the consequences.  Midna refuses, and tries to fight back, but falls to her knees.  She's already been weakened, and Pennywise sees this.  He turns from Ganondorf into Dark Beast Ganon, and basically performs a cinematic version of Ganondorf's Final Smash, obliterating the poor imp. 

kitsuneko345:

Ema Syke: Ema looks around to find herself alone, until suddenly, a generic forensic scientist boss approaches her.  Ema looks excited, as she's always wanted to become one, instead of being a detective.  However, the scientist takes one look at her and passes by.  He comes up to Gumshoe instead, and shakes his hand, promoting him over Ema.  Lost in despair at losing the job to Gumshoe, Ema begins weeping.  She doesn't notice the scientist turning into Pennywise behind her, closing in for the kill.

Delibird: The crazed clown makes his exit, for Delibird to turn and look for him...and see a crowd of children.  Wanting to be like his idol Santa Claus, Delibird tries to deliver its Present move to the children.  However, its attempt is unsuccessful; it turns around to see its tail 'bag' missing.  Delibird lets out a cry of shock, as Pennywise in bird form swoops down on him, holding his tail in its beak.  The poor creature can do nothing to defend itself, as the monstrous bird tackles it to the ground and begins tearing it to shreds with its talons.

Spoink and Clamperl: Pennywise vanishes, leaving the two Pokemon to rest contentedly.  However, the clown reappears behind Clamperl, holding a carnival hammer.  He slams it down on Clamperl, squishing him and smashing his pearl.  Because Spoink's psychic powers come mostly from said pearl, this puts him in a state of panic; this fear increases as the clown disappears, leaving Spoink alone and vulnerable.  Pennywise laughs as he reappears in front of the fearful Spoink, grabbing him up and biting in.

Hyper_Ridley:

Edward Elric: Edward looks around to attack the clown, but he's nowhere in sight.  However, a laugh is heard from behind Ed; he turns to see...himself, but taller.  The taller "Edward" points down at normal Edward, laughing at him for being 'short'.  Edward is about to yell at his taller self, but turns to see another taller Edward doing the same.  He angrily runs at this Edward, only to hear more and more taller Eds laughing around him.  He's surrounded by taller Eds!  This infuriates Edward; he unleashes all his wrath by destroying these illusions with his various powerful attacks.  After they're all gone, Ed pants, tired in place.  He just used all his energy; he has none left to defend himself when Pennywise approaches him from behind. 

Acid Seaforce: Pennywise jumps into the path of an acid bubble and vanishes with a scream, for Seaforce to look contented.  He turns around and goes on his way...only to run into Megaman X!  Oh sh*t!  Seaforce and X engage in a cinematic version of his boss battle.  The acidic seahorse tries using his bubble moves to take down X, but he's just too fast for him to handle.  Seaforce falls after a while, for Pennywise to turn back to normal and laugh over his body (although not eat it, as he's robotic).

Lemmy Koopa: Lemmy attempts to cast a blast of magic at Pennywise with his wand, but the clown disappears at the last second.  Lemmy laughs to himself; he's the top clown now...er, maybe not, but at least he's not fleeing the battle!  However, a familiar high-pitched laugh behind Lemmy prompts him to turn around.  He sees his younger sibling Bowser Jr., beating up Pennywise behind him.  Unlike Lemmy, who just sat back and used magic, Jr. is up close on the clown, beating the snot out of him.  Lemmy gets jealous, what with his sibling rivalry, and tackles Jr.  As he turns Jr. over, he sees clown-makeup on his face.  Lemmy looks down to see the clown Jr. was beating was just a life-sized doll.  While he's doing so, the real clown bites into Lemmy. 

JOE!:

Spiderman: Spiderman isn't intimidated at all by Pennywise; as he turns into his spider form, Spidey merely charges, shooting webs at the clown, who barely manages to vanish.  Before Spiderman can leave after his 'victory', though, Venom appears behind him.  With an evil cackle, Venom begins threatening to reveal Spidey's true identity.  Spidey gets a stunned look, moaning, "No..." under his breath.  He looks up for Venom, but he's nowhere in sight.  Instead, Pennywise has sent an entire cloud of leeches to attack Spiderman, who tries fighting back, but the leeches are too numerous and too small.  He slowly collapses, as the clown closes in.

Junahu:

Cutesy Beau: Cutesy has a rather unique cutscene here.  Instead of preying on her from the getgo, Pennywise is instead seen attacking and devouring a random man.  Cutesy appears next to the man, extending a hand, but withdrawing it as the screaming man reaches for help.  A petal is left in its place; the man reaches, but it too vanishes, as he dies.  Pennywise continues eating the corpse, as Cutesy looks indifferent; she hates both life and death.  The clown sees Cutesy, but as a timeless being itself, it doesn't attack her.  Instead, it shrugs, asking if it wants to see its true form.  Cutesy obliges, having little else better to do, so Pennywise takes her to see the Deadlights.  Although she's timeless and isn't rendered insane, this still counts as a KO for Cutesy.  

Letchku:

Yami: Pennywise turns into Amaterasu, for Yami to prepare to fight his mortal enemy.  However, Amaterasu upgrades into Shiranui; he's at full power now.  The two begin their fight, but Shiranui manages to expose the core of the machine that Yami's first form is rather easily.  The sun goddess begins attacking the core for major damage.  Yami tries to change forms, but Pennywise combines his power with that of Shiranui, defeating Yami.  The clown transforms back to normal, laughing as Yami fades away, crackling.  

MasterWarlord:

Sloth: This time, Pennywise doesn't actually mask that it's him in disguise.  He merely turns into Count Down, the clock boss from Super Mario RPG.  Sloth rushes at him, but in the middle of his charge, lies down to sleep.  However, Count Down merely rings his alarm, waking Sloth up.  Angered, the behemoth tries to hit the hay, but the clock keeps ringing, waking him up over and over again.  Sloth lets out a roar, his eyes going bloodshot, unable to get sleep, so he curls up in a fetal position, waiting for it to stop.  This gives Pennywise the opening to close in on Sloth from behind and devour him.    

Alphonse Elric: Pennywise disappears, turning into an unrecognizable black lump on the ground.  Al approaches it to hear a yell of pain...Barry the Chopper rises from the lump, his head having been knocked off.  He sticks his head back on, then pulls out a chopping knife and points it at Al.  He knows Al's weakness; however, Al shrugs, knowing Barry is unaware of where it is.  Barry gets infuriated at this, and charges at Al; at least he can chop him up until he finds it!  Al prepares to fight, but Pennywise appears behind Al as a double, quietly enough so that he is unaware, then knocks his head off.  Al's various pieces are seen flying around, as the clown's laughter is heard.  

Envy: Envy turns into Bill, the boy leader of the Loser's Club.  He leads the six other outcast children at the clown, the sole girl firing a silver slug at Pennywise from a slingshot.  Pennywise doesn't stick around to get hit again, though; he vanishes.  Envy continues toying around as Bill, until a voice behind him beckons him to turn around.  Dante and a shadowed figure stand over Envy; the former tells Envy that "His services are no longer required."  Envy sees that he's being replaced by another Homunculi, nodding and walking away.  Behind Dante's back, he becomes overwhelmed with, well, Envy.  Before he can take any action, though, Dante uses some of her broken alchemy to obliterate Envy.  He turns into his parasite form, and tries wriggling away, but Pennywise's clown shoe descends on it, the clown laughing.

Plorf:

Metal Man: Metal Man tries shooting one of his Metal Blades at Pennywise, who grabs a blade, then waves goodbye and vanishes.  Metal Man looks confused, but then startled, as Mega Man appears in his place a second later.  Mega Man begins using Metal Man's own Blades against him; Metal Man has no defense to this, and is quickly defeated.  Pennywise turns back to normal and cackles over Metal Man's body.


SmashDaddy:

Raiden: Pennywise disappears, only to reform into an army of Metal Gear RAYs.  Raiden defeats several, but ends up collapsing from exhaustion.  When he wakes up, he is strapped to a chair.   He sees Olga standing over him.  How is she still alive?  Raiden looks confused, but gets a pleading look, hoping to be freed again.  However, Olga's face turns into that of Pennywise, laughing at Raiden before biting into him. 

Wizzerd:

Krow: Instead of vanishing before his transformation, Pennywise merely turns into Diddy and Dixie Kong right off the bat.  With the agility of their monkey selves, the monkeys begin throwing Krow's eggs at her.  However, it seems Krow's learned some tricks since hwe last boss fight.  She grabs the eggs they throw and cracks them open, spawning Neckies to help her.  Eventually, she overwhelms the Kongs; Krow leaves her underlings to pick at the corpses, while she rests in her Krow's Nest.  She eventually falls asleep, not noticing her own chicks growing fangs and flying up onto her and tearing in.

Takumaru: Pennywise floats off the screen top, coming back down as the alien final boss of Nazo No Murasamejo whose name I do not know.  The boss spits it various projectiles at Takumaru, who retaliates with his fireballs.  However, this alien seems to have merely been a distraction; other aliens in UFOs swarm above Takumaru, one using a portal to zap him onto the ship.  They all take off in one direction at warp speed, Takumaru having no control over them; they're headed for the Deadlights.

Tingle: Pennywise seemingly explodes in place, for Tingle to stupidly turn away.  However, the explosion cloud turns into a swarm of mosquitoes!  These guys made Tingle lose a ton of Rupees in his games!  Tingle runs wildly away from them, but they're too fast.  Instead of merely stealing Rupees, the mosquitoes cover the elfish man head to foot, sucking out his blood.  Pennywise's laughter can be heard in the background, as the screen blacks out.
OVERALL PLAYSTYLE - EATER OF WORLDS

At first glance, Pennywise is a typical combo-focused power character, with a few traps here and there. Most of his moves revolve around follow-ups and multiple hits. Mixed in here and there is the occasional powerful KO move. However, you can't just abuse these stronger attacks to win with Pennywise. Because he must build 150% on foes before KOing them, you'll have to put your combos to good use before finishing your foe off.

Pennywise needs to start building up the required quota of damage on his foe at the start of the match, or they'll damage him up first and KO him early. One of the best ways to make this easier to do is to lower the required amount of damage. You have several ways to do so; Pennywise can use his Neutral Special, Pummel, or taunts (check them for more detail). These can take some practice, and aren't fully necessary to win as Pennywise. However, they can still provide some decent damage-dealing combos, while assisting him in this respect in the process. Kill two birds with one stone.

For the rest of his damage-building, you'll be relying on strictly combo moves. There are a few other moves that can be pulled off here and there to help with this, but most of the time, you'll be getting your foe up to 150% with your faster attacks. Side Special will usually be one of your biggest tools for building damage. Send out a few leeches at the start of the match, then maybe space yourself and dig a grave. Other than this, most basic attacks are the best at scaring the hell out of your opponents.

Now, Pennywise has his other elements among his arsenal of crazy combos. The two main deviations from his combo-oriented style are his occasional trap moves, as well as his KOing attacks. His grab is one of the more stand-out traps that lend to his combos. Maybe put some blood from a D-Smash near a drain to trip foes onto it, resulting in their capture. Pennywise has great throws; all of them can be comboed from, and his pummel can lower the required damage needed for a KO. While Pennywise should always play focusing on his more simple comboing attacks, his trap moves like this assist his damage-building even more if pulled off correctly.

Onto his stronger moves. Pennywise has a select few attacks out of his damage-builders that can be used for easy KOs. Good examples of these include his Dash Attack, F-Smash, and D-Air. You'll want to refrain from using these moves until you have the required amount of damage, so as to avoid KOing your foe early. Fortunately, once you've built the damage, Pennywise has no trouble finishing the foe off.

Most of Pennywise's combo moves are ground-based, but he still has plenty of options in the air. Other than his D-Air, his aerials can all be used for damage-racking, although they are somewhat harder to land than his ground attacks. Pennywise's best option in the air may be to use a glide attack to start things off, then combo from it with an N-Air (or an F-Air, if the foe tries retaliating). A few aerial combos can be helpful here and there, but they should not be relied on.

Another important part of Penywise's air game is gimping. Remeber that Pennywise can only gimp if it doesn't involve attacking the foe (e.g. edge-hogging). If the foe is rendered incapable of recovering by one of Pennywise's attacks while they have insufficient damage, they respawn (although if they could recover and choose not to, or self-destruct, it KOs them). It can be risky to edge-hog or footstool jump; Pennywise's recovery balloons can be popped easily by quite a few characters, and his glide isn't exceptional. In most cases, simple damage-building is easiest; if you're a daredevil, though, gimping may just speed the match up for you.

If you learn how to land Pennywise's quirky moves, you'll have little to no trouble building up the foe's damage to KO them. Learn which moves are combo moves and KO moves, then use them in the appropriate circumstances. Beginners will most likely shun Pennywise for 'sucking', as his F-Smash KOs foes, but doesn't subtract a stock from them. However, master his combo-oriented quirks and you'll be able to take this clown a long way. Pennywise is a good character, but is held back from being a stellar character due to him having a harder time comboing some characters.

PLAYING AGAINST - DOWN WITH THE CLOWN

Expecting another character that can be defeated by pressure? Wrong! In fact, defeating Pennywise requires pretty much the opposite. Playing defensive makes everything a whole lot harder for the clown. Take up a hit-and-run approach, landing a few quick blows on the clown, before spacing yourself and repeating the process. Most of Pennywise's combos are fairly close ranged, so with enough practice, you can avoid most of them this way. Pennywise is quite slow, so he can't actually chase you down if you do this.

Pennywise may resort to traps such as his grab if you do this; you'll have to proceed with more caution if he does. His traps alone won't finish you, but if the Pennywise player knows what he's doing, he'll stick nearby to combo you out of them. Projectiles can work well against Pennywise in this situation (they do in the book, too). He may try pulling out a corpse, or setting up another mindgaming move if you camp him from far away, though. Stay at a moderate range to Pennywise to avoid this combos, but keep close enough so that you can punish him whenever you can.

If you can prevent him from damaging you too much, while you dish out the pain in retaliation, you'll be relatively safe against Pennywise...onstage, at least. If he sees that building up your damage to KO you isn't working, Pennywise may take a risk and try gimping you. If you have poor recovery, this may be hard to work against; don't let him throw you or hit you off in this case. If you do have decent aerial capabilities, though, you may just be able to score another KO on the clown. Pennywise has trouble recovering against characters with multi-hit aerials. Meta Knight, Fox, Mario, and even Bowser (with D-Air) can pop Pennywise's balloons with ease. Finish him before he even tries finishing you off here; however, you can't just self-destruct to respawn. Don't even try it.

Offstage, proper pressure will finish Pennywise. Onstage, however, keeping your distance (but not too much distance) and playing smart and defensive will win your matches against Pennywise. He'll most likely try closing the distance, which is easier on some stages than on others, but his slow speed allows most characters to escape him. Both you and the clown will need to look for openings to damage each other; the one who does so better will most likely win in the end.

MATCH-UPS

Vs. Meta Knight - 10/90: Meta Knight's Favor
Meta Knight dominates Pennywise pretty hardcore. You want to face Brawl's combo character with this combo clown? Good; be prepared to watch him dominate you with combo moves with priority that far outclasses your own. Meta Knight is a perfect example of a character who can perform a hit-and-run approach against Pennywise. His small size makes him troublesome to combo, and if he takes to the air, Pennywise will have even more difficulty. You think Pennywise will have it easy due to Meta Knight's light weight? He must be even more cautious not to KO the broken knight early, while Meta Knight has no trouble gimping the clown, due to his multi-hit aerials. The bottom line is clean and simple: don't play Pennywise against Meta Knight.

Vs. Snake - 75/25: Pennywise's Favor
The reason Pennywise performs so well in this match-up is because of how many moves he has that defeat Snake's mines and grenades. For starters, he has his leeches, corpses, refridgerator, blood, and shower water to detonate the mine early, or take the hit for him. Now that you force Snake to approach, you've got the advantage. Snake's large size makes him easy to combo around for the KO. Even if you slip up and land a powerful blow on him, his strangely heavy weight allows you some leeway. The clown can gimp Snake's Cypher, as it doesn't sweetspot edges; he shouldn't remain offstage for too long, though, as Snake's N-Air can pop his balloons. Pennywise still has to watch out for Snake's jab and F-Tilt, but he still has the advantage in this match-up.

Vs. Bowser - 45/55: Bowser's Favor
Bowser has several tools in this match-up he can use to come out on top of Pennywise (literally, in some cases). First of all, Bowser can use Bowsercide to not only KO Pennywise, but to reset his own damage as well (although he still gets KOed). Fire Breath directed offstage is instant death for Pennywise and his balloons. Finally, Bowser's strong tilts have no trouble knocking out leeches and corpses. However, it's far from easy for Bowser in this match-up. Pennywise can combo Bowser's huge mass to no end, and his insane weight means he most likely won't be KOed until Pennywise is ready. In addition, Koopa-Hopping can only space Bowser so well against Pennywise; his mediocre speed isn't enough to make this match-up solidly in his favor. A good Pennywise can still win this, despite Bowser's slight advantage.

Vs. Sonic - 15/85: Sonic's Favor
Sonic dominates this match-up, seeing as how his whole playstyle revolves around using his speed to punish everything his opponent does. Add this to his insane ease for a hit-and-run approach, and you've got a hard as hell match-up for Pennywise. To stop Sonic, you'll need to set up some traps to make it harder for him to flee; Sonic can comboed a bit if you let this happen...but why would it happen? Just punish the clown! His F-Air offstage pops balloons with ease. Sonic's light weight means Pennywise will need to be careful comboing him, which is already difficult enough. The blue blur is a nice counter to Pennywise, although because of his wimpy power, you'll need to gimp the clown in some cases. Not that he has trouble with that, though.

Vs. Dingodile - 30/70: Dingodile's Favor
Although Pennywise can break through Dingodile's crystals with little trouble with his F-Smash, Dingodile has a perfect little zone of comfort to fire away from. Pennywise is a fairly large target for Dingo's ammo, so he'll have to be careful hitting Dingodile from inside. His leeches can fly over the crystals at Dingodile, but their low HP is little cause for fear from Dingo. Pennywise can't use traps against Dingodile for the same reason as Metal Man. Dingodile is just heavy enough that he won't be KOed by a slip-up strong move by Pennywise, but his insane recovery makes it near impossible for the clown to gimp him. Pennywise can be blown up against the ground, but if Dingodile isn't playing defensive, he can combo the hell out of the Aussie. This match-up is biased towards Dingo, but it's not unwinnable for Pennywise.

Vs. Vaporeon - 60/40: Pennywise's Favor
Pennywise has little to no trouble comboing Vaporeon's large size, but Vaporeon's defensive style is perfect for evading Pennywise. It can turn into a puddle to make it harder for the clown to combo it; however, if it runs into Pennywise's blood puddles, it'll turn back to normal. Because of this, Pennywise absolutely must get the bloody puddles out to keep Vaporeon from using his puddles to his advantage. Vaporeon's defense can screw him over otherwise, but if he prevents this, the clown can win in this match-up.

Vs. Spadefox - 65/35: Pennywise's Favor
Spade being an anti-trap character only affects Pennywise's few trap moves. With F-Tilt, he can also steal Pennywise's leeches, taking a major combo tool from the clown. Otherwise, Pennywise can take advantage of Spade's poor approaches and combo his somewhat large size like crazy. Of course, once Spade's momentum is set up, Pennywise has a much harder time beating him. Spade's fairly light weight can be KOed prematurely if Pennywise isn't careful. However, Spade's Neutral Special takes away Pennywise's necessary damage total mechanic, so he can KO Spade normally with no trouble. Pennywise has the advantage in this match-up, although it isn't impossible for Spade to win.

Vs. Hades - 30/70: Hades' Favor
Hades' large size and slow speed makes it hard for him to be defensive against Pennywise, so he's screwed, right? Well, Hades will be taking a whole lot of damage against Pennywise, so he'll definitely get to take advantage of his mechanic and get some power. Once he gets said power, he can outclass Pennywise in both priority and strength; if Hades gets momentum, Pennywise will have trouble staying alive. If Pennywise goes offstage, use Pain and Panic to multi-jump after him and pop his balloons. Hades can stand up to quite a lot of damage, and recover quite easily (although it damages him in the process). Finally, if he's spaced from the clown, he can use his Up Special to heal his damage, taking away all of Pennywise's hard work. Hades has his disadvantages here and there against this clown, but this match-up is laid out plain and simple for him to win.

EXTRAS

***

Extra Animations

Pennywise's taunts are all among the laggiest in the game. However, if you can pull one off, it lowers the foe's necessary damage level by 15% for the rest of their stock. This can't be dodged, but foes can easily hit Pennywise out of each taunt. Pennywise should never rely on this; it's just a helpful side effect. Sometimes words are an enemy's scariest weapon, no?

Up Taunt - It's a Trap!
A bunch of balloons appears in Pennywise's hand, as he asks foes, "You want a balloon? They float...they all float! And when you're down here with me, you'll float too!" He is referring to the foes floating insanely in the Deadlights that are his true form, just so you know.

Side Taunt - Age-Old Scare
If the closest foe to Pennywise is a child, he'll tell them what will happen if they try to beat him: "You'll die if you try!" He repeats this phrase three times, relishing in the child's fear.

If the closest foe is not a child, though, Pennywise tells them something different: "You're too old to stop me! You're all too old!" He then lets out a brief maniacal laugh. Both taunts are the same length.

Down Taunt - Blood-Chiller
Pennywise waves to the foe, calling out, "It won't do any good to run, girly! See you in your dreams!" What a perfect way to taunt the spacing opponents of his!

Entrance - From the Sewers
A small drain appears onstage, up through which Pennywise's gloved hands reach. He can't fit through there, can he? Pennywise's gurgling voice comments, "Hmm, this is a little inconvinent...just hold on while I make a few adjustments." The clown then proceeds to push the sides of the drain open, widening the drain enough for him to jump up and out. He then says crazily, "Here I am!", as the drain vanishes.

Victory Pose #1 - Leaving So Soon?
Pennywise stands in the widened drain from his entrance, out up to his chest. He repeats his Down Taunt facing the losers and waving, then continues by saying, "Oh, come back anytime! Bring your friends!" Pennywise's face then grows fangs, as he turns back to face the screen and laugh evilly.

Victory Pose #2 - Literal Joke
Pennywise holds a can of tobacco, calling out, "Excuse me, ma'm! Do you have Prince Albert in a can? You do?! Well, you better let the poor guy out!" He then laughs maniacally, as screams echo from the can.

Victory Pose #3 - Clowning Around
Pennywise holds a child's leg in one hand, like a chicken drumstick, and a bunch of balloons in the other. He turns to the foes, calling out, "Come float with us! I'll show you how to flooooooaaat! We all...floooooooat down here!" He then turns back to the screen and laughs evilly.

Victory Pose with Sakurai - Balloon Time
Pennywise turns to Sundance, who looks bored, until the clown says, "Don't you want a balloon?" He hands Sundance a Yoshi balloon, for him to look excited, but not take it. Pennywise comments, "What's the matter...one balloon not enough?!" He then yells, "Try a bunch!", pumping a fist into the air. Hundreds of Yoshi balloons float down onto Sundance and the losers, Sundance looking orgasmic...until all the balloons pop, splattering blood onto everyone. Pennywise laughs evilly during all this.

Victory Theme - Circus Fanfare
Pennywise's music is a clip from his own theme, of course. How fitting, yet insane.

Loss Pose - Hibernation
A hole appears in Pennywise's head, exposinig the writhing orange Deadlights. To escape the scene, Pennywise simply shrinks into a tiny doll version of himself, sinking into a drain for a while.

Kirby Hat - Krazy Klown Kirby

Kirby gets Pennywise's clown make-up, complete with blood around his lips, as well as Pennywise's red hair. Kirby gains Pennywise's Neutral Special; as Kirby lacks Pennywise's mechanic, this is almost exactly like Wario's Chomp, but scarier looking: Kirby grows fangs for it.

Alternate Colors
  • Normal (Red Team)
  • Green costume and hair (Green Team)
  • Blue costume and hair (Blue Team)
  • Silver costume and black hair
  • Purple costume and orange hair
  • Ronald McDonald suit with orange buttons



THERE YA GO, SUNDANCE!

Codec Conversation

-Press Select-

Snake: Colonel, what's up with this? There's a clown out here, but...he's just waving at me.
Colonel: Strange. What is he wearing? I don't recognize him...
Snake: He's got a clown suit on...and his lips are blood red. And he has orange buttons down his front. Oh, and now, he's got a handful of balloons...they look like they float!
Colonel: Oh yes...they float, Snake, they float!
Snake: Colonel, what's up with you? Hang on...you're not Colonel! How did you hack into this channel?
Pennywise: I, Snake, am Pennywise the Dancing Clown. And you...are Snake! So now we know each other! Kee-rect?
Snake: What have you done with the Colonel?
Colonel: I'm down here with the clown, Snake. And, you know, what they say is true. We all float down here, Snake! And when you're down here with us, you'll float too! Come with us, have a balloon, feed the elephants, ride the chute-the-chutes, and floooooooaaat, oh how you'll flooooooat...
Snake: You're not Colonel, and the only floating this clown's gonna do is in his own blood...after I'm through with him, that is.
Pennywise: *maniacal laughter*

-End Transmission-

Other

Icon - Floating Party-Favor
A simple balloon is Pennywise's icon.

Wiimote Sound - Carnival Question
Pennywise asks, "You want a balloon?" Simple and fitting, yet still so terrifying.

Crowd Chant - Undead Victims
The crowd doesn't actually cheer for Pennywise; when this occurs, children moaning is all that can be heard, as they float in the Deadlights. This unnerves foes, bringing down their required damage total by 1% each second. However, this deducted damage only lasts for ten seconds, before rising back up.

Unlocked By:

  • KO ten foes with over 150%
  • Play 2,700 Vs. Matches
  • Pop the balloon on Smashville 20 times

Unlock Message: "You want a balloon? Pennywise the clown has floated into the Brawl. Don't get scared stiff!"

***
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Once I read this:

BKupa666 said:
If Pennywise points down, the foe gets prostate cancer.
I knew the set would be awesome.

AND I WAS RIGHT

I had no idea who Pennywise was walking into the set but after reading it you've made me want to get what sounds like a corny horror movie. The amount of creativity in this is high, evident in the mechanic and moves like the fsmash and grab attack. You've captured the personality of a psychotic clown all too well. My main issue was that you're still bolding too much, but it's a huge improvement over the mass bolding of Hades, and this is still awesome.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,542
@Wizzerd

I haven't seen the movie, but the book was one of my favorite books of all time. I have no doubt that they ****ed up the movie and made it corny, though.

As for the actual set, I liked the creativity, although the mechanic was somewhat strange. You really put an emphasis on the floating, and I loved the way you stayed true to character.
 

Apemasta'

Smash Cadet
Joined
Jan 6, 2008
Messages
56
Location
Southern California
I gotta say, K. Rool, that was an epic little tandem of movesets. I especially enjoyed Leafeon. I know trap characters get a lot of flack, but you managed to pull the concept off without making it seem like the standard trap-setter. I'll put it like this - when I read a moveset and immediately think, "I would LOVE to play with that..." you get two thumbs up from me. (Ludicolo, you also got that reaction. :D)

Unfortunately, you've now forced me to buff and polish my Wes (Pokemon Colosseum) moveset so that I can have a chance at keeping up with such Eevee intensity... hahaha

And while I'm revealing all my secret plots, Neku's sister moveset is more or less finished, and should be posted within the next few days. I wanted it up much earlier, but production has just been so zetta slow...
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Pennywise is a funky set. Great, now I have another idea of who to put into my SM. I'd for sure hate to vs him (I mean IT) in brawl, it would be scary. NOT LEECHES!!! I was told the film goes for 3 hours. Something about the set makes me love it. This guys the Joker of MYM6.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
I'll respond to the comments I have so far.

I based Pennywise off the movie incarnation, but most of the moves were from the book (e.g. the leeches, prostate cancer). The book >>> the movie, but Tim Curry as Pennywise is epic. Seriously, they better bring him back for the remake in a few years. Speaking of which, the remake is supposed to be more accurate, since the old movie was a 3-hour TV movie that lacked the book's sex and violence.

The highlighting was mostly finished by the time I came to realize how to use it sparingly after Hades' review. I hope this to be my next step for my future sets.

And yeah: Imagine Pennywise vs. Joker vs. Kefka vs. Street Performer and tell me you didn't just **** in your pants out of sheer win.
 
D

Deleted member

Guest
Dingodile: I found this to be by far your most fitting and simplistic moveset in parts, but in others, it is a little random and actually can become a bore to read. It’s nothing too serious, but it takes some withdrawal and thought to understand some of the generic moves (although that’s not to say there’re any bad eggs in this moveset, there aren’t) because of the terms you use, concerning foreground / background, animations Dingo goes through and rarely there are directional gaffs. However, none of this detracts from an utterly brilliant playstyle and a considered one at that. The move interactions are particularly great; I love the interaction between the Ftilt and Dash as well as the Dingocide plus Devour. I honestly think the playstyle is one of the smartest I’ve read, although maybe not the deepest and certainly not the longest – it epitomises how simple the set is, though and it works in its favour to be brief.

The way the crystals work is definitely a game changer and would affect the entire match-up, but it’s handled rather well. I’m not sure, however, if I like the dumbed down moveset aside from this one mechanic. The simplicity is a nice change of pace from you and it is very fitting to Smash [no idea what Ocon is talking about], so I can’t complain. Speaking of match-ups, yours are like, the best I’ve ever read and not only because Raiden has a large advantage. This is just an absolutely solid moveset, which may be on par with your best ever, in my opinion.

Of course, big words, but I am a huge old school Crash fan, so I’m biased. You definitely produce my favourite works in the smallest slots of time, MW.

Pennywise the Dancing Clown: I loved this moveset. You captured the essence of the character brilliantly and every move is extremely fitting, I also love the cruelty displayed that is also very appropriate. However, the neck chomping, the blood and the blatant nature of Pennywise's moves are... I don't know, maybe it's different in the book, but a large part of Pennywise's strength in the movie was that he hid in the shadows and only terrified his victims with allusions - plus you never saw him actually ‘eat’ anyone. Aside from that one gripe, though, the references are all great.

Onto the core of the moveset, I’m not sure how I feel about the arbitrary special mechanic. I hope this doesn’t become a running theme with your movesets, but I dislike the use of percentage / stock-based penalties, it’s such a crucial alteration to Smash and it’s so numeric or unimaginative that it feels like a misstep. I get why the mechanic is there and again, very fitting – I feel it could be more intuitive. Waiting to KO someone until 150% without any kind of visual cue is not so appealing, there’s some missed potential there. Something like Hades’ hair colour changing would have made this mechanic better, this one is even more critical to the set, so there really needs to be something there. I’m also not sure what I think of the “killing = consuming” conclusion you came to, as Pennywise’s never just murders people, but it’s a good meet between Smash and the source. I’m also not too sure where the apparent combo moves are, as it seemed like most were KOs, set-ups or ones that “salted the meat.” However, it’s still a great moveset and works nonetheless.

I’d say this one is more impressive than Hades in terms of translating a movie / book characters rather than a cartoon character into a moveset and I still can’t even imagine Pennywise in a fighting game unless it’s Mortal Kombat. It’s a brave attempt and a moveset I won’t soon forget, believe me. Good job.

Next up: a million sets from Neku onward. :lol:
 
Joined
Oct 28, 2007
Messages
625
Prince Reyson, Of the Heron Clan

Story:
Part of a long line of majestic, pacifistic laguz, Reyson is trained in Galdr. His family was massacred along with their home in the Serenes Forest by outraged citizens of the nearby empirical city of Bengion. Reyson holds a grudge against all beorc and with the help of Ike learns to forgive some Beorc, but still holds a grudge against many..

Universe:
Fire Emblem (Path of Radiance and Radiant Dawn)


Play Style:
Reyson plays to the air, being an air-bourne laguz and all. His ground attacks are not awful though. He is, however, the first full on “support” Character within the Smash universe. His specials and taunts focus around helping teammates in team fights, and will only have minimal affects on himself. He plays to support a partner, but can hold his own in battle by himself. In his respective games, reyson cannot fight and can only aid his companions, so his style will reflect this in his game, though he will be given fighting attacks too of course.

Unique Mechanics:
Reyson's chants can cause special effects to happen to his allies

Stats:
Size- A little shorter than Marth

Weight- Light
Around Ness

"Walking" Speed- Fast
Glides along the ground, fast for a walking speed
"Dashing" Speed- Fast
Just behind Metaknight.

Attack Power- Low
His attacks lack killing potential, save his smashes, which use chants to give them killing power. Some aerials also have decent power

Priority-Medium
Aerials have high Priority, and smash

Jumps: Multiple= to Pit’s #

Falling Speed- Slow
Slower than Luigi’s


Recovery- Very good
Multiple jumps, plus a strong up B


Final Smash- Good
(Gets better depending on how it utilized, can be devastating or minimal)

Traction- Reyson is always hovering, so traction affects him not at all

Dodges- Basic
Rolls far back , but forward has little distance

Crouch- Falls to one knee, bows head as if to pray

Crawl- None

Wall Jump- None

Wall Cling- No

Glide- Yes


Basic Animations:
Basic Pose- Hovers in place
Idle Pose- Wings twitch nervously.
"Walking"- leans forward and hovers slowly, like Metaknight’s but slower.
"Running"- Like Metaknight’s. walking but faster.
Jumps- Flaps wings, much like Pit
Shield- Sings a bar and continues singing as the button his held, holds out hands on either side and closes his eyes while he sings
Aerial Dodge- Covers himself in his wings and spins

Miscellanious Animations:
Dizzy- Just sways with his wings limp
Sleeping- Wings cover himself like a blanket
Homerun Animation- Clumsily falls forward and hits with a vertical slice-style attack. This shows his unfamiliarity with weapons

Specials:
Neutral B: Canto
Reyson begins a chant, a small aura appears around him and anyone in the vincinity who hears it (allies only) moves at enhanced speed (Lag is reduced and all movement speed is increased to 125% regular speed). For every one second the chant is heard, the listener is given two seconds of enhanced speed. Reyson retains only the lag reduction if used on himself.

Side B- Defend the Prince!

King Tibarn appears in a warp staff style aura (the entrance animation for Marth and Ike) and Flies forward off the screen in the direction held. Passes through and damages all enemies he touches, but teleports out if Reyson is his. Reyson cannot move whilst commanding Tibarn and is stuck in the pose of him holding out his hand in the direction Tibarn is too play. He moves with the speed of Wario’s bike at top speed, and does slightly more damage.

Up B- Transform!
Reyson halts in the air for a moment, becomes covered in a golden aura, and comes out a heron. He flies up at a decent speed, and at the end his aura returns and he comes out as Reyson again. There is no lag time for transformations so he cannot be hurt while changing, but the damage done as he flies through enemies is almost non-existent (1%)

Down B- Chant
In Fire Emblem: Radiant Dawn, Reyson’s Chant is affected by his level, but in Smash it will depend on his damage meter. This attack can be game changing in Team fights, but minimal in anything else. He hums three bars of song and the following effects can happen
0%-30%- Recovery: Fully heals all damage on one teammate in range
31%-50%-Valor Causes the character to glow golden, once in this mode the character is given an extra jump (repeats second jump) for as long as he is golden (about 12 seconds)
51%-70%- Sorrow: Affects enemies: Causes the enemies to move at ¾ speed for 6 seconds
71%-100%- Bliss: Reduces knockback done to any ally, ¾ the regular distance traveled when hit for 6 seconds
101%+ Vigor: Let’s allies take ¾ damage for 6 seconds

A Attacks:
Neutral A-
Punches once, then hits with a pushing wing attack, causes enemies to slid (as if on ice) backwards (Yes, Ice Climbers are still affected).

Dash Attack
makes an X with his wings as he dashes and plows into enemy.

Side Tilt
Quick wing brush, from outside wing so the inside hits

Up Tilt
Leans back on wings and kicks both feet upwards (Think Pit’s without sword, instead on wings)

Down Tilt
Crouches and sweeps wings to either side causing a small dirt pile to float up at tips, this does more damage than the actual wing contact

Side Smash
Charges inside and wing and delivers a devastating swing of the wing. While charging Reyson will chant, giving this attack more power. This is one of his KO moves, able to kill around 80% on medium weights

Up Smash
Covers himself in wings while charging, this causes some non-flinch frames (cant remember the god**** name right now) while charging. He crouches just before release. Release causes both wings to spread upwards giving him very good range on this attack.

Down Smash
Covers himself in wings again, same animation for Up Smash, same properties, makes predicting hard. Instead of crouching and rising, he stands up tall then smashes both wings outward, again good range, but fails to affect the ground range as much as most attack. Squirtle crouching could actually stand inside the hitbox and be next to Reyson the entire attack.

Aerials:
Standard: Reyson Pumps wings upwards, Legs downward and Fists outward, giving very good range in every direction. Hitbox is a circle around Reyson, no blindspots

Forward: Leans forward and headbutts enemy

Back: Wings snap back, Stronger attack, good killing move

Up: Floats horizontal for a moment, stalling, and kicks feet up (His body makes an L shped look while “laying” on his wings

Down: Lays horizontal like in up attack and Snaps wings down, Meteor Smashes


Z-Button:

Reyson will stand hand out for grabs, then will use hand to direc the disried throw direction for Janaff and Ulki.
Grab- Janaff and Ulki
Sends out Janaff or Ulki, The Kings Ears and Eyes, and they grab the opponenet and bring them back, where the other (the one not sent to grab) is waiting to grab also. Works like Olimar’s but not as fast, but is harder to break free from.

Grab Attack- Talons power

Janaff and Ulki take turns scratching at the held enemy with their talons.

Forward Throw- Janaff flies away
Ulki flies off screen and Janaff flies forward carrying the enemy, arcs up, then drops enemy. If above ground enemy plummets, if off stage then character is given an opportunity to recover

Back Throw- Ulki’s turn
Janaff files into the background while Ulki grabs he target and flies backwards dragging the foe in the dirt.

Up Throw- Flight of the drop
Janaff carries the foe upwards and drops him onto Ulki, who then smashes him upwards a tad and then lets him drop

Down Throw- Smashed.
Janaff and Ulki carry the foe upwards, then smahs him into the ground while Reyson laughs a sadistic laugh


Final Smash:
Phoenicis’ Army
Reyson turns into a Heron and Flies into the backround. He begins a chant and Tibarn come son screen with Janaff and Ulki as well as a small squad of Phoenici hawks. They begin swarming the screen like Latios and Latias from the pokeball, but only Tibarn, Janaff and Ulki can cause kills, thew other hawks just cause damage 5% per hawk.

Taunts:
Up: Holds hands to chest and starts chanting 3 bars in increasing order, allies in the circle are given a small healt recovery upon hearing (about twice a standard piece of food).
Down: Same pose but a decreasing 3 bars, but this chant fully charges any chargeable moves a character has (Samus/ Lucario B attacks) as well halve the time Smash attacks take to fully charge if used in the during the chant
Side: “I will avenge you…sisters…Brothers…” While clenching fists

Lose Pose:
turns back to Screen, no clapping (unless it is Ike, during which he’ll smile happily and clap)

Victory Poses:
Up: Turns into heron and Flies off

Side: Leanne runs on screen and gives Reyson a hug, while Rafiel puts his hand on Reyson’s shoulder

Down: Reyson and Tibarn Fly off into the backround

Pros:
Decent Mind game potential, with the similar animations making distinguishing one attck from another difficult
Great recovery
Powerful outlier attacks
Good aerial Game
Can Help allies
Versatile

Cons:
Much less effective in Single Matches
No comboability
Many weaker attacks
Lag on the songs and chants
B attacks leave Reyson open for punishment

Extras:

Crowd Cheer
Simple two syllabic “Reyson!” Cheer

Kirby Hat:
Gets the Wings of Reyson as well as a small headband.


Stages:
Serenes Forest, night of Betrayal. The stage stage starts of during the day in a lush forest. A stump in the middle separates the fighting on two sides of a massive platform. On each side ree branches make a few platforms. Then Night comes and Yelling can be heard and a mob forms in the background. The Forest is the lit aflame. Cries of the Herons can be heard and the platforms all become firey (save the maid platform, which just becomes charred and black). Fire causes 1% per second when touched. Then Leanne and Reyson (If hes not fighting) appear in the back after the fires die down and the mob disperse. They/She begin singing a rapture and the forest is restored again.

Assist Trophies:
Leanne appears and sings the Galdr’s Reyson does. Giving him and any allies one random effect of Reyson’s variable chant (Down B) but Reyson is included this time. If Sorrow is sung, then everyone is affected.

Boss:
King Ashnard.
 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
Prince Reyson: Add some color, and a little creativity. That is all I am going to say for now. . . Also you should keep him away from my Oliver moveset O__<. My Oliver might get overwhelmed again :laugh: . I suggest you take a look at other movesets to make it look a little nicer. Having only a bunch of whit text can make it hard to even just finish reading a moveset.




On another note I am still working on my Ghor movset on the edits, it looks great and all but. . . . all I have left is to just edit the writing style a bit =__=. Which is probably going to to take a while. And I feel kinda lazy so . . . . yeah. It is done and everything, but so far from what I got back on feedback was that it just needs some edit on the writing and it would be my best moveset so far.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Prince Reyson, Of the Heron Clan

You're new here, aren't you. First of all, welcome to MYM6. As for your set; you're missing a few key things. Your organization is terrible and messy to read, and your descriptions of moves are lackluster and short, some aren't even complete sentences.

You only occasionally list damage, and never detail priority, lag, or range, all things that have to be listed in your moves. Clean up everything next time, and put more effort into it; basic spelling errors and poor grammar don't make sets approachable for a reader.


I suggest you read this to see some sets that have been cited as exemplary by the community:
http://www.smashboards.com/showpost.php?p=8015444&postcount=557

There are also links to several guides for making movesets on the Original Post. You have some good ideas, especially the throw and taunts, but you need to put more effort in, improve organization, and put in more details and creativity to make a good set though.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Reyson does need some colour to it, a lot. umm, im not really going to give advice others have gived. Anyway, Chapter 1 of my SM is almost complete, so far the SM contains:
Hades, Poison Zombie, Gold, Bear Hugger, Roserade, Daroach, Poppy Bros, Little Mac.
And one very fail boss (Who by the way is turtwig, and I hope to make up for by adding better bosses)
My SM is here if you want to read it...
(While nothing special yet, I hope to maybe complete it...)
Falsehood Path
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Well, Smady, thanks for giving the set one of its few replies so far. Even with the low amount of comments my sets usually get, after two days, I honestly expected more. Beware K.Rool's paragraph of wrath you'll undoubtedly receive when he returns! Anyways, the blatant nature of some attacks was not unfitting, due to me melding his character from the book with the movie's design. I'm assuming you only saw the movie. Know this: the book >>> the movie. Because it was a TV movie, they emitted a lot of the book's blood, violence, and sex; I staying in character by keeping it in there, along with the illusions. Seriously, read the book. It' amazing.

Now, onto the mechanic. My next sets have moves that intertwine, but no damage mechanic anywhere to be found. It's not becoming a trend at all. I merely added it here to add a new level of character to the moveset that would be hard to find elsewhere. And...no visual cue? Unless you're referring to something else, I said that Pennywise would speak a line while the foe emitted a sweatdrop under the mechanic description. I don't know if you missed that, like some people missed Pain and Panic's limitations, but it's there. That is quite important. I think I put in enough decent combo moves so the mechanic would be usable, but on some light characters, Pennywise would have to use the no-knockback ones, like leeches, more often to prevent an early KO.

Anyways, thanks for commenting. This one is on par, if not better than Hades, IMO. The highlighting will go down drastically for my next set, believe me you. Yeah, the other regulars will comment soon enough. I'll just wait for that.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
In this case, I didn't comment despite seeing it for two reasons, probably the same two reasons everybody has (apart from laziness): a character I have no interest in and organization that hurts my eyes. Pennywise is really quite a specific character and certainly one I'd never heard of before. The organization has way too much bolding (yeah, I know you're going to cut down from now on) and the dark reds are just an eyesore.

But yeah, after two days and only one lengthy critique, that's getting pretty ridiculous, so here you are.

So anyway, the mechanic is a bit of a stretch thematically, I think, and unless you explain it verbally, it's tough to figure out why he needs to damage people before KOing them; the fact that he likes devouring frightened victims and then damage is equivalent to fear would be lost on most players, I think. That said, it's a very cool mechanic in its own right.

On the whole, Pennywise is quite creative (for the most part - I see you have the obligatory chewing-on-the-foe attack that I'd expect to find in a Warlord set)... but however you explain his attacks by saying he can use them all in the source, he just suffers from magic syndrome. There's nothing he CAN'T do, and he uses a wide array of props and elements and items and strategies and winds up feeling disjointed. I mean, he's like a magician crossed with a clown, and doesn't really have any central motif beyond his mechanic.

And your exaltation of extras has hit a new level; his crowd chant has some actual significance when playing him? Blasphemy! I HATE extras!

I'm sounding pretty negative, so let me add that there are a ton of interesting attacks and effects in this moveset, and the mechanic is both interesting and well-implemented. However, it feels like a minor Kupa work, more along the lines of HR's Raptors; a character most people aren't familiar with that'll be passed over, and seems more like a moveset made out of love for the character (and isn't that creepy?).

I'll try to comment on Hades, who I now HAVE read, soon.

K.Rool's Espeon > SparkZ's Espeon that Khold reposted

And yes, I have read Espeon so I can say that with confidence. Seriously, 6th Sense and Prophecy were two of the coolest concepts for moves I've ever seen. The tilts which are so important to his playstyle were very interesting indeed, especially since it was a very valid use of "two moves which start the same for mindgames." Instead of making the DTilt a random stronger version of the other two tilts, why not give it a new, third effect to make your opponent have to guess even more what might happen! Something like a wierd status change that can potentially be useful or harmful depending on the circumstances.

The playstyle itself was indeed very cool. It was like Gwen from MYM5 but with even more emphasis on both Espeon and his opponent reading each other's minds. It's like the very incarnation of mind-games, making him a very interesting character if he were actually on Brawl's roster.

So yeah, great work, and hopefully I'll get a comment on Umbreon soon since he's my favorite Eeveelution. =D
Awesome! Thanks, HR!

oh-hohohoho! I did say I would read and comment on the Eevee line..

Eeve-evolutions:
The eeveelutions are the poster boys of their respective elements. Get an Eevee, and you have your pick of 7 different elements.
In the games, this pokemon represented your second "starter" choice. After playing through much of the game with the starter you picked "because it looked cool", getting an Eevee allowed the player to make a more informed decision about what kind of elemental pokemon they really want. To me at least, evolving my eevee was a pretty big decision, one that had a lasting impact on how I chose to play the game.

Through reading your movesets, I realised that the eeveelutions don't just BELONG to various elemental types, they quintessentially ARE various elemental types.
Vaporeon flows from state to state like water to vapor.
Jolteon moves and attacks in frightful spurts, like the crack of a thunderbolt.
Flareon, like fire, ebbs and grows and consumes, like a living creature unto itself.
Espeon predicts and controls the future, attacking by understanding the opponent's psychological state.
Umbreon, as a creature of the night, brings to life our uncertainties and fears. The worst thing about darkness, is not knowing what lurks in it.
Leafeon is a growing threat, and every bit of that pun is intended.
Glaceon is a constant, unrelenting burden, bearing down on the foe like a snow drift (and also rips quite a large page of ideas straight from Abomasnow)
Individually, these sets are disjointed, flawed and out of character. But together, they ARE the eevee line. Yet again, you show your propensity for making small consessions in order to snag the bigger picture. And this time it's a bloody big picture!

I'm not exactly sure how much foresight you put into this endeavor, but I don't think I can overstate the importance of these sets for MYM.

And no, I will never ever refer to, or comment on these as individual sets. To me, the eeveelutions are all one endeavor.
I'm glad you caught that, Junahu. I can't say I put much foresight into the project, but that shouldn't suggest that I didn't put a lot of thought into it - I was really trying to capture the feel of each element, especially in the playstyle section, as you've noted.

Your comment is sort of completely negative and strangely positive at the same time, but I know what you mean, so thanks. But they're totally NOT out of character if you look at them individually

Funnily, K. Rool says he's never read Abomasnow, meaning that they're just an outstanding set of conincidinces.:psycho:
I swear, I skipped Abomasnow. The bolding was hard on the eyes and I'm feeling a bit of the Ice-type ennuie myself, so I didn't read him. I'm assuming that there's only a limited number of things you can do with a snow-based playstyle and still keep it coherent.

Georgie, the Eeveelutions were truly amazing...except for one small thing. (D)

Anyway, I've read most of them, so BE PROUD. (H)

Espeon was truly one of the best sets out of them all.
Woohoo! Thanks, droogy.

I gotta say, K. Rool, that was an epic little tandem of movesets. I especially enjoyed Leafeon. I know trap characters get a lot of flack, but you managed to pull the concept off without making it seem like the standard trap-setter. I'll put it like this - when I read a moveset and immediately think, "I would LOVE to play with that..." you get two thumbs up from me. (Ludicolo, you also got that reaction. :D)

Unfortunately, you've now forced me to buff and polish my Wes (Pokemon Colosseum) moveset so that I can have a chance at keeping up with such Eevee intensity... hahaha

And while I'm revealing all my secret plots, Neku's sister moveset is more or less finished, and should be posted within the next few days. I wanted it up much earlier, but production has just been so zetta slow...
Great to hear it, thanks. Leafeon is actually my personal favorite, so it's good to hear that someone else appreciates him most.
 

tirkaro

Smash Champion
Joined
Jun 24, 2006
Messages
2,808
Location
but a pig in the sun
I'm the Mekuri Master, the Skirt-Flip King. The name isn't their idea... It's mine. I'm a man who was born to lift skirts. You think any so-called "rules" are gonna stop me? When classes get out, I race through the corridors like a fearsome wind, flipping, flipping, flipping up girls' skirts and letting the whole world know that I am the.....







MEKURI MASTER
WHAT!? The main character from the infamous japanese flash game Mekuri Master has joined the Brawl!






Mekuri Who?!

(Note: For a better idea of how this guy works, go play the game here. Or, if you're lazy, just look at the tutorial video that's linked in the above image.)


The true identity of the Mekuri Master is an enigma. All we know is that he's a take-all risk taker born to do only one thing; lift high school girls' skirts. In fact, that's all he ever seems to do, claiming himself to be the king of skirt-flipping. Wherever there's a skirt, he's bound to flip it over, and will do it in the most epic way possible.

Of course, due to this reputation, he's gained many enemies as well. Girl gangs are out for his head for humiliating them one too many times. Delinquents are sick of their girlfriends complaining about the skirt-tearing flash. Counselors and Secretaries will stop at nothing until this panty-hungry fiend is stopped. Nevertheless, this doesn't stop him from running out after class and doing what he does best: exposing young high schoolers' undergarments.



The Master Says:
Some thoughts may go through your head at this point. You may question my profession, some may be quivering in fear right now. But what most of you are most likely thinking of is, how exactly do I translate to Smash?
SILENCE, uneducated commoner! Do you have no imagination!? Keep on reading!





THE POWER OF THE PANTIES



Look at those panties and tell me what do you see. Do you see something arousing? A guilty pleasure perhaps? Maybe you're a girl, and it's simply a common sight?

Well to a TRUE Mekuri Master such as myself, they are neither. These female undergarments are a symbol of achievement, evidence of my masculinity! At the same time, they symbolize power, a deadly weapon in anyone's hand....




Mekuri Master is a pretty quirky character. He's somewhat of a combination between Olimar and Solid Snake, and has an extremely deep learning curve. Not only does he require a good deal of strategy, but he also requires pinpoint precision. Mekuri Master is a game all about accuracy, and that's translated into the heart of the Master's moveset. He's a character that punishes those who play him spammy and recklessly. Expect many "JUST AS PLANNED" moments. But I'm sure the suspense is killing you; Just how does this guy play anyway? And with panties!? How much accuracy and strategy could go into that?
Just wait and see, my dear child.....




STATS

SIZE- 7/10
Mekuri Master is an imposing figure, but not extremely tall. He's about the same size as Link and Marth, although much bulkier.

WEIGHT- 4/10
You'd think his coat of his would drag him down, but he's actually pretty light.

WALK- 5/10
The Master almost never has time for walking, so it's pretty mediocre.

DASH- 8/10
Mekuri Master is always running though the halls, so he's certainly no stranger to speed. However, he's only human, preventing him from being as fast as Sonic or Robo-Link

TRACTION- 7/10
Good stuff.

POWER-7/10/ VARIES
It really does. Go see the description for his Quirk below.

ATTACK SPEED- 4/10
Not very good actually.

RANGE- 7/10
His main ranged attack is his insane Fsmash, but that's about it, except for his Neutral B in some occasions. Skirt flipping does have a fair amount of range to it though, which is pretty good.

PRIORITY- 7/10
Also kinda varies, but his "main" attacks have okay priority.

FIRST JUMP- 5/10
The Mekuri Master never had any true reason for jumping, so he can only jump like an average human.

SECOND JUMP- 5/10
Same as above.

FALL SPEED- 3/10
The Master's jacket allows him to be pretty floaty.

GLIDE- 5/10
The Master can use his giant coat as a parachute, but it moves much slower horizontally.

CROUCH- 4/10
Anyone can tell you that I don't normally believe in crouching. Real men LIFT people's skirts, not look below it! However, I will sometimes make exceptions for self-defense purposes. I will crouch down, but never low enough to look up a skirt. Which, in this day and age, probably means my crouch won't be too low.

Crawl, Wall Jump, etc: NO!






ANIMATIONS

STANDARD POSE
The Master's standard pose is similar to Jotaro Kujo's; He sticks his hands in his coat pockets, his eyes mostly covered by his cap, but surely burning with intensity. He looks calm, but is obviously ready to lash out his hands at any moment

IDLES
1-The Master briefly takes his left hand out of his coat, and fills it with the blue flames of determination.

2-The Master takes out his right hand and adjusts his cap.

WALK
The Master looks slightly down, his hands still in his pockets, and does a clearly delinquent-looking strut. How imposing.

RUN/DASH
The Master clearly isn't messing around anymore. He takes both hands out of his pockets, holding them out, ready to strike at any time, while he sprints forward. Basically, the same run as in the game.

CROUCH
Since MM is pretty conservative with his crouches, he bends his knees like a typical delinquent, just barely looking below the average schoolgirl's skirt.

FIRST JUMP
Just what you would expect; He leaps off the ground, his hands out of his pockets.

SECOND JUMP
MM flips in midair. Pretty standard fare.

SHIELD
MM lifts up his coat, covering himself.

SPOT DODGE
MM keeps his hands in his pockets and calmly sidesteps into the background

ROLL DODGE
MM simply kinda rolls, his hands still in his pockets.

AIR DODGE
The Master does what looks like a slight spin into the background.

SLEEP
The Master is still standing up, but he bends his knees, and looks down at the ground, while he snoozes away

DIZZY
The Master holds his head, while he shifts around dizzily.






MOVESET


MECHANIC/QUIRK- PANTY PASSION

The Master loves his panties. And I mean he really does. So much that his entire moveset is (mostly) built around them.
The very first thing the Mekuri Master will do is pick his favorite panties. Before a match starts, the Mekuri Master will pick his favorite panties for that stock(yes, they change every stock) which can be;

White
Pink
Blue
Black
Red
Strawberry
Teddy Bear
Yellow
Gym Shorts

They will be represented by a thought bubble above his head, right before the announcer says GO! (if you're respawning, this will occur during the invincibility phase.)

So that means when performing a panty-related attack, the Mekuri Master will have all the applied stats doubled if they're his favorite.

Wait, applied stats? Well as you should know, the Mekuri Master's main thing is lifting up girl's skirts. Lifting them up damages opponents...for...some reason,(The least SoD-stretching excuse I can give is that the skirts increase the "wind" of MM's attacks.) and most of the time has the range of roughly 1/3rd of a battlefield platform around them, which is fairly good. The knockback for each lifted skirt is exactly .3 more than the knockback for the normal attack which is noted in each attack's respected description.


The other important quirk to him is his MEKURI METER. This small meter will appear alongside his damage counter, and is something to keep an eye on. This is used for summoning schoolgirls, and all of his panty-related attacks will alter this meter in some way. While this meter is entirely visual-based, we'll just say it has a value of 100% while it's completely full. It starts off only 75% full though.

Once you get to 100% however, something special happens: The Mekuri Master then becomes the Super Mekuri Master!
Once you go super, your hair will become blonde, and your all of your panty-related attacks will do as much damage as if you always got your favorite panties. (Getting your favorite panties in this form also just doubles that too.)
This form causes your Mekuri Meter to go crawl down at a considerable rate(about 4% a half-second), until you reach 75%. Also, your mekuri meter increases slower in this form as well, so you can't stay like this forever.

However one VERY important thing to remember is to NEVER let this meter go completely empty. If it does, the school principal will come up to him and punish him for his wrong-doings. That means making him do community service, which causes him to sadly walk off-screen and lose a stock. Here's some non-moveset related things that alter the meter:

-Getting hit at all makes the meter go down by 2% (however, getting continuously hit by a natural combo only brings it down by 1%)
-Having the crowd cheer for him brings it up by 2% each second.
-Breaking his shield brings it down by 5%

And, yeah, that's it. Every other Meter-altering thing is a cause of his moveset.

The Master Says:
Being a Mekuri Master means living a life of high risk and high reward. Nobody really wants me to do this, so the only person you can ever rely on is yourself. And sometimes, even your own self wants you dead.





SPECIALS

STANDARD- School Girl summon
Arguably MM's most vital move. When playing as the master, you'll end up using this move a lot, as it's his main method of attacking. However, it's quite complex, and requires strategy and mastery.

How this move works is that in exchange for 2% off your Mekuri Meter, a random schoolgirl will spawn from the sky in what seems like a random matter, but really isn't. Where your school girl spawns is exactly 3 stage builder blocks away from where you're standing, assuming you're standing 3 stage builder blocks away from the edge. If you're anywhere closer, your girl will spawn right at the edge. There is one exception though: If you're RIGHT near the edge, at least when you have you're opponent cornered, the School girl will have no choice but to spawn off-stage, and fall to her doom.

The only way to solve this is to jump. Jumping while doing this move has some odd properties, so it takes some getting used to.
When you're directly ascending from a jump, the schoolgirl will spawn directly above you. When you're descending from a jump, the schoolgirl will appear directly below you. This is the only way to get your schoolgirl in the same position as you, when you directly spawn them.

Now, each schoolgirl follows the same pattern; When they first spawn, they will stand still for 4 seconds. For 6 seconds, they will wander around the stage, though they can't jump off a platform(Kinda like a red shell). Each schoolgirl disappears after 10 seconds.

Now, about the rate at which you can spawn them, exactly 15 can be on the screen at the same time. And they all spawn very quickly, about half a second apart! HOWEVER, only 2 schoolgirls can take up about a Battlefield platform worth of space. If the MM keeps on spawning them at that point, the schoolgirls will appear directly opposite of where you're facing, as if you spawned them from looking the opposite direction. Keep spawning them, then vice versa happens, albeit 1 battlefield platform away. You can keep doing this until you've either reached 15 schoolgirls or actually managed to fill up the whole stage.

However, this has high risk as well. If any schoolgirl disappears, that will take 10% off your Mekuri Meter. Also, your opponent can attack your schoolgirls. They each have 15% stamina, and if they're ever dispatched by your opponent, you lose 7% off the Meter. It's best to use schoolgirls sparingly, unless you're really confident in your little plan.

So anyway, the point of these schoolgirls is to use one of your A moves to lift up their skirts. Full details will be given then, but all you need to know is that lifting up their skirts counts as an attack, and will fill up your Mekuri Meter by 5-20% depending on which move you use. After their skirts are lifted up, they'll try to hold down it down, as if there's wind blowing up it, and promptly disappear after 2 seconds.
Also, they'll all disappear when you lose a stock, along with any other summons.

The Master Says:
The meaning behind this move is complex, much like the female heart. This may be a vital move, but it's best used strategically and sparingly. Much like how you must eat to survive. Eat too much, you get fat! Of course, you could just have one incredibly fast metabolism as well....










UP- Tomorrow is a new day

Based on one of the bonus stages in MM, a stone statue of a schoolgirl will appear out of nowhere, directly above The Master. The master will then bring up his hand with extreme force, making a palm akin to C.Falcon's Up throw, and crushing it, leaving 3 chunks of debris. Think of it as sort of a vertical version of Charizard's Rock Smash for lack of a better comparison.
Unlike a lot of MM's moves, this one has no real risk to it. The Master will always crush the statue, but this has different properties depending on where you use it.

If you simply use it on the ground, the initial blow will cause any nearby enemies 20% damage. The 3 remaining particles from the smash do 5% damage. The whole move has pretty basic knockback, rarely killing above 120%. Heck, if the opponent has no damage at all, s/he'll pretty much be at the same place. The lag and priority is exactly the same as Charizard's Rock Smash.

If you do it in the air however, The Master will crush the rock as if he's doing a shoryuken(but with the palm still open). This brings the Mekuri Master up about the same height as a falcon dive. The attack does less damage overall though; The blow will only do 13% damage, and the particles do 3%. The lag caused by the rock being crushed is roughly the same as the ground version though.
One cool thing though, is that doing the air version of this attack will lift up the skirts of any schoolgirl directly above you. However, this only fills up the Meter by 2%(5% if he gets his favorite panties), and the damage done by the panties is 3% (7% if he gets his favorite panties)
But what's good is that you're guaranteed to never get a "miss"(See the "standards" section), making this a pretty valuable move for taking out schoolgirls.













DOWN- Those who hunt Banchos

This works a bit like MM's normal Schoolgirl Summon, but with a twist; These people are out to get The Mekuri Master, no matter how hard it takes. They hate the Mekuri Master with a passion, and will do anything to destroy him. Basically, you exchange 5% off the Mekuri Meter to summon one of his enemies. They're summoned kinda strangely; the appear 4 stage builder blocks away, from your opponent. Additionally, if there is a platform above the area they're supposed to spawn, they'll spawn on the platform. Like the schoolgirl, they can't be summoned off the edge unless they're forced to.

He can summon one of 3 enemies, and only 3 enemies can be out on the stage at the same time.

:skull:GIRL GANG MEMBER:skull:- (30% stamina)
This female delinquent is tired of the Master's antics, and wants him gone. Of course, nobody else wants to mess with this bad girl either.
This chick is the most common enemy. She'll slowly wander around loosely in your general direction, and disappear after 10 seconds. If you go anywhere near her, she'll whack you with her wooden sword, giving you 16% damage and taking 10% off your Mekuri Meter. Her knockback is that of about Pit's Fsmash.

One thing different about her though is that she doesn't discriminate. She can also hit your opponent for the exact same damage, though it'll cost you 5% off your mekuri meter.
One really bad thing about her though is that she'll also hit your schoolgirls, taking 15% off the Mekuri meter and promptly making them disappear. She surely doesn't want to be messed with.
But mess with her you most likely will. Since this girl gang member still wears a skirt for....some reason, you can just as easily lift it up with your A attacks. Lifting her skirt up fills the Mekuri Meter by twice as much, and does twice as much damage as a normal skirt-lift. After that, she'll disappear.

:skull:DELINQUENT:skull:- (20% stamina)
Pretty typical tough guys. They wear their uniforms open with crude T-shirts, sport gigantic Pompadours. You can't miss them. Technically, the Mekuri master is one of them too, but everyone knows that a Delinquent's worst enemy is another Delinquent.
Since a Delinquent is a guy and thus doesn't wear any skirt, you can't get rid of him until he disappears after 10 seconds.
The delinquent will directly walk towards you with his surprisingly fast tough-guy walk, and will wallop you with his kendo stick if you get close. The attack will do 20% damage, and has the knockback of Mario's Fsmash. This will take 20% off your Mekuri Meter.
Unlike the Girl Gang member, he wont try even try to attack the opponent. The only real way for him to attack your enemy is to get close to him and do a roll dodge or side step. He'll miss you, hopefully hitting anything in front of you.

:skull:COUNSELOR:skull:- (30% stamina)
A secretary-looking woman, who appears to hold a high level of importance around the school. Unlike MM's other enemies, she'll only move if you're within 2 battlefield platforms from her. And even then she moves very slowly, only about as fast as Luigi's walk.
The good thing though is that she can attack your opponent ONLY if they're running. As there is quite obviously no running in the halls, she'll knee your opponent, causing 27% damage and pretty good knockback(about as much as Bowser's Fmash).
The bad part is that she can also attack you even if you're walking. And if she gets you, she'll do the same thing as above, and will bring down your Mekuri Meter by 80%!!!.
What's even worse is that lifting up her skirt is no easy task. You absolutely cannot lift her skirt up using your Fsmash, Up tilt, or down tilt in any way. The only way to do it is by using any other A move while she's looking away from you. Good thing is that if you succeed, her skirt does 3 times as much damage as a normal schoolgirl, and brings your mekuri meter up 3 times as much as well.

The Master Says:
Something that I've learned is that there are no bad people. Sure some people may be cruel to you at first, but it's all a matter of pushing their buttons. Of course, there are those who cannot be changed whatsoever, but they usually come crashing down before they know it.










SIDE- Mekuri Bliss
The Master reaches into his coat pocket, but for what? Why, he grabs a pair of panties of course! He then clenches it in his hand, filling it with some kind of magical aura, then throwing it. The animation is just slightly longer than Diddy's banana peel toss.

So...what's with those panties? Once he throws them, they'll just lay on the ground and briefly disappear, making it pretty pointless to just throw them anywhere. In fact, just doing this move at all takes away 10% off the Mekuri Meter.
What you want to do is be sure those panties hit the center hitbox of your opponent. It's not as demanding as Jiggs' rest, but still requires good precision. Anyway, once those panties hit the opponent, they'll do something strange; the opponent will transform into a schoolgirl!

They don't exactly just put on a schoolgirl uniform; They turn into a Midnight Bliss'd version of themselves in school uniforms. Meaning they all have skirts. You know what happens here.

They remain Bliss'd for 10 seconds, and move at the same speed as they normally do. However, they can't do any attacks except for 1, which usually amounts to a slow and weak slap or punch that does 2% damage. While the opponent is blissed, the Master is free to use any skirt-lifting moves on them. They don't do any real knockback, but all the damage is added up. However, none of the Midnight Blissed smashers will have the Master's favorite panties, so no bonuses are given.

The Master Says:
There was once another delinquent such as myself who went around stealing women's panties, tossing them to loser guys who can never get a date. If he's the pervert Robin Hood, I must be the pervert King Midas.










STANDARDS
Okay, now here's where things get important. Every other A move, shares the same general properties and lift up skirts. It's all about accuracy really.

When you do any attack, a very small arrow will appear in front of him(it won't show up when you pause the game). This arrow shows the "hitbox" of MM's skirt flipping. There are two general positions for this arrow: Horizontal and Vertical. Most of the MM's moves use the vertical arrow, but the horizontal arrow is superior as it misses less.

The importance behind the arrow is that flipping up skirts is a very picky ordeal. When lifting up a skirt, you need to be pretty accurate. There are 4 levels of accuracy-

PERFECT- you did it perfectly, doing the most amount of damage and getting the most in your mekuri meter. Also has pretty good priority.

GREAT- Not as perfect, but still pretty good. Generally average priority.

GOOD- You just made it. Pretty poor priority.

Miss- You missed it. You lose 4% from your meter every time you miss. (The difference between missing and not trying to lift up a skirt is something to look out for. You JUST have to be near the girl in order to miss, so be careful when attacking near a schoolgirl.)

And remember, if the Master gets his favorite panties, the attack and amount given to the Mekuri Master doubles. (Yes, that means if you miss his favorite panties, you lose 8% off the Mekuri Meter.) And if the Mekuri Meter becomes 100%, all attacks involving schoolgirls will double as well, meaning getting your favorite panties in this form is pretty deadly.







NATURAL COMBO- Basic flip
The Master uncaringly lifts up his hand normally doing 1%. The second time, he lifts up his other hand, doing 2% damage. For the third time, he brings out both his hands and does one giant lift for 4% damage.
Pretty basic stuff, not much to say, other than it has low default priority.
Now as for lifting-

PERFECT- does 5% damage every time. Increases the mekuri meter by 5%

GREAT- does 3% damage every time. Increases the mekuri meter by 3%

GOOD- does 2% damage every time. Increases the mekuri meter by 2%

The Master Says:
Even the most simple moves can be valuable at times. Simplicity means less risk, but less reward. That's not really how I roll, but it's good to fall back on when all else fails.













DASH ATTACK- Wind of Anemoi
While going from his dash animation, the Master does a schtick similar to fox illusion, leaving his hands out as if he cut something. He only goes about a half of a battlefield platform ahead, and it normally does 5% damage, and has about the same knockback and priority as a fox illusion. Has pretty poor default priority.
Where this move truely does shine though, is that it can lift multiple skirts in a row. And it uses a horizontal arrow, meaning it can rarely miss. But this, along with other horizontal-arrow attacks come at a cost: You run a much higher risk of accidentally grazing the side of a schoolgirl and getting a "miss." Especially for this attack; MM's entire body is the hitbox, making it a pretty big drawback if you flooded the stage with schoolgirls, or have multiple schoolgirls in the same place and fail your calculations.
Anyway:
PERFECT- does 7% damage. Increases the mekuri meter by 5% per schoolgirl.

GREAT- does 5% damage. Increases the mekuri meter by 4% per schoolgirl.

GOOD- does 3% damage. Increases the mekuri meter by 3% per schoolgirl.










SIDE TILT- Wind of Stribog
MM pulls himself back and does what looks like a side-kick. Suddenly, a small blue F**KING TORNADO! appears from his sole and then disappears.
Like his Dash attack, the arrow for his side-tilt is horizontal. It also contains a good deal of lag, but it shouldn't be to much of a problem. The initial kick does 3% damage and the F**KING TORNADO! from his foot hits 3 times, doing 2% each, coming together for about 9% damage. They are then knocked back upwards for some reason. This has some pretty good priority, and is slightly disjointed. Now, for his pantsu-powers....

PERFECT- Does 10% Meaning if he hits you with his entire kick and causes panty-damage, it comes together for 19% damage! It increases the mekuri meter by 10%

GREAT- does 8% damage. Increases the mekuri meter by 8%.

GOOD- does 5% damage. Increases the mekuri meter by 5%.







UP TILT- Winds of Njord
The Mekuri Master looks into the background and a mysterious wind lifts his coat up.
This move has pretty oddish properties. There are two vertical arrows to both sides of him, but they are completely invisible. Great thing is that each of the invisible arrows are much wider than usual, owing the attack very good range. However, any skirts lifted by the wind will only get a "good" rating or a "miss" rating. So any skirt lifted by this wind will only do 6% damage and will fill up the mekuri meter by 7%. I suppose this is best used to quickly dismiss any extra schoolgirls easily.

Using this wind on your opponents deals an effect similar to Mewtwo's confusion; the opponents are spun in the air and fall down dealing 2% damage. The priority is about the same as confusion.





DOWN TILT- Wind of Vestri
While in his crouching position, the Mekuri Master looks on the ground and blows, as if blowing a cigarette. This kicks up a small dust cloud that can lift up skirts. The cloud is as long as 1/3rd a battlefield platform.

Now, this cloud has some odd properties. Like the up tilt, you're supposed to completely guess where the arrow for this is. And what's worse is that the arrow's location is pretty odd: the arrow at first becomes a horizontal one, traveling along the ground, and then becomes a vertical one at the end of it's animation.
The first horizontal invisi-arrow is very wide, meaning it usually lifts up skirts without fail. However, like the above attack, it cannot land any other rating besides "good."
The last vertical arrow is more versatile. It can do any rating, but has limited accuracy.

When directly attacking the opponent, this doesn't do any damage, but blows them back considerably. (Think a half-charged FLUDD.)

PERFECT- Does 12%! It increases the mekuri meter by 9%

GREAT- does 8% damage. Increases the mekuri meter by 6%.

GOOD- goes 5%. Increases the Mekuri meter by 4%.










SMASHES





FORWARD SMASH- Lunch Hour

MM's main projectile move. The Master crosses his hands, as a mysterious magical power glows within them. After completing this charge, the Master takes one step forward and unleashes a giant blast of wind, going about 2 battlefield platforms.
Along with this insane range, this move has a horizontal arrow and can lift up multiple girls' skirts in a row.
Aside from the schoolgirls, this does 10% damage to an opponent (fully charged), has infinitely high priority (being a wind attack and all), and has a slight variation on the FLUDD effect. If the opponent is right near MM when he does this move, they are moved all the way back to the edge of this attack. They won't go any farther, even if they're already on the edge. That means this move has just about no knockback whatsoever if used on it's own.
However, if you get a schoolgirl in there while attacking your opponent, they get the added damage of that schoolgirl and get knocked back about as much as C.Falcon's Fsmash.

What's even better is that if you somehow manage to line up a whole row of schoolgirls nearby AND your opponent, the opponent will be damaged by all the schoolgirls in front of them.

One obvious drawback though is that this move has HUGE starting lag. MM literally has to step forward and then do an animation similar in length to Ike's Fsmash. This means that a particularly fast opponent will rarely fall for the above setup completely, due to how close-range unfriendly this move is.

anyway, back to the skirts:
PERFECT- does 10% damage each. Increases the mekuri meter by 5% per schoolgirl.

GREAT- does 6% damage each. Increases the mekuri meter by 4% per schoolgirl.

GOOD- does 4% damage each. Increases the mekuri meter by 3% per schoolgirl.

The Master Says:
There are certain things that seem good at first, but start to become less special the more you use them. Kinda like turkish baths. They're awesome at first, but when you constantly come home smelling like oil and women, additionally surrounded by your new, 40-year-old aristocrat guy friends who still won't pay for your massive bill for using said service, things tend to take a turn for the worst.







UP SMASH- Wind of Fujin
The Master starts to clench his right hand, glowing with magic, as if he's trying to hold something. After he's finished charging, he points his right palm up and unleashes a giant blast of wind from it. This blast of wind is roughly cloud-like and comprises of 4 vertical arrows. It's just a little less wide than a battlefield platform, and rises just well enough that the very edge of the cloud can hit the top platform on battlefield when you're standing directly below it. As you can expect from a disjointed wind blast, it has infinitely high priority.

This is roughly a vertical version of his Fmash, but trading range for wideness.
Hitting an opponent with this does 18% damage and HUGE vertical knockback, like a vertical Zelda Fsmash. This, along with his Dsmash, is his main killing move. Unfortunately, this hits nowhere near anywhere except for directly above him, meaning this should best be used after his side tilt.

Using this to lift up skirts isn't too highly recommended if you have a group of them above you. Most of the time at least one of the arrows will miss, costing you a bit.
PERFECT- does 5% damage. Increases the mekuri meter by 6% per schoolgirl.

GREAT- does 4% damage. Increases the mekuri meter by 5% per schoolgirl.

GOOD- does 2% damage. Increases the mekuri meter by 4% per schoolgirl.







DOWN SMASH- Wind of Vayu
MM charges his left foot as if charging a lower roundhouse kick, a swirl of magic flowing through it.
Once he's finished, he kicks the ground 3 times, the last one causing a giant dust cloud to rise up. The dust cloud appears just in front of his feet, and goes up to MM's hip during it's peak.

This isn't a very special attack, as the cloud only has a horizontal arrow. However, it has more reward to it than his Dtilt, and is generally stronger, if laggier.
This is MM's other kill move, but not as good as his Up smash. This has about the same amount of knockback as Lucario's Fsmash.

Anyway, the first 3 kicks do about 5% each with low priority, and the dust cloud causes 10% damage, which comes together for 25% damage in total.
and since you should know this by now:
PERFECT- Does 15% damage and increases the Mekuri meter by 17%.

GREAT- Does 13% damage and increases the Mekuri Meter by 15%

GOOD- does 10% damage. Increases the mekuri meter by 10%


The Master Says:
Remember: It's not the Bad people who cause terror and chaos. It's the reckless people. Whichever way you want to take that is up to you.









AERIALS

Note that none of MM's aerials lift up skirts, since that would render certain moves useless.





NAIR- Sneak up and hit you like a....

This one is a simple tornado attack that doubles as a way to get your hoes back in line.
This move has the Mekuri Master spinning around, essentially becoming a F**KING TORNADO! that can suck in things.
Basically, the tornado brings any schoolgirls far away from you closer to you. This is pretty much useless for a small stage like battlefield, as it will only suck in schoolgirls who are roughly the distance of 7/8ths of Final Destination away from you. And even then it doesn't suck them in that well, meaning it requires multiple use.

When using this as an attack, it deals 3 hits. Each hit does 3% damage, coming together for 9% total. It has some properties of Mario's Dair, but it doesn't trap in opponents as well. It's range is also pretty pitiful, and has low upwards knockback. It's priority is very low as well, though you probably expected that.

Also, be careful, as this move can suck in enemies and your opponent.




FAIR- Wind of Norori
The Master opens his hand and makes a small F**KING TORNADO! come out of his palm.
This tornado goes at about the speed of a walking Bob-omb, and stays in Midair for 2 seconds before disappearing.
Each moment of being caught in this vortex deals 3% damage. A pretty good move for trapping people, and it brings anyone above it directly down at a faster rate than usual. However, surprisingly, it has low priority. It can be negated with an average smash attack.



BAIR-Wind of Suori
The Master does a backwards Sex kick, and produces a F**KING TORNADO! from his sole, much like his Ftilt.
However, the only the tornado will do any damage, and in true sex kick fashion, becomes weaker every moment it's out.
The tornado hits 3 times, doing 5% damage, 4% damage, then 3% damage, assuming you hit it at the peak of it's execution.

Otherwise, it's a very basic bair.




UAIR-Wind of Venti
The master looks up, and puffs up a stream of smoke, as if he just exhaled from a cigarette.
Like many of MM's attacks, this does continuous damage. It hits 4 times and does 3% damage every time. The range of the smoke is just roughly that of Link's Uair.
Once again, very basic move. Not much here to talk about




DAIR-Pervert Robin Hood
This move takes 5% off the Mekuri Meter.
The master kinds of shakes his coat a bit, causing a pair of panties to fall down directly below him at a somewhat slow rate.
Like his Side special, you really have to aim this one at your opponent, but it's a lot less demanding. If you manage to land a pair on their heads, they will grab the panties and will be stunned for a about 2 seconds. No, this doesn't damage them in any way, but gives you some breathing time, or at least a good opening.

What's funny about this move is that, depending on which character you use, the victim will have a certain animation during those 3 seconds-

:peach::zelda::shiek::samus2::zerosuitsamus: :marth:
These people will look at the panties with complete disgust at what was presented to them, and will throw them away as such.






:toonlink::charizard::ivysaur::squirtle:*:lucario::rob::yoshi2::pikachu2::pichu::jigglypuff::olimar::kirby2:
These people will look at the panties curiously, not exactly identifying exactly what this is. They will soon just dismiss it.






*if one of PT's Pokemon observe it, he'll have a stunned "uuhhh..." look on his face.






:ganondorf::fox::metaknight::sonic::lucas::ness2: :popo: :link2::roymelee::mewtwo:
These people will look at it once and be shocked. They'll then pretend to be unphased by it, but then secretly hide it in their pockets.





:warioc::mario2::drmario::luigi2: :falcon::falco::diddy: :snake: :dk2::dedede::bowser2::ike::wolf::gw:
These people will put on a happy, perverted look on their faces while stretching the panties in front of them. They'll then stuff in in their pockets.




The Master Says:
Remember that pervert Robin hood guy I mentioned earlier? Yeah, he was actually my father. I suppose kids only take after their father's negative attributes.




THROWS


GRAB- Get over here!
For as quirky of a character that MM is, all of his throws are very basic. His grab is no exception. He simply grabs in front of him. It has the same range as Marth's grab, pretty basic stuff.


PUMMEL
MM knees his opponent in the stomach for 2% each. Once again, very basic.



FORWARD THROW- Wind of yourself
The Master imbues his Mekuri Magic into the opponent and throws them like a paper plane. Think of it like a glide, but the opponent cannot control it.
They go about the length of 1 1/2 battlefield platforms.(Again, with the battlefield platforms, oy vey....) and take 8% damage.




DOWN THROW- Wind of (I'm running out of wind gods ;_; )
A swirl of wind spirals below MM and his opponent, and MM throws his opponent down, the wind from the ground blasting him up. This one can actually *gasp* lift skirts! However, its another one of those things that have good arrow width on both sides, but will only either "miss" or get a "Good" rating.

Anyway, the starting throw does 3% damage, the blast of wind does an additional 7% damage, culminating to 10%. An additional schoolgirl adds in 6% damage, making this deal 16% in all.

UP THROW- I'm running out of wind gods, so have some wind in your face
The Master lifts his opponent up by the neck. Then a F**KING TORNADO! rises from the ground, thrashes the opponent, then lifts him/her up.
The tornado continuously hits, coming together for 7% damage. The opponent is then flown up, but not knocked back, a high distance. (about 4 stage builder blocks high.)


BACK THROW- Sup dawg, I heard you like wind, so I put wind in yo wind so you can run out of wind gods while you run out of wind gods.
MM throws the opponent backwards, and kicks them as a F**KING TORNADO! appears out of his sole, much like his bair.
This comes together for about 8% damage, has little knockback, just a bit better than his fair.



SITUATIONALS


RISING ATTACK
MM gets up on his fist and a slow wave of wind pressures out from his body. This does 4% and will lift girls skirts up slightly around him without fail. But once again, it can only get a "good" rating. This good rating deals an additonal 7% damage and gives 4% to the mekuri meter.

LEDGE ATTACK
Nothing truly special, he just kicks himself up, dealing 6% damage. Low priority.



FINAL SMASH!-


SUPER MEKURI MAX!

This is combination of his Super Mekuri form, and his side-special.
The Mekuri Master will yell as the entire stage floods with Mekuri Magic. Then the Mekuri Master's hair will turn yellow and turn every character on the stage into a schoolgirl, as if they were all hit by his Side B.
At this point, he can use his his Mekuri Meter infinitely, and is simply limited by the amount of time the final smash lasts, which is about 15 seconds.
So basically, you're free to use your skirt-flipping moves on your opponent, summon as many schoolgirls as you want(well, 15 at a time), and your schoolgirl-related attacks will double(like in normal Super Mekuri form).
Oh, and all throughout, The Mekuri Master's AWESOME THEME SONG will play.(The song that plays when you go into Mekuri Max mode in the game.)

The Master Says:
There's times where you can go wild as much as you want. When doing a buttload of work and calculations for a day, you tend to go mad with freedom as soon as it's all over. Kinda like hard-working businessmen at a Karaoke bar. Except you don't smell like alcohol all the time. I think.

















PLAYSTYLE- パンティーの神


The Mekuri Master is one of those stage-controlling trappy characters that nobody likes these days.( :urg: )
There's honestly multiple ways to play this guy: conservatively or recklessly.
The Master is a pretty mediocre character himself. He's a rather sizable target, is pretty light, and his moves are slow and akward. The only real way to get the most out of this character is to toy around with the Mekuri Meter.
In case you missed it before, the Meter starts 75%, and it plays a vital part in MM's game. Yes, making it go to 0% means losing a stock, but you should have plenty in your meter to use your specials.

MM is a character that rewards creativity and strategy. You should be able to figure out MM's odd way of placing schoolgirls after playing him for a while, so choose their positions wisely. Remember: they can be attacked, essentially just wasting the meter.

Absolutely flooding the stage with girls is not recommended whatsoever. Even if you do get rid of them all using one of MM's easier moves, the damage to your meter will still be there. And even then, it's unlikely you will get rid of them all. You'll be surprised how fast your meter will deplete if you play like this.

If you absolutely MUST flood the stage though, you better have a good reason behind it. MM is a character you can be creative with, so coming up with giant chain-attacks involving schoolgirls is like a giant puzzle. And even then, your opponent might catch on to your Xanatos Gambits, forcing you to mix it up as well.

But if you need some time to think, one good thing to know is that MM is a stalling god. Not only does he have 2 keep-away moves, he can use his schoolgirls as human shields at the cost of his Meter.

Some good ways to utilize MM to his fullest is to use his Fsmash. Remember: lining all schoolgirls up along with your opponents will blow your opponent forward, making them get hit by all schoolgirls in front of them.

Using one of the Master's enemies in conjunction with your schoolgirls is effective, but is a big risk. 1/3 times you'll get one of the girl gang members, who will attack your schoolgirls, essentially being a gigantic waste of the Meter. Generally, it's safer to simply summon enemies away from your schoolgirls, if you feel like playing safe.

But once again, MM's entire playstyle can be summarized like this: You can play it safe(just use a few schoolgirls), or be risky(play a giant Xanatos Gambit with your schoolgirls.)
Of course, MM is still playable by himself, but he isn't very good.









PLAYING AGAINST- 出なさい、曲解しなさい!

For a stage controller, MM puts a lot of risk on himself. Use this to your advantage.

One of MM's average schoolgirls can be easily disposed of with a smash attack, but he can still get his mekuri meter back in balance pretty easily.
One way to really pressure the meter is to simply trick him. If he's doing a long chain-combo using the schoolgirls, try and watch out for the positions. Remember, the girls stay still for 4 seconds before walking. Simply going up to one and trying to dispose of them all just might be what the Master wants. Remember, he can use his Fsmash to blow you away easily and get damaged horribly by his schoolgirls. Just look out for his patterns and you should be okay.

One other thing to look out for is his enemies. Right off the bat you can tell he's going to try and use his enemies against you, even if they look like they're trying to attack the Master. If you want to simply play safe, just dispose of them, but it is possible to turn his enemies back on him....again. Remember: the enemies are usually neutral to you, so they're just as much as his enemies as they are yours.

So otherwise, playing against MM is pretty much playing as MM in reverse. Make sure he's able to waste as much Meter as he can so he'll never get any bonuses, and you're safe. Just watch out for a more conservative, or a more clever MM player, as MM is a very versatile character.

yeah, i kinda suck at playstyle write-ups, bite me :<









EXTRA THINGS





UP TAUNT
The Master turns around, and blows steam out of his mouth, as if he's smoking a cigarette.

SIDE TAUNT
The Master adjusts his cap and says "Yare yare daze...."

DOWN TAUNT
The Master looks towards the screen and his coat blows in the wind.



ENTRANCE
A *ahem* special vending machine pops out from the sky, and MM busts out of it, as if he was rummaging through it.


WIN POSE 1
The Master does what looks like his Uptilt, but then the screen starts to shake and the master looks to the left side of the screen in horror:
There's a giant mob of angry schoolgirls running at him! He then runs away as fast as he can, and the chase goes on in the background


WIN POSE 2
The Master goes in his Super Mekuri form and yells like a super saiyan. Then, in a puff of smoke, all the losers are transformed in their "Mekuri Bliss" forms. They then look around in shock as the Master chuckles.

WIN POSE 3
The Master turns around towards the losers, and takes out a pair of panties, flashing them at the screen.



LOSE POSE
The Master does what looks like his crouch, as he smokes a cigarette and apathetically claps for the victor.


ICON
No seriously, take a wild guess.
(it's panties)

KIRBY HAT
Kirby puts on The Mekuri Master's cut-off hat and hair. He gets access to his Schoolgirl summons, but with a twist: all of Kirby's schoolgirls look like his Midnight bliss'd form, and Kirby can lift up all their panties without fail. Even better is that Kirby doesn't have a meter so he doesn't have much to worry about. Main drawback is though that kirby can only summon 2 schoolgirls at a time, and they do pretty meh damage. (8%)
Still, it's a very good kirby hat for him.



HOW TO UNLOCK
-Take 100 pictures of peach's bloomers.
-play 9427135 matches.





CODEC CONVO


Press select

Snake: Otocon! There's this....weird pervert guy here.
Otocon: That's the Mekuri Master, Snake! He attacks by lifting schoolgirl's skirts up! He can also turn you into a schoolgirl and lift your skirt!
Snake: .....................
Otocon: .....................
Snake: .....................
Otocon: .....................
Snake: .....................
Otocon: .....................
Snake: .....................
Otocon: .....................
Snake: .....................
Otocon: .....................
Snake: .....................
Otocon: Yeah, well, good luck with that.

-End Transmission
 
D

Deleted member

Guest
The blatant nature of some attacks was not unfitting, due to me melding his character from the book with the movie's design. I'm assuming you only saw the movie. Know this: the book >>> the movie. Because it was a TV movie, they emitted a lot of the book's blood, violence, and sex; I staying in character by keeping it in there, along with the illusions. Seriously, read the book. It' amazing.
I figured as much. It sucks, as I can't really judge the character just from the film, making it confusing for me to understand how the movie version links in with the book's Pennywise, who I have no knowledge of.

Now, onto the mechanic. My next sets have moves that intertwine, but no damage mechanic anywhere to be found. It's not becoming a trend at all. I merely added it here to add a new level of character to the moveset that would be hard to find elsewhere. And...no visual cue? Unless you're referring to something else, I said that Pennywise would speak a line while the foe emitted a sweatdrop under the mechanic description. I don't know if you missed that, like some people missed Pain and Panic's limitations, but it's there. That is quite important. I think I put in enough decent combo moves so the mechanic would be usable, but on some light characters, Pennywise would have to use the no-knockback ones, like leeches, more often to prevent an early KO.
Fair enough; I still don't think it's the perfect translation of how Pennywise works. For example, Pennywise has lots of physical attacks that cut down the KO mechanic's needed percent, but I never saw him do that. Maybe he did in the book? Eurgh, we come to the same problem as in the above reply. :psycho:

I'm not sure if I missed that sweatdrop bit or not, I still feel like there needs to be something else to cue in the player, something constant to co-align with the reductions, otherwise it would be a harsh character to play as. Everywhere else you have these dramatics on Pennywise's part, it would've been better served here.

Anyways, thanks for commenting. This one is on par, if not better than Hades, IMO. The highlighting will go down drastically for my next set, believe me you. Yeah, the other regulars will comment soon enough. I'll just wait for that.
It's hard to judge because of the book / movie alterations, but I feel Hades was more fitting. Elaborating on what KRool said a tiny bit, only a very small amount of MYMers watched the film and an even slimmer amount read the book, so it's a harsh sell as a set.

Also, moveset above this post looks quite appealing, I'll cover it in my catch-up, which should be up tonight. ;)
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Everything about Mekuri Master was epic, from the codec to the side special to the "playing against" image.
 

Negi-Kun

Smash Lord
Joined
Feb 16, 2008
Messages
1,494
Location
Plastic Beach
Hey guys, do you know that character from that one Disney movie? Hmm... what was the name?
Thumper!
Ahh, yes. That's the one. The one from Bambi, right?

Wait... no. That's definitely not... him.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Meruki Master was an absolutely hilarious set! He's a big improvement from RObo Link. I agree indefinitely with everything Kholdstare said. This moveset is:

[size=+5]EPIC!![/size]
 

Koppakirby

Smash Cadet
Joined
Aug 13, 2009
Messages
52
This is not a joke moveset. This is completely Serious. I wouldn't spend 3 days of work on a joke. (Not all moves are used by Guardian Digger, some are from the game but are fitting, and some are original)

Music while you read:
Earthbound Battle Medley: http://www.youtube.com/watch?v=eYgWyWaLf5A
Okay Desu Ka: http://www.youtube.com/watch?v=eYgWyWaLf5A
Smiles and Tears: http://www.youtube.com/watch?v=zwHZwvTdnPI
Kraken of the Sea: http://www.youtube.com/watch?v=2ciZDohM1b8&feature=related
Take it from me, if you DARE: http://www.youtube.com/watch?v=smuVBQAOvOc&feature=related
Pokey means Business: http://www.youtube.com/watch?v=I1QfIbLulf8&feature=related
Runaway Five left the building: http://www.youtube.com/watch?v=PmTs4ZFXvlM&feature=related
Deep Darkness: http://www.youtube.com/watch?v=xoCjyUMwPuM&feature=related

Guardian Digger​



"I'll show you the true power of being third!"

In the winding maze-like tunnels beneath the Dusty Dunes Desert, there are 5 large moles. These moles are all masters and are very powerful fighters. However, they all claim to be the third strongest of them. The true third Strongest of the Moles survived the beating Ness and friends gave him and his companions on his adventure. He trained for the day he would get a chance to fight Ness again......

An extremely heavy fighter, Guardian Digger(GRD) is powerful fighter. But he is very slow and heavy. However, being a mole has it's advantages and he uses those to torture his opponent with an impressive arsenal of moves. GRD takes a bit of time to learn, but once good with him, he is an unstoppable force!

Stats​

• Weight ~ 9
• Run ~ 5
• Fall ~ 7
• Traction ~ 5
• Power ~ 8
• Attack Speed ~ 4
• Jump ~ 3
• Wall Jump: Yes
• Wall Cling: Yes
• Fly: No
• Float: No
• Crouch: Yes
• Crawl: Yes

Guardian Digger is a large character as tall as 2.5 Nesses and as wide as 1.5 Bowsers. He is also very heavy, but has lots of power. Despite being third strongest, he is tank.

Mechanics
1. Power Shield
Guardian Digger starts out with a shield around his body. You can tell when it's there because he glows grey. For the first 5 Physical(Not projectile) attacks given to him, he'll feel the damage, but the attacker will feel half of the damage, knockback, and any flinch of effects. Except for grabs and throws. But pummels can be felt. The shield will then dissipate after the first 5 blows, but it can be brought back with the Neutral Special. However, if used while the beginning shield is still out there, it will negate the first one and not put up a shield. However, it will fully heal a non-mandatory shield.
2. Dig
GRD can dig underground and pop up, dealing surprise damage to foes. This attack only works on solid, big, platforms and can be steered using the moving controls, to surface and do damage, simply go back up to above ground!

Specials

Neutral Special ~ Power Shield
GRD raises his hands and a grey Triangle appears and is absorbed into GRD, giving him his shield. If hit any time before the Triangle is absorbed into him, this move will fail. This move does no damage, but is good at protecting GRD.

Side Special ~ Tear into
GRD extends his claws and runs forward, slashing madly. This attack can go on for ever if you hit no buttons. Hitting any button or direction will cancel the attack. This attack does great knockback, has a decent hitbox and does 11% damage per hit, which can be a lot if used right. However it has 1.5 seconds of ending and stat-up lag.

Up Special ~ Smilin Sphere
GRD pulls out a Smilin Sphere, which he hangs on to as it somehow holds his weight and carries him upwards for a max of two seconds. The Sphere vanishes afterwards. This attack does no damage, but is a fairly good recovery, moving at about the speed of Bowser's Run.

Down Special ~ Dig
GRD digs into the ground with his claws. Most of this information was covered in the Mechanics section, so I'll go over parts that were missed here. if used next to somebody, this attack will do 4% damage and bury them. Surfacing underneath someone has a small chance of burying them and can do 12% with good knockback, yet small hitbox.

Standards

Jab ~ Claw with Sharp Nails
This is a brutal attack by the GRD, he slashes like a maniac with his claws. This ttack flinches and has a whopping 5% damage each hit. This attack can be used near a wall to cling onto it.

Dash Attack ~ Come Out Swinging
GRD runs out, slashing with his claws wildly, doing extreme knockback, but it has long startup lag and a small hitbox. But it does do a good 10% damage. GRD doesn't play around.

Tilts​

Forward Tilt ~ Be Wobbly
GRD suddenly begins to lose balance and accidently kicks forward with a lethal amount of force. Decent knockback, lots of startup lag and 6% damage. Not the best damage, but okay.

Up Tilt ~ Swing a Club
GRD pulls a club(with the number 3 on it) out and whacks whatever may be above him with it. It does okay damage, but it's knockback is almost the amount of a Falcon Punch! Not really, but if it hits square in the middle of the club, the opponent flies the length of 6 Bowsers! And up 2 Gannondorfs! This move does 9% damage.

Down Tilt ~ Fall Over
GRD falls down with a 'THUD'! Howeverm his large arms can trap and bur people underground. This attack has a second worth's of ending lag with him getting up, but your opponents should still be buried, allowing you to attack them freely. This attack does 8% damage, despite GRD's massive weight.

Smashes​

Forward Smash ~ Bash
GRD clenches his claws into a fist and punches forward. This attack has no lag, but when Charged it can be pretty startup laggy. Uncharged this attack does decent knockback and 5% damage. Charged it does 13% damage and good knockback.

Up Smash ~ Do the wave!
GRD swings his claws up into the air like he's doing the wave, knocking the opponent upward and doing 5% damaged uncharged, 12% damage charged.

Down Smash ~ Head Bash
GRD jerks his head backwards and brings it back down quickly, head-butting the opponent with a small chance of burying him underground like a Pitfall. This attack does 8 uncharged and 14% charged and with better knockback if not buried.

Aerials

Neutral Aerial ~ Third-Rate Twirl
GRD spins around at a face pace and rams into the enemy, dealing high knockback with standard damage and hitbox. The damage done is 7%.

Forward Aerial ~ Biting Attack
GRD sticks his head out and takes a huge chomp into the opponent, flinching them and dealing 8% damage. If the target was on the Ground during this attack, it's a good idea to grab him/her afterwards.

Back Aerial ~ Reverse Kick with blinding speed
GRD will suddenly smash his left foot backwards, dealing 6% damage with good knockback. But a smaller than expected hitbox can be your downfall with this attack. It also has a half-second worth of startup and ending lag each.

Up Aerial ~ Upward Slash
GRD slashes upward of him with his claws. Well, only three of his claws. This attack does 9% damage. It does decent knockback for an attack of it's calibur.

Down Aerial ~ Paw Stomp
GRD kicks his foot downward and knocks the opponent downward with extreme force if in the air and buries them if on the ground. This attack does 14% damage. This is a meteor smash.

Grab & Throws

Grab ~ Hug
GRD reaches out with his arms and hugs the opponent, then taking one arm off but now releasing his grip. This grab is okay, but has bad range.

Pummel ~ Play rough
GRD runs his claw down the opponent's back. Doing 6 hits of 2% damage. However, it has 2.5 seconds of ending lag, so it's hard to use over and over.

Forward Throw ~ Punt
GRD sticks the opponent on the ground in front of him and unleashes a kick, sending him/her flying with 7% damage.

Back Throw ~ Leave Behind
GRD throws the opponent onto the ground behind him with force. This attack does 5% damage and leaves the opponent on the ground.

Up Throw ~ Skull Bash
Contrary to what you'd think this attack is, this attack consists of GRD throwing the opponent straight up, followed by throw a skull after them. The Skull does 6% damage and light knockback. It also has a small hitbox and is dodge-able.

Down Throw ~ 3 stomps
GRD throws the opponent down on the ground doing 3% damage, then stomps on them 3 times, each doing 5% damage. The 3 stomps can be dodged if you are quick. The stomps usually end propelling the opponent a short distance away from GRD.

Final Smash​
Final Smash ~ Mondo Mayhem

GRD grabs a Smash Ball and a light appears on the stage. It's Mondo Mole! 2nd Sanctuary Guardian and fellow mole! Mondo leaps up and rushes at the closest opponent doing a whopping 20% damage! Mondo will jump back into the air and target the next opponent(Or the same one if one-on-one) and do the same technique until he's covered all opponents(or done 3 tackles) but you. He then vanishes. Despite Mondo being a weaker boss, he can prove to be a lethal Final Smash.

Playstyle

GRD is a tank! And I do not use that term lightly. He's strong, slow, heavy. and isn't very good at getting out attacks fast. But if used right, he can be a power to be feared.

GRD have okay knockback, so that's a plus. Also, keeping a power shield on is a good idea. Make sure to refill your Power Shield often, it's good to have it so you can go in for the kill when your opponent is reeling from his attack.

Digging next to an opponent to bury them is also a good strategy. If you resurface quick, combine this with the Side Special for some massive damage. The Side Special can also be good for recovery, but only if you're above the stage. That's some destructive recovery.

Using the bash attack can be effective you jump after the opponent and do a Third Rate Twirl. Combing moves like Skull Bash and Do the Wave! can also be destructive. The Dash Attack followed by the Side Special mis also a deadly combination. Also, the Down Aerial is a Meteor Smash!

GRD has his ups and downs. But if used correctly, I think you'll find him a fun addition to the Smash Bros. cast! Also, watch out for Number Three!

Animations

Idle ~ GRD stands up tall, claws at his sides, looking back occasionally.

Walk ~ GRD staggers forward.

Run ~ GRD Swings his arms as he sprints forward.

Crouch ~ GRD gets down onto all fours.

Dizzy ~ Swirls on his eyes, GRD balances on one foot.

Extra Stuff

Up Taunt
Puts on a crown wearing construction paper, that has the number 3 written on it. He then takes it off.

Down Taunt
Chuckles as he say 'There's no doubt that you can't beat a mole as third-rate as me!'

Side Taunt
GRD slashes forward with his claws.

Symbol: Earth

Victory Theme
Standard MOTHER/Earthbound victory theme.

Victory Pose 1
GRD poses in front of a large stone sculpture of the number 3.

Victory Pose 2
"My Power was enough for the likes of you," he mocks, pointing at the losers.

Victory Pose 3
He puts up three of his claws into the air, "Third strongest mole, baby!"

Defeat Pose
Hunches over, glaring at the winner.

Entrance
Emerges from underground.

Trophies

Guardian Digger
Mondo Mayhem
Smilin Sphere

Stickers

Guardian Diggger (Large)
Mondo Mole (Small)
Smilin Sphere (Small)

Alt costumes

Default
Brown
Yellow
Green
Red
Blue

Selection Sound
GRD says "I'm about the third strongest".

Kirby Hat
Kirby gains a snout, and beady red eyes.

SSE Role
Guardian Digger is lurking around inside The Ruined Hall when Galleom crashes down. GRD looks back at Galleom, Pokemon Trainer and Lucas fighting him. The Camera zooms in on him and 'Guardian Digger' is displayed. GRD notices Lucas' use of PSI. He then jumps into the fight against Galleom, hoping to find Ness if he pretends to be Lucas' ally. You fight Galleom as the 4(Including Delibird from my past moveset) and Galleom takes off with all of them but GRD, who is in his other hand. GRD manages to escape, however. And goes flying into the clouds when it lands on the Halberd.

GRD arrives just to see Fox and Shiek fight. However, they don't know him as an ally. So after tea, they attack! You play as Fox and Shiek against GRD. After you win, he is revived and hangs with that group until Tabuu KOs him and puts him in Trophy form. When Ness and the rest revive him, he attacks Ness. You fight him as Ness. You win and you revive him, and he agrees to work with you for now Then you have him for the rest of the Adventure Mode.

Codec
Snake: Otacon, there's a mole here. Looks dangerous.
Otacon: That's Guardian Digger, Snake. The third strongest of 5 moles that live underneath a desert.
Snake: Third Strongest? Why isn't the first strongest a competitor?
Otacon: Well, they all believe themselves to be third strongest. They all are the same strength, however.
Snake:.............
Otacon: Well, good luck Snake!
Snake: Why are all these guys weirdoes?
 

Hobs

Smash Journeyman
Joined
Dec 22, 2008
Messages
390
Location
Mississauga, Canada (Hobs crk)
Stats​
...

Delibird is a large character as tall as 2.5 Nesses and as wide as 1.5 Bowsers. He is also very heavy, but has lots of power. Despite being third strongest, he is tank.
You maaaaaaaaaaay want to change that? Maybe? I haven't read it yet, that just seemed to pop out though.
If you've been copying and pasting, make sure you clean up your atrocious crime (just kidding) before it gets noticed.

Edit: Scanning over it, think about putting some different colours or BBCode in. It looks a little unappealing and boring.
 

Negi-Kun

Smash Lord
Joined
Feb 16, 2008
Messages
1,494
Location
Plastic Beach
They're not the mutes from Half Life you thought they were...


MINDS

UNDER CONSTRUCTION, YOU FREAKIN' CTHULU DOGS!
yes, another set preview/editing place
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
So, I'll be the first one to comment on the Guardian Digger moveset. I remember this guy from Earthbound. I neve understood his fetish with being the third best. xD

So anyways, the power-shield is an interesting mechanic, and a clever way of negating the slow-speed that curses most power characters. However, I don't see a statement of how long it takes to form a new one. This is a crucial detail that could make or break his playstyle/balance, so I'd love to see it added.

I liked the burrowing concept present throughout the set, it really made it feel like you actually were controlling a mole. A lot of the attacks were somewhat basic, but they fit into his playstyle and the burrowing ideas helped keep the set interesting.

If there's one thing that I could definitley point out to improve, it would be that some parts of your writing style were somewhat redunandt. The biggest culprit of this is when you say a move has "okay damage" but then you list an actual numerical value for it anyways. It's better to simply state the damage itself, and since this seems to occur for a majority of the moves it's something to look out for in the future. The dig mechanic also seems like it could have been completley fit into the down special instead of being split-up, AFAIK.

Overall, it was an enjoyable read. It's nice to see an Earthbound character who isn't reliant on PK moves, and it was an obsucre but likable character at that. You have a lot of potential to me, so keep improving and before you know it you'll be in the upper levels of moveset making. =D
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I really enjoyed Thief Khee'bler. It's quite intriguing, really, how you took the thief-based playstyle - the only one possible in Brawl, stealing attacks - and melded it with a highly bureaucratic lot of mumbo jumbo; it makes him feel quite unlike anyone else.

Now, I do have reservations; the mechanic is somewhat complicated and you don't devote quite enough time to it in its original description, for one. Practically half his moveset interacts directly with his contracts, but I was left with the feeling that I didn't completely understand how they worked the whole way through. EDIT! I take it back, it's much better now with the proper English section. And as for balance, well, don't get me started; such a mechanic would by necessity be either too good or too weak. I'm leaning toward the latter, since it seems fairly easy to add attacks to the contract quickly, but it could easily be the other, since a wary foe could simply stick to the air and avoid Kheebler's grab game altogether.

And another concern (minor, I admit) is that the moveset sort of peters out at the end. The last three aerials are probably the weakest attacks in the set; one is quite generic among magical characters and the other two summon his buddies to help him out, the oldest cop-out in the book. I mean, I'm impressed that you managed to get even most of a moveset revolving around signing contracts and legal malpractice, but those last three attacks just rub me the wrong way.

I'm really focusing on the negative here, so don't get me wrong, no: the concept is superb, it's pulled off quite well (with the aforementioned exception of being difficult to decipher at times), and the myriad tricks he can do with it are truly intriguing. It's a great set; it's just that there's a lot to say about it.

On more minor notes, the playstyle section is very good, the choices of music are a bit eclectic, the headers seem like they'd be more fitting for Black Mage than Kheebler, and I can't believe you put a THERE YA GO, SUNDANCE into an actual attack. I mean, it's one thing to see Warlord's extras infested with memes, but it's a bit much to have an attack that is both out of character and unfeasible in Brawl just for another joyous Sundance moment.

Whatever the case may be, it's a superb moveset; I'm not sure whether it's your best since Simirror, as you like to put it, but it is an extraordinary piece of work and reminds us all why you're a major Villain.

And I'm calling it now; this becomes one of Warlord's favorites, and he starts championing it as he did The Kid and as he does Hades or Espeon

I also read the Mekuri Master, and I couldn't help chuckling; it's not every day you see a panty-based playstyle. It's impressive how much focus you kept on his primary "gimmick", and how streamlined his playstyle really is, while being at the same time completely ridiculous. There are a few issues - organizational qualms, weak throws, a slight lack of creativity on the standard attacks - but for the most part, it's quite an impressive set and certainly shows that you know how to keep up with the changing standards, tirkaro; after Robo-Link, I wouldn't have expected you'd so quickly and effectively embrace the playstyle movement.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Are you going insane, Rool? I don't see a Thief Khee'bler moveset anywhere...

[/useless comment]
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Thief Khee'bler was a great read. I loved how you made the shotgun more powerful at close range like a real one. The up-special was also pretty clever
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
I really enjoyed Thief Khee'bler. It's quite intriguing, really, how you took the thief-based playstyle - the only one possible in Brawl, stealing attacks - and melded it with a highly bureaucratic lot of mumbo jumbo; it makes him feel quite unlike anyone else.

Now, I do have reservations; the mechanic is somewhat complicated and you don't devote quite enough time to it in its original description, for one. Practically half his moveset interacts directly with his contracts, but I was left with the feeling that I didn't completely understand how they worked the whole way through. And as for balance, well, don't get me started; such a mechanic would by necessity be either too good or too weak. I'm leaning toward the latter, since it seems fairly easy to add attacks to the contract quickly, but it could easily be the other, since a wary foe could simply stick to the air and avoid Kheebler's grab game altogether.

And another concern (minor, I admit) is that the moveset sort of peters out at the end. The last three aerials are probably the weakest attacks in the set; one is quite generic among magical characters and the other two summon his buddies to help him out, the oldest cop-out in the book. I mean, I'm impressed that you managed to get even most of a moveset revolving around signing contracts and legal malpractice, but those last three attacks just rub me the wrong way.

I'm really focusing on the negative here, so don't get me wrong, no: the concept is superb, it's pulled off quite well (with the aforementioned exception of being difficult to decipher at times), and the myriad tricks he can do with it are truly intriguing. It's a great set; it's just that there's a lot to say about it.

On more minor notes, the playstyle section is very good, the choices of music are a bit eclectic, the headers seem like they'd be more fitting for Black Mage than Kheebler, and I can't believe you put a THERE YA GO, SUNDANCE into an actual attack. I mean, it's one thing to see Warlord's extras infested with memes, but it's a bit much to have an attack that is both out of character and unfeasible in Brawl just for another joyous Sundance moment.

Whatever the case may be, it's a superb moveset; I'm not sure whether it's your best since Simirror, as you like to put it, but it is an extraordinary piece of work and reminds us all why you're a major Villain.

And I'm calling it now; this becomes one of Warlord's favorites, and he starts championing it as he did The Kid and as he does Hades or Espeon
Seriously, Rool? What are you talking about? All I see is a Guardian Digger set... :confused:
 
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