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Make Your Move 6 - Nothing Gold can Stay

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UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
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314
Warning, Challenger Approaching!

Specter has joined the Brawl!


=S= History =S=

Specter is the main antagonist of the Ape Escape series. Introduced as the star attraction of a monkey park, he started as an ordinary if intelligent monkey. He was the first monkey to don a "Peak Point" helmet, a device designed to unlock the full mental potential of whatever wears it. The helmet granted Specter superhuman intelligence, the ability of speech, and an array of psychic powers. Angry about how the park goers treated him and the other monkeys, he staged a breakout and gathered an army of monkeys with the intent of ruling the world.

Specter makes repeated attempts to rule the world through the series, his determination never ending. He has a strong hatred towards all humans; the owner of the monkey park he was raised at is possibly the only exception. While cocky and preferring his minions do the dirty work, he has never shown reluctance to fight whatever was standing in the way. His vast psychic abilities make him far more dangerous then his tiny frame would imply, and his sharp mind rarely fails to find a solution to his problems.

=S= Music =S=
http://www.youtube.com/watch?v=a9l31Qpcnq4 (Crumbling Castle, AE1)
http://www.youtube.com/watch?v=dYO42ke05Uc (Final Boss, AE1)
http://www.youtube.com/watch?v=OfljYvG-g1k (Code C.H.I.M.P., AE2)
http://www.youtube.com/watch?v=eSP4QA3oQyw (Code C.H.I.M.P. Part II, AE2)
http://www.youtube.com/watch?v=3n83fp8NVe4 (Moonbase, AE2)
http://www.youtube.com/watch?v=YSQHinPXvTY (Moonbase Part II, AE2)
http://www.youtube.com/watch?v=yv7_eWmfDI8 (Song of the Freaky Monkey Five, AE2)
http://www.youtube.com/watch?v=Xtb_GQwGY6o (Freaky Monkey Five Battle!, AE2)
http://www.youtube.com/watch?v=8yiZH3XlnS4 (Ultra Goliath Battle, AE2)
http://www.youtube.com/watch?v=WGeFuQ2jB-E (Final Boss, AE2)
http://www.youtube.com/watch?v=WhcDNPF8h1M (Fantasy Knight theme, AE3)
http://www.youtube.com/watch?v=ylT7Mf4KtZk (Dr. Tomoki Face-off!, AE3)
http://www.youtube.com/watch?v=xOyGJUO0kZI (Gorilliac Face-off!, AE3)
http://www.youtube.com/watch?v=Sw-5GeVqCFw (Specter Face-off!, AE3)
http://www.youtube.com/watch?v=hX3F-y7tSHs (Grid Core & Mission 31, AE Million Monkeys)
http://www.youtube.com/watch?v=FD3Hosvjr5w (Specter's Spaceship, AE Million Monkeys)

For quick access to these, right click each header below and select "Open in new window".

http://www.youtube.com/watch?v=OfljYvG-g1khttp://www.youtube.com/watch?v=OfljYvG-g1k

Size: 5/10
Weight: 1/10
Ground Mobility: 8.5/10
Air Mobility: 7/10
Power: 8/10
Attack Speed: 1.5/10
Range: 7/10
Priority: 7/10
Jumps: 2.5/10
Overall Recovery: 3.5/10
Abilities: Crouch, 'Crawl', Hover.


Specter hovers constantly, causing most Down A moves to slip under him and making him immune to items like the Motion Sensor Bomb or Snake's mines; but since he's so high off the ground, attacks that would normally miss his small frame hit home anyways. He stops hovering with his crouch, and makes his already small form an even smaller target. He can get up and duck very quickly, making it a quick way to evade attacks.

When 'Crawling' Specter is actually running on the ground like normal. He moves at the same speed as he normally does on the ground, and loses all benefits and drawbacks that his Hover normally provides. Specter instantly returns to his normal stance when he stops 'Crawling', and must do so before he can attack.

http://www.youtube.com/watch?v=8yiZH3XlnS4

Neutral Special ~ Monkey Minions:


Specter has an army of monkeys rallying behind him, and decides to put that fact to use. Upon use of this attack, he summons a yellow pants monkey, the lowest and most common of his forces. The monkey appears directly in front of Specter as a CPU controlled ally with lvl 5 AI and 20% stamina. It has two average jumps, and average fall speed. It has the same size as Specter without the drawbacks of hovering high off the ground, and is slightly heavier then it's leader. Specter can have up to 3 monkeys at a time.

The animation and starting lag of this move depends on the stock/point count. If the opponent with the highest stock left/points earned is behind Specter, he smugly crosses his arms and sneers at his foe. "Why don't you fight someone you can actually beat?" Very long starting lag. If he is tied with that opponent, he will laugh and flip the hair out of his eye. "You're absolutely pathetic!" Long starting lag. If he's behind that opponent, he will angrily shout at his minions. "Come here NOW!" Medium starting lag. Medium ending lag no matter what. Coin matches, Stamina mode, and all non-character-vs-character events/modes use the 'tied with opponent' lag and quote at all points.

In addition to the ability to use items, the monkey has the following attacks:

Monkey Move #1 ~ Monkey Buisness

Yellow pants monkey swings his hands up and down to strike his foes repeatedly. Does 2% damage and very light knockback per hit, and lands up to 6 hits. When used while in motion, monkey continues moving in that direction at the same speed as he swings. Pitiful priority. Short starting and ending lag.

Monkey Move #2 ~ Lunch Break

Yellow takes out a banana and plops down onto the ground. He munches on the fruit, healing 2% every second, for 3 seconds. If someone grabs or hits yellow during this time, he drops his banana. The banana is a consumable item that heals 6% - 2% for every second a monkey chowed down on it. If yellow finishes the banana, he throws the peal away, with the same effects as Diddy's banana peel.

Monkey Move #3 ~ I HAVE FURY!

This attack is only used after receiving flinching knockback from a non-projectile attack. Monkey flashes red, steam shooting out of his ears. He leaps onto the opponent, smacking them with his paws and screeching loudly. Does 2% every 0.6 seconds until they escape via button mashing. This is treated as a grab, and has similar priority and equal duration. Medium starting lag and short ending lag. The enemy is knocked down when they escape.

Monkey Move #4 ~ Monkey Tornado

Yellow spins around in a manner mirroring Metaknight's whornado, moving around at it's normal dash speed for up to 1 second and dealing 5% and light knockback on contact with anything. This deals very long hitstun, and the monkey will attempt to hit multiple times with this move to keep them stunned. If there is more then one monkey, one on each side of the foe, they will attempt to pinball the opponent between each other with this move. Pathetic priority.

Monkey Move #5 ~ Theft

This move only activates after taking repeated hits. Yellow performs the animation from his Fury! attack. Unlike Fury!, this does no damage and does not act like a grab. The opponent is knocked to the ground after 0.8 seconds of the attack's animation. If that character uses a weapon such as a sword, the weapon is sent flying from their grasp and into the monkey's. If there are multiple weapons, such as when facing Link or Snake, the most recently used one will be taken. If none have been used, it's chosen randomly.

The character loses all moves the weapon provides, gaining generic punches and kicks in their place with slightly lower damage, range, priority, and knockback. One solid hit sends the weapon flying from the holder's grasp and all the character needs to do is walk over it to regain their attacks. (The monkey/Specter can grab it in this manner too, and monkeys will try their best to get it back.) If the weapon falls off stage, is eaten, etc. it returns to their grasp after 3 seconds. Medium starting and ending lag, with grab priority.

Monkey Move #6 ~ Come and Get it!

Yellow pants monkey turns his rear towards the opponent and spanks himself in a mocking fashion. This takes 2 seconds, and has no effect whatsoever.
This cheeky monkey has one purpose: to annoy the crud out of your opponents. Let the monkey constantly interrupt the opponent, and use Specter to provide covering fire with his stronger attacks. If Specter's in trouble, have him pull back and put up a shield while the monkey engages the opponent. Maybe even summon more monkeys while the foe is dealing with one annoying simian.

Side Special ~ Barrier:

Specter creates a barrier of psychic energy the size of a Crate around himself. The barrier has medium priority, and remains around Specter until hit with a higher priority attack or 7 seconds pass. Physical contact with the barrier does 10% damage and medium knockback. Medium starting lag, and long ending lag.

This move has both advantages and disadvantages against all types of characters. Lightweights will have difficulty breaking through the shield, but can evade Specter for the duration. Heavyweights can smash through it, but have to use their slower, easier to evade attacks to get through. Middleweights have slight difficulty punching through, but can keep up with Specter to some degree. Sword users should be avoided at all costs- their disjointed hit boxes overrule the barrier every time. At the very least, the barrier can soak up a single hit.

Down Special ~ Levitation:

Specter lifts off the ground, floating via telekinesis. Specter gains free movement, flying any direction in the air and across the ground at his run speed until he inputs Down B again. Specter can move a maximum of 1.5 Stage Builder Blocks above the ground or platform below, and if higher will descend at his normal fall speed until he's 1.5SBBs or less above it. Specter can use his ground moves in the air while levitating by holding the button input for 0.4 seconds, and his aerials are performed normally. If Specter is hit while levitation is in effect, the effects of levitation end instantly. Medium starting and ending lag. Does no damage in any way.

Specter can hover just out of reach and use his projectiles to fight foes, or swoop down with his Barrier active for a quick hit or two. Of course, Specter can't go high enough to put him completely out of reach, especially if the opponents have a handy floating platform nearby to give them some more altitude. You need to be very careful if you don't want to be swatted out of the air.

Up Special ~ Throne:

Specter's hovering chair appears behind him. The chair remains in the air where Specter called it for 5 seconds, acting as a platform that only our favorite megalomaniac monkey can use. While in the chair, Specter can use his aerials as if he were in the air, and may jump or levitate off the chair. After leaving the throne, Specter cannot call on it again until he lands on solid ground.

However, this move acts differently if Specter has at least 1 monkey out when activating this move. Specter's hovering chair instead appears in the background. He calmly floats over to it and takes a seat, letting his minions do the work for him. Specter cannot call more allied monkeys until he leaves his throne. Monkeys who are already out all have their AI boosted to Level 7 to compensate for Specter's inability to direct them. He can return to the fight by pressing Up B again, and instantly returns when all of his monkeys are defeated. The player can move the throne in the background by using the control stick.

While in the background, Specter can use certain moves. The moves appear in the foregound right in front of Specter, and have the same damage, knockback, etc. they always do. They all perform normally in the foreground. When you want to use an attack, hold the A button for a standard/tilt, tap the A button for an aerial, and perform smashes and specials as normal. The moves he can use in the background are Side Special, Forward A, Up A, Forward Smash, and Up Air. Regardless of what version kicks in, the throne itself does no damage.

Under normal circumstances, the throne is nothing more then a simple, weak recovery that grants Specter his jumps again or gives him some time to himself in the air. With the special conditions met to enter the background, it's Specter's best defense. Of course, the price is that Specter's damage output is crippled. When backed into a corner or fighting an opponent that just seems to break through any defense you put up, this is your panic button.

http://www.youtube.com/watch?v=xOyGJUO0kZI

Neutral A ~ "Knock it off!":


Specter is fed up! He pulls his arm back and slaps the opponent upside the head with all his strength. This attack may hit Specter's monkeys as if friendly fire was turned on, doing no damage or knockback and a second of hitstun. If Specter hits a someone in the middle of a move/taunt, that monkey/person cannot use that move/taunt again for the next 5 seconds. Does 6% damage and medium knockback. High priority. Very low starting and ending lag.

This is best used on someone trying to use a moveset important move or an annoying attack you're having trouble with. You can also temp-ban the opponent's KO attack for a short while, buying you time to fight back or escape to a safe distance. The higher priority also allows you to punch through certain attacks on short notice, or use the surprising knockback to send them skyward.

Forward A ~ Energy Ring:

Specter creates a horizontal ring of energy in front of himself, 1.5 Stage Builder Blocks long and reaching into both the background and foreground. If the ring is created over an opponent, it'll have a hole in it's center slightly wider then they are (The ring will stretch wider if the opponent is too big for a normal size ring). The ring of energy will follow the nearest foe for 1 second at the speed of Mario's run, trying to get around them. After the time passes, the ring stops and shrinks into nothing. There can only be two rings out at a time. The ring does 6% damage and light knockback. If inside the ring while it's closing, it does 12% damage and no knockback with long hitstun. Very high priority. Below average starting and ending lag, which increases every time Specter uses this without using something else in between.

Specter can easily chain three or four hits together with this move. Hit repeatedly until the lag starts to add up, then run while the opponent is stunned or strike them with a finishing move. The main attraction here is it can deal damage and set up for a KO relatively easy. Just remember that to take full advantage of this move, you have to be close or have a monkey distract the foe.

Down A ~ Specter X 3!:

Specter glows so brightly he himself can no longer be seen. The light splits into three, and disappears to reveal three Specters floating side by side. Only one Specter is real, the other two are fakes whose attacks do nothing and disappear when hit. They act as CPU controlled allies of level 4 AI. If the real Specter had a barrier or was riding on his throne, the copies will have fake barriers/thrones too. Which is the real Specter is entirely random, and a mystery to even the player themselves until they see which one responds to their controller. This move has long starting and ending lag, and does no damage whatsoever. When a clone is destroyed, Specter will randomly mock his foes with "Wrong!", "Try again!", and maniacal laughter. Short starting lag and medium ending lag.

This is only a short term distraction. The opponent will quickly figure out which is the real Specter, assuming they don't guess right with the first try. This is a quick distraction that allows escape. It's worth noting, however, that there is one move that the imitations can do damage with, the Back Aerial.

Up A ~ Smash!:

Specter creates a Crate-sized cube of light blue energy above his head. The player gains control of the cube for 5 seconds, until it hits something, Specter takes damage, it's out-prioritized, or the player presses the A button again. The cube can move up to 2 Stage Builder Blocks away from Specter in any direction at the speed of Bowser's run, and does 8% damage and light upwards knockback on contact. The player has no control over Specter until the cube is gone, so if Specter is under the effect of his Down/Up Special and it's effect ends, he'll fall and the player must dismiss the cube to move Specter to safety. High priority. Short starting lag. No ending lag if ended early by pressing the A button, but long ending lag otherwise.

Try to use this when the opponent's overhead, scoring a hit that pushes them away and lets you score a second or even third. This is also one of Specter's best gimp moves- just send a cube after the opponent as best you can to make sure they don't come back. You can also block ledges with it to a degree, but due to the slight upwards push from the knockback, they may be able to use it to get back on the stage.

Dash Attack ~ Charge:

Specter leans forward and increases his speed slightly, taking a swing at anyone that gets within his short reach. He can hit anything within this reach regardless of where they are in relation to him. Of course, his physical strength leaves much to be desired, doing only 4% damage and below average knockback. On the bright side, it's likely he'll hit multiple times. Specter stops and returns to his normal dash speed when the A button is released or 2 seconds pass. If the attack ends because 2 seconds pass, Specter stops entirely and suffers from very long ending lag as he struggles to catch his breath. Short starting and ending lag otherwise, and low priority.

This functions differently if his Side Special is in effect. Specter pauses, lifts off the ground slightly, then rockets in any direction of the player's choosing via control stick at the speed of Sonic's run. Specter can travel a maximum of 3 Stage Builder Blocks with this effect, dealing 16% damage and high knockback to anyone he touches in the process. Very high priority. If Specter stops in midair, he enters freefall. If the duration of his Barrier ends in the middle of this move, it stays up until the move ends.

With the first version, you can bum-rush an opponent off a ledge, or even off stage on a walk off. Not without the risk of being grabbed in retaliation, of course, but it's still of note. Otherwise, it's a quick way to knock the opponent away from you. The second serves as a dodge, a KO move, or even just a bit of damage. The priority allows him to break through plenty of attacks that may give Specter's shield it's walking papers, so if you don't want to lose the barrier it's something to keep in mind.

http://www.youtube.com/watch?v=dYO42ke05Uc

Forward Smash ~ Rapid Fire:


As Specter charges the attack, small pellets of light blue energy appear in front of him, 1 every 1/2 a second to a maximum of 5. Specter fires the pellets at the rate of 2 per second, the pellets moving in the direction the analog stick is pushed. The shots travel at the speed and range of Fox's Neutral Special, doing 6% damage per hit. Specter cannot move until hit or all the pellets fire, and any remaining shots will vanish when Specter is hit. Flinching knockback, medium priority, no starting lag, and short ending lag.

While this attack does a lot of damage, getting it to full power takes a while and leaves Specter open for a long time. Activate his Side Special before attempting this, as at the very least it'll soak up one hit. Not only that, but there's no guarantee you'll hit something. If you did use the Side Special before this, finish with a Dash Attack to send the weakened foe flying.[/COLOR]

Down Smash ~ Homing Shots:

Specter can move as this attack charges. As Specter charges this attack, small purple orbs of plasma appear and circle around him, to a maximum of 5 orbs. When finished charging, one by one with 1/3 a second of pause between each, the spheres turn blue and fly towards the nearest opponent at Mario's dash speed. Each orb lasts 2 seconds after it begins it's pursuit, and Specter must wait until they all disappear before he can perform another move. Contact with a purple ball of plasma does3% damage and no hitstun or knockback. The blue spheres do 9% damage and light knockback each. Short starting and ending lag. Medium priority.

Like the above, Specter's Side Special gives you time to fully charge this move. In addition, it discourages opponents from simply running up and taking the pathetic damage from the purple orbs and preventing the stronger blue versions from appearing. If you don't have the Barrier up, try to keep a 1 Stage Builder Block distance as you charge and stop when you release, letting them run into the blue orbs.

Up Smash ~ Charge Blast:

Specter raises his hand above his head, and a blue orb of energy the size of a Pokéball appears. The orb grows as he holds the pose, to a maximum size of a Crate. He flings the ball forward, which moves at the speed of Ganondorf's run and descends at a rate of 1 Stage Builder Block every 2 seconds. The orb grinds into the ground/wall it makes contact with, shrinking at the rate it grew. While the orb is stuck in the ground, it sends a shockwave along the ground every second that moves at Ike's run speed and travels up to 2 SBBs. The orb itself does 20~35% damage and medium knockback, while each shockwave (1 for every second of charging) does 6% and flinching knockback. Very high priority. Long starting and ending lag. Maximum charge time of 4 seconds.

A quick, uncharged version of this can force foes away, via knockback or the massive priority. With the time this buys him, Specter should use his Neutral Special or Side Special. While on the offensive, use a monkey (or several) from the Neutral Special to deal a lot of hitstun or serve as a distraction as you charge this attack, then let loose with a fully charged verison. The moment Specter recovers from the lag, he should immediatly start charging another ball of energy or, if his loyal monkeys have fallen, follow up with an uncharged version or a low lag move.

http://www.youtube.com/watch?v=eSP4QA3oQyw
Neutral Air ~ Warp:


Specter glows for a brief time, then vanishes. As the player moves the analog stick, where he reappears moves at the speed of his normal aerial movement in that direction. After 1.5 seconds, Specter reappears at the selected location. This does no damage, and Specter suffers from very long starting and ending lag. Specter performs the teleport even if hit during the starting lag and takes no knockback/hitstun until he teleports, but cannot move until the teleport ends and still takes damage. If touching an ally while using this attack, they teleport along with Specter.

This has too much lag to serve as a recovery, but it's an anti-gimp, an escape, and a potential mind game, tricking the opponent into thinking you're retreating and teleporting forwards as they adjust their position can come in handy. It can potentially rescue an allied monkey that got thrown by a meaty enemy, but that's a rare bonus and not the intent of the move.

Forward Air ~ Laser:

Specter lazily raises his finger, which has a small spark of energy on the tip. He points forward, creating a beam of energy. The laser lasts as long as the A button is held, and the player can slowly aim the laser with the analog stick. This attack has a shorter duration but does more damage the higher Specter's damage is (capping off at 100%). The laser has a reach of 2.5 Stage Builder Blocks and does 13~18% damage and above average knockback, but it's range and knockback steadily drop at a rate of 1/5~1/3 per second until the laser disappears entirely. High priority. Medium starting and ending lag, but the ending lag is doubled if the duration runs out.

This attack should be used in short bursts at long range. If you want to rack up hits, get close and be very careful not to overdo it or you'll be punished for it. This attack has no real special abilities, simply working as a KO move late into a stock and a damage racker early on. While you can damage rack with it later, it's too risky to try unless you're out of options.

Down Air ~ Explosive Retaliation:

Specter's decent halts, and a faint blue aura surrounds him. After 3 seconds of charging, he releases the energy into an explosive burst, hitting everything within 3 Stage Builder Blocks for 35% damage and high knockback in the direction they touched the sphere (i.e. touching the top sends you skywards). The burst lingers for 2 seconds and Specter enters free fall instantly. For the next 3 seconds, his landing lag, starting lag, and ending lag is doubled and his movement speeds (air and ground) are cut in half. Transcended priority. Long starting and ending lag.

N00b bait at it's finest. It's exceedingly powerful if it hits and has a great range, but it's so easy to punish that it's use is limited to cornered or immobile opponents. Send the opponent flying, wait near the ledge, then start it up as they close the distance. Still, you'll have to deal with gimped stats for a short while and the opponent will respawn shortly afterwards, so be ready to run. The slower and less likely they are to KO you back afterwards, the better the target for this. If nothing else, it allows Specter to stall in midair for a great deal of time, ensuring that the opponent will hit the bottom boundry first.

Back Air ~ Scatter Shot:

Specter teleports 1 Stage Builder Block back and creates a ball of white energy in between his hands. After 1.5 seconds of charging, Specter performs a hadoken motion and the energy breaks into five Pokéball sized spheres that fly in random directions away from him. The energy moves at the speed of Ike's run and does 9% damage and flinching knockback. If there are any copies of Specter from the Down A, they will drop whatever they're doing and copy him. Unlike other moves, any copies of Specter who use this attack when he does do damage and knockback as if they were the real deal. Low priority. Medium starting lag and short ending lag.

This is a fairly safe move. Decent range, little lag, and the ability to cover plenty of space with the Down A in effect are the main highlights. Unfortunately, this does little damage or knockback, is fairly easy to evade, and doesn't hit opponents behind Specter as often as a Back Air should. This is used when jumping backwards to retreat from a foe. As a move, it's alright; but as a Bair, it sucks.

Up Air ~ Missile Launch:

If Specter is not on his throne (from Up Special), it appears underneath him for the duration of this attack and disappears after wards. A slot on the back of Specter's throne opens, and four missiles shoot out of it and off the top of the screen. A targeting recticle one Stage Builder Block in size appears on a random platform in a random position for each missile that made it off screen. After 1.5 seconds, the rockets fall from the top of the screen towards each target, exploding with a SBB sized blast radius on contact with anything. The blasts do 20% damage and above average knockback. High priority. Medium starting and ending lag.

When already on the throne, spam this as you close in on the stage. The missiles make it difficult to land a Down Aerial (which have a habit of being gimps) on Specter and with luck will chase away a ledgehog/camper as you get close. As an attack, it's too random to be of any use other then applying pressure.

http://www.youtube.com/watch?v=Sw-5GeVqCFw

Grab ~ Psychic Hold/Hold on:


A small blue aura appears in front of Specter, expanding from him to 1 Stage Builder Block away. If an opponent enters this area, the mist surrounds them, binding their arms, legs and midsection. Specter crosses his arms and wags his finger at them for walking into his grasp so easily. Long duration, leaving Specter open to attack for a while, but massive reach. If there aren't any opponents in range and a monkey is within arm's length of Specter, he'll grab them by the shoulder instead and hold them where they are. Specter can hold a monkey indefinitely, while his grasp on opponents has the average duration. Long lag if you miss.

This grab is a fantastic anti-approach move thanks to it's reach. Unfortunately, that blue aura gives attentive foes a warning. On the bright side, this lets Specter put his minions to use in new, unique ways.

Pummel ~ Monkey Fist/Shield:

Specter runs up to the opponent and strikes them with rapid punches. Each punch does a mere 1% damage, but Specter can hit 1 time per button press, allowing for massive damage. If Specter is holding an allied monkey, however, he will hold them in front of himself like Peach's Neutral Special, the monkey taking all the damage for as long as the A button is held or until it's Stamina runs out, at which point it vanishes like normal.

A button masher's wet dream or an obvious ripoff of Peach's Neutral B? You decide!

Forward Throw ~ Monkey Missile:

Be it human or monkey, Specter thrusts his pointer finger forwards and the grabbie is sent flying by a psychic burst of energy. The thrown foe/monkey flies straight forwards with medium knockback, doing 12% damage and medium knockback to anyone they hit until they bleed off the momentum. If the throwie is one of Specter's allied monkeys, it takes no damage. Otherwise, the throw does 16% damage. Short starting lag and medium ending lag.

A quick, unexpected attack to deal with would-be opportunists trying to attack while you consult your loyal ally. This is also a reasonable throw to use in a FFA match, damaging two opponents for the price of one.

Down Throw ~ Hold Still/Defender:

"Hold still for a moment, won't you?" Specter taunts the foe as he holds them flat against the ground with his powers. He cannot move and the opponent is pinned to the ground for double the remaining duration of the grab. Specter can attack during this time, but his attacks do no knockback or hitstun for the duration of this effect. When the duration ends, Specter falls back onto his rear, panting loudly from exertion for 1 second for every attack he used during this effect. The opponent will be lying faceup/down, depending on which way they were facing when grabbed. Long starting and ending lag. No damage.

If holding an allied monkey, Specter creates a barrier around it as he would in his Side Special. The shield protects the monkey from all attacks, and lasts until 7 seconds pass, it's hit by a move with greater priority, Specter is further then 2 Stage Builder Blocks from the monkey, or Specter removes it by performing this throw on it again. Moving into the background via Up Special also disables the barrier. Touching the shield deals 10% damage and medium knockback to the foe. Medium priority. Long starting and ending lag.

An amazing damage builder, designed for your enjoyment. Use the Up A and move the cube so it's touching the opponent, and watch as it hits them repeatedly. This combination also cuts back on the total ending lag a great deal. Of course, it won't serve as a constant stream of damage thanks to the invincibility frames during the foe's flinching animation, so you can't make their damage skyrocket to 999% or anything broken like that.

The ally boosting version of this is throw grants you a portable shield and makes your monkey even more annoying then usual. Stay close and use Specter's quicker moves like the Neutral A to support your comrade. It's main drawback is having to stay close to the monkey or lose the benefits of this move. If you find yourself relying on your monkey, then use this.

Back Throw ~ Item Snatch:

"Mind if I borrow that?" Specter pulls any item the grabbie has into his grasp. If the grabbie is an opponent, he'll casually flip his hair and shake his head, then fling the foe over his shoulder using his powers. 15% damage and above average knockback. If the target is not an opponent and has no item, Specter simply lets go. Long starting lag if the grabbie is an opponent or has an item, very long starting lag if both, and no lag if neither. No ending lag. Specter can't take Dragoon parts or a Smashball from his opponents in this way.

If the opponent's giving you hell with an item, you can return the favor with this. Did your monkey grab an item you were gunning for? Take command and snatch it from them. Items like the Fire Flower and such give him access to a low lag, low risk attack that he desperately needs. While not a bad attack on it's own merits, the other throws are much better options if the grabbie doesn't have an item. If you need a quick heal, use the Neutral A on a summoned monkey until it's "Lunch Break" move is the only one it an use, then snatch the stream of bananas for yourself. You can also grab "Snatch"ed items for yourself, keeping the opponent gimped until you're hit.

Up Throw ~ Cage/Lift:

Specter snaps his fingers. A bubble of energy materializes around the foe, sealing them inside. Specter mocks the grabbie, "How's it feel to be the one who's trapped?" The cage rises off the ground and into the air at the speed of Mario's walk, heading to the top boundry. The cage itself has stamina equal to 1/3 the grabbie's damage and takes damage from attacks inside and out. Specter cannot perform his Standards, Aerials, Smashes, Grabs, or Situational while within 2 Stage Builder Blocks of the cage. Instead, pressing the A button creates a surge of electricity inside it for 8% damage to the opponent. Long starting and ending lag.

If holding an allied monkey, the monkey will lift Specter over it's head and act as a platform for Specter to attack from or leap off of until Specter moves off. Short starting lag and no ending lag.

Best against high damage heavyweights that prove too resilient to KO with other means. A quick damage racker or a stalling tactic is how this throw will be used most of the time. As a damage racker, it's inferior to the pummel and down throw but safer then either of the two. There is little call for the monkey interaction portion of this move. If you need a little boost to reach a high up platform/item/foe or you're about to get hit in the face by an attack, you can switch places with the monkey.If you grab a monkey by accident, this is the best way to get out of the grab thanks to it's nearly non-existent lag.

http://www.youtube.com/watch?v=a9l31Qpcnq4

Rising Attack(Lying Face-down) ~ Shunt:


Specter raises his hand, and any opponent within 1 Stage Builder Block of him are shoved back a set 1.5 SBBs. All projectiles within range are reflected. After, Specter leaps to his feet. Very short starting and ending lag, but does no damage.

This, and the rest of Specter's situationals, are tailored to preventing everyone from taking advantage of Specter's state. By forcing the opponent away, Specter has enough time to run to relative safety. This does better on slower opponents, while it's smarter to roll away from faster fighters.

Rising Attack(Lying Face-up) ~ Acrobatics:

Specter pulls his legs in, then leaps from his sitting position. He lifts 1 Stage Builder Block into the air and 1.5 SBBs forward, flipping until he gracefully lands on the ground. Specter becomes a hitbox moving at Fox's run speed that does 12% damage and light knockback on contact. Enemies hit by Specter receive long hitstun, Medium starting lag and short ending lag. Medium priority.

The hitstun in this move is long enough for Specter to recover from the ending lag and strike with a quick Neutral A if landed near the end of the duration, and enough to guarantee two hits if landed earlier. Sadly, it's fairly telegraphed for a situational move.

Rising Attack(Sitting) ~ Mercy Invincibility:

Specter levitates to his feat, flashing with what platform games refer to as 'mercy invincibility'. For the next 2 seconds, Specter has Super Armor. Short starting and ending lag. Does no damage.

Take advantage of the invincibility to use one of the Specials or beat a hasty retreat.

Ledge Attack(99% damage or less) ~ Swap and Drop:

Specter seizes the nearest foe within 1 Stage Builder Block of himself, levitates himself up off the ledge and the moves victim below, then stomps down with all his might. The opponent and anyone else who get caught under Specter takes 10% damage and below average downwards knockback. Specter steps onto the stage, grinning from ear to ear after. Medium priority. Very long starting lag and ending lag. Specter will levitate onto the stage and go through the motions even if he didn't catch a foe, making this very punishable.

Specter can potentially KO using this move, but the very long lag leaves him open to retaliation from the foe in the form of an Up Aerial if they're close enough to be pulled under Specter at the beginning, or if he misses. It's a surprisingly efficient way to KO early on, but requires great risk on Specter's part.

Ledge Attack(100% damage or more) ~ Banana Peel:

Specter very discreetly places a banana peel on the ledge 0.2 Stage Builder Blocks in front of himself. If the opponent runs or dashes over the peel, they slide over and off the ledge. The peel lasts 3 seconds before vanishing. Specter will never slip on his own banana peel. No starting or ending lag and very short duration. Does no damage.

A quick surprise like the above, but serves as a very safe setup for a gimp instead of acting as a very risky KO move. Opponents will have to advance slowly if they don't want to risk slipping, so anyone without a very long reach can't rush over and knock Specter off the stage.

=S= !!FINAL SMASH!! =S=
=M= Ape Escape! =M=


Six monkeys allied to Specter appear in random locations on stage. These monkeys aren't the normal Yellow Pants monkeys, however. These monkeys have individually unique pants colors and abilities, bringing even more mayhem to Brawl! Each has all of Yellow's stats and abilities unless otherwise noted, and share it's Level 5 AI. These monkeys don't count towards the Neutral Special's 3 monkey limit. These monkeys remain until their individual Stamina are reduced to zero, no time limit attached.

First up is the Black pants monkey, sporting a pair of shades and a mean looking machine gun. In addition to the normal attacks the Yellow Pants monkeys have (see Neutral Special), this monkey can fire a stream of 7 bullets in any direction, doing 3% damage and flinching knockback each, with very high priority and medium starting lag and long ending lag. Black can't move while firing, but may stop the attack early if an opponent approaches.

The next monkey is the Red pants monkey, who sports matching boxing gloves and a mean glare in his eyes. He has only 10% stamina, but his attacks have better reach due to it's boxing gloves and do double damage. Red is prone to using the "Fury!" attack more often, and automatically attempts it on the foe after they land a hit (charging towards them at slightly higher then normal run speed first if it has to).

The third monkey of the group is the Blue pants monkey, who wears a nice pair of running shoes and goggles. Blue has a run speed slightly higher then Captain Falcon's, outdoing every Smasher other then Sonic in terms of movement. He can only use the "Monkey Buisness" attack of the Yellow from the Neutral Special, with the added bonus of making foes trip on contact. Like Red, Blue has only 10% stamina. Blue will do his best to run away from the opponent unless there's at least one ally nearby.

Coming in fourth is the Green pants monkey, with an over sized backpack and night vision goggles. Green has half the normal speed of his allied monkeys, and his attacks have double the starting and ending lag. Of course, he has a devastating attack to compensate. Green hunches down and covers his ears as his backpack opens up. a stream of five missiles shoot out from the pack, acting as a mirror version of Specter's Up Air. The missiles do 20% damage and medium knockback, and the attack has long starting and ending lag. Very high priority. All other qualities of the attack mirror Specter's Up Aerial.

We're nearing the end. The White pants monkey is blind as a bat, wearing glasses so thick he can't see anything through them anyways. White has none of the normal attacks his fellow monkeys have. Instead, he lobs small bombs at anyone who runs/dashes within 1 Stage Builder Block of him on the ground (hovering characters like Specter don't attract his attention). His allies will immediately dive out of the way, and will pause to screech at him. The bombs have a blast radius the size of a Smash Ball, doing 18% damage and high knockback, with very high priority. Very long starting and ending lag make White less of an ally and more of a easily avoided stage hazard, but with all the mayhem his allies a causing it's a pain to keep track of him.

Last and most certainly least is the Light Blue pants monkey. Light Blue runs away from foes no matter what, only using an attack when cornered and/or hit. He has a slightly higher run speed then the other monkeys, but other then a mild distraction he has no use. At the very least, Specter can use him in his throws, providing him a barrier to unintentionally smack enemies with as he runs, a nice shield so your more useful minions won't be damaged, or a decent projectile who'll immediatly smash through the opponent they hit as they try to get away.

With these minions, Specter has the advantage of sheer number. Summon three Yellow Pants Monkeys with the Neutral Special, then activate the Up Special to head into the background and rain death onto your foes as they struggle through your allies. Come back in and direct them with the Neutral A, or make use of them with Specter's throws. Perhaps go on the offensive with the help of your comrades, and use them as distractions as you retreat and put up another Barrier. Whatever you do, enjoy the look of supreme annoyance on your opponent's face as they wade through your allies.

http://www.youtube.com/watch?v=Sw-5GeVqCFwhttp://www.youtube.com/watch?v=Sw-5GeVqCFw

Specter has two crippling weaknesses- his pathetic weight and low attack speed. Opponents can KO him relatively early, and they can hit him before he can complete his attacks. Worst of all, his range while good isn't enough to hit faster opponents before they close in. Combined with his only average recovery, Specter doesn't have much staying power from his stats. However, Specter has plenty of advantages. When he does get off an attack, it's very likely to go through and it'll really hurt when it connects. He has a very good air game, able to use Smashes and other ground moves while using his Up and Down Specials. He's the third fastest behind only Captain Falcon and Sonic, and he has ways to protect himself while suffering from lag. Specter is a character of extreames, and inexperienced players will find him harder to learn then other Brawlers.

Specter can't survive in a face to face fight. He needs to use the effects of his Specials to protect himself. Hovering out of reach with the Down Special, calling in an annoying ally with the Neutral Special, putting up a Barrier with the Side Special, and retreating into the background with the Up Special. Specter wants to have as many of these effects active as he can, as often as he can.

With all of his high lag moves, Specter should take to fighting from as far away as he can. This gives you time to throw up another barrier if it falls, or reactivate the Down Special if Specter is hit by a projectile. Of course, there are time's you be trapped or simply caught of guard. The Neutral A, Down A, Down Smash, Neutral Air, Forward Air, and Throws allow Specter to stall, push away, or render helpless opponents until he can reactivate his defenses. If all else fails, fall back on Specter's fantastic run speed to put some distance between you and your foe.

Of course, you can't spend the whole match on the defensive. Your main forms of attack should be the Forward, Back, and Up Aerials. Their range and reasonable lag/duration times make them Specter's safest attacks, while still doing a good amount of damage and knockback. Put in an occasional use of the Forward A, Up A, Dash Attack(with the Side Special active), Forward Smash, Up Smash, and/or Down Smash to avoid becoming too predictable and make opponents reluctant to approach. If you find yourself unable to stop an approach, use Specter's long reaching grab to halt them in their tracks and follow up with an Up Throw or Forward throw to give yourself breathing room again.

If you can choose between the air and the ground, always choose the air. You have much more room to evade in the air then on the ground, and have access to the majority of Specter's moves while anyone who chases will be limited to a fraction of theirs. Specter's lower range moves can be used without sacrificing his safety by staying out of reach and hovering just far enough away to prevent getting hit.

Because of his "Apply defenses, attack, reapply defenses" play style, Specter fares best on larger stages with more room to escape and evade. Smaller stages make it easier for him to KO and reduce safe spots. Moving stages are hectic and provide Specter with plenty of evading opportunities and a possible Spectercide via Down Throw, but give additional risk to his lag heavier moves, giving them a neutral standing with Specter.

http://www.youtube.com/watch?v=WhcDNPF8h1Mhttp://www.youtube.com/watch?v=WhcDNPF8h1M

Fighting Specter is about surviving until his defenses fail, then staying on him until he's KOed. Smash through his Side Special with a high priority attack or wait until it falls, take to the air and sucker punch him while he levitates. KO every monkey he summons ASAP. When you hit him, keep hitting him with low knockback attacks and combos until you can finish him with a high knockback move. Once he can't defend himself, Specter is an easy KO. Just be patient and either block, dodge, or interrupt his attacks until that time.

Try to use characters with great air games or high weight. Specter's default response to being out gunned is taking to the air and letting his variety of options do the work for him. The ability to clip his wings is a boon, as you have more attack options on the ground then in the air. Specter also relies on KOing foes quickly, reducing the opportunities they have to take advantage of his low weight when his defenses fall. Heavier characters drag out the match for him, and in the end you'll do more to him then he can to you.

As for stage choices, anything small will do. With no room to use his Specials and his pitiful weight, Specter is at a big disadvantage. To be honest, there isn't much to say. Get rid of his defenses and he's nothing but a lightweight with really slow attacks and slightly more power.

http://www.youtube.com/watch?v=FD3Hosvjr5whttp://www.youtube.com/watch?v=FD3Hosvjr5w

Specter vs. Metaknight: 30/70, Metaknight's Favor

Metaknight can smash through Specter's shields, go toe to toe in the air, slice and dice his minions, and rack up hit after hit on Specter. Metaknight counters Specter's best defenses and the albino monkey's low weight allows Metaknight to KO him with relative ease. Specter must focus on offense. If his masked opponent gets started, he'll almost certainly KO our megolamaniacal primate friend. Metaknight's weight is fairly low, so if Specter can land a solid hit from his stronger attacks, he can KO Metaknight without worrying about the latter's broken recovery. Summon a handful of monkeys and retreat into the background's relative safety while pummeling away whenever possible. This is Specter's worst match-up, but not impossible if he keeps a cool head.

Specter vs. Captain Falcon: 80/20, Specter's Favor

Inversely, this is Sepcter's best match-up. The Captain's pathetic priority struggles with Specter's barrier, and the albino monkey nearly matches him for speed on land. To make matter worse, if Specter uses his Down Special, there's little Falcon can do in the face of Specter's fantastic air game. All's not lost for the memetic legend. Specter's horrendous weight guarantees that a clean Falcon Punch will really, really hurt. On the off chance Captain Falcon does get through, the match swings to his favor. Until then, it's an uphill battle as he waits for Specter to make a mistake.

Specter vs. Snake: 50/50, Dead Even

A real close one. Snake seems to hold all of the cards. Better priority, good damage an KOing moves, great range, and above average weight and recovery. Specter has one thing going for him, but it's all he needs; his Down Special. Snake's air game is severely lacking, and by fighting in the sky, Specter stays away from Snake's best attacks while having full access to his own. Staying in the sky adds lag to Specter's moves and makes it harder to actually hit, but he's much better off up there then dealing with Snake's smashes. As for Snake, his killer tilts allow him to KO Specter easily if he can get to him before his defenses are put into place, possibly even granting him an early lead. Even without his best equipment he can still take on a psychic monkey.

Specter vs. Mr. Sandman: 40/60, Mr.Sandman's Favor

Sandman will have no trouble at all KOing Specter with his high power blows and hitstun racking, and can beat Specter in the game of attack speed and priority. To add to that, Sandman can really take a beating, which is a headache for someone so reliant on KOing the opponent before their defenses crumble. However, his pathetic jumps and fast fall speed means Specter can stand a chance in the air so long as he's careful not to get hit by Sandman's Up Special, Up Tilt, Up Smash, and especially Up Air (Specter's Down Aerial is too laggy to be of any use against a Sandmanicide), and his bad approach lets Specter camp him to a small extent. Still, the fact that it only takes one slip up from Specter for Mr. Sandman to make him go beddy-bye puts this in the boxer's favor.

Specter vs. Klump and Krusha: 50/50, Dead Even

Even with his high power moves, Specter will have trouble KOing the duo. Klump's high weight makes for a drawn out battle and his meat shie-I mean valued friend and ally, Krusha, nullifies many of Specter's attacks whose lag give Klump plenty of time to turn around. However, the duo have just as much trouble with Specter's defenses as he does with theirs. Monkey allies serve as a nice distraction, interrupting their slow attacks and making it a pain for him to reunite with Krusha. Levitation limits what moves can hit Specter, allowing him more time to try and hit Klump. Specter's defenses are greater, but his lower weight makes him easier to KO when they fail. If Klump is forced to fight alone, there absolutely nothing he can do to fight Specter. Overall, each have an even amount a trouble with the other. A match between equally experienced Specter players and Klump/Krusha players is a nail biter.

Specter vs. Servbot: 55/45, Specter's Favor

Specter and Servbot are very similar- high attack power but easy to KO. The small differences mean everything here. Specter can hit much harder then Servbots and his defensive options are greatly superior, not to mention his great speed. Servbot can hit much quicker then Specter, can control the stage better, and has a much better set of recovery options. The victory goes to Specter for one thing only: Specter's defenses are precautionary and passive. He uses them before engaging and they stay active for a short while. Servbot's defenses are reactionary and require activation. He has to use them right before getting hit or after taking the blow. While this means Servbot can go on the offensive right away, he has to focus on offense. His weight may be better then Specter's, but if Specter hits them with the right attack at the right time they won't even get the chance to recover. Servbot isn't hurt too badly as he can go on the offensive first, but he's still the loser here.

Specter vs. Arche: 50/50, Dead Even

Arche hates hates hates opponents with great air games and Specter has that in spades. He can pursue her nearly anywhere on stage, and off stage she's an easy gimp. To add to the half elf's woes, Specter can use his throne as an offstage platform to keep her within reach, can move through the air almost as well as she can on-stage, and between his Side Special, small size, and high move speed he's an absolute pain to hit. His Forward Aerial can gimp Arche from far away, and her normal defense against thrown objects and projectiles (her Black Hole thingy) won't work as it's not a projectile so much as a really long hitbox. Not even factoring in his Up Aerial, Up Tilt, Forward Tilt, Down Smash, Forward Smash, etc. that, while easy to avoid, gives Arche very few windows to use her better attacks.

All is not doom and gloom for the pink-haired magic user. She's perhaps the only character that can defeat Specter in the air, her attacks smash through his shields and obliterate his minions, she has just as much firepower as he does, and he has even less weight then she does. Technical Up Tilt, Technical Up Smash, Technical Down Smash, Strike Down Smash, all give Specter hell by virtue of his preference for high up areas. It doesn't take Arche much to KO the megalomaniac monkey. While she has to aggro more then she would like for this match, Specter's not much better off. A match between these two will be very bloody, very tense, and very, very short.

Funny enough, these two would work great together in a 2 vs 2 match. Arche can cover for Specter as he gets set up, and he can keep the opponents focused on himself or take the bullet for her with his Side Special so she can just fire away at foes from a range.

http://www.youtube.com/watch?v=ylT7Mf4KtZk
Entrance:
Specter is slouching in his throne, looking bored. He floats off the chair, which then hovers off screen. Floating in midair, Specter flips his hair and smiles cockily.

Result Screen Animations:
Win 1: Good to be King
Specter is seen on his throne, slouching. He's resting his head on his hand, smiling as he savors his victory over his enemies. On either side of him, a monkey is fanning him with a large leaf while the third is holding a plate of bananas up for Specter. He chuckles softly, and mocks the losers. "Oh, come now, what did you expect? You should never have messed with me."

Win 2: Replacements
Specter is hovering lazily in the air, simply relaxing. In the background, monkeys dressed up as the losers perform their losing animations. Where did they go? I wonder if it has to do with that bulging, shaking locker in the background. Y'know, with all the muffled grunts coming from it?

Win 3: Fearless Leader
Specter creates several colorful blasts of psychic energy. When the flashes clear the screen, hundreds on monkeys wearing all sorts of outfits and accessories are in the background with the losers, providing a thunderous applause.

Loss: Sore Loser
Specter crosses his arms and looks away, agitated.

=S= Stage: Saru-3's Remains =S=
The main platform hovers in the air by itself, completely even on the surface. In the background, several large cables and monitors litter the area haphazardly, as if thrown together at the last minute. The screens show multiple tv show parodies starring Specter's monkey minions, flashing between them at random. The main platform itself is fairly thick, the top sporting flat green grates, while the rest of it is a uniform gray. The platform is hollow, and filled with water.

The main platform is 8.2 Stage Builder Blocks wide and 3 Stage Builder Blocks thick, a perfect rectangle. The top of the platform is split into 8 1 SBB sized pieces, with the remaining .2 making up the ledges. Every 5 seconds, 1~4 of the sections will lower into/raise from the water at random, taking anyone standing on them down for an impromtu swim. The sections will twitch for 0.5 seconds before the drop/raise, giving attentive fighters warning. There will always be at least 2 sections above water at any time. The stage has no other gimmicks or effects to it's name, making for a good strait-forward Brawl with occasional twists.

Snake Codec:
Snake: Otacon, am I seeing things or are do you see a telepathic monkey too?
Otacon: A telepathic monkey? Hold on, let me check my files... got it. Says his name is Specter. Specter is an ultra intelligent monkey, who managed to get a hold of a pipohelmet.
Snake: Pipohelmet?
Otacon: A helmet designed to boost the wearer's mental prowess. When he first put it on, he took command of his fellow monkeys and tried to take over the world.
Snake: So he's a monkey who's telepathic and is trying to rule the world.
Otacon: Right.
Snake: *mumble*...Why can't I ever fight a normal person?*mumble* Any suggestions, Otacon?
Otacon: Well, telepathic and genius or no, Specter's still a monkey. He shouldn't be able to take a hit like you can, so wait for an opening in his defenses and knock him out as soon as possible.
Snake: Got it. Thanks, Otacon.

Closing Comments:
Unlike most of my sets, I'm confident in Specter. That's probably because I kept the positive parts of my previous sets this contest in mind while working on him. I see much of Servbot in him, but with the level of polish that went into Wily. In fact, the biggest problem and the biggest advantage I had with Specter was how much like Servbot he was through the Neutral Special, Throws, and Playstyle. I went to lengths to differentiate Specter from Servbot's playstyle and keep him in character, while making sure to avoid the pitfalls of Servbot (bad organization, poorly written playstyle, a mechanic that had little to do with the set, etc). I have to wonder if I went overboard with the move interactions, but I get all gooey when I see the potential for them and it allowed me to fit in "extra" attacks or abilities that fit with both Specter and his playstyle.

As always, good luck to my fellow MYMers and thanks for reading. -UserShadow7989

Updates:
9/19/09: Switched the hard to see purple with red, changed the attack headers to Red and Silve instead of purple. Dropped the "lower speed by 1/3" and "Increase starting and ending lag of moves" drawbacks of the Side Special and Down Specials, respectively, to boost Specter's playability. Replaced the walls of white with a nice Dark Orchid to reduce eye stress, leaving only the note sections uncolored. Dropped the "---"s that split the notes from the attack qualities, as they are somewhat jarring. Switched the bright red highlights with a milder silver. Change the wording of a few attacks slightly to make it more friendly. Cut some extras.
9/20/09: Dropped the highlights and the purple. Fixed the one off-color =S= in the Final Smash's header. Dropped the Italics from the attack headers, switched all the blue with royal blue. Bolded important areas details. Put Specter's Neutral Special's attacks into a quote. Gave Specter some major damage buffs. Minor rewrites to simplify and shorten the long read. Thanks, Darth_Meanie.
9/22/09: Modified the Up Special's means of performing ground moves to match the Down Special's. Rewrote the Playstyle section to be actually remotely useful. Thanks for pointing it out, Junahu.
9/27/09: Swapped the bolding for red coloring, gave the monkeys additional moves, buffed existing monkey moves slightly to make them more useful, and added the effect of boosting the Monkey minion's AI when heading into the background via Up Special to compensate for not being able to direct them. Minor changes to Snake's match-up, and removed a stray bold tag and a stray /color tag. Changed music to be in the entire header instead of just the left =S= .Thanks to MasterWarlord's review.
10/05/09: Fixed a whole **** load of spelling errors.
10/14/09: Modified the Up Special to further differ it from the Down Special.
10/28/09: Added a match up against Arche by Junahu.
10/29/09: Minor footnote added to the end of the Arche matchup. Tweaked the Back Aerial to be more useful and reworded the note section of the Down Aerial.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Specter is a pretty cool moveset; while I tried having a few aerial-based moves on Voldemort, Specter takes this style to a whole new level with his levitating and hovering style. Having defense at close range is another interesting concept for such a light character. The playstyle and move interactions are icing on the cake. I'm not sure I like seeing minions stuck in with such a nice moveset, although it is fitting for his character. Still, this is my favorite of your sets so far. I really hope people will see the worth in them and vote them well this time around.

*waits for more posts*
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Specter
While this is a good effort, I can't say that I'm fully pleased with this moveset. It's an improvement over Akira, but that doesn't mean so much, and it's somewhat in the shadow of Servbot and maybe Wily. You've introduced plenty of positive things, but you're falling back into some of your old habits at times.

The most noticable symptom of this is the organization. This is what scared people off from your MYM5 sets, and it's coming back here. The section headers are a tad strange, and the move headers... are hard to read. Purple is just impossible on the dark SWF background, and this is coming from someone who uses the lighter Smash Blue. Gave me something of a headache, and I'm not sure how purple fits a monkey all too well (ditto for the red highlighting). Also, in the stats it was gray and purple, why'd you stop switching? Seems a tad strange. And as long as we're talking about the stats... it would be good to ditch the outmoded descriptions for statistics. It's also awkward to have descriptions on some of the statistics but not others.

The set isn't too readable as a whole. This isn't only your organization (plus those random ---s for move usages), but your writing style. You're trimming the fat a little too much, and this set feels very impersonal as a result. It's admirable that you're doing this, but it just doesn't work out all too well.

Moving on to the moves themselves... They feel rather strange. All these psychic balls coming out of a simple monkey... I would have personally accentuated the whole minion aspect and relegated the psychic powers to him donning his helmet for a special or final smash. Then again, you can take or leave this advice, as I haven't played Ape Escape.

Now that I'm done bashing you, I do have something to praise you for... The playstyle. It's nothing particularly interesting, but it works. The moves are actually relevant to it, it fits him (As far as I know) and there are no blatant contradictions like in some of your other sets. It isn't perfect, but it's certainly a step up, and I can see you going up from here.

Remember when I said that I was done bashing you? Yeah, I lied. Specter is underpowered. He's basically a heaviweight without weight or melee range, and he doesn't have the recovery to make up for it. Heaviweights are already bad characters in general, and this is worse. He seems to have decent defense, but it still seems easy to slowly whittle away at him.

Finally, there are too many extars. Yeah, for some reason these aren't good anymore; we're going for easily readable now. MW, the former extra master, has retired them, and a bunch of other MYMers are laying them off too. They're quality extras but for some reason people are getting afraid of them.

I'm sorry for bashing you so much, but the reason is that I see quite a bit of potential in you. Specter is marred by underpoweredness and organization, but these things can be easy fixes. The hardest category, playstyle, is something you already have the hang of. Like I said, Specter isn't as good as Servbot, but he's a big improvement from Akira, and I'm sure you'll keep going up from here. I look forward to seeing what becomes of you in Make Your Move 7.0.
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass
Oh **** you. I saw the full-length animated movie the other day, and I totally wanted to make a set for these guys.

Good luck. :)
If you really want to, go ahead. Out of the characters that I listed, they were going to be the last ones that I would make, so feel free to do them instead.

hmm luxord? better get it done quickly. I started a while ago. But Im really slow. and lazy. so go for it!
Eh, I'm the same way... we'll see if I even have time to get to Luxord.

Either way, the first one that I'll be starting will be either Rorschach (Watchmen) or Me (The Human Equation). Any Ayreon fans out there, I'm open to advice for Me.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[size=+2]Specter[/size]

Im kind of not in a mind-frame to pick up anything from Specter, but I will acknowledge the set. I think you edited the headers since I checked this set beforehand, it made the set the set easier to read. I will say at this point that he is an interesting character, and he has the same feel that your other MYM6 sets have as well.
 

Hobs

Smash Journeyman
Joined
Dec 22, 2008
Messages
390
Location
Mississauga, Canada (Hobs crk)
Tauros caught my attention, since I'm doing Scyther. :) OK, I don't have much time, darn the homework, so 1 like, 1 dislike.

Like: Fantastic creativity, especially in throws. Completely in-character, interesting, etc.
Dislike: Maybe not so much a dislike as a misunderstanding... There's these 2 moves... "Tauros-y", but I don't see their real use.

Yeah, Rage bumps a move to killing power and there's SA, but if it only does 1/2 the damage back, you're losing more than you gain (Tauros' actual hit doesn't count in this, of course). Still maybe useful for killing, but you say damage-racking.

Now Eye to Eye, you didn't specify end lag. I'm assuming the opponent gets a free smash if they're that close, probably 15% or more, already negating it. No mention of SA, so you'd get knockback. Seems like you'd have to (1) get back, and (2) chase down your opponent in 3 seconds? :dizzy: I seriously hope I'm underestimating Tauros' speed.

I only have respect for you and your movesets, of course.:bee: Bleagh, procrastination. ^
 
D

Deleted member

Guest
First of all, I’d like to apologise to anyone expecting another massive recap from me. Given my return to an entirely new (sort of) and harder (not really) school, as well as piling up responsibilities, I’m afraid I cannot possibly read every moveset from page 35~ onwards. I have indeed commented on a few in fragments and tried to get through it, but it really does get more and more impossible with each passing day. Hey – it’s not so bad, it’s good that MYM is active and passing an onlooker or two by!

Anyway, I’ll gladly go back and comment on any movesets that are requested, whichever the MYMer or moveset may be. I’m obligated to and enjoy doing so, but I feel this way is also better as most old movesets aren’t really appreciated anymore, neither by the community or their submitters, so any advice I give is usually meritless on those. However, there am some who care and therefore, I feel a request system is in order for them. No more epic ketchup I’m afraid!

I have, however, been able to catch up on a few recent movesets and plan to keep up with the thread from now on. First off, a comment on King Hippo I wrote long ago.

King Hippo: A very awesome moveset in every way possible. King Hippo is potentially broken with his heavyweight status coupled with his super armour mechanic, but he sort of evens himself out with his weak belly. This, among many other things like the quotes – which are homage to his NES appearance, font and all – make for a presumable moveset for Hippo that could probably not be matched by anyone else. If he were to be in Smash, this is certainly the way I’d like to see him there.

The organisation is super chic, clean, the writing style easily readable, to the point, but not too detailed and the lack of images isn’t so bad here, due to the tremendous things I mentioned just now. The playstyle is incredibly deep and thoughtful, the combos you list out are helpful, but it is as you say, there are an infinite number of combos. I particularly like how demonstrative you are in King Hippo’s playstyle and great match-ups, he seems to fit magically. My only complaints are that some of his moves are a little to acrobatic for a massive guy like King Hippo, he is somewhat broken what with his super armour, heaviness, combos and knock out potential plus, as MW said, the “super attack,” while very appropriate and simple, is not described as well as basically every other move.

And there you have it; amazing effort on the guy, extremely good output and unquestionably one of your best in being well-rounded. Its one big vice is its out-of-character gymnastics, but I feel it’s a slightly unfair criticism given that you already were pigeon-holed into making the character be aerial whatsoever. It’s a good compromise in comparison to putting in another mechanic that would make Hippo more appropriate.

Bubbleman.EXE: The first of hopefully many request comments.

Firstly, I love the organisation. The font is very Ocon in terms of being readable, inviting and there are plenty of other great design choices. There’s nothing quite as mellow as this shade of blue.

The moveset reminds me of Vaporeon quite a bit. The use of traps that mindgame an opponent is an intriguing one, but here, it’s less about hiding as one of the traps and more about summoning alike ones for the win. The bubbles specifically remind me of puddles, except with obvious shortcomings and advantages in comparison. In all, I really enjoyed their usage and the way Bubbleman.EXE plays, floating around up there, it’s a concept I can embrace wholeheartedly.

Even the final smash is very similar to Vaporeon’s! This isn’t a bad thing either – I love less is more movesets and this set fits the build perfectly.

I also very much took pleasure in reading your playstyle. The methodical writing style of it and the rest of the moveset is a marked improvement for you and I do feel that, at this point, it is one of if not your strongest movesets. Mainly, I commend you for making a camping character who isn’t cheap and whom also uses projectiles and traps, it takes true skill to pull this off.

Mr. Sandman: One thing I disliked about this moveset from the get-go was the lack of images and the resort to an old template. This may seem like I’m nitpicking, but I liked the use of images in both Bald Bull and Bear Hugger, in comparison this one feels a lot less reader friendly.

Moving on to things that really matter… As expected, it relies on technical prowess to be complex and have a playstyle. To quote you on Kaiser, you squeeze every inch of potential, this time out of a dry husk of a character. As others have stated, the bolded text is better than ever and this is definitely a basic concept you should carry through with from now on. The technicality at points is a little excessive, though – each move is very unique and commendable regardless, or maybe it’s just that I’m tired with the whole ‘heavyweight combo artist’ genre, especially after King Hippo pretty much perfected the art. So each move is special, but put together they aren’t – hence a very trodden-road kind of playstyle.

The entire PO line of movesets is beginning to get tired, really. Sandman bares too many resemblances to King Hippo, Kaiser and Bald Bull in places, except they feel less inspired. The lack of character is the real killer, which was why I dropped the character before. There’s nothing to love at all about Sandman. You have my admiration for trying where I failed, but I believe that it’s only a half-success.

There’s a lot of good in the moveset, that’s for sure. You have a brilliant amount of captivating moves that are about as on-target as they could possibly be. It’s utterly balanced to my eye, although I’d expect that from someone who has made so many heavyweights. The match-ups are superb and you really do make the best ones. It’s definitely not your greatest and probably my least favourite of your three PO movesets, yet it’s still good. It is remarkable how you churn out the good, Warlord.

Rival Trainer: Wow, gigantic moveset! It would seem like a cheat not to comment on each moveset individually after doing so on the slacking Gold, so I’ll go right ahead.

Chikorita is first up. This is obviously the weakest of the three and rather unremarkable. The specials are really the only thoughtful moves in the set. There really isn’t much to say about this one, besides liking the characteristic cries of “Chika!” implemented here and there, it feels rather elementary with all the kicks, magic powers and such. The playstyle is also weak as hell.

Quilava is far more intriguing. The fire archetype is comparable to what was seen in Flareon, but of less high a standard. There does seem to be a, for lack of a better term, hint of ‘Pokémon syndrome’ here and again the playstyle is nothing spectacular, but it works a lot better than Chikorita does. I’ve never liked Sloth-like Pokémon movesets and it is no different here.

In the last Pokémon, Feraligatr, we see the best of the three. He has one or two outstanding moves in the mix, but still, nothing that particularly is worth mentioning; again, very weak playstyle.

In all, I feel your biggest weakness is your lack of proper editing and reliance on Pokémon to further your moveset. Every move relies heavily on the moves from the series and this only results in suffering. Also, you really need to work on your writing style and playstyle – the former being very disjointed and the latter simply not being beefy enough [also disjointed]. Generally, I feel you’d do much better if you took a step back sometimes and looked at your work objectively as a whole, rather than trudging through it.

The organisation is actually decent. I like the image work and the original ones especially, very good work. My only problem is that it’s at time misguided – plain font under arial black looks awful, paragraph after paragraph of plain white font is also pretty meh with how generic the layout of the set is. Before long, it becomes a tedious affair to read your moveset.

There is some serious editing needed here, too. I don’t think it’s that the moveset is remarkably long that made it pass the limit, I think it’s either your options or the amount of spacing you have. Seriously, every opportunity you get, there’s a line gap! Overall, though, it’s a massive step-up from your last work and I’m both glad you’re back and confident you’ll get better in the future, so very much looking forward to more JOE! sets.

Mario Remix: Previewing this was not a comfortable experience for me, as I must feel completely the opposite way to you in terms of what constitutes a meaningful remix of an established Smash character. You demonstrate in this remix that you think it’s about replacing all that is wrong, but my thesis is that you have to completely remake the idea so that nothing remains. I sense this divide originates in your maining of Mario.

There are some other problems with your maining of Mario that pop up. For one, the amount of FLUDD moves is obviously due respect to the gimping abilities of the FLUDD and it is used way too often considering how improper it is as well. It seems like everything hinges on the FLUDD now and it’s ridiculous given how stupid or unimportant the device really is.

It honestly is more a remix of Mario the Smash character than the icon of gaming that it should be which is disappointing. Mario still has a lot of unsapped potential. And again, you have obvious biases for Sunshine and off-key stuff like with the Kuribo Shoe and Dance, Dance Revolution down tilt. Honestly, not great ideas or implemented well. In all, it reads like it was made by a haberdasher, never quite delivering on the promise of remaking Mario, from Mario Bros.

The playstyle doesn’t seem that great, either. The section itself is more a tutorial than playstyle description, there aren’t any quips of insight and the combos desperately need citations to be understood, like in King Hippo [referencing that way too much now]. I also am not a fan of the writing style or organisation, so it’s a poor showing all around, but it’s not terrible. I somewhat like the idea of remixing a competitive Smash character; there’s so much wasted here it’s unbelievable.

It’s comparable to if I remade Ganondorf and based it all around his side special and used all his Twilight Princess material, despite it being his least popular appearance. I would have lost my marbles, and I feel you have with Mario Remix, if only slightly. I still like V-13, though and this is better than Vaati, which I have grown to hate, so it’s not all bad, it’s just that the bad outweighs the good. I may even vote Mario Remix! Nonetheless, keep MYMing and I’ll keep reading. ;)

Kholdstare: What I immediately disagree on is “freezing” – when you have a mechanic, why not just flat out explain it to begin with? It makes sense considering the very first move references it; it feels cheap to expect the reader to go on not knowing even what the neutral special does.

I like the moveset, though. The disjointed feel of the moves seems fitting here as Kholdstare is that kind of weird, outlandish character who makes no sense. The idea of freezing is utilised well, but I still feel Glaceon did the ‘ice’ or ‘snow’ genre better. What I really dislike is the joke final smash, though. It cheapens the entire set.

In a way, Kholdstare is a bit of a trap moveset with all the required set-up and little reward from such high risk attacks. It’s also wholly unbalanced and would be hell to play against with all the freezing, which is where I feel you went wrong – the entire concept of freezing needs to be handled way more carefully than just footnoting it, when the entire moveset focuses on it.

Tauros: One can see the references to MW from the beginning, with the “rage” moves and ‘bull’ idea in general. The red bolding and the organisation also share murmurs of ole Walrod, which I understand given what you’ve said recently about his ‘appreciation.’

I mean, it’s the complete opposite of Little Mac. It is absolutely Smash viable, has no reliance on props and is proportionate with its attributes. There’s room for improvement, but there really is so much more to it than its predecessor. There is absolutely no ‘Pokémon syndrome’ either, which I love you for. It seems now that the rage archetype is all the more popular since Kaiser and Bald Bull, to which end this moveset seems almost like part of -that- movement, which I suppose is the no-funny-business / Sakurai / NFB.

Looking to the thread, I’m pissed that Warlord called this your second [and first real] Punch Out set, as it really does shine as such. There’s no amazing creativity in most moves, but it’s a brave and difficult approach that I respect. You didn’t cave in to the easy ways, you actually made a moveset for a frigging cow, man; I respect that. Your ignorance of Pokémon is very welcome and you really do go as far as possible in making Tauros a tolerable character, although he doesn’t deserve it.

In all, I really like the moveset. It’s a step up in most ways and is different enough from your obvious muses’ works to not be hated like Twilt’s sets. It’s also my favourite of yours since Shanoa! The only thing that keeps it down is, like Sandman, the lack of interest in the character. Bias? Perhaps, but you know my point is true and I wouldn’t falter you unless I really felt Tauros stinks… and he does. There are plenty of fish in the sea, though and I cannot wait for your next moveset, whether it is a donkey, a mule or a MasterWarlord OC. The sky’s the limit.

Specter: First of all, what’s with the purple and bad organisation? It does seem like you’re falling back into your old ways. This “=S=” thing and the italics is just horrible.

He’s already very unique in being a small psychic character. There’s a lot of oddness with his psychic abilities, on equal grounds with Mewtwo. I agree with the notion that it’s a very strange thing for a monkey to do, whatever the reason. It sums up the entire moveset – different, but not always preferably. I would also have liked to see another summon character like Wily, but Specter is… interesting. I’m not quite sure what to think of it, but it’s certainly not bad.

The organisation is horrible, though. You even resort to using a yellow header at one point. What. The. Hell were you thinking? Anywho, good set and keep them coming.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Specter is another set from UserShadow, and its fairly solid. Your indomitable weakness remains organization; this set is difficult to read, even with the edits. Yellow headers, purple text, and explanations that sometimes run short. This is definitely a devolution from the organization of previous sets of yours. I also wanted to specifically mention your habit of specifically bolding only damage; while bolding only damage is fine, bolding the fact that there is no damage is awkward looking. The Neutral Special is especially victim of bad organization, the subdivisions of the yellow pants monkeys attacks are awkward to look at.

On the subject of the actual set itself, its pretty decent. Leviation and Throne seem to accomplish about the same thing, and I feel that having both moves was unnecessary. I would have replaced Levitation with the Down Tilt, but that's personal preference on my part.

I'd complain about the number of moves that are basically different colored energy balls, but I'm planning on posting Nanoha at some point, and I figure that is in character, so I'll let that slide. You didn't do an excellent job of differentiating them though, and your individual moves, especially the psychic attacks, don't seem very compelling. All three of his smashes summon multiple energy balls that behave differently, for example. This isn't bad, but you don't make them FEEL different and special with your impersonal writing style, which hurts the momentum of the reader.

In truth, you, as usual, displayed a great deal of individual move creativity. While the moves may seem rather similar, they all behave differently and you have a lot of different concepts going at once for Spencer. Maybe too many concepts. The Down Air, for example, is a situational move that behaves rather differently than the rest of his moves, and doesn't work towards his playstyle. You have some great moves, like your Bair, a fantastic move interaction, which is shamefully put on such a bad input for the move as the bair.

You also have a very interesting throw game, but the Down Throw when using a monkey is just plain odd, and while creative, is unnecessarily complex. I would have much rather seen this as an extension of his existing side special. Other than that though, kudos for the nice implementation of the monkeys into his throws.

Spencer is also a good bit underpowered, he's very light, slow at attacking, and his damage is pretty low. You've given him an interesting playstyle, I'll give you, and I wish that you had emphasized move interactions more in the set itself. Using Levitation and his Down Smash for example is a nice interaction, but he still feels like there is a disparity between his minion interactions and his projectile game. I feel you could have strongly increased his creativity by focusing more on his minions, where you have more room for creativity and showy attacks, than on his psychic attacks.

This review has been primarily negative, and I don't want it to seem that way. This is an improvement in some ways over Akira, but I don't feel that you're really getting all of your creativity and potential out yet, so I was a little harsher this time. I did enjoy the set in the end, and while it wasn't particularly good, it certainly wasn't bad.
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass
Author's Note: I got tired by the time I started doing the aerials, so I'll be sure to come back to this and put in more detail on everything.

ME




Background Info

The character 'Me' comes from Ayreon's concept album entitled, "The Human Equation". "The Human Equation" is a story about the central character, Me, and his life. He suffered from an abusive father during his childhood, as well as being picked on by bullies. Because of these hardships, he turned into a bully himself, even going so far as to secretly betray his best friend years later. The main story of the album, however, takes place in a hospital bed.

Me is in a coma after crashing his car against a tree. He did so because he became depressed after seeing his wife and his best friend having an affair together. In this coma, he comes face to face with his suppressed emotions: Pride, Reason, Fear, Rage, Passion, Love, and Agony. In order to escape his coma and survive the crash, he must listen to his emotions and go through psychological rebirth. In Smash, he has woken from his coma and must now use his emotions as weapons in battle.

Side Note: In the album, the voice of Me is that of James LaBrie from the band Dream Theater, and because of this, James LaBrie will be the visual representation of Me.

Stats

Power »»» 9
Size »»» 6
Traction »»» 9
Falling Speed »»» 5
Weight »»» 6
Priority »»» 7
Range »»» 4
Recovery »»» 7
Movement »»» 3
Aerial Movement »»» 3

Physically, Me is a fairly weak character. However, he uses his emotions (somewhat similarly to how Olimar uses Pikmin) to increase is power and give him more attacks at his disposal.

Specials



Down Special – Understanding

By searching his soul, Me is able to draw upon the powers of his emotions. When this attack is used, he will summon an emotion. The emotion that he summons depends on what emotions he currently has at his disposal. The list of priority of the emotions (I will explain this soon) goes like this:

Love, Pride, Fear, Passion, Reason, Agony, Rage

Starting off the match, Me will have no emotions at his disposal. Also, when he dies, he will lose all emotions that he has gained. The first time that he uses his Down Special, he will gain Love. The second time that he uses it, he will get Pride, and so on and so forth. He will continue to progress through this ladder of emotions, until he uses one of his other attacks. All of Me's attacks require the use of a particular emotion, and once he uses that attack, he will lose that emotion. For example, the emotion Love is needed for aerial attacks. If he uses an aerial attack while he has Love, he will have to gain Love again via his Down Special before he can use an aerial again (although there is an exception to this, which I will explain shortly).

When using his Down Special, the emotion that Me obtains is ALWAYS the highest priority emotion available. For example, if he currently has Love, Pride, Fear, and Passion, and he uses a tilt (which requires Pride), he will lose the Pride emotion. The next time that he uses his Down Special, he will gain Pride instead of Reason because Pride has a higher priority, and Me does not possess it.

Here is the exception to this rule (well, it's not really an exception, but it changes the order in which emotions are used). For all aerial attacks, either Love or Passion must be present. If only Love is present, Me will use Love for the aerial. If Passion is available, it will be used before Love, even if both are present. Aerial attacks using Passion will be more powerful than aerials using Love. The same is true for Pride and Reason regarding tilts and standard attacks, with Reason being the more powerful of the two. For smashes, it works the same way with Fear, Agony, and Rage, with Rage being the strongest and Fear being the weakest. As a final note, I will say this again: In any given category (aerials, tilts/standards, or smashes), the strongest emotion of the group will be used first. If no emotion for that category is available, the attack will not work.

The actual attack takes half a second plus a quarter of a second for each emotion that Me currently has.

Side Special – Emotional Discharge
This is, like his Neutral Special, a unique attack, this being because any emotion will work with this attack. Depending on the most powerful emotion that Me currently has, this attack will do different things.

Rage: Me shoots a ball of red energy similar in size to Samus' fully charged charge shot. The ball travels very quickly and deals 20% with large vertical knockback. The attack has virtually no starting or ending lag.
Agony: Me shoots a ball of red energy similar in size to Samus' half charged charge shot. The ball travels fairly quickly and deals 17% with strong vertical knockback. The attack has virtually no starting or ending lag.
Reason: Me shoots a star-shaped purple projectile that will home in on his nearest opponent. The projectile does not travel very quickly, but it is guaranteed to hit the opponent. It deals 13% with weak horizontal knockback. The attack has virtually no starting lag, though it has half a second of ending lag.
Passion: Me fires a barrage of 10 tiny yellow projectiles in a cone in front of him. The projectiles travel very quickly, dealing 1% each and very little knockback. This attack has virtually no starting or ending lag.
Fear: Me shoots a ball of red energy similar in size to Samus' baby charge shot. The ball travels at an average speed and deals 8% with weak vertical knockback. This attack has brief starting and ending lag.
Pride Me shoots a star-shaped purple projectile that will home in on his nearest opponent. The projectile does not travel very quickly, and it only exists for 5 seconds before disappearing. It deals 7% with virtually no knockback. Has a good amount of starting and ending lag.
Love: Me fires a barrage of 6 tiny yellow projectiles in a cone in front of him. The projectiles travel very quickly, dealing 1% each and very little knockback. This attack has brief starting and ending lag.

As I said before, this attack will use the most powerful emotion that Me currently has (in other words, the closer the emotion is to the top of this list, the higher priority it has when used in this attack.)

Neutral Special – Emotional Infusion
Me infuses himself with the most powerful emotion he has ready (this has the same priority list as Emotional Discharge). Different emotions produce different effects.

Rage: Me immobilizes his nearest enemy for 3 seconds or until they are hit.
Agony: Me immobilizes his nearest enemy for 2 seconds or until they are hit.
Reason: Me becomes as fast as Sonic on the ground and as fast as Jigglypuff in the air for 8 seconds.
Passion: Me regains 7%
Fear: Me immobilizes his nearest enemy for 1 second or until they are hit.
Pride: Me becomes as fast as Sonic on the ground and as fast as Jigglypuff in the air for 5 seconds.
Love: Me regains 4%

All of these attacks have a large amount of startup lag, but very low end lag.

Up Special – Voices of Humanity​
This is Me's only attack that does not require the use of emotions (except for his down special, of course). The encouraging words of his best friend and his wife helped him to escape the coma, and so they help him in the fields of Smash. Me goes directly upward the distance of Fox's Up Special, then to either side (depending on which way the control stick is tilted) the distance of half of Fox's Up Special. When used well, this recovery can be very useful. However, if used improperly, it is easy to end up underneath the stage.

Standard Attacks


Standard Attack – History's Punch
Recalling his days as a schoolyard bully, Me lets loose a single punch. This attack is virtually lagless, but has sub-par range. Deals 9% with Reason and 6% with Pride.

Dashing Attack – Coward's Roll​
When trying to hide from his father, Me had to learn to crawl into tight spaces. Me curls up in a tight ball and rolls forwards a short distance. This attack has a large amount of ending lag, and it is stopped by shields, making it a pretty terrible attack. Deals 12% with Reason and 10% with Pride.

Forward Tilt – Agonizing Jab
Me had to learn to fight dirty in order to survive. Me jabs forward with his elbow, causing enough knockback to kill at high percentages, at the cost of very low range and a fair amount of lag. Deals 15% with Reason and 11% with Pride.

Up Tilt - Patience​
Me was never in control in his life, and so he needed to learn to be patient, waiting for his opponent to make a mistake. Me briefly goes into a fighting stance. If attacked while in this stance, he will counter the opponent for 9% with Reason and 7% with Pride. Knockback is vertical.

Down Tilt – Furious Claw​
Me needed every advantage he could get in fights, including forcing his opponents to the ground. Me quickly grabs at the area in front of him, tripping his opponent and dealing 5% with Reason and 3% with Pride. This attack has virtually no lag on either end, though it has pitiful range.

Smash Attacks​


Forward Smash – Pain Release
Me focuses all of his pain into a small ball of energy surrounding his fist as he punches forwards. This attack has low range and a high amount of lag, but has the highest knockback of Me's moves. Deals 23-28% with Rage, 19-24% with Agony, and 16-20% with Fear.

Up Smash – Spire of Suffering​
Me channels his suffering into a tower of energy that he projects above him. The hitbox is the height and width of Mario, which is above his head. This attack has very low lag for a smash attack. The downside is that it only hits foes that are above him. Deals 21-27% with Rage, 17-22% with Agony, and 13-19% with Fear.

Down Smash – Tornado of Torment
Me concentrates all of his memories of torment, manifesting them into a tornado that encases him. Visually, this is somewhat similar to MetaKnight's Neutral Special. This attack has very low startup lag, but a painfully large amount of ending lag, allowing for lots of punishment if you miss. However, if it does hit, it will deal powerful horizontal knockback at the same angle as Mr Game&Watch's Down Smash. Deals 22-27% with Rage, 20-25% with Agony, and 17-21% with Fear.

Aerial Attacks


Neutral Aerial - Hearty Eruption
Me curls into a ball and starts to glow pink. This attack has incredibly short lag on both ends, and it has a surprisingly good amount of knockback, though its priority is awful. Deals 9% with Passion and 7% with Love.

Forward Aerial – Heart-filled Assult
As cheesy as it sounds, Me produces a large pink heart in front of him, dealing very large damage and knockback. Coupled with relatively long range and decent lag, this is probably Me's best aerial. Deals 15% with Passion and 10% with Love.

Back Aerial – Back Smack​
Me infuses his arm with his emotions and smacks downward with his elbow, meteor smashing anybody that is hit with the sweetspot (his elbow). Low range and decent lag. Deals 11% with Passion and 8% with Love.

Up Aerial – Soaring Uppercut
Me uppercuts the area above him, dealing strong vertical knockback, enough to kill at medium-high percents. Pretty high range and low lag. Deals 12% with Passion and 10% with Love.

Down Aerial – Daring Divebomb
Me curls into a ball and shoots downward towards the ground quickly. This attack has lots of ending lag, especially if you hit the ground before the move is over. Deals 16% with Passion and 13% with Love.

Throws

Pummel – Emotional Charge
Me thrusts his emotional powers into his target, dealing 1% for each emotion he currently has.

Forward Throw - Toss
Me's throws do not make use of his emotions, making them pretty weak. Me attempts to throw the foe forward, although he can not throw them very far. Deals 5%

Back Throw – Suplex
Me weakly suplexes the enemy, similar to Snake's back throw, but weaker. Deals 6%

Up Throw – Lift
Me lifts the foe into the air and throws them up lightly, allowing them to be combo'd. Deals 2%

Down Throw - Slam
Me slams his foe onto the ground, dealing 7%

Final Smash – Loser!
Me summons up his entire hatred for his father and releases the energy, devastating his opponents, dealing 45% to all of them and pushing them a large distance away from him. This energizes him with all of his emotions.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
ME


Well, welcome to MYM. Your set is definitely a newcomer set, your organization is lacking (Bold your headers, my friend) and your details are incredibly sparse. Usually you should explain priority, damage, range, knockback and lag in your moves, you don't always.

Second, while you have an interesting idea for a mechanic, it doesn't translate very well into his moves; they're all lackluster, and besides the implementation of emotions, the inidividual moves themselves are all very generic. He's also horrifically underpowered, needing at least half a second to get even a single emotion. It takes two seconds to achieve Rage, over twice as long as a Falcon Punch. His damage and knockback are not nearly high enough to get away with that, and he has no way to get space to use those moves.

Also, he suffers from something called "magic syndrome". You gave him a lot of moves like his energy balls and hearts that are just weird, and are loosely justified by his ability to do things with his emotions. This set would work out a lot better if his abilities were more consistent.

Continuing on, he doesn't really have a "playstyle". Yes, he has his mechanic, but it doesn't translate well into how he plays. For example, this set would be ameliorated greatly by giving him moves to give him space in order to increase his emotional state, or designing it so he moves up through the emotions as he battles, so that he'll have damage building moves early on, but with higher emotion he'll have more KO moves.


Now understand that you're a newcomer, and that besides that, this set shows that you have a lot of potential. You have a lot of humor, and I can see you coming up with some good ideas. What I will most strongly recommend is that you read other, well-received sets to help you get an idea of expectations, and make sure that you focus on increasing creativity and working things out. Also, making sets is hardly something you do in one sitting; save your work and do it in several sessions, it gives you more time without pulling your hair out and lets you review your work more easily.

Welcome to MYM, and good luck with the set making.
 
D

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Me: Honestly, I just don’t get the appeal of this character. I actually listened to some of this music on YouTube and was laughing my *** off at how piss poor it is and the storytelling therein is a joke. Some stoner dies and has to fight the seven deadly sins, but modified for the ‘sensitive’ generation – it’s either corporate spiel or nonsense. Is it the music that is appealing or the man himself or…? If you wanted to pick a random rocker, you definitely have been scraping the bottom of the barrel, peeup.

The down special is as mechanical as one can get. However, the way you describe things makes it hard to follow. In particular when you talk about priority – you should really have saved talking about this kind of thing to when it actually matters, as mentioning off-hand, “all the tilts use up pride,” only turns this tapestry into a mesh. That last paragraph is just frigging hell to read.

Fortunately, the rest of the moveset isn’t so confusing. However, everything else is either generic [punches and facking claws] or has major magic syndrome; Me shoots laser beams or other random crap that just makes my head ache like you wouldn’t believe. By the end of the set, you lose all detail and it really rounds down to about a sentence per move, which is disgraceful.

The colours used are not abominable, so it’s not all negative. I like the concept of having so many moves, but not when each is so similar, especially when the mechanic behind them is so elongated. As I always say with these types of sets, LESS IS MORE. You don’t need five+ variations of every move when they’re all the same – create a few good concepts and role with them. Heck, if you made moves introspective of the currently used sin, this moveset could have been a lot more complex and could have had a playstyle!

As it stands, it’s obvious you’ve been away for a while, so it’s understandable that you’re still stuck in the past. I recommend reading some recent movesets to get an idea of the standard nowadays. Welcome back!
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass
Lots of words.
Lots of words.
Thanks for the criticism. I haven't really submitted a really good moveset since MYM3 or 4, so its definitely true that I have to add a lot more detail and better organization and more original attacks. I appreciate you guys not sugar-coating it, because now I really know that my older models just don't work anymore.

Edit: Smash Daddy, you must be crazy if you don't like The Human Equation. Listen to Day Sixteen: Loser... its the best song on the album IMO. Days ten and eleven are also really good, but not as good as sixteen.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Me looks like a nice moveset concept, but the magic syndrome and long-winded style really made it hard to read. It starts out really droning, but then decreases to about one sentence per generic move. I think the mechanic is interesting, but I'd really consider reading a few recent sets and adjusting the moveset accordingly.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Me is... a strange moveset, to say the very least. The character feels utterly bizarre, but I guess that's just a part of him being from a bizarre album. Huh. You show potential, but like BKupa, I reccomend looking at some other sets to see what the standards are.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
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Location
Toxic Tower
Kaptain K. Rool
http://www.youtube.com/watch?v=Ee3mcjt3GD8

After being defeated by the Kongs at the end of the original DKC, K. Rool was furious. Fueled with vengeance, he led the Kremling Krew in an attack of Kong Island, kidnapping DK and holding him hostage on Crocodile Isle, thus setting in motion the events of DKC2. Sometime prior to his assault, the Kremling Krew underwent a drastic change, swapping from military gear to pirate accessories; particularly loyal Kremlings even amputated limbs to fit in with this theme. Although K. Rool himself altered his persona to that of a pirate captain (don't believe those deluded fools in Japan; his costumes aren't his brothers), he is, ironically, the only pirate Kremling who doesn't behave in a stereotypical pirate fashion (he has no accent, doesn't sword-fight, etc.). His weapon of choice is a massive blunderbuss, capable of firing out deadly cannonballs, among things. K. Rool really lives up to his name as a kruel Kaptain, even torturing up a tied-up DK in front of Diddy and Dixie Kong.

Headers contain music.

~ ~ ~ Stats ~ ~ ~


Weight »»» 9.5
Size »»» 9
Power »»» 8
Fall Speed »»» 7.5
Priority »»» 7.5
Range »»» 7.5
Comboability »»» 6.5
Attack Speed »»» 5
Aerial DI »»» 4
Traction »»» 3
Jumps »»» 2.5
Movement »»» 2.5
Recovery »»» 2
Abilities »»» Tether

So, we've got another heavyweight villain. Kupa, can't you branch out at all?! Well, Kaptain K. Rool has many attributes of the generic heavyweight, but he has several intricacies that differentiate him from many existing heavyweights. As you may have guessed, K. Rool can combo pretty darn well with his blunderbuss. His KO moves aren't that plentiful at all, but he easily deserves his high power stat from their incredible strength. K. Rool can be royally screwed if you close in on his large size and get him offstage; his emphasis on bad recovery and slow speed is more pronounced than most heavyweights out there. K. Rool has two projectiles that can defend him from this, but in order to succeed, he must rack up damage and finish his opponent off before they can do the same to him.

~ ~ ~ Moveset ~ ~ ~
http://www.youtube.com/watch?v=oKiD7Q_b9sk

Neutral Special - Kannonball
Kaptain K. Rool fires forward a Kirby-sized cannonball at the speed of Mario's dash, with barely below average lag on both ends. The cannonball is affected by gravity, falling to the ground after traveling half the distance of Battlefield (K. Rool can charge the move for slightly more distance, but he has slightly more ending lag when doing so). Foe who hit the high-priority cannonball while it's being fired take 10% and average knockback that can KO at 165%; however, the more major use of the move occurs when the cannonball lands.
[ 10% ]



In this case, the cannonball grows spikes, resembling the Unira item. Anyone (including K. Rool) who comes in contact with it takes 11-12% and moderate knockback that can KO at 145%. K. Rool can have up to two cannonballs onstage at a time; if he tries firing a third, his blunderbuss will backfire in his face, dealing 5% and stunning K. Rool for a second. Cannonballs last a rather impressive twenty seconds; fortunately, K. Rool can move them around with Down Special for a bit of defense and several mindgames. Good for him; otherwise, the move's lag makes it quite difficult to use as a regular projectile.
[ 11-12% ]

Side Special - Kloud
K. Rool fires forward a Wario-sized blue cloud at Dedede's dashing speed. The cloud can be dispersed rather easily, but K. Rool has surprisingly low lag here; be careful, as you could easily be caught off-guard by a cloud. Foes who hit the cloud get a blue tint, freezing in the middle of whatever action they were doing and taking 4-5%. Mashing out takes the effort of escaping from an ice block, but the victim can be attacked during this time; however, like Melee DK's Headbutt, they can't be knocked out of their frozen state.
[ 4-5% ]

This is a fine and dandy projectile (better as an actual projectile than Kannonball), although it isn't as strong as K. Rool's Neutral Special. K. Rool isn't limited to freezing his foes, though. Oh no, he's got to take advantage of his other boss fight status effects too. By tapping in an extra move input during K. Rool's startup lag, the cloud he'll fire will be red. This cloud deals 4-5% and slows the victim down for five seconds. Be sure to take advantage of them and start a combo during this time, if you can.
[ 4-5% ]

Finally, by double-tapping the input during the startup period, K. Rool fires a purple cloud. These babies reverse the victim's controls for five seconds, knocking them slightly backwards like Cape in the process. The victim also takes 4-5%, although it's the status effects you'll be using the move for, not the damage. Not only can foes be confused into running right into a potential combo, they can be gimped if they would barely grab the edge. These secondary clouds are just as useful as the default blue one; they don't even add to the startup time, so fire away! Only one cloud can be out at a time, though.
[ 4-5% ]

Down Special - Suction Pull



K. Rool aims his blunderbuss again, but instead of firing a projectile, begins sucking in air. The range of the suction is close to double that of Dedede's Neutral Special; the gun's suction as about the same pull as Inhale as well, being able to be held out. K. Rool has above average startup lag, with a low amount ending. He can cancel the move into F-Smash, but this is quite laggy. The suction on its own deals no damage, but if a foe is pulled into the gun, K. Rool has a variety of options for damage-building.

With a foe in his gun, K. Rool can use his Neutral or Side Special to launch the foe out. This sends them in the same direction of the input's projectile, at the same speed, dealing 10% in the process. Because this can't really KO on its own, try launching your opponent off a boundary. While sucking, K. Rool can tap the opposite direction for the suction's pull to turn into a push of the same force. This can gimp foes who trying to recover. If you tap Down B with a foe in the gun, they're launched out by this push, going even further than the above option, although taking no damage. K. Rool can jump off and gimp the foe in this manner, or simply jump off the edge for a K. Roolicide. However, the foe can escape with the difficulty of Inhale; hurry up and choose already!
[ 10% ]

K. Rool can use this move as a fair defense against campers and items as well. You can pull in items and projectiles to take them out of play; if you pull in an explosive, the gun backfires, dealing 5% to K. Rool and stunning him in a cloud of soot for a second. The move's lag makes this slightly dangerous to use, but if you're facing a ranged foe like Falco, by all means go for it. K. Rool can also pull in his Neutral Special cannonballs, although these fly into the gun in a slow whirling circle shape, taking a while to reach the gun. This can easily be punished, although it provides a wall of defense in front of K. Rool. K. Rool can re-fire the cannonball to reposition it, should the projectile reach the gun. Lots of mindgames stem from this moves various uses, making K. Rool's unpredictability terrifying to face.
[ 11-12% ]

Up Special - Ball & Chain
K. Rool aims his blunderbuss upwards, as a spiked cannonball comes a bit out of the gun, attached to its inside by a chain. Tap the input again, and K. Rool will shoot the 'ball & chain' upwards for a tether recovery. This has the range of only three Pikmin, having double the lag of Vine Whip on both ends as well. Before tapping in this second input, though, you can circle the Control Stick around like with Sheik's Chain.

Although each swirl takes a laggy half second, it increases K. Rool's tether range two Pikmin's distance for each swirl. K. Rool is extraordinarily punishable when recovering, despite having nice tether range potential. Foes who hit the high-priority spiky ball take 11-12% and moderate knockback that can KO at 145%. Although K. Rool can be gimped with little to no effort by nearly every character, foes should be somewhat cautious of being stage-spiked by the ball. Now that would be just humiliating!
[ 11-12% ]

~ ~ ~ Basic Attacks ~ ~ ~


Basic Combo - Gunpowder
K. Rool quickly turns his blunderbuss around, as if aiming at himself; however, this is not the case, his he fires a black cloud of gunpowder out of the gun's backside. The cloud is about the size of Wario, dealing multiple light hits to foes who walk into it during its three second duration. K. Rool has a bit of startup lag on either end of this move, but the cloud's moderate priority can block some projectiles. The cloud can deal from 1-12% to foes who are caught in it, dealing below average knockback that KOs at 190% on the last hit. K. Rool can only have one cloud at a time; otherwise, he'd be able to overlap clouds to build unholy damage. Still, gunpowder can serve as a mix of offense and defense, making it an ideal move to use.
[ 1-12% ]

Dash Attack - Rocket
K. Rool aims his blunderbuss behind him, firing out a small stream of fire to propel himself forward at double his dashing speed. K. Rool has little lag on either end; he can rocket forward as long as he wants (sorry Junahu), but if he rockets for more than a second, the ending lag becomes moderate. There are two hitboxes to the move; the fire and the rocketing K. Rool himself. The fire has below average priority, dealing 7-8% and moderate backwards knockback that can KO at 135%. Its awkward hitbox behind K. Rool makes it difficult to land, though.
[ 7-8% ]

K. Rool has rather high priority, but he can still be knocked out with little difficult, due to his large size. Contact with him deals 14-15%, but only trips the victim. Although this may seem like an awful move, due to its close range and no KO potential, K. Rool can just stop rocketing and begin a combo on the victim. Definitely an amazing follow-up move. Just don't hit them after holding out the rocket for too long; also, watch out for get-up attacks!
[ 14-15% ]

~ ~ ~ Tilts ~ ~ ~


Forward Tilt - Barrel
K. Rool fires a barrel slightly smaller than Kirby from his blunderbuss; it moves forward one-third of Battlefield at Mario's dashing speed before vanishing. The barrel has rather low priority, but K. Rool doesn't have a whole lot of lag on either end; he can send out multiple barrels at once as a little wall of defense. Foes who hit a barrel take 7-8% and barely below average knockback that KOs at 185%. Although this is more of a close-ranged projectile than cannonballs or clouds, it can still help K. Rool out decently enough.
[ 7-8% ]

Down Tilt - Digging For Treasure
K. Rool simply lays the rounded end of his blunderbuss on the ground a short distance in front of him. There isn't a whole lot of lag on either end of the move, but there's no priority; this isn't even an attack unless a foe walks onto the gun. K. Rool can hold this out as long as he wants, but if he does so for more than two seconds, he suffers moderate ending lag.

If a foe does walk onto the gun, they trip and take 6-7%. K. Rool is now vulnerable to a tripped attack, unless he takes action. Fortunately, he has two options that work very well on the foe he just tripped. He can roll backwards and try using a Smash, although this can be risky at best. Or, he can press the D-Tilt input again to lift his gun upwards underneath the tripped foe. This deals 4-5% and launches them into the air slightly. This can't KO, but it's a perfect two-hit set-up move. You're best off using it as a surprise move, seeing as most foes won't willingly walk onto the gun. Also, K. Rool can only use the second hit on foes tripped by the first hit, not just tripped in general.
[ 6-7% first hit, 4-5% second hit ]

Up Tilt - Needle Spray
K. Rool aims his blunderbuss up and fires out an arc of five small cannonball spikes, with moderate lag on both ends. The arc extends out a moderate distance above K. Rool, each needle traveling Ganondorf's height upwards or diagonally to either side. Although they have below average priority individually, together they can be a nice hindrance to aerial characters. Each needle deals 3-4% to foes; they can build quite a lot of damage on large foes, although it is extremely improbably that any foe will hit them all at once. Foes who get needled get some nice hit-stun, but no real knockback. To avoid rendering K. Rool punishable, this tilt is best used on a landing foe a moderate distance above him.
[ 3-4% per needle ]

~ ~ ~ Smashes ~ ~ ~


Forward Smash - Gun Butt
Heh heh heh...he said butt. No, you bleeding imbecile, not that kind of butt. K. Rool pulls his gun back a bit while charging, then brings it brutally upwards upon release. The priority of this is near unmatched, although the range is a bit below average. The fact that there's quite a bit of lag on both ends of the move doesn't help matters. K. Rool has the potential to deal anywhere from 23-26% here, having knockback that can KO from 125-85%. This is definitely K. Rool's number one KO move; if you can overcome all that lag, this can really strike fear in foes' hearts. As mentioned earlier, Down Special can be canceled into this move, although it is inadvisable to do so.
[ 23-26% ]

Down Smash - Ring of Fire
K. Rool uses the fire-jet blunderbuss function from his dash attack, this time to rotate around in a small circle. The circle's size depends on the charge time, ranging from half a Stage Builder block to a full one on either side of K. Rool. While this Smash has a fairly long duration, especially when nearing full charge, it has a pretty big hitbox. Both K. Rool and the fire his gun produces can damage foes, while the move has a tiny vacuum effect to make it viable. Both hitboxes have rather high priority; K. Rool has below average startup lag on both ends of the move. Foes who are hit anytime during the Smash take anywhere from 15-19%, as well as knockback that can KO from 160-135%. Like Bowser's D-Smash, this is best used on a vulnerable foe to score a quick KO.
[ 15-19% ]

Up Smash - Maelstrom
K. Rool aims his blunderbuss upwards while sucking, creating a funnel-esque area of spinning suction. The top of the funnel is as wide as Bowser, meaning this Smash has a pretty large hitbox; a tiny vacuum effect also assists in pulling in opponents. While the funnel has mediocre priority at best, it extends about Ganondorf's height above K. Rool. The Kaptain also has less lag on this than his other Smashes; it still exists, being below average, but not nearly as much as F-Smash. Foes pulled in take multiple light hits over the second the funnel is out. This can deal from 2-26%; the final hit deals knockback that can KO at 145-125%, although it can be DIed out of without too much hassle. K. Rool can either use this as a nice anti-air move, or as a follow up to his hit-stunning U-Tilt.
[ 2-26% ]

~ ~ ~ Aerials ~ ~ ~


Neutral Air - Soot
K. Rool backfires his gun, surrounding him with a Bowser-sized cloud of soot. The cloud has pretty low priority, but the aerial itself has minimal lag on either end. There is no landing lag, though; that's because the cloud surrounds K. Rool wherever he goes during the next five seconds. Foes who touch the cloud take stunning knockbackless damage at a rapid rate, being able to take up to 10% per second. It isn't that difficult to escape from, although K. Rool can move into the DIing foe to try and keep them in the cloud. This aerial can potentially (although very doubtfully) build up to 50% on a foe (!), although K. Rool takes 5% himself from the gun's explosion. Only one cloud can be out at a time. Use situationally and wisely; you don't want K. Rool at a high damage level.
[ 1-50% ]

Forward Air - Blowback
K. Rool causes his blunderbuss to push air outwards for slightly less than a second, in a straight line extending 1.5 Bowsers in front of him. K. Rool's force has surprisingly decent priority, although the moderate lag on both ends and even more landing make this hard to use a whole lot. Foes who hit the stream of wind are blown back with the force of the wind section on PictoChat. They take no damage or real knockback, although K. Rool can still blow the foe off a boundary for a KO. He can also blow them back for a gimp, or into a spiky cannonball. Also, K. Rool can tap the input again during the push to cancel the move early, but push himself backwards about a Stage Builder block's distance with his own force. This can be a nice B-Air set-up, or can move him away from a trap or closer to the stage, if he's in dire need of recovering.
[ 0% ]

Back Air - Muzzle Bonk
K. Rool turns around slightly, holding up his blunderbuss, then slams it down behind him. The muzzle has fairly close range, but great priority. The lag on both ends and landing is double that of Lucas' B-Air. Foes who get hit take 13-14% and are spiked with great force. Used on a grounded foe, this can KO off the top at around 175%. There is also a slightly side effect; foes who are hit specifically on the head (or Kirby's whole body) get a comical bump in addition to taking the normal damage. The bump deals 10% poison damage over the course of ten seconds. This can be hard to pull off on human-sized characters, but is a nice extra nonetheless. Don't get careless while gimping K. Rool, or this may just turn the tables on you with an epic spike.
[ 13-14% muzzle, 10% bump ]

Up Air - Bullet
K. Rool aims his blunderbuss upwards and fires up a small Deku Nut-sized bullet. It moves up the distance of Snake's uncharged U-Smash, with the same speed as well, going back into K. Rool's gun after reaching its peak. The ball has above average priority, meaning it can annoy foes trying to spike K. Rool from above. K. Rool has rather low startup lag, but he can't move until the bullet is back in the gun. The bullet deals 7-8% and moderate vertical knockback to foes who are shot; it can KO at around 160%. On foes with low damage, the bullet can lightly spike down foes as it falls back; this deals 5-6% and can't spike for a KO. It's a nice set-up for B-Air or D-Air, but it can only work on foes with nearly low damage for an aerial combo.
[ 7-8% first hit, 5-6% second hit ]

Down Air - Fire Away
K. Rool aims his blunderbuss downwards and uses his flame feature to shoot a jet of fire downwards. The jet has rather high priority, extending down about Marth's height and providing an underside defense for K. Rool. K. Rool has little lag on both ends, being able to hold the jet out for up to three seconds; if he cancels the move after a second or lands early, he suffers from above average ending lag. Foes who hit the jet take low downwards knockback and 10%; this can spike damaged foes, or KO them off the top at around 210%. Also, K. Rool can maneuver slightly side to side while using D-Air(s); he also moves upwards at an extremely slow rate, slower even than Ganondorf's walk. K. Rool can get nearer to the stage like this in a fashion similar to Mario's Cape, although it doesn't make his recovery that much better.
[ 10% ]

~ ~ ~ Grab / Throws ~ ~ ~


Grab - Suction Force
K. Rool begins sucking in air rapidly with his blunderbuss, having little lag on either end. He can hold the move out as long as he wants, as well as cancel it into F-Smash (although this is merely a game shout-out if anything). K. Rool's grab range is only a bit shorter than Zamus' Side Special (!), although its priority is negligible. K. Rool has massive grab range, on par with the tether grabbers. However, unlike other grabs, the victim is grabbed where they were caught in the suction, as opposed to being pulled to K. Rool. This still counts as a grab, but K. Rool's throws are significantly weaker the farther away the victim is caught. It is also much easier to escape from the suction from farther away, to the point where it's easier than normal grab difficulty. Keep this in mind and try to get close before grabbing as K. Rool.
[ 0% ]

Pummel - Brambles in the Breeze
K. Rool shoots a tiny little cannonball spike into the suction, where it flutters around in the force, occasionally hitting the victim. There is a bit of lag on both ends of this, but as it is a bit harder than grab difficulty to escape when closer to K. Rool, it's not too hard to get a few spikes in there. K. Rool can have a maximum of five spikes in his suction at a time, although this is extremely difficult to do. Spikes add some extra damage to K. Rool's throws, so be sure to get in at least one or two before tossing your victim.
[ 1-2% ]

Forward Throw - Gust
K. Rool stops his suction, causing the force to turn into a small gust of wind briefly, before vanishing. This is quick, dealing from 3-7% and low to fair knockback to the victim. Fortunately, each spike in the suction adds 2% to the total, making it somewhat useful for damaging. It can KO foes at around 220-195%, but it's best off to toss foes into a spiky cannonball, or for a follow-up or spacing.
[ 3-7% ]

Back Throw - Bound Shot
K. Rool turns around, pulling his suctioned foe with him, and fires the suction at the floor; this bounces the foe off the stage at a diagonal backwards angle. This deals from 4-8% and low to average set knockback that can't KO, although the victim can tech the floor hit and punish K. Rool. It's best to simply fire the foe offstage or into a cannonball, so they won't get a chance to do so. Like always, each spike used as a pummel adds 2% to this throw.
[ 4-8% ]

Down Throw - Chain Bind
K. Rool shoots a coil of chains into the suction, which wrap around the victim and trap them on the floor. The victim can escape with grab difficulty, but if K. Rool moves quickly, he can use this as a nice combo-starter. The throw deals no damage, but isn't weaker if the foe is farther away (although it is harder to follow-up from a distance). Each spike used in the pummel adds 1% per second to the chained foe, melding into the chain foe poison damage.
[ 0% ]

Up Throw - Up, Up, and Away
K. Rool shoots three white clouds into the suction, where they wrap around the victim and carry them upwards at Ganondorf's dashing speed. This deals no damage, although each spike deals 1% per second as they float along with the foe. The victim of the clouds can escape with slightly harder than grab difficulty. K. Rool can either try KOing foes with this near a low ceiling, or combo the vulnerable foe out of the clouds (which disappear in this case).
[ 0% ]

~ ~ ~ Situationals ~ ~ ~


Get-Up Attack - Playing Dead
K. Rool flails around on the floor, making choking noises and playing dead as usual. This deals no damage, although K. Rool has super armor while flailing for a split second. After this second, he rapidly hops to his feet. Any foe standing a Stage Builder block on either side of the 'reborn' K. Rool take on a stunned pose, having identical properties to a shield break. K. Rool can now attack the foe foolish enough to approach him. However, if your opponent can space and punish K. Rool as he gets up (he has moderate ending lag doing so), this can work against him just as well.
[ 0% ]

Ledge Attack - Heave-Ho
K. Rool climbs onto the stage, hoisting his blunderbuss over his shoulder as he does so. This has typical ledge attack lag, with slightly better priority, but a bit less range. Foes hit by the blunderbuss take 4-5% and are lightly tossed over K. Rool's shoulder, over the abyss. This can never KO itself, but it's a perfect B-Air setup. You may actually find this useful, as opposed to many ledge attacks.
[ 4-5% ]

Ledge Attack (Over 100%) - Particles
K. Rool staggers onto the stage, releasing tiny metal particles from his blunderbuss as he does so. He has bad startup lag, but none ending. This is because the particles surround him in a Bowser-sized cloud, just like N-Air. This has low priority, but doesn't damage K. Rool like said move. Foes take multiple stunning hits that can't knock them away, having the potential to deal up to 5% per second. The cloud lasts for three seconds before vanishing. It's an okay damage-building, but K. Rool is still likely to be punished. Don't forget the simple concept of just jumping onto the stage. Multiple clouds cannot overlap.
[ 1-15% ]

~ ~ ~ Final Smash ~ ~ ~


Final Smash - Now You See Him...
Just like in his boss fight, K. Rool turns invisible, shown only by a small cloud of dust. You can maneuver this dust cloud (K. Rool) around with just as much mobility as Super Sonic, although slightly slower. This deals no damage, but allows K. Rool insanely mobility, something he lacks otherwise. You can use all your normal attacks; K. Rool turns semi-visible as he does so, turning back invisible after the move is complete. K. Rool is invulnerable during this Final Smash. He also has no limit to the amount of cannonballs or clouds he can have out at a time (although fortunately, these are visible). In addition, anyone in his line of vision that he reappears in front of for an attack gets stunned (see get-up attack). This Final Smash lasts for a nice fifteen seconds, seeing as how K. Rool isn't amazingly overpowered in this state, having no power buffs whatsoever.
[ Varies ]

~ ~ ~ Playstyle ~ ~ ~


Now, you may be thinking that K. Rool can just function as a normal heavyweight. You'd definitely be wrong in this regard. In fact, the only real KO moves he has besides gimping are Smashes and Dash Attack. K. Rool can still bash foes around just fine, but for damage-building, he must use his comboing prowess and long-ranged abilities. Many of his attacks have simple follow-ups that can build quite a bit of damage. Several examples of these include U-Tilt to U-Smash, F-Air to make backward for B-Air, U-Air to D-Air, D-Tilt to U-Tilt, and many more. Despite some attacks being a bit awkward to land, K. Rool's blunderbuss has pretty nice priority; other than Meta Knight, K. Rool is one of the few combo characters who can continue through lighter attacks that stand in his way. That said, faster combo characters are still his downfall, seeing as how his speed is among the worst in the game.

K. Rool should always try to get ahead in the damage count before he attempts his combos; his massive size and slow speed allow for foes to rack his up just as quickly. Even Ganondorf can just D-Tilt the Kaptain's arse over and over again. Fortunately, the likes of Neutral and Side Special, as well as F-Tilt, give K. Rool some spacing and range to put to use. In addition, spiky cannonballs onstage can be a big thorn in your opponent's side, although K. Rool can get hit as well. If his foe tries camping, K. Rool can merely suck in the projectiles for a great defense. If he wants to pull a foe into closer range, he can also just use his long-ranged grab (although from a distance, the damage is negligible). K. Rool can function fine from both close and long range, although he has weak points from both strategies. If you have an explosive or fiery projectile, for example, K. Rool will be a sitting duck for camping.

While K. Rool's defense at close range is mediocre until he begins comboing, he can still use his projectiles as a barrier. Cannonballs can not only absorb hits, but be sucked in with Down Special, creating a swirling wall that can be shot out again. The status effects clouds bring can screw with foes as well. One of K. Rool's major weaknesses besides sluggishness is how easy he is to gimp. His aerials are great for combos, but can't save him from that startup lag on his Up Special. Combine that with his huge size, and Ganondorf's boots have just found a new favorite target. K. Rool also can't rely too heavily on either close or long ranged attacks, or he'll become quite predictable. However, his many comboing attacks and overall deceptive style prevent this from being a huge issue for decent players.

~ ~ ~ Match-Ups ~ ~ ~


Vs. Meta Knight - 45/55: Meta Knight's Favor
K. Rool has to space against Meta Knight rather than taking the combo approach; while a few of his disjointed moves can be a thorn in MK's side, the broken Brawl god can build K. Rool's damage up much faster than vice versa. He'll also have to think less about which moves to combo K. Rool's fat arse with, due to his insane range and speed. K. Rool's projectiles, namely cannonballs, can be quite annoying for Meta Knight. Cannonballs go right through Whorenado, keeping Meta Knight from using this as an approach. K. Rool has little trouble KOing Meta Knight if he can build up the damage, but Meta Knight just has an easier time overall, and can gimp K. Rool with absurd ease to boot.

Vs. Wario - 60/40: Kaptain K. Rool's Favor
Wario has limited defense against K. Rool's projectiles from a distance; although he can eat clouds and barrels, cannonballs will just bean that thug in the mouth. He can't eat the spiky balls when they're onstage either, and trying to tank them with his bike will just knock him off. When forced to approach, Wario can fare fairly well against K. Rool with multiple F-Airs or D-Airs. Both characters can build decent damage on the other; K. Rool deals better damage, although Wario is more maneuverable due to his aerial insanity. In the end, K. Rool's superior combo priority, combined with good projectile game, win him this match-up, although Wario's superior recovery allows him to gimp K. Rool easily.

Vs. King Dedede - 30/70: King Dedede's Favor
As you may have guessed, Dedede can B-Air K. Rool off the stage for an easy gimp, or simply infinite his percentage up to insane numbers. However, K. Rool has ways of making these broken tactics harder for the penguin king to pull off. If K. Rool can get a cannonball onstage, a major wrench is thrown into Dedede's grounded grabbing style. K. Rool also has several anti-air moves to land on Dedede should he try B-Airing (although a well-timed B-Air can beat these). Finally, K. Rool's close range comboing options and grab can be hell for Dedede if he can't get in and grab properly. Unfortunately, Dedede can grab K. Rool in quite a few scenarios, leaving this match-up biased in his favor, but not unwinnable for K. Rool.

Vs. Diddy Kong - 65/35: Kaptain K. Rool's Favor
Diddy's long-ranged options include bananas and peanuts. K. Rool can easily suck these in with Down Special, safely removing any potential hazards in his way. In addition, his cannonballs can provides more powerful obstacles of his own that Diddy can't cope with. Although Diddy can build damage on K. Rool fairly easily, as well as spike him easily with D-Air, the chimp's priority has nothing on that of the Kaptain. In addition, K. Rool can actually KO out of his combos, rather than waiting till insane damage levels like Diddy. Diddy's light weight is the final nail in his coffin. As MW will point out to anyone who will listen, no individual Kong has ever beaten K. Rool on their own.

Vs. Donkey Kong - 50/50: Draw
DK has little to no defense against projectiles from a distance, but due to him being able to approach with B-Airs, this isn't as much of a hindrance for him as it is for the grab-based penguin king. At close range, B-Air can still rack up damage, while Spinning Kong can beat K. Rool's tether to the edge nearly flawlessly. K. Rool's combo options are quite a good deal superior to those of his nemesis, though; DK's somewhat laggy attacks that increase his hurtbox really harm him against a character like K. Rool. Down Special can give DK a situational way around this, but it must be timed carefully, or K. Rool will just use his long-ranged grab continually poke out at DK. This match-up against fierce enemies turns out even, due to flaws on both sides.

Vs. Bowser - 45/55: Bowser's Favor
Bowser needs to watch the hell out for spiky cannonballs, although F-Tilt can easily defend him from clouds and barrels. At close range, Bowser can't pressure or combo nearly as well as K. Rool, although the invincibility frames on Bowsercide can get through several of K. Rool's anti-air moves. K. Rool needs to rack up the damage on the Koopa King before he can do the same to him; a few F-Airs off the stage is all K. Rool needs to lose a stock. Fire Breath also ***** K. Rool's tether recovery, and Bowser's surprisingly superior speed puts his approaching on par with K. Rool's. Either reptile can come out on top, but Bowser has better options to do so.

Vs. Link: 40/60: Link's Favor
A good match-up against the worst character in the game (it's not Ganondorf, and it sure the hell isn't Falcon)?! Link's bombs stun K. Rool whenever he tries sucking them up; if Link can keep K. Rool guessing with his Down Special camping defense while peppering him with the occasional arrow or boomerang in the process, he can build up a surprising and irritating amount of damage. This will undoubtedly play a huge part in Link's matches against K. Rool. Both of their recoveries are horrible, so neither character's gimpability plays a factor in this match-up. At close range, Link's disjointed sword attacks are beaten by K. Rool with ease; his grab can easily build damage on Link at his preferred range, while his aerial options are all superior to Link's. All in all, K. Rool would rein dominant in this match-up if it weren't for those d*mn bombs. Finally, the original ranged character gets a decent match-up.

Vs. Mr. Sandman - 70/30: Kaptain K. Rool's Favor
Ah, battle of the combo heavyweights. K. Rool can camp Sandman with ease, despite him not shooting them out as fast as, say, Falco. Spiky cannonballs make Dash Attack approaching even more of a burden for Sandman as well. Although K. Rool's size is a combo feast for Sandman as soon as just one Knuckle Sandwich is landed, he has several viable ways of avoidance, including merely pushing back the punching Sandman with Down Special in reverse. Sandman will want to attack from a range as much as possible, although he'll still be in range of K. Rool's grab. While K. Rool's attacks aren't amazingly fast by any means, they're still far more easy to KO with than Sandman's. K. Rool has better close ranged options if he can avoid getting hitstun stacked on him, and his projectiles can be used to get ahead in the damage count within the opening moments of the match. He takes this match by a decent margin.

Vs. Onishiba - 60/40: Kaptain K. Rool's Favor
Although cannonballs can be irritating for the moody wolf, F-Tilt can take away K. Rool's long-ranged projectile game. However, K. Rool can just camp Onishiba before he can close the gap and F-Tilt him. K. Rool can still defend against approaches, although if Onishiba can get off any momentum on him, K. Rool's size and gimpability can be a hellish obstacle for him to overcome. Onishiba suffers the same weakness of being a prime combo target; K. Rool's combos are a major barrier for Onishiba to overcome, especially considering he doesn't need to get a whole lot of momentum to start them up. Finally, K. Rool can KO Onishiba much quicker than vice versa, leading to him taking this match-up.

Vs. Klump and Krusha - 50/50: Draw
Master vs. minions, eh? K. Rool's projectiles are useless against the duo, seeing as how Krusha can just absorb their hits harmlessly (although spiky cannonballs still remain onstage). K. Rool has several disjointed moves at close range that Krusha can block, but several will go right through Krusha and hit Klump. The most important of these is his grab, which Krusha can't block in the least. K. Rool can also KO more easily, due to his vastly less predictable style. If the duo can knock K. Rool offstage and edgeguard with Neutral or Down Special, they can take a stock off easily, despite being just as gimpable as K. Rool. Klump and Krusha are more powerful overall, but they'll have to wait longer for a KO. Overall, both characters will have to fight from a range to win; K. Rool has superior close ranged attacks, but Klump and Krusha can actually KO their master from a distance with Krusha's barrier moves. A fairly even match-up for both sides.

Vs. Specter - 40/60: Specter's Favor
Although K. Rool can land hits in the air, Specter's aerial prowess can rack up damage on the Kaptain with more ease. Specter can levitate over K. Rool's projectiles and several close ranged moves to render them useless, or send out a Monkey Minion to toy with K. Rool. Monkeys can also be used at close range; not only do they block attacks, they can be grabbed instead of Specter, leaving K. Rool perfectly vulnerable to punishment. Specter finds it annoying to KO K. Rool (although gimping is a prime option), while K. Rool has no problem knocking around Specter's 1/10 weight. Both characters can combo the other just fine; although K. Rool's nice priority calls for careful defense on Specter's part, the fact that he has defense at close range is a big problem for K. Rool.

Vs. Tauros - 45/55: Tauros' Favor
Tauros can build his rage up easily by absorbing K. Rool's projectiles, so K. Rool can't really camp him. K. Rool's high priority can't defend him against Eye to Eye, giving Tauros another advantage. Of course, K. Rool can punish Tauros after Rage with a stronger move, but he'll have to watch out for Tauros sticking around with said move. K. Rool can combo the angry bull into the air without too much trouble, and although his combos work slightly better on the ground, K. Rool can still build up damage on Tauros easily. The Kaptain can also easily mess with Tauros offstage with his projectiles. K. Rool has limited defense against Tauros' Up Special when compared to a normal grab; the bull can bound over K. Rool's attacks for an approach. If K. Rool can keep Tauros airborne before a gimp, he can pull off a win. However, Tauros has easily ways to build his rage up along with K. Rool's damage, leading to slightly more wins on his part.

~ ~ ~ Animations ~ ~ ~


Up Taunt - Successful Sniping
K. Rool raises his blunderbuss' muzzle to his face and blows some smoke off of it. Perfect taunt after a successful gimp.

Side Taunt - K. Rool Kaptain
K. Rool folds his arms and laughs evilly, breathing deeply while doing so, as the wind blows his coat in a badass style. Taking elements from his idle animation in DKC2, as well as the standard villain taunt, this is quite epic.

Down Taunt - Golden Belly
K. Rool opens his coat up, exposing his golden belly and chuckling to himself, before buttoning it back up.

Entrance - Krockship
K. Rool's airship, the Krockship, flies over the battlefield, shown only as a shadow due to its massive size. A rope ladder drops from the screen top, for Kaptain K. Rool to clamber down it, striking a pose at the bottom as the ladder is pulled up and away.

Victory Pose #1 - Ka-Boom!
K. Rool fires a cannonball to the left, then turns and fires another to the right. He ends by aiming at the screen and laughing evilly to himself.

Victory Pose #2 - Rocket Ride
K. Rool uses the jet function on his blunderbuss to slide around in a circle onscreen, a bit like Wario on his bike. However, the jet's fire stays out as K. Rool finishes the circle and strikes a pose against the fiery backdrop. Another epic pirate pose.

Victory Pose #3 - Piece of Eight
K. Rool holds up a Kremkoin (the bonus room prizes from DKC2), admiring his awesome reflection in it cockily.



Victory Theme - K. Rool Win
Hey, if a badass like Meta Knight can have his own theme, K. Rool can too. His fanfare is the Kongs' planned (removed) death music in his DKC2 battle. Rumor has it that it was cut from the final game due to being too creepy; it's perfect!

Loss Pose - Eye Roll
K. Rool props his blunderbuss on one shoulder, clapping angrily and rolling one eye. He's just upholding his image, of course.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Sorry, Kupa (add some music in those headers, would ya?), Shadow (call it revenge for insinuating that all my sets have Pokemon Syndrome -_-), and peeup (got nothing to say that hasn't been said already, welcome back, man), I've got to give in to terrorist demands and comment on Mr Sandman. Seriously, it's for the good of us all.

The main thing I like about this set is how simplistic it really is. Many of his attacks are almost generic in how efficient and to-the-point they are (but not to the exclusion of little gems of creativity like Showboating), and serve a purpose only in the comboing of the foe. I think Sandman works as a combo character because you put such an emphasis on high hitstun, something that hasn't really been explored properly (and which I dabbled in with King Hippo, although you took it to the extreme).

Now, the bad part is that Sandman isn't really all that interesting. I respect what he does and all, but rather like Bear Hugger, he's more perfunctory than enjoyable. Somehow you devolved into a more long-winded writing style for this one, because a lot of his attacks could be summed up a lot more quickly than you make it (Dash Attack, for one); it's written more like one of your old sets, with long run-on sentences and lots of "this move being"s and "him being"s tossed in to annoy the grammar Nazi in me.

And what's up with attacks like FThrow blatantly setting him up, no matter the %? Seems like a rather sloppy way to give your character combos, just having one attack automatically set him up for another. Kinda unintuitive.

I do like this set more than my commentary would imply, but it was hardly the most fun. Maybe, like Daddy says, the whole Punch Out thing is starting to get a bit old. There's only so many times punching movesets can be interesting - although I think that, if Sandman had been your first, he would have been much better received than Bald Bull was and would be held up as one of your better sets.
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
Question about Kaptain K. Rool:
How would his wake-up attack interact with Ganon's Murder Choke (Flame Choke)?


I'm going to edit this post with my reviews of Khee'Bler and Suzu, today, so... Katapultar, agidius, you can keep an eye out for that. .—.
I just wanted to get that done... as it's likely my moveset is on hold for a while. Ugh, Calculus.

EDIT: Oh, and I tried watching Bobo-bobo-bobobo(?), and it broke my forebrain. :'(


paralyzin' teh opposition... :046:

EDIT: I am smelly. I will get those reviews; something came up that Sunday.
 

BKupa666

Barnacled Boss
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Question about Kaptain K. Rool:
How would his wake-up attack interact with Ganon's Murder Choke (Flame Choke)?
I said he has super armor for a bit as he struggles on the ground, but him hopping up can be spaced and punished. So if Ganondorf executed Side B outside the range as K. Rool was hopping up, he'd land the Choke. If he was in the range, though, he'd be stunned as usual. Hardly important, as it's just a situational.

And I put the music at the start, as I didn't have enough fitting music for all the headers, and several headers missing music while others link it is a bit strange, IMO.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Kaptain K. Rool

Not to be confused with King K. Rool, this character is a heavyweight. But not just any heavyweight, he's a heavyweight with COMBOS! What a brilliant and unique concept you have presented for us here, BKupa! No one has ever thought of making a combo-based heavyweight before, and if anyone has, it certainly wasn't YOU!

I kid, I kid, I judge sets on their merits, which is good news for Kaptain K. Rool. Organization is top notch, and the writing style is much, much easier than Klump and Krusha. He can pretty much put all of his moves in one of three categories: sucking with his blunderess, shooting with his blunderess, and clouds of dust. Not exciting, but you manage to differentitate his different moves well, which is a big plus here.

As for move interactions, you did a fairly good job here. The connection between firing a cannonball and repositioning a matured one was nice, and the universal counter for clouds was an excellent touch for creating a sense of economy to his moveset. There are a few moves that are a little lacking, the Nair is seemingly overpowered and different from the rest of his set, but we all know how hard it is to make good aerials.

In fact, everything about this set seems to have a nice bit of polish. Its not perfect by any means, but I'm going to have to rank this one a touch above Bleak when it comes to your sets. He's got a friendly writing style, and a clear, solid playstyle. Its a good set, but in the end, its just another good BKupa set.

Not that that's a bad thing.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Kaptain K.Rool

In a word: Awesome!

When I first heard that he would be using his blunderbuss for nearly all of his moves I was a tad worried, but you managed to make his moves much more interesting than I would have thought. Seriously, the sheer amount of things that guy can hold in that gun for ammo is insanity xD. But yeah, it was lots of fun for me to simply see what he would fire next, and they all had different features and even when the same ammo was used in multiple moves they each had their own unique twist on it. You even managed to make his gun suction move not be a clone move simply by givng it that cool function to let him reverse it into a pushing effect. Ball-and-chain cannonball is pure win, as was his throw mechanic. Really, this is the very embodiment of simple-but-clever, with an emphasis on the clever. :bee:

So he's another combo-based heavyweight...but he can actually combo and isn't just tacking it on to look cool! Yeah, this guy definitley had some fun combos going on, such as pushing yourself back to hit someone with a Bair, spiking them with the Uair into the Bair, freezing opponents with side special, all good fun stuff. You also kept his combos short and sweet instead of just making him go "RAWR Imma do 100 hits on you because I'm a melee fanboy who thinks combos are what makes a game competitive!". Granted, I still feel like he could have had a bit more combo potential in terms of moves that can set-up, but right now he's in a nice little middle-ground between standard heavyweight and combo-character, so I still like it. This is a set that I would honestly try to main if he were in Brawl (silly HR, Kaptain K.Rool uses his blunderbuss outside of one or two specials, he's far too complex for Brawl!)

Overall, I wouldn't put this above Bleak but this is still one of your better works. It was a genuinley enjoyable read and a nice twist on the vanilla Rool that we had in MYM5. Considering how long I've been taking to get my next set(s) out, this was a reshresing reminder of the fun part of MYM.
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
Shadow (call it revenge for insinuating that all my sets have Pokemon Syndrome -_-)
Sorry about that, I forgot about the Eeveelutions when I typed that portion of my Tauros review. :(

To all comments on Specter: Thanks for reading. I've fixed up the organization with some help from Darth Meanie, as well as your comments. The writing style is something I'll keep in mind for my next set and try to fix in Specter. As for all the 'energy ball' moves, I mostly stole those right from his boss battles in each game, and didn't notice how many there were until you pointed it out for me. The underpowered comment has been heard, and I've seriously beefed up Specter's damage percents as a result. Thank you all, and sorry for taking so long to reply.

Kaptain K. Rool is a wonderful set, and I'm not just saying that because he has a matchup with one of my sets or because he's from my favorite DK game. The organization and writing style are beautiful. Colors fit, the headers are clearly distinguishable from the rest of the set, the writing tells everything you need to know without stretching out, yet remains conversational enough to make you feel like a person and not a machine.

There are plenty of move interactions, something I'm a sucker for as anyone who gets through my eyebleeding organization can tell you. The moves, potential comboes, and the interactions make the set a joy to envision.

My only regret is that I can't be more helpful. Not your best this contest, but way up there to be sure.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[size=+2]Me[/size]

The mechanic looks fun and complicated. The first thing you should know is that although there is a lot of variety in the attacks (like Side Special), there being no playstyle at the end and the different effects of the attacks makes this set quite random. Some of the effects are a bit too good. Me is a typical heavyweight I suppose. The detail of the attacks is somewhat decent, but for the set to be good, you would need to be able to mesh things together a bit.

I'll just comment on this one set right now. I know KKrool is there, and is decent, but I don't know on what to comment on him or if I can even think of anything decent to say.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Haven't had a lot of time recently, so I'll save time by cutting out all the positive parts of my comments.

Tauros:
Why is Neutral B the move that makes him charge foreward, and Side B the move where he stays still? I seriously thought everyone grew out of mixing the inputs up after MYM3.

I still don't think his Neutral Air makes any sense. And I have to add his Backwarrd aerial to this complaint. He could just buck his hind legs.

However, if Tauros waits four seconds after successfully using this move, he’ll become so enraged that he’ll start thrashing about, dealing no damage or anything;
I'd absolutely love to see a bull thrash about and NOT cause any kind of damage. Considering you have moves where his flicking tails deal damage, surely Tauros going on a freakin' rampage should have a hitbox to it (It's not like it'd make the move imbalanced, it'd still leave Tauros exposed)


Specter:
Having Specials for both levitation and free movement is excessive, especially when both permit the use of other attacks during it. It's also annoying how you have to hold A for ground attacks when using down-B, but you have to tap A for ground attacks when using Up-B

With all of his complicated moves, his playstyle section does little to smooth things out. It mostly parrots what you said in the attacks themselves, and if you're going to do that, you may as well just ask us to read the attacks again.


Mike Tyson:
Is it an unofficial rule that every MasterWarlord set has to be posted again as a joke/cry for attention?

I'm tempted to gather up all the MasterWarlord clonesets and post them all at once, just to show everyone how many times this has happened.


Me:
There are some concepts that are simply difficult to work into a moveset. Emmotional mindtrips in which the character confronts his demons is one of those concepts. As much as I want to give you a pat on the back for trying, you admit yourself that you pretty much gave up... so no pat on the back for you.


Kaptain Krunch: The similarities between this and KingK.Rool were so immediate and obvious, that I first thought this was another Warlord cloneset.

Well done on getting a full moveset out of his Blunderbus. It just goes to show how creative you actually are when you're not hiding behind props and minions. And well done on chopping off some of those situationals. *oh snap! How did this compliment get here?*

What I don't understand is why KaptainK Rool is a combo-centric heavyweight. At no point when playing any DK game have I ever seen him combo anything into anything else. I simply do not get the impression that KaptainK Rool has any business comboing

This Final Smash lasts for a nice fifteen seconds, seeing as how K. Rool isn't amazingly overpowered in this state, having no power buffs whatsoever.
He's invincible, invisible, super fast and he stuns anyone in front of him whenever he attacks. He even has generic buffs to his trap limits. So... not amazingly overpowered then?

And, considering the function of his Down-Special, does KaptainK Rool even need a grab?
 

Jimnymebob

Smash Champion
Joined
Sep 26, 2008
Messages
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NNID
Jimnymebob
Kaptain:

Kaptain is a really good moveset Kupa, and I have first hand experience at making a character who uses a projectile of varying forms during the moveset. Unlike my moveset though, which was Cortez, Kaptain seems to function fairly well outside of camping, and being one of thos famous "combo heavyweights" he can get close in on the action without fear of being knocked back too far, with the sacrifice of being an easy target. Thankfully you added all the varying projectiles, this helped make the moveset stand out, and who'd want to just shoot out cannonballs all the time?

All of his moves are interesting, and you have a large variety of items that you can get inside that Blunderbuss of his. Now onto playstyle because that is the most important part of a moveset (d)- Kaptain has a familiar one, a combo heavy character, but he performs a lot of these through his blunderbuss, and he also has the option of camping, so that opens up different options in his playstyle. Do you want to camp? Do you want to get close to someone and combo? With Kaptain both of these are possible. The fact he has trouble with knockback is like my set I made yesterday, but unlike mine yours doesn't have completely crap knockback; so it may take a while, but he can just rack up damage, keep his KO moves fresh, and go in for the kill. The layout is great Kupa, and the colours and stuff match Kaptain. Unlike a lot of your sets, mainly MYM4 and 5 ones, this set was easy to read, and I quite like your writing style.

All in all, this is a great set Kupa, and probably my favourite of yours this contest. Good Job!


Now, onto my moveset, I'd like to give some warnings in advance. This set was made in a day, with the playstyle and layout being added this afternoon. It was a test to make a quick moveset that gets rid of my weird headers after each moves, and I've tried to stay on point with each attack- just giving what it does, the stats, special properties and general uses.

It's a short set, but I don't care, I wanted to make a character with no transformations that had access to two arms and legs XD.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
WHAT ABOUT KHOLDSTARE?!

(d)
You posted Mike Tyson, your argument is invalid.


Kholdstare: lots of fun, well written moves here. It's entertaining to read, and there's a sense of randomness that actually works with Kholdstare

Though you should have explained the freezing aspect of him first. It really put me off when the first line of the moveset was, "This will only work if the opponent is frozen."

this has great start up lag
great meaning 'large in scale'? If so, then it's not that great at all really.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
You posted Mike Tyson, your argument is invalid.


Kholdstare: lots of fun, well written moves here. It's entertaining to read, and there's a sense of randomness that actually works with Kholdstare

Though you should have explained the freezing aspect of him first. It really put me off when the first line of the moveset was, "This will only work if the opponent is frozen."

great meaning 'large in scale'? If so, then it's not that great at all really.
I edited to make you happy.

and by great I mean it is miniscule.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Junahu said:
Why is Neutral B the move that makes him charge foreward, and Side B the move where he stays still? I seriously thought everyone grew out of mixing the inputs up after MYM3.
I already got on to MT about this, and now you've hurt his feelings.
 
D

Deleted member

Guest
Kaptain K.Rool: Okay, comboing heavyweight again. It should really be a write-off for me by now – especially with characters where it makes little sense to begin with – but as it’s you and not you from six months ago, I’ll give it a chance.

For only using the “blunderbuss,” K. Rool isn’t bad at all. There is an element of creativity in every move, impressively enough and you seem to be improving on your morbid writing style with every moveset I read. Still, I wish you would not place information around in moves as integral at the special and down special, what with re-absorbing the cannonballs – mentioning some things twice is needed. You also still do tend to delve deep into the, “and then” pile, but not so much anymore.

I feel that some of the creativity is wasted on trying to make him a combo-er, though. His playstyle isn’t particularly interesting besides the mindgames, I would have preferred he didn’t combo at all. By now, the entire archetype is exhausted, nothing to see here.

Pretty much, I’d say it was as good as one of your earlier MYM5 movesets minus a lot of the miscellaneous stuff that you’ve edited down since then. Good job.

Now onto DM's new moveset.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Nanoha Takamachi​







"It's okay if I'm a devil."
I'll just use my hellish powers to get you to listen!"​



Nanoha Takamachi, known as the Ace of Aces, the White Devil, or simply Nanoha, was a typical human girl from modern Japan until she was thrust into the world of magic. Her hometown was infested with Jewel Seeds, an ancient power source that corrupted the world around her. A sentient ferret named Yunno introduces her to magic, and she proves to be a natural at it, with a massive amount of magical energy.

She went on to collect the Jewel Seeds, all the while fighting Fate Testarossa, a girl who was attempting to collect them for the evil purposes of her mother. She eventually befriends Fate, and they both go on to join the interstellar military in different branches.

Oh, did I mention she's nine years old?



Her weapon, originally owned by Yunno and later given to Nanoha is Raising Heart, typically and fittingly mistranslated as Raging Heart. Raising Heart is an intelligent magical staff with several different forms for combat, and speaks entirely in English, if horribly butchered.

In the second season of the show, Raising Heart is upgraded with the ability to use magic cartridges to temporarily increase magical power, and is renamed Raising Heart Excellion. Its three main forms are its Accel form, pictured above, Buster mode, and Excellion mode, all three increasing in the level of how much power they can release at once.





"Full Power Total Anihillation!" ~ Nanoha


Power ))))))))) 10
Range ))))))))) 10
Priority ))))))))) 9
Air Movement ))))))))) 8
Fall Speed ))))))))) 3
Size ))))))))) 3
Movement Speed ))))))))) 2
Attack Speed ))))))))) 1​


As you can see here, Nanoha is one of, if not the most balanced, well rounded characters in Brawl... Yeah.

Nanoha is incredibly lopsided, determined entirely to do one thing: blow the opponent off the face of the map. Her damage and knockback are ridiculous, and she has range that dwarfs every other character in the entire game, but she also suffers the worst lag in the entire game as well. Fortunately for her, she has ways to work around that.

On other issues, she has fairly poor power in melee, and has a very odd grab mechanic, making her easily pressured on the ground up close. She has great air game though, low fallspeed, high DI, two excellent midair jumps, and a good recovery. Keep an eye out for that.





Neutral Special - Cartridge Load


Nanoha stops for .6 seconds and holds Raising Heart out. There is a short hiss, and a magic cartridge pops out of Raising Heart, as pictured above. After using this move, the next move used by Nanoha will have increased power. The exact effect will be listed in the move itself, it varies from attack to attack.

Nanoha can only charge up one move at a time with her cartridge load, and carries her cartridges in magazines of five. If she uses up all five, she must instead reload the next time she uses this move.

Using a cartridge is a double edged sword however. Whenever Nanoha uses her an attack with a cartridge, Raising Heart overheats. After the attack ends, Nanoha must hold Raising Heart out in front of her and let the device diffuse excess heat in the form of steam. This process takes .2 seconds plus .2 seconds for every cartridge used in the attack. Some moves also have increased starting lag, so understand that a cartridge is a strategic attack, not a spammable damage boost.



Down Special - Magic Circle



Nanoha quickly generates a magic circle around herself, pushing any enemies around her away from the circle. The circle itself is about three stagebuilder blocks in diameter, and can free float in the air, where Nanoha stands on it in midair. She can step off by jumping or tapping the shield button. The magic circle fades the moment Nanoha steps away from it.

While on a circle Nanoha can use all of her Smash attacks just like when she's on the ground, using the circle as a launching platform. Further, a magic circle allows Nanoha to break her usual restriction of using only one cartridge for a single attack. By pressing the B Button while on a magic circle, Nanoha will then load cartridges into Raising Heart while charging, greatly increasing damage, knockback, and lag. A magic circle is not affected by cartridge use itself.

A magic circle is the perfect way for Nanoha to get a KO against a distant opponent; while using it makes her suffer incredible lag, the resulting power lets her easily KO enemies at low percentages. Oh, and it only lasts ten seconds, so no stalling forever beneath the stage.



Side Special - Restrict Lock




Nanoha points forward, and any enemy in the direction she points is locked in several pink rings of energy and cannot move or attack until they escape. The move isn't very picky about aiming, and is pretty easy to land, although it suffers incredibly from move decay, quickly becoming laggier and less effective as it is used more.

An enemy can button mash out of this attack, just like a grab, taking about 2 seconds to escape from without button mashing, 3.5 if Nanoha used a cartridge.

This move has about .25 seconds of starting lag, but .4 of ending lag, and the ending lag greatly increases even when the move is just a little stale. Nanoha can use this move to lock an opponent down for an attack, but not permanently, and not reliably. Weave it into her battle style though, and you'll have an easier time when you just need to land that big hit.



Up Special - Flier Fin




Raising Heart shouts out [Flier Fin], and Nanoha sprouts wings from her feet. She can now fly around the field at the speed of Sonic's dash in any direction for one and a half seconds. She does not enter helpless state after using this recovery, but she cannot use it again until she touches ground or her magic circle. It does not interact with her cartridge system in any way.

Nanoha suffers practically no lag using this move but about .4 seconds of ending lag as she regains her balance. She can still recover or move around the stage to a safe spot fairly easily. Its a versatile option for getting around the stage and gives her unparalleled speed used correctly, so don't neglect it.





Jab - Cross Fire


"I guess I'll cool your head a bit?" ~ Nanoha




One of Nanoha's weaker attacks, by tapping the A button she forms a circle of magical energy around her right hand, with .3 seconds of starting lag. Contact with this circle does 6% damage and very little knockback. It has above average priority and lasts until Nanoha presses the button again or dodges, making it a decent shield, but if it outprioritized Nanoha takes a good bit of ending lag.

Nanoha can fire the spell by tapping the A button again, and it coalesces into a single sphere that shoots out in a beam of light at an upwards angle that can be slightly controlled with DI. This takes another .4 seconds to do, but does a good 11% damage and KOs at 125% This move has some of the least ending lag for all of her attacks, she can act after using it fairly quickly.

Because Nanoha does not use Raising Heart for this attack, she cannot use cartridges or magic circles to perform it. It's a very good get out of my face move, is relatively quick and discourages opponents to be too close or in the air.



Dash Attack - Flash Move


Nanoha runs forward, and wings appear out of her feet. She disappears, and then reappears instantly in front of her enemy, smashing Raising Heart into them, dealing 7% damage and low knockback. Nanoha suffers from .35 seconds of ending lag from this move. This move would be great for approaching, if Nanoha ever wanted to approach, but otherwise its only decent.

If Nanoha has burned a cartridge beforehand, she'll be much slower when she actually strikes the opponent, taking about .4 seconds to pull it off, but Raising Heart releases a burst of energy, increasing damage to 9% and greatly increasing the knockback, KOing at 150%, making it acutally useful to get opponents away from Nanoha, although still not her move of choice.





Forward Tilt - Strike Flame


Nanoha holds her left hand out as Raising Heart shouts [Round Shield], and a shield shaped like her magic circle appears before her. It comes out in only .15 seconds, and protects her against most attacks, but can be roll dodged past or jumped over easily. If Nanoha burned a cartridge first, the shield is totally invincible. Touching it also does 4% damage and mild hitstun, regardless of a cartridge.

While the Round Shield is up though, Nanoha holds Raising Heart forward, and a bayonet grows from the base of the staff. This takes .4 seconds, but can be cancelled by pressing the R button. By tapping the A button again, Nanoha will break the shield with her blade and slash at any opponents near it, doing 9% damage and knockback that KO's at 140%. Using a cartridge makes it take .6 seconds to grow the blade, but it does 14% damage and has a much longer range. If approached from behind, Nanoha can slash backwards too, by tilting back on the control stick.

Use this move for defense, or to get halfway decent melee action going. Its a reliable, fairly versatile move, so feel free to drop it whenever you need to.



Down Tilt - Stardust Smasher


Nanoha raises Raising Heart skyward, the staff calling out [Stardust Smasher]. Raising Heart begins to glow, and sparks of magic circle around Nanoha. Nanoha then swings Raising Heart overhead, and the magic blasts forward in three pulses of pink energy.

These three blasts travel forward along the ground three battlefield platforms ahead, spinning around each other like the flames of Mario Finale. Each one does 5% damage and has a strong push effect, easily pushing opponents into the next hit of the series. At about three stagebuilder blocks away, the three blasts converge into an explosion dealing 9% damage and strong knockback that KOs at 120%.

Nanoha players should try to space this attack perfectly, at about one battlefield platform away, in order to get all three hits from the initial attack in and push them into the final blast. Too close, and they miss the final blast; too far, and they only get hit once or twice by the push.

This move has great priority and power, but a massive start up lag of .7 seconds. If Nanoha uses a cartridge, damage increases to 8% for each individual hit, but the starting lag is about .9 seconds, and Raising Heart must exhaust excess heat.



Up Tilt - Barrel Shot




Nanoha points Raising Heart forward, holding it in both hands, and then releases a massive blast of compressed air. The burst covers a thirty degree arc that can be angled with DI, making this incredibly hard to dodge. It only does 8% damage and set knockback of about three stagebuilder blocks. It also has a vacuum effect that pulls the opponent into the center of the shot.

Nanoha takes .5 seconds of starting lag to perform this move, and .4 seconds to end it. The wave of energy itself lasts for 1.5 seconds though, making it an excellent spacer and set up for Nanoha's more devastating attacks.

If Nanoha has a cartridge loaded, Raising Heart says [Barrel Shot] when performing this move, taking .7 seconds of starting lag, but increasing the damage to 13% and knockback to four stagebuilder blocks.





Forward Smash - Divine Buster

"Listen-"
[Divine]
"-To Me!"
[Buster]



This is Nanoha's signature attack. When it absolutely must be blasted into oblivion, this is what you use. Nanoha faces forward, holding Raising Heart in both hands as wings sprout from its sides and four magic circles begin to spin around. Raising Heart says [Divine Buster]as the move charges. When finished, Nanoha yells "Divine Buster!" and fires a giant beam of bright pink death nearly the size of zero laser at any foe unfortunate enough to be in the White Devil's way.

Uncharged, this move deals a ridiculous 19% damage and has a a charge up time of 1 second, KOing at 90%. The beam outprioritizes basically everything in the game, since nothing can really fight through it due to its massive size. The damage and power gets even more ridiculous when Nanoha starts using her cartridges.

With a single cartridge loaded, the move still takes a second to perform, but deals an incredible 23% damage, with knockback that kills at the same rate, still uncharged. Ending lag, however, increases by .6 seconds as Raising Heart dissipates heat.

Nanoha's Smashes are special when it comes to using cartridges. By pressing B while on a Magic Circle or holding B down while charging a smash, Nanoha can continously feed cartridges into Raising Heart until her magazine is completely empty. Every .4 seconds of charging another cartridge is emptied in, increasing the damage by 4%. With two solid seconds of cartridge loading, Divine Buster will deal 39% in a single hit, with a total starting lag of 3.5 seconds. Without loading cartridges this way, the damage increases at a fourth of that rate.


If Nanoha loads two cartridges or more into Raising Heart, the device calls out, saying [Extension]. A small pink orb appears next to Nanoha and a scope pops out of Raising Heart's shaft. While charging, you can move the pink orb at Captain Falcon's running speed to lock on to an opponent. If you touch an opponent with the orb, Nanoha will automatically fire at that opponent.

As an easter egg, if Nanoha star KOs an opponent with a successfully targeted Divine Buster Extension, the following exchange occurs:

[It's a direct hit]
"Do you think I overdid it?"
[Don't worry, my master]

Divine Buster is an incredibly powerful attack, and one that cannot be used lightly, even uncharged. Generally, using this move when you don't have a magic circle to protect you is incredibly foolish. Its one of your finishers, so make sure you use it as such.



Down Smash - Axel Shooter


Nanoha raises her staff up at a high angle, and Raising Heart calls out [Axel Shooter] Nanoha holds this position for .75 seconds before slamming Raising Heart into the ground, shooting beams of magical energy out of the ground.

They home in on any enemy nearby, moving at Mario's run speed. They turn rather slowly, and only follow opponents for five seconds before fading, so they are possible to dodge, and have only average priority. They cannot be shielded though, because instead of striking for damage, they swirl around the opponent, like so.




They just revolve around the opponent, harmless, until one of three things happen. First, they will fade away in five seconds if nothing else happens. Second, they will hit if Nanoha uses her Down Smash again, where she will raise a hand in the air for .5 seconds, saying "Axel Shoot!" Third, if the opponent makes any attack, they will activate and hit.

Being hit by Axel Shooter does about 13% damage but does no knockback, all of the attacks momentum cancelling out. If Nanoha charges this attack with her cartridges, it will do an extra 3% damage and .4 seconds of lag for every cartrige used, up to a maximum of 28% and 2.5 seconds of starting lag.

This attack also forces the opponent into a predicament. They can refuse to attack you to avoid taking damage, but they also face the possibility of letting you get off an even more ridiculous attack. If you cartridge up this attack the decision becomes even harder; you're wide open to punishment while you exhaust Raising Heart, but they'll take even more damage. No matter what the opponent does though, you still win.



Up Smash - Starlight Breaker


"This is going to hurt a little, okay?"



You thought that Divine Buster was a big attack? You haven't seen anything yet. Raising Heart yells out [Starlight Breaker] Nanoha summons a shield about a battlefield platform in front of her that will absorb any and all attacks, and generates a massive ball of energy in front of her, a process that takes an incredible 1.8 seconds.

When fired, Nanoha swings Raising Heart overhead, shouting "Starlight Breaker!" The ball of magic shoots into the magic circle, the array focusing it like a lens. It releases a single, ridiculous attack dealing 24% damage, uncharged, that KO's at around 80%. Packing cartridges boosts the damage by 4% for each cartridge, up to a maximum of 44%, but increasing the already mammoth end lag.

A worse Divine Buster, you say? Not at all! You see, Starlight Breaker is Nanoha's signature finishing move, and it functions by absorbing all the ambient magic left from a fight. What this means in brawl is that the more damage Nanoha has done in the match, the more powerful Starlight Breaker will be.

At 100% damage dealt, Starlight breaker will therefore deal 150% its regular damage. At 50% damage dealt, it will deal 125% its regular damage, and so on, up to a maximum of 150%. Starlight Breaker is a finishing move, the perfect end to a stock, a single, glorious big bang. Use it wisely.





Neutral Aerial - Protection



Nanoha holds her left arm out, as Raising Heart says [Protection] Nanoha freezes in midair for up to five seconds as a faint pink aura surrounds her. Any attacks against her cause the shield to flare up brightly in the spot she was hit. The shield has slightly above average priority, and will defend her against most weak attacks.

If Nanoha burned a cartridge first though, Raising Heart will instead say [Protection Powered] The entire shield glows fiercly then, and deflects all attacks as long as it is held. The move has the same average starting and ending lag either way though.

Oh yeah, if Nanoha taps the A button again, Raising Heart will call out, [Barrier Burst], and in .25 seconds the shield will explode, giving Nanoha a lot of ending lag. The attack does very little damage and knockback normally, around 5%, but if the opponent was in the middle of attacking Nanoha it will do 9% and strong knockback that KO's at 150% instead.



Forward Aerial - Divine Shooter



Nanoha swings Raising Heart forward as the weapon cries out [Divine Shooter] Four spheres of magical energy then settle around Nanoha. This process takes .5 seconds, and the orbs do nothing until they fade away five seconds later.

The next time Nanoha uses this move though, she waves Raising Heart, shouting "Shoot!" in the period of .25 seconds. They then spring to life, homing in on the enemy nearest Nanoha, moving at Mario's Dash speed, dealing 4% on hit with light knockback. Burning a cartridge when using this move increases the damage to 7% a hit, but the speed drops to Luigi's dash speed and they turn much more slowly.

The trick to using this move is to force the opponent into a position of vulnerability or lag, and then blasting at them. Great for getting enemies out of your face and out of your way. The spheres are all actually slightly below average priority, and most attacks will burst them. They can combo, space, and are all in all an incredibly versatile attack in Nanoha's arsenal. If you have a chance, drop this move. There's rarely a bad time to use it.



Back Aerial - Burst Shot


Nanoha swings Raising Heart backwards, who lets off a flash of energy in a cone behind Nanoha. The blast fills up a space of about a stagebuilder block behind Nanoha, and comes out fairly quickly, .2 seconds of starting lag. The field lasts for about .5 seconds and deals 10% on hit and has above average priority. With a cartridge, the move takes .5 seconds to perform, but extends another stagebuilder block and deals 15% damage.

Knockback throws opponents a good bit aways, not enough to KO, but enough to give Nanoha some space and room to throw down a Divine Shooter or a follow-up attack. A decent approaching option when used without a cartridge.



Up Aerial - Flare Shooter


Nanoha holds Raising Heart towards the camera and twirls it like a baton four times, each time shooting a flare of magical energy upwards. The flares rise upwards about a Ganondorf into the air, then fall, arcing down below Nanoha, fading away two Ganondorfs below. Each flare does 6% damage and moderate hitstun, but it is very difficult to chain all the hits together.

If Nanoha popped a cartridge before using this move, Raising Heart instead forms an entire circle of energy when twirled, dealing 11% damage and greater knockback, but has no other remarkable properties. Either way it has average priority and very little starting and ending lag.



Down Aerial - Flash Drop


Raising Heart calls out [Flash Move], and after .2 seconds of starting lag, Nanoha quickly drops down at Sonic's dash speed, Raising Heart held overhead. She continues to drop until the button is released or she hits somebody, smashing Raising Heart into any unfortunate opponents face. When Nanoha hits, she does 12% damage and has very strong downwards knockback. The move has a massive amount of time for Smash DI though, .5 seconds, as both players freeze in midair before her enemy is thrown back, making it simple to DI in any direction the opponent wants.

If Nanoha drops a cartridge before using this move, she does 15% damage instead, in a massive magical explosion that pushes her up after using this attack as if she had performed a footstool.





Grab - Restrict Lock Control


Being a nine year old girl carrying around a giant staff makes any normal grabbing mechanism ridiculous to even conceive. Instead of copping out though, Nanoha uses a different strategy. By pressing the Z button, Nanoha will take control of any Restrict Lock that is currently up, and will perform her pummels and throws through her Restrict Lock. Her pummel merely tightens the binds around her opponent; doing only 1% damage a hit but it slightly increases the length of the grab.


Forward Throw - Call Forward


The binds around the opponent pull the opponent as Nanoha beckons. They release, and the foe stumbles forward as they regain their balance, taking 4% damage. This is also part of Nanoha's one and only real combo: Nanoha can force the opponent right into the shield of her Strike Flame and slash at them with the bayonet, but other than that, this move is fairly mediocre.


Back Throw - Divine Thrower


Nanoha waves her hand and sends the opponent flying away, dealing 9% damage and knockback that KO's at 160%. No tricks to it; simple and effective.


Down Throw - Kneeler


The binds pull the opponent to the ground, choke on the foe, and vanish, dealing 6% damage and leaving the foe in their downed position. Good for giving Nanoha a bit of breathing room, as she regains control a good .4 seconds before the opponent does.


Up Throw - Struggle Bind


The lock around Nanoha's opponent tightens, squeezing the opponent, then suddenly flashes green. Nanoha looses control of the lock at this point, and the opponent must escape at grab difficulty.

With a twist. The Struggle Bind is harder to escape from the more you fight against it, much like a finger trap. Button mashing will therefore increase the duration instead of decreasing the length of being held. Use it against opponents who don't know this, or to keep enemies at high percentages still a little longer so you can Divine Buster them. Does 3% damage.



<<Final Smash>>
<<A. C. S. Mode>>



When you press the B Button, Nanoha goes into a cutscene as Raising Heart transforms into Excellion mode, growing the wings and blade seen above. Raising Heart says [A. C. S. Mode Standby], and Nanoha aims at any nearby opponent. She then flies at them at Sonic's Dash speed. The blade pierces through all shields and defenses, and sticks an opponent with 15% damage.

Raising Heart then gathers a sphere of energy at the tip of the blade, pumping all five cartridges in Nanoha's magazine. Nanoha shouts "Break Shoot!", and fires her Excellion Buster at point blank, dealing 30% damage and knockback along the same lines as Marth's Critical Hit.



<<Playstyle>>


The White Devil


"Nanoha's combat ability is considerable. Your irresponsible reliance on your magic power complements your basic true character."
"Er..."​
"You're extremely solid and quick to recover too."
"Er... Are you praising me or are you insulting me?"​


Some characters have interesting playstyles, based around special mechanics and abilities. Nanoha has one simple plan: lock the opponent down and hit them with your biggest shot possible. While simple from a glance, there is actually much more finesse to performing this than it would seem.

First of all, Nanoha needs to start building damage and shape the pace of the battle to her needs. Divine Shooter and Cross Fire are both great options to try to get some good damage in and encourage your opponents to stay away. If combat is closer, Nanoha will be well off to use Burst Shot, Protection, and Strike Flame to access quicker hits, or Cross Fire to act as a small shield. Stardust Smasher is also an excellent option to make opponents think twice about approaching. Flier Fin also lets you fly right out of combat when it gets to hot, and it has fairly low lag, so feel free to abuse it. Be careful about the ending lag though.

When trying to set up a chance to pull off one of your bigger moves, you've got three main courses of action. Barrel Shot has a push effect to get opponents out of your face, and Restrict Lock will keep an opponent busy while you charge up one of your attacks. Axel Shooter is a riskier, but powerful way to force the opponent to either take a lot of damage from the attack, or take a lot of damage from your next attack. These aren't foolproof though; Axel Shooter is hard to get off and can't guarantee they won't attack you, Restrict Lock quickly decays, and Barrel Shot doesn't stop opponents from approaching. You'll have to play aggressive to get enough space for your finishing moves.

When shooting for the KO, you've got two good options: Divine Buster and Starlight Breaker. Divine Buster is more reliable, but Starlight Breaker is so overwhelmingly powerful that it will oftentimes be hard not to KO someone with it. They're big attacks, so make save them for when you have both a window to attack from, and a damage level that you'll kill from. Also, whenever possible, use your smashes in the air with a magic circle. You're much harder to hit that way.

Your cartridges are an important part of your playstyle, giving you increased power in exchange for windows of vulnerability; make certain you know when to use a cartridge and when not to. Moves that are designed to be more versatile and quicker generally suffer more from use of a cartridge than they benefit: Burst Shot, Divine Shooter, and Flare Shooter being three key examples. Keep your cartridges for when you have space to hit with your bigger attacks.

So, she must be godly overpowered, right? Not really though. A strong enough pressure game tops her, and keeping close to her makes her very difficult to play as. Her priority shoots down at melee range, and she still has to deal with a lot of lag. If you're trying to beat Nanoha, keep close and keep her to the ground. Keep Nanoha from getting space between you, and she can't fight effectively.





VS Meta Knight - 40:60 Meta Knight's Favor


And we kick off the match ups with the obligatory bad match-up against Meta Knight. Woo!

Anyways, Meta Knight is fast. And has high priority. He'll give you hell at every opportunity to attack by constantly outspeeding you, and blow for blow he can always outprioritize or outspeed your attacks. He's got your decent air game beat, and can gimp your nonoffensive recovery.

Complete domination though? Not really. You're going to have to be more reliant on your ability to traverse the stage with Flier Fin, and use Restrict Lock more than is usually reccomended, but but you can still get the spacing you need to hit him with your attacks. And really, Meta Knight just can't take your biggest hits. Theoretically, Dimensional Cap could cause you hell as he dodges your longest ranged attacks, but most Meta Knight players aren't aware of that input even.

Set up Divine Shooters if you can, and focus more than ever on trying to keep Meta Knight away from you. It's not an easy match, but its one you can still win.



VS King Dedede - 60:40 White Devil's Favor


And its the obligatory Dedede match-up for comparison. I wouldn't do this if Dedede wasn't one of the few Brawl characters I fell qualified commenting on. Anyways, Dedede is slower than you, his best KO moves are ground based while yours are air based, and he's a sitting duck for most of your bigger attacks, but makes up for it by still having great priority and incredibly threaten melee. And the chaingrab. The chaingrab...


VS Pikachu - 40:60 Pikachu's Favor


Pikachu doesn't have a hard time KOing you as other characters do with your aerial antics and smashes, what with that ridiculous Thunder of his that makes your magic circles seem foolish, and has no difficulty getting towards you with that Quick Attack of his. That being said, he just doesn't have the priority to break through your shields, and while you'll never get a chance to unload a full clip of cartridges into Pikachu, he's light enough that you won't need to. It doesn't change the fact that you're still at a bit of a disadvantage.


VS Tauros - 60:40 White Devil's Favor


Tauros is land based and Nanoha is air based. Both are laggy but Nanoha has priority and range. Nanoha has better movement too, but this isn't quite a route. Tauros's rage lets him survive your Divine Busters and Starlight Breakers, and hit like a freight train with his next attack after it. The solution? Axel Shooter him so if he rages he absorbs the Axel Shoote, leaving him vulnerable to your next shot.


VS Kaptain K Rool - 55:45 White Devil's Favor


Kaptain K Rool puts up a strong fight against Nanoha, but not strong enough. The suction blunderbuss ruins your shields, and he's got range and priority too. Your range and priority is better though, and you hit harder than he does. Its not an easy fight, but you have a comfortable advantage here.


VS The Count - 90:10 White Devil's Favor


The Count hates Nanoha. He hates her hates her hates her. Not only does Nanoha have significant air game, she doesn't have to get close to The Count to use it, letting her one-sidedly attack the Count as he has little to fight her with than the occasional slimeball. He's going to have a hard time grabbing her too, since any Nanoha worth her salt is never going to get near Zondark when the Count is nearby. To add injury to insult, Nanoha's magic circles not only let her fire her best attacks from midair, but Divine Buster and Starlight Breaker can hit both Zondark and The Count at once, dealing 1.5x their already considerable damage. Sure Restrict Lock isn't too effective, but they're not getting around fast, and you're still pretty much the only character who can grab them.

There is really nothing the Count can do to her, and a helluva lot she can do to him. His best chance really is to take over Zondark and try to get some damage in, but even then you'll consistently be a stock behind at best.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[[size=+2]White Devil/Nannoha Takamachi[/size]

In the stats, weight was not mentioned, SO, Im going to say that WD is a 3/10 because that would be human to me, especially for a small child. At first I questioned why WD had a good air game, but then I went back and saw that Down-Special. I don't really know what to say, powerful ranged fighter with lots of lag. There are some concerns with that Side Special, such as how tall it is (and lag?), and you would also be able to use it in conjunction with Up-Special to recover. The Side Special seems too good to be able to always push enemies back on the sides, but then again, enemies can approach you from below. I kind of thought that the F-tilt and the N-air were kind of the same, as you could short-hop the N-air. Well, the writing style seems a bit different than previously, though it would have been good if you used organisation with that of Darkrai in showing the effects of the Neutral Special, and the overheating seems a bit too laggy at the end I think. I don't know where to rank this set out of all your sets, though I think that Darkrai and Bubbleman EXE were very easy to read, though Magnezone is still one of your great sets as well. I'll let others decide where this set ranks. Oh, and good job for getting 8 sets out, rivalling Kupa and Warlord in the MYM.
 

peeup

Smash Lord
Joined
Sep 3, 2007
Messages
1,618
Location
Hartford/Mass



(((((STORY)))))

From the Disney masterpiece Fantasia, the Chernabog comes from the song Night on Bald Mountain. A representation of the Devil on earth, Chernabog creates all sorts of chaos by raising the dead and summoning minions of darkness to wreak havoc. Chernabog also makes a fairly brief cameo in Kingdom Hearts as one of the bosses of End of the World.


(((((STATS)))))

Power ---- 10
Range ---- 8
Priority ---- 9
Air Movement ---- 1
Fall Speed ---- 1
Weight ---- 1
Size ---- 10
Movement Speed ---- 1


Chernabog is a unique character, and his stats reflect that. He boasts incredible power in his attacks, at the cost of an extreme limit to his mobility. This is explained by his:


(((((FANCY MECHANIC)))))

In Fantasia, Chernabog spends his time within Bald Mountain, and, in smash, he will do just the same. During the fight, Chernabog will be locked within his volcano, unable to move freely. He can, however, change the direction that he is facing. He will be located in the center of every stage, planted to the ground. However, on maps that experience change such as Rainbow Cruise, Chernabog will be on a floating platform that is in the center of the screen.

Chernabog can be attacked by either hitting him or Bald Mountain. However, he does not receive hitstun (although he will be paralyzed by Zamus' stunning attacks and other attacks of that nature). After taking 150%, Bald Mountain shatters, leaving Chernabog vulnerable! In this state, Chernabog is able to walk around, but with a huge disadvantage: he can now only use specials (but not his up special), and his move speed on air and ground is pitifully slow. Also, because Chernabog is a weightless spirit, he is incredibly light, so any strong attack will probably KO him once he is out of Bald Mountain. He also receives hitstun in this state.


(((((SPECIALS)))))


Neutral Special - Summon Spirit

Chernabog instantly puts his hands together as though they were holding a small ball. He will continue to do this for a maximum of 2.7 seconds. During this time, a small, ghostly blue-grey orb will appear within his hands. If Chernabog is hit during this time, or if he manages to charge it for the whole 2.7 seconds, he will raise his arms above his head and a blue-grey ghost will appear in front of him.

The spirit will act as a CPU that will attack its nearest enemy with basic attacks dealing, similar to a wireframe from multi-man brawl. It lasts for 15 seconds or until it receives 40%. The spirit's attacks will deal 6% and minor hitstun, but no real knockback. The skill level of the spirit is proportional to how long Chernabog was able to charge the attack for: for every .3 seconds he was charging, the spirit will be 1 level. Example: if Chernabog charged the attack for 1.2 seconds, the spirit would be a level 4 computer. If Chernabog is attacked before .3 seconds has passed, no spirit will be summoned and Chernabog will be stunned for 1 second.


Down Special - Earthquake

Chernabog instantly places his hands on the ground (or on the platform that he is suspended on if he is on a moving stage) for 1.5 seconds. If he is not hit during this time, he will slam the ground, causing all enemies on the ground to be grounded (as if they were hit by DK's side special) for 2 seconds. Enemies that were in the air during this time will be powerfully meteor smashed, and if they hit the ground, they will trip upon landing. This deals no damage.


Side Special - Lava Pit

After a few frames of startup lag, Chernabog breathes a stream of lava to whichever side the control stick was tilted to, creating a pool of lava the size of a Battlefield platform. Chernabog will continue to breathe lava until the special button is released. Once released, Chernabog will suffer from a full second of lag before being able to act again. For each second that Chernabog was doing this attack, the lava will deal 6% and decent vertical knockback (not enough to kill, but enough to combo into an up tilt or possibly an up smash). The pool of lava disappears in 3 times the amount of time that it was charging for.


Up Special - Fiery Repulsion

After a pretty large amount of lag as he waves his hands around, Chernabog raises his hands to the sky and a pillar of fire and lava erupts straight upward from Bald Mountain. Enemies that come into contact with the flame takes 18% and large horizontal knockback. Enemies that are hit by the top of the pillar as it ascends, however, are pushed off screen upwards for an instant KO. Due to the large amount of startup lag, however, it is unlikely that this would happen against a competent opponent.


(((((STANDARD ATTACKS)))))


Jab - Satanic Claw

Very quickly, Chernabog slashes downward with his right claw, dealing 5% and almost no knockback, but enough hitstun to trap the foe into being hit by the second part of the attack, which is an upwards slash with his left claw, dealing 8% and vertical knockback that could kill at very high percents if not diminished. For a jab, this is on the slow side (though it is not THAT slow, it's just slow compared to other jabs), but it has enough priority to override most other jabs.


Up Tilt - Nightmarish Twister

Chernabog quickly raises his hands, creating an upward gust of wind, launching nearby opponents upward, dealing 10%. The knockback on this move is vertical, but it often knocks them up too far for you to hit them with your up smash, and they would have enough time to get out of the way of your up special, so the only practical use for this attack is to kill at high-ish percents and to give yourself some time to summon a spirit or make a lava pit.


Down Tilt - Shadow Drag

After some very brief lag, Chernabog creates a black circle the size of one stage builder block. Any enemies caught in this circle are dragged away from Chernabog the distance of one and a half battlefield platforms and fall down. This does no damage.


Side Tilt - Underworld Assult

Chernabog instantly presses his hand together. After 1 second, regardless of whether or not Chernabog was struck during this time, a ring of fire will appear where Chernabog's enemies stood when he started the attack. The ring of fire extends a small distance upward, high enough to hit most characters if they used their first jump to try to avoid the attack. The fire deals 18% and small vertical knockback. (The main purpose of this attack is to deal with campers who would otherwise destroy Chernabog because he can't approach them.


(((((SMASHES)))))


Forward Smash - Demon Claw

Chernabog slowly lifts his arm up behind him, charging dark demonic energy in his claw. After charging, Chernabog punches his arm forward a deceptively long distance, dealing 30-37% and huge diagonal knockback. The charge animation for this attack takes some time, as does the actual attack, but if it hits, it will do some serious damage.


Down Smash - Haunting Demise

Chernabog puts his hands together identically to how he does for his neutral special, and a similar orb grows within his hands. However, when he is charging this attack, all of Chernabog's enemies start being circled by a few ghosts. When Chernabog stops charging and uses the attack, the ghosts strike their targets, dealing 23-29% and minor knockback. Like all smashes, the attack is cancelled if Chernabog is attacked during the charging. The startup lag for this attack is pretty short, but the ending lag is big enough for you to get punished if the enemy shields it.


Up Smash - Unholy Wrath

As he charges this attack, Chernabog draws a large circle like a halo above his head with his finger. When he attacks, the circle turns into a shadowy ring that sucks nearby enemies into it, dealing 25-30% and very strong vertical knockback. This attack has above average startup lag, but pretty low ending lag, and the hitbox stays active for a brief period after the attack has ended.


(((((THROWS)))))


Grab - Punishment

Very basic grab and animation, Chernabog picks up his target with both hands and holds them out in front of him. Thanks to his long arms, his grab has better range than most.


Pummel - Torment

Chernabog pulses searing hot lava into his hands, burning the foe for 5%. Not a very fast pummel, but strong.


Forward Throw - Grave Launcher

Chernabog throws the foe forward dealing 14%. Once the hitstun on the attack ends, a pack of ghosts pushes the target an extra Battlefield platform's length to the side.


Down Throw - Burning Agony

Chernabog holds his victim over Bald Mountain as it erupts, dealing 20%. He then throws them on the ground the distance of 2 Battlefield platforms.


Back Throw - Demon's Riddance

Chernabog tosses the foe behind him, then smacks them backwards with his wings, dealing large horizontal knockback, enough to kill at high eprcents, and 16%


Up Throw - Searing Dread

Chernabog tosses the victim above Bald Mountain as it erupts, dealing 19% and large vertical knockback, enough to kill at mid-high percents.


(((((FINAL SMASH - HELL'S ARMY)))))

Firstly, I have to say that if Chernabog manages to get the smash ball, that is quite a feat. Because of this, his Final Smash is very powerful..

Chernabog lets loose a mighty roar as the entire stage starts to burn! The fire acts exactly how spikes act. Also, for each enemy, 10 Skeletal Soldiers are summoned to beat the crap out of people. These soldiers are invincible and deal 20% with high knockback. This lasts for 20 seconds. During this time, Chernabog is invincible.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Nanoha

Well I figured it would only be kind of me to give you a Nanoha comment since you asked and...well, you were nice enough to comment Tauros so I'd kind of be a jerk for saying no...so let's get into the comment, shall we?

Creativity wise, Nanoha is great. I assume the moves are taken directly from the anime (which anime by the way? I don't think it's stated in the set...maybe I just missed it...) and they all seem to be rather interesting. The whole cartridge power-up system is an interesting one especially when coupled with the Side B's ability to "break the limits" on how many cartridges you're allowed to use.

The organization as a whole is great; it's simple but it gets the job done nicely and is easy to read. Your writing style is also easy on the reader and rather inviting. All the pictures make the attacks even easier to visualize and the bolding helps point out some key details.

While it may seem that all I've given Nanoha is praise...I unfortunately have some problems with her. She's incredibly over-powered. Most of her attacks (even her tilts) KO at around 140% and her prime killing move KO's at 80% uncharged. Her mobility is low but her range is insane....to top it all off, her recovery is like a super-charged Pit albeit with a shorter durration. She's a small target and, as you said, only a nine year old girl so I assume she's light...but she seems like her opponents would have a hell of a time getting anywhere near here with her insane range, ability to KO and space and the ability to escape quickly with her Up B (which pretty much nullifies her slow movement speed). Anyway, these are just balance complaints but they're the main thing keeping Nanoha down in my eyes...although I may just be overthinking the usefullness of her Down B/Down Throw. Heck, she even beats out the beastly Tauros when it comes to KO'ing.

Overall, Nanoha was an enjoyable read though despite my complaints. I feel like you have some great ideas here and it was a pleasure to read through this with your unique writing style. Call me crazy but I still -LOVE- Magnezone...but Nanoha's nothing to scoff at either, I'd place her up pretty high on your list of sets. Regardless though, you keep pumping out quality stuff so great job there =)
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Forgive me for a seperate post, but who's going to check the one above:
[size=+2]Chernabog[/size]
I won't say too much since Im soiling dm's page and getting in a second post. Chernabog is too broken, he has constant super-amour despite not being able to move, and he has NO PLAYSTYLE. Playstyle is very important, emphasising how a character plays. Though it's obvious here, Chernabog will either kill close combaters or be killed by projectile users.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Meanie worked hard on Nanoha, and even had to wait a while for a page. At least comment on her when you **** her reception.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,542
Nanoa Hanona Hanoona Noohaha Nanoha goves me more trouble with remembering her name than any other caracter from anything ever. Also, she does not look like she's nine years old. Or Japanese.

Oh, right. There's a moveset here. It was pretty readable, but all the cartridge stuff got a little confusing at times. Also, it seems she could have an infinite recovery by alternating her Up and Down Specials (Unless I misread something). I liked the grab mechanic, although the throws were a little generic ('Cept for the U-Throw). I don't mid, though, since good throws can be a pain in the ***. I really did enjoy the set, though. It's a pity it's sharing a page w/two others.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Meanie worked hard on Nanoha, and even had to wait a while for a page. At least comment on her when you **** her reception.
This comment is absolutely useless, and doesn't help meanie OR Jimny. In defense of the latter, I believe he's also been waiting a day or two to post Poliwrath. And peeup doesn't know there are any moral obligations to wait for a fresh page - how could he? Now, this doesn't mean that the relative lack of comments on Nanoha is good, but still.

And because hypocrisy ain't cool, this post to be edited within the next two hours with commentary on the three movesets above.

So, Nanoha. What a delightful, whimsical moveset this is. There's a great sense of character, a great feel one gets as one reads this moveset. I shouldn't have to say much about the stellar creativity, something we've all come to expect from you, meanie. I disagree with MT about her balance; yeah, sure, her prime kill move does it at 80%, but doesn't Ganondorf's, too? Or Falcon's? These are less laggy than her Down Smash by a long shot, and we all know how often they connect in serious matches. Seriously, bad attack speed is a KILLER. Now, this doesn't mean you shouldn't probably tone down the Up Special; it feels like that problem anime characters often suffer (cough, Envy), where the creators want to make them true to their realistic power and end up making them broken. If one of her weaknesses is movement, I agree that giving her a quick and easy way around it is a bad idea.

That said, the organization is very nice (why Verdana, though?), the playstyle is neat (probably very fitting, too), and, and this is the big one, the writing style is WAY improved. There are still some spots you stumble on (dare you to say that ten times fast), but for the most part it's much easier to grasp than your earlier movesets.

I have a few minor quibbles, however! Very very minor, actually. You have the attack Cartridge LOAD, but then make many references to BURNING cartridges; just seems a bit misleading, even though it's easy enough to understand what you mean. Also your idea of %s seems a bit skewed; you call 19% impressive and 23% beastly when many characters have smash attacks that attain 20% uncharged. Not just the heavyweights, either. But seriously, great job on this one and it definitely goes up there in your very own pantheon.

Next is Chernabog... except... so lazy... guess I'll just "edit" this post with "more commentary" later.
 
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