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Make Your Move 6 - Nothing Gold can Stay

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BKupa666

Barnacled Boss
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In Memory of Kits...

Disco Kid



♪♫ Background ♪♫

Disco Kid is the only new opposing boxer from the Wii Punch Out!! (other than the b*stardized version of the character Donkey Kong), hailing from Brooklyn. He is fought fairly early on in the game; as such, Disco Kid is rather easy to take down, due to him posing constantly and warning you before he attacks. Disco Kid himself is flashy and flamboyant to the point of accusations of homosexuality. He enjoys dancing disco at clubs, having many dance trophies to prove his dominance; the guy even has multiple stereos built into his car to take his music wherever he goes!

Notably, after his first defeat, Disco Kid goes through a costume swap for Title Defense mode. After joining a 'boxercise' class, he now sports an afro and a purple leotard. Even though his moves now focus on exercise rather than disco dancing, he's still a pushover. Disco Kid shares the costume swap ability with Wario; his Boxercise outfit serves as his alternate costume. You want color swaps for the costumes? What are you smoking? Extras take too much effort!



Below are his minor circuit and title defense videos, as well as his excellent theme song (which is also his victory theme).


♪♫ Statistics ♪♫

Comboability »»» 8
Attack Speed »»» 7
Fall Speed »»» 7
Size »»» 7
Traction »»» 7
Priority »»» 6
Weight »»» 6
Aerial DI »»» 5.5
Range »»» 5
Jumps »»» 4.5
Recovery »»» 4.5
Movement »»» 4
Power »»» 4
Abilities »»» None

Disco Kid has a great combo stat, but it's far from easy to use without some set-up. Unless he sets up, Disco Kid is weak, slow, and has pitifully low priority that keeps his combos from being all too great. With a little work, though, Disco Kid becomes an annoying character of pressure who can string together multiple hits. He's got the beat! In all other respects, Disco Kid is an average middleweight character.

♪♫ Specials ♪♫

Neutral Special - Pearly Sparkle
Disco Kid rubs his tongue over his teeth, shining them up for half of Giant Punch's full charge. This is not an attack, but if allowed to finish, causes a sparkle to appear in front of Disco Kid's mouth for seven seconds. During this time, any foes who get within half a Stage Builder block's distance of Disco Kid trip from the intense shine. If this effect occurs in the air, the foe enters a footstool-jumped effect. This is a near flawless set-up for nearly all of Disco Kid's combos. Even if you lack priority on several of them, it won't matter for the initial hits (although you may still want it for the hits your foe may punish you for otherwise). Shines can be overlapped, although this is not that effective, seeing as how you'll want to combo while you have the ability to trip your foes.
[ 0% ]

Side Special - Disco Dancing
Disco Kid begins beat-boxing a simple beat to himself, performing close-ranged downward punches to the beat. Disco Kid holds this move out until you cancel it into another input; he does this disco motion in place, but by tilting the Control Stick forward, you can strut forward while disco-punching. Tilt the Control Stick down or up to angle Disco Kid's punches in that direction.

Now, these punches have very low priority, making it a near useless move; it only deals 2-3% per punch and stuns the foe, leaving Disco Kid wide open. However, tap B to his beat (Pearly Sparkle is the only move Disco Kid can't cancel his strut into) and Disco Kid will punch more vigorously. This brings the priority from laughable to rather threatening; each punch now deals 7-8% and knockback that can KO at 165%. In addition to using it as a KO move, Disco Kid can now use it to approach or defend from projectiles from afar.
[ 2-3% default, 7-8% to the beat ]

Finally, if Disco Kid gets his strut fully to the beat (from five correct inputs), the next punching move he uses will have double its normal priority. It may be prudent to merely use this move after a KO to allow Disco Kid to get some priority on his next move. He has another way of getting priority, but this can be the most handy as a combo-starter.

Down Special - Ballerina Twirl
Disco Kid begins twirling around rapidly in place, becoming a human blur like he does when TKOed in the game. He has below average priority in this form, with low lag on both ends. Disco Kid's 'tornado' is slightly smaller than Whorenado; it can move on the ground slightly faster than said broken move, but it bounces off of foes and obstacles rather than sucking them in. It also has pitiful aerial movement, and can't gain any vertical distance.

Foes hit take 10% and below average knockback that can KO at 195%. It's not too helpful for knocking foes around, but it can also help against campers. Instead of merely absorbing projectiles like Disco Dancing to the beat, this move reflects it right back at the opponent. The 'tornado' can hold up against projectiles of any priority, despite its weak resistance to physical attacks. Disco Kid can hold his spin out as long as he wants; if he holds it more than two seconds, he drops into his downed position out of dizziness upon ending the move. Don't get carried away!
[ 10% ]

Up Special - Staying Alive
Disco Kid begins pumping one fist up and down in the air, disco style, to a familiar beat he beat-boxes. He can hold out this pose as long as he wants on the ground, being able to cancel it with a shield button; he has little lag on either end, while his fist has below average priority (if powered up with Side Special, each punch under the powered move is stronger, not just one punch). Disco Kid pumps his fist up and down with decent speed, being able to juggle efficiently, unless his opponent is adept at fast-falling to punish.

Each punch deals 5-6% and a low set vertical knockback that can't KO. As a recovery move, you must tap the B Button in rhythm to his beat to rise slowly upwards. Each punch to the beat gives Disco Kid about the distance of Mario's Up Special; Disco Kid can angle his punches side to side to give himself slight left or right momentum. Disco Kid can perform up to five punches to the beat before going helpless; two punches offbeat will render him helpless in any case. If you don't press anything, his descent slows briefly, like Fox's Reflector. Don't button-mash to recover; keep a cool head and feel the beat!
[ 5-6% ]

♪♫ Basic Attacks ♪♫

Basic Combo - Disco Flurry
Disco Kid stretches forward his lanky arms a moderate distance, being able to punch three times in a row rapidly. Unfortunately for him, there is pretty poor priority on the punches, despite Disco Kid lacking lag on either end. Each punch deals 3%; the first two stun foes, while the last one deals knockback that KOs at 250%. Although this is a great move for jabbing out at foes, it can't really be used for combos unless it is powered up, whether it be from Side Special or U-Tilt.
[ 3-9% ]

Dash Attack - Disco Dive
Disco Kid performs a diving somersault the distance of Snake's dash attack, shouting out, "Weeee!" as he goes. His roll has the lag and speed of Snake's dash attack as well; however, unlike said attack, Disco Kid rolls in place slightly short of maximum range, prolonging the hitbox a bit. Because of this, he can use it to dive at a foe for a combo-starter. Disco Kid deals 6-8% and a low knockback that KOs at 235%. A rather useful move, as long as you don't get predictable; the move's priority is still only mediocre.
[ 6-8% ]

♪♫ Tilts ♪♫

Forward Tilt - Jab 'N Jive
Disco Kid grunts as he extends a fist forward a moderate distance, with little lag on either end. The priority is moderate; because Disco Kid can angle the punch up or down, this can be an effective anti-air move, due to his long arms. The punch deals 7-8% and low knockback that KOs at 225%. This punch can combo well at lower damage levels, while it can give Disco Kid a little space to shine his teeth when the knockback kicks in.
[ 7-8% ]

Down Tilt - Stretching
Disco Kid lowers himself to the floor, bending his knees in front of him and announcing, "And down..." This has slightly less than average range and low priority. There is low startup lag, while Disco Kid can hold the position as long as he wants. If a foe touches his knees, they take 4-5% and trip. Press the input again for Disco Kid to kick a leg into the air, calling out, "Now flex!" This is just as quick as the first part, although there is a slight bit of ending lag. The second kick deals 5-6%, and is a nice little tool to get grounded foes into the air. However, because the first hit is doing the tripping rather than Disco Kid's shiny teeth, you can't combo into the move nearly as well as you can combo from it.
[ 4-5% down, 5-6% flex ]

Up Tilt - Jumping Jack
Disco Kid calls out, "And one!", performing a jumping jack in place with a bit of lag on both ends. The priority is pretty poor, and while Disco Kid's limbs stretch a decent horizontal length, the move is still punishable due to poor overall range. Foes hit take a minuscule 5-6% and a bit of set knockback. What's so great about the move? Every use gives the next two punching moves Disco Kid uses 1.25 times their normal priority. This can be important for killing foes out of your combos, or even starting combos to begin with if you don't have sparkling teeth. The move can be overlapped, meaning if you do two U-Tilts, the next four moves have better priority. Disco Kid's number goes up for each consecutive U-Tilt he performs; "And one...and two...!"
[ 5-6% ]

♪♫ Smashes ♪♫

Forward Smash - Brooklyn Hook
Disco Kid turns to the side, flexing his fists and calling out, "Here it comes!", before dealing a powerful right hook. This has decent priority, with below average lag on both ends. The range is slightly above average due to Disco Kid's long arms; however, if you whiff the move, these lanky limbs increase Disco Kid's vulnerable hurtbox. The hook deals 12-16% and knockback that KOs from 180-165%. This is one of Disco Kid's main KO moves if you haven't caught on yet. It does its job nicely, as Disco Kid can throw it out after tripping a foe with his shiny teeth.
[ 12-16% ]

Down Smash - On the Floor
Disco Kid gets down to the ground, holding himself up with both hands while kicking his feet to the side in a break-dancing move. There is a bit of lag on both ends of the move, but Disco Kid's long legs give this Smash quite a nice bit of range. Their priority is nothing too special, though, and it can't be buffed, due to this not being a punching attack.



Disco Kid's legs deal two hits, the first dealing 4-7% and a bit of hitstun, while the second deals 5-8% and knockback that KOs from 205-190%. This is a pretty fair KO move, although foes with low damage can punish the first hit. Also, Disco Kid can mash A and tilt the Control Stick to move in that direction at Ganondorf's walking speed, wobbling along on his hands while girating his legs around. Not only is this cool for screenshots, it can move the Smashing Disco Kid away from tripped victims, as there's a knockback sweetspot on his feet.
[ 4-7% first hit, 5-8% second hit ]

Up Smash - Lanky Lifting
Disco Kid bends over while charging; upon release, he balances himself upside-down, supported by one arm, and pushes himself up and down twice rapidly before flipping back. While doing so, he makes a comment, such as, "Feel the burn!" or "Let's work it!" Like D-Smash, Disco Kid's feet are the hitboxes, having fair range but mediocre priority. In addition, Disco Kid can't trip foes into this move due to not facing upwards with his sparkle. There is a bit more lag on both ends of this move, but it can actually KO vertically to make up for it.

Disco Kid can deal 4-6% per each of the two kicks, while each one can KO from 175-160%. Once again, there is a sweetspot for knockback on Disco Kid's feet. This can be a nice move to poke through platforms with, although Disco Kid is completely open from the sides while doing so. In addition, if Disco Kid taps A during his ending lag, he'll grasp his calf behind his back in a stretch. This adds nearly a second more ending lag to the move, but heals Disco Kid of 5%. You can heal a bit of damage like this from afar, although it's absurdly easy to punish if your foe is anywhere near Disco Kid.
[ 4-6% both hits ]

♪♫ Aerials ♪♫

Neutral Air - Groovy Spin
Disco Kid extends his fists to either side, spinning around three times rapidly. This is a fairly standard mid-priority aerial, with a slight vacuum effect. Disco Kid hits at slightly below average range, having low lag on both ends and landing. The spin deals five hits, each dealing 2%. The last hit deals low knockback that KOs at 195%. This is a pretty handy aerial for damage-building; Disco Kid's teeth shine spins around with him, footstooling foes it hits into his punches when they could ordinarily DI out.
[ 2-10% ]

Forward Air - Shimmy
Disco Kid thrusts both fists straight forward, having below average priority and a bit of starting and ending lag. Disco Kid's lanky arms once again give him fair range, while the landing lag isn't anything to fret over. Foes who hit Disco Kid's shimmying punch take 6-7% and knockback that KOs at 220%. Notably, Disco Kid can DI forward (and only forward) with great aerial movement on par with Wario's during this move. Because of this, he can punch the foe away, then DI forward after them to either footstool them with his pearly teeth, or follow up with another F-Air. Aerial combos galore!
[ 6-7% ]

Back Air - Shake Your Groove Thing
Disco Kid leans backwards slightly and shakes his arse behind him. This has nearly identical properties to the F-Air, except slightly lesser range. However, this arse shake deals a buffed 7-8% and knockback that KOs at 210%. It also retains the DI property of the F-Air; this time, however, Disco Kid can only DI backwards during the move's duration. Despite not being able to use his teeth shine from behind, this can still be nice to pester approaching foes.
[ 7-8% ]

Up Air - Beat It



Disco Kid throws four upwards punches, as seen in the beginning of this Michael Jackson gif, alternating the arm he uses each time. He has about the startup and ending lag as R.O.B.'s U-Air, and will fortunately continue his punches even if he lands early. The priority and range of the punches are average. Each punch deals 3%; the first three trap foes, while the fourth deals upwards knockback that KOs at 200%. Disco Kid can juggle just fine with this aerial. However, this is one move he'll want to use without pearly teeth; the sparkle footstools foes away from his punches, and opponents with low damage can easily break out and punish him from underneath.
[ 3-12% ]

Down Air - Arm Rope
Disco Kid clasps hands and begins rotating his arms vertically around his body, as if jumping rope. His arms have fair range vertically, but not so much to either side. Pressing the input causes one vertical arm rotation, although you can keep tapping A for Disco Kid to keep performing the motion. Each rotation has little lag on either end, but Disco Kid suffers higher landing lag than usual here. Rotations deal 3-5% each, dealing a minimal knockback that KOs at 250%. Each rotation has below average priority, and deals higher damage if the foe is closer to Disco Kid. If he's feeling daring, Disco Kid can trap a foe with low damage in his rotations and try to suicide, but if he fails, his gimpable recovery will most likely see him through an early death.
[ 3-5% ]

♪♫ Grab / Throws ♪♫

Grab - Pull You Close
Disco Kid reaches out, aiming for his opponent's hips. Although Disco Kid has little lag on either end, his range is one of the worst in the game, despite his lanky arms. Unless you have pearly teeth to trip your foe into your arms, that is. Disco Kid's range increases slightly from a dash, but it's still awful at best. Disco Kid holds trapped foes in front of him by the hips, in a 'bump and grind' position.
[ 0% ]

Pummel - Freaking
Disco Kid thrusts his lower region forward slightly against his victim's backside. In the victim's discomfort and disgust, they take 1% per use. This can be done fairly rapidly, Disco Kid beat-boxing with unnecessary vigor if you do so repeatedly to build some damage.
[ 1% ]

Forward Throw - Pelvic Thrust
You called it, Disco Kid thrusts his lower region into his victim's backside with a fair deal of force. Disco Kid's thrust deals 6-7% and horrible knockback that can't KO in Sudden Death. However, if you have pearly teeth, your foe will stay in its range and trip after being thrown. A perfect grab-release combo, although it only lasts as long as the shine lasts.
[ 6-7% ]

Back Throw - 'Flamboyant' Hug
Disco Kid turns around and gives his victim a big hug, exclaiming, "Mmmmm!" unnecessarily while doing so. Like a similar move in Super Punch Out!!, this move heals Disco Kid; the 'flamboyant' boxer heals 1% per half second, while the victim takes 1% in the same time frame. The victim can button-mash to escape with slightly harder than grab difficulty. If Disco Kid's teeth are shining, though, the foe is blinded for one second due to being up close and personal with the shine. They can't begin button-mashing until they regain focus, so hug away!
[ 1% per half second ]

Down Throw - Disco Cyclone
Disco Kid spins around in a circle with his partner...er, victim, before releasing him or her. Upon release, the victim enters their stunned position for a split second before they can move. Victims remain stunned longer if they have higher damage. Disco Kid deals only 2-3% and no knockback with this throw, and he can't trip foes with his shining teeth until their stun stops. Because of this, he should hover around his dizzy victim, then rush in and trip them when they break out. Just make sure they don't Smash you back first.
[ 2-3% ]

Up Throw - Floor Thrust
Disco Kid lies down on the ground, releasing the foe, then thrusts upwards twice rapidly with his lower region. This deals two hits of 2-3% to the victim, although the second one can be DIed from. The second hit also deals a low set knockback that Disco Kid can combo from. Shining teeth cause the foe to be footstooled back down for the second hit; if you're using this throw on a damaged foe, this is your only option to not become punishable.
[ 2-6% ]

♪♫ Situationals ♪♫

Get-Up Attack - Disco Poser
Disco Kid stretches out his legs, yelling out, "Straight!" He then enters a sitting pose, with one fist pointing forward, while he calls, "Let's go!" This has little lag on either end, despite having a somewhat lengthy duration. However, Disco Kid has super armor for a brief period mid-move to make it viable for spacing. The priority is rather lame, while the range is decent for a get-up attack. Each of the two 'phases' of the move deal 2-3% and a low set knockback to foes.
[ 2-6% ]

Ledge Attack - Over Your Shoulder
Disco Kid throws a punch upwards over his shoulder, having weak priority and mediocre range. Foes who hit his fist take 5-6% and are tossed backwards off the stage, perfectly ready to be set up for an aerial gimp. The ending lag is slightly longer than the average ledge attack, making Disco Kid slightly more punishable in the process. However, if you have shining teeth with which to footstool the offstage victim, you can get more use from it than a light spacing situational.
[ 5-6% ]

Ledge Attack (Over 100%) - Groovy Fortress
Disco Kid begins cycling his fists around, climbing the ledge with a "Whew!", as well as typical ledge attack lag and priority. Disco Kid's moderately ranged fists deal three light hits of 2-3%, with a low set knockback on the last hit. More importantly, though, his whirling fists absorb all projectiles for the brief period they are cycling. No laser spam is gonna get Disco Kid back off the edge!
[ 2-9% ]

♪♫ Final Smash ♪♫

Final Smash - Disco Insanity
Disco Kid begins beat-boxing to his theme, which begins playing as the stage darkens and a disco ball lowers from the screen top. As colorful lights swirl around the stage and mist obscures areas of the ground, Disco Kid's teeth gain their sparkle, if they didn't already have it. For the next fifteen seconds, Disco Kid's teeth will constantly shine without halting. In addition, if you attack in rhythm to the music, Disco Kid's attacks will deal double their normal damage. Use in combination with Disco Kid's shining teeth to rack up damage rapidly. Just remember that attacking to the beat does not buff Disco Kid's power in any way; you'll have to KO your damaged foe after the Final Smash is over.
[ Varies ]

♪♫ Playstyle ♪♫

Looking for a combo-centered character? Well, Disco Kid is definitely a prime choice; he's just as combo-centered as many of the lighter characters, and more so than several as well. At the start of any match, you've got some preparations to do before you get to work. Even though you may be itching to get your teeth a-shining, it's a better idea to buff your priority first. You can wait as long as you want to use a prioritized attack, while Pearly Sparkle only lasts for seven seconds. Make sure you keep an eye out for campers and use Down or Side Special

Once you've pumped yourself up with moves such as Side Special or U-Tilt, it's time to get that sparkle. If you're not already at a range, you'll have to search for an opening to shine your teeth. Although this is easier said than done, Disco Kid has a few spacing/stunning moves he can use to attain said opening. You can try DIing away with F-Air or B-Air, or using D-Throw to dizzy your victim, among moves.

So you've checked off your comboing prerequisites? Fantastic, now you can go to town on your foe. Having Pearly Sparkly in the hands of a master is the equivalent of a moving, jumping banana peel. Granted, you can't pick have out multiple shines, and Disco Kid can be beaten from above, but at least your foe can't take your shine away from you. Shining your teeth is the bread and butter of Disco Kid's game, although your foes can out-range the shine and take advantage of him if you lack that vital priority.

When it comes time for the KO, your shine changes from a combo set-up to a KO set-up. Instead of flurrying basic attacks at your tripped opponent, knock them away with an F-Smash. Disco Kid isn't a powerful character by any means, but his simple shining set-up makes it far from difficult when the time comes to knock away your opponent. If Disco Kid doesn't want to KO, he can always go for the gimp. Shining teeth footstool foes in the air; although this option is quite a bit more dangerous than a simple KO, due to Disco Kid's mediocre recovery, it can KO your foes earlier than your KO moves would if pulled off correctly.

Disco Kid is a great damage-racker with access to some interesting mindgames. However, he's not without his flaws. He shares the weakness of his moves' hurtboxes being increased mid-move, similarly to DK. Unless you have priority to overcome that of your opponent, they can cut through your pitiful punches and make you pay through the nose. Foes should always aim to shut down Disco Kid before he gets momentum, or they'll have to play a much longer and harder game of finding openings in his shining armor.

♪♫ Match-Ups ♪♫

Vs. Little Mac - 60/40: Disco Kid's Favor
Just because Disco Kid has attacks with poor priority doesn't mean they're punishable; if he wants more strength, just use a priority-buffing move while Mac is setting up his traps. Disco Kid's combo moves can be used to build easy damage on Mac without giving him many punishable chances to gain stars. When it's finally time for use of the punishable KO moves, Mac should be far ahead in the damage count anyways, and you should have your teeth shining to trip Mac by then anyways. Of course, Doc as a projectile substitute can't be absorbed or reflected by Side or Down Special, so Disco Kid will have to approach eventually. Although Mac can land a few blows while Disco Kid carefully dodges his traps, Disco Kid can build damage just as well, if not better than Mac, and doesn't have to rely on a mechanic to KO, giving Disco Kid the match-up.

Vs. Bald Bull - 45/55: Bald Bull's Favor
Turkey Dance forces Disco Kid to approach, making it much more difficult to increase your priority or shine your teeth. Bull will be working to get the rage to KO Disco Kid, while Disco Kid will be looking for openings to start his combos. Although Disco Kid will likely build a lot more damage on Bull than vice versa, Bull's aerials prevent Disco Kid from KOing him until insanely high damage levels. By this time, your Turkish rage should be ready to be unleashed. If Disco Kid shines his teeth, he can trip Bull out of his Bull Charge (assuming he has no super armor). Bull will have to pressure Disco Kid to keep him from getting momentum, which can be aggravating at times. In the end, though, Bull can KO better than Disco Kid, as Disco Kid will have to work harder to set-up and build damage for the KO, while Bull can just build rage whenever he tries.

Vs. Von Kaiser - 40/60: Von Kaiser's Favor
Disco Kid can rack up damage on Kaiser just fine, but Kaiser's abilities to control his damage percentage doesn't really make this too much of an issue. While Disco Kid is buffing his priority and shining his teeth, Kaiser can use his healing moves to keep his damage where he likes it; both characters enjoy the benefits of their spacing in this match-up. Ultimately, this battle will be played at close range, and this is where Kaiser takes the lead. His KO moves are much more predictable than Disco Kid's, but because he'll be taking so much damage already, he'll have his strongest moves out and ready to go. Disco Kid, on the other hand, will have to watch out for Kaiser's new tricks and constantly pressure him to stop him from healing. Kaiser can space, heal, and keep on coming, usually pulling ahead of Disco Kid by a fair margin.

Vs. Bear Hugger - 60/40: Disco Kid's Favor
Whenever Bear Hugger tries spitting on his gloves, make sure you take the opportunity to either buff your priority or shine your teeth. Preferably, do both, due to Bear Hugger's slow speed. Bear Hugger can easily grab through even your buffed priority with sticky gloves. Because of this, it is vital to have shining teeth. From there, you must space properly to avoid Bear Hugger's excellent range, trip the fat b*stard, and combo him up the arse. Shining teeth can also gimp the Canadian if he tries to take to the air. This can be an easy option to finish him early, although if you combo up enough damage, even Bear Hugger's weight won't stand up to your KO moves. Being the heavyweight he is, Bear Hugger will be looking to stomp you down and KO you early. Play it safe and you'll have the advantage.

Vs. King Hippo - 70/30: Disco Kid's Favor
Battle of the combo heavy...wait, Disco Kid's only a middleweight! Disco Kid's priority and shine have no use against Hippo's super armor, so he has no real reason not to approach. Both characters will want to get off their combos on the other, which is where Disco Kid takes the lead. You see, if Hippo's not gonna be able to defend, why bother with waiting to get priority? Just get in there and use fast attacks to punish Hippo's laggy ones, then take out the big lard. Hippo will need to keep on his toes for chances to punish in return and combo Disco Kid back, which is easier said than done, due to his inferior speed.

Vs. Mr. Sandman - 35/65: Mr. Sandman's Favor
Another combo heavyweight? Anyways, Disco Kid absolutely must power up either his priority or teeth before Sandman gets to him, or Sandman's superior priority will tear him apart. Although Sandman's crappy approaching gives Disco Kid sufficient time to do so, Sandman can actually approach against Disco Kid. His leaping dash attack can clear teeth shine and put the hurt on Disco Kid. From there on out, it's a matter of landing Knuckle Sandwich and finishing the job. Disco Kid doesn't have stellar close ranged defense, although hitting him while his teeth are shining is a pain. You'd best wait till the effect wears out, then get it and land the punch. Disco Kid should attempt to play offensive, trip Sandman, and combo him to death. In most cases, Sandman's advantages outweigh Disco Kid's, allowing him to keep his title.

Vs. Great Tiger - 20/80: Great Tiger's Favor
Disco Kid has problems spacing to buff his priority or shine his teeth, due to Great Tiger sending duplicates at him to mimic his attacks from a range. If Tiger keeps a duplicate near him, he can teleport away when Disco Kid approaches to try and trip him up. Mindgames are all there really is to Great Tiger? Well, mindgames sure can **** a character with a set playstyle. In addition, Disco Kid will be dying off much earlier than Great Tiger, due to taking damage much faster and being sent farther with Tiger's uncharacteristically powerful attacks. Disco Kid loses fairly handily in this match-up. A slight silver lining is that Disco Kid's shine can't trip duplicates; at least you'll know who to attack.

♪♫ Extra Animations ♪♫

Up Taunt - Boxercise Pose
Disco Kid strikes an oh-so-familiar, yet scary as f*ck pose. You want a picture? I...I don't know about this, but...here you go.



Side Taunt - Lack of Enthusiasm
Disco Kid grins cockily and calls out, "Step it up! Where's your hustle?"

Down Taunt - Three-Step Program
Disco Kid does a calf-stretch, while telling his opponent, "I've got a three-step program for you. I punch you. You fall down. I win!"

Entrance - Opening Act
Disco Kid does a little dance in the background, beat-boxing, "Ooh, aah, ooh, uuh!" to himself. After a second, he jumps into the foreground, spreading his arms and calling out, "You ready for this? Dis-co Kid!"

Victory Pose #1 - Disco Champion
Disco Kid beat-boxes in place, sounding more energetic and excited than usual, then spreads his arms wide and declares, "Fan-tastic!"

Victory Pose #2 - Maniac
Disco Kid performs a rapid stepping-dance to shake his arse while moving back and forth onscreen. After a few seconds, he spreads his arms wide and looks up to the heavens. Anything is possible!

Victory Pose #3 - Man in the Mirror
Disco Kid holds up a mirror and peers at his reflection, his teeth shining brightly. He comments, "Uh-huh! Hey, good-lookin'!" After a while, the shine reflecting from his teeth to the mirror and back gets too intense, and Disco Kid pulls out some sunglasses to keep on admiring himself.

Loss Pose - Depression
Disco Kid stands dejectedly to the side, holding a stick, tied to which is a sack of his belongings and his gloves. After one last, sad look at the victors, Disco Kid walks sadly offscreen. He almost quits after losing like this in a cutscene...until he discovers boxercise, that is.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
I'll definitely admit this: Samus remix was rushed. I rushed it, not really trying to pull everything together into a package. So I basically foresaw it getting bad comments. I was definitely in no position to make a Samus remake, the only reason I did it was to get the idea out of my head and to see if I can improve my writing style over Banette. Samus remix was a horrible set and Im VERY glad that another set was posted over it. Everyone, PLEASE ignore my set above and don't comment on it (Don't vote for it all either, not that you would), comment on Kupa's set.

[size=+2]Disco Kid[/size]
Straight away, the colours for this set are quite fitting and the music symbols in the headers look win. While reading the set, some of the attacks were quite humourous, exploiting Disco Kid's homosexuality. Rubbing you backside on foes? Sounds like lots of fun. Certain poking fun at stuff can also be found in this set (Namely a certain Situational), but it's not a bad thing by any means at all.

As for the set, you do make it decently clear that Disco Kid is a combo-orientated character (Not heavyweight). Giving the reader a heads-up of what the playstyle is before-hand has been something you've done well in the past.

The Neutral Special clearly helps with the playstyle, seeing as it sets up his combos as well as making Disco Kid difficult to approach from the front. It's definitely not a broken move, seeing as there's some good lag to it and that Disco Kid starts off with bad priority. So Disco Kid needs to set-up his priority with Side Special and U-tilt? There's a difference in between them when you look at them closely though, but it would be annoying to play as a character who has to set-up his priority before hitting, seeing as foes could interrupt, but it would make for decent time against trap characters.

Even when Disco Kid actually gets a hit in, he does seem to be a bit underpowered, seeing as his kill percentages would be like Sonic's, except that Disco Kid does not suck. If perhaps his main KO moves could KO a foe 30-50% earlier, it would probably make him a little less underpowered, seeing as having to set-up makes Disco Kid a bit more underpowered.

The move interactions are perhaps, a little bare. It's not a bad thing, a nitpick, but you seemed to have placed the Down Special in the set and perhaps not have given it much great use, except as a approaching tool. The rest of the set is farily well thought out, I like the fact that you have to tap the buttons to the beat for both his Side and Up Specials. This helps the set stay into character, the writing style even strongly supports this upon these times.

Overall, I'd say he's a pretty good set of yours. My only small thought is of his slight underpoweredness (If you don't think he is, it's fine by me, it's just a thought) and the Down Special not totally helping too much. I prefer The Great Mighty Poo to this set, seeing as how his set flowed together quite nicely, all his Specials interacting and only having one KO option.
 

mars16

Smash Lord
Joined
Jan 11, 2009
Messages
1,087
Location
Columbus Ohio
3DS FC
5429-8906-2115
http://images.google.com/imgres?img...=/images?q=Conker&hl=en&safe=active&sa=N&um=1

Conker the Squirrel

Basic A
A,A 1%2%

For-Frying pan 10% Good knockback but slow and has low priority.

Down-Tail Sweep 5%3% Like fox's but weaker and faster.

Up-Knife 3% Throws a knife upward, good range but weak.

Dash-Flame thrower 12% Good range long ending lagg.

Aerial A
A-Kick 6% Its just weak.

For-Chain saw 18% Low knockback but good stun effect, good for combo's.

Down-Sword Drop 24% Like Links but slightly stronger.

Up-Bone wack 15% good damage nice knockback

Back-Shotgun 16% good range, nuff said

Special B
B-Pull out bat put away bat.

For-Bat swings 10%6%4%

Down-Low swing 18% good knockback, just slow.

up-Third jump, very low for a recovery jump.

Z Grab
Pummel stab 4%

For-Shotgun 16%

Down-Cut 6%

Up-Pan smack 13%

Back-Kick 5%6%

Smash attacks

Side-Frying pan 13%-25%,good knockback

Down-Tail spin 5%-15%

Up-Shot gun Charge 16%-36% nice damage.

Conker has strong attacks with good range but they have high ending lagg.

Conkers is a slow runner low jumper also falling from certain hights will damage him.

Conker is a very light character.

Pros
Range
Power
Priority
Air mobility

Cons
Weight
Attack end
jump
Recovery
Low knockback

Taunts

/\ Lights a smoke and puts it out

\/ eats a hand full of chocolate

-) Slaps his hands together as if he finished some work.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Disco Kid

Despite this being the 9001st Punchout character, I was surprised to see that you managed to keep Disco Kid fresh and unique. This was mostly achieved through clever use of his blatantly gay eccentric personality and dancing obsession. Just envisioning his silly animations is enjoyable in its own right (Uair FTW!), and then you created some genuinley interesting gameplay effects, such as his UTilt increasing priority or his side special gaining bonus effects if you timed it to the rythym of the stage. The Fair and Bair may have been "mirrored" to an extent but they have different animations (lol @ Bair) and have different enough properties, and they contributed to his playstyle as well.

Now we get to playstyle. So, this time we have a combo middleweight character. My stance on combos is pretty much known by now amongst MYM, but Disco Kid has a rather original facet to his gameplay in the way he wants to set up his priority before approaching. A combo character that needs set-up? A set-up character that is preparing stats instead of laying traps or summons? Somehow you managed to make creative twists to two common archetypes and fused them together into one wholly original concept!

However, I do have a problem with this otherwise awesome playstyle. First of all, how does low priority keep him from doing combos? It hurts approaching and makes the initial hit more difficult, but when you're in the middle of a combo string priority won't matter since you're opponent can't retaliate, let alone interrupt your attacks while they're in hit-stun. Yet you seem to imply throughout the set that somehow having lower priority is going to make his combos stop short somehow. Captain Falcon still has his infamous piss-poor priority in Melee yet has godly combos, you know.

Now, to be fair, it could have been that you intended for Disco Kid to boost his priority before approaching, which would fit perfectly into the playstyle concept. But itseems that Disco Kid's combos mostly stem from his shiny teeth which I assume are disjointed, thereby completley defeating the point to his priority buffing since he has a disjointed attack for the only hit priority matters on.

So overall, this was a very promising set that was held back by a few glaring flaws. The individual moves are fun and the playstyle concept is absolutley brilliant, but because of the way a few moves work it tears the whole thing apart. If anything, I'd suggest to nerf the range on his shining teeth to be shorter than his arms, so he has a reason to buff the priority on his punches to have those make the initial hit (and the shine is used to extend the combos). So there, I just told you how to fix this potentially awesome moveset. Now go fix it and get a (super?) vote from me!

(shock) @ UTaunt
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Not to steal reception from Disco Kid (looks fairly good, although putting so much emphasis on his shining his teeth feels really lame), but...

K.Rool's List of Eligible Voters

The Villains

Hyper_Ridley
MasterWarlord
KingK.Rool
Smash Daddy
Chris Lionheart

Junahu
agidius
MarthTrinity
BKupa666

The Peons

Wizzerd
Kholdstare
Katapultar
kirbywizard
darth meanie
Clownbot
n88_2004
JOE!
SkylerOcon
Darkurai
TWILTHERO
Frf
UserShadow7898
tirkaro
KoppaKirby


That's what we've currently got. There's still a week to go, so if you're anxious to earn the right to vote, remember: you need 30 posts or 3 sets. Quite a few of you are very close, so comment away and work your way onto that list.
 

Salvo Fenris

Smash Apprentice
Joined
Oct 17, 2008
Messages
87
Location
Kentucky
Hmm... thought it might be good to point out that the OP actually says you need 30 posts or at least ONE moveset in order to qualify for voting. I believe the 3-set rule was last used in MYM4 (maybe 5, I'm not sure). And I'm well aware that doesn't qualify me still, and I'm not sure if it will make any differences to the list of eligible voters.

There's also the possibility that the OP is wrong, although I feel like I asked about that earlier on in the contest and it was treated as correct then... but my memory could be slipping. Either way, someone might want to clear that up, in case some people have a single last-minute set they thought would qualify them for voting (again, I'm not one of these people <.<).
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Disco Kid

So, I've heard a lot about this guy, and you've been working on him for awhile. Another combo character, but I'm so disillusioned by them at this point that even I don't particularly care about it. Congratulations, BKupa, you have officially found my point of apathy.

Onto the set proper, I feel a little disappointed. Stat-buffing mechanics are all well and good, but I feel that boosting priority was probably the weakest thing to strengthen. First of all, how exactly do you get a multiple of priority? Between jointed, disjointed, projectile and grab hitboxes, they're not exactly straightforward numbers. Even then, Disco Kid really doesn't need priority. Your gleaming bicuspids already give you all the set up you need for your combos, you have combo starting moves already, and once you get the first hit in, your priority really doesn't matter until you finish the combo!

The other mechanic you tackled here, the dancing to the beat, just didn't seem particularly well thought out. You have to press buttons "to the beat," but never take the time to express exactly what that means. The beat of whatever song is playing on whatever stage you're on? Even then, its not a focus of the set, only being a part of the recovery and the Side Special, which is far less important than you make it out to be.

All in all, the moveset was just okay. I don't feel you really created the playstyle you set out too. He's a combo character, but none of his combos have to do with dancing / disco really, and the dancing boosting mechanic you made pales in usefulness to your teeth shining technique. Beyond that, he's a rather straightforward character; a few clever moves, but nothing else overarching, holding the set together. Also, would it have been too much to ask for at least some of the combos you said he would have? I see a few mentions of he can use this move as a combo, but no actual details, which doesn't particularly help me get a grasp of the character.

You've done a lot better that this BKupa, and its part of the reason why I get on to you about your combo characters. You have some good ideas in here, but I feel that your insistence on making combos a focus of some of your characters detracts from your ideas rather than adding to them. If there wasn't an emphasis on combos in Disco Kid here, and his attacks did more damage and knockback, he could have been a set up character with some interesting ways to get his hits in. As it is though, it wasn't reaching the potential of some of your ideas.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Yeah, we did notice that. I do believe it's an error in the OP, because most of us have no recollection of having changed that rule. Still, a good point and thanks for bringing it up, Salvo.
 

Plorf

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




INFORMATION

Magman is not a Mega Man character. He's the boss of Neo Star in Kirby 64, and is a giant blob of lava. Not much can be said about his character: in his boss fight he was either posessed by Dark Matter or simply really angry at Kirby. Either way, he's a heavyweight, male antagonist.

Magman deals constant damage to foes. It's about 4% per second, which sounds great. This buffs his physical attacks a bit, and grabs are boosted even more. The downside to this is that Magman, although he has a lot of physical moves, those same moves add to his hurtbox, meaning the foe has more opportunities to damage him.


STATISTICS

SIZE 11/10
Dude, Magman is huge.

WEIGHT 11/10
Naturally.

POWER 7/10
No surprise.

CROUCH 10/10
Easily the best crouch in the game. Level with the floor.

JUMPS 2/10
An okay first jump, bad second.

GROUND SPEED 2/10
Terrrible. He has a good crawl speed though.

AIR SPEED 2/10
Pretty awful.

FALLING SPEED 8/10
Magman likes the ground.

ATTACK SPEED 5/10
Not terrible, actually.

RANGE 7/10
Important, considering.

PRIORITY 5/10
Lots of physical moves. A few disjointed moves.

RECOVERY 8/10
As good as Dedede's, maybe.

SPECIALS

NEUTRAL SPECIAL VOLCANO
Think of fire+rock in Kirby 64. That's this move in a nutshell. If you're unfamiliar, Magman shoots fairly large rocks out of his head like Ivysaur, though this can be aimed by tilting left or right. It snaps back to its position, however. There's similar range to Bullet Seed. You can't aim down. Each rock deals 3% and upward flinch, meaning this is clearly a damage-racker and and anti-air move. Rocks come out more slowly than seeds. Some startup, but it's entirely avoidable. Simply cease holding B before it starts. Stops aerial approaches well.

SIDE SPECIAL CONSUME
Why would you want to approach Magman, though? This is exactly why you shouldn't. This seems to be a Dedede inhale clone. It's not. It doesn't do any direct damage, just the 4%/s contact damage. That's quite a lot if Magman's feeling hungry, but this isn't only a damage racker, you know. He inhales anything tangible, so that covers projectiles, items, traps, anything within reason. That includes his own. You're able to hold this to continuously eat objects.

UP SPECIAL PRESSURE
Magman appears to take the defensive. He hardens his lower body to form a rough rocky structure with ports at the bottom. Magman sits inside while these holes emit streaming fire that holds the entire package in place. You may also move the structure somewhat. That all happens while you hold B. Upon release, the lava monster rockets skyward, trailing heat and stone remnants of the platform. He'll give the foe quite a few hits like Lucas's PK Thunder 2, complete with good knockback at the end. Main difference is the lack of damage. You'll notice passive damage is prevalent in here. Comparable to the penguin king's recovery, with charge like the smaller Kong's.

DOWN SPECIAL ROCKFALL
Magman has a split personality. I told you he didn't like foes close up. Now he decides he wants them to come near. He summons a screenful of rocks that fall for a few seconds. They're tiny with terrible priority, but deal 5% each. Rocks fall everywhere but in Magman's area. Their worth lies in their volume. There's some lag. Magman's attacks break through rock, causing a blast that deals 15% and knockback that has moderate power. If the blob decides not to attack, he absorbs rocks into his body.

STANDARDS

NEUTRAL ATTACK SWEAT
Magman doesn't sweat literally. He expunges small boulders from his body in a flowing action. They offer good protection with their high priority. Damage is minimal, however, with 3% per hit and no auto-combo system. There's average lag on the attack, purposing this as a shield, since Magman's own is mediocre. He can inch left and right while purging himself.

FORWARD TILT UPPERCUT
Not exactly an uppercut. Magman uses his lower body to form a magma limb that shoots up in front if him. It's rather tall and rather quick, with some end lag. It's only out for a bit, though through holding A it can remain. The tentacle deals around 5% damage on its own. It has knockback that can realistically kill if you're patient. Priority is bad since it's a physical move, but its range is fine. If you want an opponent out of your face, this is a means to that end.

UPWARD TILT THRUST
A good surprise move. A tentacle sprouts from Magman's head without warning. On its top it carries a rock slab cooled from inside the monster. This translates into a platform being raised from Magman that does no damage or real knockback. It just pushes foes up without hitstun. That doesn't mean it won't KO, though. It has quite the push effect. The tentacle itself deals natural damage, but pulls foes up onto the platform due to lava flow. Harsh ending lag.

DOWNWARD TILT PHOENIX
From Magman's smoldering patch, a fiery bird rises and flies forward. This has no lag. If Magman has absorbed rocks, they get crumbled out to either side of him at the same time. They're the KO hitbox of the move, each rock doing around 7% and moderate knockback. They don't have a ton of range however. Birds do. They fly forever and drop rocks on foes, dealing 5% and enough knockback. Hold down A and make them fly higher up. Don't try launching more than three, though.

DASH ATTACK WAVE
Magman arches forward with lag of Dedede's dash attack. He turns into a lava wave with great range and power: roughly downwards knockback that has killing potential. This doesn't do damage, using Magman's natural hitbox. There's also some bad ending lag. This is subverted in that he has 10% super armor before the hitbox surfaces. You can make this a meteor smash.

SMASHES

FORWARD SMASH DEFLATE
While not exceptionally powerful, this smash boasts low lag and good priority. Drifblim simply deflates himself so that he's a thin little fellow, but the force of all the air rushing out makes him lose control. The attack covers a vague range within a Bowser in front of him, but his path is random. This means that this has multiple hits, each one doing anywhere from 5-8% (7-10% charged) and light to rather beefy knockback. There are about four hits.

Again, the order of these hits is entirely random, but you can DI yourself a bit to move the hitbox. If you fully charge the smash and manage to get weaker hits in first, you're looking at around 35% and knockback that kills at 100%. Low priority. It ends with Drifblim in the air. This is pretty comical, actually. Heh.


UPWARD SMASH AFTERMATH
With no discernible charging animation or lag, Drifblim stays in a basic pose and, upon charge completion, experiences some ending lag. Obviously, the cool stuff happens while he's charging? Quite right. If anyone attacks him during the charging, a huge explosion occurs inside Drifblim expanding him to around Dedede's size before retracting.

This has short duration and high priority, but the real boon is great knockback. It kills at like 90% under ideal circumstances. It doesn't do any damage, though. If your opponent is keen, though, they'll notice that you take on a slightly different pose than normal while charging. Considering that Drifblim is a good damage-racker, this should be a no-brainer kO move.


DOWNWARD SMASH PULSE
Remember the ethereal string that Drifblim used to stay on the ground? It plays an offensive role here, quickly growing into a blinding flash that takes on a vague "U" shape. The light dissipates into a batch of mist (purely visual) that's rather like a smoke ball. It obscures the immediate area for but a moment, but it's ample time for Drifblim to pull off another quick move, like an FTilt or an USmash. It also does about 10-17% and some mediocre knockback.

The best part is that Drifblim immediately turns invisible when he uses this, like he's an octopus or something. The effect goes away when he's hit or when he attacks, so that feature has limited use. Still though, it's so so handy for escapes and mindgames. This has some startup, but is lagless at the end.


AERIALS

NEUTRAL AERIAL PSYCHIC
Ah, another useful move! Here, Drifblim conjures a cool invisible aura around him, this coming out lightning-fast. The field lasts until you press A again, actually, with the max time being 6 seconds. The thing is, it gets weaker as you draw it out, with a more forceful push at the end of the attack. That means more things will bypass the shield.

The psychic aura repels projectiles and physical attacks quite well, but it has some bad ending lag just in case you really want to use it a lot. You'll find that, even though it doesn't do damage, the "knockback" it gives out is the #1 tool you'll use to stop people from hitting you. It also has a neat interaction with the next move...


FORWARD AERIAL WILL O WISP
From his , Drifblim fires out an eerie bluish flame thing that's about the size of two Olimars. This has average lag, but it's not a very strong attack. It only deals 6%, but has some knockback that can't kill... ever. I forgot to mention that this is basically a projectile: this has a range of up to a Bowser in front of you.

Speaking of forgetting, I told you that clouds couldn't be destroyed. Well, I lied. This move alone can destroy clouds in a fiery burst that deals 10% and the same knockback as the FAir itself. Oh yeah, and one more thing. When used while Psychic is active, the flames from this attack circle around Drifblim, acting as a barrier aainst anything, really. The ghost fire is a high-priority hitbox that does 4% and little knockback on contact. While the shield's active, the aura still decays, but since there's now an actual hitbox in here, you'll still cancel more attacks than otherwise. High priority.


BACKWARD AERIAL SWITCH
Without turning around, Drifblim phases out this carbon copy of him, only it's blurry like Lucario's counter. It's only meant to last a moment, and during that moment, you'll switch places with the copy, or tap back to stay where you are. That alone is good for mindgames, but this also does damage. It's not much, maybe 6% and minute knockback, but the point is it has no lag, and isn't punishable, really. It's also a substitute for an air dodge, if you really feel you can't live without one.

UPWARD AERIAL WEATHER BALL
Attacking again from the cloud on his head, Drifblim shoots out this weird little cloudy ball that quickly travels upwards with fairly little lag. Upon hitting an enemy, it explodes with, oddly enough, ice damage of 5% with slightly downwards knockback that, again, can't kill. It can travel a Ganondorf up.

This is boring unless you hit a cloud, in which case it'll start sleeting. Sleet goes down forever, dealing 2% per second in nonflinching hits. It lasts until the cloud disappears, so endless rain is indeed possible. If you grouped clouds, this gets you a huge area of affect and a very nice damage-racker. Combined with an Ominous Wind, you have a mobile hitbox, albeit an easy-to-escape one.


DOWNWARD AERIAL TETHER
Okay, so the down special is useful and all, but without this you'd be screwed in competitive play. Drifblim launches out a ghostly string downwards about one Snake height. This is kind of like Sheik's chain, there being a sweetspot at the tip that does more damage. The sweetspot deals 10% damage and set knockback downwards, whereas it does 6% and like, no knockback otherwise.

Anyway, if you're close enough to hit the ground with the tether, it'll stick to the stage, anchoring Drifblim in place. From here he can use his ground moveset, or his "KO" moveset. Yeah, these are the only moves of his powerful enough to knock someone off the stage. If you need a better angle to hit with something, hold down to move lower, and up for higher. To get back in the air, simply jump. It couldn't be easier. Very low starting lag, okay ending lag.


THROWS

GRAB PICKUP
Drifblim can only grab in the air, since he grabs from above. So what he does here is pick the foe up and carry them beneath him, but since he still has to float in place, Drifblim automatically lightens up to lift the enemy. The more the enemy weighs, the more weight he loses when picking them up. Drifblim also loves stealing from Arche, so he's going to be able to carry the foes freely, however slowly.

PUMMEL TWIRL
This is rather simple. Drifblim spins with the foe, doing 2% per hit. It's spammable, though. Spinning will increase the hitstun of each throw, since enemies need time to recuperate from being dizzy, yes?

THROW UNBURDEN
Now, Drifblim doesn't have four unique throws. Since he's in the air, it's be rather awkward anyway. Instead, each throw does 6% and some below average knockback. Hey, you can't expect much, anything more would permit spikes. Anyway, you can grab foes who've been hit by a NAir, which is basically Drifblim's take on shield grabbing. When the opponent is thrown, Drifblim suddenly springs upwards, due to the weight he had to lose to remain aloft. Extremely difficult to punish, this.

SUPER

SUPER ATTACK BEREFT
When Drifblim gets a Smash Ball, which is a pretty easy task mind you, he moves to the top of the stage and drifts far away. Must mean a storm's coming... Moments later, ghostly winds arrive on the stage that blow everything to the left at a pretty deadly rate, these being inescapable. To make matters worse, huge whirlwinds appear that are similar to the tornadoes on Hyrule Castle in SSB64. They'll spin you about and launch you upward for 40% and some awfully high knockback.

The tornadoes are not incdarkredibly common, but you'll want to avoid them for sure. This final smash lasts 17 seconds, which is either a waste or unbearably long, depending on existing environmental conditions. Either way, your foes will end up being windswept. This is actually a very loud, scary super attack.


PLAYSTYLE

Drifblim's game is hide and seek. Often times the opponent won't be able to hit him, and when they have the opportunity, he can take defensive measures. He's really annoying to fight, actually. Whether it be trying to penetrate Drifblim's Psychic shield or pdarkredicting where he'll appear next, it's a huge challenge to win against him, even though he's combo bait.

Drifblim's attack speed can get really annoying, especially when he's manipulating you so so easily with a down tilt or launching projectiles at you from above. Though if your Drifblim is really spammy, you can guarantee you'll be able to get past his attacks, since they have awful decay at times. Another weakness is his difficulty in getting to the ground. If Drifblim's foe can pressure them enough, he'll never have the opportunity to KO.

Speaking of KOs, there are a couple of tricks in landing them. Hypnotizing the enemy can either make them vulnerable to a Forward Smash, which is often the best move to use in this case. Though if your opponent decides to attack right after they wake up, An USmash is really great. If you don't want to rely on smashes, there's always a well-placed utilt or ftilt, and if you're desperate, neutral a.

You have a great grab game as Drifblim. It's good if you want to drag a foe into a raincloud, but it's ideal for setting up combos as well. DAir is a good move to use after this, considering it has a large hitbox, but any aerial will do. Up throw combos well into ground moves, since they space the foe, allowing a tether.

By the way, gameplay without your FSpec is awful. Drifblim can't solely rely on a down special to get him to ground anyway, so Ominous Wind is often a blessing... it can even gimp! However, if you hit a foe with it, they're more than likely to combo you half to hell if you don't bring protection. For such reasons the NAir, FAir, BAir, and DSmash exist. If you can't reliably "shield", try a "dodge", and if that doesn't work, just go invisible to plan your next move.

Drifblim is an odd specimen. He lives in the air, he's extraordinarily shy, he falls UP... Don't think he's god tier, though, since pressure can potentially shut Drifblim down. He's not underpowedarkred, either, he has far too many useful moves. He's just different is all. A bereft spirit.
 

_calming_rain_

Smash Rookie
Joined
Feb 11, 2009
Messages
10
Location
my home is classified
here's my second move set
Espeon​
Espeon, the sun pokemon. Espeon is known for reading air currents with its sensitive fur to predict the opponent's moves. Espeon is a psychic type pokemon.



Stats

Attack- 6/10
Espeon is a decent attacker, being just above average with power and knockback.

Attack Speed- 8/10
Espeon's natural speed helps out her attacks, which execute quickly and have short lag.

Range- 9/10
Espeon's tilts have long range and she has 2 great projectiles.

Size- 5/10
Espeon is close to the ground, being a quadruped, but has a fairly long body.

Weight- 5/10
Espeon isn't particularily heavy, but isn't the lightest character either.

Ground Speed- 8/10
Having 4 legs definately helps out anybody's dash speed. Espeon's speed is similiar to Zero Suit Samus's

Aerial Speed- 6/10
Espeon's aerial speed is about average. She isn't floaty like Peach or Zelda though.

Jump Height- 6/10
Espeon's jump height resembles Luigi's.

Traction- 7/10
With 4 legs, Espeon can maintain balance easier.



Standards

Neutral
Espeon jumps forward slightly, kicking with both of her front legs and does another jump forward, tackling straight ahead. This deals 2% and 3% damage respectively and has little lag.

Forward Tilt
Espeon swings her tail in front of her dealing 8% damage. This has little knockback and hardly any lag.

Down Tilt
Espeon gets down on the ground and fires a purple psybeam forward from the gem on her forehead. This has a range of about 1/2 of final destination and travels about the speed of a ray gun shot. Deals 9% damage and has poor knockback.

Up Tilt
Espeon fires a psybeam straight upward into the air, reaching up to about 3 stage builder blocks high. Deals 9% damage with poor knockback.

Dash Attack
While running, Espeon vanishes, then reappears about the length of 1 stage builder block. Espeon cannot be harmed during this attack, which deals 5% damage. This move is very fast.


Smashes

Forward
Espeon's tail reaches forward over her back shooting a crescent blade of purple psychic energy directly in front of her. This deals 17-20% damage with decent diagonally-upward knockback. Has slight start up lag and ending lag.

Down
Espeon creates 4 spheres of purple psychic energy in front of her by pointing her paw at the ground with a slight start up lag. Upon creation, this deals 15-18% damage with decent knockback. If this move does not hit a character upon creation, the spheres slowly rise up in the air at a speed of a party ball ascending. Coming in contact with these spheres deals 3% damage per sphere with no knockback, but with hitstun.

Up
Espeon jumps up just off the ground and stamps her front feet into the ground. Golden stars rise up on both sides of her, about 1 stage builder block high. This deals 15-18% damage with good upward knockback. Also has slight start up lag and almost no ending lag.



Aerials

Neutral
Espeon creates a sphere of light pink psychic energy around herself after somersaulting in the air. Enemies can't pass through the sphere, but only projectile attacks can. The sphere lasts for about 1 second. This move has almost no start up lag.

Forward
Espeon spins around side to side while surrounded by three golden spinning stars. The stars are about capsule sized. If the A button is held down, the stars rotate around Espeon about 1 time. The stars complete their rotation in about half a second. The stars deal 4% damage, which hits 3 times (1 for each star...). If the A button is not held down, the stars fly outward from their current position in a straight line (seen in the image below), until they collide with something, dealing 4% damage per star. Weak knockback when the A is held. This move has some start up lag, but no ending lag.


Down
Espeon swings her tail in an arc below her dealing 8% damage. This move has a weak spike, similiar to Zelda's down aerial when sour spotted. This move has slight start up lag.

Back
Espeon swings her tail in a circle behind her, similiar to a propeller, dealing 3-4% damage each hit and does a maximum of 3 attacks. This move has no knockback and little lag.

Up
Espeon jerks upward a little and bites upward for 10% damage. This has very little lag and has good knockback.



Specials

Neutral- Swift
Espeon fires 5 golden stars from her mouth forward. These stars travel in a straight line, yet have different angles; some can travel at a very slight diagonal up or down, while others resemble straight paths (seen in the image below). These stars deal 3% damage each and reach across 3/4 of final destination.
(apologies for the poor MS paintwork)

Forward- Psychic
Espeon manipulates characters or objects with telekinetic power. If forward B is tapped, the nearest object or character within 2 stage builder blocks is flung forward surrounded in a light purple energy. Objects hurled this way are treated as if they were smash thrown. Barrels, party balls, and crates travel twice their normal throw range. When used on a character, the character is flung about 3 stage builder blocks forward, dealing no damage. If forward B is held, Espeon can manipulate objects with the control stick while holding B. Espeon loses control of the object when damaged or when B is released. The object still has its momentum when Espeon stops controlling an object, so it still does damage if thrown normally. This deals damage, as stated above, if the object was smash thrown. The objects move at about Mario's dash speed. The forward B version of the move must be used on the ground and does not work on characters.

Down- Reflect
Espeon creates a wall of light, transparent purple energy as the gem on her forehead glows red and she firmly stands in place. This wall is about 2 stage builder blocks high. This wall can be held in place by holding down down and B. When down and B is held, the wall remains in place until the button is released, or Espeon takes damage. If down B is tapped, the wall is created and lasts for about 1.5 seconds. This wall acts like a normal wall, which can't be passed through. Attacks don't pass through this wall, but projectiles are reflected back at the angle which it hit the wall. The wall cannot be broken, but it functions like a regular wall for wall clinging and wall jumping.

Up- Morning Sun
Espeon jumps up about as high as Luigi's super jump punch and does a somersault in midair. During the somersault, a sphere of white light is created which is a bit smaller than a party ball. The sun heals Espeon at a rate of 1% damage per second and increases Espeon's jump height and movement speed by about 1/4. The sun vanishes upon taking a total of 12% damage.



Throws

Grab
Espeon creates a big ring of purple psychic energy in front of her, which quickly closes around an enemy in front of her.

Pummel
Espeon constricts the ring of psychic energy quickly, dealing 2% damage.

Forward
Espeon blasts purple psychic energy diagonally upward at the opponent for 12% damage.

Down
Espeon lifts the enemy telekinetically, the enemy still surrounded in the ring, and slams them into the ground for 10% damage.

Back
Espeon rotates the ring in a circle around herself and releases the enemy as they are behind her, sending them flying. This deals 10% damage.

Up
Espeon flings the enemy binded in the ring straight upward for 11% damage.



Final Smash- Future Sight
Espeon yells out her name as a purple energy is seen launching out of the gem on her forehead up into the air. 3 seconds after this, the stage is bombarded with beams of deep purple psychic energy. Beams are about 1 stage builder block wide. Contacting a beam deals 24% damage with good knockback. This attack lasts about 5 seconds. Each piece of stage about 1 stage builder block wide is hit by a beam about 2-3 times, essentially covering the entire stage with this attack.



Playing Style​
Espeon's playing style is based mostly off her use of projectiles and defenses. She is good at racking up damage at a range, then dashing in to finish with a quick smash. Her down tilt has a long range which can be used in combination with swift and psychic to rack up damage on the opponent. Reflect can be used to punish other projectile users and defend against melee attacks. Morning sun helps heal Espeon and increase her mobility. Her dash attack is very good, it can be used to help position Espeon or safely get around an opponent. Espeon wins the fight when she fights at a range, abusing enemies with projectiles and her solid defenses, then charging in with a fast hitting smash.



Situationals

Ledge Recovery Attack- Espeon climbs back up on the stage and swings her tail in front of her for 6% damage.

100% Damage Ledge Recovery Attack- Espeon slowly climbs back up and tackles forward for 7% damage.

Getting Back Up- Espeon rises up and spins her tail in a circle for 6% damage.


COMING SOON: Magikoopa!
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Why's there spammy wammy in the thread? Well if it gets the thread going with wonders, then maybe onto it. I feel happy that Im on that voting list, it's been a huge leap forward from MYM5 for me I guess. But I have a question here, I not being able to address it on the chat: Can I remake a character I've done, but with a completely different moveset, or do I have to wait for MYM7 (May not even get it done with the short time left). I believe this was addressed by kirbywizard who wanted to remake Bear Hugger, though some of the villains had mixed feelings about the whole thing.

Anyway, onto my POWER COMMENT (Im quite proud of myself that I can write a comment about a moveset that's as long as someone's such as HR or Wizzerd's. If I went back over other MYM6 sets from the past, I probably would have different comments on most of them).

[size=+2]Espeon[/size]
It's your second set in MYM6, which shows your dedication to MYM (You're so close to being able to vote). The timing of your posts is good as well in terms of reception, seeing as how you would wait for 15 posts on a single page if you wanted to have your set posted right at the front. I see with the stats you've used some good colors, and upon closer inspection, they mean well to the set. Espeon only weighs 58 lbs. in the pokemon games, so I'd personally classify that as being a 3/10 rather than a 5/10. Putting down the weight, jumps and aerial movement could maybe give Espeon a blind spot in it's stats to balance it.

Anyway, as for the attacks, they are developing in terms of creativity, which is a plus for this set. The images for the complicated attacks also are good to make the attack a lot more clear to the reader, and respectively coloring in the A and B buttons is also quite helpful. The set also looks like one could design it into Brawl, kind of like Mia.

If you were wanting this set in Brawl, I'd kind of say nerf the stats like as of before, seeing as how each and every character in Brawl should have at least (And probably more than) one stat that is a bad for them, such as being slow or light, unless the character's moves were bad enough that it would be a balanced thing for them.

A move in this set that got to me was the Up Special, Morning Sun. The attack kind of lacked detailing such as if Espeon helpless falls afterwards (Though it's basically common sense anyway), where and how long the sun is positioned for and kind of seemed broken. It is however a very creative move, and it could easily be a move that one could focus their playstyle over.

Speaking of playstyle, it's decent enough so that one could follow it, probably better than Mia was. It's probably not your priority to make the attacks all flow together for a playstyle (There are movesets that want that kind of thing), though later on you could aim to if you wanted to do that to please everyone, though I won't judge the set that way since you're a newcomer and everyone takes their time to improve their sets.

Overall this set is an improvement in my eyes, slowly building up slightly. It really does seem as if you want these characters in Brawl, seeing as how the sets are suited for such thing. Now you can go get Magikoopa done, seeing that Mia was done shortly before this set.
 

mars16

Smash Lord
Joined
Jan 11, 2009
Messages
1,087
Location
Columbus Ohio
3DS FC
5429-8906-2115
DARTH VADOR

Basic A
A,A,A,A-4%4%4%5%

For-Kick 13% Like Ganandorfs but has more knockback lower priority

Down-Slash 13%

Up-Slice 13%

Dash-Sword Spin 14% Slow but has no ending lag

Aerial A
A-Spin 13%

For-Sword thrust 3%4%5%

Down-Sword thrust 15% Nice spike

Up-Slash 13%

Back-Slice 14%, great range

Special B
B-Ultimate Cyber 13%-60% Very powerful when fully charged but hard to hit with

For-Combo 5%4%4%5% Hard to connect with but it does good damage

Down-Counter 13% Strong counter has high ending lag if missed

up-Sword spin 16% Very low recovery, worser then Links

Z Grab
Pummel-Nee 3%

For-Poke 13%

Down-Slash 16% does damage but no knockback

Up-Throw 5%

Back- Slash 14% good Damage but no knockback

Smash Attacks

Side-Hyper cyber 13%-30%

Down-Low slash 13%-24%

Up-Cut 15%-26%


He has good power and Priority and nice attack range and also has good weight.

His speed sucks and his recovery sucks, he has to many lagy attacks.


Pros
Power
Priority
Atk Range
Weight
Counter

Cons
Dash speed
Recovery
Attack end
Roll dodge
Falling speed.... its to fast
Air mobility

I'm just doing this for fun
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
HOLY BANANAS I'm an eligible voter. To be honest I haven't been paying attention to MYM as much after my 3-part set. So I won't be quite sure who to vote for considering that I've read few movesets this time around. (K. Rool's Zant is the only one I can remember at the moment)

Anyway, Disco kid is a cool moveset. You seem to have really streamlined your writing style (in a good way), Kupa. Some of the attacks are a bit perverse but I can't really take points off for that considering your previous set. :p (I lol'd in real life when I read the grab)

A combo-oriented character that greatly benefits from setting up beforehand seems like a new concept. Having his priority buffed in order to combo is nice and all, yet I don't feel it's as useful as you claim it to be. However, Disco Kid shining his teeth really adds a good bit to the playstyle, and it's balanced IMO.

Nothing fancy for the organization, yet it doesn't need to be. Music notes fit fabulous disco kid quite well, and the colors didn't cause severe eyestrain. Very inviting rather than intimidating. The pictures helped me understand the moves a lot better. (Nice job on the Michael Jackson gif)

I wouldn't call this the best punch-out moveset, or your best moveset, but Disco Kid is fun to read and has some great ideas.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Espeon-King K Rool's already made an Espeon set, but this one is okay. You've put some effort into it and it looks like the detail is pretty well-leveled.

Vader-I had this elaborate comment about how much this sucked and how you would and should improve for a next time I don't really want you to get, but the comment was deleted when Crashboards happened. You're lucky your self esteem survives another day. fix your grammar and spelling too. Also, If this was a joke and you can do better but didn't want to, I will kick you're *** so hard you will taste ****. Sorry for profanity but I feel this guy deserves it. no redeeming or advice except for this:

please put effort in your set if you do another. If you cant even follow basic standards, GTFO.
 

_calming_rain_

Smash Rookie
Joined
Feb 11, 2009
Messages
10
Location
my home is classified
Espeon-King K Rool's already made an Espeon set, but this one is okay. You've put some effort into it and it looks like the detail is pretty well-leveled.
Oh, I was unaware of this... the rules say that there can be more than 1 of the same character if they have varying differences right?

And i also have a question for anyone. When a moveset is submitted, can the set be edited or is the submission final?
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Oh, I was unaware of this... the rules say that there can be more than 1 of the same character if they have varying differences right?
certainly. In fact, that's really only if someone is making a set for a character that theyve done in a previous contest.

And i also have a question for anyone. When a moveset is submitted, can the set be edited or is the submission final?
Yes, it can be edited as much as possible to the Poster's desire. If you do, though, it'd probably be more polite to let everyone about it in a post and maybe a link to it too if it's a bit far back in thread.
Answers are in red.

only 5 more posts YES!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
I had no idea we were keeping the old system of voting eligibility. I thought we wouldn't need it, what with the new system. It feels weird having so many voting Villains compared to voting Peons.

I guess there's no getting in the way of Rool and his creepy secretarianism fetish.either that, or noone else is pulling their weight. Poor Rool...

Clearly Goldwyvern wants to vote. What's the point in making him spam 5 more posts?

This is not a particularly helpful post. I'm only partway through Disco Kid, and I really don't have anything to add to the sets since then. 6_6
 

Meadow

Smash Apprentice
Joined
May 4, 2008
Messages
197
Location
Herndon, VA
Oh, well, it looks like I've been doing my same old routine again. I hope everyone is doing well! I hope I don't sound too rude or greedy if I request to post my moveset sometime soon; I've just finished the bulk of Toadsworth's moveset, which are mainly his attacks, and I'll get around to tweaking some things...~ Things aren't really shaping up to be any different, though...I'm sorry. I know it's awfully sudden, but please forgive me.

But, I'll just start out with the most recent movesets, since I had time to skim through them while BB Coding my own (And it's still not completely perfect or finished! :[ )

Espeon was a nice read, for someone who's new to the contest, sort of like me (In experience, I'd say I'm still new >_<; I still don't get how things are ... um, run around here). You did a good job with the colors and organization; it catches the eyes and doesn't strain them. You could make a few improvements here and there such as centering the titles of each section, or making them slightly bigger size than the move names, but those are just really small complaints.

Your detail was balanced and easy to read, but you could use a bit more elaboration on things, especially the throws, in my opinion. (Heck, even I still have trouble knowing how much is too little detail and how much is too much.) The diagrams for your Forward Air and Swift are nice and helpful; maybe you could use those two attacks as a base for your...um, explanation of your attacks!

I've just gotten into 'working' on the Playstyle section for my moveset as well, so I can't give much input on that. But from your description, Espeon seems to play like any other Smash character would; not saying that's a bad thing, since it's great that it seems plausible to use in SSB, but the moves don't really...mesh together. That's a problem I'm facing, so I've been trying to fix it.

Sorry if I offended you or anything. ^^' I hope I helped you a little bit, I'm sorry.

It's nice to be back, if only for a week or so!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
... That's not a whole lot of eligible voters. Just wondering, if we have two solos and a joint, is that still viable even without 30 other posts?
Yep, that counts.

I was just wondering if we could ask for favors here?
Um... yes?

I'm a peon? Know your place, fool... :evil:

In all seriousness, I'm reading Disco Kid now, so a comment on him will be edited into this post.
I'm sorry, evil overlord! Please forgive me! :scared:

HOLY BANANAS I'm an eligible voter. To be honest I haven't been paying attention to MYM as much after my 3-part set. So I won't be quite sure who to vote for considering that I've read few movesets this time around. (K. Rool's Zant is the only one I can remember at the moment)
Oh, we're going to be having a clause to voting - you have to advertise at least three sets - so if you just take your time and read the best of what's linked, I'm sure you'll catch up just fine, Frf. ;)

I had no idea we were keeping the old system of voting eligibility. I thought we wouldn't need it, what with the new system. It feels weird having so many voting Villains compared to voting Peons.
It does, doesn't it? There are quite a few people on the cusp of eligibility, though, so we'll see.

I guess there's no getting in the way of Rool and his creepy secretarianism fetish.either that, or noone else is pulling their weight. Poor Rool...
Fetish? Bah! I'd go with compulsion, myself. :urg:

Clearly Goldwyvern wants to vote. What's the point in making him spam 5 more posts?
I dunno. I just compile the results. Over and over and over and over...

This is not a particularly helpful post. I'm only partway through Disco Kid, and I really don't have anything to add to the sets since then. 6_6
This matter-of-fact observation made me chuckle. Not very helpful, maybe, but amusing, which is almost as good.

Oh, well, it looks like I've been doing my same old routine again. I hope everyone is doing well! I hope I don't sound too rude or greedy if I request to post my moveset sometime soon; I've just finished the bulk of Toadsworth's moveset, which are mainly his attacks, and I'll get around to tweaking some things...~ Things aren't really shaping up to be any different, though...I'm sorry. I know it's awfully sudden, but please forgive me.

But, I'll just start out with the most recent movesets, since I had time to skim through them while BB Coding my own (And it's still not completely perfect or finished! :[ )

Espeon was a nice read, for someone who's new to the contest, sort of like me (In experience, I'd say I'm still new >_<; I still don't get how things are ... um, run around here). You did a good job with the colors and organization; it catches the eyes and doesn't strain them. You could make a few improvements here and there such as centering the titles of each section, or making them slightly bigger size than the move names, but those are just really small complaints.

Your detail was balanced and easy to read, but you could use a bit more elaboration on things, especially the throws, in my opinion. (Heck, even I still have trouble knowing how much is too little detail and how much is too much.) The diagrams for your Forward Air and Swift are nice and helpful; maybe you could use those two attacks as a base for your...um, explanation of your attacks!

I've just gotten into 'working' on the Playstyle section for my moveset as well, so I can't give much input on that. But from your description, Espeon seems to play like any other Smash character would; not saying that's a bad thing, since it's great that it seems plausible to use in SSB, but the moves don't really...mesh together. That's a problem I'm facing, so I've been trying to fix it.

Sorry if I offended you or anything. ^^' I hope I helped you a little bit, I'm sorry.

It's nice to be back, if only for a week or so!
Oh, hey, Meadow! Glad to see you around here! I can hardly wait to see Toadsworth, so just make sure you sneak him in under the deadline. ;)
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
I'm just doing this for fun
If you're doing this for fun, then okay.

So does everyone have to advertise 3 sets later on? Actually, I kind of remember this from the end of MYM5 where Sakurai, Gwen, Zasalamel, Ryuk and Alphonse were all advertised by various people. I guess you perhaps do it in the chat or in the thread, but it sounds fine to me.

Free page up for grabs, so somebody post a moveset.
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
Here you go, 2 sets from me now, I'd advise you to take breaks in between these sets


Maximillion Pegasus


Profile

Maximillion J. Pegasus, known in Japan as Pegasus J. Crawford is the President of Industrial Illusions and the creator of the game of Duel Monsters, and owns many cards that have never been released to the public. Pegasus was the first villain to star in the anime “Yu-gi-oh”. He owns a private Island called Duelist Kingdom, in which Pegasus resides in a castle in the centre of the island. He possesses the Millennium Eye during the Duelist Kingdom saga. He tries to take over KaibaCorp and gain possession of the Millennium Items to combine KaibaCorp technology with the items in the hope of reviving his dead wife, Cecelia. Pegasus wanted to take control of Kaibas technology and Yugi Motos Millennium Puzzle, and by getting their attention, he stored the souls of Mokuba kaiba and Yugis granddad away, and to lure them in, he sets up a card tournament. His plan was looking successful, and Seto Kaiba also lost his Soul to Pegasus, but Yugi, using their “Mind Shuffling” between each version, Pegasus lost the game, and as he promised, he let the souls of the 3 characters free, before losing his Millennium Eye to Bakura in a Shadow Game (which involved firing Egyptian LAZERS!!!).

Pegasuses deck consists of playing the Magic Card “Toon World”, and has a deck practically filled with “Toon Monsters”, which can only get sent out with Toon World in play. Pegasus also used “Relinquish”, which was supposedly created exclusively for the math with Yugi.

In Smash Bros (Quite important MYM-boys)

Pegasus appears at the back of the stage when he appears on the screen; Pegasus doesn’t do any psychical fighting himself. When Pegasus enters the stage, we see him place down the Magic Card Toon World, which first appears, and then Pegasus will place a Monster card down on the field! You control the monster!

Toon World is what takes the stock away from Pegasus. If Toon World has took over 80% damage, it takes knockback at this stage, and since you have no control over it, it’ll fall down and lose a stock. So with your monsters, you have to protect it at all times. Monsters take normal damage and knockback as well (the main percentage), but underneath the main percentage is a picture of Toon World and its current health. Toon World is about 1 stage builder blocks big

You can only have ONE MONSTER on the field at a time, and you’ll notice that its random what monster you get. Once Toon World is destroyed or you get sent off the screen, the monster doesn’t come back to play. How do you get another monster you maybe asking? Well listen up:

Pegasus has the cards in his hands! At the beginning of the match, he only has 3 cards, which is shown towards the screen for every player to see! With Pegasus’s Neutral B, you can draw a card EVERY 15 SECONDS, and that card will be shown to everyone as well. To play a card, you have to press Down B, if the card can be used there and then, Pegasus will play the card face up, and whatever card it is (Magic or Trap cards), it does its effect. If it can’t be played then, it gets place face down in front of Pegasus (doesn’t interfere with game play), and automatically flips up, and deals its effect when the appropriate time is current. To actually SELECT a card, you use side-b, and on the current card your on, it has a white outline around it, and then press down-b to play it. You can only have 3 Magic/Trap cards down at only one time.

IF you use up all your cards up or you can’t pick any more up, after you use the last card (should be a monster card), it takes a whopping 40 seconds to put the deck back in.

You might be thinking: But you can counter and anticipate everything Pegasus plays if you know what card he has! Kind off true, but Pegasus has also got the ability to turn those big pictures of a card around, and play cards like that by holding down the shield button. Still useless you say? Well, with the taunt buttons (Pegasus gets no taunts, m’kay), You can shuffle the current set of cards around, you can fake the highlighter to go somewhere, but actually select a different card, or make the highlighter simply disappear. You have to mindgame your opponent, and fall into a trap without them knowing what you placed. It might be hard, but you may only have time or enough fingers to do one thing at a time.

When the monster you were playing dies, if you only have one monster card, it automatically plays that card; if you have 2 or more in your hand, you have to manually select which monster card you want to choose, so you have to select quickly, or Toon World will be gone. Toon World will appear slightly to the left/right of the spawn point, and that the monster card will be out in the spawn point. If Toon World gets took of the screen, it returns to the middle of the stage for every stock after the first one.

ALL MONSTERS get their own limited set, and the available monsters will be listed below, along with a list of Magic Cards and trap cards. And since you may only have one monster card on the stage, there is no Thousand Eye Restrict for you.

ALL MONSTERS NEUTRAL A AND NEUTRAL AIR WILL BE THE MONSTERS SHIELD, AS THE SHIELD BUTTON IS FOR PEGASUS (PLUS NO MONSTER HAS A DOWN SMASH!)

Pegasus’s Cards Commands moves:

Neutral Special: Draw Card

Pegasus draws a card into his hand. This can be randomly from the below lists of cards, and the deck is always random every match. This can only be used every 15 seconds, like I stated before. This has a bit of start-up lag for Pegasus, and that he can’t use down-b for a few moments, but he can do any other actions he can do, and Monsters are unaffected. You can only have 6 cards in your hand at one time.

You obviously need this move to draw more monsters, magic or trap cards, otherwise you’re defenceless, and that you have to draw cards to get those monsters. Massive part to Pegasus’s game (otherwise he doesn’t have one).

Side Special: Select Card

With this, you can select other cards in your hand, and you know this as there is a white outline around the card you’re on. You can do this at any time, and you can left or right depending which way you hold down this button too. You wouldn’t want to place a card which doesn’t do anything for you, and simply blocks up a space for the amount of magic or trap cards you have.

If you selected a card already, you can press Side-b again as soon as you let go off side-b and chosen your card. When you select another card, it highlights BOTH CARDS FOR 3 SECONDS, and then afterwards it’ll only highlight the last card you selected. How is this helpful in anyway? Well, you can use Up Taunt to switch the cards around, to make the opponent even more confused.

Down Special: Play Card

After you used side-b to select the chosen card, you have to actually play it with this move. This has a bit of lag for Pegasus (which he can’t use his neutral special for) as he raises the card up in the air then into his duel disk. If it’s a card that can be played at that timing, Pegasus places it face up, and if it can’t be used then, it gets put face down and automatically unleashes its effect as the destined situation is fulfilled. This has to be used quickly when your current monster has died and you have more than 2 monster cards in Pegasus’s hand, and you have to rush before Toon World gets took of the screen.

Shield Button: Only I’M allowed to look at other players hands!

You can hold this down as long as you want. This makes the shown cards turn around, so that the back of the cards are shown to the screen. Now all players can’t see the hand, including the Pegasus player himself, so you have to be sure if you selected the right card. Also mix and match with the taunt buttons to make full use out of the secret playing game.

Up Taunt: Shuffle Hand

If you haven’t select 2 cards with Pegasus’s side-b (I’ve already stated the card switch in the side-b), Pegasus’s WHOLE hand will be swapped around (the cards go behind one spot, and then spreads out afterwards). The whole shuffle hand doesn’t really do much for you that much honestly. The main use of this is too following it up with the other 2 taunts, confusing the opponent, and thinking it’s a different card.

Side Taunt: bluffing with the highlighter

Now this is a bugger. With this, the highlighter LOOKs like it moves to a different card, but actually, the real highlighter is invisible and you can move it at the same time. The highlighter also looks identical to the norm, so it’s all about bluffing the opponent, thinking that you’ve chosen the same/different card while you haven’t.

Down Taunt: Hidden Highlighter

This is simple; the highlighter simply disappears, so you have to remember where the highlighter was, and move it accordingly. Simple ay? Probably the least problematic taunt effect out of the 3, and is a pure guessing game which card you used for the opponent, unless the opponent remembers all of the cards.

Pegasus’s Attacks:

Up Special: Ancient Egyptian Laser Beam

You know it makes sense! Got an opinion about this, why not keep it to yourself MYM-boys? Pegasus exclaims “I’ll protect you lovely Toons”, before his millennium eye flashes bright white before sending out a red laser beam in the same spot as the closest opponent to you. The laser beam is very thin, about the size of a Deku Nut. The Laser beam reaches anywhere from where Pegasus is standing, but the laser beam is blocked by main platforms. The laser beam does 17% and mid diagonally upwards knockback with great priority. This has quite a bit of start-up and ending lag, and during this time, Pegasus can’t use Neutral B or Down B during this time. If Pegasus hits the opponent, he exclaims “Your safe now my precious Toons”, and when he misses, he shouts out “Noooooo!”. Since this is Pegasus’s attack, your monster can still attack as normal. Pegasus can’t use this for 10 seconds afterwards.
[17%]



Down Smash: Stop! Counter Time!!!

In the anime, Pegasus could read other peoples minds and see through their minds, and with this, he can counter the opponent easily. Pegasus goes “How predictable” before his Millennium Eye flashes bright yellow. If you do this before 5 Frames or less of the opponents first hit-box, the whole screen will dim, and The opponent is frozen for 2 seconds, allowing you to attack the opponent with ease. You can only do this every 11 seconds. This has extremely low start-up lag and ending lag, and with the same as the above move, you can’t use Neutral B or Side B. If you miss this, Pegasus will go “Whaaaa? But how?” If you do this in a four way, if more than one opponent had a hit-box within the next 5 frames, all of them will become frozen, and other players are free to move as usual. This is a hard counter to perform, but you get a free 2 seconds to charge a smash or something, plus it doesn’t affect the monster.

Monster Cards:





Magic Cards:





Trap Cards:





Final Smash: Shadow Realm

Pegasus gets the power of the Final Smash (What a selfish git, the monster did the hard work), and then he says “Lets add a little bit of spice into this match shall we?” or “Behold the power of my Millennium eye” and then he’ll say “We’ll enter the shadow realm”. Then, about 1.5 times the size of a Smart Bomb; we see darkness making a circle on the stage. If anyone’s outside the Shadow Realm, they cannot get in, and they will simply be mirrored to the other side of the shadows, and get their second jump back.

If anyone gets trapped inside this, they become 0.5 slower and weaker, and if they get hurt over 110 – 150% (depends on how heavy the character is), they’ll fall to the ground like when they lose all their energy in stamina mode), losing a stock. This also deals 2% for every second. Also, if the opponent is too close to the edge, evil dark hands try to grab them at a slow rate, and if they do catch the opponent, you can button mash to get out of it, or they’ll lose a stock to the shadows, muhahahaha! How evil, such as camp character turned into a mad man. That gives us the lesson of the day, don’t bitch about camp/homos, their fucking mental. This lasts for 11 seconds before this ends. This always happens in the centre of the stage.

Maximillion Pegasus's Playstyle

Toon Worlds unique traits and stock taking qualities contain pros and cons, as you can quite imagine. The pros of this means that even when you die with your chosen monster, you don’t lose a stock. This in itself is a plus, as you can place a monster right after you die, being a constant threat to the opponent. Even if you have no monster cards, you have some magic and trap cards which help let Toon World survive longer. I must say this now though, use the magic/trap cards in moderation, imagine using your defence cards in your first stock, so you live a long time, now you used them up, now all you have is monster cards, the forecast of your future stocks is much, much shorter than your first one. That pro could be crucial to you, so try and sustain Toon Worlds have as much as possible. The Con? Toon World, however, forces every monster to play a 3/4 camp game in order to protect Toon World to the maximum. Toon World is like a baby, it is vulnerable, so you need parents to care for it (IE: you). Some characters are lucky enough to avoid this force (Blue eyes Toon Dragon {to a degree with his down tilt}, Toon Summoned Skull, and Relinquish), some characters are already defensive (Toon Mermaid), but those characters aren’t totally affected by Toon World dominance play different to the rest of the monsters. You get ***** in a free-for-all unfortunately.

“I suggest if you use the GC controller, change the C-stick to Specials, this makes it easier to use the monsters attacks while selecting other cards and playing them at the same time”

The monsters movesets are all different than each other, although some share similar qualities. This is what could put a ton of people from even touching them. However, if you have a character which has 8 characters that all have different playstyles, surely one of them surely counter all character at least. The problem is that I said ONE character, which means you’ll likely only use the one character once a match, and then you could be a disadvantage for the rest of the stock. This is the flaw of this character design, and that there is a total of 8 characters to use, played with Toon World, the card mechanics and tricks, the use of Pegasus’s attacks, and the need of more fingers.

Thankfully, the use of Magic Cards and Trap cards make the situation a bit easier to handle. Against trap based characters, they’re a bunch of trap cards to counter their traps. About to get KO’d by a big fat ugly smash that would toast you normally, use Negate Attack and then counter according to your character and the situation. Toon World in trouble? Use Toon Defence/Toon Briefcase to last that bit longer. What to deal cheap damage to the opponent? Use Shadow Toon. Seriously, there might be an answer for everything, but you can only the same card once, so be wary when you use it, so it isn’t a complete waste of time. Oh, and if the opponent knows what cards you play, they can react accordingly, not fall for the trap, and that would make you waste on of your card spaces. I know some cards don’t need the opponents falling to work, such as Pot of Greed, but some do. Did you forget something?

There is a way to stop the opponent reading your moves, with the use of the taunt buttons and shield button, you can make it hard for your opponent to remember or guess which card you used. However, this needs your FULL concentration to make this at all useful; you might even trick yourself XD. You might think “lol, I can place this card when nobody knows what it is, he’s bound to fall for it”. True, but you could make the opponent fall for your trap, and use all of those taunt inputs to make your opponent less likely to predict which card you do. And also, what if the opponent doesn’t ever fall for the trap? You wasted a space for another magic/trap card, which could’ve actually, you know, benefit you.

Did you forget that Pegasus have 2 moves as well? Since its Pegasus’s own moves, they are constant throughout a match, but they have a time limit on it. So there is a counter and an attacking move ay? The counter move is hard to polish off consistently, but if you succeed, you can do a free-smash on the opponent (as it stops time), so it’s much better than those generic counters, but is incredibly hard to time. The other has quite a big hit-box, but is predictable, and is useless on huge stages where platforms are plastered every where (think Temple and Onnet), and only useable in a certain part of the stage. However, since Pegasus can’t be hurt, what’s not to hate? Of course it is definitely a plus if you hit the opponent with the moves, but it doesn’t hurt you if you do miss.

So, with combining all these mechanics together, Pegasus is a character who picks upon the opponents own falling as they enter a trap of some kind, Pegasus is bound to have at least one character that is the best out of the rest of the monsters in a match-up, so you want to be learning them. Pegasus is also a forced camper as well, who only lets his monsters out of a close area if they are sure they will succeed in their plan, which makes it hard to play the monsters ideal playstyle. Being a camper means he needs to capitalise the best defence options for the monster, and some are clearly better than others.

So how well does this forced guardian playstyle make out to be? Well, you would think that it is all doomed to failure right? Pegasus is a HUGELY flawed character, 8 monsters, has a lot of predictability if you don’t use his card mechanics to the best, not always completely in control of your own character et cetera. However, Pegasus has a bunch of broken features! The ability to start a stock again if you have Relinquish and his ritual, having a 2 on 1 capability, some infinites, free damage to the opponent, and some cards and moves that are stalling and encourage the defence style, having trap destroyers, and lag enabling and counter moves, and also having at the same time the unpredictable factor as well.

This character is full of depth, the need to learn each match-up closely, the best possible (and maybe legal if your in the competitive scene) stage for a match-up, learning how to handle the card mechanics with your limited fingers, the need to understand each card and monsters playstyle as best as possible. This character has flaws which also make advantages, which also make the flaws as well. The design of the character make this an unwanted character, but some of those attributes are something you want. Some characters shut some peoples games completely, especially those trap based characters, those stalling cards which make TSS and Toon Mermaid such horrors to face and their tricks, this is a character who would be very underrated.

Authors View

Ah, glad that is over and done with; it was about time it was finished, just before the end of the contest, how splendid. It was the first and last time I’m doing this, I understand that doing a multiple set is a load of balls, so if you’re asking for a massive joint set, congrats, you have a higher IQ than me. I was foolish to do this, and that I carried through with this. It was fun, yes, something that would win? Did you read this in the end? If not, then obviously I can understand. The main page of Pegasus is 3,500 odd of words, each monster was about 3000 words, maybe a bit less, so just by Pegasus and the monsters it is about 27500 words, plus if all magic cards were about 150 words, and that there is 11 other cards would make the total amount of words about 29150 words. So if you read all of this, you deserve a cookie, a house, and £10.

In short, what most of you are going to say:

Tl;Dr
 

dancingfrogman

Smash Ace
Joined
Jan 3, 2008
Messages
862
Location
United Kingdom, Birmingham
Switch FC
3133 8842 3910
This set looks slightly better than the previous


Votarch



* King Dededes Rank A Castle Guardian *


Yes, Votarch is King Dededes most powerful guardian. Votarch is just a reptile… but he is one of a kind, he is the smartest reptile going, and had a blade for the tip of the tail. After Dedede recently failed to defeat Kirby once again, he was walking back to his humble home when he saw this magnificent beast. He was working on a mind control mask which inherits strength and smartness, which was originally planned to be planted on Kirby or one of his loyal pals. King Dedede took the beast into his castle… by capture, so the beast was distressed. King Dedede planted him in a chamber which he forced the beast into this mask. After this, Votarch is now a minion of King Dededes! He tested Votarchs strength against Waddle Dees, and he was surprised by his mind power and psychic strength, and how he forced them to attack him, as the reptile moves at such a slow pace. King Dedede was glad and planned to take him to the front line, but even with mind control, he moved just so darn slow, so he planted him in front of his castle, staying as a guardian. Dedede realised he could force Kirby to him, and hope that Votarch destroys him completely. The King is now on the quest to kidnap Kirby’s best friend, or just take all the food from dreamland.
(he would be a boss in a game)

So basically, this is a reptile with a bladed tail, psychic ability, a lack of quick movement, his psychic ability means he gains great strength in some form. You’ll be surprised what he can do with his body.

look here, he is just an OC for the Kirby universe, do you need to know anymore?



Strength - 8/10
Walking Speed - 1.5/10
Dashing Speed - 2.5/10
Direct Range - 5/10
Indirect Range - 9/10
Weight - 6.5/10
Size - 6.5/10
1st Jump - 7/10
Short Hop - 2/10
2nd Jump - 6/10
Fall Speed - 5.5/10
Aerial Movement - 4/10
Crouch - 7.5/10
Traction - 7/10
Others - Crawl

Above Average
Average
Below Average

This character seems to have a healthy balance across the stats. He has great range on his disjointed/projectile moves, and has high jumps (the short hop is perfect for his aerials). He also has some very powerful moves, but is countered by the moves that lack to do much damage/knockback, and that he has slow movement on the ground and in the air, and also added his moveset, he isn’t suitable for approaching, and instead is based on making the opponent approach you. All the rest of the stats are average (like his weight and size {which is the height of Lucario, but the depth of King Dedede standing still}). But remember, these are just stats; they don’t really mean that much, now, look onto the set now.



Neutral Special - Projectile Gatherer

Votarch opens his mouth (mask) up, and blows a pink bubble the size of King Dedede forward a stage builder block. The bubble stays in the same place for 30 seconds before vanishing automatically, as this obviously has a special ability. What this does is that it can contain up to 8 projectiles before popping. What does this mean? This means that you can literally store the opponents’ projectiles in this, to stop them hitting you. What you can also do with this, is that if you press B again, you pop the bubble automatically, making projectiles going out in a possible 8 directions (up, down, left, right and in the mid point between them) with the original, damage, speed and range. However, if another projectile hits the bubble after collecting 8 projectiles, it simply pops with the projectiles disappearing. This has low start-up and ending lag, but you can only have one placed on the screen at one time. (This stops any up coming effects to take place from the projectiles, and then resets it as soon as you press B, so even the trusty grenades can be swept up)

This is useful for stopping campers, in the air and on the ground since of the directions it sends the projectiles, so it is a way to encourage campers to approach you. Plus, you can move away from the bubble and continue you own thing, and since it has low lag, you can simply place another one down as soon as the first expires.
[Damage varies]


Side Special - Psychic Wall

Votarchs brain glows bright pink briefly as you press this, and then straight afterwards, a pink transparent thin but tall wall (tall as in from the top death boundary to the bottom) appears very quickly right behind the closest opponent. This has little start-up lag, but has quite a bit of ending lag. This is literally a wall, the opponent cannot go behind that spot for 8 seconds. There is nothing else to this move, a part from it could potentially block out opponents in free-for-alls, but who cares? This makes up for a great mechanism that stops all run away characters, and since of the low lag, you can trap the opponent with you, but it does have some ending lag, so be aware of that. You’d want to use at the start of a match, especially on small maps such as Pokemon Stadium to stop them planking.
[0%]


Up Special - Mind Levitation

Votarchs brain goes bright blue this time, and then after a brief moment, his whole body will have a light blue outline. At first, he shoots up 2.5 stage builder blocks upwards, and then for 2 seconds, you have control over where Votarch goes with great control about the speed of Marios run. You can go up, down, and any where else going forward, you cannot go backwards. This has quite a bit of start-up lag, and enters free-fall at the end of this, which has quite a bit of landing lag. However, if you hit the floor in the middle of this, there is no landing lag. However, at a price, this doesn’t auto-sweetspot this recovery in any part of the move a part from when he enters free-fall. This is a great recovery, but don’t go into the lip of Final Destination, please. You can’t really use the landing lag to much use though. This does no damage/knockback at all.
[0%]


Down Special - Mechanic Shredder/ Move Disable

Votarchs brain flashes a colour while tilting towards the camera, this is based on the effect it does. This has NO start-up lag, but has quite a bit of ending lag. This move has multiple effects in it, but only the top priority one takes place, if the opponent doesn’t have the criteria, it moves onto the next one. I’ll order these 1 – 3, with 1 being the most priority! This effect happens to the closest opponent (this has infinite range and happens at any time, nothing can stop it {other than disabling this}).

1. Global Mechanic Remover –

This is the most powerful move. This eradicates a mechanic that is constant across the whole set, and disables it so there is no plus for the opponent. This move destroys mechanics such as Lucarios aura (his strength will constantly be like at 0% and on even stock), and Ice Climber synch (Popo or the one AI controls when they are de-synched, so you have no control on the other one, say good bye to those infinites). You can only do this once a stock, and that this effect lasts for 30 seconds. Very game destroying, especially for a lot of MYM characters, although some actually hinder them, so don’t use this then. Use this at the start of a match.

2. Move Mechanic Remover –

If the opponent doesn’t have a global mechanic, it moves onto this. Out of the last 10 moves the opponent last did, if they did 5 moves that consisted of a mechanic of sorts and it removes them, or changes them to the worst possible move you can use (Charging a move is a mechanic, luck is a mechanic, whatever is your definition of a mechanic is). This effect lasts for 20 seconds, and you can only do this twice a stock if this effect successfully occurs. This is a great move to use, this’ll stop those characters storing those charge moves, and this’ll force Game and Watches to look on at pity when they constantly do 1s on their side-b (they shouldn’t be using this anyway), and this’ll stop peach having any luck picking up a bom-omb or stitch face.

[color="#CCCCC"]3. Move Disability –[/COLOR]

Even if this doesn’t meet the criteria of any of the above, then this will simply just make the last move the opponent does from being used again, and the next attack input they do, and if you do this when they are in the middle of a move, this disables it as well, but this doesn’t always occur for obvious reasons. This lasts for 13 seconds, and you can use this 4 times a stock. This is great if you are being picked of by the same move, such as King Dededes down throw (it’s a successful chain-grab), but you get sent a tad forward than normal, so there is a chance to do this before being grabbed again, even if you dodge, you move so slow anyway, so it’s useless to do so anyway. Many moves that play a part to the characters game will simply just not work, and they’ll need to think of other plans during the time limit (Poor old whorenado won’t be so useful here). Very useful.
[0%]



Neutral A - Brain Piercer

Votarch moves his head diagonally downwards at first, and his Brain will glow a bit, and a little pink visual effect similar to Lucarios aura on the down smash, or any of his smash for that matter. The visual effect is about the size of Kirby. This has little start-up lag, coming out on frame 4, the hit-box stays out for 4 frames as well, but has quite a bit of ending lag for a simple neutral a move. If the opponent goes into the pink visual effect, they automatically turn around 360 degrees, and then pink slashes and quick slash sounds occur, lasting just 0.4 seconds before the final slash sends the opponent away. This does 10%, with the final hit doing low-high diagonally upward knockback with quite a bit of hit-stun. This always do the max damage; the opponent cannot DI out of this fortunately for you. This is a grab box, melee attacks won’t out beat this. This is great for an easy 10%, and is a great lag punisher if the opponent is up close, however since of Votarchs low movement, it is quite hard to follow up with.
[10%]


Dash Attack - Psycho Charge

Votarch dives forward, and in mid-air, his brain flashes bright blue, and then he floats forwards as quick as Metaknights dash 3 stage builder blocks forward (he floats half a stage builder block off the ground) with blue energy flowing off the front of his head (visual effect). This has quite a bit of start-up lag, and slightly more lag on the cool down. The hit-box of this move is the entire body (floating in mid-air, Votarch is about 2 stage builder blocks), and has above average priority. This does 10% and mid horizontal knockback with the aura effect. This could’ve been a good approach, only that he has a ton of lag in it. He is meant to be a defence character, not an approaching character, so this plays no good to his game whatsoever. Every character has a bad move somewhere!
[10%]



Forward Tilt - Come Closer

Votarchs tentacles underneath his head open up extremely quickly, and a hole appears in his body as he does this. The grab box first appears on frame 3!!! However, the grab box lasts until frame 8, and he has quite a bit of ending lag. The grab box is also quite big, those tentacles have decent range on them you know. So what does this do ay?

When grabbed, the opponent will be in the clutches of those tentacles, and they will make the opponent sink into his body. After a second pause, Votarchs mouth opens up, and shoots the opponent diagonally downward to the ground with a small warp star as well. When they hit the ground, the warp star explodes. This does 18% and very diagonally upward knockback. This is the main way of KOing with Votarch, as it is insanely powerful in terms of knockback. So to make use of this, you need to punish the opponents approach with this, as this most likely beat out most moves in terms of how fast they come out. If that is proving troublesome, you have to use your dragging moves and stunning moves to make it all the easier for you.
[17%]


Upward Tilt - Stinging Stab

This is simple, unfortunately. Votarch goes upside down, slashing his bladed tail upwards in the sky (with the slash visual and sound effects). This has low start-up and ending lag, which also has some decent upward range, and has average priority. Boring ay? Well, this does 7%, and this stuns the opponent for 0.7 seconds, and the stun also makes the opponent go downwards as well. This might seem an awesome move in terms of its effect, but however, the hit-box is very small, being the blade of the tail and slightly around it, making it incredibly hard to hit a grounded opponent with. This move is an anti-air approach, and it links incredibly well for the forward tilt, and you might want to force the opponent into the air with moves like his down tilt.
[7%]


Downward Tilt - Tail of Woe

Votarch sticks his tail into the ground quite quickly, and after 0.5 seconds the blade of the tail shoots up right underneath the opponents’ position on the ground. When the tail shoots up, a pink layer around a stage builder block radius away from the tail appears. When the tail itself successfully hits the opponent, it does 12% and it stuns the opponent for 3 seconds with great priority. While it is unlikely that in a one on one match they’ll hit the puddle, but the puddle does 6% and frozen in a purple ice block for a maximum of a second. The tail stays out for 20 frames (0.3r seconds), while the puddle stays out for 40 frames (0.6r seconds). This has quite a bit of start-up and ending lag, and is punishable if the opponents right close to you. You want to use this when the opponent is quite far away, and it can force the opponent into the air initially, and if you hit the opponent with the tail, then it could set up a KO move for you, or if they are quite far away, you can force them close into you.
[12/6%]



Forward Smash - Attack Corrupter

Votarch tips his head downwards a bit, so his brain is pointing horizontally, and then the brain then shoots out a black beam 1.5 times as fast as Sonics run speed. The beam shoots out the distance of 2 battlefield platforms, and is also the size of Kirby tall. This has a bit of start-up lag, and quite a bit of ending lag. This is like a grab-box, you won’t collide with this. If this hits the opponent, they turn inverted, and during this time, if you press an attack input (also grab and then do a direction), it quite literally corrupts it. You do the inputs in the space of 1.5 seconds, so make your decision quickly. This effect lasts for 9 seconds, and you can’t do this again if one effect is already on tack. Only when you fully charge this you can corrupt 2 moves instead of 1, if you let go of the charge before then, nothing is different. So, what are possible effects this could change, well, it’s random, but it could be any of the following list:

Lack of hit-stun - Well, most moves have little hit-stun, but this delivers no hit-stun what-so-ever, meaning KOing moves are no longer as effective, as you can just use an aerial then recovery instantly.

Cut Knockback - knockback is cut in half, meaning they KO at double the percent than the normal percent. Set knockback is set for a reason, they don’t have any knockback growth, so they don’t change.

Knockback/Projectile direction change - This just changes the knockback direction to upwards, diagonally, horizontally or the mirrored direction. Projectile direction are changed in the same way

Hit-box alter - This changes the hit-box of the move to more horizontally, upwards, diagonal or whatever. This does not affect projectiles or throws, so this random occurrence won’t happen.

Charge alter - This might make the move charge go downwards if it’s a auto-charge move, make the weakest charge strongest in stead of when its fully charged. Obviously only works with chargeable moves.

Lag switch/extension - This either switches the start-up and ending lag (and landing lag for aerials) around, or extend either the start-up or ending lag longer by 1.5 – 2 times longer.



So why use this? Well, while this might not totally disable the opponents’ moves like with his down b, but it can sure screw the opponents’ movement completely, and that only YOU know the opponents move you disabled, and there is no indication of which effect took place until they do the move. although it requires the opponent to be right up close to you work, it is very useful. Facing a King Dedede? Choose the down throw, OR, rather, NOT choosing it, as that’ll be one of the things you want to corrupt, so they will think of using a different move instead, mindgames son, use them.
[0%]


Upward Smash - Attracted to my Brain?

Votarch looks upwards a bit, and then his brain flashes pink with a slightly pinkish glow. After this slight pause, a pink beam that looks similar to ROBs weakly charged Neutral Special and is about the same size as well shoots up from 90 degrees upwards to straight forward depending on where you aim this. If you hit the opponent with the beam, the beam stuns the opponent, spins around the opponent and pulls them directly in front of you with 0.5 frames of hit-stun. This smash has a grab-box instead as well. This has quite a bit of start-up and ending lag. This always does 6%. Charging this just increases the range of this, and the beam comes out the speed of Wolfs Blaster and lingers quite a bit. When uncharged, this goes just the size of Ganondorf away, while when it is fully charged, this goes about the range of Foxes up-b. This is a great move to force the opponent to approach you, due to the huge range of this fully charged, and that this provides as an AWESOME anti-approach, since it is a grab box which lingers for a while, so this will be a great move to force the opponent into thinking of new tactics.
[6%]


Downward Smash - Rubble Crusha

Votarch turns towards the camera, and he lowers his head so only the brain can really be seen. The brain then flashes purple, and the floor around Votarch will flash purple as well, and then some of the ground rubble levitates in a huge clump the size of 2 stages builder blocks going horizontally, and one stage builder block high (each rubble individually is about double the size of a bom-omb). After a pause, Votarch looks upwards, and the rubble falls to the ground. During the pause it is in the air, if you tap in the direction you want, you can make the rubble go outwards further, with the rubble slowly spreading away from each other, and the faster you tap it as hard as you can, the further/fast it goes. The rubble can go a maximum of 3/4 of final destination length away, at the maximum speed of Sonics run. At the end of the pause, the rocks drop downwards until it hits an obstacle, which it then disappears instantly (they fall as fast as a fast falling Fox).

This has amazing priority when the rubble is clumped together, but very low if they become individual. This has quite a bit of ending lag, and Votarch has more ending lag than when the rocks hit the ground, making him very punishable due to the large amount of ending lag. When the rubble is clumped together, this does 25% (33% fully charged) and high (very high knockback fully charged) vertical knockback. When they become individual, they only do 4% (6% fully charged) and extremely low (very, very low knockback fully charged) diagonally upward knockback. There is about 15 pieces of rubble. This is a great KO move, as it has such great priority and covers quite a large space around Votarch, but is very punishable if you miss, just like most heavy hitters smashes. This can also be used as a great projectile, as there is so many rubble individually, it makes it incredibly hard to dodge them all, and that you can cover a great range as well, but is hard to use consistently due to the lag, so you should use this when you are one edge of the stage. Mastering the use of this move
[Weakest possibility: 4 – 6%. Strongest possibility: 25 – 33%]



Neutral Aerial - Extraordinary Obstacle

Votarch goes into a circle in the air, and then a see-through box appears after 0.25 seconds after you first do this, and then when you move, you go out of the box. The box is 2 stage builder blocks wide, and a single stage builder block high. This has low start-up, but has quite a lot of ending and landing lag, but you can only have 2 on the stage at 1 time. This is literally an obstacle, the opponent can jump on it or walk into it, but for Votarch, you can walk into it just fine. However, this can take 30% before breaking, and lasts for 8 seconds. You can hide in the wall if you do this near the ground for a short time, and you could do it in the air, making a platform so the opponents jumping and approach has to be timed or changed differently.
[0%]


Forward Aerial - Hoop of Energy

Votarch angles his body horizontally, and then he spins around while the brain flashes pink and sends a pink hoops the size of Kirby (being slightly smaller the hole) forward a stage builder block. The hoop tilts forward slowly on its own, and it takes 12 seconds for the hoop to do a full circle. You can only plant 2 of these at one time on the stage. These do not disappear EVER, until the opponent goes into them, or you use back-air, which has a special effect on this (described the paragraph below). This has low start-up lag with quite a bit of ending and landing lag. This effect is also like a grab-box, how many are there in this set =S. When the opponent goes into this, they get wrapped around by the hoop, and they’re stuck in mid-air just like a grab, and has the same effects as one as well (harder to break out the higher your percentage is), and deals 6%. What you could do is plant 2 hoops right next to each other, get the opponent trapped, and use the other one to use the back-air interaction.
[6%]


* Forward Air + Backward Air Interaction *

When the yellow bulb of the back-air reaches inside the hole, the hoop explodes with great yellow energy, as big as 2 stage builder blocks wide and thick. The yellow bulb comes out incredibly fast, moves at just a slower speed than Foxes blaster. This puts an extra hit-box out, it doesn’t take out the back-airs hit-box. This is extremely powerful, doing 19% and high knockback almost as strong as one Zeldas lightning kick. This has great range as I said, so make use of them along with those stunning moves as well. Use them to your advantage man.
[19%]



Backward Aerial - Striking Tail

This is ridiculously generic! Votarch looks backwards and sticks his tail outwards, and those yellow bulbs at the end of his tail light up, just for visual effect. This has little start-up, ending and landing lag with average priority. This has a sweet-spot at the blade. The sweet-spot does 14% and mid horizontal knockback, while the sour-spot does 10% and mid-low horizontal knockback. This also has decent range and the hit-box is the bottom half of his body. This can be used as a great zoning move, just as good as Marios/ Luigis/ Wolfs’ back-air.
[14%/10%]


Upward Aerial - Psycho Pain

Votarch looks upwards, and then pink explosions that resemble a travelling dins fire in shape (but pink{!}). About 6 pink explosions occur all around his body (up, middle, down, and that behind as well), and then directly upwards, and then a massive pink explosion that has the same hit-box as snakes grenade, ending this move. This has little start-up, ending and landing lag, but causes great hit-lag. This also has sub-par priority, and also hinders his mobility and fall speed by half. The 6 explosions do a total of 12% (2% each explosion), but has hit-stun that DOES NOT go upwards, but it is a bit hard to DI out of, so you’ll hit with all the hits, but not the final explosion. The final explosion does 15% and high-low vertical knockback. This has 2 purposes, to damage rake the opponent if they get too close, and to KO the opponent at high percents when they are above you. This can also eat some shields away as well. However, this move has very low mobility, so it is hard to use this constantly, and takes time to use it to your advantage.
[12% (6 multiple hits) + 15%]


Downward Aerial - Heavy Brainwave

Votarch goes upside down, and then his brain lights up yet again, and makes a little brain wave as thick as a bom-omb around the brain, making a little thud sound. This stops momentum in a similar way to Ivysaurs down-air. This has quite a bit of start-up lag, and has quite a lot of ending and landing lag with great priority. If this hits the opponent, their legs/feet/bottom turns bright purple. What does this do? What this does is if the opponent is in the air, this delivers a 3 frame hit-stun, but they fast-fall 1.2times faster than in metal. And once they hit the ground, they cannot jump off the ground!!! This effect lasts for 7 seconds, and CANNOT be stacked. This deals 9%, and this has quite small range. This is a great gimper if the opponent is off the stage, but more importantly is having the opponent the inability to jump, this can be game destroying, especially for characters like Jigglypuff and Wario, whose ground game and movement is sub-par to their aerial game, and that Wario has grab release shenanigans, making this match-up harder for him. A great move, use it!
[9%]



Votarchs brain does a small brain wave that goes out a third of a stage builder block in an arc that slowly expands outwards to the range I already stated god **** it. This means this can actually grab characters in the air, and they are stuck to his brain. This has 7 frames of start-up lag, and has a slightly longer dash grab and pivot grab (they have 9 frames start-up lag), but the dashing grab is lower, and can grab crouching characters.


Pummel - Brain Pump

Votarchs brain quite literally pump very quickly, and makes a low toned “har” sound each time you do this, making the opponent flinch. This has quite a large pause between each pummel compared to a majority of the Brawl cast (slightly longer than Bowsers grab). Each pummel does 3% but stales to 2% after 2 uses fresh.
[3%]


Forward Throw - Gravitational Push

Votarch lowers its head, and then swings his head forward with the opponent attached, always pushing them away 4 stage builder blocks away, and doing 8%. This has little ending lag. This is a great move to push the opponent back to trying to defend again, and at the edge of a stage it could be used as a gimp move. You could follow this up with a down tilt, stunning them, walk a bit forward, use up-smash, and then grab the opponent again, although it can be DI’d away when it becomes to predictable.
[8%]


Backward Throw - Duplication of the Guardian

Votarch turns transparent for 0.7 seconds, and then he makes an exact replica pf himself, which moves behind the opponent. The Votarchs move backwards 1 stage builder blocks, and the opponent must hit one, otherwise after 5 seconds, Votarch gets bored and then throws the opponent down a semi-spike backwards, doing 12% and high-low knockback. During the 0.7 second, you can aim which duplication is the real one (with left and right respectively). If the opponent hits the real one, it does the normal knockback/damage of the move, but if they hit the fake one, they get shocked, doing 1.1 times more knockback and damage than the original move. This has a bit of ending lag. This is used for the mindgame effect, which is powerful depending on the opponents move, but since this is a 50/50 move, it is too unreliable to use, beside, the opponent could just use a projectile and/or a jab. This “mindgame” falls through.
[12%/ 1.1 times more than the original move]


Upward Throw - Prophecy of Death

Votarch looks towards the camera with his head hold down, and the opponent gets spun in the air slightly going upwards, and then he looks upwards, and shoots a pink laser that goes straight upwards to the upper death boundary that is about the width of Yoshi (this doesn’t really matter, the opponent will always get hit by the laser beam). This has a lot of ending lag, and has unbeatable priority that matters in 3+ player matches. This does 13% and high knockback that can KO the heavies about 120% at least. A great KO move, use this on the lower ceiling stages than on the huge ceilings (like Jungle Japes and New Pork City). Use this at high percents, as this is incredibly punishable at low percents (this has Huge knockback growth to make it to that power).
[13%]


Downward Throw - Horror Seizure

Votarchs psychic ability pins the opponent onto the ground, and then they turn blue, having a fit similar to when they are about to be ***** by Bowsers down throw, doing electrical damage to the opponent. After this, they have to move away similar to Snakes down throw. This does 9%, and also has a bit of ending lag, making it suitable for a different attack, as his movement is quite bad. A great follow up move, indeedy.
[9%]




Mind Control

Votarch gets the Final Smash, and the whole screen turns light blue. Then, the closest opponent to Votarch turns light blue as well, and is under the control of Votarch. This effect lasts for 10 seconds. You control the opponent with 1.35 times more slowness, and receives 1.3 times more damage and knockback. You can attack with the controlled enemy, every KO with the controlled opponent is Votarchs KO, and if anyone KOs the controlled opponent, it is also your KO as well. Votarch enters the back-ground during this, so he is invulnerable. You’d want to just suicide with this, and when the controlled opponent dies, Votarch then enters the stage. Look, I hate doing Final Smashes *sob*



Votarch, in a nut shell, is a beastly defence character. Votarch doesn’t only force the opponent to approach him with his defence mechanisms, but quite literally strip the opponents’ moveset apart. This makes the opponent play in a different style, a different style compared to facing the rest of the moveset. Now, onto the main paragraphs!


The moves that ensures the opponent to approach you are: Neutral B (projectile users); Side-b (also stops any planking, and hit-and-run tactics); Down B (on projectiles); Down Tilt (hitting anywhere on the ground? This forces the opponent to take to the skies, plus with side-b, they can only really go forward); Up smash (an anti-approach that drags the opponent in a stun, that can hit opponents far in the air and on the ground as well); Down smash (spread this far away, even though this has a large amount of ending lag, since the rubble flies in many directions, it is hard to avoid). Mix these up, as the opponent can try to dodge, but there are a total of 6 moves that can be used to force the opponent to approach you, plus you have your own powerful projectile which can only be used far away, or as a KO move up-close (down-smash), and your own powerful projectile stopped (neutral b), regardless who your opponent are, they’ll have to get up-close to hit you, as Votarch doesn’t have to move much to make the opponent travel towards you, hence why he is a defence character -_-.


I also mentioned that he can whip the opponents option away, and can cause obstacles to over-come. These moves consist of the Down-b (move mechanic/disability? YES!); forward smash (a move that makes other moves unusable? I’m in, although it doesn’t completely disable them, it can cause quite the stir in the match, and that one mistake can be yours for the taken); Neutral Air (an obstacle in the air which you can hide in now, this could be used to alter the way the opponent approaches you); Forward Air (the move with the hoops that can stun the opponent in place, so they want to dodge this); and Downward Air (Not going into the air for the opponent = awesome for you, plus an incredibly easy hit with down tilt). Taking the opponents key moves is, well, key to success here. Having chain-grabs by some characters means you want to use forward smash first on the move, and then down-b if they didn’t use an moves with a mechanic or moves that didn’t use a mechanic (IE: C-stick smashes). Making the opponents with mechanics destroyed with the down-b, and generally making the opponent perform different tasks than they want to (like down-airing Jigglypuff and Wario, performing retreating neutral airs when the opponents get too close to you, and punish if you can. Using these moves to the best, make them approach in an already dangerous position, then hurl them into death.


So, what does Votarch have when the opponents up close? Well, the moves he could use are: Neutral A (great priority since it’s a grab-box, so it’s some cheap damage in); Forward tilt (by far his most powerful KO move), Up-tilt (if the opponent is in the air, stunning them into a forward tilt); Back-air (can be used as a wall, and for the forward air interaction which is a great KO move); Up-air (for a KO or for damage raking, since it has great hit-stun to make it unpunishable); and generally his grab game (can hit opponents in the air as well remember). Most of his stunning moves (down-tilt, up-tilt, up-smash) can drag the opponent into his grab or forward tilt, making it much easier to hit those moves, that’s why you want them to approach you in the first place.


Most of the above moves are hard hitting, making damage raking for Votarch quite hard, as the opponent will try to dodge as much obstacles as he can. Fortunately for Votarch, he has an amazing grab game to make his forward tilt as fresh as possible. Forward Throw can be linked into a down tilt if the opponent doesn’t tech roll away, then you could run a short distance, us an up smash forwards, grab, and repeat until you are near the edge/when the opponent realises how to avoid this. Back-throw is for mind-games, but is unreliable so you might want to pass on this throw. Up-throw is an excellent KO move choice if you decayed forward tilt too much. Down-throw can be used to follow up with a Neutral A, it’s to laggy to make down-tilt and this a chain (which would be an infinite, good ay?).


You did notice the attack stat didn’t you? Most moves do pitiful damage, but those heavy-hitting moves (down-smash up-close, forward tilt, up-air, back air + forward air interaction, and up-throw) bunked up the stat highly, but the reliable ones are forward tilt (2 frame grab-box = ****) and the up-throw. Backward Air + Forward Air interaction is so predictable, although if you ground the opponent with a down air, place towards 2 forward air next to each other, us up-smash to drag the opponent into the forward air. It’s about getting cheap damage with the throws.


Overall, many characters are in mercy to Votarch, Metaknights tornado is no longer an issue if it is disabled or corrupted, plus a disjointed a grab-box in moves such as up-smash and neutral a can just grab through it. Warios going in the air to much? Poking you with his forward air? Put a stop to that by hitting him with a down air, how you going to approach now? Votarch is a definite defence character, with such slow movement in general, he has literally NO approaches, and anyone who does is a big fat fool. His defence game has quite a lot of depth, his down air causes moves like side-b and forward air to have great applications (imagine: The opponent in pinned, a forward air is right in front of the opponent, plus you used side-b. They have no where to go, so you can stun them with a down tilt (since the hit-box lasts so long), make them stunned, hit them with a forward tilt. Or you could use up-smash, pull them into the hoop, use down-smash to finish the job. Don’t approach, and use your specials to the fullest, as I would say!


* Authors Comment *

I enjoyed doing this set, seeing as it’s one of the first true defence characters who isn’t exactly a camper, since he has no projectiles or the like to be a good spammer. I think he is a wee bit over-powered, but disjointed moves with great range is good against him, and so it pressurising him, but he completely changes the opponents game, making him an excellent secondary (the opponent will have to learn to adapt, but some are shut down with some of the options he has). One match-up that would be interesting would be facing himself. Down-b can’t really be used against itself (well it does have a mechanic with the priority thing), side-b to force the opponent to go forward? He’ll just stand there. Down tilt is the most valuable move here, this is what will make them go forward, I really just don’t know how the match-up would play out. I hopes you likes dis set, plz do, I’ll be happy!

This has 6,651 words altogether, including BBCode if that counts in word!

Next set = Doctor Ivo Robotnik

So, which do you like more ay? In my own opinion, I think this set was slightly beter, since it''s less complcated, and I knew what I wanted to do in this set all the way through (which means that the goal should be easier seen), plus it has better organisation than the above one. Seriously, don't try to do mega sets, joint or no joint, as the purpose of the moveset gets swallowed, and then it'll feel like a chore to finish, while this is meant to be fun. Oh, and that me + balance do not go.

I still shouldn't be able to vote, having low knowledge of the movesets, and thus my votes won't be justified, and will essentially be a waste. I promise to comment on as much movesets next contest, I'm not moving away from this contest at all.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
So far I've only read Pegasus' mechanics and personal moves, but he sounds really intriguing. All those various moves he has to bluff his card selections would be the start of hopefully a very deep playstyle when combined with the actual cards' effects.

Out of the monster cards, I'll at least read Toon Blue Eyes since I was looking fowards to him so much. If he turns out well then I'll probably read some more. ;)
 

mars16

Smash Lord
Joined
Jan 11, 2009
Messages
1,087
Location
Columbus Ohio
3DS FC
5429-8906-2115
Peter Griffin

Basic A
AA-4%4%

For-Bump 10%

Down-Arm Sweep 8% Couldn't think of a better name

Up-Raise the roof 9% Like Wario's but better range

Dash-Trip and fall 7%or 11%

Aerial A
A-Spin 11%

For-Clob 14% Good for a spike

Down-Fall 8%or 15% makes a hitbox when he hits the ground, pushes away

Up-Clap 13% Like Wario's but weaker, better range

Back-Butt bump 10%

Special B
B-Beer bottle 4% tosses a beer bottle

For-Tornado 13% spins like Luigi but slightly stronger and last longer

Down-Beat down 18% grabs the enemy then does a beat down

Up-High jump

Z Grab

Pummel-Punch 3%

For-Face crush 10% has no knokback, only does damage

Down-Slam 7%

Up-Uppercut 8%

Back-Club 11% Good knockback

Smash Attack

Side-Shoulder bash 13%-26% Like Wario's but has better range

Down-Spin 10%-18%

Up-Clap 14%-23% nice knockback long ending lag


Pros
Weight
Range
Above average power
Hitstun resistance
Hitbox
Recovery

Cons
Dash speed
Attack speed
Ending attack
trips more often like Luigi
Very low second jump
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Disco Kid: Drawing inspiration from both his Disco and Boxercise forms symultaneously doesn't seem to work in this instance. Disco Kid was a lot more restrained in his flamboyancy until his defeat at the hands of Mac. His new overtly provocative persona was his way of dealing with the defeat, while also him coming to terms with his true self.
The moveset can't seem to make up its mind as to which Disco Kid it wants to present and in the end shows us neither properly.
Plus, Disco Kid is a boxer. Boxers don't often attack with their pingas.

...yeah, all the obvious stuff to comment on was already taken.


Maximillion Roivas Pegasus: In all honesty I've missed sets like this that take so many liberties with how Brawl works. It's complex collision of ideas with frequent bouts of grammar errors that would make even the Count cringe. But that doesn't stop the concept itself from being irresistable intrigueing. I'm sure a lot of us now want a represent from the Pokemon Trading Card Game, just so we can imagine the two dueling.

The extreme complexity of the control scheme, something you frequently admit yourself, could have been alleviated somewhat by having his card mindgames mapped to up-special rather than his taunts, eg;
Up-special: Tap up-special to toggle card highlighter on/off. Hold up-special to reshuffle deck at a rate of 4 cards shuffled per second

Also, you shouldn't have to hold Shield down to keep the cards flipped. That'd result in your monster grabbing everytime they try to attack. Shield button should just toggle whether the cards are flipped or not.

The biggest problem for this set however, is how thinly spread it is. When reading, I got the genuine feeling that making movesets for 8 different monsters was stretching you (both creatively and grammatically). And not being able to have specials for any of them meant a lot of the regular attacks ended up being unintuitively elaborate.
The bite size nature of the monster playstyles were very digestable, and even the main playstyle shows a good understanding of the set. It's about as deep as a children's card-game at least.


Conker + Darth Vador + Peter Griffin: Annoyingly, you have the right to vote, putting you on democratically equal footing to everyone who put hours and days of effort into their work. When I think about that, and of all the upstanding MYMers who can't vote, I just can't let it lie. I will express my anger with this picture of a squirrel with a bazooka
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Wow, guys. I'm amazed at all the help, tips, and advice you are giving him! You are really helping him out! I love how you guys are giving him links to the Definite Moveset Roster:

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

And advice to help him improve his sets! Your kindness to him really makes you saints among men!

Sorry I don't have anything to add to your sets, DFM, but I'm busy right now. I might add a few comments on some of Pegasus' monsters, as I don't really like OCs.
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544
@Khold

I didn't give him anything because I thought he was a troll. *Starts reading those Frogman sets*
 

Clownbot

Smash Lord
Joined
Jun 9, 2009
Messages
1,851
Guys, mars obviously doesn't give a **** about voting, and doesn't give a **** about putting work into his sets. He's made that clear with their quality, and he even said he was only doing this for fun.

Don't scold him, don't even give him advice.
 

_calming_rain_

Smash Rookie
Joined
Feb 11, 2009
Messages
10
Location
my home is classified
Oh, well, it looks like I've been doing my same old routine again. I hope everyone is doing well! I hope I don't sound too rude or greedy if I request to post my moveset sometime soon; I've just finished the bulk of Toadsworth's moveset, which are mainly his attacks, and I'll get around to tweaking some things...~ Things aren't really shaping up to be any different, though...I'm sorry. I know it's awfully sudden, but please forgive me.

But, I'll just start out with the most recent movesets, since I had time to skim through them while BB Coding my own (And it's still not completely perfect or finished! :[ )

Espeon was a nice read, for someone who's new to the contest, sort of like me (In experience, I'd say I'm still new >_<; I still don't get how things are ... um, run around here). You did a good job with the colors and organization; it catches the eyes and doesn't strain them. You could make a few improvements here and there such as centering the titles of each section, or making them slightly bigger size than the move names, but those are just really small complaints.

Your detail was balanced and easy to read, but you could use a bit more elaboration on things, especially the throws, in my opinion. (Heck, even I still have trouble knowing how much is too little detail and how much is too much.) The diagrams for your Forward Air and Swift are nice and helpful; maybe you could use those two attacks as a base for your...um, explanation of your attacks!

I've just gotten into 'working' on the Playstyle section for my moveset as well, so I can't give much input on that. But from your description, Espeon seems to play like any other Smash character would; not saying that's a bad thing, since it's great that it seems plausible to use in SSB, but the moves don't really...mesh together. That's a problem I'm facing, so I've been trying to fix it.

Sorry if I offended you or anything. ^^' I hope I helped you a little bit, I'm sorry.

It's nice to be back, if only for a week or so!
Thank you Meadow, and no, I'm not offended. Constructive criticism is a good thing :).
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
PEGASUS: Pretty huge undertaking, DFM. Most of the sets might be a bit sub-par, but they were relatively quality as a whole. TBH, the attacks Pegasus himself uses (as well as the whole of the hub post) looked better and flowed better than the monster parts of the sets, which seemed lackluster due to a lack of a good chunk of moves. possible vote from me, if only for the huge undertaking it mustve been.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
FIENDS​

Just like ATs and pokeballs, Fiends are various characters that appear midmatch to cause havoc. Who says you have to be limited to what Brawl has, for your extras?

Fiends appear as tiny dolls, which will bounce around until eventually coming to a stand-still (they are surprisingly bouncy). When that happens, the fiend itself appears from the doll in a puff of smoke. The fiends do not have any allegiance and will simply attack whoever they can. The dolls can be attacked and launched, and are as heavy as the Soccor ball item. Since the fiends are extremely powerful, most players will team up to launch the doll off-stage, in order to prevent the fiend appearing. Like ATs, only one fiend can be in battle at any one time. Any SSE boss can come out as a fiend, whereupon they will do their (Normal difficulty) thing for 12 seconds.
Below are some of the other fiends that can come out to play;

CRYPT FIEND​

Upon being summoned, Crypt Fiends fire tiny homing projectiles after foes regularly. The projectiles have infinite range and do a meaty 20%, but can’t turn around and are quite slow. In addition, the Crypt Fiend attacks laggily and the projectile only flinches foes.

The Crypt Fiend lasts forever if unattended to, but only has 25 stamina. When it reaches 10 stamina or below, though, it’ll burrow underground, becoming invulnerable (Except for attacks that specifically go underground, like Snake’s dsmash) and heal 1% per second, only coming back up once reaching full health. Considering it instantly drops what it’s doing and burrows and gains invincibility frames, you’ll need an attack that does 11% or more to kill it.

The Crypt Fiend will fire a web at anybody in the air rather then on the ground. This projectile is much larger and travels faster, and the Crypt Fiend doesn’t have nearly as much lag firing it. However; it does zero damage and can’t home. What DOES it do? It drags the foe down to the ground and prevents them from jumping. Characters like Bowser won’t mind, but Wario will find it torture having his feet firmly planted on ground. This lasts 10 seconds.

OBSIDIAN STATUE​
Upon being summoned, the Obsidian Statue stands in place. It’s a statue, what makes you think it could move? It has 50 stamina and is relatively large. It repeatedly casts Spirit Touch to gain 10 Mana per second, and can get up a total of 100 Mana if left alone. If you start to attack it, the Obsidan Statue will start using Essence of Blight to heal itself instead of Spirit Touch, restoring 5 stamina per second. The statue will keep healing itself until it has full stamina and if it has full stamina will attempt to max out its’ Mana.

Upon getting down to 10 stamina or maxing out its’ Mana, the Destroyer within the statue will be released. . .

DESTROYER​
The Destroyer has 50 stamina and flies about randomly double Ganon’s height above the highest platform on the stage. It attacks with a rather generic, slow projectile that deals 10% and rather generic knockback. However, if it has Mana it can use 10 Mana to buff up a shot to be homing, move very quickly, and do 24% with knockback that kills at 100%, and triple the size of the hitbox. It can also devour minions, traps, and what-not to gain 20 Mana.

NECROMANCER​
Necromancers patrol the platform they spawn on back and forth, not doing anything to directly hurt foes at first. They have 30 stamina, and if attacked will instantly cast Cripple on the foe, which is impossible to dodge. Cripple cuts the attack and movement speed of foes in half for 20 seconds, so foes will generally try to avoid the Necromancer like the plague, seeing he’s harmless otherwise.

The moment somebody gets KOd, though, the Necromancer will reanimate their corpse as a skeleton. A second respawn platform will come down alongside the KO’d character’s with the Skeleton on it, who will then go about wreaking havoc. The Necromancer will reanimate skeletons every time they get KOd, so the only way to finish them off is to KO the Necromancer. Considering nobody wants to do it seeing they’ll lose their speed, though, you’ll probably drown in a sea of skeletons before long. . .

SKELETON WARRIOR​
Skeleton Warriors have a paltry 15 stamina, though their shield automatically blocks all projectiles from the front. They have a single generic sword swing attack on par with Ike’s ftilt. These fiends are relatively harmless on their own, but they’ll never cease coming back to haunt you until you KO their Necromancer. . .

ASSASSIN​
Upon doing a taunt, the Assassin instantly turns invisible. He can be attacked to be made visible for 3 seconds, though he briefly becomes visible for a single second every 6 seconds. He’ll move around with Zamus’ move speed to get to a secluded area of the stage, then throw his poisoned javelins at victims. If a javelin stabs into a foe from behind, it does nothing, but if it goes into a victim’s back they’ll instantly be KOd. The visibility of the javelins are shared with the Assassin, and considering that the attack/projectile is so slow it’s pretty easy to avoid. Tracking down the Assassin, though, is another problem. . .Assassins have 25 stamina.

FACLESS ONE DEATHBRINGER​
This fiend is double Ganondorf’s size, but is surprisingly frail for its’ size, only having 40 stamina. Upon being summoned, he casts a spell to summon an assist trophy and 2 Pokeballs onto the stage. You can use these as normal, but the moment you let out the assist trophy/Pokemon the Faceless one will go over to the character and suck out it’s brain, changing the character’s allegiance to him and healing all of his health. The Faceless One is also perfectly capable of converting minions (Waddle Dees and such) to his side. Without mind controlled slaves the Faceless One is a joke, only capable of doing very laggy (Though somewhat powerful) swings of his club.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Now for the last post of this page before somebody posts another set.

[size=+2]Pegasus[/size]
I'll just start off by saying that Im familiar with the Yugioh series. So as for me, the monsters look interesting. First:

Up Special: Ancient Egyptian Laser Beam
Possibly the best attack ever.

Anyway, I don't really have the patience to look through this whole set, since it's extremely in-depth. Though it's great that you've put all this effort in this set, I can say the least. You're other set looks easier to read, so I'll get to reading that...

[size=+2]Votarch[/size]
Since you liked doing this set, and you have hopes for it (Nobody else commented on it), I will. Votarch has an interesting backstory to him. This moveset feels like Shadowdeth in a way. The moves seem kind of Magic Syndrome (No, I'll change it to Psychic Syndrome). He has all these abilities, yet they seem to be a bit varied, even if the moves themselves are creative.

It kind of gets annoying with characters who have psychic powers but they have all this massive variety, perhaps somewhat not really reflecting on their character. As a matter of fact, Votarch doesn't really have a personality to work with as an OC. We don't know if he's vicious or kind, whatsoever as a trait that he could try to keep true to in the set.

Otherwise a last complaint from me is the somewhat long sentences that are long to read. The set isn't bad with it's creative moves, though the long sentences in my point just makes you want to look away.
 
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