DR WILY
by
UserShadow
This moveset was heralded at the time as US's best, I think it still stands as that now and is well worth a read, as well as a vote if you have any spare. It encapsulated all you could want out of a Wily moveset, with the incorporation of every of Mega Man's most beloved enemies in ways that makes perfect sense for Smash. Shadow really sponges up every ounce of potential in the character and as a fan of the series, it's a real treat.
For non-fans of Mega', it still deserves a read for its excellent "summons, not traps" playstyle and informative data on Mega Man and its robotic, cyborg-loving nature, all evident in this moveset. As much as it represents Wily with zeal, I'd think that it would engage anyone who likes platforming games and can relate to these headstone monsters. It simply makes sense, is coherent and enjoyable.
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Also, here are some comments from a little while ago that I may as well post now, given that they'd be entirely out-of-place in MYM7, plus I wanted to respond to the great TAC advertisement in some way.
Ah, Junahu. Your Mega Man 9 moveset is magnificent and Cutesy was one of the best movesets period, your MYM ‘birthday’ certainly deserves celebration. You’ve defined MYM from many angles.
But enough praise, as we move on to Hector, the first in your triple threat of movesets posted in merriment of your big day. To start off, I just have to comment on your awesome music selection [especially in Final Fantasy’s section] and also on the organisation of Hector particularly. I honestly feel this is one of the strongest organisations I’ve ever seen, with no weak points whatsoever. It’s a real treat to read through Hector and one can see the true effort you go to in making a clean and concise experience just that bit more special.
It’s a shame, however, that this beautiful organisation is compared to the slightly vague writing style. Focusing on the mechanic, it’s not explained all too well how everything works. Battle spirit is described as basically the result of onslaught, lacking in any specific mention of how much is denoted to this or much deliberation on how it works. It seems lax, but it almost works to your favour in being general and thus hard to criticise – almost. You’ve simply gone too far when the overlying mechanic is confusing.
The arbitrary nature of many of his moves is indicative of a similar flaw in the thought put into Hector. What’s good is the accuracy of them according to Hector and they’re all well-explained for their simple enough protocols, but it’s just not up to scratch. Hector’s playstyle seems far too hectic and unorganised.
Off of those kind words, I still really, really enjoyed Hector. As I told you in the chat room, I adore the “lowdown” section – like your old “make your own codec,” it’s just an absolutely charming and delightful piece that adds many times its weight in substance to the set. As one would expect, all the extras are somewhat redundant, but at least have personality and are cared to well by you. It’s a pleasant package.
So I can’t say I’m a massive fan of Hector’s moveset, but, as with Sho, I was happy to read along and it was handled extremely well for the concept you gave him. Its only flaw is indeed in that concept – I see what you were trying to do by giving him the basic moveset with some quirky mechanics, to make him better-suited for Smash – but I feel this kind of thing is best left to people like Ocon or UserShadow. In all, I still recommend this one and it’s a farking great moveset despite its downfalls.
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Oh wow, a character from perhaps my least favourite Final Fantasy, and you actually make it seem interesting. Again, great organisation – it’s quite compelling, although not as good as Hector, dare I say. The vertical oblong shapes that colour some of the lower paragraphs don’t fit at all, there’s some odd neon in here-and-there; there’s stuff in that makes no connection visibly to Cloud of Darkness, but which you just felt looked cool. I suppose I expected too much from the beginning, though – it’s still fantastic, it only makes you appreciate Hector all the more.
The moveset itself is actually stronger than Hector’s coincidently. CoD’s presence comes through proudly and there’s a good reliance on Final Fantasy’s memes, which I loved. These are served the best in backward throw, oddly enough. The only bad part of it is again this writing style. I think it’s most evident in the neutral special, where you say that the void can “KO instantly,” then backtrack to say only at 200%, then backtrack to say it KOs more when it’s higher…It’s a unique take on the styles, but ****, this is very much bizarre. I feel that with some proper highlighting of each area, you’d be better off than with your current storytelling-like methods.
There’s something brilliant about the playstyle you’ve woven here, I think. The up special is given little thought, but really is a great concept. The use of voids – teleports, I suppose – as both deadly and heavenly blessings is a great addition to the already running theme of duality which the character has. It as well boasts a great balance between playstyle and accuracy, culminating in a moveset that is for Cloud, but halfway good for Smash as well. I mean, it’s the standardised moveset concept that we’d all expect from you, but you make this way of thinking endearing in your writing and you’ve shown again how versatile you can be by diverting heavily from Hector.
One thing I feel I must say, though, is… what in the hell is that stage? You explain it terribly and I don’t understand how it works – oh, of course, they just ‘play on the stage.’ Surrounded by so many excellent and well-explained ideas for the stage, it’s baffling to not read any explanation of the stage itself, but I figure it’s an intention of yours to leave it unexplained. As usual, your other extras are fricking awesome. Lots of good stuff here, but I’m probably part of the minority in preferring Hector
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Ah, Donna. This was really before my time in MYM3, as I had just joined with Vivi by the time it ended and read only a few moveset. I remember MasterWarlord and Mendez commenting, as well as a lot of “newcomer” comments which are still present in today’s MYMing. Much like Donna for you, Vivi was my first real foray into MYMing, but was far less successful. You really nailed the idea back then and I was always impressed by your movesets, waiting for a sequel set of sorts.
However, despite that build-up, I’m not really a fan of Anne’s moveset itself. I find the whole image thing pretty stupid, as much as I respect all the time and effort put into it. It just seems wholly unnecessary [as you I think put it] and indeed, your hype in the upcoming hours to posting this moveset were well-endowed. It’s a very cool idea and with some tweaking it would be awesome, but as is, it just seems excessive and needs to be tampered with in mind to appreciate.
Onto the moveset itself, though, and as stated, I’m not enthralled by anything displayed. By far the best moves – the picture manipulation – are placed in the specials, with everything else just seeming a tad off-key in comparison. I liked the comparison MW made to Hippo in both him and Anne being acrobats, it rings very true when reading the moveset. It’s not all that bad, but it’s not as good as Cutesy or the original Donna, mainly because times have moved on.
Still, there are a lot of positives about the moveset. It has fantastic organisation and absolutely charming imagery, as usual with your movesets. Again, it’s stunning how well you lay things out and it’s exquisitely easy to read or navigate. Even though the “move motion” picture gimmick is a little undercooked, it’s a phenomenal effort and enjoyable. The playstyle sections are all thoughtful and well-written. The extras are the usual personality-with-interest chakra that you displayed many times before this example.
And as I round off with the shortest comment of the three, I think Anne is probably my least favourite of them, but it’s still a great moveset and certainly better than the sum of its parts. There’s not so much to say about the playstyle or moveset itself, but it’s enjoyable and that’s all that truly matters. And I definitely stand against the curve in saying, Hector > CoD > Anne, so go me.
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TAC is a real perplex of a moveset, it boasts one of the most intrusive and substantial playstyles I’ve ever seen, but fails to ignite much on its own. By that I mean, it doesn’t really add a whole lot of its own influence to what it essentially steals from everyone else; the whole concept is lost on me. It’s like a Ditto moveset or something, yet I do see the appeal of this sort of thing – your playstyle and match-up sections are extremely enjoyable. It is really the essential TAC moveset in some regards, but yeah, it really isn’t up to your MYM6 standard.
It is, however, a very humbled, conscientious approach that makes this moveset enjoyable. It’s unique in being absolutely and completely playstyle-oriented, with some minor organisational presence, but practically no creative input besides the obvious ‘claw’ that is re-used ad hominem, though for as meritous a cause as any. Therefore, it’s quite confusing. I like the match-ups, the attempt at taking a new direction in this piece, but evidently it needed further development to be substantial. What we have here is really Mr. Mirror Match - but hey, why not? He makes a fine addition to the archive and at least presents a new argument in MYMing philosophy in creativity balancing with playstyle.
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Ah, a Wizzerd moveset; Slowpoke. To start off, your organisation is a very basic, neo-Kibble approach that is pretty good. Surely, this is the one of the more minimalistic organisations, although hardly original. This does tie in with the ‘theme’ of laziness, though. Your writing style is very good too, in an area I feel you’ve only improved.
Onto the moveset; it’s good, but very unequivocal in dealing with balance, as well as in balancing the concepts presented. With Kaiser, I was careful not to present too broken a playstyle with the healing and created several disadvantages to make it a more intrinsic, rather than easily-manipulated process, but Slowpoke does not have these attributes. I like the concepts, indeed – it is, as with TAC, the kind of Slowpoke moveset anyone would want, but it seems ironically lax in dealing with crucial questions, mainly surrounding how one approach Slowpoke at all. He’s not so much a master at stalling as a master of, well, everything.
As it was made in a day, I’m not surprised it’s of discerning quality, but ‘Poke isn’t terrible by any means. It’s solid in some areas and I did enjoy the move interactions, it just reeks of Pokémon syndrome and brokenness.