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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.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.
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.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.
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.@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: Three Jumping Blue Guys out of Five
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.DARTH MAUL
For the moment, I only have a tl;dr comment on it. Mainly because I'm supposed to be in bed.(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…)
(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!
[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
[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.
[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.
[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
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.@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:
She is a mid-weight, a bit lighter than Mario.
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.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.
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.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.
Thanks for the input here. That helped flesh out the moves a little more.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?
There needs to be.Extras:
very cool, one thing wrong: there cannot be a left/right taunt, they are the same "side" taunt
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.)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.
That's one of the reasons I switched to image-only movesets.(holy crap, I exceeded how big a post can be!)