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

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

Make Your Move 6 - Nothing Gold can Stay

Status
Not open for further replies.

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Eggplant Wizard

Best Wizzerd moveset. No questions asked.
:bee:

Right away, the mechanic is awesomesauce. Slowly giving your enemy the ultimate debuff is a fun concept, and the ways you work it into his moves is unique and more varied than I originally predicted. Beyond that, there were plenty of creative moves in their own right with his eggplant magic (best element ever!) and lots of clever interactions between them, especially the various ways you can manipulate his netural special eggplants. My favorite move had to be the DSmash. Custom charge bonuses? Epic.
I'm very glad the mechanic worked out. I was worried that it would be absolutely impossible to understand due to the sheer complexity of it and how my awkward writing style would make it seem even more so, but I'm really glad that people -were- able to understand what I was trying to get across to a certain extent. Oh, and the DSmash is a semi-ripoff of Takamaru's FSmash, but hey, why not? :3

The playstyle is simply amazing. A character who is garbage tier normally, but instead of buffing himself with his mechanic, he just debuffs the opponent to his level. There are so many interactions and techniques he has to achieve this goal. While controlling the stage with eggplants isn't exactly an original concept in itself, you took things a step further with the differing stage "ammo" and the detailed stage strategies (I love those charts). Seriously, The simple fact that you made stage selection an emphasis to his playstyle adds so much depth to him and would give him a more developed meta-game than a lot of these one-dimensional "playstyles" we see in MYM.
Yay! I'm glad my ten paragraph playstyle, matchups (which are actually my super votes as of now plus a little advertising) and diagrams (I may make more of them) which took an unholy amount of time to write paid off. The idea of dragging the foe down to the player's level has been done before in Cannoli and the like, but... yeah, I'm glad people like the playstyle. :bee:

If there's one thing to criticize, it would have to be the balance. It's all fine and good until he gets to KOing. After all the work he has to go through to get the enemy to KO percents to begin with, he only really has one chance to KO with the FSmash, and he has to go through all sorts of set-up and mind-games to get it to work. If he had some ok gimping moves this wouldn't be a problem, but as is he simply has to work so much more than the rest of the cast to get anywhere.
I was actually worried that he was overpowered while I was making him, and I edited out the original hitbox properties of the claps for that reason. :urg: What was I thinking? I should try to shoot for overpowered so my sets can be halfway viable for use. :laugh: Anyway, I'll fix the FSmash and buff his secondary KO moves.

But don't let that get you down, as I said this is a superb moveset and easily your best. I'm seriously considering super voting this thing, I love it so much. Make more sets like this plz. :3
Thank you! I'm glad you liked it so much.

EW: Well it was a very lengthy read, which I feel could have been shorter, or easier to read if you highlighted main parts. It took me a while to understand some of your moves, but once I git it you had a great mechanic put in place. I don't see anyone really turning into an eggplant mostly because I think you can just avoid eggplant wizard from afar. This moveset a little hard on my eyes because of the length, but I like the layout. The eggplant icons were a nice touch. I think if eggplant wizard were a character he would be low teir, just because of how much trouble it is for him to KO. Unless I missed something really big to say other sie ( don't blame me if I did )
Thanks for the thoughts, and thank Smady for the awesomesauce eggplant images. :3

Gluttony: Thanks for the negative matchup. >:( I'm kidding, of course. The original Gluttony was no slouch (Hence it being the one homunculus to place IIRC), and this Gluttony is a BIG improvement over him. The biggest thing I admire about him is how well you've handled the mechanic. I've always felt that many mechanics in MYM feel tacked on, out of character and unnecessary (why do I use them so much?). The way you've had the mechanic link to and interact with so many other moves is quite admirable. The drool puddles, the obligatory Chomp clone, they all work together for something truly interesting. The set is nicely organized as well, the font is a nice touch, though I think it would be preferable if you simply said +/- hunger instead of using the somewhat awkward and overly large graphic. Anyway, my main qualm with it is balance. Building up hunger doesn't seem too difficult, especially with the grab release... maybe you don't need to listen to Wizzerd about balance... anyhow, Gluttony's another set to add to my list of votes, though I may have to kick Roller Coaster Tycoon for him. Sorry...

Comments on Banette and innuendo dude probably
not
to come soon.
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
Super-short comment tiem yay! :bee:

EGGPLANT WIZARD
This one's interesting. Convoluted writing style, gets in the way a lot, but cool concepts. Very interesting.

BANETTE
I quite like this set. Fun playstyle for a Pokemon that I really dislike, good, readable writing style, simple, yet creative. Good job, Katapultar.

As for GLUTTONY...
Frankly, Warlord, I'm disappointed. I have to say I liked the old Gluttony more. This moveset feels bare, not just because of the simplistic organization, but from the lack of new concepts for each move, so to speak. Feels like each move is a repeat of the other, and it's just not an enjoyable read for me. You better have an excuse for this atrocity.

MARA
This is epic. Where did you come from, anyway? Entertaining set, really. Some of the attacks are a bit iffy, and generic, but I still like this set. xD

Also, nobody steal this next page again. :mad088:
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
GLUTTONY​

Amazing job, Warlord. The attacks are creatively simple, in a good way. Your writing style is welcoming while not leaving out any details, and I read through this in about fifteen minutes. I love interactions such as using the FSmash to hurt foes buried by the FThrow and avoiding being hurt from the UAir by placing a drool puddle by the ledge. Speaking of the puddle, it's such a simple trap that looked useless at the start but worked out well tied in with the other attacks in the end. The FSpec and BThrow are so ingenious at nerfing the foe, I hate it but I love it at the same time. The Final Smash is also great, one of my favorites. The organization was extremely well done, so that gets you brownie points from me (I love me some good organization; I guess that's why Rool, Mendez, and Juna have always been my favorite MYMers). The mechanic is not like a Kupa mechanic; it's very fitting and well implemented into the set. I remember you saying that you make sets best if you have a mechanic to revolve around, and I totally agree. I don't care about stats, either: I agree with what Juna said on them. I really love this set. The only thing that detracts from this set is the lack of music, although you don't exactly have enough source music. Overall, this is the third set to complete a Holy Trinity of my own: Cloud of Darkness - Zant - Gluttony.
 

The Necromancer

Smash Rookie
Joined
Oct 6, 2009
Messages
6
I should have read more movesets than that but I was busy with school. Anyways, so far I only COMPLETELY read one moveset, and that is Zant from King K. Rool.

This moveset is really awesome because it's really original, true to the character and it could actually happen! The Twilight mechanic also is a great inclusion, I love the writing style in the Twilight part of the moveset The character also is balanced, which is an advantage for votes. Anyways, good job on Zant and more movesets like him!

Next, I'll read Eggplant Wizard!
 

King Iwata

Smash Rookie
Joined
Oct 4, 2009
Messages
7
Good lord! Do you have any idea how many lawsuits we'd get if we included this character in the game?!? Besides, it's absolutely apalling and disgusting. We're trying to make a game appealing to all ages here! What were you thinking?!? This is the most prepostorous moveset I've ever had the displeasure of reading.
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
>>MAHAGANESHARIFF

剛球大魔神



BASIC INFO<<

Maha Ganeshariff is the boss of the RETRIEVE DATA mission in Mega Man Zero. He doesn't have much have much of a personality, being more task-oriented. Maha is modeled after the Hindu god Ganesha, who is elephantine.

MEGA MAN ZERO COMPLETE WORKS BIO
The Mutos Reploid responsible for the storage and distribution of information for the Deep sea Squadron lead by Leviathan. To help ensure the security and integrity of the data Maha Ganeshariff handles, he was built to be a data server that can not only transport information, but defend itself if necessary. With valuable servers as innards, his outer body was built as a large, solid shell to protect their contents.



Statistics

Size 11/10
Maha Ganeshariff is easily the biggest character in the game. His main body is the size of Bowser, meaning his total size is immense.

Weight 11/10
Naturally, to go along with this massive size is massive weight.

Power 6/10
Maha's not actually a true heavyweight in this respect, but he does have KO power that's a little above average.

Ground Speed 1/10
When you're just measuring his walk/dash speed, Maha is quite sluggish, but this can be helped.

Air Speed 6/10
In a nice turn of events, Ganeshariff is actually fairly nimble in the air.

Attack Speed 5/10
A lot of his most important attacks come out quickly, but there are enough laggy attacks to give him an overall average rating.

Range 9/10
Even on his own, Maha's huge size contributes to a large physical range. Even excluding that, though, he has several projectiles at his disposal.

Priority 8/10
Maha's priority ranges from utterly supreme to above-average, generally speaking. He really got lucky in this department.

Traction 3/10
Turning around is no easy feet when you're a bazillion feet tall, you know.

Jumps 4/10
His first jump is rather mediocre, but his second is actually pretty good. However, he won't be spending much time in the air.

Falling Speed 6/10
Oddly enough, he doesn't quite have a really fast fall speed. This can't really be explained rationally.

Recovery 5/10
Ganeshariff's recovery is, in essence, a basic tether.

Crouch 1/10
... You're kidding, right?


Basic_Animations

Idle Pose

This one's basic, he simply stands in place while in a looping "fighting stance" animation. There are no variations in this pattern. The animation above shows the idle pose as well as the standard combo.

Walking
For lack of a better term, Maha waddles. This is slow.

Running
Ganeshariff waddles... a little faster.

Dashing
At last now his waddle isn't really awkward looking. That doesn't mean it's any better in comparison.

Crouching
Maha simply retracts his legs a little ways in.

First Jump
Maha Ganeshariff visibly has to kick off the ground here, with both legs needed.

Second Jump
Without as much effort, he does a similar motion.

Shield
Faster than in any attack, Ganeshariff transforms into a sphere to protect himself. This is an irregular shield, being comparable to Yoshi's.

Spot Dodge
While in a ball, he moves back a little and forward again. Long duration.

Roll
This is about as close to a real roll as you can get.

Air Dodge
Ganeshariff actually looks somewhat silly as he sprawls out his limbs momentarily.

Asleep
Ganeshariff merely stands utterly motionless.

Dizzy
Maha's head and torso spin in different directions.


MOVESET<<

Special_Attacks

Neutral Special Tusk Boomerang
Maha Ganeshariff grabs one of his tusks and throws it forward, with a slight curve towards the nearest enemy. The tusk then returns to him wherever he is. There can only be two out at a time, since Maha only has two tusks. This attack has relatively poor range, being half of final destination. Low lag on either end, 6% in one light hit that won't KO.

Side Special Spin Dash
First and foremost, this move is extremely important for moving Maha around the stage, since he's horrendously slow otherwise; in fact, this should be his main way of moving. That aside, Ganeshariff obviously has a Sonic complex, as he turns into a ball and rolls around in this attack. With rather punishable starting lag for tucking in all his limbs, Ganeshariff turns into a near perfect sphere and can move around freely-- and quite quickly: the same speed as Sonic's spin dash. He can even jump. This will dish out 5% a hit but very low knockback, meaning you can hit the same person multiple time in a row if they have bad DI. You also have very good priority in this move, beating out a nice chunk of attacks. When you press B again, you'll simply transform back with reasonably low lag. However, if you hit a wall, you'll bounce back quite a ways and experience a little more ending lag. That's not all bad though, since that bounce back deals some extra knockback.

An interesting thing happens if you press A while rolling: you'll launch out a bomb just like the one in your down special (below) that travels in a tight arc behind you before exploding on contact with anything. Maha can only shoot out a bomb every other second, meaning bombs are not quite spammable. The bombs are, however viable KO moves, doing 10% and some knockback that KOs at 150%, if the opponent is bad at surviving. Bomb explosions have disappointingly small hitboxes; they're the size of a crate item. The long startup lag might be offputting, but there are ways around it.


Up Special Trunk Tether
Tucking into an orb once more, Ganeshariff quickly extends his trunk a fair distance upwards, about the height of three R.O.B.s. Obviously, this is a tether recovery. Once he's sweetspotted the ledge with his trunk, Maha is able to freely swing horizontally and vertically. His trunk can't extend past the initial length, however. The main disadvantage of this is that Maha can't instantly pull himself up to the edge with invincibility frames, instead having to drag himself up over a few seconds. The plus side is that his body is a hitbox that deals 10% and light to moderate knockback depending on the momentum of the swing. The extending trunk will also deal damage upon contact: 7% and upwards knockback. Some starting lag, low ending lag.

Additionally, Maha can grab with this move. Foes who come in contact with the the tip of the trunk at any time during this move will stick to it. This allows Ganeshariff to reel them in and use throws, or just swing them around. Be careful, though, since the enemy won't be held for very long before they manage to break out. This could be extremely detrimental were Ganeshariff to try to recover with a foe on his trunk, but in reality the foe wattatched to the trunk will automatically perform a ledge grab themselves if they're in range of it. Maha will hang from them while they hang from the ledge: this earns them 3% damage per second until they go off the ledge, at which point Maha will grab the ledge himself (with his trunk).


Down Special Burst Cracker
Maha Ganeshariff pounds his fists together so his hands retract, and when he separates them, he's holding a bomb identical to the one used in the side special. It's only identical in looks however: this bomb is much deadlier. These bombs can be carried and thrown like an item, and can't be detonated on contact with the stage, or anything that isn't a hitbox. This means they'll only detonate upon being struck by something. The bombs, if let out on the stage, will explode after five seconds idle, whereas if it hits an opponent's hitbox, for example, it'll explode immediately. The blast mostly streams upwards, with strong upward knockback and 15% damage. There's also a lingering plume of smoke that rather obscures vision.

If your foe knows how to play against you, they'll know you have a few bomb moves that look identical, and here's a funny thing: just like Galaxy Man's probe-things, Ganeshariff's bombs can be swapped in their payload just through physical contact. This means that if you had a Burst Cracker on the ground, and landed a bomb from the down tilt or the side special on it, they'd switch places if they touched, essentially. Mindgames make this move work. Startup lag similar to G&W's bucket, low ending lag.


Standard_Attacks

Neutral Attack Flurry
Without much starting lag, Ganeshariff extends his arm and quite rapidly moves it up and down, rather like Kirby on a grander scale. This series of rapid strikes has extremely high priority, and will cancel out every projectile and physical attack. Luckilyfor your opponents, it only covers Ganeshariff's front, and has rather annoying ending lag. While you're attacking though, you can aim the strikes a bit upwards or downwards, but that only really helps against small characters or overhead projectiles. This attack deals 3% per hit, so racking up damage is not the main use.

Forward Tilt Spin Drive
Similarly to the standard attack, Maha thrusts his palm forwards, an action which does 6% and absolutely no knockback. This part of the attack also has extremely high priority, able to cancel out just about anything. It'll even stop someone's momentum. Anyway, if you press A again, Ganeshariff's torso will turn and his other hand will give the stunned foe a large blow that knocks them back half a Battlefield away. This isn't real knocback; they'll be in a constant flinch animation as if they've just been repelled by an invisible force. Fun attack, and useful too. You can see Maha's playstyle emerging already!

Up Tilt Strike Chain
Using his trunk once again, Maha extends it upwards, in one hit that does 7% and light upwards knockback. It has a fairly long duration, and a sweetspot at the tip that does 10% and decent knockback, but otherwise it's generic. However, this move is very similar to Sheik's chain. That means that, by holding A, you may move the trunk around in various patterns, while the sweetspot disappears. The tip of the trunk now has a very minute suction effect, while the body of the trunk will now do 4% per hit and much less knockback, meaning the move itself is a combo. You may use other attacks pretty soon after this, but there's still some lag to punish during.

Down Tilt Shock Wave
Maha Ganeshariff takes his fist and slams it down on the ground with a great deal of force. This is pretty laggy on either end, but it does have payoff. The obvious one is that the fist pound creates a sizable shockwave that extends out a platform in either direction, with the fist being the center. Obviously, it gets weaker as it goes, but foes who are on the ground when this move happens take 9% and are knocked upwards a ways. Those who are hit by the fist take an impressive 14% and rather high knockback upwards, as they bounce off the floor.

The more subtle benefit of this move is that, like in the down special, Maha's fist retracts as it punches, and it comes back out with a bomb with the same appearance as the other two. You can throw this one exactly like the the one from the down special. This one's a bit different than the other two, however. Instead of being a fiery explosive, the bomb gives off a stunning burst. The blast radius is quite large, being a Bowser in every direction. What it does is prevent the foe's inputs from taking any effect for about a second, then going into tumble animation. That means that you can approach the foe unhindered during that time. Very fun, especially if you swap it with a Burst Cracker. As a note, this bomb also detonates after five idle seconds, and earlier if it touches a hitbox.


Dash Attack Run Over
Finally using that sharp spike on his head, Maha leans forward from his dash as he takes a short hop in the air. The hitbox of this move is quite small: it's ONLY the spike. However, if the opponent hits it, they get stuck, and are forced to bear with Ganeshariff as he clumsily lands on the ground and picks himself up again. This transitions seamlessly into his normal grab, though you can skip another step if you add a button input.

Using a Spin Dash from this move will skip the grab process, and will instead proceed directly into the forward throw. If you'd like to know what that is, simply scroll down to the throw section. Perhaps use the "Find" function to get to it?



Smash_Attacks

Forward Smash Bump
This is another move in which Maha Ganeshariff curls into a ball. Before doing so, however, he extends his arms so that anyone who decides to go into them gets grabbed while he does the next part of the move. Now Maha springs forward and retracts all his limbs, knocking the foe against him as he transforms for 14-26% and forward knockback. Charging will also increase the initial range that he covers. Since Maha ends this move in a ball, rather than experience awful ending lag, he may use the side special directly from this, as well. Nifty.

Up Smash Tusk Extension
Maha Ganeshariff faces the screen. He proceeds to quickly extend his tusks upwards so that they resemble a beetle's horns. Each horn deals 9-13% based on charge and moderate knockback, meaning that if both hit the foe, they'll get high knockback and 18-26% damage. This is rather laggy at the start, and really slow to recover. Fortunately, you can press A or B to simply use a variation on your neutral special, only this one has a homing property. That means that if your opponent doesn't dodge, they'll get get hit in the face with one or two boomerangs for 6% each.

Down Smash Galactic Tornado
Well, it looks as if Maha is turning into a sphere again for this move. This time, though, his arms remain out. He then proceeds to spin his upper body quite quickly. This has a long duration. Contact with the arms deals out 16-27% damage and impressive knockback reminiscent of a bumper. There is a great deal of lag on either end, though, which can be a turnoff. Anyway, while you're waiting for this move to end, instead of grabbing a bite to eat, why not tilt the control stick to change the angle at which Ganeshariff spins?That way, you can optimize where you want to punish the foe, or where they won't punish you. If you tilt so that you touch the ground, you'l simply bounce back up a little. One last thing: You can jump while using this move. Interpret that as you wish.


Aerial_Attacks

Neutral Aerial Pop Out
Upon one press of A, Maha retracts all his limbs and head, a fairly laggy process. In this state, he takes knockback but no damage, this being somewhat of a defensive move. When you press A again, he pops his limbs back out again with each limb as a hitbox that deals 8% and pretty good knockback. It could go in one of five directions, of course. This is yet another move you can use your side special from at any point during it. If you land while still in ball form, you will automatically transfer to the side special.

Forward Aerial Around the World
Ganeshariff thrusts his arm forward like he wants to shake hands. This is not the case, as he instead tightly grips the enemy and very forcefully throws them backwards. There's an extremely small hitbox, and this deals no damage, but it has tremendous backwards knockback for an aerial, rivaling several smashes. Bad ending lag.

Backward Aerial Pachyderm Turnover
Maha, still facing forwards, leans back while extending his tusks. Those tusks have a grab hitbox, though, so foes who touch them will be carried along for the ride. Once the tusks are facing roughly forward, Maha lets go and the foe goes flying straight forward with 9% damage and pretty nice knockback. The catch is that the opponent still has time to escape Ganeshariff's grip, though chances are they won't anyway. This move has scarcely noticeable lag on either end, and a fairly short duration for what happens during the attack.

Up Aerial Twist
Maha Ganeshariff raises both arms and grabs the enemy by their feet. He then spins his upper torso and manages to toss them upwards while they're stuck in their spinning animation. The foe takes 7% and moderate upwards knockback, though they are indeed stuck spinning for a few moments. If the opponent misses the grab hitbox, the fists will still deal regular damage and regular knockback, 6% and light knockback that's good for comboing into an up special.

Down Aerial Pirouette
Maha's lower half does all the work for this move: the bottom section spins for 4% a hit, with his legs as a hitbox. This is easily escapable, though. Anyway, it has low beginning lag but moderate end lag. The long duration can be inconvenient, but if you hit the ground while rotating your legs, your upper half will spin since your lower half is grounded. The arms deal the same 4% but instead deal one big hit with satisfying knockback.


Throws

Grab Bear Hug
For all purposes, this is a standard grab. Maha reaches forward with both arms and brings the foe in tightly. This has the range and lag of Dedede's grab.

Pummel Swing
Once you press the pummel input, Ganeshariff begins to swing his torso around so that with each consecutive press of A/Z he'll have rotated 180°. Naturally, the more you pummel, the more momentum you gain, and so once the foe breaks out of the grab, they'll be thrown quite a ways, depending on how much you spun. One press will do 3% and wimpy knockback, but if each press after that gets you 2% more and a bit of a knockback increase, you're looking at an extremely viable pseudo-throw.

Forward Throw Tuck and Roll
Maha tucks in all his limbs except his trunk; with that he holds the enemy. Ganeshariff then skewers the foe on his head-spike and rolls forward. Maha will keep rolling until the opponent breaks free, usually a few short seconds later. However, the massive robo-pachyderm has super armor throughout the move, so he can't be punished while catching up. In any case, while rolling, the captured foe takes 4% a second, usually adding up to about 12%. I'll note that even if the opponent does break free, Ganeshariff stops while forming into a humanoid again with little lag, allowing him to perhaps score a couple of free hits. This throw will also function off the ledge.

Backward Throw Pound
Having multiple pivot points really comes in handy here. Lifting the foe with his trunk, Maha spins his torso around ahead of time to get a good beating in. The trunk then flips the enemy over his head and into his arms, which proceed to pummel him senseless. The fist-beating does 12% total, with one final hit that does diagonal downwards knockback, which bounces towards upwards knockback. Very fun animation in this one, with low lag. Ganeshariff is still facing the same way at the end of the throw.

Up Throw Stick
This is a deceptive attack. While it looks like Maha simply tosses the foe upwards a bit, which he does, there's something else going on. What he has done is plant a tiny yet powerful bomb on the opponent's back, or an equally suitable hiding spot. This has a fuse of ten seconds. Once those ten seconds are up, the foe is thrust in the air with 14% and high knockback, this being similar to a Gooey Bomb. It shares another property with that item-- it will pass from one character to another upon contact, so it's rather like a game of hot potato. That initial toss upwards deals no damage but has a bit of upwards knockback-- just enough to perhaps land an UAir.

Down Throw Club
Ganeshariff slams his foe into the ground for 4%, but this is not the end of the throw. He then jumps up into the air, and before you can say "situationals", he brutally whacks them backwards with both fists. This has bad ending lag if you don't do anything about it, but like many of his other moves, he can use a Spin Dash from this. The instant you hit the foe, a press of side B will transform Maha into the sphere. This move deals a mere 6%, but has knockback that KOs at 130%.


Situationals

Ledge Attack (Under 100%) Ram
From the ledge hanging position, Maha does a quick handstand before retracting all limbs and thrusting forward in sphere form. This part does 7% and knockback you'd rather want to avoid. Of course, you may also use a Spin Dash from this.

Ledge Attack (100% +) Cracker Launcher
Ganeshariff raises one arm and launches one of his clone-bombs a short ways forward, so that it rests neatly next to the ledge. This alone is a hitbox that does 4% and pathetic knockback. Maha then climbs up normally, with invincibility frames. Now, whether or not he picks it up, after five seconds without contact with a hitbox, it begins to emit smoke, acting more like a smoke ball item than a cracker launcher, as the attack name suggested. The smoke lasts ten seconds and is not colorful at all; it merely conceals whatever the holder is doing. If attacked, it will explode in a puff that willl give the unlucky wielder 6% and somewhat hefty upwards knockback.

Get-Up Attack (From Front) Acrobatics
Aware he's lying on the floor, Maha grabs the ground and athletically thrusts out his palms and lands on the floor. As he's still in the air, he spins both halves of his body in opposite directions. He becomes a hitbox that hands 8% and moderate knockback to the foe. This attack is hard to whiff, though, since it has a noticeable cooldown.

Get-Up Attack (From Back) Roll Out
From lying on his back, Maha folds up into a ball and travels in a small, precise circle before popping up into a standing position. This will hit both in the foreground and the background, meaning dodges don't affect this move. Yet another attack that has side special compatibility. Ganeshariff's body is a hitbox that does 7% and fairly light diagonal upwards knockback.

Tripped Attack Slicer
Maha is quite annoyed that he's sitting prone on the floor. So, he grabs both his tusks and breaks them off, doing a sweeping circle with them that does 6% and knockback that makes foes skid along the ground. He gets to keep his tusks as weapons even as new ones grow in their absence. The weapons are simple battering items similar to beam swords, though much lower on range. They're unique, however, in that they are dual-wieldable, while remaining separate items entirely.


Final_Smash

Super Attack Augmented Weapons System
For one final time, Ganeshariff transforms into a ball, as a crosshair appears near the middle of the stage. You can't control Maha during this Super Attack, rather, you control the crosshair. Moving the crosshair is quite easy; it's very fast and simple to control. You have to press an attack button for anything to happen, however.

Once you've pressed A or B, you'll find Gansehariff immediately travels to the spot you "clicked" on, his body being a hitbox that deals 30% and surprisingly low knockback. It's fun to combo rather than KO immediately. Another entertaining trick is pressing the shield input near an opponent to lock on to them. It's nearly impossible to avoid Ganeshariff once he's locked on to you, but if the foe tries to lure you off the stage, press shield again to disengage the lock function. The elephant is invincible during this Super Attack, and stays in this state for fifteen seconds.



EXTRAS<<


Taunts_&_Victory_Poses

Up Taunt
Similar to R.O.B., Maha spins each body segment separately.

Side Taunt
Rather evoking his inspiration, Ganeshariff trumpets with his horn, sounding a bit robotic as he does so.

Down Taunt
This taunt can actually be used for mindgames, since the elephant pounds his fists together normally, without a bomb coming out. This looks exactly like his down special.

Up Victory Pose
Further mimicking Sonic, Maha rolls onto the screen from one side, then goes to the other, evenually getting to his spot and standing triumphantly.

Side Victory Pose
An explosion is seen far in the bakground, then suddenly Ganeshariff falls in from the top of the screen, smoking. He tucks into a roll and assumes a proud stance.

Down Victory Pose
Hanging on from some invisible anchor point, Maha swings around from his trunk before landing and reforming.

Loss Pose
Maha claps very loudly and slowly. Suits his personality.

Victory Theme
I don't know Zero music much at all, so I'll just say it's a remix or something of this theme.


Playstyle

Maha Ganeshariff's playstyle is not one that requires careful planning. That being said, there are still some tricks you can pull off, but often times it's more about reflexes than forethought. Anyway, you most important tool is absolutely the Spin Dash. Without this, you'd essentially be a sitting duck. Never try to use it on its own, though; it's no good. Instead, why not use it from the end lag of some compatible moves? That way, it's ambiguous to the enemy whether or not you're going to roll out.

From the Spin Dash we go into bombs. Maha's bombs are nearly as useful as his side special, but as opposed to being a tool, they are mainly offensive. Going through your explosive utilities, you have: Burst Crackers, stun grenades, sticky bombs, and smoke bombs. If you have all these in play at once, it can become quite frantic for the opponent to try and guess which bomb is which. If they've memorized which bombs come from which animation, then confuse them some more by tossing them all in a mixing bowl. That way, with all these bombs swapping functions, your foe will never know which is which. I'll remind you, the reader, that sticky bombs look a little bit different from normal bombs, but can be swapped the same way.

So, although you're a heavyweight, you don't play as a power character. Since you can be comboed to hell and back, you might want to set up some defensive options, like those bombs I was talking about. Neutral Combo and FTilt are superb for outprioritizing-- in fact, they have perhaps the best priority in the game. In addition, you have a few throw moves and low-knockback moves that just yearn to turn into combos. For example, side special can combo into a number of moves, dtit-nspec can be fun, as long as you follow it up with something else, dash attack into fthrow, the list goes on.

You also have a few power moves, like your FAir/Bair, so those are indeed useful. If you're not going to use bombs, maybe try a sweetspotted DTilt or an USmash. If you're looking to grab, use a pummel or Dthrow to KO. Maha doesn't have a whole rack of options, but in higher percents, more and more moves become viable. Throws, bombs, and smashes are the main path here.

Playing as Maha doesn't mean you'll be getting a defined playstyle, rather, Maha is a certain kind of character. By comboing your way up a little, using some mindgames, grabbing and throwing, you've basically unearthed your entire point of existence. Side special, bombs, standard combo and ftilt. Outprioritize to survive. It goes on. There isn't one way to play him, so, well, just experiment a little.


Alternate_Colors


Maha's alternate costumes are not all solid colors; these merely demonstrate what the base color is for each costume.


Other_Extras

Symbol

The symbol here is just the Z used in the title menu of the Zero games.

Entrance
Coming in from the background, Maha flies down to the stage from the air in ball form. Upon landing, a huge explosion occurs and when the smoke clears, he's standing in his idle position.

Kirby Hat
Kirby basically turns into a miniature version of Maha, the only difference being the transition from Ganeshariff to Kirby-- Kirby's entire body is his head. Anyway, Tusk Boomerang is absolutely unchanged when Kirby uses it.


 

MarthTrinity

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

So what do we have here? Another retro character from Wizzerd I see, this one from Kid Icarus and for Eggplant Wizard the enemy who single handedly made me hate that game a WHOLE lot. But do I hate this set? Not really, no. It's pretty good and it's got some good ideas.

The whole mechanic seems a bit over the top and the whole eggplant measurements seem a bit trival considering there's no way you're gonna micro-manage how much the opponent has been eggplanted...you're probably just gonna be chucking eggplants wildly and hoping for the best. I also agree with Junahu, I believe, in saying that the number off big eggplants you can have on a stage seems a bit random and seems done just to give him stage matchups. The fact that he can have three on Smashville but one on Final Destination is kinda eh. Also, no music is a downer but eh, no big deal. It's a good set, not sure if it's your best but it's pretty good and was a fun read despite some writing style complaints (that you've obviously heard enough of so I won't bore you with them).

Also, the reason Negative Man got so many comments and that Eggplant Wizard got so few (only addressing this since you've mentioned it at least thrice) is probably because Negative Man is -FAR- easier to read through overall because of how minimalistic it is and how the writing style is filled with humor. It's a much smaller set so obviously more people are going to read through it.


Banette

And Katapultar posted a set too! Let's give this guy a comment too! So we have Banette...random fact, Banette is the ONE shiny Pokemon I've ever caught aside from Red Gyarados. So what do we have with this set? We have a lot of original ideas...in fact, I'd say this set suffers from anti-Pokemon Syndrome...you don't have -ANY- Pokemon moves in here (not even Pain Split or Curse which would all be logical). Well...technically Karma is similar to Curse but eh...whatever.

So Banette can't KO or damage rack and is incredibly light...but his Side Special makes him take less knockback. I see. That still pretty much means that at the likes of 200% he's gonna -EASILY- be KO'd by the likes of Ike. So basically...Banette is fairly rubbish tier from what I understand of this set.

The set itself has some good moves...although the aerials are a tad iffy, namely the dair. Also, I noticed that the organization is nabbed from Gorea, right down to the colors (which don't exactly fit Banette in my mind, at least the orange doesn't. Not your best set in my mind but it's not a bad one by any means.


Gluttony

You already know how happy this set makes me. I loved it. Gluttony >> Sloth >>> Count in my book. My only complaints are that he's more than a bit overpowered but eh. Still my favorite set you've made this contest. Short comment is short but I can't really add anything that hasn't been set.

Mara

This set actually REALLY threw me off...I'm used to your sets not being very serious but still being functional so I went into this set for...essentially a giant wang expecting it to be full of lulz. Oddly, it wasn't and was far, far more serious than your other sets. Not that this is...a bad thing, but it did lack a bit of the writing style/charisma of your previous sets. Set wise, it's probably superior to them...but considering it's a giant wang on a chariot I expected more...well...yeah.

It's a good set set wise but after making a name for yourself with your various pseudo-joke sets, it's kind of weird and a little offsetting to see a serious one, especially when it's for a character who has the potential to be even more off the wall than any other set you've made previously.
 

_calming_rain_

Smash Rookie
Joined
Feb 11, 2009
Messages
10
Location
my home is classified
Hmm... I'm new to smashboards and saw this. It seems like a fun idea so I'm going to do a moveset too.
Mia


Mia is from the Golden Sun series. She joined up with Isaac to stop Saturos and Menardi from activating the elemental lighthouses. Mia is a mercury adept; she can manipulate the element water. She is also a competent healer. Both of these elements are seen in her moveset.



Stats

Attack- 4/10
Mia's attacks are just below average when it comes to damage and knockback.

Attack Speed- 7/10
Mia's attacks may be on the weak side, but most have little lag and few frames.

Range- 8/10
Mia has a decent projectile attack and her staff gives her a good poking range.

Size- 6/10
Mia is a little on the tall side, similair to Zelda, and her crouch is average.

Weight- 3/10
Mia is pretty light; only a bit heavier than Zelda.

Ground Speed 5/10
Mia's dash speed is average; it is similair to Peach's.

Aerial Speed- 6/10
Mia's aerial game is pretty good, but not the best.

Jump Height- 5/10
Mia's jump height is similair to Mario's.

Traction- 8/10
Mia doesn't silp or slide as often as others. Living in an arctic climate her whole life must be good for something.



Standards

Neutral
By pressing A twice, Mia kicks her foot forward and swings her staff vertically down. The kick does 2% and the staff does 3% for a total of 5%. It has minimum knockback and has a range of about 1 character away. This move has very little lag.

Forward Tilt
Mia swings her staff horizontally, which is covered in ice to deal 10% damage. This has decent knockback and hits an adjacent target. This has some start up lag, but hardly any ending lag.

Down Tilt
While crouching down, Mia thrusts her staff forward dealing 8% damage. It has a range of about 3 character spaces away. Knockback is minimal. It has little start up and ending lag. This move is great for poking.

Up Tilt
Mia simply swings her staff overhead hitting anybody to her sides or overhead for about 10%. This move has decent knockback. There is some start up and ending lag.

Dash Attack
Mia extends her hands forward, which are encased in spiky ice gloves, and rams them into a target for about 8% damage. It has decent knockback and is pretty fast.


Smashes

Forward
Mia swings her staff covered in ice spikes straight down in front of her which can hit about 2 character spaces away from her. This deals 15-18% damage, depending on the charge. This has good knockback, but moderate ending lag..

Down
Mia crouches down, thrusts her hands outward to opposite directions, and expels water from them. This has great horizontal knockback and deals 13-16% damage, depending on the charge. This has some start up lag, but little ending lag.

Up
Mia creates a pillar of ice which rises straight up. This has good knockback and deals around 14-17% damage depending on the charge. This move has little lag.



Aerials

Neutral
Mia spins around, creating a ring of water around herself. The water ring lasts for about 1 second after completion. This move deals 2% damage per hit and can hit 5 times for a total of 10% damage. Low knockback.

Forward
Mia swings her hand horizontally in a 180 degree arc, slashing in front of her with water. This has good knockback and deals about 11% damage.

Down
Mia stomps her ice covered foot downward, dealing about 6% damage when sour spotted and 12% damage when sweet spotted. This move has a weak spike when sour spotted, but has a strong spike when sweet spotted. Similair to Zelda's down air.

Back
Mia swings her ice covered staff behind her. This move has a sweet spot on the tip of the staff. When sweet spotted, this move has great knockback and deals 13% damage. Sour spotted, this move deals 7% damage and has weak knockback.

Up
Mia blasts water straight up from her palm. This has a range of about Gannondorf's height. The water doesn't deal damage, but pushes the target straight up.



Specials

Neutral- Ice
Mia can fire an ice spike straight forward from her hand, dealing 5-6% damage. The ice spike is about the size of Wolf's blaster shot. This move has speed similair to Mario's fireball in terms of spamming. The ice spike travels forward about 3/4 the distance of final destinaton at a speed of about Luigi's fireball. When used in midair, 3 ice spikes are created, each and travel diagonally downward. These do 2-3% damage each and push Mia back about 1 character space.

Side- Frost
Mia swings her arm down and creates small chunks of ice that fall down in front of her from about twice her height. Frost has some cool down lag, but minimal start up lag. The frost falls until it hits the ground. If the frost hits directly, the target becomes frozen for a short period of time and takes 8-9% damage. Frost has upward knockback upon being frozen. If the target shields, or the frost misses, an ice sheet forms on the ground about 1/6 the length of final destination. The ice sheet deals damage at a rate of 2% damage every .5 seconds the target stands on the ice. Each ice sheet lasts for 3 seconds before melting. A maximum of 2 ice sheets may be created at a time. If Mia uses frost a third time, the oldest ice sheet disappears and is replaced by the new one.

Down- Wish
As Mia raises her hands up, her staff glows a cyan color as beams of cyan energy fill the field around her. Wish heals Mia up to 15% damage, however, wish needs to recharge before using it again. Wish has a range of half of final destination. Wish has a fairly large cool down lag and a small amount of start up lag. At the beginning of a match, wish is fully charged. Wish can be reused in 10 seconds upon usage. If used in a team battle, wish heals 10% damage to Mia and 1 teammate in range and 8% damage to Mia and 2 teammates in range.

Up- Douse
Mia points her staff upward creating a raincloud. Douse has 2 different effects, depending on if used on the ground or midair. Ground Usage: Mia creates a raincloud that she can manipulate by holding down B and moving the control stick. The raincloud lasts 5 seconds or until Mia shields, or is attacked. The raincloud is about the size of a party ball. The raincloud begins to drop fairly large raindrops at a rate of 1 raindrop/ 1/2 seconds to a maximum of 10 raindrops over 5 seconds of time. The raindrops do not cause the target to flinch. Raindrops deal 2% damage each on contact. The raincloud moves about at a speed of Zelda dashing. Aerial Usage: Mia swings her staff underneath her creating a raincloud she rides ontop of. The raincloud can be freely controlled with the control stick. This raincloud lasts 3 seconds with a speed of Zelda dashing. The cloud still drops raindrops, but at a speed of 1 raindrop/ 1/3 seconds The raindrops do not cause the target to flinch. The raindrops deal 2% damage upon contact.



Throws

Grab
Mia reaches out with her right hand. Water pulls the target toward her. This has pretty good range for a non-tether throw.

Pummel
Mia hits the target with her staff for 2% damage.

Forward
Mia creates a blast of water diagonally upward under the targets feet dealing 9% damage.

Down
Mia throws the target down on the ground and jumps on top, slamming her rear down on the target for 7% damage.

Back
Mia blasts water upward from the target's feet, like the forward throw, dealing 8% damage.

Up
Mia flings the target upward using her staff, dealing 8% damage.



Final Smash- Torrential Rain
In the background of the stage, the mercury lighthouse can be seen as activated. Mia extends her staff up to the sky and creates a giant raincloud. Ice and rain fall from the raincloud, dealing 30% damage to all enemies. The raincloud also heals Mia and any teammates (if any) 30% damage. This takes 5 seconds to accumulate/heal all the damage. After the rain stops, the entire stage freezes, causing all enemies to slip when moving on the ground. This gives Mia a chance to build up damage on her enemies and finish them with a single blow as they slip around. She also heals damage in case the enemies jump and confront her from the air.



Playstyle​
Mia's playstyle is based on defense. Her specials play a key role in this role. Her ice skill can be used to camp and wavebounce, giving her good control of the field. Douse can force enemies to close in or protect yourself; enemies might not want to run through the rain. Ice can stop enemies from moving, giving Mia an opportunity to strike. Wish can keep herself and teammates alive from another attack. Mia's playing style is about opportunity. Her smashes aren't the fastest (except her up smash has decent speed), but her tilts and aerials are pretty quick.



Situationals
Ledge Recovery Attack- Mia climbs back up and swings her staff.

Getting Back Up- Mia sweeps her staff in a 360 around her while standing up.



Extras​

Taunts:
Up- Mia's staff disappears. She closes her eyes and prays. A tiny fairy, resembling a human, flies around her. This is her ply psynergy.

Side- Mia twirls her staff in a circle, stops and stabs the end into the ground and mutters "sorry" with a sad look on her face.,

Down- Mia kneels on one knee setting her staff down on the ground and quietly says "Alex..."

Kirbyhat- Kirby gains Mia's hair and ribbon.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Thanks for the comment, MT. It's good to know that some comments still come in. I used Gorea's colours because I thought gray would mesh in with the white too much. Banette can KO you know, it has some moves in it's set to do that, but it was probably a misinterpretation. The D-air is very lousy because it was the last one I thought up with for the set. If Anti-Pokemon Syndrome is a bad thing, then I'll stop doing it (I guess that's what happens when you try too hard to avoid PKMN Syndrome). My original idea was to have a pokemon who could use Pain Split, and I thought of Banette, but since it couldn't learn Pain Split, I couldn't, though I decided that it suits Banette's character, so I just changed the name (People would still notice however).

[size=+2]Maha Ganeshariff[/size]
If Elephant has unearthed his playstyle of existence, I don't really know what to think, but he'd be pretty fun to play as in Brawl like that. I would have to complain about his Neutral Special being a bit too underdetailed, and barely working in with Maha's game (If he even has one). The Standard and F-tilt are fun concepts, perhaps should you made better use of them through the whole set. Repeating myself again, the mindgames and rolling perhaps makes Maha's playstyle too scattered. For example, you could have had a playstyle where Maha either rolls around making bombs or he shoves foes away and sticks bombs to them, being a near inpenetrable fortress. While playstyle isn't ridiculously important, Maha doesn't seem to be too weak, and the set is bright and easy to read. Since I don't really have a sense of judgement regarding wether this beats Tomohawk Man or not, I don't know, but Tomohawk Man was probably better, even though Maha looks cool.

[size=+2]Mia[/size]
Welcome to MYM from me. As for the set, it is very good in newcomer terms, in terms of organisation of your wording for attacks. The playstyle is written decently as well and the attacks are easy to get through. Things I would reccomend would be the wording of your Down Special, not repetitively using the word "wish". Usually using a lot of colors is annoying, but you've used them quite well, especially for the organisation of the move's element or strength, and they are not hard to read except for the Final Smash coloring. While the moves themselves would be considered "bland" by other people, they would fit into Brawl and are really easy to read. Overall you've got a good grip on playstyle for a newcomer, and I like the coloring of the attacks. It be good to see what you come up with later on, or if you decide to join everyone for MYM7, because this set shows a lot of potential in you.
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
I must say I greatly prefer this last set to Tomahawk Man, if not just for the writing style, among other quirks. I meant for this character's playstyle to be a bit ambiguous, but you do bring up a few valid points. I very much dislike the "solid playstyle" concept going around in many MYMer's heads. Thanks for the comment, though. :bee:
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Maha Ganesharrif: One comment, twelve hours. Real nice, guys. Anyway, Maha's a set I enjoyed a good deal. The biggest strength of Maha, in my opinion, is how readable he is. While your writing style makes things seem a little more detailed than they are, this is no DFM syndrome, as your writing style's little quirks make Maha very inviting to read. Still, this feels like a bit of a step down from Tomahawk Man in terms of originality. Tomahawk Man generally had moves with a just-right level of originality, Maha's original moves are just as original but there are a handful of generic moves like the DAir and jab. Still, Maha feels like a step up from Tomahawk Man in terms of playstyle. The Down Special gave Tomahawk Man some focus, but Maha has a more interesting focus: the sheer lack of a playstyle, just attack mindlessly all you can! Is Maha an improvement over Tomahawk Man? I don't know, but it's no slouch in comparison.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
MAHA...
Frankly, Plorf, I'm disappointed. I have to say I liked Tomahawk Man more. This moveset feels bare, not just because of the generic moves (Though I rather do like Pummel), but for a playstyle on the level of a Brawl character, so to speak. Granted, I was a fan of the bomb mindgames and using Side Special to cancel the Ending lag of moves. It's an enjoyable read for me thanks your new writing style and toned down detail, but the lack of detail on certain key concepts makes it a tough sacrifice (I have no idea how the bomb swapping, one of the few parts I did like, works)...You better have an excuse for this atrocity, and you certainly can't expect to get anywhere any time soon with your "playstyle" (Or lack thereof) philosophy.
 

_calming_rain_

Smash Rookie
Joined
Feb 11, 2009
Messages
10
Location
my home is classified
[size=+2]Mia[/size]
Welcome to MYM from me. As for the set, it is very good in newcomer terms, in terms of organisation of your wording for attacks. The playstyle is written decently as well and the attacks are easy to get through. Things I would reccomend would be the wording of your Down Special, not repetitively using the word "wish". Usually using a lot of colors is annoying, but you've used them quite well, especially for the organisation of the move's element or strength, and they are not hard to read except for the Final Smash coloring. While the moves themselves would be considered "bland" by other people, they would fit into Brawl and are really easy to read. Overall you've got a good grip on playstyle for a newcomer, and I like the coloring of the attacks. It be good to see what you come up with later on, or if you decide to join everyone for MYM7, because this set shows a lot of potential in you.
Thank you Katapultar for the critique :).
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
No, see, you don't use it to cancel end lag, you use other moves to cancel the side special's starting lag. For the bomb swapping, think Galaxy Man. Same concept. And what's so bad about a playstyle that isn't concrete? :/ Anyway, this was essentially my shot at more Brawl-friendly movesets, Wizzerd. Continuing on that, I'm glad you noticed the changes in my writing style. I feel it's a lot less bland.

Back to Warlord: Way to make fun of my comment. I may have exaggerated a bit, but that still doesn't mean I have to like the set. To me, it just seemed like a filler set like you said. Anyway, I'm kind of melancholy that people say they like Tomahawk Man more, since I think this is a sheer improvement. Ah well. My next set this MYM is Vile, with HR.

BACK TO WARLORD AGAIN: Could you specify what you liked and didn't like in a bit more detail? I really appreciate all criticism. And... also, how's it feel bare? Is that serious, or are you parodying me again? :embarrass
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
...I disagree with Warlord, but I hardly want an argument with him. Anyway, I want to be the second one to welcome you to MYM, _calming_rain_! While Mia's moves tend to veer toward unoriginal at times, you've got a sense of playstyle (one of the hardest things to learn) and the organization is promisingly nice on the eyes. I'd recommend viewing the links on the OP to Junahu's guide to moveset making and the guides to playstyle/organization/etc., as well as the Definitive MYM Roster, which shows the echelons of moveset making which you can get some inspiration from.
I'm slated to get a character on it :bee:
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Maha: On paper this is easily an improvement over Tomahawk man. Attacks are generally more focused and concise, and his key features are much easier to understand.

but..
Reading Maha did not make me care for or appreciate the character at all, and I consider that a sizable weakness in the writing style. You briefly introduce him as an elephant robot server and then elucidate absolutely nothing about his character in the set itself.
The only connection Maha has to this moveset is that he has the anatomy for it. Substitute any other spherical elephant robot into the set and noone would tell the difference.
Compounding the issue is that the lack of a reasonably phrased playstyle leaves Maha feeling unfocused and lacking in closure. I empathise with you in that some sets need more than one way to play, but that is no excuse to just leave us hanging with a spiteful "figure it out yourself". If you want players to consider taking different approaches to play Maha, then at least let us know what these approaches are. Otherwise it gives the impression that you don't care how Maha actually works in Brawl, which overrides the whole purpose of you making the set to begin with.

I apologise for being a bit of a douche there. It's always the little things that make me go off on a rant. Anyway you only really need to work on making your sets more entertaining to read, and that comes naturally with practice
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
In short, the character I chose, so to speak, has no character. I really don't feel much of a connection to it, so I don't see how I'd have the reader connect to it. About the playstyle thing-- I really only had one or two possible playstyles conceived, so all these other comments about different playstyles are introducing new concepts to me as well xD. I do agree, though, perhaps it could have a bit more definition. You have a knack for making your movesets quite interesting to read, so I see where you're coming from. Thanks for the criticism as always, I definitely have room for improvement.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Where do these movesets keep coming from???

Eggplant Wizard

Eggplant Wizard was a very interesting set. You took the debuffing mechanic and ran with it, and ran with it some more with the ability to target individual body parts, a section of the set I particularly liked. Eggplant Wizard is a great example of adaptation expansion in its best form, and although the writing was a little tough, it was a fun idea.

Onto the criticism. First of all, the Down Special's 5 stamina seems really small. For a move that's designed to give the Eggplant Wizard more range, and be a long term part of his game, that seems terribly small. I understand the issue when it comes to Eggplants on Parade, but it would have been simple to just nerf their stamina when you grab them with it.

Further, the writing was tougher than your norm, and you didn't expand enough into the strategies with the Down Special in the descriptions of the moves that interacted with it. How exactly you gained an advantage from making your eggplant the hitbox just wasn't clear enough.

I still liked the set, and its up there with Bubbles as one of my favorites of yours. I just think that if you can make your mechanics a little more cogent, your sets would be even better. As it is though, you seem to struggle to get across the ideas, and I feel I didn't grasp all the intricacies you were imagining for this set. Its a problem I struggle with too though, so I understand how hard it can be, especially with such ambitious ideas as the ones you keep coming up with.

Banette

I've felt in general that your sets have been made up of good ideas with poor execution. You oftentimes have excellent specials and ideas, but you don't turn it into real playstyle with the rest of your attacks.

Banette changed that. I have to absolutely applaud you for the incredible concept you've made. Other sets have been creative before in how to build damage, or get kills, but no other set has had literally no options for damage, and such an emphasis on debuffing the character. The fact that you made this both viable and true to character is incredible. The Neutral, Side, and Down Specials alone created an interesting playstyle.

And you kept it up in the standards. You continued to focus entirely on supporting the playstyle, giving Banette literally zero options for building damage except through Karma. I feel that your supporting moves weren't all as good as they could have been, but I loved the green pin addition. In fact, I wish you had introduced more pins as a key component of his standards and his playstyle.

On to the bad. Your writing style is mangled and barely cogent. You combine a wandering prose with awkward sentence construction and basic grammar errors that together makes the writing almost schizophrenic. While you went further to advance the playstyle with Banette than ever, many of the ideas seemed rather thrown together rather than laid out, and it didn't mesh together strategically as well as it could have. Your organization was lackluster too.

Understand this though. Banette was a radical improvement as a moveset for you. Its one of my favorite sets from this entire contest, and the ideas behind it are sheerly brilliant. If you can begin to grow in other areas as a moveset writer, you'll become a powerful force in this competition.

And I would like to recommend Banette whole-heartedly to anyone who hasn't read it yet. This is an incredibly creative moveset and massive step up for Katapultar. Read it now.

Gluttony

Not my favorite Warlord set. You made the decision to eschew any sort of stats section or special mechanic explanation to your set for a stylistic reason. I have to disagree with that choice. Not only was it truly awkward to even start reading, but your decision to reveal these details while passing through other aspects of the moveset was jarring. Discovering that Gluttony's dash speed ranged from Ganondorf's to ZSS's as I read through the set was a completely disorienting revelation to share in the middle of another move.

On the issue of the hunger mechanic, I like the idea of making Gluttony start off unexcited but becoming more and more powerful as you whet his appetite. I like some of the ways you do it, such as drooling and sniffing the enemy. On the other hand, I can't understand why eating projectiles and parts of the stage INCREASES hunger at all, and with the exception of dash speed, Hunger isn't used to boost Gluttony's battle frenzy, but as a bank that you use to use his stronger attacks. I've never liked mechanics that arbitrarily remove attacks from use, and here is no exception.

Understand that, that aside, I don't hate the set. Its still rather good, and you pulled a lot of interesting ideas. Several of the rib cage moves were rather clever, and you came up with some good move interactions, even if some of them seemed forced (how do you stick someone to your arm with saliva?) All in all, it felt like a rather standard effort coming from you, MW. Its still a good set, but its utterly unremarkable in my book.

Mara

Well... alright then. I've dealt with worse... okay I can't say that. I... well this is awkward. Anyways, it's nice to see you making a serious set for once, Tikaro. The problem is that there are still some significant issues you need to work on. First of all, you have some ungodly long lag times there. 1.5 seconds for a counter? That doesn't do damage? And has a massive frame disadvantage even when it hits? Even the oft-cited Falcon Punch has only .75 seconds of start up lag.

And I really felt like his playstyle was derived from his moves, not his moves from his playstyle. It didn't fit together for a purpose, the playstyle seemed to be created as an effect of the moves. Even before you start the set, you should have some idea of the playstyle.

Those things aside, its nice to see a serious set from you, and you have some good ideas and potential for some great movesets. Maybe next time try something a little less ridiculous, and put some more forethought into playstyle, and it'll turn out better.

Maha

I really don't know what to say about this set that hasn't already been said. I don't think that the playstyle was as bad as Warlord said, but it still could have been more solid. My main concern with this set was the lack of writing style. You really don't make the set interesting to read, or the character. I understand that you didn't feel particularly attached to the character, which begs the question of why you didn't make a set for one you could do better with?

It still had some good ideas to it, but it was a dramatically average set in my book. Good, but just not great.
 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
Maha: Wow I almost took this page for my Kalifa, but Maha deserved it so much more. The writing style was easy to ge used to, and made the whole set easier to absorb into my brain. The side special was interesting seeing that it is the only think allowing Maha to move well around the stage. A heavy weight that seems like medium weight character, and has some awesome Bomb mind games. This was a fun set for me to read, and I feel sad it took you like three pages to post it.

Mia: The organization is pretty good for your first one, and at first I thought all the new colors would be bad, but you made it work. The attacks seems kinda short in description, but they all wrap nicely into the set. The playstyle was a little short though, but overall I think you have great potential as a Make Your Move, and I hope you continue to make more sets.
 

kirbywizard

Smash Hero
Joined
Jan 4, 2009
Messages
6,713
Location
Napa, California . . . .Grapes For Miles
3DS FC
0989-1847-5768
Soap Women
Kalifa


Biography
Kalifa is from the magical world of One Piece, and is a member of CP9 which is a secret organization formed up of a group of individuals that are able to use Rokushiki, six powerful skills that the members only know. Kalifa is able to use all six of these skills which involve super human abilities such as control of muscle to harden or soften the user's muscles to be as hard as rock, or soft as paper. Other abilities involve super human speed, and strength which will be shown in her moves. Kalifa also ate the Devil Fruit known as the Awa Awa no Mi which lets her control both create, and control Soap, and Bubbles. This soap, and bubbles not only cleans off dirt but it also cleans away the opponents power. This soap however can be washed away by water, and blown a little off with air attacks. Because she ate a Devil Fruit she can no longer swim.


~Statistics~​

Power---3
Range------6
Weight----4
Recovery--------8
Attack Speed-------7
Fall Speed-----5
Size------6
Traction-1
swimming 0

Kalifa seems to have a fantastic recovery, and combined with her fall speed it seems she could survive a good amount of beating. That is if she wasn't so light meaning she will die very quickly if she is hit vertically instead of horizontally. Her fall speed is about average so it leaves her open for some amount of juggling. Kalifa would be horrible with her power, if it wasn't for her attack speed, and range. She may have an easy time racking damage, but your will notice she will have some trouble Koing early. Kalifa can no longer swim, and sinks like a rock.

+Soapy Specials+

Side Special: Bubble Pile

Kalifa forms a small clump of bubbles that shoot out two stage blocks ahead, or fall straight down if the B button was only tapped. This clump of bubbles are only about the size of a waddle dee, and travel at the speed of a fireball before they hit the ground. Before the Bubbles land on the ground if it makes contact with an opponent then they will slip as if they were hit by one of Diddy's Bananas. When Bubbles lay on the ground they will only stay there for one minute before going away, but they serve for many more uses on the ground. Bubbles on the ground will cause opponents to slip two stages blocks forward if they run over them, and make them slip if they attempt an attack while over these bubbles. Bubbles tie in greatly with kalifa's attacks, and grabs as well. These Bubbles can not do any damage to the foe, unless combined with other attacks. Note these bubbles can be blown, or washed away by water or air. That isn't the main flaw of this attack but these bubbles have bad priority as projectiles, but the good thing is Kalifa has very minimum lag when launching these bubbles.
{0% Damage}

Neutral Special: Bubble Master
Kalifa begins to control all of the Bubble Piles on the ground. Kalifa will cross her arms, and begin to attract all the bubbles on the stage in which will all clump in front of her in a very short amount of time. These clump of bubbles that have formed can then be controlled similar to Ness's Up Special for a total amount of three seconds. When these clump of Bubbles make contact with the opponent it will pop, and they will take certain amount of damage, and knock back depending on the amount of Bubble Piles that were clumped together. This move can be canceled or stopped by a high priority attack , but when any of these happen situations the clump of bubbles will disappear leaving the stage clean of bubbles. Kalifa is left defenseless when she controls the Bubbles, but this move can be canceled by pressing the R button. This move is useful in helping to gimp a foe when you throw them off the stage. More on that later. . . . .

1Bubble Pile: 2% damage with very little knockback
2 Bubble Piles: 4% damage with little knockback
3Bubble Piles: 6% Damage with medium Knockback
4 Bubble Piles: 8% Damage with High Knockback
5 Bubble Piles: 14% Damage with Knockback That KOs at 170%
{Damage 2-14%} { Can KO 170%}

Down Special: Soap Sheep
( Requires At Least 4 Bubble Piles On The Stage)

Kalifa pulls in every Bubble Pile on the stage, and then surrounds her entire body. Kalifa has now formed the Bubbles around her so she appears like a large soap sheep. Kalifa is now a little bit slower in all of her attacks, and can no longer create any more Bubbles. However Kalifa's overall floating is increased as she jumps in the air, and speed is decreased in all of her attacks. Kalifa also takes a little less damage from all types of attacks, but this form only lasts for a total of 10 seconds before the bubbles disappear. From what you can see this form seems useless
{0% Damage}

Down Special Number Two: Sheep Cloud Relax Bubble
Kalifa can only use this move when in her Soap Sheep form. This move has Kalifa release all the bubbles that are surrounding her body making her revert back to her regular state. The Bubbles will separate into four ( or five if five bubble piles were used) Bubble Piles like in her side special, and travel up to four stage blocks randomly across the stage. This time they all do a total damage of 10%, and with knockback high enough to KO at 130% damage. Once the Piles land on the stage they disappear unlike the side special. However these projectiles have almost super priority, and can easily cut through many attacks. Kalifa has almost no start up lag, but suffers with a great deal of end lag.
{10% Damage Usually}

Up Special : Moon Step
Using her super human powers kalifa kicks the air below her launching her at least two stage blocks up, at high speed. This move can be angled a little bit, and can also damage any opponent that makes contact with her during this very small time frame with a total of 8% damage. Kalifa can not be stoped as she travels at high speeds, and can be knocked away at the very end .This move auto sweet spots the edge, and gives Kalifa a rather quick and easy recovery if it wasn't for one thing. This recover is only useful for vertical recoveries, and she can still be spiked at the very end of her recovery. Super Human Strength can not stop a Ganon Dair. ONly use this recovery if you find yourself below the stage.
{8% Damage}

-{ Standard Attacka }-
Standard Combo: Gatling Finger Gun
WIth her super human technique Kalifa uses Shigan which translates to Finger Gun. This move has the user jabs there finger at a very high speed leaving a wound similar to as if the opponent got shot by a gun. Kalifa begins to rapidly use this technique for as long as the A button is held with almost no noticeable start up lag , or end lag. Kalfia deals 3% damage per hit, and this attacks comes out as quick as Captian Falcon's Jab but with a lot less knockback. This move is a great damage racker, and because of the speed can help in sticky situations. Combined with a clumsy opponent this can be a fantastic move.
{3% Damage}

Dash Attack: Soap Slam
Kalifa can only use this dash when there is a pile of Bubbles in front of her. When Kalifa uses these pile of bubbles to slide like if the ground were a skating ring for a total of two seconds. If the opponent is near by she does a large kick at the opponent that deals 13% damage at them.
{13% Damage}

~ [ Rapid Speed Tilts ] ~

Ftilt: Bending Finger Gun “Whip”

Kalifa does a move similar to her Finger Gun, but instead of jabbing straight she does a whip like motion with her arm that sends the opponent flying towards the opposite direction. This does a total of 5% damage, and has an average amount of end, and start up lag. This move however sends the opponent flying downwards towards the ground so that they scrape against it. If the opponent begins to scrape against a ground covered in bubbles then they will go the distance of three stage blocks. This can easily send the opponent off the stage, but they still have they can still recover back on.
{5% Damage}

Up Tilt: Bubble Beam
( Needs at least one bubble pile)

Kalifa attracts the closest Bubble Pile near her, and the uses it to shoot out a bubble beam that travels two stage blocks in front of her. This deals out 1% damage per hit, but it gives out a total of 10 hits through out the beam that is if the opponent was hit from the very beginning of the beam. This beam has very little knockback, so if the opponent is hit at least once then they will most likely get hit with the remaining hits. This move has very little start up lag, but suffers in end lag which makes this move hit, or get punished move. The Beam is rather weak, so normal priority attacks can shred through the bubbles. You will notice that this move will helps easily for spacing, and to also rack up damage near the beginning of the game.
{1% Damage}

Dtilt: Soru
This involves again Kalifa's super human abilities in which has her kick the ground a large number of times in an almost unforeseeable speed giving her a large push. This move lets Kalifa move at unsee-able speed towards any distance, but for here we are going to make it were she moves about two stage blocks forward in an instant, and deals 5% damage with anyone she makes contact with. There is a key role for this move, if while Kalifa moves at top speed she meets up with a bubble pile then she will finish off this move with the end of her dash attack. .This move has very low priority, so most attacks can stop it clean. It has very little start up, but no end lag. This move is an easy escape method on small or large stages.
{5% Damage}

{“Super Clean Smashes”}
Forward Smash: Storm Leg
Again A Super Human technique which has Kalifa do a quick vertical kick that goes so fast, and has so much force that it sends out a sharp Air Blade. This move can be charged for 2 seconds in which does not increase the damage dealt but the amount of distance gained. The Air Blade can also be angled to travel a little upward, or downward .This attack can travel a distance of 2 to three stage blocks, and always deals 14% damage with knockback that KOs at 130% damage. This is Kalifa's best KO move when not including her grabs, and from what you can see she won't be racking up damage quickly so that you can KO the opponent early with this move. This move has some end lag, so if you miss horribly then you can expect to see yourself punished very easily.
{14% Damage}

Down Smash: Soap Splash
( Needs One Bubble Pile In Front Of Her)

Kalfia makes the Bubbles in front of her Splash forward very quickly to slip the opponent, and then push the opponent away like Squirtles water fall. ( Can not be Charged) This move does a total of 10% damage, and can easily gain some space for Kalifa. This however is not the end of the move, if the splash makes contact with any Bubble Piles then it will deal another Soap Splash that deals another 10% damage. If placed well or if your lucky enough to make contact with four Bubble Piles then you could Deal Out a total of 40% damage. This move has very little start up lag, but a large amount of end lag, so this move could act as a quick surprise attack, or end up as a horrible mistake.
{10% Damage}

Up Smash: Bubble Bath
(Needs One Bubble Pile In Front Of Her)

Kalifa uses any nearby Bubble Piles to release a very quick splash of Bubbles that sky rocket up two stage blocks up. This small pillar of Bubbles will launch any foe ( if caught in the beginning of the attack) upward into the air with knockback that can KO at 150% damage. This forward smash can not deal damage, or be charge for any amount of time. The pillar of Bubbles however stay for a total of 10 second before returning back to its regular Bubble pile form. If the opponent touched the Pillar then they will be launched upward like if they were caught in the beginning of the attack, but are only KO at 160% damage. This move has some start up lag, with a large amount of end lag. This move could mess up some grab opportunities, so Kalifa if she presses the a button nearby a pillar of bubbles then it will revert back to it's normal state. When combined with her forward throw this move could be a surprise KO
{ 0% Damage}

{<Air Game>}

Nair: Mini Bubble
Kalifa forms a rather large single bubble which is the size of Kirby. This bubble simply floats in place for a total of 10 seconds before it pops, and can simply be destroyed by any slightly above average priority attacks. This Bubble when touched deals out a small 4% damage towards the opponent, but also makes the opponent flinch in mid-air. This gives Kalifa enough time to counter the opponent in mid-air, or just run away. There can only be a total of three bubbles on the stage at any given time.
{4% Damage}

Fair: Dashing Moon
Kalifa kicks the air in a direction that propels her forward two stag blocks while holding her finger out forward. If Kalifa makes contact with her opponent then they are jabbed through the chest a finger gun technique that deals 8% damage with an after effect of flinching. This gives kalifa enough time to use her Nair to follow up with another fair at low damages that is. This move has almost no start up lag, but causes Kalifa to enter a free fall position if she misses. This works as a nice horizontal recovery when near the stage.
{8% Damage}

Dair: Bubble Slam

Kalifa kicks the air to push herself downward, and the she simply lands on her feet if no Bubble Pile was near. If she lands on a bubble pile, then a large splash of bubbles spreads out two stage blocks in both direction. His splash deals out only 10% damage, but also pushes the opponent aways, and makes them slip as well. This move is great when combined with a short hop as it has almost no start up leg, and just a little end lag. Also works if you want to avoid being juggled.
{10% Damage}

UpAir: Paper Drawing
Another ability in which requires the user to relax there muscles to allow there body to become similar to paper. This allows Kalifa to dodge any incoming attacks very quickly as long as she uses this move a few frames before the attack makes contact. Kalfia bends in a way to avoid any attack, but this move does leave her open for punishment if she messed up in the beginning. This move can be used to recover back on stage safer, or to avoid contact when fighting character like Marth on the air.
{0% Damage}

Bair: Duo Finger Gun
Kalifa Jabs with both of her fingers forward to damage any of the opponent in front of her, and deals a total of 5% damage. Unlike the last Finger Gun moves this one causes Kalifa to get her finger stuck in the opponent so she simply kicks the air to crash the opponent into the ground which deals another 5% damage. This can act as suicide move if you are desperate to KO the opponent if you just can't get in that KO. If Kalifa missed then she simply goes back to her regular state.
{5% Damage}

+=Grabs=+

Grab: ***** Whip

Kalifa was shown with having some skills with a whip, so for her grab we have Kalifa use her sexy whip. It reaches out only about a stage block , and a half forward when used, and doesn't have that much end lag. This move however does have a very little start up before the whip is actually released. This tether grab reacher far, and travels very quickly allowing Kalifa to easily access her throws.

Pummel:Golden Awa
This a very unique Pummel in which it can only be used once every time the opponent is grabbed, and must be used to have access to any of Kalifa's throws. Kalifa begins to slide her hands all around the opponents body which releases a large amount of soap on them. This soap causes their body to become very smooth, and clean, but also makes them lose there strength. They look as if they were a very shiny, and polished barbie doll. This also causes the opponent to become very slippery. No damage is dealt when they are cleaned.
{0% Damage}

Forward Throw: Slip, and Slide
Kalifa tosses the opponent forward on the ground which makes them slide a distance of two stage blocks ( 3 if they run into a Bubble Pile), and mostly thanks to the Golden Awa. Because the opponents strength is drained was from the pummel they are helpless, and can not move for a certain amount of time ( depends on the amount of damage they have, this tells how much the pummels effect lasts). So if they are sent off the stage then they simply fall off with no hope of recovering, unless the pummel effect wore off by now. This move does no damage what so ever.
{0% Damage}

Back Throw: Slip Slide Reverse
Kalifa again tosses the opponent, but in the opposite direction she is facing. This is almost identical to the forward throw, and is useful when fighting the opponent when near the edge, but you grabbed him while facing the wrong way. If you haven't noticed now these two throws are the easiest ways to get a KO seeing the Kalifa has trouble Koing early.
{0% Damage}

Upthrow: Moon Step Kick
Kalifa jumps on the opponent, and then kicks on them to propel herself just a little bit up in the air. This leaves the opponent in pain on the ground, and the kalifa quickly kicks the air again to slam down on to the opponent while dealing 12% damage. If there was a Bubble pile nearby this causes the opponent to slide extremely far when Kalifa slams on to the stage. The distance they slide when there is a bubble pile nearby is that of half the length of final destination. Thanks to the Pummel this can lead to an even easier KO if they are sent off the stage because of this.
{12% damage}

Down Smash: Soap Cleansing
Kalifa slams the opponent into the ground, and the begins to continuously Finger Whip them on the ground. This only deals a total amount 8% damage before it knocks the opponent upward. If there was a pile of Bubbles nearby then instead of using her Finger Whip, Kalifa will instead use the Bubble Pile to clean the opponent's footing. This makes the opponent for the next 2 seconds 50% likely to trip, and fall for every half second.
{8% Damage}

{Final Smash}
Final Smash: Sheep Cloud Tidal Wave
A large amount of soap, and bubbles begin to cover the entire stage. They all are then attracted to Kalifa, and form an extremely large Soap Sheep. Kalifa then releases all the bubbles in a large tidal wave that covers the entire stage, and puts all the opponents in a state as if they were pummeled, and can not even move any more. The stage also becomes very supper slippery. Kalifa is also still covered in soap, and easily spam her down special over, and over again for a total of twenty seconds in which all the soap on the stage disappears, and the opponents go back to their normal selfs.
{ Varies on Damage}

$$Extras$$

{(Taunts)}
Down Taunt: Book Worm
Kalifa actually was book worm when she was a young girl, and it shows in this taunt. Kalifa pulls out a small green book which reads Player's Guide To The Smash Bros World. She begins to laugh only for the cover of the book to peal of to show it is actually a Garfield Comic Book.

Side Taunt: Super Clean

Kalifa begins to create a bar of soap, and begins to clean her body creating a large amount of soap. When she finishes she stupidly slips over her own soap, and bubbles. She then says “I meant to do that”

Up Taunt: Remove The Dirt
Kalifa begins to use her powers to clean the floor under her. If left unharmed Kalifa will clean the floor till it actually begins to shine like a polished vase. This part of the stage is left spotless unless a giant piece of Poo steps over it >_>.

[Victory Poses]

First Victory Pose: Your All Weak
Kalifa has a small smile on her face while she simply begins to push up her glasses a little bit. She also seems to be holding a small book with her right arm.

Second Victory Pose: Clean the Filth
All the character in the background are covered in large amounts of soap, and only their heads are even see able. Kalifa is also covered in soap, and bubbles but looks like if she were in her down special form.|

Third Victory Pose: Soap Shell
A large bar of soap with the letters CP9 appears to be were the victor is suppose to be. The Soap the dissolves to show the Kalifa was hiding behind it.

Loser Pose: Disappointment
Kalifa is hunched over facing the other way, while cleaning herself with her soap powers. She refuses to clap for her opponent.

{{Other}}

Kirby Hat
Kirby appears with Kalifa's hair, and glasses. Kirby can only make a single Bubble that is similar to the nair bubble. It travels very slowly, and then pops after it crosses tow stage blocks.

Snake Conversational
Snake: All these bubbles remind me of bath time
Octacon: Well Bath Time was fun when we were kids
Snake: What do you mean when we were kids, I couldn't imagine taking a bath without my bubbles
Octacon: . . . . . . . . .
Snake: I also feel sexy with my Bubbles.


~Playstyle~
From what you can see Kalifa isn't fantastic at killing with brute force, nor is she able to easily rack up damage by mashing buttons. They key to winning is utilizing her throws, and of course all the Bubble Piles you have scattered across the stage. Careful Bubble placement, and control is the only way kalifa will be able to rack up enough damage to KO with a throw, or her forward smash. This leads to a main problem regarding some match ups, when fighting characters like Mario, or the blue turtle you will notice that they can easily **** up your bubble placement that you had organized all over the stage. Avoid these matchups, or try to focus only on your tilts, and air attacks.

When it comes to bubble placement make sure to place it in useful areas to either make it harder for your opponent to control the stage, or make it easy to gimp them off the stage like near the edge. Avoid placing Bubble piles on platforms as you will mostly be staying near the ground, and opponents can easily avoid the Bubble Piles when they are not on the main part of the stage. Use Mini Bubbles near the platforms if you want to try to make the opponent stay near the ground. Stages like Final Destination can be great for Bubble control, or some air control, but you will notice campers like ROB, and Olimar will have an easier time pressuring you with their weapons then it is for you to make them fall for your Bubble Piles. So when fighting camp characters choose smaller stages where they do not have such a large area to run away from your Bubbles. Note that stage like Rainbow cruise will **** you up in Bubble control, but you will notice Bubbles like from your Nair have a much easier time messing up your opponent.

Moves like your tilts, and standard combo make racking damage with the Bubble Piles a lot easier in the long run, making smaller stages even more useful. Air Juggling works will as long as your can connect an nair bubble before you try anything else. Only begin using your fair, or bair when the opponent has already flinched by touching the nair bubble. You will notice you will be able to rack up more damage with your tilts, and even smashes when you try keeping your nair close to the ground to allow your smashes to make easier contact. Avoid using your grabs to rack up damage as the majority of them are only good for finishing off your opponent. You will only be able to rack up damage by careful bubble placement.

To be able to KO you only have a few good options, and most of them only work well at high damages, or when near the edge. The first one would be using your neutral special to gain control of all your bubbles to KO your opponent if he or she is trying to recover back on to the stage. The neutral special also works well when you want to get rid of all your Bubbles on the stage if they were mostly placed terribly on the stage due to being pressured by your opponent. If your looking for a quicker KO there is always the down special when you have a large amount of Bubble Piles on the stage. Using the Down Special will allow you to launch up to five Bubble Piles that can easily KO. The only slightly bad thing about this is that they randomly fly towards random direction . Meaning this KO really only works greatly on small stages were your opponent doesn't have so much space to escape all these Bubble shots. Smashes also work well for Koing your foe, but they can be a little bit easy to shield, or dodge when your opponent sees you trying so hard to knocking them off stage at high damages. Your Prime smashes that can easily KO would be your forward smash, or your Up smash. They both work rather well near the edge of the stage were your opponent has less space to avoid them. Your final, and your best way of Koing your opponent is using your grabs near the edge of the stage. When you rack up enough damage towards your opponent they will have a much harder time trying to go back to their regular state, and to recover back on to the stage. At high damages you can expect your opponent to not be able to go back to their regular state in time to recover. If all these fail there is always your Bair if you just can't get in that final grab.

Play Like An Annoying Child
The only you will be able to win is if you spam that side special to have bubbles cover as much of the stage as possible. With your opponent constantly slipiing you will have more then enough opportunity to rack up damage with your Ariel, tilts, and even your standard combo. Your soap has something diddy doesn't have, and that is able to completely control large amounts of the stage with all your bubbles. Watch as you make this stage into a bowling alley with the power of your throws combined with the soap. Your opponent should be annoyed to the point were they have no space to run, and can not tell how you will be using your Bubbles. If you really want to **** with them spam Nair off the stage when your trying to gimp someone.

[/COLOR]
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[size=+3]Soap Women Kalifa[/size]
It's your third One Piece moveset, what fun. It's kind of like how only Im interested in Bobobo-bobo-bobo,
and how each person has their "anime/manga" movesets, and Warlord has his FMA sets, TWILT has his various anime/manga sets. I've seen One Piece on TV before, but I never heard of Kalifa or Perona until I read these sets (By the way, I never got to comment on that set. I have it saved on my computer so I can read it anytime, and the best thing about it was the Codec. Also sorry about ignoring your PM about checking Perona, I probably didn't notice a URL link to it, I thought that I was meant to check it when you post it in MYM).

Anyway, with the set. I'll just tell you in various places what I think about it rather than the comment being in a massive random clump that's hard to dissect. Kind of like a review. Yeah, a review. Well, kind of.

[size=+2]Organisation[/size]
As for the set's visual, the headers are suitable. The actual writing, while you have organised a way to make the information more distinctive through the set, the writing becomes an absolute pain and is not really helpful. I'd just prefer if you kept it white, because even blue is annoying to read. The information as well needs not to be in a big clump, though Im mostly pointing fingers at the Side Special, which was really hard to dissect and the information was scattered.

[size=+2]OOC Inspection[/size]
I won't really worry about this kind of thing unless OOCness really leaps out at me. Though it's even better if the playstyle fits the character's nature.

[size=+2]Detail[/size]
When it comes to detail, this set only really shows the detail at certain times, such as priority, range and so on. A few problems about the detail would in my eyes include somewhat at times some of the details are scattered, some shown too early or too late, and some important details are even not there. For example:

Kalifa shoots out a a clump of Bubbles that looks similar to the bubbles you see when taking a bubble bath. These bubbles only go as far as two stage blocks in front of Kalifa (or just fall right in front of her if the control stick was pointed downward at the very last second), and then remain on the ground for one whole minute before disappearing. However if the bubbles made contact with the opponent before hitting the ground then the opponent slips similar to being hit by a banana. These bubbles do no damage towards the opponent whether or not they touched the ground before hand. If the opponent tries attacking over these pile of bubbles on the ground they they will slip on them like bananas, and if an opponent runs over these bubbles they will slip, and slide for two stage blocks. These Bubbles can easily be blown away, or washed away by air based, or water based attacks. They are about the size, and length of a waddle dee (the bubble piles that is), and there can only be a total of five of them at a time. Kalifa has very short start up lag, and end lag during this attack, so it is very easy to keep a constant supply of bubbles.
In order, first, you didn't mention the bubble projectile's size (You did, but a little bit late), though it probably doesn't matter too much. The projectile's traveling is also not mentioned, such as speed and distance. You then mentioned that the bubbles fall right in front of Kalifa if tilted down in the last second. Then, the bubble was mentioned as to "hitting the foe before touching the ground". What if Im to presume that the bubbles don't have to touch the ground? While there are details here such as size and lag, the effects of the bubbles are a bit scattered, and hard to pick up. Not that this is meant to be advertising or Im saying this is a good or great way to present your writing, though here's how I would have typed the set if it was my set:

Kallifa shoots out a Waddle Dee sized clump of bubbles forward travelling (INSERT TRAVELLING RANGE) at (INSERT COMPARABLE SPEED) speed . The bubbles have (INSERT PRIORITY), tripping foes who touch it. Very low start-up and end lag.

By tapping downwards diagonally, the bubbles will instead fall right in front of Kalifa, staying on the floor in front of her for 1 minute. Foes who touch the bubble during this time slide forward 2 SBB. The bubble can be destroyed by wind or water moves.

(Here, I would place a comment or two regarding how the attack fits in with the set or how to use it.


The way I said it is a much shorter alternative, allowing you to also add in other tidbits that you left out. It's basically the way I mention information in my own sets. The real point is, that you need to possibly create (or copy mine or somone elses) your own organisation so that information is not scattered, which is how I believe this little problem can be fixed.

[size=+2]Balance[/size]
To be honest, I think that Kalifa is underpowered. Her best KO move is at 130% (For Neutral Special,
180%+ for a kill move is definitely NOT high knockback) , even though she can KO with the 2 throws, 2 SBB isn't a large amount of space. You also state her recovery is good, but 2 SBB for a recovery is in fact rather horrible (Ike's Aether sends him up 5 SBB I believe). Even 6 SBB would be good enough for Kalifa's recovery, even though she will die quite easily. Kalifa also relies perhaps a bit too much on her bubbles for what seems like rather weak damage, and her throws can only be used with the Pummel. BUUUUUUUUUUUUUUUUUUUUTT, Kalifa's playstyle seems to be about making the foe slide off the stage, so she's not that underpowered, yet can't damage rack that well, so she still is.

[size=+2]Playstyle[/size]
The all-important playstyle, probably THE most important thing about a set. From reading the set, I saw a little playstyle emerge, that of Kalifa pushing foes off the edge to their death (not exactly what you mentioned). It's great that you've made a good playstyle to work with, but some of the moves are random and do not work in with this at all, such as the Down Special, U-air (The U-air is basically just like an air dodge). The playstyle's not totally meshed out greatly, seeing as the U-Smash and N-air contradict the sliding effect that the F-throw offers, so you should have a way to be able to get rid of these traps so they don't mess up a good chance for victory. The Side Special should also extend the duration of F-throw (This way, it defeats the purpose of damage racking and adds more purpose to protecting bubbles, though this may be what you meant for the set). Don't get me wrong, but the fact that you've made this neat playstyle is quite the imporvement, it just needs a bit of touches to it.

[size=+2]Humourous Extras[/size]
Im commenting on these extras because some of them are funny (You get a cookie for these). The Up and Down taunts are funny, especially the Down referring to The Great Mighty Poo. The Codec's kind of funny, but the one for your Perona set was a blast. I actually like the Codec taunts you make for the One Piece characters, because it goes completely off-topice to the charatcer and adds funny things in that may be OOC to Snake, but are never proved through MGS. Good job with the extras.

[size=+2]Overall[/size]
Overall, I'd say probably your best set perhaps, especially in terms of playstyle, where it's starting to grow. While there are the few things I stressed for you to improve on, it's still a pretty good set on it's own, you just need to improve that bit and you'll make much better One Piece sets (And hopefully humourus Codecs).

I have a question about the images you used for this set: Did you copy/paste them from certain frames of the Youtube videos? I want to know so I know that it's possible to do so, even though it's a bit out of the subject.
 

PK-ow!

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

You already know how happy this set makes me. I loved it. Gluttony >> Sloth >>> Count in my book. My only complaints are that he's more than a bit overpowered but eh. Still my favorite set you've made this contest. Short comment is short but I can't really add anything that hasn't been set.
Hey, you know the only reason Gluttony isn't totally lethal in FMA is because he is an idiot (and no one lets him eat what he wants :urg: )

Put him in the hands of someone actually trying to vanquish foes (equiv. give him a brain not belonging to a five four year old), and he'll beast.


Reviews!!!

Ganeshariff is simple enough that I can grasp it in like six minutes of reading. Probably a good thing. The 'side effect' of bomb planting gives a good feel to the character.... but possibly makes it feel not like "a playable character"... I mean, it feels like a boss too well. In the RPG/platformer/platformer medium, bosses and playable characters come with exclusive semblances. I'm suggesting you did too well in giving it that boss nature, so that it won't feel right as a PC on the roster of a fighter.

I can't explain it quite... but that's the biggest most important point I can make, and probably the only one of mine that means much. :ohwell:


But still...

Very, very well laid out; color scheme is beautiful and immersive, somehow. I wish I knew how to make that effect.

I will agree at first that the damage percents are skewed. Actually, the jab is very damaging at 3% a pop - although you haven't said how it decays* - but yes, the rest of them underestimate just how powerful the typical attacks are in Smash. Peach is stronger than this robot. :p

*The way jab decay works is that each time the jab has to 'repeat' - each barrage triggered by a single Attack command - counts as one move. Most multijabs are four per A, some are five. So we don't know how fast yours decays. It could be the strongest multijab evar. :psycho:


As you said, Plorf, the character has no 'character', to wit, and so it's heart hard (lolwow) to feel an emotional connection.
Perhaps that could be how to take any such set to the next level - reading into the source material, trying to find this typeless character's personality and inner life, and bringing it out, even if you have to make up some stuff from nothing. *scratches beard*


Oh, and I can't tell you how happy it makes me that you accounted for Kirby. In my eyes, the set's not done if you can't tell me how Kirby's Copy works; but I don't expect that to become the standard too fast. ;)



I tried to review Eggplant Wizard, however I hit a wall when... err.... :embarrass ... I realized I just don't understand the Eggplant mechanic. Seeing I'm not going to be able to get very far without that understanding, I'm just going to ask for a crash course on it.



Soap Women Kalifa

The first thing I notice about Soap Women Kalifa is that I am not lead from A to B to C in the specs, to do with these bubbles. It's a nitpick, but I would appreciate some kind of removed note, a notice, that says "this moveset will manipulate "bubbles" and the universal qualities of a 'bubble' are XYZ [. . .]" and so on, as you can imagine.

It's just a little bit of stringing together I have to do, but avoidable. :(


Also... I noticed strange sentence-formation errors in a few places. You repeated or rewrote something and didn't delete all of the old version, it looks like, so it's pretty hard to see what you wanted me to see. :(


The specials in and of themselves give her a great wide open range of playability, and make her feel deep and give her the feeling of bubble combatant, so I'm sold at that point. :bigthumbu
Moving to the normal attacks, I'm looking at balance then.

Jab is pretty darn good. Instant startup to a multi-hit - which was never done before Meta Knight and never again - so I feel like you needed to mention about how many times it could hit someone using SDI. :s

... so... yup, just taking in all the non-aerials ato nce, I see very low damage values, but a lot of potential for this sliding. Possibly allowing early ledgeguards? But she's hindered by having a conditional dash attack, and so it's all up to her aerials and grabs.... which you point out in Playstyle, so we seem to be on the same page.

The normals do all add to the 'bubble fighter' playstyle in an organic way though, and draw on elements specific to Kalifa (I watched the videos you linked) in the right way. Great stuff. :) (this forum needs a 'thumbsup' smilie that's just a hand)


The clarity in your aerials drops off significantly, so I'm not even sure if they solve the "how do i killed enemy?" problems.
Also, I think the range of grabs is being underestimated by many people in MYM. Grabbing a state builder block is pretty far. Samus is special in grabbing that far; Toon Link, Yoshi, Rope Snake are just 'larger grab boxes'.


.... so, yeahm overall.... my summary is this: Everything feels right, it's good holistically, but if I pick at it a bit and imagine using this, I'm worried it is an unplayable character. And the strange sentences, using commas in ways, that I can't, figure out, don't help this. :(

Your coloring is like... the model of how to present information though. All my future movesets (if I do any :rolleyes: ) will try to be like this one. It can't just be imitated though! It's learned, and it shows. :bee: (this forum should also have a *blush* smilie <.<)


I'm torn. It really needs some more proofreading.
Then again, I think I'll be saying the same thing about mine in a few hours. :S


*~*~*~

So, I'm done my set and I'm having disk problems; so I'd like to post on the next page. :)

I mean I think my computer will die, like, any minute. It's somewhat troubling. :|
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
Double posting 'cause chat said it'd be fine....

*~*~*~

Music while you read:

http://www.youtube.com/watch?v=Swn_zQyU7Ug
http://www.youtube.com/watch?v=prCKrck5rHg
http://www.youtube.com/watch?v=90_BsHujR1I
EDIT: This one is characteristic of the game, too:
http://www.youtube.com/watch?v=OCC-fxMCKuM


Developed by Quintet, produced by Enix (1994). . .

It's The Illusion of Gaia's


Will & Freedan


(also known as Illusion of Time, in Europe)


Introduction

I was surprised no one did this before I got here. While there is much room for addition, for those future MYMers who succeed me, I hope my move set will stand as the seminal read for Illusion of Gaia in SSB.
Where I refer to it, I will call the game 'Illusion' or 'IoG' hereafter. Oh, and there are no spoilers - no plot or character spoilers, anyway. Rather, there are what I hope are enticing 'teases' that will get you interested in the game if you haven't played already. :p

Notes:
  • The following as a whole presents information for both Will & Freedan side-by-side in each section. Of course, the concept is a dual-transforming character. However! Not both forms use down-B to switch. =:-O
  • By the term "game plane" I mean the two-dimensional space, bounded by the blast zones, in which the location of all character models (and everything else in this game) can be plotted.
  • Some parts are written with "Sakurai prose." Hopefully it works the way I plan.

And one last important point before moving on. I want to say, I know there's a very obvious Assist Trophy I could have made. One for a certain character from the game. But. . . *sigh* I want players to watch that — oblivious, like I was — for themselves. I can't take that away from anyone who's yet to play the game.
I won't. :)



1. The Basics
a. Graphical and Audio information
i. Basic appearance
ii. Sounds​
b. Stances
c. Movement
i. Walking, Running
ii. Jumping, Falling, Air dodging
iii. Ledge options, Ukemi, Wake-up, Dodging, and Rolling​
2. Physics

3. Move set

Preface - Character Mechanic
a. Specials
b. Normal attacks
c. Grabs and Throws
d. Taunts
e. Final smash​
4. Metagame information
a. Character Select, Costumes, and Symbols
b. Stage entrance
c. Crowd cheer
d. Win and Loss screens​
5. Bonus SSB material
a. Snake's Codec​


*~*~*~

1. The Basics

a. Graphical and Audio information

i. Basic appearance



"I want to see Will's mysterious power. You haven't seen it? He can move things without touching them." ~Erik
Will is a young, athletic boy with fair, sandy-blonde hair. From an age of exploration much like Earth's actual 16th century period, he wears something resembling a tunic, sturdy leather shoes for running and kicking, and a belt and sash to holster his favored weapon - a purple flute - on his backside. The flute is about the same length (from his hand) as Toon Link's blade.
In-game, Will stands a height precisely between Falco and Toon Link. His idle stance is engaged, yet immobile. He is front-facing, and bobs slightly around his heels, like Pit but less so. He remains steady, moving only as he draws breath. His arms are slightly up at his sides, palms down, like he is going to use his fists, except not exactly ideal for that.




"I am Freedan. I am eternal."
The young Will hears these words in his mind when, using a portal to the Dark Space in King Edward's dungeon, he learns his "shape is only temporary." The spirit of Gaia who resides there guides Will to the knowledge that the essence of the dark knight Freedan, a warrior from a forgotten age, can change places with Will's consciousness, constituting his own shape in Will's body.
Freedan dons plate armor and boots, wears a cape, and wields a broad sword. His stance is heavy yet his strength allows for a formidable dash. Freedan stands as tall as Link and his breathing motion is as subtle as Samus'. Also front-facing, he holds his sword angled to the ground, but more 'up' than Marth (N.B. this is an incongruity with the picture above). Freedan's sword is shorter than Link's sword by just enough to say Link outranges Freedan. His right boot is ever-so-slightly ahead of his left.


ii. Sounds

. Will's attacks generally make swiping noises, as though cutting the air (think Sonic). This is in homage to his games, but will include even his non-flute attacks. Actual hits sound like Toon Link's sword. There was no voicing in Illusion, of course, but I'll say Will sounds like a young boy whose former 'girlish' voice has just been replaced with that of a pubescent man. Somewhere between Link and Toon Link is about right. Sometimes he will sound like Lucas, though.
. When K.O.'d, Will simply exclaims an "Ugh!" His star K.O. is silent.
. On being hit, he makes a "hic" noise that sounds like a scratch, similar to losing a life in IoG. On being sent flying, his voice comes in with a delay, as ". . . Aaaa!" (like Lucas' ". . . eyuugh!").

. Freedan's broad sword makes brushing noises against the air, like Link's sword. The sound on hit should sound like Link's attacks from SSB64. If you don't know what those are, I suppose you can imagine it's like Link's jab in Brawl. Freedan only speaks when injured.
. In his own game, Freedan sustains a blow with a single "oogh!" sound. To mix that up, the sound here varies between breathy versions of "ack", "eheck", and "urk" or noises of that nature. His star K.O. has him yell like Snake. The K.O. itself is the direct clip from his game (a barely noticeable "huugh!").
. He makes no noise on being sent flying.


b. Stances

Idling

. Intermittently while standing as described in section 1.a.i, Will goes through two specific idle animations.
1. Will lets his right arm relax a bit, and holds his left hand near his head, as though to calm himself. This lasts one second.
2. Will draws his fists up and jabs the air twice with his left.

. Likewise, Freedan occasionally takes a breather, idling in one of three ways.
1. Freedan brings his sword pointed up around his chest, as for a two-handed grip (but not); and his left hand, with an alarming softness, strokes the edge (the cutting edge) from the hilt outward, once. His attention remains fully on the battlefield.
2. Freedan enters a stance as though he is in midstep of a run, steeling himself. That is, he leans forward, and the sword angles up a bit, still behind him.
3. Freedan performs a slow, graceful flourish, during which he traces an elaborate spiraling figure with the tip of his sword, keeping perfect balance.


Shielding
. Will shields by bringing his forearms in a cross over his face.
. Freedan shields with his sword, still edge-outward, held with both hands, and slanted slightly inward. The blade tip is (his) left of his forehead.
(For the mechanics of the shields, see Section 2. Physics)

Broken shield / Dizzy
. Will stumbles back and forward as his head lolls around in a circle. His hands sway as they unsuccessfully steady him.
. Freedan's sword arm goes lax (the sword tip touches the ground) and Freedan stares into space, rocking forward and back subtly, in his knees.

Crouch
. Will crouches like Lucas, kneeling and shifting his left arm in front. Unlike Lucas, his height actually changes; he equals Toon Link's crouch with it. As he crouches, into his right hand he removes a blue block with the texture of granite from his folds, and readies as if to strike someone's toes with it. See Will's down tilt.
. Freedan crouches like the Fire Emblem swordsmen, yet he barely changes his height, since he can't lean forward. The crouch makes a noise similar to Ganondorf's, but more muted, and low-pitched.

Trip
. Will has a trip nearly as epic as Falcon's. He flies forward almost as far and just as fast, except the collision with the ground looks much more brutal for the lad. He bounces, twists over his right arm, and ends up sitting like Lucas, except with bent knees (since Will actually has legs >_>).
. Freedan trips like Link - he reaches out, tries a roll, and ends up on his buttocks, yet doesn't move anywhere. Sitting there dumbly, he looks rather undignified.

Fallen
. Will's body crumples pathetically and he lies on his right side.
As seen here:


. Freedan's fallen state is just: lying on his back, limbs out, in the only way the armor allows.


Flailing

Will
. If you've ever played Chrono Trigger, Will looks like Crono when taking mild damage. If you haven't played CT, (a) PLAY IT NAO, and (B) I don't know how else to describe this to you. :(
Also (c) PLAAAYYY IIIIT NAAAAAOOOOOOO.
. He looks like Mario when taking a large hit. He bends backward, his head turns to the side, and his arms and legs just look pathetic. His free fall is the same as everyone else.

Freedan
. Freedan barely flinches when taking minor damage. He moves backward and 'crumples' a bit, but the most noticeable visual cue is just the landing animation you would see.
. When taking a large hit, Freedan folds at his midsection, then lays his body out flat as he goes careening. When free falling, he flips head over heels, rotating within the game plane.


Sleeping
. Will stretches out on his back, head laying peacefully in crossed arms, snoring away. Nintendo's favored 'bubble' effect is seen in Will's nose.
. Freedan rests against his sword like Ike.

Grabbed
. Will grabs his assailant's offending arm with both hands and tries to wriggle free, his face contorted from the effort.
. Freedan is grabbed around his right shoulder plate, rendering him unable to bring either his sword or left arm to bear on the grapple. He squirms slightly but seems to accept the futility of his position.



d. Movement

i. Walking, Running

Will
. Will walks like Falco in terms of speed, slightly slower, and also alike to how Falco holds his arms(/wings). Unlike Falco, he uses quick steps shorter than Falco's stride, about two to each of Falco's one - but, because they each get less than half Falco's stride, he moves slower.
. Will's run animation is of course the very same one as in his game - legs bolting one in front of the other, with his arms shooting back and forth for balance. The run is "in his legs" as it were - while Mario twists his whole body left and right, Will seems to run as though on the surface of water, pushing the ground away with mesmerizing agility. The arm movement is, as said, just for balance. The speed of this run should be between that of Toon Link and Pikachu. It makes a sound like tapping.
. Canonically, Will should be able to stop a run instantly, but that's too good in Smash, and since when has Smash ever been canonical? Will brakes by leaning back and pushing with his left foot (heel), his right foot a step behind. So, something like Mario's run finish. The stop is almost as fast as Sonic's run stop.
. Will reverses his run by bending to his right so far as to touch ground with both hands, then picking up the run. The new run starts out slow and accelerates. During this bending, Will slides a character length. So, at the moment he zeroes his velocity, his head is precisely at the point where the reverse was input. (Will isn't very good at changing direction—and that's canon.) This turning takes as long as the quickest of the run stops of Captain Falcon.*
*
You can quicken Falcon's run stop in Brawl by tilting the control-stick backwards just shy of what would input a run reverse.

Freedan
. Freedan's walk is very stiff, as in the feel of Ganondorf, but the actual speed is more like that of C. Falcon. The appearance of the walk is like Ike's literal walk (not the jog he does), except, paralleling Will, Freedan takes shorter steps, slightly quicker. His arm movements are more restrained than Ike, albeit, slightly shifting with each step. The sword remains in front of him, unlike for Marth.
. Freedan runs as he does in IoG. For Smash, the closest would be Snake's run, except Freedan leans farther forward (and his legs move quicker), with shorter steps, and again with restrained arm movement. His left arm is more animate now, tracing an arc with his hand by bending at the elbow, between an 80 and 140 degree angle forearm to humerus, but his sword arm is stiff like Ike's. The speed of the dash overall manages to equal that of Ike (who is actually quite fast). The run plays the subtle clanking of Freedan's plate armor.
. Freedan's run ends by having him crouch a bit and bend down, his left hand out as though to touch the ground (except he doesn't need it to). He stops practically where the run ends.
. Freedan can't reverse his run. He shares this property with Jigglypuff. This doesn't rule out a dash dance, however.


ii. Jumping, Falling, Air dodging

For each part, a visual description and a mechanical description alternate.
For air speed, see section 2, "Physics."

Will
. Will jumps like Marth on the way up, cutting into the air with his right elbow. At the apex, he does a slow flip, like Zero Suit Samus. His fall sees him curve his arms in front of him, as though catching the air in his elbows, with his right leg drawn up and his left foot ready to touch down first. His hands make fists, and with the effect of his fair hair and loose-fitting clothes, the whole thing does look rather epic (just like ledge jumping in his own game). He grunts a typical "Hup!"
. The jump, first of all, starts as fast as Mr. Game & Watch's. The height achieved is exactly that of Captain Falcon, but the speeds up and down are like Wolf.
. The second jump has him curl up and tumble once, then unroll, like Wolf.
. The second jump is mechanically the same as Captain Falcon's (shorter than his first jump).
. The reverse versions of these jumps look like Toon Link's (first jump), and Wolf's (second jump).
. When he lands, the full animation is one of touching down with his legs and left arm, just like his game. It can of course be interrupted with anything, like any other character.
. To air dodge, Will angles his body like Captain Falcon, including the turn to the right, but with arms pulled up beside him (not cradled around his chest like he's about to sing opera). As the dodge ends, he flips backwards, sort of like Sonic, plus finishes the turn, so he goes through a 'gyroscopic' motion.
. Air dodge frames: 2-29/49


Freedan
. The first jump looks like Ike's - the arms, the legs, and the sword. A noise appropriate to the weight of his armour is played.
. Freedan's jump is very heavy. It starts as fast as Ike's. He gets about as high as Charizard - not high at all. The jump moves up like Meta Knight, but plunks down slightly faster than Captain Falcon.
. The second jump is small like Snake's, and features no tumbling.
. The speed is consistent with before.
. His reverse jump is like Ganondorf's visually, and the reverse double jump is like Ike's first reverse jump.
. The land animation is just like Ike's. It makes a sound like Meta Knight's.
. For his air dodge, Freedan twists to the right, much like Ike. However, wearing heavier armor, he doesn't pull his leg up so much. He simply shifts his torso out of the gane plane, then turns the rest of the way.
. Air dodge frames: 4-29/40

. Yes, Will actually falls faster than Freedan. But with their moves and air speed, Will is mobile whereas Freedan will just feel heavy.


iii. Ledge & Wake-up options


Hanging
. Will holds on to the ledge with both arms and is constantly tugging his head up.
. Freedan grasps the ledge with his left hand, like Meta Knight.

Ledge roll
. Fatigued: Either character hoists himself up, rolls on his side, then stands up. Will gets up pretty quickly but Freedan can't do this quickly at all.
. Not fatigued: Freedan's is essentially the same, but in less frames. Will does a tumble like his dodge-roll, and finishes that much quicker.


Ledge attack

Will
Fatigued: Will pulls himself up and swipes attackers away with his left hand, then gets his legs on the platform. It is extremely short ranged.
4% damage.
Not fatigued: Will jumps up and does an apparent Psycho Dash, clearing the way. He's invincible until the hitbox comes out, but the box is shaped just around the front of his upper body, to compensate for the high priority given to all ledge attacks.
8% damage.

Freedan
Fatigued: Identical to Marth's ledge attack in this condition, except Freedan's knocks horizontally forward.
6% damage.
Not fatigued: In a feat of strength, Freedan throws himself up from the ledge, stabbing to the sky as he goes. He lands facing to his left and turns back. This ledge attack is fast and has no weak spot except afterwards. That attack, though, shield stabs.
8% damage.


Wake-up attack

Will
Fatigued: A delay from the input, he stands, then attacks with his flute on his left - in front - then on his right.
5% damage (each side)
Not fatigued: Will kicks in front, then gets leverage to do a Sonic ftilt attack behind himself.
7% damage (each side)

Freedan
Not fatigued: Freedan pushes himself upright, and violently slashes in front, then whips a slash behind, with the speed of SSB64 Link's wakeup.
Same damage as Link's wake-up
Fatigued: He cuts low behind himself first - left-to-right - while still rising, then cuts upward as he turns forward. The upward slash can hit foes in the air. Both these cuts are short-ranged.
6% damage


The ledge jump animations go without saying, I think. As do basic wake-ups.


iv. Dodging, Rolling, and Ukemi


Spot dodge
Will's is identical to Lucas'.
Freedan shifts his head to the left and hunches a little. The timing is the same as Snake's.

Dodge roll
Will's front roll is like the Falcon and Ness. As fast as Wolf's. His back roll is like the space animals', but having Falcon's speed.
Freedan's front roll is just a hop and a turn (if Ike gets to do it. . .). His back roll is like Marth's, rolling but staying upright a bit. Both have a period of bad lag at the end.

Ukemi
Will pushes off the ground with his hands and does a front flip (legs go over his head in front of him).
Freedan bears the landing with his arm and back, rolling to a crouch, then standing.

Tech roll
Either one simply does a front roll or back roll (like Wario, but more in line with physics :psycho: ), except Freedan's back roll involves a side-turning tumble like his ukemi.



2. Physics

This section catalogues which "special properties" exist for the characters (e.g. Link's literal shield) and how "universal" ATs apply to them. It also describes such things as grab releases, the shield, and whether wall jumps or similar are in their move set.
For information on fall speed, consult section 1.b., "Movement."


Will
. Will weighs the same as Lucas, Pit, and Ness.
. Will's shield is clearly inadequate for his size. It looks made for Kirby. It naturally guards his lower body more than his upper body; in particular, the first stabbable area will be his head. If angled, his shield will cover his feet almost until it breaks.
. Will has the traction of Fox.
. Will's air speed (or 'force of Drift') is slightly worse than that of Wolf. The time it takes Will to reverse momentum is equal to that for Kirby.
. Will has the wall jump property. This jump does not gain him any vertical height, though, so it has limited use. (Consider stage lips.) The distance traveled is that of Fox's, and restores control as quickly. The jump looks like Snake's second jump.
. Will is air released from a grab in all and only the situations Toon Link would be.

Freedan
. Freedan's weight is greater than Ike's and less than Robot's. (Characters around there: Wario, Robot, Ike, C. Falcon)
. Freedan's shield is large, but so too is Freedan, and a shielding Freedan player will have to make judicious use of the angling feature if he intends to stay protected. In brief, Freedan can keep himself as well guarded as Ganon.
. Freedan's traction is comparable to Donkey Kong's - the guy doesn't budge.
. Freedan's air speed is like Ganon's: He pretty much decides where he's going when he jumps. Similar for air acceleration.
. Freedan's sword has a sour spot at the point of the blade closest to the hilt. Freedan doesn't want to be right on top of people; in IoG, somehow he could never keep his own 'hurtbox' fully behind his sword.
. Freedan is air released from a grab only when every other character would be.
. Freedan does not have a run reverse. He shares this property with Jigglypuff (try it!). The input to that effect will be ignored, separate from the fact that you momentarily entered neutral, which will make him stop running.



3. Move set

Character Mechanic - Psycho Charge / Gathered Aura

Will and Freedan each have a 'charge' special - Psycho Focus and Gather Aura, respectively - which strengthen and in some cases alter the character's attacks. In Illusion of Gaia, once you obtain either character's first special technique, holding the attack button stores an energy inside that character, which you discharge in the form of that character's first technique by releasing the button. For MYM, I have adapted this concept to be more commensurate to a Smash match - and, hopefully, something fun and open-ended to experiment and create with.

See the Specials section to know how each charge comes about, but it is enough here to give just the following key points:

  • The character is either charged or not at any given time; it has no 'value'.
  • Transforming (or dying) clears the charge.
  • Being hit does not in itself clear the charge, but taking damage during any smash, tilt, or aerial does.
Other than that, the charge is retained indefinitely save any explicit description otherwise given below.
Note that some attacks consume the charge when used, while a precious few consume it only when they connect. For these descriptions, "hitting" means having a hitbox hurtbox collision, or hitting a shield. Also note, that if a move says it "doesn't interact" with the charge special, it means you can use the move and keep your charge... which might be a good thing.

What the charge actually does depends on each move. They may become stronger, faster, or different moves entirely.



a. Specials


Will


Neutral Special - Telekinesis

Foreword: Will's shield option in Illusion is to spin his flute, which deflects most projectiles, including physical and energy attacks. This is also the input for Will's telekinetic ability of attraction, which he uses to solve some puzzles and solve "impossible" traps.​

Basic usage: Press Special and hold it. Will stops in place and will maintain the effect for as long as Special is held.


. This attack does not interact with Psycho Focus.


. Will is able to manipulate remote objects with his mind. In Smash, he creates a wind effect with essentially limitless range. The stance is perfectly simple: he holds out his flute in his hands and twirls it steadily (one full revolution a second). In IoG, a clacking noise is produced. Here, a sort of electric hum is heard, which grows louder as an object in the effect's pull comes closer to Will. (If an object suddenly appears close to Will, the sound will discontinuously jump to that amplitude.)

. An (invisible) line is shot from Will's flute, straight horizontally with infinite speed, up to a maximum range. It passes through anything and everything, provided that there is some open path from Will's position to the endpoint of this line. The range is just shy of Brawl Final Destination's width. The pulling is gentle and slow, and constant at all ranges, equal to Wolf's walk speed. However, Will only pulls things that are sufficiently large - any character, or any item the size of a barrel or larger.
  • Will's flute will also block projectiles of sufficiently small priority, accompanied by the metalloid 'ting' noise from IoG. It blocks all physical objects save one, all blaster shots and all fireballs, but not something like Robot's laser, or any sufficiently large energy cannon/ball. The physical exception is the Gale Boomerang, because it is able to get so close without colliding with the flute. Also, it would be able to exert its own wind effect on Will in any case.

. In vBrawl, nothing could alter this line, except perhaps Brawl's Green Hill Zone. I will say this: Anything that could alter the path of Link's Triforce Smash, and nothing else, can alter this telekinesis line.

. This attack may be used in the air, and doing so removes your drift control while slowing Will to a stop.
Frames: Effect starts frame 5/ 30 frames of end lag
Damage --
Shield pressure --


KIRBY: When Kirby copies this move, he gains a head of hair like Will. It is tousled yet fine, just like Will's hair. It should have a shape something like Ike's hair, but sandy brown, and without a bandana.

Kirby's attack produces a small, pinkish-purple baton rather than a flute, and Kirby mutters stereotypical ESP/concentration sounds like "hyyrrrnyyrrummnyrrr!", apparently to achieve the effect Will does with mere thought. Kirby's effect is an exact copy, although Kirby's height will perhaps substantially limit the effectiveness of the range.[/indent]



Up Special - Psycho Focus


. Basic Usage: Press Up+Special to begin charging. Press Special to stop charging.


. Using this move causes Will to begin 'charging', and, like Lucario and his Aura Sphere, stop in place (equiv. lose his momentum and force of drift, if in the air), charge up to a certain point, and stay in this special state until interrupted. But the similarities to such charge attacks end there. First, Psycho Focus' charge does not incrementally increase throughout its charge time; rather, the 'charge value,' right up until the end, is "not charged." Second, progress cannot be stored except at full value. Will can quit the charge at any time, but he is considered "Psycho Charged" if and only if he quit charging the appropriate amount of time, or longer, after he started. He must charge it up "all in one sitting (err, standing)."
  • The total charge time is 2.4 seconds. Will stands in place just like his idle stance, except not moving at all, and slowly flashes a bright green. The player presses Up+Special to begin the move, and if the player taps Special again, the charge stops (plus a cooldown period). So, if you press Special after 2.4 seconds, Will is now "Psycho Charged," as in the character mechanic, and otherwise, Will just quits the move.
  • Will flashes at a rate that increases in proportion to the charge amount. However, technical considerations, and considerations of visibility and possibly player health, would most affect the decision of exactly how to do this, so I won't specify it. Like any charge move though, there has to be a sort of "whiteness" when at full value, and a 'glimmer' that occurs at the moment it is reached.
  • Although this move can be used in the air, charge time spent in the air doesn't count. The option is there to ease misclicks, and to enable the following functionality.

. There is a third option though, for this attack, which is to press Up+Special again while charging this attack, or to just use this move while Will has Psycho Charge.
  • Pressing Up+Special during this attack and when not charged will initiate a movement like Pikachu's Quick Attack. It has only the range of Will's Psycho Dash, though, and his momentum is zero at the end. It has large landing lag and puts Will into helplessness.
  • Pressing Up+Special when Psycho Charge is achieved makes Will move the same way, but he can ride out the acceleration like Wolf's second-cancelled Wolf Flash. Doing this clears Will's Psycho Charge.

Frames: Begin charging extremely quickly/14 frames of cooldown when charge is put away.
Damage: --



Side Special - Psycho Spin


Foreword: It's the Spin Dash from IoG, but with some big changes. Not so big a change, but very important, is the name. Sonic and his Spin Dashes got to Smash first, so its only fair; and even so, as an Illusion player I wonder why this wasn't the attack's true name in the first place. o_O​


Basic Usage: Will pauses and then moves in an input direction (with some restrictions), like Fire Fox.


. Will charges for a moment like the Fire Fox, suspending drift control if in the air. During this time, Will rotates in a perfect T-stance (to his left). After that moment, his body is suddenly a tornado, spinning faster than vision - while his head, eerily, settles to facing forward - and Will may fire himself within a wide range of trajectories, with the power of a cannon.

. The surge is actually wind-based; Will acts on himself with a Wind effect. Like Mr. Game & Watch's Rescue, Will may take others along with him.
  • Will may alter the force of the shot similarly to Fox Illusion cancel. By pressing Special within a certain time before launching, Will will not "shoot" but rather "hop" in that direction, and before the total time is up the player has some air/ground control. You may move left and right with Will's walking speed (which is greater than Will's air speed) and Jigglypuff's air acceleration, whether you're on the ground or not.
  • You may aim the Psycho Spin in any direction at the level of the horizontal or higher (where 'any direction' is still limited to some finite number of angles, like Farore's Wind). The distance travelled drops significantly if the shot is not horizontal; Will can't climb any higher than his second jump with this.

. Will's body deals damage every 6 or 7 frames, with a small push that allows Will to just keep assaulting someone. The priority is of the sort that clashes with everything. When Will stops spinning, if he's on the ground, he stands normally but can't act for a moment.

. This attack puts Will in a helpless state in the air.
Frames: Shoot in one second, damage every 6 or 7 frames of spinning./ Spinning lasts 2 seconds, 6 frames of lag (grounded).
Damage: 9%


. If Will has Psycho Charge, this attack starts up as fast as Fox Illusion, and deals 13% each hit instead, and using the attack clears Psycho Charge.



Down Special - Change Shape


Basic Usage: Press Down+Special while on the ground to transform into Freedan.


. Will kneels down, closes his eyes, and assumes the spirit of Freedan. First, a solid white orb of light obscures his body. Then, shimmering spheres of a darker blue appear, and it seems Will is gone. But as soon as you blink, Freedan's body apparates inside these spheres, kneeling, and the transformation is complete.

. Will is invincible while the orb is present, until just before Freedan appears. If the rings are attacked in this short window, Will is disrupted and remains Will.

. Use this only on the ground.

Frames: Orb (invincibility) @ 16, Rings (end of invincibility) @ 114 /Freedan appears after a few moments, and lags for 10 frames.
Damage: --



Freedan


Neutral Special - Gather Aura


. Basic Usage: Press Special to begin charging. Press Special to stop charging.


. Freedan charges the same way as Will. Pressing Special makes him charge until Special is pressed again, and he achieves the Gathered Aura after 2.4 seconds. He can't fractionally store the charge; only completely.

. Unlike Will, Freedan cannot use this in the air, and there is no recovery option offered by it.

. Freedan may use his Down Special right out of this state. He is considered to have Gathered Aura if he has charged for 2.4 seconds.

Frames: See Will's Psycho Focus
Damage: --


KIRBY: Kirby gains a miniature suit of armor - a breastplate in the sense that it is only for the torso (since has has no arms or legs). Different from Freedan's hair, Kirby gains a hair band, like Samus, which ties it up. This keeps it above Kirby's feet while still being 'long'.

Kirby does not get specific bonuses from Gather Aura, but if he charges it to completion, the next attack of his which connects deals 1.4x damage and knockback, and to signal that this was the effect, a strong red glow and a flame effect are added to that attack. This is for all hits of a single attack. Of course, if Kirby loses his Copy, he loses Gathered Aura.



Up Special - Change Shape

Foreword: If a Smash game were released such that character transformations behaved stably - i.e. invariant of hardware flukes in the console at runtime - then the time to transform for Will/Freedan would be ~90 frames. (Zelda's transformation, in my world, would be faster than this, at 67 frames.) So, it would be slower than Zelda. Will/Freedan have less freedom to switch in the middle of beating the opponent up, since in canon they have to find a portal to the Dark Space to do so. Zelda meanwhile, by all rights, should be able to switch more tactically (review Ocarina of Time and see how quickly she can return to her own form).
Now, if Sakurai and/or his programmers weren't nubs, this distinction wouldn't be moot. But, in some sense, it is. So MOVING ON. . .​


Basic Usage: Press Up+Special to begin to begin to send Freedan's spirit away. Input [neutral] and then a direction before transforming to use a teleport ability.


. Freedan sends his spirit 'away', the reverse of how it came down to Will. Instead of kneeling exactly, since this move *can* be used in the air, Freedan 'hangs' his body from the midsection, as though his own self were about to be subtly pulled out of Will's body (which it is). He puts his left arm down in front, looks down, and holds his legs like he's beginning a step with the right (lifting it up).
  • As he transforms, he goes through the opposite of the images for Will's transformation: first rings appear, then a white orb, then will.

. Freedan becomes invincible precisely during the time that the 'rings' are present, and remains invincible until the moment Will appears. There is very little lag on the end of this transformation, but more than a blink of an eye at the beginning. Contrast with the other Alter Form.
  • When you use this move in the air, the character drifts to a stop as with Nayru's Love, but allowing for more drift (more like Fire Wolf). This deceleration is low enough that you can cover some meaningful distance.

. The additional recovery property is that if you reset the control stick to neutral, then flick it in a direction again, Freedan/Will gets a boost in that direction, with Falco's Up-Special's range. You can do this once.
  • In particular, you can only do this input (a) before you become Will (I hope that's intuitive), and (b) after you gain invincibility frames.
  • Thus the invincibility actually works against you in a sense, because it implies Freedan/Will *can't* be hit to give his "third jump" back. If you begin this move, you either get the boost and become Will, or you get disrupted before the boost and probably gimped.

. To be clear, the boost does not stop you from transforming into Will. This attack allows Freedan to not be hopeless of the edge, but he must give up the transformation time Will spent.
  • You are *not* in a helpless state as Will in the air. You probably don't have your second jump, though.

Frames: ??
Damage: --



Side Special - Telekinesis


Basic Usage: Press Side+Special and hold Special. Freedan stops in place and will maintain the effect for as long as Special is held.


. This is identical to Will's Telekinesis, except it succeeds at blocking different projectiles, and while in the air, it moves Freedan rather than pulling objects. This attack makes no sound.

. Freedan pulls himself along at Fox's walk speed (second only to Marth) if in the air, but doesn't change his own fall speed. Freedan may grab a ledge during this. Ending the move puts Freedan into helplessness. I stress: Freedan doesn't pull other objects while in the air.

. Freedan may block anything Will can, but if the projectile strikes Freedan high enough, it will hit his sword only, and so he can block even a fully charged Plasma Shot there.

Frames: Effect starts frame 6 /Has twice the lag of a shield drop
Damage: --



Down Special - Dark Friar


Basic Usage: Press Down+Special to create a projectile. Control this projectile like an Arrow of Light.

SPECIAL: You may use this attack during Gather Aura.

. If you have Gathered Aura, Freedan shoots the Friar on frame 2, and this dissipates the Aura.


. Freedan charges for a moment (flashing bright red), then launches a red bomb through his sword. It is accompanied by a low rumbling for just a moment at release, as though hearing a terrible wildfire from afar. The projectile itself would be derivative of Din's Fire in appearance, but appearing more solid and 'orblike' rather than fiery and insubstantial. Both glow and flash, but the Dark Friar is, umm, dark.
  • The projectile has the aiming property of Pit's arrows, but only the slow response of Din's Fire. (Notice that the startup time is enough to put the control stick in neutral.) The Friar's speed is constant, as something around Marth's run and Samus' Plasma Shot.
  • Unlike either Pit's arrows or Din's Fire, the attack simply ends if it reaches the maximum range, with a defusing "fizzle" and a wink of light. The maximum range of the Friar is equal to that of Samus' penultimately charged Plasma Shot.

. The next time at which either Freedan enters an attack command (A or B), or the Friar overlaps a character's or item's hurtbox (including so-called destructible or "living" projectiles), the Friar 'detonates'. This has two parts. One, a trivial knockback is dealt, and some damage. Two, four fireballs are released in a spiraling pattern from the orb, which themselves disappear in 56 frames, covering a disc area with radius equal to twice Freedan's height. Each fireball (of which at most one could hit a single given hurtbox) strikes like a bomb and makes a sound like Din's Fire, vanishing and dealing large knockback. Any character hit with the first projectile will be hit with one of these fireballs near-instantaneously (making the knockback of the first one, as I said, trivial).
  • Call the four orbs "Friar Bombs" or just "Bombs" for ease-of-reference.


^Friar bombs

. Having said how many frames the Friar Bombs last, and the area they cover, all that's left to say is the shape that each Bomb traces. This should be simple but to be unambiguous I will use some geometry. Each Friar Bomb spirals to its outermost range, such that they spin clockwise if and only if Freedan shot the Friat to the left (i.e., the upper Bombs always are approaching him). The spiral's 'tightness' is as follows: Each Bomb ends along the unique line passing through the origin point such that the angle this line makes with the line describing the Bomb's initial direction of motion, is 195 degrees.

Frames: 18 (Friar appears), Bombs out for 56 frames./ Freedan recovers as fast as Link throwing the Gale Boomerang.
Damage: 6% (Friar), 11% (Bomb)
The Dark Friar triggers if it hits a shield, not 'striking' the shield itself; a Bomb 'plinks' a shield, but may be able to stab.



b. Normal Attacks

That is: jab, tilts, dash attack, smashes, and aerials.

Each attack has a visual description and a sense of the speed, then the knockback direction with a description of its growth function, and then a precision of the hitbox and priority, with the damage percent. Aerials describe the landing animation (with lag) last.

Unless otherwise noted, the shieldstun is a near-flat, nondecreasing function of the attack's base power (knockback), and shield damage is a linear function of the damage. Shield push is zero in general.

If frame data is given for a smash attack, the first entry is the frame where smash charging starts, and is highlighted yellow. The other numbers assume an uncharged attack.
Forgive my mixing of exact numbers with relational language; I'm just trying to say what I mean and mean what I say.


Will


Neutral A - 'Flute Attack'


. The classic! Will uses his flute to strike the foe with a daring and pointed slash. A second attack input will make him leap at the opponent anew. I call them Jab 1 and Jab 2. As an adaptation to Smash, the jump of Jab 2 is much less vertical than in the source material.

->


. Using this attack clears Psycho Charge, without benefitting from it.


Jab (1)


. This attack has Will step forward and point with the flute as far out as he can, then instantly return to where he stood. He draws the flute during a single frame in which he is holding the flute over his left shoulder in his right hand, and the subsequent frame in which he has stepped forward and pointed the flute out, but neither yet to the full extension. The angle is like Link's jab1, though it stops when horizontal, and is higher than Link's jab. Afterward, Will doesn't put the flute away. It's just not in his hand anymore. Depending on when you input Jab 2, Will makes his leap from a further advanced position, like Link's Fsmash or Marth's dtilt.

. The attack has about the power of Samus' second jab, but weaker by a constant factor. Eventually this does not combo into Jab 2, around 70%.

. The key is that the hitbox comes out in a single moment, filling a rectangular area approximately where the flute is - and a bit thicker - just before the flute is at maximum reach. Also a bit of his leg is included, to catch a crouching Kirby. The box disappears at the same time Will pulls back. Note that the attack does not cover space above Will despite how he swings it. The flute is a weapon, so priority is a given, but since it's short, and has no guard, Will's hand is not that far from the tip. He can outreach other attacks, but mainly the timing would hold him back, since the box deploys after most of his forward motion. An opponent can trade hits if he must.

Frames: 4-6/20
Damage: 4.5%
Shield stun: 2


Jab (2)

Foreword: In Illusion, the player can tap [forward] on the d-pad after inputting the basic attack to make Will leap out for a second hit, which deals equal damage (oddly), and pushes Will backwards a minimum distance from anything he hits. It's a cut-and-paste concept, but there's a clever point in there for a careful reader to notice: You perform the jump if you press [forward] after *inputting* an attack. Will is able to use only leaping strikes, if the player wants, throughout IoG.
In Smash, having basically two jab commands might be too good for a New Challenger. Also, I'm a conservative designer, so the pushback effect is not being carried over. Instead, this move has the following property.​


. SPECIAL: At any frame of Jab 1 on the third or after (i.e., frames 3-20), an Attack input will have Will cancel Jab 1 and do Jab 2. If this is done with the hitbox out, the hitbox is deleted and this move is performed. You can do this before Jab 1 comes out, though.


. As described, this attack is a leaping hit. The jump, if whiffed, has Will move so far as to have his chin at the point where the tip of his flute was during Jab 1. Will draws the flute over his head, with in fact the same motion as Jab 1. Everything looks the same except he is in the air; even his legs show an impossible sort of daringness as he jumps perfectly forward and upright. He jumps high enough to get over Fox's dtilt (with the right timing), but not over any (of vBrawl's) characters' ftilts.

. The attack has the same damage, but more power than Jab 1. It is strong enough to behave like a heavyweight tilt at around the point where Jab 1 stops true comboing into it, about 90%. Falcon's or Pit's ftilt, around that strength. It has a fraction of shield push.

. The hitbox and priority are exactly the same as Jab 1. Even though Will jumps, the attack doesn't get the benefit of aerial priority.

Frames: 9-11/39
Damage: 4.5%
Shield stun: 2



Forward Tilt - 'Tear Pot'

Foreword: Illusion of Gaia is, in truth, a puzzle game. Its action-adventure gameplay is a (breathtaking) dungeon crawl, but its plot is one, grand puzzle - such that Will and his companions are never sure, right up until the end, just what they are questing to accomplish. Nevertheless, Will must find, and learn the significance of, the objects and artifacts throughout these travels, that will get Will and his party to the journey's end.​

. The Psycho Charge adds a hitbox to this attack. The second subsection describes this additional hitbox.


w/o Psycho Charge


. Will turns 360 as he pulls an object from Jump Space (i.e. from nowhere, like Mr. G&W), and swings the object heavily. The object is a large tea pot. This tea pot is just slightly shorter than the flute, but much wider. Effectively, its range equals the flute's, because of the step Will takes during his spin. Will steps back afterward (and the pot disappears).

. The tea pot's power grows like a below-average ftilt, but starts weak as Jigglypuff. Its angle is extremely DI-influenced, from 10 degrees to 80 degrees.

. The attack is disjoint; it's just the teapot. The teapot is shorter than his flute, mind. Note this attack hits in the z-axis.

Frames: The startup of Samus' ftilt, later by a frame or two, with lag equal to the lag of Lucas' ftilt (ignoring its IASA).
Damage: 3%
Shield-grabbable


w/ Psycho Charge

. Using this attack clears Will's Psycho Charge.


. As Will swings the pot, a pattering of water (and it is, though not pure, water) flies out of the spout. If a drop of that water lands on someone, they are stunned in place. The water can't hit anyone who takes knockback from the teapot, since it comes out slightly after that hitbox, except perhaps a heavyweight at 0%. A stunned foe cringes under a terrible anguish, unable to stand fully upright.

. The water box has no normal power, like Charizard's F-air fumes. The stun is mechanically the same as Zamus' stun gun; there's just a visual difference (no 'blurry shaking'). Will though has more time to exploit the stun, since the water comes out late in the move. He in fact has enough time to do an uncharged Fsmash.

. The water hits anything standing just beyond the tea pot, basically. Being "just" water, it is a transcendent hitbox.

Frames: Water @ 5 frames after the pot is out, and out for 3 frames.
Damage: 6%
The water ignores shielding characters entirely (like Rollout).



Up Tilt - 'Psychic Flip'


. Will front flips onto his hands, and as he brings his feet up, he kicks with each in rapid succession. Following through the front flip, he floats to an upright position, using telekinesis to steady the landing. The timeframe of this motion is like Lucas's utilt, except with a more uniform speed of rotation, and no IASA. You can see that the telekinesis lets him kick with power without missing his landing.

. The power level makes this move kinda tight in early game, but the attack is so narrowly applicable that it wouldn't likely land then anyway. It has the knockback growth to be a K.O. move at percents around 190. The first hit box stuns for the second hitbox to link.

. The second hitbox is unlike Pit's or Sheik's utilt: It hits only above Will, and it knocks forward (forward as in 60 degrees from horizontal). The first kick's hitbox reaches a bit down Will's backside, so it will catch close characters who aren't short. The move has insane priority (i.e. implied priority), in the realm of non-sword non-magic moves that beat everything else. The first hit should clank the average glut of ground attacks... but it only exists on Will's back. The second hit is enough to clank with smashes and even jabs (lol, Brawl), though only attacks which aim high, or come down like Samus' utilt, would collide with that one. Indeed, the move would actually show a weak point for Will, since he has no setup for this move; it "merely" punishes unthought aerial approaches (AFAIK, of course).

Frames: Total time same as Lucas' utilt, but hitbox out 1-2 frames later.
Damage: 4%, 5%
Minimum shield pressure.


. With the Psycho Charge, all the numbers in this attack's frame data are halved, and hitting with the attack clears Psycho Charge.



Down Tilt - 'Diamond Block'

Foreword: Recall that Will's crouch has him hold a small blue block at the ready. This is "the diamond block," an item that Will must use in Illusion almost immediately after he obtains it. Looks like he made sure to get it back!​

. This attack does not interact with Psycho Focus.


. From the kneeling position of his crouch, Will swings the block in his hand horizontally, as though to strike the ankle, with almost zero startup. The arc leads the block to hit the ground, with a 'chip' sound.

. The move has knockback growth like Fox's ftilt, with a multiplier. It's totally safe if it hits, and even sets up attacks, early and late. The power, angle, and hitstun combine such that, if the target jumps from the hit before landing on the ground, then he, she, or it was at 60% or higher (for midweights). In some way this can be considered a stronger Toon Link dtilt, though it doesn't have the priority.

. The attack is frame 3 (from the crouch), and is very short ranged, due to the way Will is bending. The box is the block, Will's hand, and his forearm. His arm is a sourspot, which knocks straight up and is half as powerful. For all these faults, if Will is close enough, he can use the speed to beat other options (*cough*frame1jab*cough*cough*), and it is a very dangerous setup.

Frames: 3/The end point of Fox's dtilt
Damage: 7%



Dash Attack - 'Psycho Slide'

Foreword: The Psycho Slide. This is Will's second special technique from IoG, except for the invincibility :rolleyes:. In Illusion, Psycho Slide enables the player to maneuver under crevasses to new areas, but is a strong attack in its own right. It has one other special property that becomes useful in one part of Illusion, but can certainly be relevant to Smash.​

. Using this attack clears Psycho Charge, without benefitting from it.


. SPECIAL: This move ignores wind effects, but not 'water guns'.


. Hopefully, the look can be imagined, but the curious feature, relevant to Smash, is the speed with which Will moves. In executing the Psycho Slide, Will first slows down as he "throws" his body into the sliding position (i.e., on his back with a foot extended, keeping his head up). Then he gains a baffling boost of speed and shoots forward, just shy of one stage builder block. At the end, he becomes impossibly slow, still without changing his body shape. When he stops, he stands with great lag. Note that, were Will in Brawl, his DACUS would slow him, like Captain Falcon's.

. Psycho Slide has two hitboxes, one for each of the movement portions. See priority for the explanation of them in full. The first hit has fixed knockback that pushes the foe along the ground, and large hitstun to link to the second. The second has *large* initial power, and both boxes have a hit stun and knockback function that just make them seem to 'catch' you, like Lucas' first jab. The attack is not slowed by a shield, and the first hit does not shield push. Dash Attack is a viable horizontal K.O. move, having power somewhere between a heavyweight ftilt and Kirby's Fsmash. The angle is generous though, going up to 40 degrees with perfect DI.

. Priority is the same as the next guy's dash attack (it won't block many ranged attacks), but the hitbox can pull some tricks. It is completely disjointed, in the following sense: it doesn't have anything to do with where Will's body is. When he starts the fast motion, a box is created at approximately the region he would pass through given where he started the slide. It is deleted before the second box is created, which is similarly around the region of the slower motion. The two boxes, if they could be viewed together, are as long as two crates end to end, with no 'blind spot'. The ending box is just the size of Will's legs. The boxes are not higher than Will's head.

Frames: 11,19/48
Damage: 7%, 7%
Shield stun: 1, 1
Shield push: None, minimal.



Forward Smash - 'Psycho Dash'

. The Psycho Dash, Will's first special technique. In Illusion Will uses the technique to clear barriers to his path.


. SPECIAL: If fully charged, this smash breaks any destructible obstacle or item.


. Will leaps forward and flies back extremely quickly, his whole body an attack capable of destroying stone. Charging, Will stands as though ready to make a hundred-meter dash, but unlike other characters, he is perfectly still as the power mounts, gathering psychic energy. He moves forward with a low jump (reaching slightly farther than his Jab 1), and then 'reverses' the motion, flying back with the same speed.

Queue this video to 2:18 for the sound and visual effect of Psycho Dash:
http://www.youtube.com/watch?v=HvYIRt-tHVQ

. Will's psychic power is deadly. This attack is *at least* as strong as Wario's Fsmash, but it knocks upward. With just a little smash charging, this is a stock-ender on all but the tallest of stages from as low as 100%.

. Will's attack has transcendent priority, so, being the only such attack not on a sword, Will will always trade hits with a counterattack, unless facing a disjoint. A disjoint will actually always hit Will, because a transcendent attack can't clank. This includes projectiles.

Frames: 4/21-24/moves back frame 26/ends just faster than Ganon's Fsmash
Damage: 17% (x1.4 = ~24%)
Shield Stun: 3
Shield push: About an inch.
Shield damage: Almost none.


. If you have Psycho Charge, three things change, and using the attack clears the Charge.
  • One, the smash cannot be smash charged; instead, it releases automatically with maximum charge.
  • Two, Will is invincible from frame 4 until a few frames after frame 26. In combination with his transcendent priority, the attack is now literally unstoppable.
  • Three, the attack gets the sound and visual effect from Illusion on hit.



Up Smash - 'Red Jewel Release'

Foreword: Throughout the world of Illusion of Gaia, Will may undertake the sidequest of hunting down all of a set of beautiful, red jewels - known as Red Jewels - which a traveller known as the Jeweler Gem will take in trade for potables and power-ups. Presumably because Illusion's inventory system is limited, the player always has the option of sending any Jewel in the inventory directly to the Jeweler Gem. Selecting and "using" the item prompts the message "He raised the Red Jewel! Red Jewel's fly to Jeweler Gem in a single ray of light!", and a tiny sparkling dot spirals up from Our Hero.
I believe some assumptions can be made. For one, that jewel stops for nothing. No matter where you are, Red Jewels *always* make it to Jeweler Gem. They're not projectiles; they're airborne juggernauts. Hence my design direction for this attack.​

. This attack does not interact with Psycho Focus.


. All the specifics are in the exact timing, really, so see the third point for that. For the visual, Will removes the Jewel carefully from a special pocket, and holds it near his stomach. There is a small red flash (violet-red) when the smash charging begins. Will's hand shakes during the charge. When Will releases the charge, the jewel flies from his hand of its own propulsion. Will clutches the spot he held the Jewel... then reaches up into the sky anyway, to look cool.

. The attack has power like Lucas' Usmash at low percents, and Snake's utilt at high percents, curving out in that way. It has hitlag like Ganon's Usmash. Also, the angle is susceptible to DI.

. This attack is so powerful as to be practically unbeatable in priority, except by some hypothetical aerial that satisfies the +10% intrinsic priority rule. Such an aerial would have to be the strongest aerial in the game by far, though. So, the hitbox. The path of the Jewel is up in a spiral which is two-and-a-half Will's high, and two Will's wide at the top. The spiral is flattened into the game plane (i.e. the Jewel stays at z-axis 0). The Jewel revolves exactly twice before reaching the top, moves forward (for Will) first, and is out for 1.2 seconds. Moving with a uniform speed, that uniquely determines the hitbox.

Frames: 6/62-133/134
Damage: 15%
Shield stun: Huge, but not a whole second.
Shield push: Minimal
Shield damage: Almost none.



Down Smash - 'Flutist's Concentration'

Foreword: Against the mold, Will's Dsmash is weak, and attacks only in one place. However, it becomes a whole other animal if Will has Psycho Charge. In Illusion of Gaia, there is an exploit which can make Boss battles much faster. Actually, it can be used anytime, but it is 'overqualified' for use on mooks, you might say. Indeed, a naive or reckless user endangers himself more with the technique.​



w/o Psycho Charge


. Will attacks directly in front, a little lower than his jab. Though slow to wind up, Will makes the attack almost immediately after the smash charge point. The attack cuts mid-low, in about the same place as Marth's Dancing Blade 2, red version; as a consequence it will hit anyone not shorter than Game & Watch's crouch (everything in vBrawl). Just like jab, Will returns to neutral stance without actually appearing to return the flute to its holster. There is still lag.

. The power is a mere jolt that will function much like Melee Zelda's {A}. It pokes the enemy away, but is awkward. The enemy is left close, but *just* far enough away that Will can't reach with anything other than an instant Jab 2. Nothing is guaranteed, but instant Jab 2 probably won't be blocked on reaction. Down Smash will never K.O. or even knock a foe off the stage. It cannot be SDI'd.

. The attack has implied priority, being a weapon, but Will hunches and crouches a bit and so exposes even more of his hurtbox than when using his Jab. The hitbox is the flute, plus a portion of Will's arm so that he can hit even if he steps through the enemy. If he has to do that though, he is definitely not safe on hit.

Frames: 10/13/48
Damage: 7%
Shield stun: 12
Shield damage: Significant, but not scary


w/ Psycho Charge


. Using this attack clears Psycho Charge, and you cannot smash charge this attack. Instead, it releases automatically with maximum charge.


. Will delivers a multi-hit barrage. He attacks six times, striking with an inhuman speed and only frenzied attention to aim. Indeed, he attacks straight ahead three times, in the same place as the normal Dsmash, but the other three times he attacks to his left (so, "into" the screen if he is facing right), alternating, starting with 'straight'. Despite the animation, all the first five swings are effective, and the attack pulls the foe in as strongly as Zelda's Usmash, or Knuckle Joe's punches. Will takes a small step forward with each attack, in total advancing as far as Falco's Fsmash.

. The final hit is at a typical Dsmash's power level for Will's weight class, but with the full smash charge, that's pretty scary.

. Again, it has no special priority power. It is just a weapon. The 'left' hitboxes are slightly smaller than the others (since they are aimed strangely) but that only matters if someone dodges into the barrage; every hit of this attack guarantees the next one.

Frames: 13,17,21,25,29/47
Damage: (7%, 5%, 5%, 4%, 5% ) x 1.4 (~36% if all hits connect)
Shield stun: 1, 1, 1, 1, 12
Shield damage: By the fifth hit there is likely a stab. It will come to an inch of breaking a small shield like Kirby's.)



Neutral Air

. If you have Psycho Charge, hitting with this attack clears Psycho Charge, with 1.4 times the power and damage, and there is an additional effect.


. Will spins once, with right leg brought up and left arm outstretched. He didn't fight in the air in his game! The hitbox is where a drill kick hitbox *would* be, but this is a single hit.

. It's a weak hit which knocks the opponent forward and up (just the standard direction of any "filler" aerial), and regardless of which side they're hit from.

. Unexceptional priority. Will can be hit out of this very easily. It has some nooks and crannies of disjoint that a studious player can exploit, though.

. Will has the landing lag of a Ness B-air on this. He's nimble.
Frames: As above.
Damage: 9%, decay to 5%


. If Will has Psycho Charge, using this attack pushes people near Will on the left to the right, and on the right to the left, as a wind effect. The wind may pull someone into that hitbox, or not.



Forward Air

. If you have Psycho Charge, this attack is 1.4 times as strong and damaging, and hitting with the attack clears Psycho Charge.


. Will puts all his body into a single kick forward. His body lines up with the horizontal, and pushes with his left leg. He coils the right leg around the left, and spins to his right twice from the torque before uprighting himself. When he uprights, he appears to move upward, like Ness after his dair.

. The move comes out really fast, but has weak knockback growth. At low percents, it has barely enough to keep frame neutral from the hit. In late game, the move is respectable, but only because it's a good setup for Will - it has the knockback of what moves should have around 60%, when the opponent is actually at 90%. A Wall of Pain aerial on a fastfaller.

. This can cancel a few projectiles; A Toon Link Boomerang at the greatest. With Will's fall speed, it is very hard to land this move on someone like Kirby.

. The landing lag is comparable to Ike's fair. Will lands on his side, with his arm over, and gets up by turning face down, then pushing.
Frames: 12-13/49; Will is horizontal from 12-37
Damage: 11%, decay to 7%
Decent shield pressure; shield stun 9 or thereabouts.



Up Air

. This attack does not interact with Psycho Focus.


. Will uses an attack like Sheik's uair, except he's nowhere near as skilled at it. He spins like his fair, but it's slower, not as 'tight'.

. The power is comparable to Kirby's uair. The angle can be influenced between 70 degrees one side to 70 degrees on the other (a range of 40 degrees).

. Hitbox and priority, nothing fancy here. The box reaches a bit above his foot, but he barely covers his body side-to-side. Hit starts from his waist.

. The landing lag is steep, equal to Sonic's fair. It looks like that for Snake's uair, but less springy.
Frames: Between Sheik's and Peach's U-air speeds./ Ends after as long as it takes Zero Suit Samus to finish her reverse double jump.
Damage: 10%
Virtually no shield pressure



Back Air


. Will uses Fox's fair, except backwards (he spins to his left). It's five kicks, starts with right leg, and angled up 10 degrees (170 degrees, properly speaking). Unlike the helicopter kicks, this move doesn't change the effect of gravity.

. The knockback function is a simple modification of Fox's fair, and that is: it's slightly weaker, as though Fox hit the same character 5% healthier. The last kick hits mostly up, like Fox's fair, unless you also landed the later two of the other four kicks. In that case, the kick hits dead horizontal. Furthermore, the direction is [forward], by which I mean, the direction Will *was* facing (and will return).

. The trick is, because of Will's air speeds, getting all the hits, or any of the later hits, requires very specific positioning on both players' parts. Will has to rise into the character, and hit at the apex of his jump. Unless he has Psycho Charge (see below).

. The landing lag is none different than Fox's F-air.
Frames: Given.
Damage: 3%, 3%, 2%, 3%, 3%


. If you have Psycho Charge, Will's movement slows during the attack such that the multihits are guaranteed links, and hitting with the attack clears Psycho Charge. Uniquely, his speed returns afterward, as it was.
Imagine it like how you can slow then speed up your rotation in a freely spinning chair by curling your legs out and in. Except with psychokinesis. :p



Down Air


. Will furiously kicks the air below him, with the closest move being Peach's dair, but there's an element of Snake's dair too. He is 'poking' the air below him like Peach, with his arms drawn up, but he is looking down, and turned to his right a bit. He is pushing the ground away with his *feet*, not his heel or his toe. A rising dair should look like Will is running up invisible stairs, backwards.

. There are four kicks; each kick has respectable knockback. Early on, they are effectively multi-hit, but later, ~40-50%, the first one can be SDId such that the second one will knock the enemy right out. The kicks knock in directions like Zelda's Nair, so the trajectory can be as wild.

. They are disjoint hitboxes, but any Usmash is powerful enough to clash if not beat.

. Will lands as hard as Snake in his dair.
Frames: Start kicking same time as Peach's D-air, at a rate slightly slower than Peach./ End on frame 48.
Damage: 4%, 4%, 5%, 4%
Shield push: Enough to sometimes push the foe out, given Will's max air speed.
Heavy shield damage but little shield lag, like G&W's turtle at 3x speed.


. If you have Psycho Charge, the multihits gain the strong hitstun and pulling property of Falco's F-air so that they all link, but using the attack clears the charge.



Freedan


Neutral A - 'Dark Knight Technique'

. Using this attack dissipates Gathered Aura, without benefitting from it.

. The combo is not guaranteed.


Jab (1)


. This is Freedan's basic attack from IoG: He stabs forward, slightly curling toward his left. The stab is almost casual in that there is no lunging of any sort. It's like he just gestures with the sword, pointing forward.

. The power level of the stab is the same as Link's Jab 3, with all the same angles, but more importantly, this does not combo into Jab 2 always. Only in a certain range, where this is powerful enough for the stun, but not too much to knock out of range, could it ever - and that range might not exist for some enemy physics. It can, however, pressure on block.

. Weapon priority. The hitbox is an acute, isosceles triangle where the wedge is at the end of the blade, and the base is about the size of Freedan's hand, straight along his chest. He is not blind to Kirby.

Frames: 5-6/20; IASA: somewhere (hurr), so that the non-linking is as intended
Damage: 7%
Shield stun: 2


Jab (2)


. For the second attack, Freedan spins and ducks to his left, then comes up with a backhand. His footwork is fluid - taking a step with his left foot while the sword is protracted, around behind his right foot, he hunches down, then uses all his body weight, and the blade's, to deliver the punch. Stepping back to neutral, he has advanced the length of two of his own feet. He flips the sword to point down in his wrist at the time he hunches; he pulls it through the backhand rather than pushes. Thus, as he stands, he can bring the sword in front in a pose like Marth's Counter. This is just a visual, however.

. This punch is as strong as Kirby's ftilt, and knocks at 45 degrees, with regular DI-susceptibility. Victims will tend to find themselves travelling mostly up for the whole of their hitstun.

. The punch is, if anything, slightly higher than the sword, though nearest to him it is almost at the ground. Weak priority.

Frames: Picked such that, the absolute speed of Jab 2 is frame 15./ ~17 frames of lag.
Damage: 4%



Forward Tilt - 'Gorgon Punch'


. Freedan spins and guts someone with the back of the sword hilt. The timing is similar to Pit's ftilt. Starting facing left, he spins until he faces into the screen, and suddenly juts the hilt out, right at the stomach (his stomach level). When Freedan rises from the slight hunch, he actually retreats a bit.

. The attack trips after a certain percent. It makes the opponent slide backwards as they trip. The distance grows slowly, but if the enemy is at 150%+, they'll slide out of range of any followup, save Dark Friar. Before that percent, the attack stuns in place. Between 0-7% Freedan has a frame disadvantage. But between 7 and the other specific percent, it is neutral. It is around 40%.

. The hitbox is not padded in any way. Freedan's got to get right on top of people. But the intrinsic priority is good.

Frames: Hits same time as Pit's ftilt/Ends 28 frames later
Damage: 7%
Shield stun: Enough that Freedan is at worst -11 advantage on block.


. With Gathered Aura, this attack has 'cinematic hitlag' like a lightning kick... except as normal hitstun, so Freedan can combo out as he pleases. Hitting with the attack dissipates Gathered Aura.



Up Tilt - 'Aura Barrier'

Foreword: This is the Aura Barrier, Freedan's second special technique in IoG. In this moveset, this attack sustains a hitbox like a normal uptilt, but the move, as a "side-effect", summons the Aura Barrier if Freedan has Gather Aura.​

. With Gathered Aura, the true Aura Barrier appears, and this dissipates Gathered Aura (into the Barrier). There is always a flame on the sword, but without Gathered Aura, the Aura Barrier "fails", as a spell. I have two sections, one for the sword + fire hitbox and one for Aura Barrier.


The overall attack


. Freedan holds the sword in front of him, at his collarbone, pointed up. He is holding the sword in a symbolic, statuesque way. The sword flares with a brilliant blue energy. It licks off the blade like fire, but it is actually pure Aura. The energy extends above the top of the sword to about half Kirby's height, and the hitbox is even a bit past that - comparable to Lucario's Usmash disjunction (for obvious reasons). This Aura is visible, though. When Freedan is done, the flame quickly goes out, and he is IASA that point.

. The sword deals some damage when it goes up, and a few frames after, the Aura has enveloped the top of the sword and beyond. The sword's power is like a non-tipper Marth tilt, upward, never K.O.ing. The aura is almost as strong as Lucario's Usmash (when Luc is at 50%) at the end. As it grows, it is multihit, fulminating with 1% each. You can hit with sword and flame but only if the opponent chooses to fall back into it, basically.

. Obvious priority is obvious, and the sword hitbox is small (to Freedan's benefit!). The Aura is a Capsule's length wide, based at the top of Freedan's head (that level of the sword, I mean), and as tall as Fox. It is wider at the top, slightly. The aura grows up the sword, lagging behind Freedan's pose.

Frames: 6 (sword), 9-15 (growing aura) 16-21 (full aura) / IASA: ~45, < Lucario's Dsmash
Damage: 6% | 1%, 1%, 13%
Minimal shield pressure.


The Aura Barrier

Foreword: Aura Barrier is a remarkably useless technique you acquire in IoG that is so boring I had forgotten where you get it*#. But the idea behind it is intriguing, so my mission is to make the move as cool as it should have been.​


. SPECIAL: The Aura Barrier makes Freedan immune to all push effects (wind, water), but water will count towards bringing down the barrier (see below).


. As the sword is wrapped in fire, two barriers come into being. The aura in IoG takes the form of two 'plates' or 'mirrors' that revolve around Freedan, themselves rotating, which deal damage to enemies they strike. (We fiddle with the mechanics so that the z-axis doesn't stop the barriers from ever hitting anything)
  • Freedan must wait longer for this attack. The Aura Barrier is a significant spell, you know.

The barriers revolve and rotate at the rate seen here:
http://www.youtube.com/watch?v=wSOvrrEasGg (queue to 6:45)

. The barriers start with a fixed knockback that pushes a good distance along the ground, like Illusion's gameplay. They deal damage on contact and have counter properties, too:
  • If one barrier takes damage, both barriers are modified to deal a hit based on that attack instead, with damage multiplied x1.1, and with knockback calculated however Marth's Counter works.

. The Aura Barrier remains in full effect until (a) an upper time limit is reached, (b) Freedan uses a special, or (c) the barrier's "Counter" property is triggered. When one of these comes true, they disappear gradually, shrinking and returning to Freedan's center in one second. As long as the barriers stand, they wall Freedan on all sides, though there is a point where both are centered on him. Yet, because of their size, he's still sheathed by them. It takes dodging, disjoints, or a vertical attack to reach Freedan without hitting a barrier.

Frames: 15 barriers exist/75 barriers full size and move is done. The 'upper time limit' is 5 seconds.
Damage: initially 9%
Shield stun: Enough to make trying to 'shield-walk' this nontrivial.
Shield push: None
Shield damage: Small bit


*#
What makes the barrier useless in Illusion is that the spell ends after a short time, or as soon as it deals damage, OR any time Freedan attacks. Terrible. Since they are not even strong, require charge time, and do not guarantee safety in any way, the spell is pointless compared to Dark Friar, which comes before it, let alone your basic attack. I hope my version is way more badass.



Down Tilt - 'Stone Lord Spear'


. Freedan slashes to the right as he stands ("stands"), and positions a ground-stab. He then stabs, two-handed, ending in a position where the sword is slanted in the ground, his weight supported by the sword like a third leg, kneeling on the others.

. The hits link within the same damage range that Link's F-air combos itself, but slightly better (i.e., to larger percents). The second hit does have Link's F-air's power level, and knocks with that angle.

. The first attack has the shape of Marth's fatigued ledge attack, with strong priority. The range on the second hit is about Link's ftilt, but mind it's shape: Freedan stabs not quite straight down. The hitbox catches anything nearer than the sword, but not much farther.

Frames: Startup between Marth's fatigued ledge attack and Link's F-air, 2nd hit frame 17./ 36 frames of lag
Damage: 7%, 12%


. If you have Gather Aura, a path of fire proceeds along the ground for 40 frames after Freedan stabs the ground, and this does not dissipate the Aura.
  • The fire does 3%, is tall as a crouching Kirby, and travels as far as Falco's height.



Dash Attack

Foreword: In Illusion of Gaia, a running attack is just a basic attack; but if timed on one of every other frame, it extends the range slightly. In IoG it's probably a glitch.​

. Using this attack dissipates Gathered Aura, without benefitting from it.


. Freedan thrusts forward with a short step; it is very much like Smash64's Link's dash attack. By 'short step' I mean his velocity suddenly shrinks, like Falcon's dash attack. Unlike the jab, there is a lunge here.

. There is a sweet spot at the middle of the blade. If it hits, the enemy is knocked at only a 10 degree angle, very powerfully. It makes the Marth tipper Fsmash sound. It also has shield stun and push so as to be only lightly punishable. Else, there is a sour spot at the hilt and a small area around it (joke knockback). All other regions can be compared to Falcon's dash attack - precisely the average of that power with the power of Smash64 Link (if we can talk across iterations).

. The box is out until very late, but decays instantly. The box is only slightly more padded than jab, but the power is tough to override.

Frames: 9-15/31
Damage: 9%, decay to 6%
Shield stun/push: as given above
Little shield damage.



Forward Smash


. Freedan comes about with a two-handed, no-stops, full-brutal swing at head level. He turns while moving forward slightly, uniformly (unlike Ganon's Beam Sword attack).

. This is a heavy hitter comparable to Ganon's Fsmash, but Freedan has to connect with the thick of the blade for that power, i.e. the center or nearer. Otherwise, it's like a lightweight Fsmash - Kirby's, or Falco's.

. The box exists only where the sword is, so medium range, but it is thick vertically. It could miss G&W's crouch.

Frames: 5/Can just interrupt a Falcon Punch begun at the same time/45 lag frames
Damage: 20%
This attack has the shield pressure you'd expect, for once in this moveset.


. With Gathered Aura, two things change, and using the attack dissipates the Aura.
  • One, the smash cannot be smash charged; instead, it releases automatically with maximum charge.
  • Two, Freedan's body and sword are embroiled in flame, from the smash charge point (frame 5) to the end of the hitbox. These add damage, but don't shield Freedan.
Frames: 5 - end of normal hitbox
Damage: 1%, 1%, 1%, 1%, 2%
Shield stun: 1
Shield damage: Virtually none.



Up Smash - 'Aura Spark'


w/o Gather Aura


. Freedan swings his sword through the space in front of himself to point skyward, and a spark of fire ignites at the tip. This is a spell, so there is not so much 'power' in the swing as there is a certain grace and form. He *does* hold the sword about the same place Ike does for Usmash, but Freedan doesn't crouch to the ground, so the hilt is higher, and so the sword is more slant than sideways.

. The fire is not a separate hitbox; the spark extends the singular hitbox and the magic gives it more power than Freedan's swing alone. For that, consider the uptilt and Usmash of Toon Link. You may have noticed that the utilt is stronger than his Usmash and deploys quicker, but is only slightly laggier. Freedan's Usmash (without Gathered Aura) is like Toon Link's Usmash: strong, but not quite K.O. strong. In Freedan's case, it is in part because the angle is 20-30 degrees off from vertical (knocks behind himself).

. The attack's lowest point is somewhere between Fox's and Falco's height. It is about as tall as Mr. Game & Watch. The move is disjoint (not transcendent); it is 'a flaming sword' not 'a sword of flame'.

Frames: Release as fast as TL, but charge from later./ Lag is 1.5x as Marth's Usmash.
Damage: 10%
Some shield stun, but only a little shield damage and push; a little less than TL's Usmash in all.


w/ Gather Aura

. Using this attack dissipates Gather Aura, and an additional hitbox is created.


. In this version, the 'spark' becomes a blast. The flames above the sword are true flames, having their own hitbox, as large as Zelda's U-air, and in fact precisely as powerful. The explosion is closer to spherical than even Din's Fire; see Dark Friar.

. The explosion appears where Zelda's U-air would appear, if her hand were where the lowest point of the spark would be, in the non-Aurified version of this attack. I.e., if her hand were about Fox's height from the ground. The sword hit can very well link to the flame box.

. The separate hitbox is now all magic, and so has appropriate priority.

Frames: True flame appears at about the time of Ganon's Fsmash
Damage: 9% (additional)
Shield stun, push, & damage increase commensurate with the new power, for the fire hitbox (the sword box stays the same).



Down Smash - 'Deadly Step'

. If you have Gathered Aura, Freedan goes through the same motion while the attack uses a completely different hitbox, and using this attack dissipates the Aura.


w/o Gather Aura


. Freedan steps forward with his left foot and stomps the ground. He's wearing steel, so even this can hurt a bit, but if the reach seems limited to you, you would be right. He charges with his foot still on the ground, of course, shifting about his muscles to the optimal places as he smash charges.

. The attack 'pushes' like a starting move of a jab combo, except multiplied so as to work on its own (on hit). At percents like 150%, this knocks away at angles like those for Kirby's ftilt, with little DI-susceptibility.

. The hitbox is all of Freedan's leg up to his knee, plus a headbutt, and indeed, it may help to visualize Captain Falcon's jab 3, though Freedan is attacking with his left.

Frames: slow/ Total time 1 second
Damage: 13%
Shield stun: little
Shield damage: A third of an average shield


w/ Gather Aura

. Using this attack dissipates Gathered Aura.


. Freedan steps in the same way - almost, for his step deals no damage. Now, his attack rumbles the earth, causing a block of it to spring forth! And crash down with terrible force. It is in fact a "tile", one of the traps from IoG. In some parts of the game, these tiles cover up spike pits, allowing Will or Freedan to cross.

The tile is like this, at 3:34 of this vid, and making the same sound, too.
http://www.youtube.com/watch?v=Gc91HHze46g

. The tile bounces about in a manner similar to Mr. Game & Watch's Manhole attack, after the initial "upward bounce". The tile delivers a strong hit which knocks diagonally as typical (similar to Charizard's Dsmash), but in fact the deadly hit of this attack is the "weak hit" - at the very end, if a character is struck by a side of the tile, the character is shot at a lower than horizontal angle, with even greater speed. The character will probably slide right off the stage, feeling very much like Luigi.

. The tile is precisely the width of a Crate, and is as disjoint as Manhole. Recall the kick is not a hitbox. This attack takes the same amount of time as the other version; I am able to use more landmark terms here, so please work backwards to the other one's timing.

Frames: Tile appears at the same time as the kick, and is out slightly longer than G&W's dtilt./ Lag for about half a second./ Total time 1 second.
Damage: 16%
This has the shield pressure of Warlock Punch, and still pushes absurdly far.



Neutral Air

. This attack does not interact with Gathered Aura.


. Freedan gently spins to the right, once. He holds his sword out, sideways at a slight angle. It's like he's going to drop it, but he holds his left hand at the tip, as though he were drawing power out of the tip into that hand. He looks sort of like Ike in the early part of his N-air.
  • If you look, it doesn't seem as though Freedan is trying to cut anything. It's not the real attack.

. A single ribbon of blue silver flame spirals around Freedan in the opposite direction, from his feet to his forehead, making two revolutions. This attack's sound effect is to slightly mute everything else (including the burn sound).

. The sword itself cuts like Melee Young Link's ftilt, giving flinch but no knockback. The flame damage is the real deal, havig power like Charizard's B-air, but knocking generally up.

. This has quick landing lag, similar to Ike's B-air.
Frames: 9-50 (flame), sword from frame 7./ Ends after about a second
Damage: 11% (flame), 4% (sword)



Forward Air


. Freedan stabs directly ahead after a windup. It has monstrous lag as he returns to the neutral position (trying to fight a momentum he gave himself to turn topsy-turvy), but has an autocancel. Specifically, if the attack is initiated just below the apex of his full jump, the attack will come out at precisely the height of Zelda (such that it would hit Zelda), and cancel. (Since it is a full jump, he still suffers full jump lag.)

. The power level is like Mario's B-air, with little hitstun. Its better on block than hit.

. Obvious priority is obvious. Note that this can't hit a shield unless Freedan takes landing lag, or is fighting a character strictly taller than Zelda.

. On landing, Freedan has bent both knees, supporting himself with both them and his left hand. His sword is resting lightly on the plate over his legs, just rather than the ground. He doesn't have to take his attention away from the fight, though. The lag is the same as Marth's bair.
Frames: ~10-13/63. IASA as given above.
Damage: 12%
Shield push and stun like Ganon's bair, with about three times the shield damage.


. With Gathered Aura, this has the shield damage of Warlock Punch, and hitting with the attack dissipates the Aura.



Up Air

. Using this attack dissipates Gathered Aura, without benefitting from it.


. Freedan cuts above himself (after some necessary tumbling), and uses his torgue to cut below, too. He ends up turning around, as with Marth's B-air.
  • Freedan is considered turned around from frame 1, no different from Marth's B-air.

. The attack on the lower side is a weak hit, like Marth's untippered D-air, and it pushes in a haphazard direction, mostly [up] in fact. The upper hit is as strong as Marth's tippered U-air.

. The cut above is as fast as Bowser's U-air (which isn't that slow!), and the cut below is just after in a smooth motion. The upper hit has good priority, filling a nice 'balloon' shape, but the lower one... is not as great.

. When he lands, Freedan is holding himself on his right forearm, strained, but somehow tucks his right leg under, heaves, and arights himself. His left arm can only flail about, acting as an inconveniencing counterweight in this situation. It takes as long as Link with his D-air.
Frames: Attack times as above/Total time equal to Ike's U-air./ Landing lag: Link's D-air
Damage: 10%, 8%



Back Air - 'Whirligig'

. This attack does not interact with Gather Aura.


. Spins to the right twice, using the hilt at first, then swinging the sword out for an extra boost. That is, it hits with the hilt in the back, then the front, and then hits with the blade in the back - and when Freedan straightens out the blade, he boosts his rotation a second time. To visualize this, think of Link's fair, except the spins start behind the character.

. The precise butt of the hilt, at the beginning, is a sweetspot that powerfully knocks horizontally, with a blunt sound. The rest is just a strong box (e.g. Ganon's N-air 1st hit), and 'the rest' means a disjointed area thicker than the hilt, but not longer than it. Continuing the spin, the hilt is then a weak hitbox in the front, dealing 3% like Falcon's flubbed knee and making the same noise. When the blade comes out in the back, it is actually a weaker box than the first one (much weaker than the sweetspot!). It makes a cutting noise like Marth's untipped blade and has similar strength (e.g. F-air). The box lingers, covering Freedan well in the back.
  • The power of the first hit grows such that by around 160% for heavier characters, it can force the enemy to the edge of a small stage like Smashville from the other end.

. This is not very disjoint; it is just an aerial, with an aerial's perks.

. Freedan has landing lag for this equal to Ganondorf's hard D-air landing.
Frames: Fast first hit, front hit on 18, last hit around frame 31.
Damage: 13%/8%, 3%, 8%



Down Air - 'Quaker'

Foreword: The Quaker! This is a special attack from Illusion of Gaia, In IoG, learning this technique allows Freedan to alter the way he drops from ledges, by pressing Attack during the fall. Doing this has him plant the sword into the ground when he reaches it, paralyzing all enemies in the area. Much like Will's Spin Dash (which I'm renaming to Psycho Spin for Sonic), using this attack for other than its clearly-designed purpose is difficult, since it requires ledges, and it requires enemies that don't become obstacles when you paralyze them*. I believe, by contrast, that in Smash this attack would be a pillar of Freedan's game.​

. Using this attack dissipates Gathered Aura, without benefitting from it.


. The main appearance of the attack is that Freedan holds the sword in both hands, pointed down, with the hilt level with his sternum, and then he drops straight down, like Toon Link's dair. Notably, he doesn't hold the sword like he is to stab something, but rather 'ceremonially,' as though a certain pose is what gives the attack its special power. (Official game materials do not say; I think we can assume.) He holds the sword close, and stands upright, like he had just pulled the sword up out of something. For Smash, his legs are curled up a bit so that the sword tip is below his lowest point.
  • The attack drops Freedan to the ground at his normal fall speed, unless he was fast falling, in which case he goes at that speed (which is extremely fast). Before that though, there is a conditional startup lag where he hangs in the air, sort of like Sheik's dair. I will skip it for now.

. There is a hit box when he begins the move - in front of him, but practically requiring model-to-model contact. This is a spike. For the rest of the drop, the sword acts as a multihit barrage, with hits that trap like Zelda's Nair, but having a frequency more like Pit's Uair (and the sound of Melee Young Link's Whirling Blade, in my head). It's dreadfully inescapable, but it has the minimum reach horizontally you could imagine; the hitbox is almost a line, right down the edge of Freedan's sword.
  • There is a final hitbox on landing, just like Toon Link's Dair and indeed having the same shape, which has the following effect: To stun characters in it like Zero Suit Samus' stun gun, except for twice the time Zamus would stun them. Before that though, there is cinematic hitlag (meaning, like a Lightning Kick).

. The conditional startup lag is this: If Freedan has a nonzero vector of velocity in the upward direction, this attack removes your force of Drift, and delays as long as Sheik's dair startup, while floating a small distance in your previous direction of movement. Then Freedan will plummet from where he is.
  • The drop attack is massively disjoint in the bottom, to an almost comical degree.**

    . The landing lag is similar to Melee Link's L-cancelled D-air.
    Frames: Twice as slow as Sheik's D-air/Hitboxes as above/Ends only on landing
    Damage: 15% (spike), 2% (barrage), 0% (quake)
    Shield pressure: Massive (spike), uninterruptible (barrage), none (quake)


    *In IoG, there are many creatures that are invincible in their 'dormant' states, so paralyzing them gets you nowhere. If they block passages, or if destroying all monsters is necessary to clear the level (and it usually is; this is IoG's gameplay), then it's quite an annoyance actually to wait out your own paralysis effect.
    **
    I believe that a collision with Zelda's Usmash, without specific scripting, would play out as a series of hitlag moments for both as each hit of Usmash negated each box from dair. Eventually Freedan would reach the ground and his final hitbox would win out.




    c. Grabs and Throws


    Will


    Grab
    Will grasps with both hands, 'hugging himself' if he misses, like Mario.

    Pivot Grab
    I don't know what determines the slide length of sliding pivot grabs in Brawl, but if it is just stipulated for each character, Will's would be invisibly small.

    Dash grab
    Compared to grab, this has less range, and is very awkward; Will almost loses his balance, it looks like.


    Will air releases according to his height, which, as a reminder, is somewhere between Toon Link and Falco.


    Forward throw
    Will jumps to the enemy's other side, turning him, and then judo kicks him backwards.

    This attack has a dull knockback growth, always getting some distance, but never really threatening the enemy, even with an offstage fight (unless used right at the ledge). In addition, Will takes a few more moments to recover than Toon Link; we can actually see Will get up from his back, using both hands.
    7% damage


    Back throw
    Will shoves the opponent behind him, then slaps him with the flute. This looks like Meta Knight's bthrow. For Will, the foe doesn't even lose his footing; he slides with hitstun, in the "off-balance" state.
    • If, however, the opponent is pushed off a platform edge, he will "air trip" as normal for being moved off a platform without hitstun or windbox.

    Abysmal knockback growth. Much like Wolf's bthrow, it isn't even safe at low percents.
    8% damage


    Up throw
    Will leaps onto his opponent's head and locks the neck between his legs. In the same motion as the jump, Will twists, forcing the opponent to throw himself to the ground.
    • If the character does not have a head distinct from a body, or is named Bowser, then Will appears to simply jump upon the character, like Diddy's Monkey **** Flip attack. Nonetheless, the result is the same: He brings the opponent down.

    Will "gets up" facing the opponent (he's never mechanically "down"). This throw takes a lot out of Will, so his lag doesn't let him tech chase, even on prediction. As long as the opponent doesn't roll back into Will, he is safe. Conversely though, Will is safe, and the place the enemy lands is always the same: one and a half Will heights behind Will's feet.
    7% damage


    Down throw
    Will does a takedown of sorts. He turns beside the enemy (on the left) while grabbing a limb (or something else if the enemy is not a biped), and falls, tugging, part-throwing the enemy to the ground. The opponent bounces once, and ends in a fallen position, some distance forward, facing away from Will. The opponent is facing away because Will turns the opponent to his, her, or its left, on pain of the vicegrip, such that he/she/it falls face-up, and the two heads stay close for the fall.

    At sufficiently large percents (which in this case means "not 0"), a roll toward from both characters will net them standing back-to-back. It takes rather large percents for this to put real distance between the characters, and the throw is incapable of sending anything over a ledge.
    7% damage



    Freedan

    Grab
    Freedan reaches out far with his left hand, but he has larger lag on a miss.

    Pivot Grab
    Good speed, but zero range. He turns to his left, and snatches with a close, crossing motion. (If you have trouble seeing how this could be, watch Ganon's pivot grab.)

    Dash Grab
    Freedan comes to a stop very easily, and uses the same motion as Grab. The range is equal to normal Grab, and it has a speed penalty just like another Dash Grab.


    Freedan air releases according to his height, which, as a reminder, is the same as Link's.


    Forward Throw
    Freedan pushes the opponent forward while maintaining the grapple, and moving his sword in between the grapplers. Then he bullrushes with his right side, knocking the opponent at a negative angle. The throw positions the enemy off the ground before the hit, so being knocked onto the ground allows for a tech.

    If done at a stage ledge, the enemy is flung directly for the blast zone. Lucky for the enemy, Freedan has zero offstage game. The knockback growth may be likened to Ness' fthrow.
    9% damage


    Back Throw
    Freedan's Back Throw is a reverse of his fthrow.
    9% damage

    Up Throw
    Freedan takes the opponent over his shoulder (gutting him in the chest with his sword hilt first), and then hurls him upward.

    This is just slightly stronger than Marth's uthrow (which can K.O. at about 180%).
    8% damage


    Down Throw
    Freedan combines elements of Marth's dthrow with his own ftilt, brutally goring his foe in the back as he tosses the enemy to the ground. The attack trips at low percents, but causes 'bouncing' later.

    In line with similar attacks that allow escape by bouncing (e.g., Zelda's dtilt), Freedan's permits bouncing at about 42%. (Other moves chain until longer due to stale move negation; this attack won't chain into itself, obviously.)
    9% damage



    d. Taunts

    Some taunts look the same no matter which way the character faces (screen-oriented), and some among those have left/right mirror versions (e.g. Zelda's uptaunt). Most taunts have the model go through one motion regardless, so it looks different for the two ways the character may face (model-oriented). Some are like Peach's dtaunt or Kirby's uptaunt, almost screen-oriented, but subtly different, always due to spinning motions (look-oriented).
    And some are Captain Falcon's downtaunt, specifically programmed to have two appearances. Lol. :chuckle:
    I classify the taunts by this scheme below.


    Will

    Side taunt: Will demonstrates his youthful and psychic-boosted athleticism by spinning while inverted on one hand, and proceeding with a number of other amazing feats of spinning and strength. Lasts 1.2 seconds. Model-oriented.

    Up taunt: Will assumes a more natural standing position, looking mostly at the camera, slightly away, and closes his eyes. Stock-still, he blinks two times more as though clearing something from his vision, or in disbelief. One-and-a-half seconds. Screen-oriented with mirror.

    Down taunt: This taunt behaves uniquely. Will removes his flute, faces the screen (screen-oriented, flute extended on Will's left), and plays notes from the Melody of the Wind (below) dependent on how many times any Will has used downtaunt this match. While playing, there is a non-mechanical wind effect, like Ganon's sidetaunt, which spans the whole stage. In particular, it tousles Will's fine hair.
    Specifically, he plays either (0) the first ten notes, (1) the next eight notes, (2) the next nine notes, or (3) the last eight notes, choosing mode (N) where N is the number of times a Will downtaunt has been used this match mod 4.* However, if another Will is presently in downtaunt, Will instead joins that bar, adding to its volume, and finishing on the same frame.


    The Melody of the Wind:
    http://www.youtube.com/watch?v=BPNPaV_a3W0
    The tempo of the playing, however, is that of the faster Inca Ruins music, linked here:
    http://www.youtube.com/watch?v=OSWdZxpe8RQ


    *For those who don't know the mod operation, basically, Will cycles through bars of the Melody of the Wind in order. He cycles to the next part even if the last taunt was interrupted or Will has been K.O.'d.


    Freedan

    Side taunt: Freedan holds his sword up to inspect it, as though for blemishes. He gives the battlefield no heed. The taunt lasts slightly over one second, with IASA.

    Up taunt: Freedan suddenly becomes animate, leaning forward, standing as though ready to dash (but like he's impeded by a strong wind). From this fierce stance, he pushes his sword around to the left, then cuts back to his right as he brings his left arm up in a challenging gesture. "Come and get me!" he proclaims - as a wind conveniently kicks up for a dramatic moment - earnestly beckoning the enemy to put up a greater fight. His voice, in my head anyway, would be something like the English voice actor for InuYasha's Sesshomaru, but ideally deeper. The taunt would be translated to each localization.

    Down taunt: Freedan slowly, gracefully lifts the sword straight up to a point. As he does so, a glimmer of blue-silver light runs around the blade from hilt to tip in slow coils. It is a faint emanation of magic. He looks not at the tip, but forward the whole time. Just as the sword is straight up, when the spark comes to a glimmer much like Zelda's uptaunt, he slashes it down again, and speaks! He intones a phrase calmly, neither berating nor mocking, but to state a fact: "You've lost." It is just shy of three seconds in all.



    e. Final Smash


    Will and Freedan have the same Final Smash. It could be only one thing: Shadow, the Light knight!
    Releasing the final smash as either Will or Freedan causes the character to undergo a rapid, dazzling transformation. Our hero kneels and a whirlwind of energy is released.


    To transform, your character kneels down, just like his Change Shape special, except of course that Shadow appears. Shadow, an artificial life form created to guard against great evils, appears in a whirlpool of brackish green light. Being artificial, "it" has no gender, so I will refer to it as 'it'.

    IMPORTANT NOTICE:
    You may queue this video to 8:56 - 9:04 to see the transformation, but there are MAJOR spoilers right before the queue point (at 8:52!), and pretty soon after. I'm sorry I can't make my own video.
    http://www.youtube.com/watch?v=k6j7Y6wBq34
    It is a "Let's Play" video with commentary by YouTube's HCBailly. You can mute it.


    Shadow, a being of pure aura, is ready to do battle. But you don't have time for awe; it has the Firebird! A legendary weapon that is activated only when Shadow meets special... conditions (see? no spoilers), use it well.
    See those wisps spinning around him as he transforms? Those are the energies of allies, who give their strength to Shadow for his confrontation against the ultimate antagonist of the game.

    In this form, you direct Shadow to move freely, like Super Sonic, except without such uncontrolled speed, and you must attack in order to hit anything.

    http://www.youtube.com/watch?v=Q4FEcKPoHrY
    At the beginning of this vid, Shadow drops from a platform. That is how he moves in Smash.​


    "The Firebird" is a projectile, shaped like an eagle (if I know my fowl), or the legendary ability to fire this projectile. I cannot show you a picture without massively spoiling the game, so please bear with me.
    Pressing B releases the Firebird in the direction Shadow is facing, in addition to making Shadow attack with a pseudopod. The Firebird is a powerful K.O. move, but doesn't actually do much damage. If you hit the target with your pseudopod in addition, though, it's a devastating double-whammy (like how Wolf's Blaster should have worked <_<).
    As Shadow, you will not flinch, but you still take damage. That is, unless you use A to hold up "The Aura" and become a liquid.


    "The Aura" is an item Shadow acquires in Illusion of Gaia, and an utterly unique one; it is Shadow's *own* aura. It is a capacity of Shadow's that, because he possesses his own aura, he can liquify his body and evade all harm.
    Pressing A causes Shadow's body to become insubstantial for a moment, allowing attacks to pass through him (yes, they are invincibility frames). As a liquid, he cannot attack, and your control over his force of Drift is suspended.

    If Shadow holds up The Aura while on the ground level, Shadow will become a puddle. It is purely a graphic effect - but one that "high-level" IoG players should appreciate. ;)



    4. Metagame information

    a. Character Select & Symbols


    There are many details to attend on the Character Select screen. Each character has a box, with a 'character icon' in it, that shows the character's face. In Brawl newly, this image appears in-game next to one's stocks.
    When a player selects the character, a fuller image appears in the player's 'selection box'. In the original, this was the in-game model. In Melee and Brawl, this is the image from which the Character Icon is a cut-out of the face, except for Zero Suit Samus (who has a Selection Box image on-disc, but it never displays under normal conditions).
    Behind this image, the 'series symbol' for that character is displayed. This symbol appears in-game next to one's stocks in all versions. Sometimes, and increasingly, multiple characters have the same symbol.
    Finally, we must have a 'character symbol,' which is the tiny little image that stands for one's stocks... if Smash Bros. ever goes back to that. Melee and SSB64 had these, but Brawl just uses dots, apparently bringing the Character Icon to stand for enough down there.


    Selection box

    We see a split window as for Zelda/Sheik, with a bar along the diagonal from top-right to bottom-left.
    Will, on the left, is in a dynamic pose; we see him from the waist up, mostly facing us, but inclining his head toward some sky, looking up and to our left. His right hand is in front of him as though containing a personal promise to win.
    Freedan, on the right, is seen in profile. Facing precisely orthogonal to our own view - to the right - we see his right hand and a little of his sword, we see he is wearing heavy armor and shoulder plates, and we see the characteristic face of aloofness under his strands-of-gold hair. Muy sexy. We also *see his eyes*, something we never see in IoG. They're blue. (Consider that Fanon.)

    Character icon

    The Character Icons since Melee are each a shot of the character's face as it appears on the character select screen, and Will is no different. Freedan however gets a different pic, since otherwise he would be in profile. The image is the face of his down-facing sprite from Illusion, but with the newer quality and eyes.

    Series symbol

    The symbol is a picture of Earth, but differentiated from the MOTHER symbol by being a 'crescent' Earth, in the shadow of... a satellite (:eek:). It is based on the game's start screen, except the shadow would have to be exaggerated. In the symbol, it covers about a third of the image (the 2d image, the figure that you see).


    For alternate costumes, we must cover red, green, & blue for team battle, plus provide at least one additional alternate costume. As costumes aren't quite my thing, I only have one, although I have provided fully three alternate RGB costumes (which isn't true for, say, Ness).

    The costumes are:
    Default: The default one, described earlier.

    Red: The characters are made red. >_>

    Green: Will's shirt is a leafy green, and the sleeves are a grassy green. Freedan essentially looks like Captain Falcon. His hair is altered to be paler.

    Blue: The default costumes look mostly blue, so Will's blue team costume will have a darker blue, like Link's Zora tunic, and Freedan's costume will get the same treatment as Marth's cyan, becoming lighter. Also, Will's hair is made a brilliant blue, like the character Lilly from Itory Village.

    'Erik'/'Jack': Freedan has a texture change to make him look like Jack the vampire, and Will becomes Erik. Freedan has black hair, darker skin, a cape that is fuchsia all over, and dark red eyes. His armor becomes black with white sections, visually like a tuxedo. The shoulder plates have a red treatment, to look a bit like the flare of Jack's cape. Will gains all of Erik's comportment. His hair becomes orange and straight-cut, and he gains white clothes. The belt disappears, and the sash is blue. His face does not change, though - making the haircut look (even more) ridiculous. :chuckle:


    b. Stage Entrance

    Blue-white energy swirls in a ball but quickly manifests as a portal to the Dark Space. The portal is a rectangular, one-sided opening in space. Its edge consists of finely worked stone (indeed, perfectly rectangular). One catches only a glimpse of an infinite expanse of stars, rushing impossibly fast, as a flash of light permits either Will or Freedan to step onto the stage. Announced by IoG's classic 'zap' sound effect - the pitch slightly lowered to fit with SSB's atmosphere - the warping is near-instantaneous. The entrant just appears at the mouth of the portal, needing only to bring his other foot out of the Space and onto the ground. As quickly and enigmatically as it came, The Dark Space is gone, vanished, and Will or Freedan turns to face his opponent.


    c. Crowd cheer

    Will
    "Go! Will! Go, GO!"

    Freedan
    A slow taunt, "Free~ dannn~. . ."


    d. Win and Loss screens

    When you win, there is a victory theme, and a winning animation chosen from three. I call the victory theme the character theme.


    Will & Freedan's character theme consists of nine notes. They are the first six notes of Illusion of Gaia's start screen, a pause, and then three notes from the game's finale.
    The three notes are the ones you hear, before silence, in 1:35 - 1:37 of this youtube video:

    http://www.youtube.com/watch?v=er09rJONgig (I recommend queueing it to 1:31.)
    (This vid contains SPOILERS soon after 1:37; pause it.)

    The "first six notes" can be heard in 1:23-1:26 of the same video.

    So together, the character theme should sound like 1:23-1:26, skipping 1:30-1:35, followed by the sound (the pause plus three notes) of playing 1:35-1:37.


    Will
    Winning 1: Will demonstrates the Psycho Dash to the right (see the move description), then hunches his arms and looks very serious (still facing right).
    Winning 2: Will spins his flute in front of him three times and then crouches. The classic "tap" noise for telekinesis in IoG is made for this.
    Winning 3: Will plays a few notes of Lola's Melody, then lowers the flute (still holding it like a flute), staring intently at the screen.
    It would be the first seven notes, which are :00- :04 of this vid: http://www.youtube.com/watch?v=QxpFSgDOgKw .
    The notes overlap the character theme. It actually sounds nice.

    Freedan
    Winning 1: Freedan spins the sword in a circle (sort of like Link's idling animation), then thrusts it upward. As he spins it, a faint magical glimmer shakes off the tip like dust. After holding the sword up for a moment, Freedan lets it down steadily to the ground, where it claps down with a steel-on-steel noise.
    Winning 2: Freedan chops to the left and swings back to the right (his cape flaring at the movement). He sheathes his sword (in the invisible belt sheathe, obviously) and then crosses his arms.
    Winning 3: Freedan kneels, left hand on the ground, then looks down. and "transforms." Instead of turning into Will he just vanishes. See his Alter Form special (section 3.b) to know what his transform looks like.

    Losing
    . Will claps enthusiastically, hands positioned like Mario - legs still but upper body "rocking" slightly.
    . Freedan holds his sword backwards in his hand, pointed down, and taps the hilt with his left hand.



    5. Bonus SSB material

    a. Snake's Codec

    (Will)
    Snake: Otakon, who is this kid? He's a lot stronger than he looks.
    Otakon: That's Will, Snake, the only son of Olman the Explorer, and a mystical shapeshifter. His strength comes from countless days spent fighting monsters, traveling the globe, and honing his psychic ability. He even plays the flute - and you know THAT takes a lot out of you.
    Snake: . . . Flute? You mean that stick he's swinging around is a musical instrument?
    Otakon: Well yeah. I'm pretty jealous of whoever managed to make it so sturdy. It's so low-tech!
    Snake: Admire it later. How do I overcome his strange techniques?
    Otakon: Just keep cool, Snake. Watch his movements and don't let him get the drop on you.
    Snake: Psychics. . . *hrrrmm*
    [END]


    (Freedan)
    Snake: What the-? *hrrrm* Another shapechanger.
    Mei Ling: I see you've encountered Freedan, Snake.
    Snake: Freedan? What do you mean, isn't my opponent named Will?
    Mei Ling: Yes and no. Freedan is the spirit of an ancient warrior from before recorded history. When Will relaxes his consciousness, he can allow Freedan to enter his mind, and change his shape.
    Mei Ling: By calling on Freedan's strength and magic to complement his own abilities, Will was able to delve into monstrous lairs, gather the pieces of a world-spanning puzzle, and release an ancient power source that let him fight a malevolent spirit that threatened all life on Earth.
    Snake: I can see how useful this muscle could be. What weakness does he have? I mean, why did this guy need Will at all?
    Mei Ling: A few reasons. For your purpose, remember that Freedan's armor makes him inflexible. Also, his sword-fighting techniques carry a lot of risk.
    Snake: Ah, now I can comfort myself that it was "against all odds" when I'm chopped to bits.
    Mei Ling: (annoyed) Snake. . .
    [END]


    To come: Role in The Subspace Emissary!
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Freedan sits down at a computer screen. He's gained weight since Illusion of Gaia... over 9000 pounds to be exact. He sits at the computer playing World of Warcraft. His nipples are gone. They are covered by layers of fat tissue. His other muscle have deteriorated too. They are also now just fat. Freedan's suit still fits though and it's tighter on him than ever... but that's not really a good thing now.

Freedan suddenly gets an IM.

Sakurai: Freedan! Get off your ***! It's time for the Brawl!

This is what Freedan was waiting for! He cancelled his quest party and logged out of WoW. It was time for a comeback.

Freedan starts going through a tough training style. He does 1,000,000 Psycho Sit ups, the same amount of Psycho Push ups, and he runs a Psycho Lap around his Psycho House. He opens the fridge and determines he doesn't have enough eggs. So he goes to the source. Freedan runs all the way to a farm in Alabama (He lives on Hawaii). On the farm he forces the chickens with his mind to lay over 9000 eggs and to go get more eggs for him. Freedan gets the eggs and a giant bowl and makes the biggest protein shake the world has ever seen. He drinks the shake with his feet and it flows through his body replacing his blood. This protein blood becomes powerful enough to blow all of his fat leftover off and it flies into a meteor in space. Freedan becomes his good old self!

The meteor aligns with Earth for a crash landing to destroy it. This is Freedan's true test to see if he's ready.

Freedan jumps up, through the atmosphere and into space. He prepares his fist. It's time...

Psycho ... P... p... p......

PAAAAAAAAAAAAAAAAAAUUNNNNNNCHHHH!!!

Freedan makes the meteor evaporate in a single paunch. The massive explosion makes him descend towards Earth.

The camera shows Freedan many miles above the stage, falling at a rapid speed, while playing a flaming guitar with his teeth. He gets bored and throws the guitar at a nearby mountain, causing the mountain to explode. Only instead of debris, pornography comes flying out of the explosion, which Freedan looks at while eating raw meat, drinking beer, and flexing his biceps.

He gets bored with the pornography, so he destroys it all with his chest hair, which he can grow at will. He finishes his raw meat and beer, so he eats the beer glass, like a real man. He still has quite a long way to go before he crashes into the stage, so he starts striking manly poses, while shooting bullets out of his iron nipples. These bullets explode upon impact with the ground, launching a flaming truck into the air, straight towards Freedan, who slices it in half before it can reach him with the force created by him flexing his pecks.

As he passes the gas tank, which became detached, he punches it causing it to explode with the force of a nuclear warhead. This propels Freedan towards the stage at an incredible speed.

Freedan crashes into the stage with a pelvic thrust, done at near the speed of light. He climbs out of the crater he created, and flexes every muscle in his body at the same time. The incredible force created by this kills everyone within a 500 mile radius, and every female in the universe climaxes.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Will & Freedan:

This is probably going to go down as MYM's most tragic set. These characters are insanely well plotted out, and every concievable detail has been pencilled in. Unlike many other sets of this size and type, I fully believe in the sheer effort you expended to make these characters work believably in Brawl.
The tragedy then, is that this is not really a "moveset" per se, but rather a design document. A full and unabashed transcription of intent, method and execution that is in no way optimised for casual readership. The formatting, writing* and organisation of the set itself can only be adaquately described as a "shambles". There is an almost uniform lack of structure that is incredibly difficult to get into. It's just generally intimidating to read. Which is a shame because what you have to say is far better than how you brought it across.

By-the-way, I'm genuinely considering voting for this set. Reading it has been exceedingly educational for me

*The most commonplace problem here is your tendency to explain before you inform (i.e. you provide details for a move before you even tell them what the move does).
 

Soulless9922

Smash Rookie
Joined
Jun 7, 2009
Messages
3
Lolo

Lolo


Attributes:
Medium Weight
Small (Kirby/Jigglypuff Sized)
Speed (Slightly Slower Than Kirby’s Dash)
Medium/Heavy knockback

Features:
Perfect round body
Hands and Feet (but no Arms or Legs)
Big eyes
Short stubby tail



Notes:
Lolo has no dash ability (therefore having no dash attack or dash grab) but has movement inbetween walking and running.
Lolo has a push factor. When walking, any items or opponents will be pushed in front on Lolo. An opponent can walk past Lolo when Lolo is stationary, but not when he is walking.
Lolo is a puzzle solver, but in this game he has the ability to turn the stage into his own personal puzzle. Lolo can (and must) absorb energy from his opponent in order to place objects and assistants to strategize against opponents on any given stage. Lolo has to perform three energy absorbing attacks in order to use a special. When he has the needed energy to use a special he will flash lightly.
Because of Lolo’s extremely short limbs, most of his attacks consist of psychic energy, channeled through head/body or hands.

Grab:
Lolo turns sideways and puts his little hand out, any opponent within a normal grab range will be pulled to Lolo’s hand.

Roll Dodge:
Lolo slides to the right or left on his feet, which leave blue streaks on the ground when he does.

Spot Dodge:
Lolo glows light blue for a normal spot dodge duration in which time all enemy attacks pass through Lolo harmlessly.
Lolo can also attack while glowing, making it easier to punish enemies.
Lolo has a few frames of vulnerability before the glow is initiated. (to keep the move from being abused)

Specials

Neutral Special:
(Actualize) Can be used while on the ground to create an Object or Helper in front of Lolo to assist him. (Objects and Helpers described in Up Special) Can’t be used next to an edge or in air.
(Rock Blast)
When used next to a Rock created by Lolo, the Rock will explode shooting debris forward. An opponent on the other side of the Rock will receive heavy knockback that kills at small percents. (50% or higher for most characters)
(Arrow)
When used next to an Emerald Framer an arrow pointing forward will be placed on the block making it only able to be pushed in that direction.

Down Special (Bridge):

Once Lolo flashes with full energy he can use this move.
Lolo can spawn a wooden bridge for three different purposes, strategically or vitally.
Bridge acts just like a platform, players can double tap the down button to go through it.
Bridge is destructible. (Like Wario’s Bike)
Lolo can spawn a bridge at a ledge. This will eliminate the current edge (making it unable to be grabbed) and creates a new edge that can be grabbed at the end of the bridge. This can be used to help an ally that cannot quite reach the edge of the stage or stop an opponent from reaching the edge with a vertical recovery.
If Lolo uses the down special on the ground away from an edge, a bridge will be spawned standing up vertically. This can be used to block projectiles or block a player from getting to a part of the stage.
The last way to use the bridge, (and possible the most important way, being Lolo’s only recovery move) when used in the air a bridge is spawned underneath Lolo and falls down. Lolo can use his fast fall to land onto the bridge where he can jump off or use ground attacks on the bridge while falling in the air.

Side Special (Magic Bullet):

Once Lolo flashes with full energy he can use this move.
Lolo fires a bullet of white energy forward at a fast speed which encases the enemy in an egg.
The bullet moves about ¾ the distance of Fox’s Illusion.
The opponent can hit any button repeatedly to get out of the egg, requiring more buttons to be pressed the higher the percentage they have.
Any damage dealt to an opponent in an egg by Lolo or an ally is reduced by half.
Any energy stolen from an opponent in an egg by Lolo or ally Lolo is also reduced by half.
Lolo can push the egg freely wherever he wants, most likely off the nearest cliff.
If Lolo has collected enough energy to fire a second Magic Bullet at the enemy while they are still encased within an egg, they are shot off to the side or off a ledge. Good for killing opponents at low percents if they are not quick enough.

Up Special (Menu):
A small menu appears above Lolo which displays different options to pick from. The option selected determines which Object or Helper is created with the Neutral Special.
Objects and Helpers will disappear after Lolo dies.
Emerald Framers and Rocks are created with little to no stall.
Helpers take about 3 seconds to form, starting with an outlining box, then the helper appears within it, then the box disappears and the helper becomes active.
Up to three objects can be on the field at a time, and up to two helpers.
Objects that can be placed:

Emerald Framer.
A green block that can be pushed left and right by any player. Since Lolo’s push priority is higher than any other character, Lolo can push a player from behind the Emerald Framer.

Rock.
An unmovable object. The rock exists only to block players, either Lolo or opponents. The rock can only be destroyed by Lolo’s Rock Blast attack.

Helpers that can be placed:

Medusa:
Medusa stays stationary and has a shot cool down of five seconds. Medusa shoots wickedly fast horizontally and vertically and does a fair amount of damage and knockback. Can shoot down through platforms. (Range of entire screen. Can’t shoot through walls, Rocks, or Emerald Framers.)

Don Medusa:
Don Medusa runs back and forth on the ground and has a shot cool down of two seconds. Don Medusa can do damage by running into an opponent or shooting them with a fast moving knife. (Not as fast as Medusa) Low knockback but large range while moving. (Range of entire screen. Can’t shoot through, walls, Rocks, or Emerald Framers.)

Gol.
A sleeping dragon that stays stationary and faces either left or right. When an enemy comes within a certain distance of Gol, the sleeping dragon will awaken. Gol shoots a steady stream of fireballs at an opponent if the opponent is in front of him. Small knockback, good for racking up damage. (Range of entire screen. Can’t shoot through walls, Rocks, or Emerald Framers.)

Normal Moves

Neutral Ground Attack: A small burst of energy appears in front of Lolo. Lolo remains in the idle state when doing this (as if with little effort) and the attack can be done as fast as the player can hit the button, doing one damage per hit. The move does NO knockback to the opponent. (Like Fox’s blaster) This move absorbs the opponent’s energy, making it easy to quickly hit the opponent three times to have full energy. This move can be used while the opponent is grabbed by Lolo.

Forward Tilt: Lolo kicks forward with his foot and also shoots a forward push of energy in front of his kick. Two hits, low knockback, good for spacing. (Absorbs +1 energy from the opponent)

Up Tilt: Energy spirals from Lolo’s head/body and points out diagonally in a cone shape, resembling a horn. The move pierces the opponent and launches them diagonally with good knockback. (Absorbs +1 energy from the opponent.)

Down Tilt: Lolo slides his foot around in front of him doing fair knockback. If the move hits an opponent hanging on a ledge, the opponent will be shot down.

Forward Smash: Lolo compacts energy in front of him as he charges. When he releases the energy it sprays forwards, doing more damage the more it hits an opponent. The amount of damage the opponent takes from this attack determines how much knockback they receive. This attack launches opponents forward at a 25 degree angle.

Up Smash: Lolo turns to face the screen and compacts energy in two spheres in both his hands as he charges. When he releases he will spin slightly and the spheres will spin around (causing some damage to anyone it hits on the way) and collide with each other above Lolo creating a small explosion. This explosion deals great knockback to any opponent caught in it. Slow start up but good reward.

Down Smash: Lolo again turns toward the screen and then holds his hands inward. The longer Lolo charges this attack the stronger he glows blue. When released Lolo will push out his hands, channeling his energy through them. (Like Lucario’s Down Smash but with wider range) Lolo’s enemies are launched to the side with decent knockback. Short stall with start up and end lag.



Neutral Air: Lolo tucks his hands and feet in and closes his eyes, then discharges energy in multiple spots surrounding his body. Each hit absorbs energy from the opponent, so one successful hit can bring Lolo to full charge. Where the opponent is hit by this attack determines where they will be launched. (So if an opponent is hit by the bottom bursts they can be spiked down making the move a meter smash of sorts) The move also has a sweet spot, if the opponent is hit by ALL the bursts (For example Lolo is right on the opponent) they receive much more knockback.


Forward Air: Lolo holds energy compacted in front of him then releases it forward. This move can be held as long as the A button is held down and then released to attack. When hit the opponent is launches straight forward. (Absorbs +1 energy from opponent)

Up Air: Lolo flips forward and kicks above him, launching the opponent forward. Good knockback and good for keeping opponents off the stage.

Back Air: Lolo channels energy through his hands and uses his mouth to blow it into a sphere; all while turning around and launching it forward. This move turns Lolo around in the air and leaves him facing that direction. The bubble sphere of energy moves as a projectile and “pops” shortly after shot. OK knockback that sends the opponent diagonally. Slow start up but good range.

Down Air: Lolo claps his feet together beneath him to spike an opponent downward. Not a very powerful meteor smash but no startup stall.

Edge Grab Attack: This move is unique to other edge grab attacks in that it can be done without getting up off the edge. While Lolo is hanging, a small mushroom cloud shaped energy attack appears on the ground next to the ledge. This launches the opponent straight up, which can give Lolo time to get on the stage or time to follow up with another attack.

Ground Recovery Attack: Energy spins around Lolo, protecting him as he rolls onto his feet. (Absorbs +1 energy from opponent)

Forward Grab Throw: The opponent is launched forward by a ball of energy.

Up Grab Throw: The opponent is launched in the air by a series of small energy bursts. (Absorbs up to full energy from opponent)

Back Grab Throw: The opponent is turned around and launched by a ball of energy.

Down Grab Throw: Lolo pulls the opponent underneath him, jumps into the air and fires down into the opponent surrounded by blue energy. The move receives some ending lag. The move does good damage and good knockback, but can only be used when Lolo has collected enouch energy and is flashing. (Lolo can quickly steal energy with the Neutral Attack before performing this attack)


Final Smash: King Egger appears floating above Lolo. He laughs then covers a larger area with his magic; any opponents caught in the radius are turned to stone. Once an opponent has become stone, Lolo can simply push them off the stage to their death. Opponents stay encased in stone for 30 seconds. The move has a lot of beginning lag (while he floats and laughs) but an opponent caught is an almost guaranteed death.

Alternate Colors: When the green Lolo, all his energy attacks turn green as well. When red, Lolo actually becomes Lala (with a bow on her head) and all energy attacks turn red.

 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[size=+3]Will & Freedan[/size]
Finally you posted a set, which I kinda thought you wouldn't have, but anyway, it's ok.

Now, I have a problem with the character introduction. I don't really know which characters are the playables. You have three giant statues and some boy in the picture. It's more than acceptable that you couldn't get a better picture, though when you have a picture like that, it would be good if you labled the characters, even though you placed the 2 characters onwards later.

There's a lot of effort been put into the animations and they've been organised in a decent way, though it seems to be a large clump that's discouraging to read, since people would only really read animations if they need information out of it regarding the character, and it's a pain having to scan through such uneccesary information (Good thing that animations aren't neccesarily done now thesedays).

The moves' detail is almost perfect, and it is vast, though it also makes the set long, and Will and Freedan's moves order is actually really annoying (I thought Will only had specials). The set itself doesn't have a playstyle, though since you wanted it to be in Brawl by the looks of it, a playstyle could be built from it.

The overdetailing of the moves is really discouraging for the set, as it steers readers off from wanting to read it unless they really love long detailed sets. Though based on all of the effort put into the set on it's own, it's no wonder that it's only come nowtime, and this set deserves lots of credit for attempting to place all of this information in, so it's a different set on it's own.

[size=+3]Lolo[/size]
A newcomer? Anyway, you should first learn of the ways of BB Coding, allowing you to change the text's size or shape, which would be a great option so that this set can be a lot more readable. Or you could select "Go Advanced" when editing the post (It's usually something that's self-learnt, trust me, I was like that at the start of MYM6).

You should introduce a character right at the start of a moveset, giving their descriptions and origins, whatsoever. While it's not stated in the OP rules, it's something that should always be done. ALWAYS.

The set is displayed in a unique way, though it's kind of annoying to pick out.

The mechanics should be displayed in the moves appropriate to them, because you tell us about it, but I don't know when it will work. While the set has decent organisation with the Lolo pictures, some of the information is not neccesarily placed in at proper times, it occuring before or after when neccesary, such as the Standard. Also at times there are no damage percentages for attacks.

While you were getting at a bit of a playstyle with the puzzle thing, the rest of the set does little to support this, there not being many interactions and some of the Specials being perhaps a bit random. There's no playstyle, and movesets need playstyles, because that's how the world of Metagame works, even outside of Brawl there are many cases.

Overall, you need to use BB codes as stated for starters, which will make the set a lot more readable. Later on if you are ready, you can start trying to develop a sense of playstyle for sets in the future. Though the best thing to do firstly would be to read other sets to get a good idea of what to do, and even read comments that people give for the sets. It may not seem to help, but it actually does (For me it did).
If you stay for a little longer, it will eventually get to you and you'll improve if you want to.
 

Soulless9922

Smash Rookie
Joined
Jun 7, 2009
Messages
3
[size=+3]Will & Freedan[/size]

[size=+3]Lolo[/size]
A newcomer? Anyway, you should first learn of the ways of BB Coding, allowing you to change the text's size or shape, which would be a great option so that this set can be a lot more readable. Or you could select "Go Advanced" when editing the post (It's usually something that's self-learnt, trust me, I was like that at the start of MYM6).

You should introduce a character right at the start of a moveset, giving their descriptions and origins, whatsoever. While it's not stated in the OP rules, it's something that should always be done. ALWAYS.

The set is displayed in a unique way, though it's kind of annoying to pick out.

The mechanics should be displayed in the moves appropriate to them, because you tell us about it, but I don't know when it will work. While the set has decent organisation with the Lolo pictures, some of the information is not neccesarily placed in at proper times, it occuring before or after when neccesary, such as the Standard. Also at times there are no damage percentages for attacks.

While you were getting at a bit of a playstyle with the puzzle thing, the rest of the set does little to support this, there not being many interactions and some of the Specials being perhaps a bit random. There's no playstyle, and movesets need playstyles, because that's how the world of Metagame works, even outside of Brawl there are many cases.

Overall, you need to use BB codes as stated for starters, which will make the set a lot more readable. Later on if you are ready, you can start trying to develop a sense of playstyle for sets in the future. Though the best thing to do firstly would be to read other sets to get a good idea of what to do, and even read comments that people give for the sets. It may not seem to help, but it actually does (For me it did).
If you stay for a little longer, it will eventually get to you and you'll improve if you want to.
Alright I will write introduction and playstyle paragraphs. (Until then the set, and my previous Leon set, will have color) His moves support his playstyle, I just didn't explain why they do yet lol.

About adding damage percents... Well I'm just not that dedicated. haha.
 

Hobs

Smash Journeyman
Joined
Dec 22, 2008
Messages
390
Location
Mississauga, Canada (Hobs crk)
My, my, my. I feel bad to have completely forgotten about MYM since school started. But don't worry, I'll be posting my Scyther moveset when I read it over. I remember sneaking to the computer at night during Summer, just trying to come up with things for this contest.
Sorry for not having the patience to read all of Will and Freedan, PK-ow! I'm rather intimidated.
Scyther coming soon!
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
Maha

I really don't know what to say about this set that hasn't already been said. I don't think that the playstyle was as bad as Warlord said, but it still could have been more solid. My main concern with this set was the lack of writing style. You really don't make the set interesting to read, or the character. I understand that you didn't feel particularly attached to the character, which begs the question of why you didn't make a set for one you could do better with?

It still had some good ideas to it, but it was a dramatically average set in my book. Good, but just not great.
I understand what you mean completely, DM. I'll tell you what: I did try to make the writing style more engaging, but it does indeed need work. As for the character, I'll give you a little bonus backstory: behind the scenes of
>>MAHAGANESHARIFF!



So I was in art class, while we were practicing blind contour drawing. The teacher put up a slide of an upside down drawing, and she revealed it one segment at a time. It turned out we were drawing the elephant god, Ganesha. So I thought to myself, "There's a Zero boss like that... hmm..." and I planned out the moveset on paper in no time. Sure, I didn't much like the character, but I saw potential. So there you go.

Maha: Wow I almost took this page for my Kalifa, but Maha deserved it so much more. The writing style was easy to ge used to, and made the whole set easier to absorb into my brain. The side special was interesting seeing that it is the only think allowing Maha to move well around the stage. A heavy weight that seems like medium weight character, and has some awesome Bomb mind games. This was a fun set for me to read, and I feel sad it took you like three pages to post it.
Yes indeed, I had fun making it, and I'm glad you had fun reading it! I thought the bomb mindgames were a nice take on Galaxy Man's probes from MYM4 (by KingK.Rool). Sadly, it did take three posts to get it, but once I got past the dead commentary, it was pretty good.

Ganeshariff is simple enough that I can grasp it in like six minutes of reading. Probably a good thing. The 'side effect' of bomb planting gives a good feel to the character.... but possibly makes it feel not like "a playable character"... I mean, it feels like a boss too well. In the RPG/platformer/platformer medium, bosses and playable characters come with exclusive semblances. I'm suggesting you did too well in giving it that boss nature, so that it won't feel right as a PC on the roster of a fighter.

I can't explain it quite... but that's the biggest most important point I can make, and probably the only one of mine that means much. :ohwell:


But still...

Very, very well laid out; color scheme is beautiful and immersive, somehow. I wish I knew how to make that effect.

I will agree at first that the damage percents are skewed. Actually, the jab is very damaging at 3% a pop - although you haven't said how it decays* - but yes, the rest of them underestimate just how powerful the typical attacks are in Smash. Peach is stronger than this robot. :p

*The way jab decay works is that each time the jab has to 'repeat' - each barrage triggered by a single Attack command - counts as one move. Most multijabs are four per A, some are five. So we don't know how fast yours decays. It could be the strongest multijab evar. :psycho:


As you said, Plorf, the character has no 'character', to wit, and so it's heart hard (lolwow) to feel an emotional connection.
Perhaps that could be how to take any such set to the next level - reading into the source material, trying to find this typeless character's personality and inner life, and bringing it out, even if you have to make up some stuff from nothing. *scratches beard*


Oh, and I can't tell you how happy it makes me that you accounted for Kirby. In my eyes, the set's not done if you can't tell me how Kirby's Copy works; but I don't expect that to become the standard too fast. ;)
To be honest, I don't do a great amount of thinking while writing movesets, and so there isn't much forethought involved. That's why some of its properties are a bit iffy-- I also don't have access to brawl a lot of the time, since I don't yet have a Wii. I hope that excuses the damage and knockback issues. That aside, I'm rather proud it's boss-like, but I completely understand why you're not so fond of that.

The color scheme was something I bonded with too, so not much to say besides thanks :). About the jab: like I said, I don't have Brawl. I have to agree with you there, though. 3% per hit is a bit overpowered when decay isn't considered. Let's just pretend the set is balanced, yes? Anyway, I know how heart hard it is to try to create a bond with character devoid of character: in this case, I didn't even bother coming up with something. The point is that the robot's personality is really blank: this is not a very "smart" AI, I suppose.

Oh, awesome! I was hoping for an Extras comment. Yeah, the Kirby thing basically makes you think of how the character would work while in the actual game, and I think it works pretty well in this case. Thanks for the comment, PK-Ow, that's actually one of the more constructive one's I've gotten. Commentary on your set later, perhaps. :p
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
@Massive set bigger than even Rival Trainer...i think:

while the organization is great, and all that....like juhanu said, it's really not a moveset :(

What we have here is a detailed presentation of how these characters would be implemented, but in the process of doing this, we lose out on the presentation (BBcode used for cool titles/headers, pictures, Music) and teh "voice" that come swith it.

By voice, I mean that while reading this, it sounds liek micrsoft Sam is in your head...it works, but it isnt natural, and due to the length becomes a pain to read. It is uncomfortably technical, unless this is how you would talk about this set face to face?

that's really the biggest issue for me: the length combined with the boring presentation, and bad "voice" detract so much from a potentially awesome set :urg:
 

PK-ow!

Smash Lord
Joined
Mar 28, 2008
Messages
1,890
Location
Canada, ON
Freedan sits down at a computer screen. He's gained weight since Illusion of Gaia... over 9000 pounds to be exact. He sits at the computer playing World of Warcraft. His nipples are gone. They are covered by layers of fat tissue. His other muscle have deteriorated too. They are also now just fat. Freedan's suit still fits though and it's tighter on him than ever... but that's not really a good thing now.

Freedan suddenly gets an IM.
[...]

Psycho ... P... p... p......

PAAAAAAAAAAAAAAAAAAUUNNNNNNCHHHH!!!

[...]
?



@Massive set bigger than even Rival Trainer...i think:

while the organization is great, and all that....like juhanu said, it's really not a moveset :(

What we have here is a detailed presentation of how these characters would be implemented, but in the process of doing this, we lose out on the presentation (BBcode used for cool titles/headers, pictures, Music) and teh "voice" that come swith it.
Not sure I know what you mean, here.

It is instructional to note that I didn't come across as having a voice, though. I can see exactly how that came about, even but. . . *cough* well, that is my voice. If you heard Microsoft Sam, I guess I am Microsoft Sam.

That is absolutely how I would "talk about it face-to-face." I wrote it the same way I imagine anyone else writes their own: I thought about what I would want to know if I were a reader, and put that in.
I suppose my approach to reading a moveset is very different, so I wrote one very differently. I mean, for me, a format like mine is what would make it easiest for me to read other entrant's entrants' movesets.


Doesn't mean it's not technical — you're right, it is absolutely technical. That was my style. It remains to be seen if it is foolish of me to continue to say "it is my style." :ohwell:


Well, overall then, Junahu's comment seeming to stand. . . honestly, this is exactly what I was expecting the received view to be. And I can't say I'm upset with that.
EDIT2: I will ask Junahu for an example though of where I "explained before I informed," as I thought I had avoided that.

I don't find this a tragedy. :) I'm happy with what is produced, and if people of the future want to know what I invented, it's all there.
And the archives will remember it forever. ;) :rolleyes:


EDIT: Actually, you know what I think a factor is? If I had listened to my instincts, I would have put specials after normal attacks. That's how it was being built up when I developed it. But there's pretty strong and fairly clear requests for the other way, so I obeyed.
Specials are big and wordy - because they can't be locked into a format - so mine appear to be a hurdle that must be leaped over first. But I think you can understand Will & Freedan without their specials (which is a weak point in concepting in itself, I guess).

*~*~*~

I will read Lolo because it is adorable, but for now I must sleep before a tourney.
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
EDIT2: I will ask Junahu for an example though of where I "explained before I informed," as I thought I had avoided that.
hmm, I was probably misleading by saying it was something the moves suffered from. But it was my general impression from reading that the attacks could have jumped into the action a lot quicker. The forewards for example feel like they would be better suited at the end of the attack. Explaining the inspiration for an attack I've yet to read is a little jarring

I don't find this a tragedy. :) I'm happy with what is produced, and if people of the future want to know what I invented, it's all there.
And the archives will remember it forever. ;) :rolleyes:
I'm glad you're happy with it. Ignoring the flow and appearance of the moveset, what you've produced is nothing short of a marvel. I hope we'll see more sets from you

Edit: It looks like I'm collecting new pages here. Not that they're important or anything. It's a myth, like "first page".
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
If you comment, please tell me what you think of the writing style mostly.

[SIZE=+5]*SAMUS ARAN*[/SIZE]
REMAKE
It's that bounty hunter we all know well, who has appeared in all 3 Smash games and various Nintendo titles, Samus Aran. There's no need for an introduction, since you know who Samus is by now (If you don't, there's a link to the wikia on the image above). Anyway, Samus had problems in Brawl with being both underpowered and not staying entirely true to Metroid, so this set aims to give Samus a more Metroid Prime feel in Brawl so that it appeals to the Metroid fans to some extent.

In Brawl, Samus is more projectile orientated, and plays a strategy like you would when fighting a boss in a Metroid Prime game. Shoot the enemy to death, keep distance between your foes. There are enemies though who have ways of resisting your ranged moves, such as the dreaded space animals. Luckily Samus bought her grapple lasso from MP3 for those situations (YAY!), so don't worry about having your projectiles reflected or even absorbed.


*STATS*



Samus' stats are pretty much taken from Brawl, with the following exceptions:
  • JUMP: Samus' second is exactly the same as her first, increasing her jump capabilities.
  • ROLL DODGE: Samus' roll dodge is identical to Lucario's in every way. A much better roll dodge to replace the old one.
  • CROUCH/CRAWL: Samus' old crouch is replaced with her entering her morphball form, allowing her to dodge a good number of projectiles. Additionally Samus has a crawl this way, though at a slow speed.
*SPECIALS*








Up Special * Screw Attack
Samus enters her Screw Attack state, keeping all the same properties of the Brawl incarnation except instead of upwards momentum, Samus performs a small hop in midair 1.5 SBB forward, automatically performing a wall jump upon making contact with a wall in a similar fashion to Lucario's Up Special. Like in Metroid Prime series, by tapping B right after a hop forward, Samus can repeat the same hop forward, allowing for a infinite horizontal recovery or a decent approach. Samus also doesn't enter helpless after using this move, which further extends this move's use as a getaway move in the air.


Down Special * Lock On
Samus performs an animation much like her D-Taunt in Brawl but quicker, causing the nearest foe within a 2X Smart Bomb blast range of Samus flashes red afterwards. A foe flashing red becomes a target for all of Samus' projectiles, always homing in on them, which is very important for Samus if she wants a easy foe for her projectiles. The lag is fast enough so you can get in and out of this attack without being punished by the foe.


*STANDARDS AND TILTS*




Dash Attack * Cut Through
A tactic performed in Metroid Prime series, Samus quickly changes into Morph Ball, travelling 1/4 Final Destination at Sonic's dash speed, going right through all foes. During this time, you may tap A up for Samus to laglessly lay a blue bomb, that detonates in 1 second, doing 3% with weak hitstun to foes in it's small blast range. Up to 3 of these bombs can be laid. The lag on both ends is a bit punishable, though if you use this attack when right in front of a enemy, all start-up lag will skip.

While going under enemies may seem out of the question, you can use this attack to get away from enemies and use the bombs to throw them off.


F-tilt * Plasma Beam
Samus charges her cannon for a brief moment, the fires a beam forward much like ROB's laser fully charged, but it travels 1/2 Final Destination. The beam does rapid hits of 1%, dragging foes at the tip of the beam until it vanishes, each SBB adding 5% to the rapid damage increase. The beam will vanish when it reaches off stage however to prevent a potential gimp. The start-up lag is a bit slow but the end lag is quick, so you'll need to space yourself before using it.

This attack's main purpose is to space yourself from the foe on the ground despite how easy it can be for potent foes to dodge it.


U-tilt * Strafe
Samus hops backwards much like her Roll Dodge, except she has access to her Neutral Special, Standard and F-tilt during this time, repeating the strafe if she attempts to do any of them at this time. There's barely any lag in using this attack, and should be used to hop away from the foe while firing at them, pretty much defeating the purpose of the end lag for those moves.


D-tilt * Bomb
In her Morph Ball state, Samus lays a small blue bomb exactly where she is. The bomb will detonate in 1 second, and during that time foes in the bomb's area take 3% with weak hitstun. Samus can lay bombs down with almost no lag, but cannot make another until the current bomb detonates.

Comined with the crawl speed, this move is rather useless unless you use the hitstun to combine into another move. Not a great move on it's own, but it can have it uses at times.


*SMASHES*


F-Smash * Hyper Beam
One of Samus' strongest weapons, she aims her cannon forward in a threatening fashion while her cannon charges energy. After charge, Samus fires a long line of shifting rainbows that travels infinitely through every obstacle at a insane speed. This beam does 20-30% with KB KOing at 80-50%, making it Samus' best KO move. The lag, particuarly on the end is heavy as the trade-off for this incredible move, so it's best to use ONLY when you're a good distance away from the foe, especially since the beam is no larger than a fully charged Neutral Special from ROB.


U-Smash * Missile Assualt
Samus aims her arm cannon upwards, then after charge fires 1-5 missiles much like her non-homing Brawl variants, except they do half damage and KB, as well as fire straight up at until they have travelled 5 SBB. After this, the missiles will begin scattering around the stage, homing in on enemies randomly much like the Geoff Assist Trophy. The lag on both ends is punishable, but the payoff of this attack is great, making for a anti-air move, but more importantly if you want to use the missiles to distract the foe and use one of your killing projectiles on them. Remember, if you have a foe affected by the Down Special, all the missiles will target them.


D-Smash * Boost Ball
Samus quickly goes into Morph Ball, rolling in place. After charge, Samus rolls forward 1/4-full Final Destination at Mario-Sonic's dash speed with low-average priority, suffering very punishable end lag should Samus roll the full length. Upon contact with a wall or foe, Samus will rocket straight up 1-3 Gannondorfs, doing 8-15% with great hitstun to foes. While rocketing upwards, Samus may lay up to 3 bombs anytime by tapping A, having the same properties as Brawl Samus' Down Special, which makes them great for throwing off pursuers. Once Samus reaches her peak in her acsent, she exits the Morph Ball state with barely any lag so she can spend time in the air firing away at her foes from afar.

A highly reccomended move for setting up Samus' aerial game, yet the move itself is a high-risk, high-reward move that can easily backfire on Samus should it miss.


*AERIALS*


N-air * Morph Ball Bomb
This move is identical to Brawl Samus' Down Special except Samus comes in and out of this move a bit quicker and the bombs last 1.5 longer. So it's basically a buffed version of the afformentioned move, but it helps Samus fight back against foes who try to approach her from below.


F-air * Death Saw
Samus performs an animation similar to her Wall Jump but without any upwards momentum and only a little bit of forward momentum. Upon contact with a damageable object, Samus enters Screw Attack, doing 8 hits of 1% with a
mini-suction effect so that foes can't DI, then a final hit of 3% with KB KOing at 180%. The start-up is very quick while the end lag is slightly punishable, so it's best used as a good approach move.


B-air * Missile Blitz
Samus turns around, firing a homing missile that is similar in properties to Brawl Samus', though it doesn't home in on foes, rather scattering in random directions. You can however input the move like a Smash Attack and charge it to fire 2-3 extra missiles. Even the lag is identical to the afformentioned move, so it's not neecesarily fast or spammable, though you can use it to prevent foes from chasing you in the air and little else.


U-air * Firing Bust
Samus aims her arm cannon upwards, attempting to fire, but instead her cannon sends out a small blast from the cannon much like the Brawl Samus' D-tilt. This blast does 14%, sending the foe a Battlefield straight up, but will NEVER KO the foe. The start-up is decently short with barely and end lag, best used short-hopped or if you want to combo this with a F-Smash or Neutral Special. This option should be used against foes who are not adept in the air or a floaty.


D-air * Ice Beam
Samus aims her arm cannon straight down, firing a thin blue beam, travelling 1/2 Final Destination almost instantly. The beam does 16% and freezes the foe in place for 1/2 Freeize time (No KB), having no priority. The start-up lag is rather long, though the end lag is very quick so Samus can't get punished for missing a foe.

While foes can easily predict the beam, it's a good idea to follow up the beam after a D-Smash so that you can distance yourself from the foe and then repeat the D-Smash to get yourself back up in air again. The move also works well with the Down Special so you can catch foes off guard or spike them off-stage.


[SIZE=+5]*GRAB/THROWS*[/SIZE]​
For Samus' grab, she aims her arm cannon forward, this being the grab hitbox to where she can start her throws by aiming her arm cannon right at the foe's head. Unlike Samus' grab in Brawl, this one is more generic and a lot more spammable.

You can however, tap the grab button during the grab for Samus to use her Grapple Hook grab from Brawl. This gives Samus more option in how to grab the foe, but due to it's lag, use at your own risk of being punished.


Pummel * False Charge
Thanks to her Neutral Special, a damaging Pummel would be worthless for Samus, so instead she quickly charges her arm cannon, then stops. The next time Samus uses her Neutral Special on her foe, for each pummel used on them, uncharged shots will cause very weak hitstun. The pummel is very quick, and a good thing too, becuase it stacks so you'll want to get a few in before finishing off with a throw.


F-throw * Blast Down
Samus instantaneously blasts the foe's head, causing a small explosion that does 12% with KB KOing at 250%. Barely any lag, this is Samus' most basic throw with no strategy. How utterly horrible.


B-throw * Checking
Samus tosses the foe back with the Grapple Beam for an attack that's identical to Brawl Samus' B-throw, except that afterwards, Samus briefly checks her arm cannon for barely any extra lag. Seems that her arm cannon is somehow become faulty, as now she cannot use any of her projectiles for 7 seconds. The upside in this however is that the next time Samus uses any of her projectiles, the start-up lag is cut in half and using her Neutral Special, F-Smash or U-Smash under this effect will treat the projectile as being fully charged.

This is a great attack to use, as you can store the projectile and land a surprise attack on the foe, making this a highly reccomended thorw to use if you don't mind running away from your foe during the 6 seconds.


U-throw * Target Practice
Samus sweeps forward with her foot, doing 5% and knocking the foe straight up into the air 2 SBB. Samus then fires 5 uncharged Neutral Special shots at the foe with weak hitstun added to each of them. Not bad for getting foes in the air and comboing with a U-air to add even more damage.


D-throw * Power Finish
Samus steps back while aiming at her foe, then shoots them in a weak area such as the stomach or the mouth (This doesn't count as a projectile). This does 9% to the foe and stuns them for 1/2 Shield break time, though the foe has super amour and cannot be grabbed for 1.2 of the time they remain stunned so they have a chance of fighting back. You can still use the Side Special on the foe, but no hitstun occurs during this time, so use it if you need to.

Samus should use this time to either rack a lot of damage on the foe with her Neutral Special or more inportantly use this time to perform your important D-Smash. Also try using this oppurtunity to land in a successful Side and Down Special.


*FINAL SMASH: GUNSHIP*
Rather than use Zero Laser from Brawl (Which by the way was never used in any Metroid game), Samus begins dialing numbers on her arm cannon, which slowly calls forth her Gunship to fly by the stage and scatter 5 bombs onto random areas of the stage. Each bomb does 25% with KB upwards KOing at 80% in a Smart Bomb distance around them, also destroying traps that are in the blast range. If you can't destroy the area yourself, bomb it!


*PLAYSTYLE*
Samus' playstyle mirrors that of most MYM campers. Instead of using traps to keep foes at bay, Samus instead rips through foes' defences and continually camps to raise their damage percentage and shoot them dead, an offensive camper otherwise.


Usually at the beginning of the match, you'll want to get a Lock On of the foe with the Down Special so that your projectiles will hit them anywhere on the stage. For extra preperation against foes who can counter projectiles, get somewhere near your enemy and use your Side Special. This can rip off their important mechanics/moves that could otherwise threaten Samus's chances of victory and plummet her to a lower tier.


Now that you have that out of the way, the rest of Samus' game is quite simple enough that you have to shoot the foe from afar and try to strafe around the stage to keep the foe away from you. Unlike the Brawl moveset, Samus does not fare too well in close combat, so try to keep away from the foe.


Damage racking isn't too hard a task for Samus. You can slowly raise the foe's damage using your Neutral Special, though at a rate worse than that of Fox's. There's also the D-Smash with the Morph Ball bombs, F-tilt. Samus isn't the quickest damage racker, but remember that you'll be constantly moving around the stage to prevent foes from constantly getting in your face.


When it's time to KO the foe, Samus doesn't have a huge variety to do this, and she needs to be at a distance as her best KO moves are projectiles. Since these are easily dodged however, it's best to create an opening with the U-Smash or various Morph Ball bombs. Your best KO moves really only are your fully charged Neutral Special or F-Smash.


Overall, Samus' playstyle is rather simple, yet doesn't really have just 1 way to play keep aways with the foe, it's a bit mixed. She's not going to be able to rack massive damage or KO at very early percentages, but has the potential to make her projectiles very difficult for foes to dodge.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
i didnt think this was possible...but Samus has pokemon syndrome here...

every move seems to have just been..."filled" by a move she can do in metroid prime, without much of a style to it. It doenst really feel like metroid prime samus to me, other than the Dspec with the Lock on (which is kinda neat). There are no beam-switches, no missle comboes....super bomb...morph ball boost, etc, etc, etc...


im sorry to say, but IMO this is a big step down from bannete :(
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Samus remicks: Well, I oppose remickses so yeah, I'll comment on the writing style.
It's nicely concise, including just enough to make the reader understand. Of course, a good number of those attacks were Samus' D-tilt upwards, or Samus' D-Special but quicker, so your writing style wasn't in any danger of faultering.
But it's still easy to read. It doesn't quite generate a buzz while reading, but that could easily be due to the set itself.

look, a list of things!
  • Grapple Lasso, use it once then forget about it. Why does it have to break the foe's options for the rest of their stock?
  • Lock On, use it once then forget about it. Or don't use it at all, because she only has two projectiles that aren't beams, and one of those attacks is already a homing attack that would have absolutely no benefit from Lock On in 1v1. (edit: Beams can home in!? how do beams home in on things? That's something you might have wanted to explain)
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Samus Remix

At a first glance, it looks like a drastic improvement over Brawl's iteration. Your reading style is just fine; nice, concise, and easy to understand. However, even for a guy that hasn't played Metroid too thoroughly at all, I can see that JOE is right about the moves being filled up. They just don't have that...flow I was looking for. While I won't say it's a bad set, I just can't really see myself liking it a whole lot, due to this aspect of it. If you can learn to make flowing sets, though, I can see people starting to like your nice writing style.
 
Status
Not open for further replies.
Top Bottom