• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Make Your Move 6 - Nothing Gold can Stay

Status
Not open for further replies.

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
I liked the Eveelutions because for one there was 7 I think of them and they were all easy reads. Also I liked how after Vaporeon was done the next guys came in and I was all WOW there's more!!
I just stink at commenting don't I
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
VOLDEMORT
Hrm. . .Where to start? I have bias against the Harry Potter series as a whole, but the character himself seems fine enough. I suppose he can be another exception, like Gecko Moria. The only thing that irks me relating to that is that the main people who are oogling over this set, Wizzerd and Khold, seem to have large bias in FAVOR of Harry Potter as a series. . .

Onto the actual set, I’d say this is a step down from Bleak in terms of organization. Bleak’s snowflake resembling asterisks were a nice touch, and he still had percentages mentioned in the actual moves, unlike Voldemort. It takes less time to mention percents in the actual move itself and at the end, and having to interrupt myself to look at the bottom for the percentage then going back up to resume reading the move can sometimes make me lose my place or lose my train of thought on what the move is about. It’s a very nitpicky thing, but eh. Either way, you did at least have something nice and fresh around those headers.

The actual moves themselves are certainly plenty of creative, and the good thing about them is that they’re actually creative at their core. Voldemort is largely absent of obligatory tacked on effects, and those that are present are relatively subtle, just being slight move interactions. There are some very cool ideas in here, although does he really need ten thousand ways to manipulate items/projectiles? Fsmash was great, nair was redundant but made sense seeing he had to have a defense against them in the air, but then it just went on and on. . .

Anyway, in addition to few tacked on effects, Voldemort’s magic makes more sense here then with Hades and isn’t as abused, and Voldemort very thankfully has very limited props. . .Although the snake feels very unnecessary. There’s nothing wrong with his regular grab, it’s plenty creative already, and the forward grab seems near useless and has more of those obligatory item capturing powers. It’d be better off entirely removed. It doesn’t have make sense canonically, seeing his snake would apparently give him a free horcrux, realistically. Anyway, while I’m rattling on about the grab, I find it awkward that the fthrow and bthrow are identical. Wouldn’t the input make the most sense as a dthrow anyway? Lazy wasted button inputs. Final Smash makes items on games even more casual. 100% luck. Fascinating. Anyway, nitpicking, nitpicking. Moving on.

Voldemort’s playstyle doesn’t flow very well and seems to be all over the place. It’s a step down from Bleak, who was a step down from Hades. Hades had a flowing unique playstyle. Bleak had a flowing playstyle. Voldemort’s playstyle doesn’t flow, and because of that I can’t really even judge whether it’d be unique or not. Sure, there’s defeinitely some emphasis on Voldemort fighting at a range, but it’s far from something he revolves around. As Wizzerd pointed out, the fact the playstlye section was so very brief doesn’t help in making Voldemort’s playstyle any easier to picture. The only concept that I can really see as that interesting in that he can camp, but he can’t be camped against, much like Dingodile (again, though it’s in a different way this time via fsmash, so it’s excused). This paragraph is the main reason I still prefer Hades.

Voldemort is also overpowered, a rarity, considering how balanced your past sets were, outside Tryclyde. The main culprit here is the Horcrux. . .I doubt it’d be impossible to pull off if you use it the moment you send a foe flying, particularly if you just barely don’t KO them and they have to take a while to come back to the platform. Considering he can keep renewing it again and again, he could very well have at least double the normal stocks in a heated match. . .I shouldn’t have to tell you why that’s imbalanced. You’d be pushing the move already if you only let it be successfully pulled off once, considering he’s far from underpowered without it, what with his ability to completely control enemies via side special (Good job re-banning moving stages despite Dedede’s chain grab being removed in our ideal game). Now, balance in just two moves is a pretty easy fix, so I’m not going to write that off as a notable thing against the set, but. . .It’s worth bringing up.

The match ups are the usual, and you often give too much credit to just one move in a match up (Yoshi’s up special) to make a match up sound like it turns out how you want it to be (Sundance’s favor). I’m getting the feeling it has to do with your limited actual competitive exposure, but you generally write very brief descriptions as well. You’re slowly becoming better with time, but you’re definitely not there yet.

While I still consider Hades your best, Voldemort still has some things over him, as I’ve mentioned, mainly his lack of props and tacked on effects. While some moves are still too creative, it’s never absolutely terrible, and the magic syndrome fits more for Voldemort then Hades (And Hades has more of it anyway). I’d love to see a merge of the two styles of the movesets, they really cover each other’s weaknesses up quite well. Until then, though, Hades reigns supreme. I’d place Voldemort on equal footing with Bleak.

BUBBLEMAN.EXE
This is such a significant step up from Darkrai I can’t believe that it was made so soon after it. This is more of what I’d expect for you to be making in MYM 7 quality wise based off Darkrai, but it seems you’re improving at a very rapid pace. That’s something you should be applauded for.

Organization is rather generic, but you’re still a newcomer. You’re not utterly demanded to make fascinating eye dropping ones, and this functions just fine. It’s nice and practical. That said, you removed the percentages from the main move descriptions. I HATE that. For elaboration as to why, look at the second paragraph of the Voldemort commentary.

When I first began reading the ftilt, I thought that it was going to be another of those moves which could only be used in a very specific area, but I was pleasantly surprised that it could still be used anywhere, just having a second use next to the bubble fountain, and the trend followed with the rest of the moves. The moveset has abundant move interactions that are its’ primary source of creativity. While the moves are somewhat bland by themselves in most cases, the fact that so many of them interact (Nearly always the bubble fountain) makes up for it in terms of making the moves themselves interesting enough.

That Bubble Fountain is a pretty simple but nice concept, and I love how you make all the moves that put traps in the bubbles have identical animations, as well as several other similar instances. He has good playstyle and relatively realistic match ups, making this function well. Bubbleman.EXE is a nice compromise between a trap character and a camper, making him not feel like he falls into either of the two clichés.

That said, I don’t like how you give him such huge focus on his air game. Neither his recovery or his gimping seems that amazingly good, yet we can never heard the end of it as you praise it without cease. Hate it when movesets are hypocritical and contradict themselves, and you rely on the explanation of his “godly air game” to win him over several match ups. That said, as he stands now he seems plenty balanced, but if you buffed his air game to make him good as you say it’d make him overpowered, and it’d take away from the main focus of his playstyle that’s actually interesting – the utilization and manipulation of the bubble fountain.

That’s the main qualm I have against it. No matter which way you look at it, the aerial game detracts from the set. It’s not something that can be easily fixed, unlike most balance problems, being deeply, deeply implemented into the set. Aside from that, it’s an A class pseudo camper/trapper to go alongside Raven, Bleak and company. I know you’ll probably disagree with me and try to prove me wrong, but this is still a tremendously notable moveset in your career either way. Huge improvement.

HORNET MAN
Right off the bat, I can say Hornet Man is yet another of the pseudo camper/trap characters, but unlike the others, Hornet Man leans more towards the trap side, which makes him stick out. He’s still far from a blatant trap character, again, he’s a middle ground. He’s still fresh. Unlike most people, I actually like the utilt. It’s purpose in the playstlye is clear. I also like the fthrow despite the ridiculouslness of it for how cool it is (Regardless of it ripping off Sloth’s fthrow, same button input and all), but it also interacts with all the hornets in that it honeyfies the foe.

Really, everything here seems to serve some sort of purpose or other. While the most we get for outright move interactions seem to be directly with the hornets (The usual mechanic manipulation), the moves that don’t outright interact still serve some purpose, and you never resort to obligatory creative moves, instead sticking to moves which actually function in his playstyle (Utilt and fsmash and to an extent fair, regardless of it having no function, it doesn’t force itself to be obligatorily creative). While I could bash you for neutral A being a prop, that actually serves a purpose into his playstyle. However; the bair sucks. Dunno what you were thinking with that prop, as it doesn’t seem to serve much of a playstyle use either.

There’s really so many ways to interact with the hornets that makes the set scream “use me”, as Darth Meanie put it on Voldemort (Which I of course don’t agree on). This set seems like it’d be unlike anything else we have and would just seem. . .Fun to use. It’s very intuitive. Rather then laying ten thousand different traps, being able to do whatever the hell you want with what you have and overseeing all of it – getting foes into it. . .It just makes too much sense. Regardless of the fthrow, the style of this set reminds me largely of Sloth (Of course, it’s not remotely similar to him in anyway, just large reliance on move interactions and complete and utter control over mechanics. I’m not bashing you like I am the more ranged based fighters for ripping off Dingodile.), in hindsight.

Alright, now here are some actual complaints so this doesn’t come off as ZOMG SUPER VOTE HORNY MAN. Detail is mostly acceptable and gets us through the set very quickly (Thank you for making your notes actually notes and not absolutely crucial information), but I found the dsmash/uair rather annoying to understand and still don’t fully comprehend them. Bah. Final smash is a generic mechanic booster. Match ups talk about nothing actually relevant, and nobody knows how the Baby Mario Bros. play due to lack of detail or even remember anything about them due to them having been made over a year ago, so making a match up for them is a big eyebrow raiser. If you wanted to do a Kibble tribute, there are plenty of other options available. Moving on from that mini rant. . .

So yeah. Infinitely better then Thief. You have even more control over the mechanic while still having actual moves to fight with, while Thief refuses to do anything but play around with what his contract will do when he uses it, but in the end doesn’t even effect the battle that much. I love this moveset. I really do.

BLACK KNIGHT
It’s certainly more then I expected of the big guy, but you’ve already heard that before. Many times. While I would expect that the warp powder would be a case of magic syndrome, you insist that he uses it in his game, and seeing you’re the FE guru, I trust you in that regard.

That said, I don’t find the warp powder the most amazing idea ever conceived. The moves still aren’t that playstyle defining or absolutely super creative in their own right (Though I know that’s not what it’s going for) outside nair. But anyway, it’s a freaking FE swordsman. What’s to be expected? The other generic moves still use the very limited potential they’re given plenty of the time to be at least interesting (Particularly in the tilts/standards), the only moves being outright boring being the throws (As Rool mentioned).

Blah blah blah organization/writing style is vastly improved. Good job.

On to the playstyle, the main thing that’s being praised. The moveset is self aware and has a good few combos in it, and unlike Rool (King Hippo) you don’t force us to sit down and listen to you talking about them forever, just listing them. The neutral special adds some new possibility for combos, though I do feel it’s given too much credit. Either way, your playstyle descriptions do still feel a tad bit dry and short, but it’s certainly better then Voldemort’s terrible one. The match ups are similar in feel to the dry playstyle section and have the clichés of Meta Knight and Dedede and the Ike one’s reasoning doesn’t seem that valid, though the Diddy one is good. . .Small quantity of match ups, but who gives a damn?

So yeah. The biggest complaint I have really is that he doesn’t seem to flow that much outside the combos and that there really isn’t much more to him then that, unlike, say, King Hippo and his superarmor. While Hippo’s Inflate could be used as a counter to Black Knight’s warp powder in that it could be thrown in at any point in a combo, Black Knight’s warp powder allows for much more freedom allowing for more unique and intriguing gameplay, rather then the same set combos.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
BUBBLEMAN.EXE
This is such a significant step up from Darkrai I can’t believe that it was made so soon after it. This is more of what I’d expect for you to be making in MYM 7 quality wise based off Darkrai, but it seems you’re improving at a very rapid pace. That’s something you should be applauded for.

Organization is rather generic, but you’re still a newcomer. You’re not utterly demanded to make fascinating eye dropping ones, and this functions just fine. It’s nice and practical. That said, you removed the percentages from the main move descriptions. I HATE that. For elaboration as to why, look at the second paragraph of the Voldemort commentary.

When I first began reading the ftilt, I thought that it was going to be another of those moves which could only be used in a very specific area, but I was pleasantly surprised that it could still be used anywhere, just having a second use next to the bubble fountain, and the trend followed with the rest of the moves. The moveset has abundant move interactions that are its’ primary source of creativity. While the moves are somewhat bland by themselves in most cases, the fact that so many of them interact (Nearly always the bubble fountain) makes up for it in terms of making the moves themselves interesting enough.

That Bubble Fountain is a pretty simple but nice concept, and I love how you make all the moves that put traps in the bubbles have identical animations, as well as several other similar instances. He has good playstyle and relatively realistic match ups, making this function well. Bubbleman.EXE is a nice compromise between a trap character and a camper, making him not feel like he falls into either of the two clichés.

That said, I don’t like how you give him such huge focus on his air game. Neither his recovery or his gimping seems that amazingly good, yet we can never heard the end of it as you praise it without cease. Hate it when movesets are hypocritical and contradict themselves, and you rely on the explanation of his “godly air game” to win him over several match ups. That said, as he stands now he seems plenty balanced, but if you buffed his air game to make him good as you say it’d make him overpowered, and it’d take away from the main focus of his playstyle that’s actually interesting – the utilization and manipulation of the bubble fountain.

That’s the main qualm I have against it. No matter which way you look at it, the aerial game detracts from the set. It’s not something that can be easily fixed, unlike most balance problems, being deeply, deeply implemented into the set. Aside from that, it’s an A class pseudo camper/trapper to go alongside Raven, Bleak and company. I know you’ll probably disagree with me and try to prove me wrong, but this is still a tremendously notable moveset in your career either way. Huge improvement.
I had been waiting on your commentary ever since you said in chat that you liked him a lot better than Darkrai, and I have to say that this was rather insightful. I was actually already considering putting damage percentages back in the move descriptions, so I'll make sure to fix that from now on. And yes, all the moves meant for the Bubble Fountain had secondary uses because I can't stand any moves that don't function except under arbitrary circumstances, so I'm glad you liked that.

On the subject of the air game... I actually agree with you, after some thought. I think I overestimated the effect of Bubble Wrap, and in retrospect I can see how it weakened the set considerably rather than strengthening it, and how my misunderstanding of how good his air game was probably was incredibly frustrating during the match-up sections (especially Falco).

So, I guess I about agree with you on every subject about BubbleMan.EXE. Didn't expect that. I'll make certain during my next set not to let other aspects of the character bog down the playstyle, fix the percentages and the writing style, and keep up this improvement rate.
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
AAAAAAGHHH!

My moveset is going to drive me INSANE!!!! DX

Just tying everything together with the formatting is going to be so droning and unbearable!!

Any tips on that? :rolleyes:


And here we have Akira, who seems intriguing, and.... my God. The Mushroom.
Epic.


I need to take time away from comments to go through this last bit in one surge, I think.... I can't possibly avoid falling behind... so I think I'll do it now...

I am also working on that other thing, though. The person to whom this comment is directed should know what this means.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Whoa, Mushroom is epic. I had no idea someone could make a set for a simple power-up! I'll comment it later...
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
KLUMP AND KRUSHA




BACKGROUND

Although Klump and Krusha both appear in Donkey Kong Country as semi-common Kremling elites, this moveset is based off their incarnations from the DKC Animated series.

Klump is the general of the Kritter Army, and is second-in-command of the Kremling Krew to King K. Rool. Despite being constantly berated by K. Rool (and even fired on more than one occasion), Klump remains loyal to his master, going so far as to state that serving K. Rool is his life. Despite his tough military-man appearance, Klump is actually a big softy; he even lives with the Kongs for a brief period after being exiled. Krusha is K. Rool's bodyguard and another high-ranking member of the Kremling Krew. He is often used as the muscle in Klump's schemes to steal the mystical Crystal Coconut. In contrast to his buff exterior, Krusha is extremely dimwitted; he has the relative IQ of a two-year-old. It is inferred in a later episode that his *********** stemmed from too many Banana Slammas to the head, courtesy of DK. Even though most of their schemes fail miserably, the duo's loyalty to K. Rool never wavers.

In Smash, Klump and Krusha have a unique style of fighting that is far different from that of the Ice Climbers, even though they still share a moveset. You play as Klump, as Krusha tags along behind you. Klump and Krusha have many insanely powerful attacks, but nearly all of them split the duo up, causing you to play as Klump alone. As you may have guessed, this is a penalty; Klump alone is basically a weak Ganondorf. Fortunately, you can run into Krusha to join back up. Although Krusha gets launched around alongside Klump when the general is attacked (if the duo is together), foes can't separate the two Kremlings; Krusha is entirely invulnerable, when he's with Klump or alone (although you can lose him to the abyss during certain moves); Klump is the one you must KO to deduct a stock from the Kremlings. Krusha respawns with Klump, just like Nana. You'll definitely be splitting the two up a lot for your attacks; learning to reunite and keep pressuring your foe is a must to play Klump and Krusha successfully.

STATISTICS

Priority »»» 10
Size »»» 10
Power »»» 9
Range »»» 8
Fall Speed »»» 7.5
Weight »»» 7
Projectile Distance »»» 6.5
Aerial DI »»» 5.5
Recovery »»» 5.5
Second Jump »»» 4.5
Dashing Speed »»» 4
Comboability »»» 3.5
First Jump »»» 2
Walking Speed »»» 2
Attack Speed »»» 1.5
Traction »»» 1
Crouch »»» .5
Abilities: Crawl

Whoa, now...lots of extreme stats in there. Krusha's priority is pretty much second to none; he's got great force, and all of his attacks are disjointed. The size stat is somewhat misleading, though. The duo together is huge, but because you can only attack Klump, their hurtbox is only slightly above average. Other than that, the two Kremlings function as pretty standard heavyweights, although with even more emphasis on sluggishness than even Bowser or Ganondorf. They have a nice range to some of their moves, due to having a handy projectile, as well as Krusha splitting up from Klump for some longer-ranged attacks. Just remember that you are taking a risk when you do so; Klump alone is mediocre at best in nearly every regard. You can use some moves to shield Klump's front with Krusha, or turn your back to foes for Krusha to block projectiles. Still, learning to split up and join back up successfully is vital to playing Klump and Krusha at upper levels.

MOVESET


***

SPECIALS

Neutral Special - Klap-Blaster



Klap-Blasters are Klap Trap-firing projectile weapons commonly used by the Kremling Krew. Here, Klump yells 'Aim!', for Krusha to pull a Klap-Blaster from his belt, get down on one knee, and prepare to launch. He does so with nearly no startup lag. Klump becomes separated after Krusha begins aiming; he can touch Krusha to cancel the move and reunite. If Krusha takes more than 20% while aiming, he puts the Blaster away. A second press of B will cause Klump to yell 'Fire!', for Krusha to, well, fire.

The blue blast is the size of Wolf's laser, traveling with said laser's priority and speed; the Blaster has slightly more range than Wolf's laser, however. Krusha has a below average amount of ending lag, and stops aiming after this one shot. Foes who are hit take 10% poison damage over a period of five seconds, as well as a tiny set knockback that can't KO. Be sure not to maneuver Klump into Krusha's blast, or he'll take the same damage. This projectile can build a bit of damage from a range; if you want to fire more than one shot, though, Klump will have to stay near Krusha as he fires, reunite, then quickly repeat the two inputs to fire a second shot.

Klump can only use his Neutral Special alone when Krusha is not aiming his own Blaster (pressing B then makes Klump give Krusha the 'fire' order). When alone, Klump fires his own Klap-Blaster at foes. Klump's shot has the same properties as those from Krusha; the only difference is the lag. Klump doesn't need to tell himself to aim or fire, so only one input triggers the shot here. Because of this, Klump has slightly more lag on both ends than Wolf's laser. One of Klump's only good solo damage-rackers.
[ 10% ]

Side Special - Remote-Kontrolled Kar
Klump takes out a remote-control, as a toy car appears in front of him and begins racing forward; the car drags a piece of meat along behind it to bait along Krusha. K. Rool once used this same strategy using bananas to trick DK into an April Fool's Day trap. Depending on how hard you tilt the Control Stick, the car's speed ranges from Mario's walking speed to Diddy's dashing speed. Krusha always moves at Mario's dashing speed; if he catches up to the meat, he'll eat it and the car in one big gulp, before stopping in place. This will also happen if Klump turns the car around, running it into Krusha (you can't turn around with this move).

The car has 15 HP and below average priority; if a foe destroys it, Krusha stops in place, scratching his head and wondering where his snack went. Foes who hit the car take a minuscule 2-3% and a bit of hitstun, but if they hit Krusha, they take a much better 14-15% and knockback that can KO at 110%. The car is about the size of an Advance Wars AT tank, if not slightly longer due to the meat. Although most foes can avoid the car (and thus, Krusha), this move is still useful, due to that Krusha blocks all projectiles and attacks that would hit Klump.
[ 2-3% car, 14-15% Krusha ]

A secondary use for this move is as a recovery; the car has two average jumps. If Klump is onstage and Krusha is falling to his doom (as will likely happen with their Up Special), Klump can jump the car twice, for Krusha to jump up and follow it, defying gravity. It should be noted that Krusha can't grab edges; you'll have to have him jump right onto the stage to recover. Klump can be attacked while controlling for the car to stop in place and Krusha to catch it; the duo's recovery is quite punishable as a whole. If you drive the car into a wall or offstage, Krusha stops there, fortunately not being totally ********.

Klump alone controls the car as usual (Krusha still chasing it if he's separated). You may think this would be useless when you don't have your Kremling meatshield. However, Klump can then turn the car around and direct it at himself. If the car is driven into himself, Klump gets picked up by the car, wobbling on one foot. You can now drive yourself into foes to deal the same amount of damage hitting Krusha would do. This isn't that great a substitute, though; one hit knocks Klump off with as much lag as Super Dedede Jump (he can shield to cancel early with low ending lag). Playing as Klump alone is supposed to be a penalty, remember?

Down Special - Explodin' Barrel
Exploding TNT Barrels were prized Kremling explosives on the show. Here, Klump pulls out a barrel, marked with a blast sign, inspects it for a brief period, then places it in front of him. This whole process takes as long as Ganondorf's sword taunt. Krusha stays in the background behind the barrel after it is placed. These barrels are slightly smaller than the barrel containers. Hold down the move input again, and Klump will yell 'NOW!'; this causes Krusha to take out a remote-control and press it to detonate the barrel; this has moderate startup lag to it. Foes caught in the Bowser-sized high-priority explosion take 16-17% and vertical knockback that can KO at 95%. Opponents can detonate barrels early under the same conditions as a Blast Box. Although the sluggish startup period is a nice warning for foes to get the hell out of there, the blast eats shields alive; dodging is key for avoidance at close range.
[ 16-17% ]

All in all, it functions similarly to a stronger, slower C4 (although it's too slow to use as an alternate recovery). However, Klump can lay out multiple barrels before detonating them; you must tap the input to do so (as holding it once a barrel is out blows them up). Klump can have up to three barrels out at a time; he can't reposition them, so choose your locations wisely. When you explode them, all three barrels detonate at once; although it's difficult to get a whole lot of barrels out, it can create a nice atmosphere of terror onstage. Foes' attacks can only detonate one barrel at a time. If barrels are lined up side-by-side, the combined explosions can yield unholy consequences, but this is highly difficult to set up; make sure you don't get hit by your own explosions. Klump can't rejoin with Krusha until the barrels are blown up (Krusha steps back into the foreground afterwards); play nicely!

Klump alone sets up barrels in the exact same way he does with Krusha out. The only difference is that there is slightly less startup lag, as Klump takes out the detonating device himself (he doesn't need to yell 'NOW!' to himself, right?). This can help you land the move more easily, but you'll have more trouble even getting out a barrel, due to you not having Krusha as a spacing tool. Fortunately, if Krusha is still alive but separated, you don't have to blow the barrel up before reuniting with him.

Up Special - Barrel Kannon
A Barrel Kannon on a stand quickly appears over Klump, while Krusha mans it from the back. If you are in midair upon activating the move, you stop in place, defying gravity for three seconds before entering a freefall. During this time, you must aim the barrel as Krusha, and fire it with a second input. The barrel can be aimed anywhere between the twelve o' clock and five o' clock positions. Be careful where you fire, but don't take too long; one hit knocks the duo out of aiming into helpless state. Upon firing, Klump is launched out of the barrel at Sonic's dashing speed, still attached to the cannon by a string. If he is fired onto the stage or into the ledge, the string snaps; the barrel will then vanish, as gravity takes its toll and Krusha starts to fall.

Foes who hit Klump take 11-12% and knockback that can KO at 155%. Klump can travel up to the distance of four Ganondorfs' heights. However, if he is hit by any non-projectile attack, or reaches maximum range without touching/grabbing solid ground, the string draws taut. This causes Klump to be launched backwards, landing back in the barrel and spiking the duo to their inevitable doom. If this occurs onstage, the cannon merely breaks, giving the duo moderate ending lag. You should never use this as a main attack, though; far too risky. You can recover fine with it, but Klump will have to use his Side Special if he wants to save the falling Krusha. Try to stay onstage at all costs; if you get knocked off, you may have to choose between taking some damage saving Krusha or being forced to play as Klump alone.
[ 11-12% ]

Up Special (Klump Alone) - Tether Belt
When left without Krusha to man the Barrel Kannon, Klump unclips his general's belt, swings it briefly, then casts it diagonally forward. This is a pretty crappy recovery; it has about half the range of Vine Whip, but double the startup lag. Gimp away! Contact with the belt's buckle while Klump is swinging or casting it deals 6-7% and knockback that can KO at 210%. Klump laglessly refastens his belt at the end of the move, whether or not he grabs the ledge. Take care not to get knocked offstage; Klump begs to be gimped and punished when alone, even moreso than when he's with Krusha.
[ 6-7% ]

BASIC ATTACKS

Basic Combo - Bodyguard's Duty
Krusha steps in front of Klump, with below average startup lag. He becomes separated by a minuscule distance at this time; you can take a step back into him to reunite with ease. Krusha does nothing to attack, unless a foe hits him first. No matter the priority of the opposing attack, Krusha will laugh and comment, "Oooh, you're ticklin' me!", before retaliating with a powerful punch of his own. Him flapping his gums gives the punch a below average amount of startup lag.

His punch has insane priority and slightly more range than Wario's F-Tilt. Foes who hit it take 15% and knockback that can KO at 115%. Krusha has little ending lag with his punch, so he can protect Klump from attackers in most cases. Smart foes will merely roll around Krusha to get at Klump; Krusha always faces the direction of the closest foe, though, ready for duty.
[ 15% ]

Basic Combo (Klump Alone) - Wimpy Flailing
The name says it all; Klump extends both claws a short distance in front of him and begins flailing them about. His flailing has laughably low priority, with a bit of lag on either end. Even though it can build a bit of damage on foes, they can punish Klump for it in many cases. Perhaps the best use of his combo is against a wall, where Klump is less vulnerable afterwards. This move can never KO an opponent.
[ 1-2% per rapid flail ]

Dash Attack - Tag-Team
Klump holds onto Krusha's shoulders, Krusha bending over to allow him to do so. The two Kremlings are now controllable as one unit; Krusha has one below average jump, and can move at a maximum speed of Ganondorf's dash. The duo have three potential attacks to use while teamed up. Contact with Krusha's lowered head as he dashes deals 12-13% and horizontal knockback that can KO at 185%; this hitbox has good priority, and can be a nice GTFO move.
[ 12-13% ]

Whenever Krusha jumps, the duo's combined weight landing creates a green shockwave. The wave extends slightly further out than that of Bowser's D-Air; to be viable, this one has some priority to it as well, and lasts a split second before vanishing. Contact with the shockwave deals 14% and vertical knockback on par with DK's Hand Slap; the wave also has a 20% chance of tripping foes. If the foe does trip, you can jump up again to make another shockwave to knock them away.
[ 14% ]

Finally, Krusha can hurl Klump in the four cardinal directions, by pressing a tilt input while teamed up; his animations for doing so are the same as DK when he's carrying a victim. Klump's body becomes a moderate-priority hitbox that travels a set distance, no matter his damage. Contact with Klump deals 11-12% and knockback that can KO at 165%. Klump ends the throw in his downed position; press a shield input to cause Klump to dismount Krusha, with low ending lag. If an attack that deals more than 10% hits either character while teamed, Klump falls into downed position. You'll find various uses for this move, but it can be punishable if spammed too heartily. Take it easy, there!
[ 11-12% ]

Dash Attack (Klump Alone) - Take-Down
Klump yells out a battle yell, lunging forward a Stage Builder block's distance with his arms outstretched. He has below average priority in this state, lunging with a bit of startup lag. If he comes into contact with a foe, the two characters fall to the ground, Klump on top of his opponent. During this time, you can mash A to pummel the foe; this deals 1%, but is somewhat spammable. The foe can escape with grab difficult, or Klump can roll to end his assault. If Klump misses, he lands in his downed position clumsily. If Klump lands on an opponent offstage, the two fall while Klump pummels his foe; as the foe can still escape, this will likely lead to Klump's demise, rather than a Klumpicide. You should rarely attempt this in that case. Onstage, this is handy as a situational pummel move for Klump, seeing as how his grab alone is quite laggy.
[ 3-4% landing, 1% pummel ]

TILTS

Forward Tilt - Helmet Frisbee
With one tap of the input, Klump hurls his helmet forward like a frisbee, with little startup lag. The frisbee hurtles forward at Mario's dashing speed, going half of Final Destination before returning to Klump, who puts it back on laglessly. If attacked, the helmet returns to its owner early; it is the size of Olimar's helmet. Contact with it deals 4-5% and a pitiful set knockback. Why ever use this move? Well, with a second input, Krusha begins chasing the helmet stupidly, laughing all the while. He comes out with the same lag as the helmet, chasing it at Mario's dashing speed until he reaches the helmet.

Upon doing so, Krusha stops and places it on his head with a stupid chuckle. Contact with Krusha take 13-14% and knockback that can KO at 110%. While Krusha is running, you can mash A to increase his speed slightly. Klump cannot move until the helmet is back on his head, or until it is caught; if he's hit, Krusha stops, separated, and the helmet reappears on Klump's head. This is another great 'barrier' move for Klump to use, although it can be annoying to reunite with Krusha if he's too far away. Upon reuniting, Klump angrily and laglessly swipes his helmet back from Krusha.
[ 4-5% helmet, 13-14% Krusha ]

Klump alone hurls the helmet alone, having a few new move properties to keep it from being totally useless. He can angle the helmet before throwing it, and can hold out the input to keep it hurtling forward as long as he wants. Keep in mind, though, that he can't move until the helmet returns. You may score a rare gimp with this now, but you certainly won't be building consistent damage.

Down Tilt - Military Work-Out
Klump yells out, "Drop and gimme some!", for Krusha to move in front of Klump and begin doing decently-fast push-ups. This happens with moderate startup lag. Krusha will keep doing push-ups as long as you leave him, not slowing down or stopping from any attacks. If a foe hits him, they take 12% and knockback that can KO at 195%. However, opponents who hit Krusha at Rest's range get squished flat by his push-up. Krusha will comment, "Whoopsie!", before getting to his feet and standing stupidly.

Squished foes can only be hit by low to the ground attacks (Hand Slap, Kirby's D-Tilt), and can only move side to side at Ganondorf's walking speed. It takes three seconds for a foe to straighten back up, although button-mashing slightly lessens this time. Most foes can avoid Krusha completely with ease, although Klump is still defended by yet another 'barrier' move. Contact with Krusha causes Klump to yell, "Halt!" to his companion, reuniting the duo.
[ 12% ]

Klump alone gets down with below average startup lag; he tries to do a push-up, but ends up flailing for a split second before faceplanting. He has low priority all the while; his flailing deals two light trapping 1-2% hits, while the faceplant deals 5% and a low set knockback. Klump enters his downed position after this move; it's not really great for anything other than pictures or a downed attack set-up...if you'd ever need one.
[ 1-2% light hits, 5% faceplant ]

Up Tilt - Double Play
Klump performs a slight backwards header to start things off. Due to his hard hat, this has average priority. Klump starts this with little lag, but has a moderate amount ending. Foes who are hit by his helmet are knocked slightly backwards, taking 4-5%. The close range makes this rather hard to land, but if Krusha is behind Klump, he performs a second header, knocking the foe straight up. As you may have guessed, Krusha's header deals a better 10-11% and high vertical knockback that can KO at 120%. This can be one of the few *gasp* actual combos in the duo's moveset, but its close range prevents it from being too useful for building damage.
[ 4-5% Klump, 10-11% Krusha ]

Klump alone simply performs his normal header. However, without Krusha to back him up, this move quickly becomes one of the most punishable and useless attacks in the game. Don't even bother trying it out.

SMASHES

Forward Smash - Red-Hot Rage
While charging, Klump shuffles around in place, whistling innocently. Upon release, he accidentally-on-purpose steps on Krusha's foot, causing the big blue oaf to turn red and let out a stupid cry (like Krunchas from DKC2). Krusha proceeds to dash forward at a slightly faster than average speed, having moderate startup lag to doing so. Krusha dashes for three to seven seconds before stopping, depending on the charge, turning around if he comes to a ledge or wall. If you touch the charging Krusha, you'll take 19-23% and great to insane knockback that can KO from125-105%. Krusha has great priority as he dashes, so get the hell out of the way. A somewhat predictable, yet devastatingly powerful KO move, as well as a meatshield for Klump.
[ 19-23% ]

Forward Smash (Klump Alone) - Orange Grenade



Klump takes out an unripe green Orange Grenade from DK64, placing it at his feet with moderate lag on both ends. The soccer ball-sized explosive sits there for three seconds before exploding, although if a character or attack hits it, the grenade will blow early. The explosion it makes is Kirby-sized, and has barely average priority. Foes who hit the grenade take 8-14% and knockback that can KO from 180-165%. Klump can have multiple grenades, but no matter what, it's still mediocre at best for KOs. A simple strategy may be to use your Klap-Blaster to blow a grenade early to ambush a foe.
[ 8-14% ]

Down Smash - Putting Heads Together
Klump and Krusha turn to face each other while charging, backing up a few paces. Upon release, the duo charge at each other at a fast pace, heads lowered. This speed varies from Mario's dashing speed to that of Toon Link. Both characters' heads have decent priority (Krusha's slightly better than Klump's). The distance each character backs up depends on the charge, ranging from one to three Stage Builder blocks; both Kremlings stop if one or both run into a wall or ledge while backing up. Foes who hit the Kremlings' heads take 10-13% and some set vertical knockback that can't KO.

However, if an opponent is crushed in between the duo's heads as they collide, the hapless soul will take insane to near unholy knockback that can KO from 85-60%. They'll also take a nice 25-26% from the collision as well. This may just be the strongest move in the duo's arsenal, but it can be easily interrupted; both characters stop charging if one is hit. To help land hits, though, there is a slight vacuum effect near the charging Kremlings. After colliding, Klump enters a punishable tripped position, while Krusha merely straightens back up harmlessly, a short distance away.
[ 10-13% heads, 25-26% collision ]

Notable about this move is that if Klump and Krusha are separated, but still on the same ground level, they'll still charge at each other during this Smash. Even if you aren't going to attempt to hit foes, this Smash can close the distance between the Kremlings easily. Just don't charge into traps that are between you and your companion Kremling. Klump alone merely charges forward without turning around, his distance ranging from one to three Stage Builder blocks. Because he has no Krusha to smash foes against, despite still tripping after landing, this is basically just a more punishable Skull Bash. Pathetic.

Up Smash - Playing Katch
While you charge, Krusha cracks his knuckles menacingly. During release, he merely steps in front of Klump with a bit of lag on both ends, waving both hands above his head stupidly. This deals absolutely no damage; however, if a non-energy projectile hits Krusha, he'll catch it, then throw it back at double the speed it came at, for variable damage. The charge time increases the priority of projectiles Krusha can catch; at low charge, he can catch things with average priority of less, such as items. At near-full charge, Krusha can catch Gordos and such. Projectiles Krusha can't (e.g. lasers, Din's Fire) catch merely hit him as usual, him shrugging them off with a "Duh..." This is basically another 'barrier' move, but now it's actually dangerous for foes to try camping the duo. Touch Krusha to reunite at anytime; he'll stay there and play catch forever, if you let him.
[ Varies ]

Up Smash (Klump Alone) - General's Salute
While charging, Klump gets a serious look, putting one claw to his forehead. Upon release, he salutes a short distance in front of him. The range and priority of the salute are rather mediocre at best; the fact that Klump has a bit of startup lag and a moderate amount ending doesn't help matters. Foes hit by the salute take 11-15%, as well as knockback that can KO at 200-185%. Opponents fly horizontally unless they are at Rest's range to Klump, in which case they are launched vertically. Although this is one of solo Klump's main KO moves, its downfalls make it pretty d*mn hard to find a safe time and place to pull it off.
[ 11-15% ]

AERIALS

Neutral Air - Alligator Garlic
Klump inhales, then breathes out some garlicky fumes; this causes Krusha to begin flailing both arms around crazily, trying to wave the smell away. Krusha's flailing arms cover a nice little range on either side of Klump; this provides a high-priority wall of defense around him, although spammy projectiles can get through at times. This lasts for about a second; although there's little lag on either end, the landing lag is absolutely atrocious. Each flail deals about 4-5%, building up damage at a pace akin to R.O.B.'s U-Air. If a foe is hit close to Krusha's body, they take knockback that can KO at 135%. Although you can build damage with this, shielding Klump in the air is the best use, as it is less punishable.
[ 4-5% per flail ]

Klump alone breathes his fumes out as normal. This creates an aura of garlic breath around him that extends slightly further out than Rest. There is no priority to the fumes, but Klump still has a bit of lag on both ends of this aerial, and a horrific amount landing. His breath lasts for about a second, just like with Krusha out; Klump has no defense alone, though, so you take a huge risk using this move. If a foe hits the garlic as it comes out, they enter a footstool-jumped effect. Any time they touch the fumes afterwards, they take 1% per half second, but no knockback. A very, very situational gimping move, which is risky on it's own, due to Klump's terrible recovery.
[ 1% per half second ]

Forward Air - Grenade Belch
Klump takes an unripe green Orange Grenade out of his belt and feeds it to Krusha, who gorges it down greedily. A split second later, Krusha sticks his head in front of Klump and lets out a huge belch, creating a Kirby-sized explosive cloud. There is moderate startup and ending lag here, along with more horrible landing lag. The priority of the belch cloud is above average, but it automatically dissolves any and all projectiles it hits. This is that projectile-defense that N-Air can't always provide. In addition, the belch deals no damage, but great knockback that KOs at 115%. A pretty decent aerial overall, as long as you never short-hop it.
[ 0% ]

Klump alone eats an Orange Grenade with slightly less lag than he has with Krusha. However, this isn't an actual attack; Klump merely heals 10% over the course of five seconds. After five seconds, Klump lets out a belch cloud of his own, with a bit of startup and ending lag (no matter if he's in the air or on the ground). This cloud is slightly smaller than Krusha's, retaining all it's properties, but lessened to have lower priority and less knockback. Klump can't eat another Grenade until belching after the first one.

Back Air - Krusha Slamma!
Klump turns around, with the startup lag of Wario's F-Tilt, trying to punch foes behind him. However, he apparently forgot Krusha was there. Klump's punch hits Krusha in the stomach, for Krusha to sit down briefly with a "D'oh!" As you may have guessed, there is moderate startup lag, but only a bit ending; the dreadful landing lag ubiquitous in the duo's aerials is still present. The hitbox here is Krusha's arse; it hits at quite a close range, but has near unbeatable priority. Foes who hit it get spiked with as much power as Ganondorf's D-Air, if not more; they also receive a not-too-shabby 15-16%. If you can B-Air spike successfully, this can be a deadly, albeit punishable tool. Arse-spiking grounded foes KOs them vertically at about 85%.
[ 15-16% ]

Klump alone has no Krusha to block his punch, so his B-Air alone is basically a weaker Wario F-Tilt. He has the same lag on both ends, with a bit less landing. His punch's priority is rather pitiful, although the range is somewhat decent. Punched foes take 7-8% and knockback that can KO at 210%. It's not a great move, but it's one of Klump's less punishable moves.
[ 7-8% ]

Up Air - Kamikaze Klamp
With moderate lag on both ends (and landing), Krusha leans his head upwards and chomps. He has fair range, but mediocre priority; Klump isn't defended in this move at all, either. If Krusha gets ahold of a foe, he grabs them in his mouth and begins plummeting, at half Toon Link's D-Air speed. Foes hit by the initial chomp take 12%, but Krusha doesn't actually deal knockback. Instead, this is a suicide take-down attack.

Krusha and his victim can DI mid-fall like Bowsercide; this is easier to land than Bowsercide, due to better range, but the foe can button-mash to escape with 1.5 times grab difficulty. If Krusha lands on the stage, the foe takes 10% and moderate vertical knockback that can KO at 150%. This is a good Krushacide and all, but you have to decide whether it's worth sacrificing Krusha for a KO or not; this and D-Air actually separate the duo, unlike the prior three aerials. Still, this aerial alone makes the duo dangerous to approach from above.
[ 12% chomp, 10% landing ]

Klump alone has neither the strength nor weight to suicide with a foe like Krusha does, so he merely chomps upwards on his own. This is by far Klump's best aerial, seeing as it only has below average lag on both ends and landing. The range is nothing too great, but the priority is surprisingly average. Foes hit take 7-8% and vertical knockback that can KO at 180%. This can actually juggle if you space properly, although it doesn't automatically make Klump a good aerial character.
[ 7-8% ]

Down Air - Dizzy Spiral
Klump yells for Krusha to, "Use yer head, private!" In response, Krusha turns upside-down and begins spinning like a drill while plummeting at half Toon Link's D-Air speed. There is below average startup and ending lag here, but none landing, seeing as how Krusha is landing rather than Klump. Krusha's head hits at close range, but has high priority, trapping foes in multiple light hits. This is Bowser's D-Air with a whole new level of danger to it.

Foes can DI out of course, but Krusha can still build some hefty damage on them first. He deals about 3-4% per hit, dealing 12-13% high vertical knockback to foes he lands on; this can KO at 105%. Near a low blast line, Krusha can try to trap foes in his spinning for another Krushacide, although this is less reliable than U-Air. It can still make approaching the duo from underneath annoying, though.
[ 3-4% per hit, 12-13% landing ]

Down Air (Klump Alone) - Fear of Heights
Klump begins flailing in place, covering the area to his sides and slightly below him. His claws have low priority, dealing multiple rapid hits like Link's pathetic Spin Attack. The range is mediocre; although there is little lag on either end, landing still renders Klump punishable. Klump deals about five rapid hits, the first four dealing 1-2% and trapping foes, while the last deals 5% and a low set knockback. Nothing too special, except that Klump can use multiple D-Airs to move forward when trying to recover, in a similar fashion to Mario's Cape. This doesn't make his recovery any better, but it can at least get you closer to the edge in times of need.
[ 1-2% light hits, 5% final hit ]

GRAB AND THROWS

Grab - Enemy Kapture
Klump and Krusha go back to back and stretch out their arms, trying to grab an opponent. This has moderate startup and ending lag, but covers a nice range on either side of the duo. Either Kremling can grab an opponent, the other Kremling waiting with his back turned to the other. Klump and Krusha have different throws; Krusha's are more power-based, while Klump can occasionally follow-up on several of his. Despite two characters grabbing, only one victim can be grabbed at a time. From a dash, the Kremlings merely stop before performing the same grab. Klump alone has the same grab he does with Krusha, but the lag on both ends makes it annoying to use. In addition, he has no cover from behind; you take a risk while trying to grab as solo Klump.

Pummel - Korporeal Punishment
Klump holds his victim by the neck, shaking them to 'claw-choke' them. This deals a minute 1%, but is extremely spammable. Krusha, on the other hand, chews his victim with his crocodile chompers. This is a laggy pummel, but deals 3-4% each chew. Notably, Krusha stupidly chews thin air while Klump is pummeling; this can hit foes outside the victim in a FFA, although it has unreliable priority.
[ 1% Klump, 3-4% Krusha ]

Forward Throw (Klump) - Boot Punt
Klump lifts a booted foot, punting the victim out of his grasp. While this does a surprising 10-11%, Klump hops around, holding his foot afterwards, giving the throw moderate ending lag. The knockback it gives can KO foes at around 175%. This is best used on damaged foes, so they won't come back and punish Klump.
[ 10-11% ]

Forward Throw (Krusha) - Bowling Ball
Krusha crunches his victim into a ball shape, then rolls them forward along the ground. This deals a nice 14-15%, but the foe takes no real knockback; they merely roll forward three Stage Builder blocks before popping out of ball form. Even though this can't really KO unless you bowl them off a walk-off boundary, don't fret; you can bowl foes into stage hazards, other foes in a FFA, or offstage. For the latter, the victim turns back as soon as they're offstage, but they retain some momentum from the bowl; it can gimp occasionally.
[ 14-15% victim, 7-8% outside foes ]

Back Throw - Finish 'Em Off
The Kremlings turn to face each other; the Kremling holding the victim drops them at the others feet, for him to pick the victim right back up. This deals 5%, and transfers the victim to the other Kremling. To prevent B-Throw chaingrabs, you can only perform this once per grab. This is usually best used to give a foe to Krusha after spamming Klump's great pummel. If Klump uses this all by himself, he merely drops the victim over his shoulder, dealing the same damage and putting the foe in their downed position.
[ 5% ]

Down Throw (Klump) - Tail Shake
Klump grins stupidly as he shakes his tail side to side once, dropping the foe in the process. His tail hits the foe twice; the first hit deals 3% and retains the foe, while the second deals 4% and gives them set upwards knockback. Klump can follow this up easily with an U-Air; just don't let the foe D-Air you back first.
[ 7% ]

Down Throw (Krusha) - Do-Ci-Do
Krusha seems to have picked up the same disco attitude Klump has with his D-Throw. He holds the victims hand and spins them around once rapidly. This causes the foe to become a tornado-esque blur for a split second, before Krusha hoists them out of the spin and tosses them lightly into the air. The victim lands and enters their dizzy animation afterwards; with exceptional DI, they can escape before Krusha spins them. The spin and toss combined deal 9%. Although you can't KO with this throw, the dizzy foe can be punished afterwards. Also, in a FFA, the spinning victim reflects non-explosive projectiles. A pretty helpful throw, eh?
[ 9% ]

Up Throw (Klump) - Hard-Hat Header
Klump tosses the foe up, using his hard hat to knock them upwards slightly (Klumps in DKC do this when Diddy jumps on them). This deals a light 5-6% and a below average set knockback. Like Klump's D-Throw, this can't KO, but you easily can follow up with an U-Air. Of course, you'll have to grab the foe as Klump first, which is a challenge on it's own...
[ 5-6% ]

Up Throw (Krusha) - Body-Builder
Krusha hosts the victim above his head, holding them up with his pointer finger and laughing stupidly. This deals no damage, and the foe can mash to freedom with grab difficulty. What's the point, then? Klump becomes controllable during this throw, so Klump can hit them out of Krusha's hold. The duo can't reunite while Krusha is holding a foe, so go ahead and knock them away. Some choice moves to use here include U-Smash and U-Air.
[ 0% ]

SITUATIONALS

Get-Up Attack - Master Imitator
Klump struggles around on the ground, moaning; it looks like he's trying to imitate K. Rool playing dead. Krusha (who can't fall over or trip), however, doesn't get the memo; he picks up Klump by the tail and swings him around rapidly, like an Olympic hammer, Klump screaming wildly. This has moderate startup and ending lag, but unlike other get-up attacks, this can actually KO. Hitting the spinning Klump deals 13-14% and knockback that can KO at 150%. Because Klump's whole body is the hitbox, this move has actual range to it as well. However, hit Klump and he'll be launched in the direction he was facing. While this can't KO him, it puts some fair ground between the duo. Used with caution, this is by far the best GTFO get-up move in the game.
[ 13-14% ]

Get-Up Attack (Klump Alone) - Boot Trip
Klump merely sticks out a boot in front of him, having absurdly low priority and range, but tripping foes he hits. Klump calls out, "Gotcha!" if he connects. His boot also deals 5% to the victim. While this is as fast as any other get-up attack, it only covers Klump's front, a trait unique to him. A very bad get-up attack indeed.
[ 5% ]

Ledge Attack - Scaredy Klump
Klump climbs the ledge with so much force that he hurls Krusha (who hangs onto Klump's tail) forward a short distance. Krusha has great priority, flying about a Stage Builder block's distance in the time of a normal ledge attack. Foes who hit him take 10% and knockback that can KO at 180%. Krusha gets to his feet quickly after being hurled, the impact of landing having no effect on him. Another great spacing move for the duo, although Klump will have to reunite with Krusha after this.
[ 10% ]

Ledge Attack (Over 100%) - Helping Hand
While still invincible, Klump laglessly hops onto the stage, reaching back his hand to pull up Krusha (who takes his spot hanging on the ledge). However, Krusha's weight is too much for Klump; he is pulled right back off, resulting in the duo hanging on the ledge again, their invulnerability frames refreshed. While this deals no damage, it is a nice fake-out move for the duo; the next ledge attack they use is their normal one. The two ledge attacks alternate when the duo have over 100%; although most foes won't fall for it, it can be a nice last-ditch option.
[ 0% ]

Ledge Attack (Klump) - Tail Sweep
Klump climbs the ledge with normal ledge attack lag, sweeping his tail in front of him a short distance. While this has horrid priority, it sweeps foes it hits off the edge behind Klump, dealing 5%. This can't KO, but it can provide a bit of space for Klump. It would be useful for gimping if Klump had decent offstage options, but no dice. Klump alone uses this ledge attack whether he has under or over 100%.
[ 5% ]

FINAL SMASH

Final Smash - Speed
To activate this Final Smash, Klump must be separated from Krusha. If Krusha is KOed, the Final Smash merely causes a barrel to appear in front of Klump, out of which pops Krusha to rejoin his general. You get no super attack, but at least you have a decent moveset again. If Krusha is united with Klump, or on a different ground level when separated upon activation, nothing happens at all. To activate the Final Smash, solo Klump must be facing Krusha on the same ground level. If activated under said conditions, Klump gets into a Bowser-sized mine cart and rides forward at Sonic's dashing speed. This cannot be stopped, and deals 10% and a set vertical knockback to foes.

This, however, is not the super attack you've been waiting for. If triggered properly, Klump's cart collides with Krusha, knocking the beefy bodyguard to the ground. Klump immediately stops the cart and hops out to see if Krusha is hurt. It seems that the impact has addled Krusha's brain. He gets up and shoves Klump away, stating, "Your plans are not nearly ruthless enough! From now on, you shall serve only me!" Apparently, the crash made him diabolical. Oh joy.

For this Final Smash, you play as the new diabolical Krusha, with all new broken moves. Klump is onstage as well, fighting solo with the AI of a level 9 CPU; you can't reunite with him at all, but Krusha has several interactions with Klump in his moveset. Krusha can't be hurt or knocked back; Klump has super armor, but still takes damage. It may be a nice idea to defend him with your insane new moveset. After twelve seconds, Klump runs back to the mine cart, fleeing from Krusha in terror. However, he stupidly collides with Krusha again, turning him back into his ******** old self and ending the Final Smash.

Below are the moves Krusha can use to waste his hapless opponents.

Neutral Special - Klap-Insanity
Krusha takes out one Klap-Blaster in each hand, firing a flurry of shots on either side. He fires five shots per side at random angles, albeit angles that will more likely than not hit opponents. The blasts have the same properties as they do under the duo's normal Neutral Special, although Krusha has little lag on either end of this move. Great for building damage; all shots deal 10%, and the tiny knockback can easily hit the victim into multiple other shots.
[ 10% each shot ]

Side Special - Intimidating Threat
Krusha yells out, "Work harder, you mindless sack of swamp muck, or I'll flay you alive!" This naturally intimidates Klump; for the next five seconds, Klump's attacks have twice as much power. Although Krusha will be the one damaging and KOing most of this time here, it can't hurt to give Klump a powerful moveset, now can it? You can use this move twice during the Final Smash, but only once at a time. Krusha doesn't lag at all when speaking; you can use this during other moves, so by all means, go for it.
[ 0% ]

Down Special - Nuclear Explodin' Barrel
Krusha laglessly places a barrel, marked with a skull and crossbones sign, onstage. It isn't any larger than a normal barrel, but it radiates power nonetheless. The barrel explodes in an unholy blast if 30% is dealt to it. This automatically KOs all foes onscreen, being undodgeable, and ends the Final Smash (although Klump and Krusha aren't KOed). During this time, Klump only attacks the barrel, trying to make it explode. Press Down Special again to stop him from doing so, and again to restart his assault, and so on. Foes will definitely want to stay away; they gain nothing from attacking it. Fortunately, Krusha's insanely damaging attacks can't hit the barrel. This can only be used once per Final Smash. Use it wisely.
[ OHKO ]

Up Special - Orange Grenade Launcher
Krusha rapidly takes out his Orange Grenade Launcher from DK64; by tapping the input, you can fire up a barrage of grenades. This has the exact same properties as a Cracker Launcher, but Krusha can keep it out as long as he wants (press a shield input to put it away, as Krusha can't shield). Also, offstage, Krusha can aim the launcher down to boost himself up a fair distance with each shot. Although he can't get knocked off himself, this can save you if you are ******** enough to go down there yourself; if you self-destruct, the Final Smash ends.
[ Varies ]

Basic Combo - Tear to Shreds
Krusha bends over slightly and begins chomping around ruthlessly; this looks like Bowser's side taunt with more range. Krusha can hold this out for quite a nice damage-builder. Each chomp deals 5%, trapping foes for the next hit. When Krusha releases the combo, the victim takes knockback that can KO at 90%. Although you can build up a hell of a lot of damage this way, focus more on Krusha's stronger moves for the best results.
[ 5% per bite ]

Dash Attack - Red Bull
Krusha lets out an echoing roar, flexing his muscles and turning red. For the next five seconds, mere contact with him has the same effects as hitting Krusha in the duo's F-Smash...at maximum charge. Krusha's normal speed also increases to the F-Smash speed as well. A great KO move, although it can only be used so much during this Final Smash.
[ 22-23% ]

Forward Tilt - Merciless Pounding
Krusha gives foes a sweeping punch forward; this has the lag of Snake's F-Tilt, but even slightly more range. This punch deals 15%, knocking the victim to the ground. If Krusha keeps on tapping A while standing over the foe, he'll bend down and proceed to pummel the sh*t out of the hapless victim. Each input deals 5%, and is quite spammable. The foe can escape with twice a grab's difficulty; if Krusha stops, the foe remains in their downed position, ready for a follow-up.
[ 15% first punch, 5% each pummel ]

This is an exceptional damage-building move, but it can't KO. However, it has a second use as well. Krusha can use this on Klump for a different effect; it doesn't damage Klump (although he screams in protest), but each pummel speeds his movement and attacks up by 20%. There is no limit to this, so you can beat some serious manueverability into your minion. By combining this with Side Special, Klump becomes very dangerous. Just don't waste all your time on him; remember, he's still just a level 9.

Forward Smash - Bicep Whirlwind
Krusha begins spinning around rapidly, biceps outstretched to clobber opponents. This looks a bit like Spinning Kong, but this traps foes in Krusha's blows with as much ease as Whorenado. As you could guess, this builds damage on opponents with insane ease; indeed, foes can take up to 49% from this Smash at full charge. It's near impossible to DI out, even if you have high damage. The last hit deals unholy knockback that can KO at 45%. The fact that the move is spammable doesn't help matters. Definitely your main KO move to use here.
[ 8-49% ]

Neutral Air - Thunderclap
Krusha takes his aerial attack from DK64 for a whole new level; he claps his hands together, three times rapidly, like Master and Crazy Hand. The first two claps hit at close range, dealing 16% and high knockback that can KO at 70%. The final clap procudes an electric shockwave, with 3/4 the range of a full wave of Konga Beat. This deals 25% and insane knockback that can KO at 55%. Krusha has no landing lag; he keeps on clapping even if he lands. Stay the hell away from him!
[ 16% first two claps, 25% last clap ]

Grab - Krusha Klaw
Imagine Bowser's Koopa Klaw from Melee. Give it double its normal range, grabbing foes that Bowser would merely scratch in Melee. Make it as fast as Bowsercide. And give it the ability to grab multiple foes at once (who are all thrown simultaneously). You've got Krusha's grab. Enjoy!

Pummel - Krushing Bite
Krusha bites his victim(s) with great force. This is fairly spammable, and deals a whopping 7-8% per bite. Oh, and did I mention it takes three times grab difficulty to escape?
[ 7-8% ]

Throws - Kruel Kopy-Kat
Due to sharing DK's physical stature reasonably well, Krusha's throws are all cloned from DK's throws. However, Krusha's throws do double the damage and knockback, having an extra slashing effect added to them. In addition, Krusha doesn't pick foes up for his F-Throw; this new throw is merely a powerful double claw slash. This deals 16% and enough knockback to KO foes at 80%. Yes, grabbing is definitely a great crowd-controlling option.
[ Varies ]

OVERALL PLAYSTYLE

Klump and Krusha are a character of extremes. On one hand, the duo together is one of the strongest characters in the game. On the other, they have near the slowest attack speed in the game.. Playing as them takes quite a bit of strategy; if you are careless, you could easily lose Krusha, render yourself insanely vulnerable, or simply self-destruct. Krusha is a huge part of your game; he'll be building lots of damage for you, as well as defending Klump. As stated previously, foes cannot knock Krusha away from you. However, it's near impossible to attack without splitting up. As solo Klump is just as bad as Popo or Nolimar, you should never split up without any idea of how to rejoin your bodyguard.

At first glance, Klump and Krusha play just like a more extreme Bowser or Ganondorf. However, the two Kremlings have many more defensive options; nearly all of these revolve around Krusha. Campers being a thorn in your side? Turn your back to them so Krusha absorbs the hits. Combo character trying to pressure you? Send out Krusha as a meatshield to charge through their pitiful priority and punish them. Klump should never stray too far from Krusha when separated; he risks being taken down with insane ease. If he's near Krusha, he can merely reunite and punish the attacker.

Of course, due to their slow speed, the duo need to be cautious of when to attack. A lot of damage-building will stem from either blatant outprioritizing from Krusha, or a well-timed punishing blow. Constantly defend Klump and look for openings to land a devastating attack on your opponent. Never be too hasty, or your attack will separate you at the wrong time, and your opponent will combo Klump to death. While Klump and Krusha can't combo well at all, Krusha has great range with several of his attacks; also, Klap-Blaster is a handy ranged projectile, should all else fail.

While you'll want to be constantly using Krusha as a barrier, getting predictable can be one of the duo's greatest downfalls. Fortunately, there is quite a handful of these meatshield attacks; just a few of them include Side Special, Basic Combo, and F-Smash. Krusha can build damage with these just fine, but the duo have other methods together as well. Notable among these are their dual-sided grab; not only does it have nice range, the duo can throw a victim twice for extra damage via B-Throw. Several of the Kremlings' aerials don't split the duo up; while these are generally punishable, they still deal the great damage you've come to expect. The aerials that do split Klump and Krusha make the duo dangerous to approach in the air, especially offstage. However, think twice before sacrificing Krusha for these suicide KOs; he's a huge part of your game, and you'll rarely stand much to gain by losing him.

Overall, the duo have a high learning curve, very different from that of the Ice Climbers or any existing heavyweight. Defending and punishing enemy openings is what will win you matches with Klump and Krusha. You simply cannot just spam moves and expect to come out on top. Without proper defense, the Kremling duo are done for. Play safe and defensively, splitting up to attack at the right time while sticking close to get right back into that defensive flow. If you can master this art, Klump and Krusha can become a pretty annoying character to put up with, although their own defensive strategy used against them can spell big trouble for them.

PLAYING AGAINST

Ah, let's start right where we left off from our playstyle, shall we? Klump and Krusha revolve heavily around defense, right? If you want to beat them, mirror their own strategy right back. They'll have trouble finding an opening to land a slow move on you if you don't give them the chance. Klump and Krusha have some of the slowest attacks in the game, and pretty poor movement capabilities as well. If you can find a break in their defense, you can combo them up the arse. Not around, not to the side, straight up it. Even though you can't separate the duo, you can still make a feast of combo food out of them.

The only thing better than comboing the duo together is comboing Klump on his own. When the Kremlings get down to business and attempt to use a separating attack, swoop in and smack Klump away. Then, once your defense has prevailed, just keep on wailing away. This is the pressure part. Keep Klump away from Krusha and you've just taken a stock from the duo. Even better, gimping the duo can be done with ease in most cases; if Klump wants to get back without being punished, he may have to sacrifice Krusha with his Up Special. Of course, Klump and Krusha will be fighting their d*mnedest to stay together onstage. The battle between the two (three?) characters is a battle of defense and patience. The character who performs best in this regard will usually come out on top.

MATCH-UPS

Vs. Meta Knight - 50/50: Draw
Meta Knight is in for a big surprise, as Krusha just charges right through his Whorenado and D-Smash spam. Because he's so light, Meta Knight can be KOed very early by the Kremlings' strong, yet slow attacks. Of course, if Meta Knight gets at Klump, he can F-Air them right off the stage into a clean gimp. Because he's so fast and versatile, it's not really that difficult for Meta Knight to do. Plus, his D-Smash can go right through Krusha's legs and hit Klump. Still, just the defense and power Krusha provides can destroy Meta Knight if he gets careless. Whoever gets ahead in stock first will most likely win this match-up.

Vs. Snake - 75/25: Klump and Krusha's Favor
Krusha has no problem dashing over mines and grenades, making a safe path for Klump to follow. With U-Smash, he can just throw grenades right back at Snake as well. If Krusha's hitbox is used properly, Snake's broken disjointed tilts can be fought around with ease. If Snake hits Klump, alone or with Krusha, he can score an easy KO with said tilts. 'If' is the key word, though; Klump and Krusha have enough decent options to fight Snake without too much worry of his overpowered attacks.

Vs. King Dedede - 25/75: King Dedede's Favor
Klump can be chaingrabbed, but not infinited, whether he's with Krusha or alone. Fortunately, he stands a fighting chance in this match-up, due to having Krusha as his defense. Dedede's B-Air just can't go through Krusha, although it can easily gimp the duo when it hits. Although it has absurd range, Dedede can't grab through Krusha either. However, the duo will need to turn and face you eventually, and Dedede just has better options when that time comes. If your defense is exceptional, the Kremlings can pull off a surprise win, but it's just not that likely.

Vs. Diddy Kong - 60/40: Diddy Kong's Favor
Aww, look at that! He's trying to throw his bananas at us! Klump and Krusha have little problem facing Diddy, due to the fact that Krusha can't slip on banana peels. Nope, he'll just run right over them and into the young Kong. Diddy can't stand up to a whole lot of damage with his relatively light weight. His recovery is far safer than the Kremlings', but he'll be knocked around a lot more to begin with. If Diddy can get at solo Klump, his fast attacks can spell the end for the general. However, with Diddy's rather close-ranged physical attacks, you have no need not to fight together, albeit with Krusha's back to Diddy.

Vs. Donkey Kong - 30/70: Donkey Kong's Favor
While Krusha can stand up to some of DK's moves rather well, DK can hit Klump through or around Krusha with some moves. Krusha isn't wide enough to keep a B-Air hitbox from going through him and hitting Klump. Although this is more punishable, Hand Slap can also shake up the Kremlings, allowing for DK to take them into the air, B-Air them offstage, and spike them to their doom. At longer range, DK has little defense against Krusha's charging moves or Klap-Blaster. However, with his decent speed, he has no need to fight back there. DK will need to watch for Krusha trying to suicide with him with U-Air when he goes for the spike. Otherwise, the leader of the bunch takes this match-up with ease.

Vs. Bowser - 45/55: Bowser's Favor
Bowser lacks great defensive options against Klump and Krusha; he can Fortress to safety or Koopa-Hop around, but Krusha can breeze right through these. If Bowser can get in close to the duo and knock Klump out, he has this match in the bag. Even though he's not that great at pressure, Bowser can KO Klump with unholy ease, passing right through everything he has with superior priority and gimping with Fire Breath to boot. With Krusha, Bowser can stand up to a lot of the duo's damage, although this doesn't guarantee his safety. He'll have to watch his back much more carefully, although F-Air can easily spell the duo's end in the air. The match is slightly in Bowser's favor, due to his overall better damaging options. If Klump and Krusha can keep their defense up well enough while damaging Bowser in the process, though, they can still score an easy win.

Vs. Link - 50/50: Draw
Although Krusha is an excellent shield to Link's projectiles, Link has several attacks that can actually hit Klump through Krusha, when the duo has his back to him (ala DK B-Air). Link will have to be extremely careful not to let the duo find openings in his attacks; he actually fares rather well against the Kremlings in the air. Either character can be easily gimped offstage, so it's a bad idea to fight there. If Klump and Krusha can get a stock lead, this match is theirs. However, if Link can learn to consistantly separate Klump and finish him off, he can win this match just as easily.

Vs. K. Rool - 60/40: Klump and Krusha's Favor
K. Rool is going to try and build damage on his minions right off the start with his Crown and Cannonballs. That's nice, just send out Krusha to give his master a little 'what's up'. Seeing as how K. Rool's close-ranged abilities aren't as slow as his minions', he'll have no trouble putting the hurt on Klump if you don't keep your Krusha defense up at all times. Neither character will have trouble edge-guarding the other should they end up offstage. In the end, Klump and Krusha pull ahead, due to their superior defense. K. Rool's only real defensive option is using Down Special to suck a cannonball in front of him for a wall; this is quite laggy, and Krusha can still go through it. Minions over master? What is the world coming to?!

Vs. Dingodile - 90/10: Klump and Krusha's Favor
All of Dingodile's options can be easily beaten by Klump and Krusha. He's hiding behind those crystals? Send out Krusha to break them down with F-Smash. Dildodile's spamming fireballs? Turn around and use Krusha as a meatshield. The duo can get at Dingodile with ease after they're through the crystals, which won't take too long. Dingodile can't suicide Klump's somewhat large size; although he is somewhat of a large target to hold down and blow up, this won't win Dingodile the match. While Klump and Krusha can be thrown off and blown up, you'll rarely have the chance to do so. Especially not when everything else Dingodile has is beaten with such ease.

Vs. Onishiba - 10/90: Onishiba's Favor
I bet you're thinking Krusha can just defend Klump from Onishiba's status effects the whole match? One use of Neutral Special from Onishiba and you can kiss Krusha goodbye. That's right, the duo fighting together is technically a mechanic, so Krusha waves stupidly before disappearing when this occurs. Until the time he reappears, Onishiba can take advantage of Klump's already crappy moveset with status effects to finish him off. When Krusha returns after the Special's effects wear off, send him away again. Repeat. Win. The duo's only hope is to play from a range with Klap-Blaster (either Kremling can be hit to get rid of Krusha), and Spade can merely ban that with F-Tilt.

Vs. Voldemort - 50/50: Draw
You can instantly tell Voldemort has his work cut out for him in this match-up. All of his ranged magic is useless against Krusha's bulk. Of course, the logical response to this defense is for Voldemort to approach, and that's where he evens the match back up. Although his priority is far worse than Krusha's at close range, if Voldemort takes the duo into the air, he can build quite a lot of damage on the duo. Although his aerials aren't spectacular, they're far speedier than the Kremling duo's; with his Deathly Hover, gimping the Kremlings is a breeze for Voldemort as well. However, he'll have to watch his damage level, as Krusha can KO him with ease. Both characters have strengths and weaknesses against the other, resulting in an even match-up.

Vs. Akira - 75/25: Klump and Krusha's Favor
Akira is based around positioning? So are Klump and Krusha. While Akira tries to build damage from a range, Klump can merely hide behind Krusha and laugh. Keep up your defensive style while knocking Akira around, and you've got yourself the match. If Akira can separate Klump from Krusha, her close range damage-dealing can take out the general without too much effort. However, Krusha's mere existance as a meatshield should prevent this from happening too often, if at all. Klump and Krusha win this match in most cases.

EXTRAS


***

EXTRA ANIMATIONS

Up Taunt - Minion Laughter:
Klump and Krusha laugh stupidly, sounding a bit like Beavis and Butthead on crack. Klump laughs alone if Krusha isn't around.

Side Taunt - Kandles:
Krusha takes out a stick of dynamite, remarking, "Pretty candles..." Klump yells out, "Those aren't candles! That's...", before the dynamite blows up in a small explosion, covering the duo in soot for a second. The explosion deals 1% to Klump, but 5% and a light spike to those who hit it. Like Luigi's taunts, this is too laggy for proper use. Klump alone mirrors this taunt, but is instead inspecting an unripe green Orange Grenade.

Down Taunt - Kounterfeit Koconut:
Klump asks Krusha, "Have you retrieved the Crystal Coconut?" for Krusha to take out a plain brown coconut with a "Duh..." Klump snatches the coconut away, yelling at Krusha, "That's not the Coconut, you dunce!" He smashes it on Krusha's head, for the dimwitted bodyguard to lick off some of its fluid. The coconut shards stay impaled on Krusha's horns until he is hit with an attack.

Down Taunt (Klump Alone) - Military Procedure:
Klump salutes the screen, before bowing...or at least trying to. He nearly trips over his own fat self while trying to bow, making an arse out of himself in the process. Klump blushes slightly and gets back to fighting.

Entrance - Kardboard Kamoflague:
A cardboard bush appears onstage; Klump and Krusha peep their heads out from behind it. Klump is heard whispering to Krusha, for Krusha to stand up, knocking the bush over and laughing stupidly. Klump looks angrily at him for revealing their position, then hops out himself as the fight starts.

Victory Pose #1 - Chest Bump:
Klump and Krusha face each other; Klump pats his stomach for Krusha to nod. The duo try to chest bump, but Krusha ends up knocking Klump offstage. As Klump is heard moaning, Krusha just faces the screen, scratching his head stupidly.

Victory Pose #2 - TV Privileges:
Klump bows to the screen, while Krusha is seen clapping stupidly and watching the "Sing Along with Uncle Swampy" show on TV. Klump facepalms and turns the channel to one with a bunch of Kremling babes on it, him beginning to drool over them. Krusha stupidly punches the TV screen out in anger, and the duo get in a fight over their TV time.

Victory Pose #3 - Military Salute:
Klump salutes the screen, while Krusha just stares ahead stupidly. Klump elbows him to salute as well, but Krusha merely farts, for Klump to flail wildly to wave the smell away. This goes on until you leave the results screen

Victory Pose with K. Rool - Successful Mission:
K. Rool holds the Crystal Coconut, laughing madly, while Klump and Krusha jump up and down stupidly in the background. A fine victory indeed!

Victory Pose with Kaptain Skurvy/Sakurai - Fireworks:
The three/four characters are seen on a beach, watching fireworks across the night sky. Klump watches, jaw open in awe, while Krusha comments, "Oooohh...pretty!" If they're there, Skurvy makes contented pirate noises with each firework, while Sundance sips his beer and looks orgasmic, as one exploded firework forms a Yoshi shape in the sky.

THERE YA GO, SUNDANCE!

Victory Theme - Bonus Room Winner:
Klump and Krusha share the main DK victory theme, played when you clear a bonus room or defeat a boss in the original DKC.

Loss Pose - Klumsy Klapper:
Klump tries to clap normally, but gets knocked over by Krusha, who's clapping in huge, sweeping claps like DK. Klump angrily tries to get back up, but he just keeps on getting knocked over again and again.

Loss Pose with K. Rool - Dignified Disrespect:
Klump and Krusha clap normally, Klump not getting knocked over, while K. Rool shakes his head at the winner(s). He notices his minions clapping, and yells at them, "Don't clap for that fool! Come, let us plot our next course of action!" The Kremling trio proceed to march offscreen, Klump yelling out, "Hip, hup, hip, hup!" as he goes.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
Akira is a set that's been waiting to be posted for a while now, so I expect perfection. I am honestly surprised that this isn't a Mega Man set, I don't even know who this is, so I'm coming in blank slate.

Spacing. Spacing spacing spacing. Akira just drills this into you, doesn't he? Every move is about it, pretty much. He seems like hell to approach, and hell to approach with too. Several nice moves, the N-Special is simple but brilliant, and the Down-Special is just ridiculous in an excellent way; a risky, but creative take on teleportation? Say it ain't so.

His aerials were generally good, the Nair was a brilliant take on midair defensive moves; the kind of thing that needs to be seen more often. The throws pretty much all had to do with debuffs, although I don't know really why the pummel affects both; its not broken even if it affects only the opponent.

In general, he felt like a very solid set. A clear playstyle, and nothing objectionable really, and he fit together well. Most of his moves had a purpose and situation to them, which is good. Match-ups feel off though, especially the Ice Climbers one. 99/1? When CLEFABLE gets a 95/5?

On the subject of organization; the stats are too numerous, and the shades of gray are a little grating to read after a while; my eyes sort of glazed over a few times. You could definitely stand to move the stats into broader categories and add some summarizing statements at the end. Also, move animations to the end, no one wants to read through what a character does when hanging on a ledge when they haven't read the set yet!

He's better than Dr. Wily, you've stepped up your game some, but I still feel like this wasn't your best you could do, but in a good way. Akira wasn't bad, but I can see you popping out something even better later this contest, and I look forward to seeing it when it comes out.
Yes, matchups and organization has always been my worst categories. I figured that the Ice Climber matchup was justified with how horrible they are at approaching, but since I don't know much else about them I'll take your word for it and drop that from the set. The Clefable matchup is caused by her ability to drop Akira's already pathetic damage output and being hard to KO as is.

As for the color, Yellow and Gray were the only colors that seemed to fit Akira, which is why the attack names are all colored based on the attack itself. I'm sorry about all the gray. I moved animations to the extras so they're out of the way. Although I think Wily is better then Akira, I'm glad you liked the set. I just don't see any improvement in my sets, and I'm stumped on what I need to do differently. I'm hoping my next set, Specter from Ape Escape, will be a step up from my last few sets. Thanks for the constructive criticism.

@Akira: Well what have we here? Another psychic? Surely it can't be origina-oh wait. Angels? Elements? Skulls? And...Physical attacks! Madness! But in a good way! Other than the vastly overpowered Final Smash (200% HP and no time or ammo limit? That's more along the lines of a weak boss isn't it? Not to mention that he is, in your own words, a KO beast! If I'm missing something that handicaps him enough to make sense, tell me, but otherwise lower the HP, add a timer, or something!) it's great and I love the little scenario thing you put to explain your relocation of the extras, though it further cements my sureness that I have no idea where Akira is from.
Overall Rank: :bluejump: :bluejump: :bluejump: Three Jumping Blue Guys out of Five
There _is_ a time limit. 12 seconds. Of course, the time and the stamina are absurdly high, so i cut the stamina down to 150%. You have to remember how slow his movement and attacks are, though. He won't get much done during that time unless you're facing some really big targets.

I agree with Akira's uniqueness for a psychic, and it's one of the things I like about him. I added some info on what form of media Akira comes from, and thank you for the comment.
 

DarthMaul

Smash Rookie
Joined
Sep 7, 2009
Messages
3
(So, uhhh, yeah. I stumbled upon this thread while googling up some **** for Megaman, seeing how many characters you guys did from it. I know this isn’t nearly as good, but Darth Maul still hasn’t been done, and it’s the first time I’ve ever tried this, so……please just realize I’m self aware of the set’s quality. Not that I can’t improve, criticism is welcome…Aside from all that fancy stuff to make it look cool. I don’t know HTML and don’t want to spend hours learning it. I did this for fun and because I wanted to see a moveset for the character. If anybody with any actual experience wants to, feel free to do so. I’d love to see it. Sue me for not commenting on other movesets, but I’m not in a position to really give critique, now am I? Now that my introduction’s out of the way…I give you…)

DARTH MAUL

(Check avatar for image)

B: Darth Maul brings out another beam of light out of the other side of his light saber, turning it into his dual saber from the end of his fight in Episode 1. If it’s already double edged, he retracts it. This effects his other light saber based moves.

B side: Darth Maul throws his light saber forward with the power of the force. It travels a good distance before automatically coming back to Maul, and it does 12% with okay knockback while it travels. Darth Maul can move while he doesn’t have the light saber, but he can’t use any light saber attacks until he gets it back. If his light saber is double edged it’s more powerful but slower.

B up: Darth Maul stabs his light saber up for 10% and bad knockback. If it’s double edged, he will spin it around rapidly to slow his descent. It’s about as good as Peach’s up B but it does lots of multiple hits above him.

B down: Darth Maul impales his sword in the ground making it a really laggy bad move that’s still kinda weak (9%), pulling it back out at the end. If it’s double edged though the other side not impaled into the ground will be a hitbox as he pulls it out of the ground to defend him on the end lag but it will be even laggier.

A: Maul kicks forward like Ganondorf’s ftilt. Same properties, but faster and weaker. If used in succession, Maul will switch the foot he uses to kick and it will slowly get faster the more he uses it, but it wears off if he doesn’t use it for 4 seconds.

Dashing Attack: Maul does a headbutt as he runs forward, good fast move that still does 8% and okay knockback but the range is tiny.

Ledge Attack: Maul throws his light saber up onto the stage for 5% and weak knockback and comes up afterwards, picking up the saber. Laggier at over 100%.

Ftilt: Darth Maul jabs his elbow forward like Captain Falcon’s fsmash that does 10% and okay knockback. If his blade is double edged the extra saber will be sticking out behind him when he does this attack, being a hitbox that does 13% and decent knockback.

Utilt: Darth Maul does a headbutt, the spikes on his demonic head becoming exaggerated while he does so. The spikes do 12% and good upward knockback, being the sweetspot, while the meat of his head does only 8% and okay knockback. Similar to Dedede’s utilt ignoring the sweetspot, but less powerful even when sweetspotted and laggier.

Dtilt: Darth Maul stomps down onto the ground for 8% and okay knockback. If he stomps on anyone, he’ll then stab down at them for another 5%, but this will never connect if the foe doesn’t have a low percent, just increasing the move’s end lag. Rather annoying.

Fsmash: Maul spins his blade in front of him. Very fast move, but only flinching hits. It’s slower if Maul’s blade is double edged, but it will reflect projectiles back at foes. It does 18-26% normally and an extra 7% with a double edged blade.

Usmash: Maul stabs directly upwards like Marth’s usmash. Pretty much identical. If his blade is double edged there will also be a hitbox covering up his lower half, a big wall of a hitbox making for good defense, but he’s punishable in that version of the attack.

Down Smash: Darth Maul turns to face the screen, then stabs forward with his light saber for 12-20%. If his light saber is double edged it will go out to the other side of him too but it will have more lag.

Nair: Darth Maul does a split kick with a lingering hitbox. Somewhat fast, good range, 8%, bad knockback. Good for comboing.

Fair: Darth Maul puts the handle of his light saber in his teeth, then reaches forward to grab the foe. If he doesn’t grab anyone the move ends there and it’s wasted. If he grabs them, he’ll slash at them once with the saber to do 15% and good knockback normally, or do rapid slashes with a double edged blade, shaking his end around like a rabid dog to flail the two saber sides into foes. It does a great 22% total this way but is harder to land and doesn’t do as good of knockback.

Bair: Darth Maul punches backwards, spinning around to face the opposite way he was originally. If he hits someone the move ends there but it only does 7% and weak knockback. If he misses though he’ll keep spinning until he hits the ground, the move becoming more and more powerful. Considering he lands before long, it won’t get much better then 15% and better then okay knockback and that’s hard to land.

Up Aerial: Identical to his usmash but in the air normally, but if his blade is double edged he’ll hold the saber handle above his head then bend it so that the saber does a little arch over his head. Great range and nearly no way to hit him through it, and it’s fast and does a good 16% and high knockback. If you use this move there times, though, the saber will become too damaged and he won’t be able to use the double edged saber anymore. Try not to use more then twice per stock.

Down Air: Darth Maul kicks downwards. It looks just like Captain Falcon’s dair and has the same range, but it’s faster and does only 7%. It only footstools foes rather then spiking them, so it’s mainly to help you recover and get past people hoping to gimp you.

Grab: Anybody around a crouching Snake away from Maul suddenly gets grabbed as Maul holds out his hand. He’s using the force. Any farther away or closer and they won’t get grabbed. The range is good, but the hitbox is very small.

Pummel: Maul force chokes the foe foe 2% a pop.

Fthrow: Maul smacks the foe to the ground then impales them. Leaves them on the floor with an additional 13% taken.

Bthrow: Maul uses the force to thrust the foe behind him with good knockback. Best KO throw but Maul has better options for that anyway. 11%.

Uthrow: Maul tosses the foe up into the air then catches them on his light saber, impaling them on it. He laughs, then casually shakes them off. Very very laggy and foes at higher percents can use directional influence out of the throw to avoid it when he throws them upwards. 15%.

Dthrow: Maul brings the foe over to him and physically grabs them, then knees them in the gut and stomps on their head. A great 18% but Maul has bad ending lag and the foe can use a get up attack on him nearly guaranteed, unless their get up attack is horrendous.

Final Smash: Darth Maul laughs maniacally as his eyes glow red, then fire consumes the entire stage. The stage is covered in a bunch of pillars of flame that function identically to PK fire for 10 seconds, but they last forever and they’re in so much mass they overlap a good bit. Maul of course is immune to the fire. Welcome to hell!
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
I should keep up with the in-thread reviews if I'm a lead in MYM7...

KLUMP AND KRUSHA

YTP posted in the chat aside, I know next to nothing about the DKC show due to never watching it, but I played all the DKC games so I'm decently familiar with the character(s). The intro familiarizes me anyway. Remake of a MYM4 character, eh? Huh, this may be becoming a theme... It's a big improvement over the original but of course we have MYM6 standards now and that was an MYM4 set, so you know that already. In any case, Klump and Krusha can stand on their own as MYM6 sets.

Right off the bat we have a mechanic, and it's a dual character thing. Cool, I like dual characters, evidenced by my maining choice. Unfortunately, I dislike the way it's utilized. The point of dual characters, is, well, fighting in tandem, and it seems like everything is slanted in Klump's favor. He's the lead as he's the one who can be KOd and he's the one with moves of his own; opponents would focus on Klump. You could argue ICs but their leadership can be switched, and neither is favored with their own moveset. I have a problem with this because Klump has the spotlight; if they're a team, shouldn't both have the spotlight?

...That said, you've done a good job with the whole team thing in the moves themselves. Nearly every move involves them attacking in tandem, with neither having a spotlight. I like how they feel like a single attack rather then two attacks at once. They also accentuate the mechanical teamness. Seperation among other things reminds us that the team is, well, a team.

But reading the moveset itself gives me another complaint about the way you handled the mechanic: Having Klump gain full new moves in some places while having castrated versions of the team attacks is just awkward and adds to Klump's favor. I would personally just give Klump all the castrated attacks, or maybe only a select few. This would make him significantly weaker, but hey, he's already a bottom tier joke character on his own. On top of this, I have an organizational nitpick: to lessen the favoring of Klump it would be better to make his differing attacks subsections of the team attacks. Think Tiny Titan attacks in Cortex and Tiny.

EDIT: MW brought up some good points proving that they end up balanced with screentime. It still feels slightly awkward, but eh.

Argh, I can't believe I ranted for three full paragraphs about a mechanic. Time for some praise, eh? The main thing I like about this set is the personality. You've perfectly captured the suchness of an incompetent team. The little quotes everywhere are very nice touches, and make Klump and Krusha characters who have tauntlike moves, which is both very fun and very fitting. I'll leap down to the taunts and victory poses to say that they add soo much too. Minus the mechanic, I feel that this is exactly how Klump and Krusha should feel like Klump and Krusha in Smash.

As far as balance goes, the only non-superficial bad stat being attack speed greatly worried me- attack speed is very important, but in combination with everything else... *shiver*- but then I remembered the splitting up properties, and reading the set itself there are lots of little properties that balance out moves like in K.Rool and Skurvy. He's leaning more towards above average if anything, but eh, it's far from a big deal.

Organization has a few flubs like the twin pictures being a little too large in comparison to the text, but it's hard to believe that you made the rainbow that was Arthur. Keep up the good work, this was both fitting and aesthetically appealing. I'm so glad you aren't bolding half of it anymore...

EDIT: MW, I never made out the big pictures to be a big deal, because they aren't.

It's a BKupa set, so I should mention prop usage... This is a step down from Bleak in this regard, who proves you have the ability to make propless sets that are still great. There are definitely some props in here. Still, this is not a big problem as there aren't nearly as many as in your earlier sets and they're rather fitting props, plus it fits their personality. It isn't a good thing, but eh.

Your playstyle and playing against sections are still too short, though not to the degree of Voldemort. They're still well-written, but they also still need to be longer. On that note, these gain most of their playstyle from being a duo, them having little to it without it. They are average with it. Average is average so I can't moan about this, but I feel you missed an opportunity here to make an incredibly deep playstyle. Also, defense is quickly becoming the new pressure as far as Playing Against goes.

Moving on to matchups, you definitely have the skill but you're killing yourself by forcing them too much. You're clearly trying to give him good matchups against MK and Snake for balancing and giving him bad ones versus the Kongs to make sense. The ones without bias applied are very well-written (I was surprised to see that you didn't make K.Rool have the advantage in that particular matchup). Drop this and your matchups can shoot up in well-written-itude.

EDIT: Perhaps it isn't as bad as I said, but it's still somewhat forced. Meta Knight would be ideal for eating through the lag on their attacks.

In the end, I feel that this is significantly behind Hades and a little behind Bleak, but a step up from Voldemort (Which I no longer like as much due to MW pointing out the balance issue and the like). I'd say this is low thirties or high forties material. Still, if nothing else, Klump and Krusha sound extremely fun to play as.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Darth Maul looks good for now. You need some BBCODE and some more creativity, and maybe your moveset will have some flair. The specials are extremely Sakurai-ish (DSpec and USpec). On the whole, the rest of the set is okay. Not the best we could expect. But hey, you're a newcomer that didn't focus on creativity, so I have to give you props. Now, if only some of the regulars would focus on simplicity and fun rather than winning.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
DARTH MAUL
Well let me be the first to welcome you to Make Your Move! I'd be more than happy to offer you a tad bit of advice so you can continue to hang around here and improve at the same time! First of all, my biggest and most vital bit of advice would be to take a look at THIS.

http://www.smashboards.com/showpost.php?p=8015444&postcount=557

That is a list of MYM movesets that DEFINE Make Your Move and are all great in their own unique rights. After taking a look at a few of those, take a look at your own set and wonder "How can I improve Roomba my moveset? What do those have that my set does not?"

After analyzing that, you'll be on the fast track to making your very own impressive moveset! Another great tidbit of advice is to pick a character you -LOVE-, as you clearly did with Darth Maul. Having a character you love makes making a moveset for them all the more enjoyable! However, if you start making a set and realize that there just REALLY isn't enough base material to make a viable moveset with, it may be best to simply scrap the idea and pick another character you love.

Looking at your current set, you seem to have the basic idea down; you have all the moves in place (heck, you even have a ledge attack!) but your organization is suffering. Look above even at Klump and Krusha; one thing that makes a set like that great to read is the appropriate COLOR choices BKupa has used to represent the character. Color makes a moveset vastly easier to read and, so long as it's fitting to character, helps set the mood for the set and the flow of it as well.

Another key thing to include in your sets is detail. How much lag does an attack have? Knockback? Damage %'s? Range? Priority? Killing %'s? All of these things and more are GREAT to have in your set as it helps you just that tiny bit more imagine if your set actually WAS in Smash!

Anyway, your set is a beginner set, there's no mistake about that. But if you look at the examples around you and look at those sets that have been proven to be great, you'll get a REALLY good idea of what you should have in a set to make it the best set you can make! And remember, and this is key; we were -ALL- beginners once, even the most masterful of us all can't be kings that rule the thread instantly. Take it slow and keep making sets, eventually, and with enough effort, you could become a great moveset maker! I hope you stick around and show us just how much you can improve from here; the sky's the limit!
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
KLUMP AND KRUSHA
Well. . .That was unexpected. A very pleasant surprise, character wise. Unlike Wizzerd, I actually think that those headers are awesome. Sure, the size of the text could be increased to match the sprites, but, eh. . .This moveset seems to be a step down in terms of readability, but that’s probably just because of all the extra moves/variants of them whether Krusha’s with Klump or not, so it’s justified.

I’ll counter what Wizzerd said about Klump stealing the show – I find that it’s more centered around Krusha, if anything. Considering Krusha does all the remotely interesting effects, does everything that’s remotely useful, and how the final smash even makes him playable, Krusha really steals the show. That said, considering Klump is actually playable while Krusha isn’t, it even things out. Good job balancing their screen-time.

As for the actual moves, a good few concepts have come back that old awkward MYM 4 joint of ours, which isn’t necessarily bad. You kept some of the better concepts such as the grab-game and dsmash (And the dair was kept in spirit in the uair but less generic), but also kept some of the more over the top prop moves like down special and side special. That said, side special meshes well with the playstyle, but down special. . .Bleck. I say that and I’m the one who made the original version. Hell that was the first move we ever made on the original, IIRC. What keeps me from loving the individual move creativity section is that a good amount of moves involve Krusha charging forward as a meat shield, but eh, what else am I supposed to tell you to do? Put the props back in?

The main place where the duo suffer is playstyle. The moves themselves don’t really mesh into a playstyle at all, it’s really the mechanic that’s tying the whole thing together. This definitely still feels like a MYM 4 set, like the source material, though the playstyle does at least exist. It’s plenty interesting enough, I just wish it flowed more. I’d say it’s better then Voldemort in both uniqueness and flowing.

The match ups again feel better then Voldemort’s, and I fail to see you forcing your way through it as much as Wizzerd. The one thing I don’t like is how you keep constantly regurtating the same information with the match-ups, leaving them pretty boring to read. Anyway, I don’t even need to tell you how insanely true to character this is. . .

So anyway, I’d place this in-between Bleak and Voldemort. It was very enjoyable and a huge nostalgia trip for both revisiting the characters and aspect of the old moveset for me. I just pray this won’t fade into obscurity be being drowned in a pool of
sith lords
.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Catching up again. This time I'm going to try to keep the commentary to a reasonable length, because I've got even more sets to get through... I think.

First off is BubbleMan.EXE, much belated. I'm not going to say much about him since I know he got quite a bit of commentary both before and after RCT. The obvious thing to say here is that the set is incredibly creative and also a firm step up in terms of writing style for you - although there is, of course, still room for improvement, as Shadow pointed out.

I can't say I much like how many of his attacks interact directly with his Bubble Fountain - feels like move interactions for their own sake - but I can put this aside because his overall playstyle is just so interesting. You basically say it all in the quite handy playstyle section; he's a camper/comboer who exists to pelt the foe with a steady stream of pestilent bubbles. This definitely sets him apart from the other two bubble-based movesets we've seen in MYM.

I think your damage %s are in general a spot too low. Smashes can deal around 20% comfortably, and tilts should all push on 10%, even on a low-power character like this.

I'm going to leave it at that and just mention that I don't think the bolding works as well on this set as it did on Protoman or especially Darkrai. Just something to keep in mind when organizing your next set. You keep improving so quickly, meanie; it's astonishing to think that you ended MYM 5 with Heatran. You seem on the verge of a big breakthrough. You just need to find that set that stands out as a clear frontrunner among yours.

Next is the frankly bizarre Doc Robot. Bizarre character, with a bizarre set. Firstly, it's made by goldwyvern, who went through all of MYM 5 without making a set; I'd written you off as another lost cause, but here we are. Secondly, it's got that very strange LOG ENTRY motif in its writing, which has been done multiple times but never with this much dedication (since Galaxy Man, that is; he was TOO dedicated to it, all agree). That first paragraph is outright weird, and faintly hilarious. Then there's the code-encased organization, which I quite like; make it a less vivid yellow and this category will be satisfactory. And, of course, there's the actual moveset, a mishmash of Robot Master abilities all tossed into one glorious pot.

Or maybe not so glorious. Not to say it's a poor set, but it's clear that you started it a long time ago; it feels like an MYM 4 set, as you're well aware, and this gives him obvious and painful Pokemon syndrome. He has literally no flow, making him very much like Powers Kirby, only harder on the eyes and tough to read.

Since you're aware of this, maybe it's better to talk about something you can actually improve: in this case, it's your writing style. The big improvement you made, of course, was adding capitalization, but you still slip up quite often, especially with it. Random words are often capitalized - there's many examples in literally every attack. The ONLY things that have to be capitalized are proper nouns - that is to say, names - and the beginnings of sentences. And, I suppose, attack names. Oh, and "I", but you know that. ;)

Seeing Doc Robot has made me regain faith in you. It's a start, and building on it will quickly elevate you, wyvern.

Next up is the ever-daunting Voldemort. I do love his organization, though; the font seems to spider its way across the screen, the symbol choices are both appealing and fitting, the color scheme is appealing (and bolding in the colors of the two spells most relevant to the story was a neat touch), and the addition of music (;)) makes it still better. In this aspect, at least, I feel you've surpassed your Master. And good choice of picture, too. I don't particularly like the movie Voldemort, but Ralph Fiennes is a brilliant actor in general so it cancels out.

Voldemort has been praised as a new god by some and sort of scoffed at by others, so I wasn't sure what to expect. Turns out he's my favorite of your sets - Klump and Krusha nonwithstanding, since I have yet to get to them. I never saw the appeal of Hades (as I tell Warlord regularly) and Bleak was good if a bit lifeless at parts.

Voldemort simply oozes character, and he has playstyle. Oh, how glorious it is to see a simple, fun playstyle that is made unique by a few attacks, instead of by myriad move interactions or by completely building itself around a single concept. Our dark lord here is what Warlord would gladly call a "generic projectile character", but the fact is he's a perfect integration of a Harry Potter moveset into Smash. It does overuse "but-wait-there's-more" effects here and there, and it veers dangerously near magic syndrome at times, but it astonishingly avoids it for the most part.

There are some little bloopers here and there: the Specials are not that much more special than the rest of the moveset; Horcrux's implementation, while mechanically sound, is a bit disappointing; Dark Mark, same as previous; you claim that a Horcrux can be formed while the foe is flying away into the distance, but a KO does not actually count until they blink away and respawn; and there's a bewildering emphasis on snatching and playing with items, even though Voldemort doesn't have any. It feels like you wanted to make the horcrux an item that any character can pick up while giving Voldemort more options on how to retain control of it... then decided against it. A shame, because something like that would tie the set together nicely, spruce up the Horcrux as an attack, and also fit better, since he carrying a Horcrux around with him kills the point of having it in the first place.

Oh yes, and State of Suspension is a familiar-sounding name. Perhaps it seeped into your subconscious...? (smirk)

All nitpicks aside, well done.

...And I think I'll leave it at that for now, catch up with Akira and Krusha and Klump tomorrow or so.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
So, since I didn't get the chance to comment on Voldemort, I'll just comment on the remade Klump and Krusha instead. :bee:

So, first off, I think that's the exact same meachinc from the original version. Like, copy-pasta from the original version xD. Not complaining, just something I found humerous. Their mechanic was the main thing they had going for them in MYM4, so it makes sense to take that idea and try to realzie its full potential.

In that regard, this moveset definitley did some rather cool things with the team-mechanic. The dash attack was simply brilliant and something that I can't believe hasn't been used in duo-style movesets before now. Other creative individual moves include the DSmash, which according to Warlord was in the original set, as well as the grab game, which was ALSO in the original set! So I guess its safe to say that you made somce good decision regarding which moves to keep. The few props that were there were fitting to the characters and their playstyle, so anyone who complains about them must just be completley against prop use at all, which is really kinda...rediculous to be frank.

Honestly, I thought they had a really cool playstyle. All the ways you could use Krusha as a shield for Klump, the splitting them up, the re-uniting, sacrificing Krusha in the Bair for a unique suicide move. There were nice "between the lines" interactions. Seperate Krush with the FSmash, plant some barrels with Down-Special while he's running around on a differnt platform, (I don't see how people can complain about that move's prop-status when according to the description it was one of their signature moves), toss an orange grenade near the barell, then use DSmash to re-uinte, giving the enemy little room to dodge lest they be caught near the orange when it detonates the barell. They're a stage control character on steroids. Granted, the playstyle didn't come together as well as the epic playstyle of Bleak, but it was still fine in any case.

The main thing I love about this set is how sheerly in-character it is. This wasn't two characters stapled together, this was Klump and Krusha performing their shennanigans and their method of "fighting".

So yea, definitley a great set. Personally, I'd say that Bleak and Hades were overall better sets for having more cohesive playstyles, but Klump and Krusha's playstyle wasn't bad by any means, and this set was extemley enjoyable due to having so many attacks just oozing creativity and personality. Definitley one of the better duo character movesets I've seen.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
KingK.Rool said:
Bleak was good if a bit lifeless at parts.
Obligatory WHAT ABOUT BLEAK???!!!

And a minor announcement: I'm leaving tomorrow for a couple of days. Miss me. Or not.
 

SixrchBattosai

Banned via Warnings
Joined
Aug 31, 2009
Messages
39
Location
With my boyfriend...who's moving ;A;
(So, uhhh, yeah. I stumbled upon this thread while googling up some **** for Megaman, seeing how many characters you guys did from it. I know this isn’t nearly as good, but Darth Maul still hasn’t been done, and it’s the first time I’ve ever tried this, so……please just realize I’m self aware of the set’s quality. Not that I can’t improve, criticism is welcome…Aside from all that fancy stuff to make it look cool. I don’t know HTML and don’t want to spend hours learning it. I did this for fun and because I wanted to see a moveset for the character. If anybody with any actual experience wants to, feel free to do so. I’d love to see it. Sue me for not commenting on other movesets, but I’m not in a position to really give critique, now am I? Now that my introduction’s out of the way…I give you…)

DARTH MAUL

(Check avatar for image)

B: Darth Maul brings out another beam of light out of the other side of his light saber, turning it into his dual saber from the end of his fight in Episode 1. If it’s already double edged, he retracts it. This effects his other light saber based moves.

B side: Darth Maul throws his light saber forward with the power of the force. It travels a good distance before automatically coming back to Maul, and it does 12% with okay knockback while it travels. Darth Maul can move while he doesn’t have the light saber, but he can’t use any light saber attacks until he gets it back. If his light saber is double edged it’s more powerful but slower.

B up: Darth Maul stabs his light saber up for 10% and bad knockback. If it’s double edged, he will spin it around rapidly to slow his descent. It’s about as good as Peach’s up B but it does lots of multiple hits above him.

B down: Darth Maul impales his sword in the ground making it a really laggy bad move that’s still kinda weak (9%), pulling it back out at the end. If it’s double edged though the other side not impaled into the ground will be a hitbox as he pulls it out of the ground to defend him on the end lag but it will be even laggier.

A: Maul kicks forward like Ganondorf’s ftilt. Same properties, but faster and weaker. If used in succession, Maul will switch the foot he uses to kick and it will slowly get faster the more he uses it, but it wears off if he doesn’t use it for 4 seconds.

Dashing Attack: Maul does a headbutt as he runs forward, good fast move that still does 8% and okay knockback but the range is tiny.

Ledge Attack: Maul throws his light saber up onto the stage for 5% and weak knockback and comes up afterwards, picking up the saber. Laggier at over 100%.

Ftilt: Darth Maul jabs his elbow forward like Captain Falcon’s fsmash that does 10% and okay knockback. If his blade is double edged the extra saber will be sticking out behind him when he does this attack, being a hitbox that does 13% and decent knockback.

Utilt: Darth Maul does a headbutt, the spikes on his demonic head becoming exaggerated while he does so. The spikes do 12% and good upward knockback, being the sweetspot, while the meat of his head does only 8% and okay knockback. Similar to Dedede’s utilt ignoring the sweetspot, but less powerful even when sweetspotted and laggier.

Dtilt: Darth Maul stomps down onto the ground for 8% and okay knockback. If he stomps on anyone, he’ll then stab down at them for another 5%, but this will never connect if the foe doesn’t have a low percent, just increasing the move’s end lag. Rather annoying.

Fsmash: Maul spins his blade in front of him. Very fast move, but only flinching hits. It’s slower if Maul’s blade is double edged, but it will reflect projectiles back at foes. It does 18-26% normally and an extra 7% with a double edged blade.

Usmash: Maul stabs directly upwards like Marth’s usmash. Pretty much identical. If his blade is double edged there will also be a hitbox covering up his lower half, a big wall of a hitbox making for good defense, but he’s punishable in that version of the attack.

Down Smash: Darth Maul turns to face the screen, then stabs forward with his light saber for 12-20%. If his light saber is double edged it will go out to the other side of him too but it will have more lag.

Nair: Darth Maul does a split kick with a lingering hitbox. Somewhat fast, good range, 8%, bad knockback. Good for comboing.

Fair: Darth Maul puts the handle of his light saber in his teeth, then reaches forward to grab the foe. If he doesn’t grab anyone the move ends there and it’s wasted. If he grabs them, he’ll slash at them once with the saber to do 15% and good knockback normally, or do rapid slashes with a double edged blade, shaking his end around like a rabid dog to flail the two saber sides into foes. It does a great 22% total this way but is harder to land and doesn’t do as good of knockback.

Bair: Darth Maul punches backwards, spinning around to face the opposite way he was originally. If he hits someone the move ends there but it only does 7% and weak knockback. If he misses though he’ll keep spinning until he hits the ground, the move becoming more and more powerful. Considering he lands before long, it won’t get much better then 15% and better then okay knockback and that’s hard to land.

Up Aerial: Identical to his usmash but in the air normally, but if his blade is double edged he’ll hold the saber handle above his head then bend it so that the saber does a little arch over his head. Great range and nearly no way to hit him through it, and it’s fast and does a good 16% and high knockback. If you use this move there times, though, the saber will become too damaged and he won’t be able to use the double edged saber anymore. Try not to use more then twice per stock.

Down Air: Darth Maul kicks downwards. It looks just like Captain Falcon’s dair and has the same range, but it’s faster and does only 7%. It only footstools foes rather then spiking them, so it’s mainly to help you recover and get past people hoping to gimp you.

Grab: Anybody around a crouching Snake away from Maul suddenly gets grabbed as Maul holds out his hand. He’s using the force. Any farther away or closer and they won’t get grabbed. The range is good, but the hitbox is very small.

Pummel: Maul force chokes the foe foe 2% a pop.

Fthrow: Maul smacks the foe to the ground then impales them. Leaves them on the floor with an additional 13% taken.

Bthrow: Maul uses the force to thrust the foe behind him with good knockback. Best KO throw but Maul has better options for that anyway. 11%.

Uthrow: Maul tosses the foe up into the air then catches them on his light saber, impaling them on it. He laughs, then casually shakes them off. Very very laggy and foes at higher percents can use directional influence out of the throw to avoid it when he throws them upwards. 15%.

Dthrow: Maul brings the foe over to him and physically grabs them, then knees them in the gut and stomps on their head. A great 18% but Maul has bad ending lag and the foe can use a get up attack on him nearly guaranteed, unless their get up attack is horrendous.

Final Smash: Darth Maul laughs maniacally as his eyes glow red, then fire consumes the entire stage. The stage is covered in a bunch of pillars of flame that function identically to PK fire for 10 seconds, but they last forever and they’re in so much mass they overlap a good bit. Maul of course is immune to the fire. Welcome to hell!
For the moment, I only have a tl;dr comment on it. Mainly because I'm supposed to be in bed.

AAH!! White wall of text!!

I should have a full comment on it tomorrow.
 

Castle_Smashers

Smash Rookie
Joined
Sep 9, 2009
Messages
2
Hi you guys!

I've been lurking in here for quite some time now and I'd like to give it a shot. :)

So, I'll try to do the best I can and have a lot of fun!

If you sometimes see bad grammar, please understand that english isn't my first language! ;)

I also saw those buttons you have for your sigs, I'm happy to see you got these kind of thinga as I learned how to do them on other SSB forums!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
he-who-is-named-surprisingly-regularly: Noone could accuse Voldemort's moveset as being out-of-character. You certainly managed to eek out his unique sense of terror. But that makes it all the more tragic that the playstyle section glazes over 90% of the attacks just to dumb it all down enough to make it easy to explain.

You're still describing the boring details of a move before actually stating what the move is supposed to do. For example;
[Voldemort points his wand at the ground in front of him, a bit like Lucas' D-Smash, and fires an orange spell. The thin beam hits at close range, but due to it going down from Voldemort's height, it has more range than you'd think. Voldemort has the lag of DK's D-Tilt with each use of this. The beam has moderate priority, being the same thickness as the one form his Neutral Special.] Foes who touch it take damage and trip in place
The stuff in square brackets is stuff I don't want to have to read before knowing what the move actually does.



Mushroom: Wow, this is a really charming moveset. You employed a lot of bright ideas to give him a personality and fighting style all his own, and that's a heck of an achievement for a mushroom. And there's some humor here too! That's certainly a rare sight these days.

But I didn't enjoy how the jab was both vital and creative when the neutral special was neither, and the organisation feels a little too spaced out at the start.
I'm also not a fan of trap and trap-style attacks being assigned to tilts, they're the worst place (other than situationals) to put traps.
Lastly, having the smash attacks induce unique transformations, kinda depreciates Mushroom's whole side-special/tranforming mechanic. And it also makes everyone wish that Mushroom could permenantly change into these forms (I'd rather be Spring Mushroom than crappy mini-mushroom)


I'm still like a week behind on comments, how humiliating.

Edit: ooh, a newcomer! welcome!
 

Castle_Smashers

Smash Rookie
Joined
Sep 9, 2009
Messages
2
I thought I was able to these sig buttons, but it seems I can't anymore, I'm having difficulty with white background and things like that! :(

So are there some people here that could do some for me? :bee:
 
D

Deleted member

Guest
< Itachi Uchiha >


Warning! This Itachi moveset contains spoilers, but considering no one here reads/watches Naruto anyway, no one should care.

Itachi Uchiha is one of important characters in the story of Naruto series, though he doesn't appear until after the Gaara arc of the story. He's the few remaining Uchiha clan members that are still alive (including Sasuke and Madara) before they were all killed by Itachi, just because he wants to "test his powers," though reasons to why he REALLY killed his own blood is told around volume 42-43 of the series in the manga. After wiping out most of his clan, he then joins the Akatsuki. This caused his brother Sasuke to try and avenge his clan no matter what, as Itachi gave him a reason to hate him.

Itachi usually has a dispassionate appearance, rarely showing emotion and keeping his composure even when surprised or irritated. When first introduced, Itachi is portrayed as being extremely loyal to Akatsuki, trying to have Kakashi Hatake disposed of for knowing something about the secretive organization. He is also shown to be confident in his abilities, taunting Kakashi for not being on the same level as he is. In both instances, Itachi proves to be on good terms with his partner, Kisame Hoshigaki, who immediately does as he asks and worries about Itachi's well-being. He is more considerate to his opponents in Part II, praising Kakashi during their re-encounter for improving his abilities and, when later confronting Naruto Uzumaki, only desiring to speak with him. Itachi is, however, consistently hostile towards Sasuke; during their first meeting since the destruction of the Uchiha, Itachi breaks Sasuke's arm and ridicules him for still being weak.

< Stats >

Size - 7/10
Itachi is rather tall, rivaling that of Marth's height.

Weight - 3/10
Unfortunately for Itachi, he's rather light, and can be sent flying at around 70% damage.

Power - 7/10
Itachi definately has KO potential, but only a handful of moves have them. Probably his most strongest attack in his arsenal is his forward smash.

Ground Speed - 7.5/10
Itachi comes from a long line of ninjas, and ninjas are...well, fast.

Attack Speed - 5/10
Itachi is just about average here. He has a mixture of fast and slow attacks.

Traction - 4/10
Itachi has rather...below average traction.

Jumps - 7.5/10
Good points here, with Itachi's jumps about as good as Falco's.

Falling Speed - 6/10
Itachi is an above average faller.

Range - 5.5/10
Itachi is a ninja with nice range. However, that very same range isn't exactly the best.

Priority - 5/10
Strangely enough, Itachi meh worthy priority.

Recovery - 7/10
While not being the greatest recovery ever, it's still a nice one.

Crouch - 4/10
He can't really crouch that good.

< Special attacks >

Neutral Special - Shadow Clone Jutsu
Itachi lifts one of his arms up and concentrates, doing a ninja hand sign as well. With holding that pose for about 1 second, Itachi summons a complete clone of himself. It's not nerfed or anything. However, the clone can easily be destroyed after being damaged 10% damage each. After that, Itachi must wait for 10 seconds before trying to summon another one.

Itachi's shadow clone can be used for attacking far range while Itachi is faraway, however, if the opponent attacks the real Itachi, the shadow clone will automatically disappear. Also, the real Itachi is just standing, not moving at all, where he summoned the clone. Itachi can use his shadow clone for massive combos, as some of Itachi's attacks allow some of his attacks with less beginning lag or allow Itachi to team up with his clone in someway. This can also be used for mindgames, as pressing the Neutral special again will allow you to regain control of the real Itachi, but it makes the shadow clone stand completely skilled. Pressing the neutral special again will, of course, let you regain control of Itachi's shadow clone (if it hasn't been destroyed), so try and constantly switch around to confuse the opponent a little bit.

[ 0% ]

Side Special - Amaterasu
Itachi lifts one of his arms up and concentrates, doing a ninja hand sign as well. Suddenly, after a 1 second period waiting period, black flames will appear in front of Itachi, a stage builder block apart. These black flames are about as big as Bowser, and if the opponent touches it, it will consume the opponent to continously suffer 1-2% damage a second. These flames will never die out, though there is a way to get them off. Rolling around will cause the flames to come off to the ground, touching another opponent (besides Itachi) will pass it on, or rubbing against a wall will making it come off too.

Itachi obviously will not be effected by his own flames, and he can stop the flames from burning by pressing the Side B button again, but why would you want to stop the flames you ask? Well for every 10 seconds that the flames keep on burning, it will count as a use of his Mangekyo Sharingan, and if the flames don't catch onto the opponent, this will work against Itachi if used wrong. Also, if a projectile goes through those flames, it will burn up a physical projectile and weaken a energy projectile by 5%.
[ 1% a second]

Up Special - Chakra Feet
Itachi lifts up one of his arms and concentrates, doing a ninja sign as well. Suddenly after a short second, Itachi's feet is surrounded by a blue aura, meaning Itachi has finished concentrating his Chakra to his feet. With this, Itachi gets another jump, and not only that, if Itachi manages to hit below a stage while jumping with his extra jump (for example, under Battlefield), Itachi's feet will then allow him to walk upside down under the stage, and giving that Itachi has some good jumps, this makes for a nice recovery. However, if not acting fast, Itachi's feet will lose the chakra in 4-5 seconds, making Itachi fall into a helpless state, and falling. Itachi better start running fast while he's upside down the stage. If Itachi tries to jump while he's under the stage, he's going to fall to his doom.
[ 0% ]

Down Special - Crow Genjutsu

Itachi lifts one of his arms up and concentrates, doing a ninja hand sign as well. Now after 2 seconds of holding that pose, suddenly...nothing happens? Actually, if Itachi happens to be hit after using his down special that deals knockback, Itachi suddenly says, "You fool," and...bursts into several crows? That's right, Itachi turns into many black birds, with them suddenly going after the opponent, and the real Itachi being 1 stage builder block behind from where he was.

With those black crows homing into the opponent, they attempt to peck on the opponent, but strangely enough, they absolutely do no damage. It's because those crows are just an illusion, and attacking those crows will do nothing, as any attack will just go right through them. However, there IS an effect...if the crows manage to start pecking the opponent for 1-2 seconds, the opponent will look annoyed, being distracted by those same crows. The crows will disappear after 5 seconds or so. Itachi may not use this move again for another 10 seconds.
[ 0% ]

< Standard A attacks >

Neutral A attack - Itachi's Combo
Itachi starts it off with a straight forward jab with his fist, followed by a stat from his Kunai knife, and finishes it off with Itachi grabbing the opponent by the neck. Itachi attacks really fast, with barely any lag at both ends. Itachi's A combo reaches about half a stage builder block forward, like any old Neutral A combo. Each hit does about 3-4% damage (except for when Itachi grabs the opponent by the neck) with only a flinch knockback, and has low priority.

With Itachi grabbing the opponent by the neck, there's another part to the neutral A combo. Pressing the A button once again will cause Itachi to use his Sharingan eye at the opponent, as it enter the opponent's other eye. Itachi will then let go of his opponent, causing the opponent to collaspe on the ground, tired. This extra attack to the combo deals a nice 10%, making for a nice total of 16-18% damage to the combo. However, this counts as a Sharingan use, so i advise not spamming it.
[ Up to 16-18%%]

Side tilt - Back Stabber
Itachi quickly attacks by doing a horizontal slash with his Kunai knife, and quickly following it up with another vertical slash, both of which don't reach really far and deal 4% damage with a flinch. Suddenly, Itachi quickly does a hand sign, and an Itachi clone suddenly appears behind the opponent, stabbing them upon the back, dealing 6-7% damage, with little knockback. Itachi must have hit the opponent with at least 1 of the Kunai knife strikes, to be able to do the third hit with his clone. Also, while the Kunai knife strikes are pretty much lagless. It takes half a second for the clone to appear, though if Itachi summoned a clone with his neutral B, it'll then be barely any beginning lag.
[ Up to 15% damage]

Up tilt - Spinning Kunai Swing

Itachi performs a small hop into the air, and slashes with his kunai by spinning around him. It has a nice hitbox which hits all around Itachi (besides below him). It deals only small knockback however, and causes the opponent to linger in the air with 9-10% damage. It has little priority, backed up by having only little beginning lag, but above average ending lag when Itachi gets back down on the ground.

If Itachi had summoned a shadow clone with his neutral special, suddenly the clone teleports into the air, directly above the opponent, and deals off a spinning stomp to the opponent, smacking them back to the ground, with 6-7% damage. Itachi must have hit the opponent with his earlier Kunai spin swing, though it's usually a guaranteed hit.
[ 9-10% + 6-7% ]

Down tilt - False Shuriken

Itachi will first suddenly pull out right arm, revealing that he's equiped with shuriken. Now what happens is that if the player doesn't press the down tilt button again, suddenly, Itachi doesn't throw the shuriken at all. Instead, water surrounds the opponent, and water blasts attempt to crush the opponent, dealing off 13% damage with okay knockback if it hits. The water blast will only try and blast the opponent if he/she is in a 2 stage builder block range. It has average priority, with above average beginning lag, and rather heavy ending lag.

If the player DOES press the down tilt button again, Itachi will throw 3 shuriken forward, each travelling 3 stage builder blocks forward, with 3-4% with only a flinch and low priority. This other option for the down tilt has barely any beginning lag, and suffering just a little ending lag. This should mainly be used for mindgames, though his shuriken throw can be a decent damage racker.
[13% or 9-12%]

Dash Attack - Disappearing Kick
Itachi, while dashing, slashes with his kunai knife 4 times, each dealing off 2-3% damage, with pushing the opponent forward. It's range is rather small, but Itachi rushes in forward about 1.5 stage builder blocks while attacking, so that makes up for it. It has low priority, though it's a rather fast move with hardly any beginning lag, and just about average ending lag.

If Itachi manages to hit the opponent with ALL the slashes, suddenly he teleports behind the opponent and launches a fierce straight kick to the opponent, sending them away with okay knockback and 6% damage. The kick has okay range, stretching about half a stage builder block, with okay priority. It takes about half a second for the kick to happen, and Itachi suffers the ending lag of Ike's side tilt. If Itachi has a clone summoned, his shadow clone will appear behind the opponent to kick them instead of the real Itachi.
[2-3% x 4 + 6% damage]
< Smash Attacks >

Forward Smash - Great Clone Explosion
Itachi quickly does a ninja hand sign with his right arm/hand, and suddenly, an Itachi shadow clone appears in front of him, and it slowly moves about Mario's walking speed forward. If it hits someone while it's moving within 2 stage builder blocks, it will suddenly explode like a bomb, dealing off 16-17% damage with nice knockback uncharged, and 19-20% damage fully charged with great knockback, making this move Itachi's primary KO move. This move has great priority, but has the beginning lag of Lucario's up special, and the ending lag of Ike's forward smash.

Of course, with Itachi's neutral B, it fixes the problem by allowing Itachi's currently summoned shadow clone to be the clone explosion, and letting it move around freely with Itachi's control, instead of the clone slowly walking forward. Strangely enough however, the beginning and ending lag still remain the same.
[ 16-20% damage ]

Up Smash - Fireball Jutsu
Itachi starts performing some ninja hand signs. Suddenly, Itachi starts to breath fire out of his mouth, and it takes shape of a fire ball. It then blasts in the upwards forward diagonally direction, travelling about 2 stage builder blocks in that same direction. Uncharged, it has a hitbox about as small as a pokeball, dealing only about 10-11% damage with small knockback. Fully charged will have the fire ball to be as big as Bowser, and dealing off about 16-17% and nice knockback. This move is rather slow, rivaling Ike's forward smash speed. However, it has nice priority, and a nice move for opponents above Itachi.
[ 10-17% ]

Down Smash - Tsukiyomi
Itachi concentrates, and says outloud, "Roam your nightmares for 72 hours." He then opens his eye for him to reveal his Sharingan. For this move, Itachi requires direct eye contact with the opponent by staying on the same platform, and the opponent and Itachi are facing each other. This move can reach as far as 3 stage builder blocks. This move's speed is the beginning lag of Lucario's up special and ending lag of Ike's forward smash if it misses. If this move hits, the background behind the stage transforms into a scary nightmare of the opponent (it's just an illusion however). What the nightmare is depends how much the smash is charged. This is obviously a use of his Mangekyo Sharingan. Note that the damage doesn't happen until after the illusion is finished. If Itachi is interrupted by another opponent, it'll cancel the smash attack.

0-49% charged: Suddenly, the opponent is transported into a room, where he/she is currently...being hanged? Suddenly, roughly about 5 Itachi shadow clones start appearing in front of him. Itachi will then say, "I'll continue cutting you with this sword for 72 hours." Itachi is then seen stabbing the opponent, and suddenly the illusion vanishes, and the opponent is in a dizzy pose for 1 second with 15% damage.
[ 15% ]

50-99% charged: The opponent is suddenly in a wasteland, where there is nothing around him/her. Suddenly, the floor under them gives way, and the opponent falls down the hole. Itachi is seen at a higher ground saying, "You will walk a bottemless pit forever." The illusion then vanishes, with the opponent collapsing to the ground with 18% damage.
[ 18% ]

100% charged: Itachi first says, "For you, there is no future." Suddenly, the opponent is transported to a barren wasteland, and suddenly...the sun starts falling! The sun will fall on to the opponent, seemingly crushing the opponent, and the earth. The Illusion then vanishes with the opponent suffering 22-23% damage, with the opponent collapsing to the ground.
[ 22-23% ]

< Aerial attacks >
Neutral Aerial - False Kunai Assault
Itachi quickly pulls out a Kunai knife hidden in his sleeve, and throws the kunai knife forward diagonally, which has a hitbox as big as Link's arrows, dealing off about 6-7% damage with little knockback, if it hits an opponent. The Kunai knife travels all the way down diagonally, and has okay priority, and can go through opponents. Itachi wastes little to no time using this attack, as it has barely any beginning but above average ending lag strangely.

If Itachi has summoned a shadow clone, and the real Itachi is throwing the Kunai knife, suddenly the shadow clone disappears, and if the Kunai knife lands to the ground, the kunai knife suddenly transforms...into an Itachi shadow clone? This move is basically used for reposition Itachi's shadow clone, in any case it's in an awkward position. If Itachi threw his Kunai knife to a pit, this part of the move doesn't work.
[ 6-7% ]

Forward Aerial - Rolling Slash
Itachi performs a homing motion forward about 1 stage builder block, and performs 2 quick horizontal Kunai knife slashes. This move has some slight beginning lag with the homing motion, but there is hardly any beginning lag. The 2 horizontal Kunai strikes however have rather low range, barely attacking anyone is a half stage builder block range, though the homing motion at the beginning makes up for it. Each Kunai strike does about 5-6% damage a slash, which always sends the opponent about 1.5 stage builder blocks forward, no matter what. This part of the move cannot KO.

If Itachi has successfully managed to hit the opponent with BOTH slashes and Itachi has a shadow clone summoned up, suddenly the Itachi clone teleports above the opponent where he sent the opponent, and performs 2 vertical spinning Kunai knife slashes downwards, each dealing off about 4% damage, and spikes the opponent straight downwards. Obviously, this is a great way to spike opponents, but this move can be airdodged easily, or DI'd out of. This part of the forward aerial has the speed of Link's forward aerial.
[ 5-6% x 2 + 4% x 2 ]

Backwards Aerial - Shuriken Throw
Itachi quickly turns around, and throws about 3 shuriken straight backwards. Each Shuriken has little priority, and each deals off with 3% damage, with little knockback. Each shuriken only travels about 1.5 stage builder blocks behind Itachi, and after it's reached that far, the shuriken just drop to the ground. Itachi wastes no time throwing the shuriken at the beginning of the move, but Itachi suffers the ending lag of Ike's neutral special.

If all of Itachi's shuriken manage to fall to solid ground, Itachi reveals that all 3 shuriken are held together with string. With the press of the A button, Itachi quickly pulls on his string, and the 3 shuriken start returning straight to Itachi like a boomerang, and anyone in the way will be hit by 5% damage and little knockback. If only 1-2 shuriken fall to the ground, they instead can be used as projectile items that deal 3% damage when thrown.
[ Up to 9% damage + Potential 5% ]

Down Aerial - Falcon Drop
Itachi dives diagonally downward (though it curves like Sonic's neutral B), attempting to hit the opponent. Itachi moves about 1.5 stage builder blocks in that direction, though if Itachi hits the opponent, it does no damage or knockback, though it does stun them temporaly in the air. This move has hardly any beginning lag, and above average ending lag if it misses. It has low priority.

If Itachi DOES manage to hit an opponent, suddenly he grabs the opponent, puts them upside down, and tries to pile drive the opponent straight downwards with him. If he manages to piledrive to solid ground, it will deal a nice 15% damage, with nice knockback. However, if Itachi piledrives the opponent to a pit, well then Itachi has performed, Itachide. However, if Itachi has summoned a clone and it the one that divebombed the opponent, Itachi is safe from losing a stock. However, if the player wishes to stop Itachi from piledrive with the opponent, just pressing the A button will cause Itachi to stop.

Upwards Aerial - Cresent Slash
Itachi quickly brings out his Kunai knife, and performs a 360 degree spin, while slashing all around him. Anyone gets caught in this multiple hitter suffers about 3% damage a hit (there is only 4 hits in the spinning slash). It only hits what's around Itachi, so it has little range. This move has about the speed of Ike's up aerial at both ends.

Suddenly, after Itachi finishes the first part of the attack, he then brings his Kunai knife straight downwards, like a vertical slash. This will do no damage, but instead will send the opponent straight downwards. It's basically a spike move, but has rather low knockback on the spike. Even Mario at 100% damage has a chance to recover from this spike.

< Throws/Grab >

Pummel - Sharingan Stare
With the opponent in Itachi's hands, his eye suddenly has a red flash, and Itachi stares into the opponent's eyes. This will cause a nice 6% damage a pummel, though however, it takes a near 2 seconds to perform. It's near impossible to get 2 pummels in. This counts as a use with his Sharingan for every stare.

Forward Throw - Flame of Misfortune
Itachi first utters, "I will use this if i have to." Suddenly, Itachi throws his opponent away forward, as if he was annoyed by them, and suddenly, Itachi's sharingan eyes flash red, and what's this? Itachi's opponent starts to be burn from black mistical flames. They're a bit different from the ones from Itachi's side special however, as they only last for about 5-7 seconds, and for every second, the flames deal about 2% damage a second. Also, when the flames disappear, Itachi's opponent suddenly collaspes to the ground.

Obviously, this counts as a use with his sharingan eye.
[ 2% a second ]

Backwards Throw - Harsh Kick
Itachi throws his opponent behind like no problem, and launches a powerful forceful kick to the opponent. It deals off a nice 13% damage, and okay knockback. Generic throw for the win? However, if Itachi is in a free for all match, this throw cannot be stopped by outside interference as it has superarmor.
[ 13% ]

Down Throw - Pit Illusion
Itachi softly lets go of his opponent, and suddenly, he uses his Sharingan eye once again, and the opponent is seen...looking at his/her legs? It seems that Itachi has put the opponent under an illusion where they're feet are trapped to the ground, and can't move anywhere. This gives Itachi a chance to attack with his Forward smash or something.
[ 0% ]

Up Throw - Soaring Falcon
Itachi lets out a "Hmph,", and suddenly uses all of his strength to throw his opponent high into the air. The opponent is helpless and can't do anything while he/she they are in the air. After that...the throw ends? Actually, yes it does. This is mainly to make opponents to linger in the air, while Itachi can perform any attack he wants on them. However, while the opponent is in the air with this throw, they have super armor, so Itachi should just forget about using this opportunity to KO. This throw does no damage.
[ 0% ]

< Final Smash >

Susano'o
Itachi says to the opponent, "You have any more Trump cards? Now's your last time to play it." Suddenly, Itachi concentrates...and the image below surrounds Itachi.
Itachi can now only walk slowly, and can't jump while in this final smash, but with the power of this final smash, jumping won't be neccessary. Itachi can still suffer damage by being hit, though the opponent still has to hit Itachi's physical body. Now, there are 2 moves that Itachi can perform while he's using this final smash. One is for offense, the other is for defense.

A Button - Blade of sealing: Itachi's Susano'o spirit thingy takes one huge swipe with it's sword, dealing off a mighty 22% damage, with good knockback. It has amazing range, reaching up to 4 stage builder blocks. Not to mention it practically over prioritizes every attack. However, it's a slow swing of the sword, with it being comparable to Ike's forward smash, at both ends. However, the other effect of this move is that if the opponent is hit by this attack, for the next 5 seconds, any attack from the opponent will be reduced by 5% damage, and one knockback level. The reason for this is that it's called the Blade of sealing...and it's sealing the opponent's power away...weird i know.

B Button - Eight Span Mirror: This is probably the best shield in the game. Itachi's spirit takes the form of a forward shield. This protects Itachi from any attack. Whether it be a Deoxy's Pokeball hyper beam, or a Dragoon strike, this will leave Itachi completely unharmed. The only problem is that Itachi can hold for this move for 5 seconds for every Smash ball, so use it wisely.

< Playstyle>
Itachi is certainly an interesting character to play as. He involves playing around with his special moves, espicially his neutral special. A good Itachi player would try and always have a shadow clone with him or her. That way, this could help Itachi create some very effective combos, and finish off opponents quicker. Of course, this would mean trying to keep Itachi's shadow clone safe from harm, so good Itachi players would constantly have to switch between playing as the real Itachi and the clone Itachi for safety reasons.

This is, of course, no easy matter. Itachi's shadow clone is too weak and fragile to try and take almost any blow. Itachi himself is too light, and doesn't neccessarely have any high priority attacks. How can Itachi keep opponents at bay? With his side special. He can use his side special to produce flames that constantly damage opponents, and opponents don't want that (unless they're playing Lucario). Put the flames near Itachi's clone, as Itachi is never effected by the flames himself, as it acts as a shield, unless the opponent is feeling suicidal.

Itachi's down special is pretty much an extension of his neutral special, and it's mainly used to frustrate the opponent. Itachi's up special is a decent recovery, but requires the player to react fast with Itachi's extra jump, because otherwise, Itachi's doomed. That said, Itachi should never let give his opponent a chance to attack. Itachi doesn't exactly have the greatest priority of all time, so it's smarter to not let the opponent attack at all, with his neutral A combo, and his many shadow clone attacks.

Itachi's downsides besides him being light is that he somewhat lacks KO potential. His only decent KO move is his very effective forward smash, but that also his very avoidable...and that's why you use his neutral special to allow you to control the exploding shadow clone. Once again, always have a clone with you. Itachi is however decent at spiking at the opponent, with his forward aerial. Itachi has a nice aerial game, with full of far range and spiking moves. Unfortunately, Itachi's move don't have the best priority, and most forward smashes (Like Link's) always out class Itachi.

Overall, Itachi is very dependent on his neutral special, and mostly relies in getting close to his opponent. He should always be hitting them, and then attempting to finish his opponents with his forward smash, or forward aerial.

< Extras >

Up Taunt - A Nuisance
Itachi says out loud, "Get out of here. I have no interest in you." Talk about cold.

Side Taunt - True Power
Itachi waves his hands over his eyes, and says, "Now i'll show you...the true power of the sharingan!"

Down Taunt - Lack of respect
Itachi simply looks away, and lets out a "hmph."

Victory Pose 1 - Same Blood
Itachi says out loud, "The only one who can defeat me is one who shares my same blood."

Victory Pose 2 - Softness
Itachi covers his eyes, which causes his eyes to turn to regular eyes, and says, "You're soft."
*wants to make Sundance joke, but Smady/K.Rool might kill me*

Victory Pose 3 - Annoyance
Itachi looks like he's putting away his Kunai knife away, and says, "I spared your life. Now, next time, stay out of my way."

Victory Pose against Sasuke - Foolish brother
Itachi grabs Sasuke by the neck, and says to him, "Foolish little brother, if you want to defeat me, then foster your hatred. Despise me." Itachi then uses his down smash on him, and Sasuke collapses to the ground.

Lose pose - Silent Stare
Itachi just stares at the opponent...from behind...creepy..

Author notes
I personally would like to thank K.Rool for looking over this moveset for me. I had a load of fun making this moveset, and hopefully, others will enjoy reading it as well.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
I get to be the first to comment on Itachi, do I? Yeh, Im a fan of Naruto. You used that blood red that nobody likes, but I think it's acceptable because it stands out from the attacks. I don't really care if any attacks are "bland" or "generic", long as they stay true to character. Ima also real surprised how you managed to fit in those pages from the Naruto manga and shrink them so they don't stretch the page. After reading the whole set, I kinda saw the Mangekyo Sharingan mechanic as being uneccesary, and well, I can't grasp a playstyle out of Itachi yet (I do see you are working on that still). Also, when I saw the Final Smash, I thought it was going to be a OHKO and seal the foe away forever.................................
I kinda don't see the point of the D-Special.

Looks like you got your goal from the set having fun. That's the stuff.

By the way, my next set might be another Metroid or Bobobo character, but it will most likely be a Metroid character, if any.
 

drag0nscythe

Smash Master
Joined
Sep 2, 2007
Messages
3,268
Yae




~~~History:~~~
Yae is a secret agent Ninja who occasionally works with Goemon (and for the most part, pretty much all the time.) Having encounter Goemon twice before, she finally joined the group as playable in the third SNES goemon game: Ganbare Goemon 3: Shichijuurokubei no Karakuri Manji Gatame. Since then, she has been playable in every game (except maybe two.)

Yae is the thinker of the group. She is the calmest, has the most rational head and is tasked with keeping the group on track and focused with the mission at hand. In a sense, she is the big sister of the group. Yae is very tough and skilled with a sword, yet she is also very girly at times. A few of her favorite hobbies is cooking and admiring things that are cute.

~~~Stats and Misc.~~~


Strengths
Yae is quick and has mid power.
Yae would be skilled in combos.
She would be placed in the mid weight area, even though she would probably deny it.

Weakness
Yae is slightly easy to send flying. Given her weight, she has a little extra float to her.
She has rather weak knockback.

Numbered Stats
Code:
[COLOR="Blue"] Size – 3/5[/COLOR]
She is about as tall as Mario, if not alittle taller.. 

[COLOR="Blue"] Weight – 3/5 [/COLOR]
She is about as heavy as Mario, but maybe a little lighter.

[COLOR="Blue"] Power – 2/5[/COLOR]
She is rather weak and has littler chances to knock an opponent back.

[COLOR="Blue"] Ground Speed – 4/5[/COLOR]
She is very fast on foot and can get around quickly.

[COLOR="Blue"] Attack Speed  - 4/5[/COLOR]
While she does have some slow moves, she mainly has fast quick attacks.

[COLOR="Blue"] Jumps – 3/5[/COLOR]
Yae’s jumps are as good as Mario’s.

[COLOR="Blue"] Falling Speed – 3/5[/COLOR]
Yae falls slower than Mario..

[COLOR="Blue"] Range – 3/5[/COLOR]
Yae is a close quarter’s fighter. Her range is limited to her blade, which is slightly 
smaller than Marths as far as length goes.

[COLOR="Blue"] Priority – 3/5[/COLOR]
She has decent priority. 

[COLOR="Blue"] Recovery – 4/5[/COLOR]
Her jumps give her decent lift and her third jump allows her to go even higher.
Play Style
Yae is a very fast character, but has little ability to knock people back. Her best strategy is to use her speed to keep opponents at bay until they reach higher damage. She is not capable of killing opponents with low percentages. Her best strategy is to combo moves and pick away at the opponents health.

Yae’s B moves are good for evasion also. Her Bazooka, while not very powerful, is good for stopping attacks and for keeping opponents on their toes. Her neutral B move is great for shielding damage, and because it is quick, can be better to use then her normal shield. Her up B move is good for spiking, and getting back on the stage. Her last move, the down B is more for stopping opponents. It is a very fast attack that does little damage. It will stop almost any move (except for fully charged smash attacks or B moves.) and cause the opponent to enter their idle stance. It does not stop them from moving, so they can move around while being hit, they just cannot attack. This is good for when Yae is cornered and needs to escape.

Play against
Yae mainly banks on speed. She has good running speed and quick attacks. One should try and avoid a head on attack with her because she can stop you cold in your tracks. Her defense is quite great because her attacks cover all four directions. Even her B move is good for stopping projectiles. Best to use throws on her, power attacks when possible and attack from diagonals. Since she has to stop in place to use her B move, attacks that come from above and getting behind her are good strategies.

Alternate costumes / Model swap / Mesh swap / Etc.
New Costume look: check the flash.

Select image
The one shown in the beginning is the select image and the head part is the image put under the damage counter during battle.

Colors
Normal Yae
Yae in Red – Red Team
Yae in Yellow – Yellow Team
Yae in Green – Green Team
Yae in Blue – Blue Team
Yae in White

Alternate Colors
Normal Yae
Yae in Red – Red Team
Yae in Yellow – Yellow Team
Yae in Green – Green Team
Yae in Blue – Blue Team
Yae in White

Look at this flash.
http://drag0nscythe.deviantart.com/art/The-many-looks-of-Yae-some-122504652

It is outfits number: 3 and 9. Colors are also there. Just click them.

Character's Size compared to other characters
Yae is about the same height as Mario is, but slightly taller. Her look would be similar to the games she is from, making her look semi-super deformed.

~~~Basic Animations~~~


Code:
[SIZE="2"] [b]Entrance animation:[/b] [/SIZE]
An old styled Japanese wooden door with slightly dirty paper and an odd 
Japanese kanji appears in the background. The door is then slide open with great 
force as Yae jumps out. She lands down onto the stage as the door slams behind 
her. As she stands up from the landing, she looks forward and smiles. Yae then 
turns her head, pushes her hair and flings it back behind her.

[SIZE="2"] [b]Idle animation:[/b] [/SIZE]
Yae is more serious then her companions. Because of this, her typical idle 
animation was neglected for a more battle ready stance. Instead of just standing 
there and waiting, Yae has her knees bent, her body more squatted and her back 
leaning in a curve. She has her hand on her sheathed sword at all times, getting 
ready to draw whenever she needs to. As she stands in this typical samurai pose, 
Yae’s expressions give a different message. She has alittle arch in her eye brows, 
making her look serious, but she is mostly smiling and enjoying herself. 

As yae stands in her idle position, she sways backwards and forwards slightly. 
She also has visible breathing patterns, giving off the vibe that she is confident, in 
control, yet the breath is at a speed hinting that she may be wary or a little un-
nerved. 

[SIZE="2"] [b]Getting bored Idle animation[/b] [/SIZE]

Yae is a very patient woman and can stand in a scout position for hours watching 
criminals and keeping tabs on their operations. That being said, in the fighting 
arena, she does not show the same patience she is known for. After some brief 
time of just standing around, Yae will stand up straight as if she were standing in 
line for a meal. She will look around a little, bobbing her head left and right to see 
what is going on. (This is her idle animation from the Goemon games.) After 
getting bored with that, Yae will turn her head, and begin to mess with her hair. 
Almost instantly, she will push her hair back, throw her head to the side and 
readjust her hair with a flicker. Yae will then decide that she has goofed off for to 
long and will reenter her idle position waiting for her next order.

[SIZE="2"] [b]Tiptoe animation: [/b] [/SIZE]
Yae will pick up her feet with great ease, raise her hand slightly off her blade and 
bow her head slightly lower. She will shift her foot slightly and place it back 
down quietly. 

[SIZE="2"] [b]Walking animation: [/b] [/SIZE]
Yae will briskly walk. She walks with great ease, but her movements look natural 
and flow with simplicity. As she walks, her head will bob left and right, making 
her hair swish in the wind.

[SIZE="2"] [b]jogging animation: [/b] [/SIZE]
Yae jogs with elegance and grace. Her hair is at a 45 degree angle as she moves 
and her body is closer to a 75 degree angle. Her head bobs still, making her hair 
flow in the wind. Yae is slightly leaning in her position, giving her a simple look 
of speed.

[SIZE="2"] [b]Running animation: [/b] [/SIZE]
Yae is running at full force. She is at a 45 degree angle (like most ninjas run) and 
her hair is trailing behind her almost like it is defying gravity. Her head does not 
bob left to right anymore. She is concentrating on the attack. Her feet come up 
close to her chest, and back down give her a lot of lift. She is quite fast, but has 
mid to high running speed.

[SIZE="2"] [b]Ducking animation: [/b] [/SIZE]
Yae will kneel down onto one leg. She will then stretch her feet out and lay on her 
stomach. Her feet will be straight out behind her and her hair will fall down to her 
left side.

[SIZE="2"] [b]Sustained ducking animation: [/b] [/SIZE]
While Yae is lying down, she will bob her head left and right, causing her hair to 
twitch slightly as she lays there. She has a smile on her face and appears to enjoy 
just laying around. Her hands are in front of her, but she is still at the ready to 
draw her sword for her ground attack.

[SIZE="2"] [b]Crawl animation: [/b] [/SIZE]
Yae will shift her bum left and right and move her arms, lifting one over the other 
as she crawls forward. It looks similar to a stomach crawl, except it has more 
grace and feminine charm. Yae lowers her head slightly from her idle animation 
because she is trying to keep her head low.

[SIZE="2"] [b]Dodge[/b] [/SIZE]
Yae is an expert in dodging. She will pull out a ninja ball and throw in on the 
ground. The smoke screen shoots up into the air like a geyser, surrounding yae. 
While in this smoke screen, she cannot be hurt because she has moved out the 
way *creepy ninja sound*. The smoke settles just as quickly as it appeared (it 
looks like a geyser of air. It fades very quickly.

[SIZE="2"] [b]Air Dodge[/b] [/SIZE]
Yae will spin in a circle, almost like an ice skater does while in the air. She will 
have her hair flow around her body as she spins. Her entire body is at a 85 degree 
angle, giving her an interesting spin axis.

[SIZE="2"] [b]Roll Turn[/b] [/SIZE]
Tae will hit the ground with her shoulder and begin the roll. She will do a flip like 
motion on her side (like a side shoulder roll.) and pull herself back up from the 
position after she has turned. While she is on the ground and upside down, her 
hair will be laying flat. So as she begins the turn, her hair will hit the ground, lay 
there while she is turning and rolling, and then turn with her head as she goes 
back up to her standing position.

[SIZE="2"] [b]Roll Forward[/b] [/SIZE]
Yae will perform roll on the ground. She will lean, with her arms bent. Then she 
will go over her head, roll on her back, and then use the force of her roll to stand 
back up.

[SIZE="2"] [b]Roll Backward[/b] [/SIZE]
Yae will fall backwards and roll similar to how she did in her Forward roll 
maneuver. 

[SIZE="2"] [b]Jumping animation: [/b] [/SIZE]
Yae will throw both her hands into the air as she leaves the ground. Her left leg 
will rise up to mid range as she goes into the air. After the initial jump, she will 
then draw her hands down to her side, ready for an attack, Her legs will still be in 
the super man position.

[SIZE="2"] [b]Double Jump animation: [/b] [/SIZE]
Yae will throw her weight into a forward air roll. The interesting bit about this is 
her hair. She will spin in the air, with her hair trailing behind her in an almost 
tangent like position to her head. Yae will do one somersault as she gains more 
height.

[SIZE="2"] [b]Falling animation: [/b] [/SIZE]
After either her normal jump, her double jump or any form of entering the falling 
animation, she will have her arms in the air above her head as she falls. Her chest 
will be stretched out and her back will be in an arc.

[SIZE="2"] [b]Landing: [/b] [/SIZE]
Yae will land on the ground with a large force. Her arms will go down to her side, 
her body will crunch alittle and she will recoil from the shock. After the landing, 
she will blink a few times, smile and enter her normal idle animation.

[SIZE="2"] [b]Standing on Ledge forward:[/b] [/SIZE]
Yae will stand on her tippy toes, throwing her arms in circles, trying not to fall. 
Almost like she is wearing heels and throwing her arms in circles.

[SIZE="2"] [b]Standing on Ledge backward:[/b] [/SIZE]
Yae will stand on one foot, crouched over herself, almost like a standing on one 
foot fetal position. She will be shifting her weight trying not to fall down.

[SIZE="2"] [b] Ledge Cling - Pull self up off Ledge - No attack:[/b] [/SIZE]
Yae will hold the ledge like everyone else. She will lower her left arm, swing 
alittle and throw her weight into her left side. This will give her enough force to 
pull herself up onto the ledge to safety. She will be on one knee when she makes 
it onto the ledge. 

[SIZE="2"] [b]Tripping: [/b] [/SIZE]
Yae will stand up on her tippy toes trying not to fall. She will swing her arms in a 
circle to avoid the crash, but fail to do so. She will fall, face first into the stage. 
When she hits the ground, she will have her legs in the air above her. When her 
body has settled, she will sit up, with her legs on either side of her body (like she 
is knelling on her knees) and scratch her head. She will then throw her hair to the 
side and get ready to do her next action.

[SIZE="2"] [b]Foot Stool animation: [/b] [/SIZE]
Think Mario’s footstool jump, but with a smiling green haired girl with an arm on 
her blade and the other arm pulling her hair back from around her ear.

[SIZE="2"] [b]Being weak Hit animation: [/b] [/SIZE]
Yae will throw her upper body forward as well as her legs. Her torso will move 
backwards. Think of it as someone getting hit in the stomach and moving 
accordingly.

[SIZE="2"] [b]Being strong Hit animation: [/b] [/SIZE]
Yae will throw her head back, as if she were about to fall over backwards. Her 
body will turn to the right as she moves.

[SIZE="2"] [b]Being sent flying: [/b] [/SIZE]
Yae will larch back as she flies off into the distance. Her hair will flail in the wind 
as she heads off into the sky.

[SIZE="2"] [b]Star animation: [/b] [/SIZE]
She will spin in a circle, almost looking like a green fruit loop because of her hair.

[SIZE="2"] [b]Hitting the screen animation:[/b] [/SIZE]
Yae will make a very funny face when she hits the screen. One eye will be open, 
she will be biting her lip and her nose would have been squished against the 
screen.

[SIZE="2"] [b]Shield Animation:[/b] [/SIZE]
She will put one hand in front of her face and knell down, like a ninjutsu so to 
speak. The shield will appear around her as her face turns alittle red from all the 
concentrating.

[SIZE="2"] [b]Dazed: Broken Shield Animation / death animation:[/b] [/SIZE]
Yae will move as if she is dizzy. She will spin in a circle alittle with her hand on 
her head. It will look like she is tired. Yae will then fall onto the ground and lay 
flat on her stomach.
~~~Attack animations – A Button~~~


~~~Standard A Attacks~~~


Normal A
Yae will push her blade out of the sheath quickly with her thumb, grab the hilt with her other hand and draw. She will do this with lightning speed and perform a horizontal like killing slash. As the blade grazes the air, it will slowly incline into the air, giving it a slight lifting motion. After the strike, she will sheath her sword and act like she had never drawn it.
- Knockback – This move has little knockback. It will barely stun the opponent.
- Lag – This move is very quick, on a rating from 1 to 5 in speed, it is a 4.
- Damage – 1 – 2%
- Priority – This move has minimal priority. Many other A attacks can go through it.

Combo A: Second hit
Yae will draw her sword as stated above. After the first strike, she will take the blade and swing it again, this time going in opposite direction. She will he decline to this strike, making the two attacks appear to form an infinity like symbol. Yae will then spin the sword quickly and sheath it again after the attack.
- Knockback – This move has little knockback also.
- Lag – This move is also very quick, having a 4 for speed.
- Damage – 2 – 3 %
- Priority – This move has more priority than the last attack, but still not a lot.

Combo A: Third hit
For the third hit, Yae will again perform the two mentioned strikes above. After the second strike, she will pull her hand behind her head and hold the blade behind her back. She will then swing the sword with great force over her head and down in a wood chopping fashion. The blade swing will curve near the end of the strike, when her blade touches the ground. She will scrape the ground as the blade rounds around her body. She will then spin the sword quickly and sheath it again.
- Knockback – This move has great knockback and will send people flying.
- Lag – This move is rather slow compared to the first two hits. It would have a 2 for speed.
- Damage – 4 -5 %
- Priority – This move has high priority and will go through most basic A moves, but not smash attacks.

Running A
Yae will pull perform a twirl while she pulls out her sword. Her arm will go over her head for the strike. The blade will swing down while she is still twirling in a circle. Near the completion of the attack, Yae will sheath her sword again quickly and enter her idle animation again.
- Knockback – This move has little knockback and will just stun an opponent.
- Lag – This move is rather fast, I would give it a 4 for speed.
- Damage – 2 – 3 %
- Priority – This move has mid priority, being able to go through some A moves.

Duck A
While Yae is lying on her stomach, she will pull her hand out from under her, grab her blade and swing it in front of her in a horizontal fashion, with the blade rising into the air slightly as the swing comes near its end. She will close her eyes with the strike and with great ease but the blade back where it was.
- Knockback – This move has little knockback, but is good for stunning.
- Lag – This move has decent speed. I would rate it a 3.
- Damage – 2 - 3 %
- Priority – This move has decent priority.

Ledge Attack
Yae will throw bazooka ammo at the ground in front of her before she pulls herself onto the ledge. The ammo lets of 3-5 small explosions (number is random). Each explosion has the potential to send someone flying and each explosion does 2% damage each.
- Knockback – Has the potential to send someone flying.
- Lag – Has decent speed, I would give it a 3.
- Damage – 2% each hit.
- Priority – Has great priority, going though most edge guarding attacks.

~~~Tilt A Attacks~~~


Tilt Forward A
Yae will stamp her foot down into the ground and knell her knee. She will then pull out her blade and spin it very quickly in front of her. The blade will spin in a circle twice very fast before she puts it away again.
- Knockback – This move has little knockback.
- Lag –This move is rather fast, I would give it a 4 for speed.
- Damage – 4 – 5 %
- Priority – This move has mid priority, being able to go through some A moves.

Tilt Up A
Yae will look up into the air and then squat down. She will then hold the position and strike. She will squat, making her lower to the ground and her legs will be separated in a classic ninja squatting stance. Her body will be slightly hunched. Yae will pull out her sword; swing it in the air with lightning speed, with the blade moving in a semi circle ark. After the first strike, she will then exit her stance, spin in a circle, causing her hair to flow around her body and sheath her sword again. Yae will then kneel back down, ready for the next move.
- Knockback - This move has good knockback, being able to send people into the air.
- Lag – Speed is great, it would have a 4 in speed, being very quick.
- Damage – 4 – 5 %
- Priority – This move has high priority compared to other tilt down A moves.

Tilt Down A
Yae will pull out her sword very quickly; spin it around her body like a streak of lightning and slash anyone near her. It has little reach, but is very fast.
- Knockback – This move has little knockback, but is great for a quick stun attack.
- Lag – Speed is great, it would have a 5 in speed, being very quick.
- Damage – 4 – 5 %
- Priority – This move has high priority compared to other tilt down A moves.

~~~Smash A Attacks~~~


Smash Forward A
Yae will drop he body into a wider stance then normal. She will tilt her body so her back (if facing right) is to the audience. She will then hold the position, have her hand on her blade and charge up the attack. When she is ready to strike, Yae will grab the blade with lightning speed, draw it, perform a slash at her head level (might be mid body for most characters) The strike will be very fast, but rather weak The blade will stop on the horizontal plan Yae is positioned on. After the strike, Yae will sheath the blade with less speed then the attack. She will then return to her idle position by shifting her body back to place.
- Knockback – This move has good knockback, being able to send people flying.
- Lag – This move has medium speed, not to fast, not to slow. I would rate it a 3.
- Damage – 6 – 7 %
- Priority – This move has medium priority, being able to pass through some other Smash A moves.

Smash Up A
Yae will look up into the air and then squat down. She will then hold the position and wait for the strike. She will squat, making her lower to the ground and her legs will be separated in a classic ninja squatting stance. Her body will be slightly hunched. After the charging, Yae will pull out her sword, swing it in the air with lightning speed, with the blade moving in a semi circle ark. After the first strike, she will then exit her stance, spin in a circle, causing her hair to flow around her body and sheath her sword again. Yae will then kneel back down, ready for the next move.
- Knockback – This move has good knockback, being able to send people into the air.
- Lag – This move is quick, giving it a 4 rating.
- Damage - 6 – 7 %
- Priority – This move has medium priority, being able to pass through some other Smash A moves.

Smash Down A
Yae will squat near the ground getting ready to attack. She will hold her hand in front of her face and chest. While she waits, her hair sways in the wind, her ears are still and her eyes are tightly closed. When the attack is at hand, she will pull her hand back, revealing bazooka ammo. She will throw it on the ground around her causing small explosions to appear in front and behind her.
- Knockback – This move has great knockback, being able to send people flying easily.
- Lag - This move has low speed, not to fast, but a little slow. I would rate it a 2.
- Damage - 6 – 7 %
- Priority – This move has medium priority, being able to pass through some other Smash A moves.

~~~Air A Attacks~~~


Air Neutral A
While flying in the air, Yae will reach for her blade and pull it from the sheath with alarming speed. She will pull out her sword and swing it around her body in an acrobatic like motion, with the blade appearing to graze her leg, arm and her chest. She will then sheath the blade right after the attack.
- Knockback – This move has medium knock back.
- Lag – This move has decent speed. I would rate it a 3.
- Damage – 4 - 6 %
- Priority – This move has decent priority.

Air Forward A
Yae will lean slightly forward as she falls. She will pull out her sword very quickly and perform a forward slash attack, with the blade stopping on the horizontal plain. She will hold the blade there slightly and then retract it quickly. Because of her holding the blade out, the attack has a decent lasting duration even though it is very fast.
- Knockback – This move has very good knockback considering the attack.
- Lag – This move has good speed. I would rate it a 4.
- Damage – 3 – 5 %
- Priority – This move has decent priority.

Air Down A
Yae will pull out her sword and then put it right under her body. Then doing the Yoshimitsu standing on sword like Move, Yae will hold the blade under her body. This move lasts as long as Link’s Down A move.
- Knockback – This move has killer knockback, just like Links Down A.
- Lag – This move has decent speed, being about a 3.
- Damage – 4 - 6 %
- Priority – This move has priority like links down A move.

Air Back A
Yae will turn her head quickly to look behind her. Her body will go into a fetal like position, with her legs being under had and her upper torso having a tilt toward the user (or her back depending on the direction.) She will move her hand down grab the sword and strike behind her in a similar fashion to her forward air strike. Her body will be in the fetal like sitting position for the duration of the attack. Once she begins to put her blade back, she will go back to her normal falling animation.
- Knockback – This move has very good knockback considering the attack.
- Lag – This move has good speed. I would rate it a 4.
- Damage – 3 – 5 %
- Priority – This move has the same priority as her forward Air A move.

Air Up A
Yae will look into the air and crunch her knees slightly. She will then draw her blade and hold it right above her head. Her arm will be extended above her head and her legs will still be in the superman like stance. After the duration of the attack, she will sheath her sword again quickly.
- Knockback – This move has very good knockback considering the attack.
- Lag – This move has good speed. I would rate it a 4.
- Damage – 3 – 5 %
- Priority – This move has medium priority.


~~~Attack animations – B Button / FS~~~


Neutral B: Sword Spin
Yae will pull out her blade and start spinning her sword. It will look like a propeller from an old fashioned airplane. She will spin the sword with great vigor. Infact, she spins it so fast that it negates all damage that comes in contact with it, causes decent damage to anyone who runs into it and it can even bounce back projectiles.

While projectiles and weak attacks cannot break the Sword spin, charged A moves can.

To use this move, press and hold down B.
- Knockback – This move has little knockback.
- Lag – It is slow to start, but fast to finish.
- Damage – If someone runs into it, it would cause 1 – 2 % damage
- Priority – This move has great priority.

Forward B: Bazooka
Yae has a rather powerful ninja bazooka (what you never seen a ninja bazooka before?). She will pull it out of nowhere, put it on her shoulder and fire one blast before putting it away again. If the B button is held, Yae will stop moving and stand still. The bazooka will then charge up for about a three seconds and three cross arrows will appear on people that are close enough. Once B is released, Yae can shoot up to three homing bazooka bullets at her opponents.
- Knockback – This move will stun someone, but not send them flying.
- Lag – This move is rather quick, with the ammo being as fast as zelda’s Magic move.
- Damage – each bullet is about 5% damage.
- Priority – This move has medium priority.

Down B: Quick Strike
Yae will pull out her blade so fast that it appears like she never did it all. She will then kneel a little before she strikes. The attack is incredibly fast and almost impossible to dodge.

It will stop almost any move (except for fully charged smash attacks or B moves.) and cause the opponent to enter their idle stance. It does not stop them from moving, so they can move around while being hit, they just cannot attack.

- Knockback – Given the speed of the attack, it has little knock back. It is good for stopping other attacks.
- Lag – on a scale from 1 to 5, this move has a 6. It is incredibly quick, and would be one of the, if not the, fastest moves in the game.
- Damage – 1 – 2 %
- Priority – This move has great priority, but can be knocked through.

Up B
Yae will perform a flip kick that is similar to Zero suit Samus flip kick. As Yae rises into the air, wind will envelope her legs and will trail around her feet as she performs the somersault. With the wind and her hair, it almost looks like she is incased in a circle. That attack causes her to rise up into the air, giving her a decent defense and a good third jump. The height she gains from this move is about the same as Mario’s Up B move.
- Knockback – This move will stun someone, but not send them flying. If she does it right above someone, it will be like a meteor smash.
- Lag – This move is rather quick.
- Damage – 4 – 6 %
- Priority – This move has medium priority.

Final Smash: Ninja Army
Yae spin in a circle and pull out the flute she used to summon the dragon in Goemon 64. She will play the flute to summon her elite band on ninja. Five ninja will appear behind her and then jump off into the stage. They will randomly place themselves around the screen and attack anyone that gets to close to them. 4 of the ninjas swing their sword to cause great damage, and serious knockback if the opponent’s damage is above 50%. The last ninja has a bomb, and it causes instant death if not in a closed area.

Yae is free to continue attacking while her FS is active. She will not be attacked by her ninjas. If she is to die during the FS, all the ninjas will appear from where they were hiding and then leave the battle.
- Knockback – Great for higher percentages. Bomb Ninja has perfect knockback.
- Lag – Impossible to dodge if trapped in the attack.
- Damage – 30% for sword ninjas. 100% for bomb ninja.
- Priority – The Ninja’s have top priority in there attacks.

~~~Attack animations – Grabs~~~

Code:
[SIZE="2"] [b]Grab Animation [/b] [/SIZE]
Yae will act rather girly for her grab. She will grab the person with one of her 
arms and hold them in place. 

[SIZE="2"] [b]Hold Animation[/b] [/SIZE]
While she is holding them, her left leg will tilt up slightly and be at an angle. 
Similar to the kissing stance seen in many movies
Attack Animation
Yae will slap the opponent with each attack.
- Lag – This move has normal lag for a grab attack.
- Damage – 1 -3 %

Throw Forward
Yae will put her foot back down on the ground. She will then pulls out her bazooka ammo and throw it onto the opponent. It will explode, causing them to go flying into the air.
- Damage - 7%-9%

Throw Up
Yae puts her foot back down, toss the opponent in the air and then draws her sword. She will swing it twice, with the first hit causing only 2% damage and the second hit sending the opponent flying and causing 3 to 5 % damage.
- Damage - 5%-7%

Throw Backward
Yae will push the opponent under her, all the while jumping over their heads. She will then turn around and do a spin kick, sending them flying. This move has more horizontal flying distance then vertical.
- Damage - 5%-7%

Throw Down
Yae will trip the opponent and then stomp on them when the hit the ground. She will then pull out her bazooka, lean down and blast them into the air.
- Damage - 8%-10%

~~~Taunts / Win poses~~~


Up Taunt
Yae will jump into the air in celebration. She will left her legs behind her, arch her back and give out a big yay. Looks like her celebration in Goemon 64.

Right Taunt
Yae will spin in a circle, causing her hair to follow her in a semi circle like fashion. After the spin, Yae will give a peace symbol.

Down Taunt
Yae will put a finger on her chin, lean forward and look slightly down at the stage. It looks like she is concerned with the opponents health and she looks alittle worried.

Left Taunt
Yae will pull her hair in front of her body and hold it there for some time. She will rub her hair as she waits and play with it for a bit. Afterwards, she will flick her head, cause her hair to go back behind her and then she will brush the side of her head quickly with her hand.

Win pose 1
Yae will pull out her bazooka and fire it into the air a few times. She will then smile, put it on her shoulder and give a Thumbs up.

Win pose 2
Yae will pull out a towel from behind her and then wave to the audience. She will then bows and walk off the side of the stage.

Win pose 3
Yae will simile and then wave at the audience. She will then pull out some food she made and will start eating it. After the first bit, she just holds the food there almost like she is selling it.

Lose
Yae will be sitting on the ground with her knees in front of her and her legs on either side (like she is sitting Japanese style.) She will just clap slowly for the winner.

~~~Other Extras~~~


Visual representation of B moves / FS


Life Icon
It is Yae's Head.

World Icon
Goemon's Pipe is the world icon.


Trophies
Yae
FS – Ninja Squad
Goemon
Ebisumaru
Sasuke
Wise Man
Oedo Dragon
Dancin and Lilly
Omitsu
Impact
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
@Yae:

pretty cool, especially the edited Dojo page!

there are quite a few things that would need to be fixed however (IMO)

for starters, it is a good idea that instead of just saying "she is a mid-weight", say "she is a bit lighter than Mario" or such, and possibly give her a score to give the reader a better Idea, such as:

Weight: 5/10

She is a mid-weight, a bit lighter than Mario.


Animations:

what is a "roll turn"?

Also, a few of these are written as "kinda the same as everyone else" or "just like Mario's, but girly".

Either explain *exactly* how they differ, or don't include them, seeing as they don't really reveal anything we need to know.


Attacks:
pretty good here, but theres just 1 issue still: speeds.

It is nice that you included a little meter from 1-5 of the attack speed, but it still doesn't really show the reader how fast it would be.

For example, Squirtle's jab takes 1/60th of a second to come out, overall maybe lasting for .05 seconds. that would be a 5 on your scale.

Yoshi's Jab comes out in 10/60ths of a second, 10x as slow as Squirtle's, but would still be a 4 on your scale.

Telling us an exact measure could take out a bit of guesswork on "how fast is a 4? or a 3?" from the reader.


Better yet, you could just compare it to another attack, like: "same speed as Luigi's jab" or such.


Priority is fine, but you should mention if the sword gives extra priority or if it is disjointed.

KB is alright, but again, a bit vague.



Your special moves do too little damage, especially the Bazooka. a move that takes time to shoot and lock on should be doing at least 10%

Neutral B is fine, but can strong physical attacks go through? can she be grabbed out of it?

Up B is ok, seeing as it has ok priority and spikes. How high does she travel though?

Down B i have problems with:

exactly how fast is it? what are it's benefits? does it act like a counter? Why does it only do 1-2%, when it is a SPECIAL move?


Extras:

very cool, one thing wrong: there cannot be a left/right taunt, they are the same "side" taunt :(


over-all it has potential to be good! you just need to be a bit more descriptive on the attacks, and get rid of info that isn't really needed, unless it is something special (like if she does a funny face while hitting the screen).

While reading the attacks i felt as if it could range anywhere from Link to MK due to the lack of hard info about the attacks, and it leaves us readers in a bit of a fog as to how the character really plays.

Speaking of, you could also think about adding on a "Playstyle" section to her. This will let readers know how you feel she should be played, as in a combo character, defensive, or an aerial fighter. You could also then show a "Playing Against" (a new fad in MYM6), which tells players how to deal with her when facing the character, such as What attacks to look out for, her weaknesses, and all that.


Just fix these little issues and you should be fine :bee:
 

drag0nscythe

Smash Master
Joined
Sep 2, 2007
Messages
3,268
@Yae:

pretty cool, especially the edited Dojo page!

there are quite a few things that would need to be fixed however (IMO)

for starters, it is a good idea that instead of just saying "she is a mid-weight", say "she is a bit lighter than Mario" or such, and possibly give her a score to give the reader a better Idea, such as:

Weight: 5/10

She is a mid-weight, a bit lighter than Mario.
I added some numbers. I just am not that familiar with smash. I do not know who is placed where on number charts (except Bowser is heavy and jiggs is light.) So I just give a rough idea where it would be. I tried to add some numbers though.

Animations:

what is a "roll turn"?

Also, a few of these are written as "kinda the same as everyone else" or "just like Mario's, but girly".

Either explain *exactly* how they differ, or don't include them, seeing as they don't really reveal anything we need to know.
well, I might have added something that does not exist on accident. when I made my template for the character, one of things that came up was rolling and then facing the other direction after the roll. If it does not exist, I can delete it. No need to over complicate it.

I can also delete the place holder stuff. I just had no real ideas on how it would look except like how mario would do it, except it was done with Yae.


Attacks:
pretty good here, but theres just 1 issue still: speeds.

It is nice that you included a little meter from 1-5 of the attack speed, but it still doesn't really show the reader how fast it would be.

For example, Squirtle's jab takes 1/60th of a second to come out, overall maybe lasting for .05 seconds. that would be a 5 on your scale.

Yoshi's Jab comes out in 10/60ths of a second, 10x as slow as Squirtle's, but would still be a 4 on your scale.

Telling us an exact measure could take out a bit of guesswork on "how fast is a 4? or a 3?" from the reader.


Better yet, you could just compare it to another attack, like: "same speed as Luigi's jab" or such.


Priority is fine, but you should mention if the sword gives extra priority or if it is disjointed.

KB is alright, but again, a bit vague.
Now this is where I run into problems. I do not know the speeds of everything in the game (and I have not really played it enough to remember all the speeds correctly.) I didn't even know the numbers you mentioned. As for priority and Knockback, I still struggle with understanding what they are from time to time. I think of how things look, but I cannot think of the other technical stuff. I will try and fix it though.

Your special moves do too little damage, especially the Bazooka. a move that takes time to shoot and lock on should be doing at least 10%

Neutral B is fine, but can strong physical attacks go through? can she be grabbed out of it?

Up B is ok, seeing as it has ok priority and spikes. How high does she travel though?

Down B i have problems with:

exactly how fast is it? what are it's benefits? does it act like a counter? Why does it only do 1-2%, when it is a SPECIAL move?
Thanks for the input here. That helped flesh out the moves a little more.


Extras:

very cool, one thing wrong: there cannot be a left/right taunt, they are the same "side" taunt :(
There needs to be.
I am hoping that a new taunt will appear in the next smash.

over-all it has potential to be good! you just need to be a bit more descriptive on the attacks, and get rid of info that isn't really needed, unless it is something special (like if she does a funny face while hitting the screen).

While reading the attacks i felt as if it could range anywhere from Link to MK due to the lack of hard info about the attacks, and it leaves us readers in a bit of a fog as to how the character really plays.

Speaking of, you could also think about adding on a "Playstyle" section to her. This will let readers know how you feel she should be played, as in a combo character, defensive, or an aerial fighter. You could also then show a "Playing Against" (a new fad in MYM6), which tells players how to deal with her when facing the character, such as What attacks to look out for, her weaknesses, and all that.
Thanks for the comments. I will make changes and fix up what I can. I like the playstyle idea. It might help flesh out details that I have trouble with (speed, lag and knockback.)
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Velociraptor Stage Extras

The following stages simply have the Raptor(s) jump from behind the main "blocks" of the stage, or simply jump in from the Blast Zone closest to you:

75m
Battlefield
Bridge of Eldin

Castle Siege (parts 1 and 3)
Delfino Plaza (Flying)
Final Destination
Flat Zone 2
Frigate Orpheon

Halberd (flying)
Hanenbow (from behind leaves)
Luigi's Mansion (while broken)
Lylat Cruise
Mario Bros.
Mushroomy Kingdom
New Pork City
Norfair
PictoChat
Pirate Ship

Pokémon Stadium 2 (Neutral, Elec, Flying)
Port Town Aero Dive (Flying)
Rumble Falls
Smashville
WarioWare, Inc
.

Brinstar
Pokémon Stadium
(Neutral)
Rainbow Cruise
Yoshi's Island

Custom Stages(always from blast zones or behind nearest "block")


The following stages here have the Raptors doing something a bit extra in the background (no effect to summon time however):

Castle Siege (part 2)
Raptors run through the crowd of soldiers in the background and then appear center stage.

Delfino Plaza
When not flying, Raptors will either jump up into the rooftops in the background, eventually leaping down to where you are, or to your rooftop, or simply run up the beach to you (islands). On the Shine Gate they are seen running from the cave before leaping up

Distant Planet
Raptors are seen in the background, running up towards you before running down the slope to the left.

Green Hill Zone
Raptors jump through the Loop in the background before appearing at either Blast-Zone.

Halberd (Docked)
Raptors run in from either side of the cannon, and down the ramp to center stage.

Luigi's Mansion (Intact)
When the two middle doors are intact, they will bust them open and either jump down the staircase or onto the second floor (or just through the bottom door onto the ground)

Mario Circuit
Raptors speed down the racetrack and onto center stage. Occasionally nipping at, and sending a kart out of control on the way there.

Pokémon Stadium 2 (ground, ice)
Raptors will appear from behind the excavation and mound of dirt, as well as the two clumps of ice.

Port Town Aero Dive
All stop areas have the Raptors zipping down the track behind you, then stopping at center stage.

Shadow Moses Island
The Raptors leap atop the large building in the background's roof, then fall gracefully to the upper platform.

Skyworld
Appearing on top of the temple, they make a giant leap to the foreground, landing on the platform you are on.

Spear Pillar
Raptors will slowly walk out from behind the ruins, a bit of a calmer entrance for them.

Summit
From behind the icy cap, the Raptors climb over and slide down to the closest platform you are, or to the ground.

Yoshi's Island
Much like their entrance pose, summoned Raptors will explode through the grass in the background.

Big Blue
Summoned Raptors will actually run up from the left side of the screen, along the track and then leap to the car closest to you.

Corneria
The most diverse of stages for their entrance, Raptors either jump from the wing facing off camera onto the Great Fox, run out of the port in the back, or make like a certain Rampaging lizard and ride an arwing in, laying atop it before being flung off onto the Great Fox.

Green Greens
Raptors walk out from behind Wispy, then stand on the edge of the main stage closest to you.

Jungle Japes
Possibly the silliest entrance, inside of Cranky's house the Raptor's silhouette will appear, causing Cranky to wave his arms in the air and run for his life, before the Raptor jumps through the window into center stage.

Some time later Cranky will replaces the window.

Onett
In the alleyways, the Raptors will slowly walk towards the center of the stage, or if you are to the sides, jump onto roofs from behind.

Pokémon Stadium (non neutral)
When it changes, Raptors will walk calmly from behind the various rocks, buildings and bushes found in the transformations. On the rock stage they leap atop the high structures and gracefully leap to the ground however.

Temple
On the huge Temple, Raptors have a few choices: Run down the arches to the right, Walk calmly from behind ruins, jumping up from behind the fight-club's platform or jumping on the rooftops to get to the action. It's as if the place is infested!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
(holy crap, I exceeded how big a post can be!)
That's one of the reasons I switched to image-only movesets.

Silver: First of all, I can't forgive you for mashing together the 2nd Gen sprites and 4th Gen artwork. For the sake of my sensitive aesthetic taste, stick to either sprites or artwork;

Secondly, the individual pokemon are like full movesets in and of themselves. With a multiple pokemon set, you're mostly better off making each pokemon as short and snappy as possible. That way, you can get the reader to focus more on how the pokemon interact with one another, rather than simply trying to wrap their heads around the individual moves.
And my final complaint, is that very little of Silver is actually in that set. I couldn't really get the sense that any of these pokemon were being abused or mistreated, which is the running theme for Rival pokemon trainers.
But that's enough of my groundless complaining. RIVAL TRAINER caught me quite unawares with how well it was made. There are some seriously brilliant moves in there (Feraligatr's Crunch, for example). And each of the pokemon is in character in a way I haven't seen in other pokemon sets (because everyone else, myself included, just emulates Krool's method of making pokemon).
I also liked how close to Pokemon Trainer you kept RIVAL TRAINER. I've seen way too many failed trainer sets that try to do away with the Stamina system, or have an intrusive way of having the trainer participate in the fight. So it's nice to see a trainer that doesn't over complicate things

Edit: And congratulations JOE, on actually commenting on the previous set before posting yours. If we all did that, we wouldn't have so many movesets on every page.

seriously doods. Follow JOE's example and give your thoughts on movesets! It doesn't matter if you have nothing to add, or think your opinions are worthless. Just let the person know you actually took the time to read it, dood. That's the most important thing.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
you know, i forgot that theres modern art for him a WHILE after i made the pics..(couldnt find a full body version liek that for him anywhere, where did you get it?)..should update those in a bit...
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
I played the 1st Mystical Ninja game and completed it, but I only bought it because Gomen, Yae and Sasuke were all made into Yu-gi-oh cards, and I happened to look on Yu-gi-oh wikia and see the trivia. Anyway, the pictures all look really cool. I saw from the above comments that you don't know smash very well, uhhh, I think duck and tilt down A are the same controls. I noticed that you didn't give Yae the ability to turn into mermaid, but that would have been totally uneccesary, but it would make her a great swimmer. There are a few bits and pieces that are typos, nothing big. I think you may need to clean the set in terms of color and where attacks, extras go, but otherwise there is definitely a solid amount of effort put into this set.

The first thing I can say about Silver is to congratulate you on the pictures, just like with the Yae set by drag0nscythe. All of the pokemon are interesting, they have their own playstyles and they have neat little headers that set them apart. I like this set for it's neatness, though the pictures of the alt costumes seems, ... (They are in a different post of extras, so oh well). I like that you put a note for dynamicpunch.
The attacks would easily allow the set to be able to fit into brawl.

Poor Itachi's not going to get many more comments now...

Finally, I have a few weeks of spare time, so I should maybe be able to get some more sets in. Some ideas I have include Trace, Noxus, Spire (I was thinking of doing a massive 6 bounty hunter set post), Nightmare and I have though of perhaps some way they each work. I'll try my hand at re-creating my writing style to perfect it as much as I can.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
What Nightmare did you think this was?

(((NIGHTMARE)))

Nightmare is a boss from the game Metroid Fusion. It is a bio-organic droid designed for military applications, and is fought in Sector 5. Nightmare is able to control gravity by means through a gravity manupilator located underneath it's body and between it's arms. It also will shoot lasers and move around in a erratic fashion. Nightmare has a slimy face underneath it's metal mask, giving it a grusome image. Defeating Nightmare gives you the gravity suit.

(((STATS)))
Size:10/10
Weight:6/10
Ground Speed:4/10
Aerial Speed:5/10
1st jump:4/10
2nd jump:5/10
Falling Speed:7/10
Traction:2/10



(((SPECIALS)))

Neutral Special: Gravity Change:
Nightmare will raise it's arms, and it's gravity manupilator begins to glow. During this time, you may tap up or down on the control stick. Low start-up and end lag.


Tapping up during the animation will lower the gravity of the whole stage, a similar effect to that of Special Brawl game options. Additionally, all projectiles will float around in the same place, acting like traps. They have their usual properties, but they last for 1 minute and only up to 2 of the same projectile can be placed around a stage.

Tapping down otherwise causes the reverse, heightened gravity, just like with the Special Brawl options. Additionally, all projectiles will cease to function, falling straight down and shattering.


Default keeps the gravity the same, but resets the gravity settings if they are currently set.


The gravity settings last infinitely, but Nightmare taking 30% in the stomach (Where the GM: Gravity Manupilator is located) will disable the effect for 8 seconds.

Side Special: LAZAZ:
Nightmare slouches back as it's eyes turn blue, firing 2 blue lasers, one after the other. The lasers are shape similar to ROB's fully charged laser, both homing in on the nearest foe at Mario's dash speed. Each laser has low priority, and do 9% with knockback killing at 220%. Average-high start-up lag, low end lag.

Up Special: Slime Ejector:

Nightmare's face begins to shatter, revealling a green slime that floats out of Nightmare's head, the size of Kirby. Nightmare floats idlely while the slime floats forward at Gannondorf's dashing speed moving through anything, though you are free to control Nightmare at this time.

There are a few new quirks however, as you will have no falling momentum at all, and you will have super-amour for the duration of the move, as well as the slime.

This move doesn't come with downfalls however, as the slime is vulnerable, having 40HP that remains for the whole stock. Upon either the slime losing it's HP or going into a KO zone, it's a self-destruct for you. You can retrieve your slime by pressing B next to it. Average start-up lag, low end lag.

D-Special: Infinity Crusher:
Nightmare begins shaking erratically in place while it's GM glows pink. This is a charge and store move in all ways similar to Charge Shot, Nightmare shaking even more wildly to indicate a complete charge at all times.

Upon use of the attack, Nightmare will stop shaking while it's GM shines, letting out a pink distortion wave. Based on the charge, the distortion's radius will vary from the Smart Bomb's min blast raduis to it's max blast radius, always travelling through walls and travels at 2x Sonic's dash speed. Upon the distortion touching any projectiles, items, summons or traps in range, it will destroy them. Low start-up and end lag.


(((STANDARDS AND TILTS)))

Standard: Halt:
Nightmare will shudder suddenly as it's GM glows. Foes right in front of Nightmare will stay suspended in air in their footstooled animation.


During this time, you have 1 second to either tap forward or backwards. Upon tapping forward, Nightmare will headbutt the foe, doing 6% with average hitstun backwards. Upon tapping backwards, Nightmare will initiate a roll-dodge backwards. Very low start-up lag, low end lag.


Dash Attack: Ram:
Nightmare quickly rams it's whole body straight forward without warning. It moves 1 Bowser forward, having high priority and doing 13% with knockback upwards that kills at 180%. Low start-up lag, but average end lag.

F-tilt: Block:
Nightmare retracts both arms backwards, then swiping with them both overhead.
The swipe has good range, low priority and does 8% with good hitstun upwards. Very low start-up lag, average ending lag.

U-tilt: JUGGLIN'G:
Nightmare fires 2 lasers upwards while facing the camera, both going 45 degrees parallel from each other up to half a Gannon height. The lasers have average priority, doing 7% each with knockback upwards based on the gravity, killing at 300% for high, 200% for normal and 150% for low. Low start-up and end lag.


D-tilt: Mini Blast OFF:
Nightmare's GM begins to glow. Foes who are in a 2 SBB distance in front of Nightmare are forced into the air a very small distance off the ground with no falling momentum for 5 seconds and cannot jump. Low start-up and end lag.


(((SMASHES)))

F-Smash: 100% CRUSHING Power:
Nightmare leans forward while raising it's arms, it's GM glowing. After charge, Nightmare starts bleeding out slime as the GM glows blood red, and a distortion can be seen 1 SBB right in front of Nightmare. Foes in the distortion take 9-16% with no knockback or hitsun, and are flattened so they are 2D shaped, becoming floatier and having the knockback of their attacks reduced to 3/4 for 6-12 seconds. Average start-up lag, low end lag.

U-Smash: 1% Gravity:
Nightmare leans back while looking straight up, it's GM glowing. After charge, Nightmare shakes wildly as right above it, a distortion can be seen. This distortion varies from 1 Gannondorf height to infinite range above Nightmare, having Nightmare's width as well. The distortion will cause affected objects to have their falling speed reduced to 2/3-1/4 based on charge for 10 seconds. Low start-up lag, average end lag.

D-Smash: Horror Transcent:
Nightmare collapses, and slime can be seen oozing from it's face. After charge, slime starts to quickly flow from both sides of Nightmare, laying on the floor for 1 second. The slime varies in size, from a crouching Kirby to a Bowser, forming a wall. The slime has very low priority, doing 6% with weak hitstun upon touching a foe, but it can be attacked to damage Nightmare. Upon being attacked, the move the foe used to attack the slime is slowed by 1/3 for the rest of the stock. Average start-up and end lag.

In low gravity, the slime will float upwards at Ike's dash speed for 2 seconds.


(((AERIALS)))

N-air: Erratic Behavoiur:
Nightmare will quickly ram in a random direction. The ram will be random out of 8 directions, Nightmare ramming 1 SBB forward at x10 Sonic's dash speed. Nightmare has super-amour during the ram, doing 17% with knockback upwards killing at 140%. No start-up lag, average end lag.

Anytime during the attack, you can tap A for Nightmare to skip the end lag and perform another ram. This can done infinitely, but only up to 5 times in a row

On higher damage percentages, this attack has a better chance of homing in on nearby foes. At 50% or higher, there is a 1/4 chance of the ram homing, 2/4 at 100%, 3/4 at 150% and 4/4 (100%) at 200% or higher. Nightmare will also home in on foes attacking the slime from it's Up-Special.

F-air: Spark Bringer:
Nightmare rears both arms back slowly before swinging them upwards right in front of it. The arms have very good range and high priority, doing 18% with knockback diagonally killing at 120%. Low-average start-up lag, low end lag.


Additionally, during the start-up lag, you can hold/tap the A button to increase the start-up lag for the duration held. Increasing the start-up lag for the whole duration will cause electric sparks to fly from Nightmare's arm upon use of the attack, effectively doubling the range of the attack.

B-air: Light Beam:
From the tank on Nightmare's back, a wave of electricity suddenly emmits. The electric burst reachs out 1 Kirby radius, having average priority and reach, doing 11% with knockback upwards that kills at 140%. No start-up lag, low-average ending lag.

U-air: Gravi-Crush:
Nightmare's back starts to emmit sparks, it's GM glowing as a distortion 1 SBB in size is created above Nightmare. The distortion has infinite priority, and foes take 24% with knockback upwards killing at 85%. High start-up lag, low-average end lag.

D-air: Slime Molt:

Nightmare will lean downwards as red slime begins to ooze out of it's head. The slime slowly oozes downwards at Gannon's runnung speed, having infinite priority, doing 3% with average hitstun every 1/4 second touched. Nightmare can keep moving while slime oozez from it's body, but it takes 5% every second held. You can withdraw the slime by using the D-air again. Average start-up lag, low end lag.


High gravity settings will make the slime fall at Mario's Dashing speed, while low gravity settings makes the slime travel straight forward.

Upon the slime touching a slime from your Up-Special, it will heal the slime in reverse.

(((GRAB: GRAVIFY)))
Nightmare needs not to use it's arms, rather, it's GM begins to glow as 1 whole Bowser in front of it begins to disort. Foes caught in that disortion are pinned to the ground by high gravity settings for the grab. Slightly laggy for a grab.

Nightmare is also capeable of using this grab in mid-air with the same conditions.

Pummel: Crusher:
Nightmare's GM glows, compressing the foe for 3%. Slow pummel.

F-throw: Self-Centered Gravity:
Nightmare releases the foe, and then crushes them with it's arms while it's GM glows. The foe takes 11% with knockback forward killing at 190%.

Where the foe was thrown, a distortion the foe's size will appear for 12 seconds. Upon that foe taking knockback the opposite direction of the distortion, it will be halved, otherwise working in the opposite, double knockback in the direction of the distortion.


B-throw: BACK LAZA:
Nightmare stumbles for a moment before turning around and falling onto the foe, crushing them for 8%. Nightmare's back then produces sparks that knock both Nightmare and the foe into the air for 17%, set knockback 3 SBB upwards that never kills.


U-throw: Aerial Duel:
Nightmare and it's foe are instantly sent to the middle of the stage in mid-air (Think Ike's Final Smash for location). Now, both characters are stuck in mid-air with no falling momentum for 3 seconds, or unless either character is attacked.


D-throw: Weepy Slime:
Nightmare floats over to the foe, leaning above them slowly, letting out 2 small slime drops from it's face into the foe's eyes. The foe takes 10% with knockback upwards killing at 280%, as well as their aerial controls being reversed for the remainder of their time in the air.


(((FINAL SMASH: TRUE GRAVITY)))
Nightmare starts to vioently shake as it's GM glows a wild pink, engulfing the stage in a transparent pink shade for the Final Smash's duration. After the 2 second animation, you control Nightmare. Now, upon the use of your Neutral Special during this FS within 5 seconds, 1 of 2 effects will be added on in addition to the normal effect of the gravity change. Note that Nightmare is unaffected by any of these extra effects:


LOW GRAVITY SETTING:
Foes now have all of their falling momentum halted for the next 10 seconds.


HIGH GRAVITY SETTING:
Foes cannot jump or use any attacks involving upwards movement (Most Up-Specials), and on the ground they are forced into a permanent crouching position. Falling foes will fall at x5 metal falling speed, all for 6 seconds.


(((PLAYING AS)))
At the start of the game, Nightmare can instantly mess up certain strategies the foe may herald by using it's Neutral and Down Special. But what Nightmare wants is the foe in the air. To sum it up, Nightmare's game involves keeping the foe stuck in the air while attacking them helplessly.


But to to do that, you first need to get the foe into the air, should they refuse to want to. Nightmare's got stuff for that, it's Side Special, D-Smash, most of it's throws. Generally most of Nightmare's self damage moves are there for a reason: The N-air. A great move when you are on over 200% and the foe is on low damage percentage, it should be comboed with the F-throw and the Up-Special for the best damage racking potential.

Most of Nightmare's moves will try to get the foe in the air, cus it just doesn't have great ground moves. Be sure to abuse your U-Smash and U-throw. When it's air time, you can freely fire lasers at your foe, but beware that they are laggy. Be sure to use all your aerials, they all serve purposes, especially the U-air being your main kill move.

Foes who are potent can be dealt with through the D-throw: remember that you can grab foes in mid-air, so don't worry about going to the ground.

Nightmare can kill and damage at a fair rate, providing you use it's U-Special, N-air and strong U-air to your advantage.


(((PLAYING AGAINST)))
Nightmare is a huge target, isn't that heavy for it's size, and can be juggled since it doesn't fall so fast. Nightmare also doesn't have a great ground game. It's Smashes, projectile and Grabs are slow and predicitable. Nightmare also suffers great recovery vertically unless it uses a low gravity setting, allowing you a good reason to hammer away at it's GM. Unfortunately, it can easily disable projectile and trap users, but you can use it's D-Special as a window of oppurtunity to atttack Nightmare. Basically Nightmare wants you in the air = Do not follow it. Allow yourself to become too floaty and you're done for. A bit of edgeguarding should be used and gimping to attack Nightmare upon it's second jump back to the stage to stuff up it's recovery. Be a landweller.

(((FINAL NOTE)))
This is my 4th moveset in MYM6. Don't be surprised if it is of a lower quality, It took me half a day to make this set. Let's just say Im testing to improve my writing style, so I tried my hand at changing it. This set could have been better if given more though, but Im tired now, maybe I'll update it , should I want to improve it.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Oh noes, it's Nightmare! I hate that boss! Oh, it's just a moveset from the same gut who made that cool Gorea moveset. Okay then, I guess it's safe to approach...

So, naturally the main draw of this set is Nightmare's gravity abilites. For the most part I thought they were very well done. You had the expected "Special Brawl" gravity changing move as well as a lot of other cool moves that took advantage of just what you can do with such a force. lol @ 2d characters in the FSmash. Most of the moves in general had nice simple but creative touches to make them stand-out, though I feel like the Nair going in a completley random direction was a bit overkill. Conversly, the FTilt was horribly generic, which was mainly dissapointing due to its name. "Block"? The move has nothing to do with blocking, lol. But seriously, you came up with this stuff in half a day? Good God, it took me a week just to do Spadefox's throws and specials xD

The playstyle was interesting enough in concept. He was an aerial focused character who doesn't just get his foes into the air, he makes them completley stck in the air. The main problem I have with it is that the moves he uses to get them into the air, his smashes and throws (specifically his epic UThrow), are difficult to hit with, making it frustrating to actually fight in the air to begin with. This of course ripples into his balance, since if he can't play to his strengths it would be hard to convinve someone to play him in a serious match.

Overall, I like this moveset. The gravity changing was a cool concept that I'm surprised hasn't been explored that much till now, but his playstyle (and by proxy, his balance) leave something to be desired. I'd say make the smashes a bit more reliable and he would be good to go. It's nice to see some more actual Metroid movesets in MYM.
Which will eventually include my Leviathan Guardian trio.
 

Akiak

Smash Ace
Joined
Jul 28, 2007
Messages
820
Location
In my secret laboratory.
I'm back! Been a while hasn't it?
If anything important has happened during my absence, (like someone leaving or an absurdly epic moveset) please someone link me to it.

To stay on topic and help out one of my favorite newcomers, here's my Nightmare review:
Let's start out by saying that you chose a great character. A gravitational manipulator like Nightmare has a lot of potential for a set. Don't you think it's weird that a gravity changer has such small jumps? Buff 'em. Let's see, Gravity Change is the best move of the set. This single move makes the character as a whole may deeper.
Side B could have been used elsewhere in the set, but it becomes decently cool for the homing fact. Umm, don't you mean "This move doesn't come without downfalls"? Anyway, like the Side B, the Up B has that one fact that makes it cooler, and I'm talking about the pass through anything fact. The Down B could have been better used as a Down Smash. Sorry, but the Final Smash is a mere buff of the Neutral B. There are some other moves in the set that could have been used as FS's and Specials, like the Smashes and a few aerials.
So remember one thing: the Specials and the Final Smash are the parts of a set with the most potential. Don't waste them. That's one of my rules ;)

And now it looks like kits is not the only Ace Attorney fan here. :)
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
First off...

All of you are ****** each other's reception. I myself was scared to see four movesets on the same page. Not only would it be polite to wait for other movesets to get commentary before posting your own, you get more commentary as a result. Everybody wins! You can use the extra time to, say, welcome a newcomer. Welcome, Castle Smashers, I'm excited to see what you come up with! If you've lurked for a while, you should know the standards around here and come up with good ideas. I'd recommend visiting the Palette linked to in the OP to read some older movesets. Look for ones by SirKibble or KingK.Rool, as they show off what we do here phenomenally. Also, don't worry, your English is fine. :)
Note to other respected MYMers: I mention Kibble and Rool because they aren't going to scare anybody away.

< Itachi Uchiha >

I can't say I know anything about Naruto, and I don't think any of the other MYMers do as well. You say this yourself in the introduction. So why can't you give us a good introduction to the character? Trust me, this moveset makes me very interested in the character, but you're throwing out the names of organizations and people without explaining them so much that I feel even less knowledgable about the character after reading the introduction.

I have a similar problem with the mechanic: What the hell is a Sharingan? You say that it's a powerful eye power, but what kind of eye power? Laz0r vision? On the subject of the mechanic, I don't think it's necessary to be brutally honest; it would be much simpler to just nerf the moves that use Sharingan now. On top of this, I don't see why you describe his sans-Sharingan neutral special in the mechanic instead of the moveset itself.

Moving on to the moveset itself, there's plenty to like here. The whole submechanic with the clone is pulled off quite well, with the bonus effects with a clone on various moves being a nice touch. Your level of originality here is just right; moves being unique and engrossing without abusing props and random effects for a completely ridiculous level of originality. The creativity of the individual moves here is one of my favorite aspects of the set.

Still, there's a flaw with the moves. I feel trite for mentioning this, but you have a very awkward writing style. Actually, I don't really mind it that much, as it adds lots of personality to the set. It really feels like you're actually telling us the moveset instead of leaving it for us, if that makes sense. But random tangents aside, you mention the details all over the place and there's definitely some DFM Syndrome here. That is, your long-winded descriptions make this feel overdetailed when it really isn't. It isn't as bad as it is in, say, my Krow, but it's still something you need to work on.

Playstyle, playstyle... This definitely feels like a set with a deep playstyle, but then again, I don't know what it is. You just give us a short writeup without giving us a playing against or more importantly matchups section, which add immensely to it. That said, the "To be continued," after the section suggest that these things are coming, but these probably should have been included before posting the set.

Finally, organization... Good job here. Gets the point across while still being readable. Thumbs up! The one thing that could be improved on here is the lack of proper capitalization in some of the moves.

What do I think of this set in the end? I think that I'm coming across too negative. Looking at the originality alone, you've done a phenomenal job. Still, there are little things that pull this down, dooming it not to be a top contender. In any case, this is a highly enjoyable moveset, and I applaud you for what you've done with it.

Yae, Rival Trainer and Nightmare commentary perhaps to come...
 
Status
Not open for further replies.
Top Bottom