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Make Your Move 7 - It's Over, Nothing to See Here

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Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Nara Shikamaru​




Backstory


Shikamaru, for those of you that don't know, is a supporting character in the anime/manga series Naruto. Rare for a character from this series, and even rarer for a male from this series, he is not in love with Naruto or Sasuke. I just wanted to get that out of the way.

Shikamaru's personality is somewhat strange. It could be summed up in the phrase "Genius by birth, lazy by choice." While in the ninja academy, he saw moving his pencil to take notes or even answer questions as far too much of a chore, and thus was lumped with the under-achievers when it came time to divvy up the teams. He ended up in a cell with Ino and Choji, Choji with incredible physical strength (as well as physical girth) and Ino with an ability very similar to Shikamaru's himself.

Shikamaru only has a single, incredibly specialized jutsu mastered... the art of Shadow Possession, also known as Shadow Paralysis or the Me-and-my-Shadow Technique. With it, he can control his shadow to do all types of things, the most useful of which is to control a foe's actions.

Here's a video showcasing the Shadow Possession in action, as well as his Up Special. Best watched with volume muted.


Stats


Size -> 6
Weight -> 4
Power -> 2
Speed -> 7
Attack Speed -> 4
Jump -> 8
Second Jump -> 4 (large horizontal boost)
Aerial DI -> 9
Fall Speed -> 3
On the surface of things, Shikamaru doesn’t have a whole lot going for him. Even with the lightest lightweight, you’d expect a decent brute force KO move or a gimp, but he doesn’t have either of these. Nor does he have a Warlordian suicide KO. What he does have going for him is the ability to possess his opponent with a specialized jutsu, as well as several ninja tools to disorient them.




/- Neutral Special - Shadow Possession -\

Shikamaru drops to his knees in this pose in a somewhat laggy motion, with his eyes closed. He will remain in this position until he is knocked out of it by the foe, or until you press B again. While in this state, you can move the control stick left and right, moving Shikamaru's shadow across the ground. His shadow can move 1/2 the distance of Final Destination, at the speed of Sheik's walk. Naturally, you can only use this move while on the ground.

Your object is to link your shadow to the shadow of your opponent, located directly underneath them. They MUST be on the ground for this to occur, or at least attached to it. If the foe hovers off the ground by default, that's a different story. When you accomplish this feat, you will be able to control them with your own actions for eight seconds. If you walk left, they walk left. If you jump, they jump, etc. This should be Shikamaru's main method of KOing, as once you have them it's no difficult feat to walk them off the edge for a KO. However, you'll have to be somewhat close to the opponent to pull off this feat, as it's twice as difficult to move shadow through the air than on the ground, and if you try to push the shadow beyond its limits by going over holes or pits, the bond will break, freeing the foe. If you happen to fail to capture the opponent within the time allotted (6 seconds) or you cancel the move, Shikamaru suffers very heavy ending lag.

This move is incredibly intricate. Not only are you able to use Shikamaru's own shadow as length, but the shadows of anything else that happens to be on the field. This page from the manga best describes it, but I'll do my best to explain on my own. First of all, if Shikamaru's shadow encounters the shadow of another object, the length of the existing shadow is instantly assimilated into the distance traveled, without taking away from how far the shadow can travel. So, for the sake of argument, if there was a giant cloud over the Temple stage that covered the entire stage in blackness, your range wouldn't be 1/2 the length of FD. It would be the stage. Also, keep in mind that floating stages such as Battlefield can work against the opponent in this manner. If you're on the left edge and they're on the right edge, you can run the shadow off of the left edge, assimilate the shadow that already exists below the stage, and catch them by looping up the right side.

As a final note, know that the discrepancy between your health and your opponent’s will affect how difficult it is to move them around. Until the difference exceeds 50%, there shouldn’t be a problem, but once that fateful number is reached, they’ll be able to halt movement by moving in the opposite direction. If you attempt to possess them after 100% has passed between both you and the opponent, you will lose all control of the bond, falling to the mercy of your enemy. Speaking of which, any damage which is taken by either you or your opponent will be reciprocated to the other until such time as the bond breaks.​

/- Side Special - Shadow Stitching -\

Shikamaru uses the same pose for this move as he did the last, but for a different purpose. This version of the attack has less lag than the first, allowing for near-instantaneous manipulation. It also has twice the range and 3x the speed. The drawback is that it can't actually latch onto the foe. Instead, by pressing A, the shadow will lift up off the ground, turning into a mobile hitbox similar to Meta Knight's Drill Rush, but with less knockback and no final attack.

You can also use these shadows to activate any traps that might be nearby, as well as interacting with your own moves. For example, you can throw shuriken with your FSmash, catch them with your shadow, and throw them again. Items can also be picked up and thrown.​

/- Up Special - Parachuting Shade -\

In a laggy motion, Shikamaru wraps his vest up in a kunai knife, attaches a letter bomb to it, and throws it with all his might straight upwards. Assuming that there isn't a ceiling in it's path, it'll rocket off the top of the screen and disappear from sight, only coming back down to earth a healthy eight seconds later. As it comes down, it creates a shadow beneath itself, which you could use with one of your jutsus. The beauty of this move, however, lies in the letter bomb. Activate your Up Special again while it's on the way down, and the letter bomb explodes, creating a large cloud of smoke which remains in the air for three seconds before dissipating. It has the potential to create a shadow half the size of Battlefield beneath it. Just use your Shadow Possession on a foe in the area of effect, and when the dust clears, you'll have them captured.

Unfortunately, the explosion tears your vest to shreds, making this one of those one-time-only attacks that Wizzerd hates so much. Naturally, if you decide that things aren't quite aligned properly to activate the second part of the move, you can let it float back down to the ground and scoop it back up for another try. Once Shikamaru is KOed, he'll come back with a brand-new vest.​

/- Down Special - Letter Bomb -\

Pulling out a letter bomb from his stock, Shikamaru affixes it to the ground in a similar manner as Snake's DSpecial. He can detonate it from afar by using this move again, creating a giant flash of light and a brief stun effect. Detonate this near an opponent to cause a shadow 3x their height to form, stretching away from them, as well as to deal 10%. You know what to do from here, right?​




/- Neutral A - Kunai -\

Shikamaru pulls out a kunai knife from his vest pocket (or, if you've blown his vest up, a waist pocket), and... well, just holds it in his hand. You can throw it to deal 5%, and it flies on a perfectly straight path any distance. Unlike most items, you can throw the kunai at any angle to pick off midair opponents.

Shikamaru’s Down Special adds a bit more versatility to this move. While holding a kunai, if you use your Down Special then he will affix the bomb directly to the knife, wrapping it around carefully. This takes the same time as a normal use of the move. If the kunai has a bomb attached already, then Shikamaru wraps a string around it in an intricate knot, taking twice as long. After you throw the knife, you can detonate it at any time… on its flight path, once it sticks into the wall, whenever. If you’ve completed the whole process, then when the kunai hits a solid object the letter bomb will dangle off a string, about Kirby’s height downward from where it hit.

This version can be detonated just like a regular one, or you could be clever about it. By throwing a kunai or a shuriken through the string, you will cause the bomb to slowly drift downwards, creating a mobile hitbox that can be detonated at any point. The midair hitbox may not have the stun or the smoke of the previous two, but it does deal moderate vertical knockback (shock and gasp!) that KOs at upwards of 180%.​

/- Dash Attack - Dark Remnants -\

Considering that Shikamaru really shouldn’t be pushing the approach, you should only ever be dashing when trying to escape your foe. His Dash Attack takes this into consideration. Instead of launching an assault directly ahead of himself, Shikamaru makes the standard Shadow Possession sign with his hands, knocking down his running speed slightly. As you hold A, he will continue to dash, but about a Battlefield platform away from where you first executed this move, (hey, those jutsus take time to start.) his shadow remains on the ground, stretching towards you. Releasing A will cause it to snap back to you, giving this move some ending lag.

This has the same effect as his Neutral Special, and can in some cases be more useful. There’s even a nifty little side effect… if you run off the edge with this move active, then when the shadow retracts, it’ll pull you from offstage directly onto the ledge! With the proper timing, this can be used as an effective edgehog.​


/- Side Tilt - Parry -\

Shikamaru holds his wrist out to guard against the opponent's attack, absorbing half the damage of the attack with superarmor. This locks you and the opponent in place for half a second, long enough for you to grab them, but not to do anything else. Any other attempted attack will break your hold on the opponent, both of you sliding away from eachother. You can't block grabs with this.​

/- Up Tilt - Last Ditch -\

In a final attempt to catch the opponent with his shadow, Shikamaru holds a lit Letter Bomb above his head, which quickly explodes. It deals the regular damage and knockback to foes in the usual area of effect, also damaging Shikamaru himself. He takes no knockback, however.

Yay self-damaging moves. Oddly enough, though, this one takes advantage of the brief flash of light from the explosion of the Letter Bomb. Immediately after it blows up, his shadow (you did have a Shadow Possession going, right?) jumps two extra Battlefield platforms forwards, giving you that last little bit of distance you might have needed. Remember, though, the extra damage you just did to yourself may have kept the opponent from falling completely to your will, so be careful about throwing this move around.​

/- Down Tilt - Substitution Jutsu -\

Shikamaru lacks a quick attack to get out of a tight situation, so he must rely on this basic defensive maneuver. Activating this move causes Shikamaru to tense up in place, and his body takes on a slightly lighter shade. If anyone attacks him while he’s in this pose, (About 1.5x the length of Marth’s Counter,) Shikamaru appears to take the knockback, but his image is quickly replaced with a block of wood! He can reappear three SB blocks away in any direction, ready to launch a counterattack. Control where you reappear by holding the control stick in the desired direction.

If you’re in an FFA, things work out a bit more conveniently for you. If you’re expecting an attack from one opponent and there’s another nearby, warp to where they are to place them in harm’s way instead of an innocent slab of wood.​




/- Side Smash - Shuriken -\

As you charge this move, Shikamaru gathers up to five shuriken, sliding one onto each finger. When you release the charge, he throws them forward at the speed of Falco's laser, and on an identical trajectory. You can angle them slightly up or down by tilting the controller stick. Each deal 3% damage, and a hefty hitstun. While there's a bit of starting lag to this move, there's absolutely no ending lag. Take advantage of this time saved, and assault the foe with a Shadow Possession while they're distracted.​

/- Up Smash - Resonance -\

The area around Shikamaru takes on a dark sheen, ever-expanding while you charge. At maximum, it has a radius of 1/4 Battlefield's width, emanating out in a spherical form. Opponents inside are slowed down slightly, taking 1.5x longer to attack, run, etc. The use of this is obvious... to lock your opponent in place while you run after them with a Shadow Possession!

Oh, I forgot to mention that this area disappears after five seconds, and that Shikamaru's maximum shadow length falls to 3/4 it's usual while this area is in existence, that only one of them can exist at a time, and that he has some ending lag afterwards. You probably won't have to worry about the ending lag, though. Any opponent close enough to punish you is probably moving too slow to do anything.​

/- Down Smash - Penumbrous Assault -\

While you charge, the immediate area around you begins to take on a black aura. A small amount of fog builds up, your shadow becomes pitch black, and it’s even possible to see tentacles wriggling in the ground towards the end of the maximum charge. When you release, all this darkness is quickly unleashed. Your shadow forms six distinct points, which spiral around you to stab nearby opponents. (yes, I realize I’m not doing a good job describing this. Sorry.) It almost looks like a spring when fully formed, for lack of a better image.

Opponents within the area of effect take 15-26% depending on charge, and slide away from the attack with high hitstun.




/- Neutral Aerial - Substitution Jutsu -\

Yes, you read that correctly. Shikamaru’s Neutral Air is nearly the exact same move as his Down Tilt, but used in the air. That doesn’t make it useless, however… in fact, you’ll be glad that you have it! Since Shikamaru lacks a recovery special, he could easily be gimped offstage once he uses up his jumps. However, by tricking your enemy into attacking you offstage, you can warp back to the edge and leave them attacking an innocent block of wood. In fact, you can even use this to edgeguard yourself! Remember how, in the grounded version of this move, you could put another opponent in harm’s way? The same applies here, meaning that you could replace yourself with someone hanging on the edge.​

/- Forward Aerial - Shadow Shards -\

You're probably getting tired of all these "Shadow XY" move names, aren't you? Don't worry, only two left. For this move, Shikamaru's shadow wraps around his wrist a he deals a punch straight forward. Don't ask me how his shadow got up from the ground to his arm, it just did. Anyways, when Shikamaru delivers this punch (high priority, low range, moderate ending lag, 8% with low knockback) several bits of shadow become embedded in the opponent. They have the same shadow aura effect as one of Ganondorf's attacks or a white Pikmin surrounding them while they remain, a timeframe of about 5 seconds.

Okay, so what's the point? The thing is, while they remain in this darkness, their advantage of escaping Shikamaru's grab is reduced by 20%. I'll go into the description of how this is treated once we get into the actual grab itself, but just remember this. In addition, if you hit them with another FAir while they retain the effect, it stacks, going to 40%, 60, etc. The timer also resets, so you should have time to land a grab before your advantage disappears.​

/- Backward Aerial - Gloomy Goo -\

Okay, I lied. Shikamaru does have one suicide KO... but just this one, I promise. With this move, Shikamaru hold his hands in the same pose as his Neutral Special, and a shadow extends out from his back a short distance, about the range of Sheik's BAir. If the foe enters this shade, it attaches to them just like a regular Shadow Possession, and you each enter freefall. There's noticable starting lag between making the sign and the shadow's release, but if the foe tries to airdodge they'll simply pop back into vulnerability just in time to be captured. The shadow remains out about as long as the hitbox from Bowser’s BAir does.

If you and the foe land on the ground after a successful capture, you’ll end up in the regular Shadow Possession position. If you miss, though, you’ll have very high ending lag when you land, like Link’s DAir. Oh, and did I mention you enter freefall even if you miss?​

/- Up Aerial - Shrug Off -\

Shikamaru raises his hands up into the air, dealing 4% with miniscule vertical knockback and equally small priority. Worthless, you say? Not at all! Like his Up Special, this also releases Shikamaru's vest, causing it to slowly fall down towards the stage. No letter bomb is attached to it, however, so you'll have to make use of the shadow it forms underneath itself instead. It's about the size of an SB block, oftentimes large enough to get you that advantage you need.​

/- Down Aerial - Shadow Pike -\

Shikamaru clasps his hands together in an advanced sign, giving this move a bit of starting lag. As you move forwards, you may notice that your shadow remains on the ground below where you activated the move, writhing in darkness.

It won’t be there for long.

After a short amount of time, a sharp pillar of shadow strikes up from the ground to your prior position, slicing through opponents on its way. The very tip deals 12% with moderate vertical knockback, while the main body deals 6% with a small flinging effect to either side. The pike recedes as quickly as it formed, and your shadow reforms in its natural position. While your shadow remains unattached, you cannot use your Neutral or Side Special.​




/- Grab - Shadow Strangulation -\

Shikamaru reaches out his hand in front of him in a casual motion, hinting at a very short range. However, he’s not the one attempting for the grab. As his own hand moves forwards, so does a pitch-black hand on the ground; his own shadow. It moves forwards somewhat slowly, giving this technique high ending lag, but has a potential range equal to Samus’s Grapple Beam.

When you catch the foe, they won’t slide towards you like a normal tether grab. They remain locked in place while the dark hands move up their body towards the neck. This is where all those attempts at beating Canary Mary will come in handy.

Both you and the foe must button mash as quickly as possible to advance your own means. If you win, the grab is successful, and the hands crush their throat for 24%. If they win, the hands retreat, and rush back to your own body, leaving you open to attack momentarily. Damage plays a role in who ends up victorious. For each 10% damage you have less than your opponent, your button presses are 10% more effective. (See FAir for mini-mechanic.) However, the grab-ee (is that a word? It is now.) has a distinct advantage. If noone reaches the required advantage (15 more presses than the opponent) in four seconds, they are released.​


Head towards the nearest sun lamp, Shikamaru has grabbed the Smash Ball! In a very short cutscene, (Think "LANDMASTER!"), he pulls out a large lantern, one of those Oriental sphere-shaped ones. It has a kanji on it that reads "Shadow". He sets the lantern directly beneath his legs, does the same hand motion for Shadow Possession as he normally uses. Then, all hell breaks loose as the lantern releases a bright flash of light, extending Shikamaru's shadow infinitely in all directions. This can be spot-dodged, however, and it's easier to do than you may think. However, the lantern remains in play for the next 15 seconds, doubling the length of Shikamaru's shadow while he stands near to it.​




Shikamaru's main goal is so blatantly obvious that if I have to tell you, you probably haven't even glanced at the set. The problem lies in how you go about possessing the opponent. Naturally, there are several ways of going about doing this, but if all you do is focus on the non-damaging Shadow Possession, you'll find it becoming evermore difficult to make it worthwhile. Eventually, you have to find a balance between possessions and damage. I'll touch on the damage, first.

Naturally, the first most obvious damaging tool in your arsenal is the FSmash. Its uses can best be compared to Sheik's needles, with less ending lag. It's a bit simple to go truly in-depth on, so I'll let you work out your own uses for it. Shikamaru's Grab is an excellent damage-racker as well, especially when you're simply trying to maintain an advantage. Use your FAir to hinder the opponent, giving you as much of a button-mashing advantage as possible, and then let your fingers fly as you trap them inside a Resonance field.

Avoiding damage can be a difficult task for Shikamaru, but ya gotta do it if you ever hope to KO. One way is to simply keep your opponent on their toes at all times. If you're on a small stage, such as Battlefield, a combination of FAirs and FSmashes should keep the opponent a fair distance away from you, until it becomes too predictable. They're going to close the distance eventually, though. When they do, and launch their frustrated counterattack, use an FTilt or DTilt to ensure a grab or repeat the process a second time. Be wary, though... neither of these moves will defend against grabs.

Now that you have an idea how to keep yours and your opponent's damages reasonably close, let's take advantage of that with Shadow Possession or variety thereof! As you may guess, a direct approach simply won't work in most cases. Sure, you have the range, but it's extremely broadcasted beforehand. And is there a single character that can't jump farther than your standard maximum reach? Obviously, unless your foe is completely inept, you'll have to combine a few tricks.

Up Special and Up Air create shadows on the playing field that you can use to increase your length. Down Special and Up Tilt increase the length of your immediate shadow, but also provide a light source that makes an Up Special/Air shadow disappear. Dash Attack can be used against an overly aggressive opponent, USmash can slow down nearby foes to make them easier to trap... heck, if a move has "Up" in it's input, it's gonna help you. The key is in tying everything together in the most effective way for you, whether that comes in littering the stage with shadows, moving in for the kill right off the bat, or making every shadow in play as long as possible.​


Matchups

/- Vs. Ultimate Chimera - 95/5 -\

MT: Wut

It's true! The master of priority and overpowered attacks (not MetaKnight) falls to someone who can hardly attack at all. You see, The Chimera can't jump, or get into the air in any way, shape, or form. With this in mind, all Shikamaru has to do is run a single Shadow Possession towards him. Man's deadliest creation will have no way to fight it. As soon as Shikamaru walks him off the edge, the game is as good as over.

Ultimate Chimera does have one move in his arsenal that can combat Shikamaru, however... his DSmash. By destroying the entire stage, Shikamaru's shadow will have nowhere to lay itself down. His great aerial DI and low fall speed, however, will get him close enough to the plot of land to use either a Neutral Air (warp onto the stage, abuse invincibility frames for Neutral Special) or a BAir (pull Chimera and yourself to your doom, useful when above in stock count) to win the matchup regardless.​

/- Vs. Drifblim - 15/85 -\

Shikamaru has the exact opposite problem dealing with Drifblim as he does dealing with Ultimate Chimera. Drifblim is never actually on the ground! While he does tether himself, and you can capture him when he does, the tether will keep him attached to the ground despite your best efforts to move him. And even if you could cut off his tether, (which it turns out, you can! Just like the string from your Kunai, Drifblim's tether can be cut with a Kunai or Shuriken,) you'd still be unable to push him past the bottom blast zone. However, Shikamaru does have a glimmer of hope. If Drifblim just happens to use multiple Shadow Balls on him, then you may be able to jump high enough to push him off the top blast zone, even without a recovery special.

In the meantime, keep Drifblim from tethering onto the ground, and hope that you'll be able to land a lucky letter bomb.​

 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Shikamaru: A Naruto character? Don't see those every day in MYM. Anyway, I kinda had a feeling that this is who you were talking about in the chat, Agi. And I'm glad it turned out to be true, because I always thought manipulating shadows would be an awesome thing to implement into a Smash character It was an idea I had for Darkrai long, long ago.. And behold, it turned out really well in your set!

So, this set has a really specialized mechanic. You implemented his abilities from the anime/manga really well, though my Naruto knowledge is limited, so I don't exactly know how much of his moves are made-up or not. Anyway, Shadow Possession is swell and I like all the different ways you can augment it. Up Special being a once-a-stock thing (and Up Aerial too, I guess), is kinda meh, though. I like the Dash Attack and Down Tilt/Neutral Aerial. He feels like a tricky ninja! I feel like you could've come up with some cool grabs, though. Also, a few animations were hard to picture and needed a second reading, but you admit some of these (*looks at Down Smash*).

Overall, I like this set a lot, and I feel like if it was really in Smash, I'd like to take the time to learn all the intricacies of Shikamaru's cool ninja technique. I think I like the character a lot, too. Great job, Agi! :bee:
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[size=+3]Shikamaru Nara[/size]
I don't have any bias against Naruto sets or anything like that. I've seen a bit of the series myself.

A itty bitty thought I have about Shikamaru is that his playstyle could have been the one that is obvious in the Anime/Manga of Naruto to stay in character. Shikamaru is always planning his every move, using every resource to his advantage to try and take down his foe. Kind of like when he's fighting Tayuya of the Sound Ninja 4. It would have been very interesting to see Shikamaru follow his style of combat he uses in the Naruto series (It would have been big marks for in-character). I guess not many people really care about that kind of thing for Naruto, and you probably wanted to utilize the Shadow Possession Jutsu.

Aside with the in-character of Shikamaru's playstyle, I'll just say: 15% for the grab? Either it's a typing error or it's deliberately underpowered. While Shikamaru isn't meant to have a lot of power to balance his game, it could at least do 20-30% based on how hard the grab is to land, AND you have to beat the foe in a rigged button mashing game.

By the way, Shikamaru wears a green vest when he becomes a chunin (Which you probably already knew about), is that the "vest" he uses for his moveset? No big deal anyway.

I can't really think right now, but I can say that it's a pretty good set, but not magnificent, just a few thoughts about a few other moves I don't really know how to speak my mind of right now.
 
Joined
Oct 28, 2007
Messages
625
Let me say first off that I was very pleased to not see Choji or Ino randomly thrown in there (Sill Clash of Nina Games) and how well you really captured what Shikamaru does, as little as possible. The Neutral special, in essence, requires as little physical effort as possible for a KO move without being broken.

I'm not fond of the lack of throws, especially for what Shika could do (shadow drop would have been intense to see in there somewhere).

I did notice however that the "mercy" rule on the Neutral special was a bit odd, not sure how nessecary it is, though it is a good fail safe from being broken. I would have been hilarious to see some motion for the "lolz wall" special from the clash of ninja games (basically his "final Smash" in those games is possessing the opponent and leaning back into dead space while the opponent hits a random wall, it's quite misplaced)

Otherwise though, the moves and organization both came together fairly well (lol Down Smash) and you made a good rendition of an awesome Naruto Character.
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
PP in a Pipe (Tee hee)
-hey guys he looks up a lot so he doesn't have like 10 of his moves
-Down special only goes to 130%? You know, 10% damage is fairly easy to rack up.
-How long is the duration of the seeds? Or do they just stay there?

-Up tilt's 1/3 of a stage builder block is hardly rising at all....I'd never use it.
-That really seems to be a cop out down tilt.....
-Definitely a defensive playstyle we have here.
-A couple of TYPOOOOOOOOS here and there.

-On the playstyle: The first thing I think of for being newcomer-friendly is being able to move. >_> Plus with all the trap moves and the raising your head duo doesn't mean someone can jump in and dish out damage with basic and simple attacks. And for those who like noob-friendly characters won't be welcomed with open arms, as pipe man has some severely unbalanced match-ups. Piperz would not be easy to play at first as you so imply.

Yush, I was super critical. You kept the not-being-able-to-move thing fairly balanced, which is hard to do, I just wish you expanded on the concept and touched up on the detail. I think if you added some standard vine attacks or a few bites I probably wouldn't have bagged on you as much.

Shikishikibaba (Shikamaru)
-i'm actually surprised no one made a set for this cat yet
-The neutral special was obviously coming. You handled it well.
-Up specials in MYM: "Not helping with recovery since 1998"

-Neutral A has a neat little interaction, but I had to read over it once or twice to actually get it.
-Dash attack can be more useful? I'd prefer the neutral special that defines his playstyle to be in the spotlight, but you did say in certain situations.
-Can't complain on the standards, you did great.

-Isn't there some sort of page or picture in the manga to describe the down smash?
-If I was the opponent then I wouldn't even touch Shiki off stage, in fear of him activating his neutral air....
-Shadow shards is a cool concept.
-Why do people LIEEEEEEE?
-Yay, whoever mashes buttons faster is better! <3 Noobs rejoice!
-Props on the well-written playstyle.

Shiki here is a good set. Even though I'm not a Naruto expert I can easily tell you've captured the essence of the character and actually, y'know, made him fun to play as. You've made a well-conceived playstyle different from all these comboers and heavy trap-setters. Well done.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
[size=+3]Shikamaru Nara[/size]
I don't have any bias against Naruto sets or anything like that. I've seen a bit of the series myself.

Good to hear. The main thing that made me keep Shikamaru a "seekrit set" was fear of character bias. Seems that there's not as much as I'd feared.

A itty bitty thought I have about Shikamaru is that his playstyle could have been the one that is obvious in the Anime/Manga of Naruto to stay in character. Shikamaru is always planning his every move, using every resource to his advantage to try and take down his foe. Kind of like when he's fighting Tayuya of the Sound Ninja 4. It would have been very interesting to see Shikamaru follow his style of combat he uses in the Naruto series (It would have been big marks for in-character). I guess not many people really care about that kind of thing for Naruto, and you probably wanted to utilize the Shadow Possession Jutsu.

Oh, not at all. Had it been possible to do something as complex as Shikamaru's memorization of Tayuya's finger patterns and actually incorporate that into the set, you can guarantee I would have done of it. However, it's a bit difficult to make a set based off of thinking, as you could imagine.

Aside with the in-character of Shikamaru's playstyle, I'll just say: 15% for the grab? Either it's a typing error or it's deliberately underpowered. While Shikamaru isn't meant to have a lot of power to balance his game, it could at least do 20-30% based on how hard the grab is to land, AND you have to beat the foe in a rigged button mashing game.

Yeah... thinking it over, 15% probably is a bit low. *looks at Dedede's BThrow*

By the way, Shikamaru wears a green vest when he becomes a chunin (Which you probably already knew about), is that the "vest" he uses for his moveset? No big deal anyway.

Nah, the vest he uses is the vest you see in the opening picture, the same one he uses in the fight against Temari.
I can't really think right now, but I can say that it's a pretty good set, but not magnificent, just a few thoughts about a few other moves I don't really know how to speak my mind of right now.

(y)
Let me say first off that I was very pleased to not see Choji or Ino randomly thrown in there (Sill Clash of Nina Games) and how well you really captured what Shikamaru does, as little as possible. The Neutral special, in essence, requires as little physical effort as possible for a KO move without being broken.

I'm not fond of the lack of throws, especially for what Shika could do (shadow drop would have been intense to see in there somewhere).

Never heard of Shadow Drop, actually. Must be either in a game, really advanced portion of the series, or in one of the 9001 filler episodes. I was really trying to imitate the intensity of the struggle for power with Tayuya towards the end of their fight.

I did notice however that the "mercy" rule on the Neutral special was a bit odd, not sure how nessecary it is, though it is a good fail safe from being broken. I would have been hilarious to see some motion for the "lolz wall" special from the clash of ninja games (basically his "final Smash" in those games is possessing the opponent and leaning back into dead space while the opponent hits a random wall, it's quite misplaced)

If you'll recall, the Shadow Possession is an imperfect jutsu; he really can't hold it out for that long. (He mentions many times how it takes up a lot of Chakra to use.) And as I mentioned earlier, I've never actually played the games.

Otherwise though, the moves and organization both came together fairly well (lol Down Smash) and you made a good rendition of an awesome Naruto Character.
:bee:
Shikishikibaba (Shikamaru)
-i'm actually surprised no one made a set for this cat yet
Same.
-The neutral special was obviously coming. You handled it well.
Well, quite. (h)
-Up specials in MYM: "Not helping with recovery since 1998"
I'll touch on this point later.

-Neutral A has a neat little interaction, but I had to read over it once or twice to actually get it.
I'll double-check the wording on it.
-Dash attack can be more useful? I'd prefer the neutral special that defines his playstyle to be in the spotlight, but you did say in certain situations.
Yes, well. The Dash Attack was simply there to prevent the foe from pressuring Shikamaru too much.
-Can't complain on the standards, you did great.

-Isn't there some sort of page or picture in the manga to describe the down smash?
Ahh...haha. No. That was creative license there. I know it's a bit difficult to imagine, but I hope that the "spring" image was able to clear some of it up.
-If I was the opponent then I wouldn't even touch Shiki off stage, in fear of him activating his neutral air....
Precisely why he doesn't have a recovery special. He can already maneuver through the air like Jiggs (with fewer jumps, naturally) and now he's nearly invulnerable from gimps. Dows he really need any more help?
-Shadow shards is a cool concept.
Glad a last-minute generic mechanic booster turned out to be so popular.
-Why do people LIEEEEEEE?
:(
-Yay, whoever mashes buttons faster is better! <3 Noobs rejoice!
I'd say that a certain DThrow is significantly more noobish. (wary)
-Props on the well-written playstyle.
:bee:

Shiki here is a good set. Even though I'm not a Naruto expert I can easily tell you've captured the essence of the character and actually, y'know, made him fun to play as. You've made a well-conceived playstyle different from all these comboers and heavy trap-setters. Well done.
Good to hear. Shika was really just an attempt to get myself back up on my movesetting feet, and wasn't meant to be a front-line competitor. But hey. If he turns out to be one of my better works, I'll take it.
Replies in green.
 
D

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Ah, Naruto, I remember reading the first chapter of the massive manga and one of the episodes as well, but never got into it. Now it seems like all by beanie-bopper friends like it, so I hate it. Anime was meant to be my thing!

So anyway, going right into it, I like how you have adapted Shikamaru’s shadow possession into this moveset – the mechanic in which you possess and control is quite flawless, yet I feel that the effect of this isn’t very profound. As I am no professed Naruto expert, perhaps this is more accurate than letting Shikamaru do anything meaningful, but it still seems a little anti-climactic that you gain control, but nothing else. This is the centrepiece of the moveset, so one normally expects anything but subtlety. However, as you may have sensed from by brazen tone, this is not necessarily bad; it’s a common theme in the moveset, the simplicity of shadow possession.

There’s a simplicity here which is very interesting. None of Shikamaru’s moves really appear inappropriate, all adding in some way to a plethora of different traps in which to add to the whole process. Yes, traps – this is a ‘trap moveset,’ I suppose. A good one, though and I feel like you are one of, if not the best at making trap movesets, so it’s always a pleasure.

There are a few moves in here that do stick out as a little redundant, though. I would say that most of Shikamaru’s aerials are, one being a carbon copy, another a suicide KO and the ever-clichéd grab-extender, in some ways I feel this moveset would be stronger without the filler [har har Naruto reference._.], but it would be a crime to violate the subtlety displayed here in vain of finding replacement moves, or sacrifice its validity by not having the moves – not in a legal sort of, “MYM won’t accept this!” way, more of a “this moveset doesn’t even –HAVE- aerials <_<” way.

The playstyle serves as a good summary of what we’ve learned so far, which is all fine and dandy. In all, the simple organisation with indents and ‘shadow’ slashes, which I at first had mistaken for laziness, are good. At some points, it feels like you should really use the images rather than links as it’s a rather bare moveset image-wise. The two match-ups serve as anti’s of each other, but I would have liked to read more, but I expect this to be a moveset where plenty are made for it in other works. Also, I feel here is another case of you having to sacrifice your artistic sensibilities- Shikamaru’s lazy, and I’ll be ****ed if these match-ups aren’t!

Writing style is superb. As always, brilliantly simple, although at times a little vague; I enjoyed the quips in the down smash, yet I mentally followed that short era of enjoyment with, “that’s it?” So it is somewhat unpolished – ah ah ah, laziness. Themes win. You lose.

All in all, very solid moveset, Shikamaru is.​

I’d like to take this opportunity to apologise for my lack of commenting, life’s busy right now, or at least it ought to be. If you want a comment, just VM or PM or tell I in the chatroom and I’ll do it. Feel free to take advantage of my kindness my flooding me with requests.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810


:: Chapter I - The Elves ::


'Twas the night before Christmas... well, actually, 'twasn't. 'Twas considerably earlier in the year, and our good elvish friends were still hard at work, toiling away to make presents for all the happy boys and girls, all across the land. The elves don't have names, of course, but we'll call these particular elves Bobby, Stevie, and Jerry - such nice Christian names. The three were hard at work, as I say, and all the other elves seemed to have abandoned their yearly chore; even jolly old Saint Nick had taken to the sofa and a nice glass of "eggnog".

These elves - well, they were quite diminuitive, and more than light enough to stand on each others' shoulders to reach the very top of the Christmas tree. The very best of friends, the elves went everywhere together... but when it came to building toys, each and every one of them had their very own part to play.

Building toys wasn't just their job, you see; it was their passion. So focused were the three elves on building toys that they could usually finish one up in about five seconds, if they all worked at it at the same time! Because there were always more toys to create, more demands from the greedy children of earth, the elves created a system - each of them would handle a different part of the same toy, all at once. Toys, you see, have always been made of separate pieces slotting together just so, and the elves have the art of connecting them down to a science. Stevie always liked to boast, "You can tell the best elves by how few pieces they need to make a good toy," and this particular trio only needed four or five. Oh, it was quite a sight, I'll tell you - seeing them bumble and trip over one another in their rush to build the perfect toy in record time.

Sometimes things went wrong, of course. Sometimes Bobby and Stevie would both start building their special toys at the same time. At times like these, they'd cooperate, sometimes dropping their own toy to help work on the other's. Once they were done with one, they'd finish up with the other; of course, sometimes those poor discarded toys got accidentally broken or just mysteriously vanished. What a tragedy!

:: Chapter II - Bobby's Toy Train ::

Bobby liked to call himself the leader of the trio, although Stevie always would argue with him about that until Santa's attention got drawn to them. The old man's big frown would always silence them, nice and quickly, and Jerry would chuckle as they returned to work.

But the fact is, Bobby always thought of himself as special. His favourite toy to make was the toy train, something that he himself has perfected. This one was quite unique, as their toys went, because, you see, once he started building it, all three of them would focus in on it, and add on additional compartments instead of working at their own toys. In the blink of an eye, they'd add another compartment, and another! All of them would focus on this very special toy, and not start building anything new until the toy train was complete. Sometimes they played a game to see how long they could make it, but they could never get beyond seven compartments, plus the front. And once the train was finished, ah, what a sight to behold. It would zoom along bumping all the other elves clear off their feet, and sometimes make them all so angry that they would team up to break it. Bobby got angry but Stevie would roll around the floor laughing, knowing how easily they could make another one.


Sometimes all three of the elves would climb onto the train, just barely small enough to fit on the first three compartments. Then Bobby would steer the train about, controlling it with the greatest of ease, and all three of them would carry on building a new toy even while moving about on the train. The other elves liked to try to knock them off, but the train was often too quick for them to do it, and the most compartments it had, the easier it would be for the trio to jump from one to the next and avoid them.

:: Chapter III - Stevie's Favourite Robot ::

Now, Stevie... he was a funny elf, that one. If Bobby took things too seriously, Stevie never took anything seriously enough. He was forever joking and laughing and getting on Bobby's nerves, and sometimes he'd play silly jokes on Jerry, who would chase him around the workshop with his cane, hollering. But more on Jerry later.

Stevie's favourite creation was a funny little toy robot. He'd start making this very special toy by huddling over somewhere on the side of the workshop and making the robot's basic body.


He never did the painting, of course, which was a very important step - he'd leave that to Jerry later on in the process. But the robot! On its own, it didn't do much but stomp around, but the three elves were experts at adding all kinds of doodads and nicknacks that would make it the perfect present for some nice little boy, somewhere in the world.

Sometimes Stevie called this toy "The Destroyer", but Santa would shake his head. "Peace on Earth," he'd rumble, "and goodwill towards man. We don't make toys to destroy people." Stevie would just snicker.

:: Chapter IV - Jerry's Special Dollhouse ::​

Now, the thing that you need to know about Jerry - the oldest and wisest of the elves - is that he was a master craftsman. There was nothing he liked more than building things that the other elves were too clumsy to take care of, and there was nothing that let him show off his talents as much as a nice dollhouse, for all the little girls out there.


It took Jerry a little bit longer to get all the details down pat than it did the other elves, but when he was finished, what a glorious and special thing he had on his hands! Of course, the other elves would help him to get all the finishing touches on, because as you know, the only truly complete toys have four or five pieces to them, but they still loved to play in the dollhouse. Only elves were small enough to fit inside, and they had plenty of fun hiding in there, simply building, then sending out toy trains or robots to pester poor old Santa. Sometimes Santa would get so angry that he'd smash the dollhouse down, which none of the elves much appreciated - but sometimes they took special precautions to make sure that wicked Santa couldn't mess with their fun.

:: Chapter V - Building Wings ::


When Stevie felt like being really mischievous, he'd get to work on finding a way to make his toys go up, up, and away, into the sky. It didn't take him long to perfect a set of ramshackle and silly-looking wings, that he could toss onto a toy at the very last moment to make it skyworthy. Bobby thought the idea was very silly until they put it onto a toy train and found that they could soar around like a Chinese dragon. Of course, the wings gave out after a few seconds, but it was still a wonderful discovery that the elves truly appreciated.

I'm going to tell you a short story, now. Once the elves were playing around in the snow on a giant iceberg, enjoying their down time and rolling down hills. Bobby slipped and slid right into Jerry, whose cane flew out of his hands so that he slipped too. As they slid on down the hill, Stevie jumped after them, trying to grab them and slow them down; instead they only moved quicker still. As they fell out into open air and started to plummet into the icy waters, they all panicked... until Stevie hollered "Make a flying train, quick!" Well, I don't have to tell you how they all hastened to get those compartments built, and how Stevie rushed to make his wings - I don't even know where they got the tools from, to be honest. What I do know is that Santa found himself looking at three very excited elves flying a train back up the cliff, saving themselves at the very last moment.

Stevie tried putting wings on the robot, too, which Santa banned after the robot swooped around speedily, using all of its plastic weaponry on him. Then he put it on the dollhouse, which meant that they could float a ways off the ground as they hid in it. This became one of their very favourite games, although Santa forbade them to ever send such toys out to the children. He'd mutter something about Icarus and "Dadalus" whenever he saw the elves playing with Stevie's wings, and Jerry would nod his head wisely but keep playing anyway.

:: Chapter VI - Stevie Flies Too Close To The Sun ::​

Now here's a secret not many people know: some elves long to be birds.

Oh, I don't mean they want to turn into birds. That would just be silly. But as everyone knows, most elves sit tight and don't leave the ground no matter; there are only a few who dare to leave the safety of the earth. Stevie was one of them, as his adventures with toy wings should clue you off to.

You see, in his spare time, Stevie had tinkered with funny little springs he'd attach to the bottom of his shoes, letting him leap high into the sky while the other elves stayed down where they belonged. While up there, he felt this wonderful freedom, and would be inspired to create new and special additions to the same old toys. The other elves never even jumped - Jerry's back wouldn't allow it even if he wanted to, and Bobby was the same old Bobby, with no time for such... "dalliances". That was Santa's word for Stevie's shenanigans.

Eventually, it got to the point where Stevie wouldn't even build things unless his feet were in the air. They became such a funny sight - Bobby and Jerry bustling away at their pieces while Stevie bounced up and down behind them every few seconds like a mad rabbit. They tolerated it because the things he made became so wonderful, such welcome additions to any toy. Maybe I'll tell you about them someday.

:: Chapter VII - Humble Additions and Paint Jobs ::


That's a good way to sum up Jerry's contribution to their art, really. While Bobby loved big, flashy toys and Stevie hopped up and down adding his crazy inventions, Jerry was always the one who kept them down-to-earth and kept their toys from flunking Santa's checkups. Santa knew it, of course. "Good job, Jerry," he'd say if a toy was satisfactory, and Bobby would fume and Stevie would hop and Jerry would just tap his cane once or twice against the ground.

The most standard contribution he'd make was the painting, of course. This took longer than almost any other step in the building of a toy, but nobody really cared; Bobby and Stevie would stand around him like bodyguards until he was completely finished. Jerry used red, blue, and yellow as his main colours, although he'd sometimes use pink for the little girls. Little did he know that Stevie had been switching his plain paints with Santa's magical ones, just for giggles.

Blue paints meant the toy would be almost impossible to break.
Red paints meant that robots and trains moved twice as quickly, although red dollhouses were just for decoration.
Yellow paints meant that the toy was sticky. Jerry never really understood what went wrong with these, and Santa disapproved, but he still couldn't resist using yellow once in a while, his favorite colour. Silly yellow toys would make foolish passing elves get stuck on them for a while, and Stevie would laugh his head off.
And pink paints, which he used so rarely, were the most special of all, since they had every manner of icing and sugar in them. Toys covered in pink paints could be eaten - usually they'd vanish mysteriously and Stevie would try to look innocent - to replenish an elf's strength after a long day's work.

Now, as much as the elves appreciated Jerry's painting, it wasn't his only contribution. He had other roles that would always tilt the scales in their favour when Santa was choosing Elf Team of the Year. He always added those little touches that he knew children would appreciate.

Besides, he made it look easy. When Jerry would work on a little gadget that would make invisible shields around the toy, it didn't look tacky - it looked friendly, and wonderful! So now any accidentally thrown baseballs would bounce right off and go the other way, how lovely! This was always a welcome addition to any toy, especially the toy train, so the trio could ride around the workshop pestering the other elves and to have to worry about having shoes thrown at them.

You could never dream of the kinds of things Jerry thought up. It was he who decided that a toy dollhouse would be well served by having a fan on the top of it, so that the child playing with it wouldn't get too hot, playing such an exciting game. Soon they were putting little fans on all sorts of things! A toy train with a fan could be used a bulldozer, pushing things along in front of it, while a robot with a fan was a pushy little walker who could blow all the other elves into the corner and still keep walking toward them! Santa was overjoyed by this harmless little trinket.

And when Jerry slowed down with all the more complex ideas, he'd spend some time instead building some pretty little Christmas lights to drape about the toy, strictly to get in the spirit, you see. A toy covered in blinking lights looked so much more welcoming, although whenever another elf stared in its direction for more than two seconds, he'd get all dizzy and simply keel over. When there were no toys around, Jerry liked to drape the lights all over himself, so he'd look as jolly and cheery as a Christmas tree himself. When the polar bears attacked, all Jerry needed to do was stand a ways away and shine in their general direction. Bobby and Stevie would usually cower, but Jerry knew better. He always knew.

:: Chapter VIII - "Every Little Boy Likes to Play War" ::​

I guess you could call that Bobby's philosophy. He was a troublesome little elf, because he was so sure that all any little boy could want was a toy to pelt his little sister with. He used to make plastic guns, for playing cowboys n' injuns, until Santa told him he was out of order in his British accent. Bobby sulked for a few days but eventually got over it.

You see, Bobby had a smashing good time preparing his toys for battle with polar bears and other elves and such. It was all in good fun, of course, but Santa never quite saw it that way. Jerry did his best to placate him, but Santa often had reason to be very upset with poor Bobby.

One of his favourite additions to a toy would be to attach a toy gun to it. Now, this would look pretty funny - in a strange kind of way - on a dollhouse, of course, but it WOULD give them a bit of protection from Santa when he got sick of it. And it looked much more fitting on a nice robot. These guns, well, Bobby usually programmed them to shoot forwardautomatically when they got within range, and they had quite a bit of range. They were strong, too - they could blow a whole crate to bits, although Jerry almost never allowed that. Stevie loved watching robots on parade with guns, though, and always encouraged Bobby on that front.

Another special kind of gun that he tended to set up on the robot's other shoulder, or on the train's caboose, was something he'd heard Santa describe as a "flamethrower". He thought that was a bit unfair - all the toy really did was toss out some pretty sparks. Yes, it had been known to light the workshop up from time to time, but that was only when things got out of control, like when there was no elf sitting in it to keep things running smoothly. Putting one of these guns on a dollhouse was his favourite way of keeping unfriendly strangers from simply busting in on them.

Sometimes things went wrong. Bobby knew how to make things little boys would like, but, well... sometimes it blew down in his face. He'd try to attach a very special gadget that would make the toy issue smoke, but all it did instead was make the toy explode when it got close enough to an unfriendly entity. For some reason it considered Santa unfriendly. More than once had a robot marched right up to him when he was reading the morning paper. "Oh, hello there, little one," he'd chuckle at the friendly little robot. Then it would explode. Needless to say, he was never very happy with these episodes, and thereafter had other elves check every toy the trio made for accidental explosives.

The very worst was when Bobby installed this explosive into a dollhouse, because it would blow up with all three of them in it. Somehow, they themselves would be shielded from the explosion - but it was still hardly fun to suddenly find themselves exposed on all sides and covered in ash. At least Bobby got that smoke he wanted, right?

:: Chapter IX - Stevie the Acrobat ::


Now we return to that silly Stevie and his high-flying hijinks. "His aerial expertise is matched by no elf," Jerry liked to cackle, and although none of the other elves really understood what that meant, they were all as offended as Stevie was pleased.

Wonderful indeed was the day when he learned that he could install a giant mechanical claw to the front of a toy, which could be used to clamp forward onto things and make the robot a kind of miniature construction worked. He quickly figured out how to built an identical structure to affix onto the back of a toy, and Bobby's toy trains were never quite the same after that. More on these magical claws and their many talents later.

Now, the other elves had grown very much jealous of Stevie's high-flying hijinks, as I was saying, and they were starting to grumble whenever he jumped up and down loudly. Occasionally they even threw wrenches and malformed bits of toys. Stevie, never one to be caught off-guard, quickly learned the value of a straightforward midair kick, simply to give oneself breathing room. That was the day that Stevie's infatuation with acrobatics began; he soon also learned a powerful drop kick that he would use to drop down onto irritating runaway robots.

But more to the point, Jerry always used to tell him that those springs in his shoes were a waste of time, since they'd never be put to use in any of the toys the trio built. Stevie realized this, and, a wily little elf, thought up a way to install the springs onto the bottom of the toys they built. A robot with a spring could jump and pursue, to Bobby's delight. A toy train with a spring was a strange sight, its front compartment bouncing wildly up and down. A dollhouse with a spring was more bizarre still, just bouncing in place. Santa thought of these toys as rejects, but Stevie looked so excited that he couldn't bring himself to dismiss them. He used to stack them up in a corner of the workshop, where the robots would twitch every once in a while, longing to be set free.

:: Chapter X - The Robot Hands, and What Became of Them ::

So these robot hands that you've heard so much about? The most important thing to know is that they clamped. I'll tell you, Stevie got in more than a spot of trouble the first time he stuck one onto a robot - something in its robot mind simply went haywire, and it stalked around the workshop chanting "Kill! Destroy!" Afterwards, Jerry explained the science of what the robot was doing. Bobby was listening intently, although Stevie hardly seemed interested.

"The clamp function is not automatic. It's triggered by an external force I can't pinpoint; in any case, its grab is incidental, because the toy itself continues to parade around as it would otherwise. Once it has grabbed someone, as we saw when it scooped up Jennie, it has several functions:

Firstly, it may simply extend its claw forward, leaving her outstretched until she manages to struggle free; this could have been dangerous if it had been possessed with one of Bobby's toy guns. Secondly, it can simply hurl her back, overhead, with considerable force. This IS dangerous, even without a gun, and would be especially dangerous if it had been a train. Thirdly, it can deposit her directly down, underfoot, and march right over her while she's lying there. Lastly, as we saw at the very end, it can compartmentalize her and essentially devour her, although she may from there break free with a considerable amount of struggle. Thank god it wasn't one of Bobby's self-detonating rejects; that could have been incredibly dangerous."

So there you go. Jerry seems to be a very serious fellow, but it's true that this particular incident was very ill-advised; the robot seemed to have malfunctioned in a very odd way. Since then, Stevie would occasionally install these arms, but only on placid dollhouses, because, as he figures, what little girl wouldn't like her dollhouse to play dollies with her?

Santa was most displeased with this incident. He came chasing after Stevie swinging a Christmas tree; when he caught up, he stuffed the little fellow into a bag and tossed him into his sleigh with the rest of the presents. Some little boy will have gotten a good shock, I'll tell you, when he opened his present only to find a real, live, squeaking elf. Eventually Stevie worked his way back to the North Pole, taking odd jobs at gas stations and such, and he's always been extra careful since.

:: Chapter XI - The Best Present Ever Seen ::​

Now, what happens when elves simply get carried away? Can anyone tell me? It was late at night one breezy afternoon and Jerry said "Good morning" to Stevie as he ate lunch.

Wait, that's not right.

It was late at night one frosty November and the three elves were working away, as usual, with complete diligence. Outside the window, the friendly polar bear Xavier was lolling about. Bobby took a long hard look at him. "Say, boys... don't you think any child would love a stuffed polar bear for Christmas?" Stevie immediately took a giant leap up and added, "With snowglobes!"

Jerry shook his cane at the two whippersnappers. "How would we make a stuffed polar bear with the material we've got here? And what do snowglobes have to do with anything???"

Stevie's face fell. "Snowglobes make everything better..."

Bobby nodded, getting more and more excited. We've got all the materials we need!... Except for the white fur. Hmm." He gazed thoughtfully at Xavier, out there in the snow. "I've got it! We go shave Santa!"

Jerry looked aghast. Stevie jumped up and clapped his approval. The oldest of the three elves took a moment to regain his composure, then cackled, his eye twitching. No elf can resist pulling one over on ol' Santee Claus if given the chance, and the idea of seeing the fat old man beardless and bald was just too much for the three very bearded elves.

So they shaved Santa while he was passed out on the couch, singing Christmas carols all the while. They put together the bear, every last strand, and stuffed him full of odd knickknacks, since they didn't have enough fluff. Everything seemed to be going perfectly. Then they glued on the hair, and voila! Presto! A real live polar bear!

"Uh... Why is it breathing?" Stevie asked with wonder.

Well, needless to say, there was some sort of magic in Santa's hair that did something very strange to this stuffed polar bear. The three hapless elves soon found themselves fleeing through the workshop, clambering over shelves and cowering in dollhouses, trying desperately to stay alive as the polar bear rampaged about, wrecking things with massive swipes of its paws. To their dismay, when it swatted one of the clawed robots in the corner, it got all of its piece stuck in its tangled fur, becoming larger and ever more dangerous. When it wrecked a dollhouse covered in Christmas lights, the lights got snared all over it, and so on it went until the polar bear looked less like a bear and more like a shambling bundle of reject toys.

The three elves ran into the next room, the conveyor belt room, and the bear followed, slashing its way about and attacking both friend and foe. "Quick!" shouted Stevie, who set to work constructing a set of wings. The other two got the idea and the trio quickly put together a flying train. Up into the air they went, hovering just above the menacing, roaring toy polar bear. The other elves were running, outside Xavier was lowing, the reindeer were pawing the ground nervously, and Mrs. Claus came in through the door, took one look at the chaos inside, and went back to the kitchen to pop open a nice bottle of sherry.

Then it was Santa who was barging through the door, almost breaking it down in the process. All the elves froze in place when they saw his big jowly face, for once bereft of whiskers. One elf even snickered before he was swatted aside with a bellow. "What is the meaning of this?" roared Santa, even louder than the polar bear. "That's my hair!"

Above, the three elves circled quietly. Stevie was working on something, and Bobby had a sudden stroke of inspiration and set to work on something of his own.

"No polar bears in my workshop!" shouted Santa, and he took one step toward the renegade toy. But without his beard he seemed unbalanced and a bit wobbly, and he only took two steps before he stepped through the roof of a dollhouse. With it stuck on his foot, he wobbled even more, and tripped over a cowering elf, falling face first onto a small smoke device, which, of course, exploded in his face.

The polar bear had had enough slapstick, and continued with its rampage, neatly stepping around Santa's prone body. Stevie had finished with what he had created and dropped it onto the bear's head; it was a tiny little snowglobe. Jerry whacked him with his cane - the elf, not the bear, I mean.

Then Bobby finished with what he had been working on - a smoke device, much like the one Santa had fallen onto. He lobbed it perfectly into a fan sticking out of the bear's back, where it rattled around for a brief moment before exploding. The bear was ripped cleanly in two and fell, once again an innocent inanimate object full of fluff and pointy objects.

Well, the three never tried anything so foolish again, of course. Santa wasn't happy at all and the only thing that kept him from booting them into the sea is that he was unconscious for the next few days and had forgotten most everything by the time he woke up; even his beard had begun to grow back. In fact, it seemed to grow back in clumps at a time. Nobody quite understood how it was happening... although Jerry remarked that Xavier seemed to be losing his hair just as quickly as Santa was growing it.

Chapter XII - Boxing Day​

Well, I'm afraid this is where we leave our good friends the elves and their industrious work ethic. It's the day after Christmas, the only day the elves get to take time off - although most elves tend to take time off all the time, to Santa's ire.

Hopefully now you know a little bit more about the inner life of Santa's workshop - how toys must be made all at once, in a hurry, and how they can be equipped to either attack and pester Santa or defend from angry polar bears. The lives of Stevie, Bobby and Jerry are not at all easy ones, but they make it day by day by working together in ways that seem uncanny to us - by delegating tasks and working over one another, by moving about on a toy train as they work or hiding in a well-protected dollhouse. If even one is absent, the trio can't work at all. Yes, theirs is an unpredictable world, one in which every toy is more wonderous than the one before it. A world of fun and play that never ends, yes, that is the concept of Santa's workshop.

And now, my friends, I wish you a very merry Christmas and an equally good night. And if Santa were here, and not passed out from heart failure after eating far too many cookies, I'm sure he would say, "Ha! Ha! Ha!"

...Hmm. That's not right, is it?


THE END​
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
The Elves: Wow... just, wow. If there was any doubt as to you being the most progressive MYMer here, there certainly isn't anymore. Such an endearing tale of three elves and their limitless craftsmanship. I particularly enjoyed Santa's less than favourable presentation, and the multitude of witty ways the elves added new things to their toys.
Santa's Magical paints was a tiny bit awkward to read though, as was the robot hand. And in the end, I had to read the story a second time, because I lost track of all the various tricks the elves were playing.
Still, it's remarkable what you've managed to do, thank you for this Christmas treat.

If there was some contest in which I could vote for this story, I would give it two votes.​


And Merry Christmas, dood.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Elves: When I started reading it, I thought it sounded like an MYM allegory, with the Elves representing....but it turned out to be even awesomer than that! You made something very special there, Rool. Amazing presentation and very well done. Cool story, bro, and Merry Christmas to all!
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
THE RAAAAAIIIIIIDERS

Elves

Holy santa bananas, Rool. So THIS is what you've been doing. :0

Anyway, I wouldn't say this quirky little tale is the best of Christmas stories or the best set so far- but it is, however, a near-seamless combination of both. You manage to explain moves with ease and find clever ways to sneak range and power for a smash bros. set in the confines of a cliche yet fun Christmas tale. And, as per usual, you take daring steps forward in terms of writing style and question how far MYM can evolve without going crazy.

As Junneh said there were some things and moves that didn't quite settle as others, but I assume Smash-related details such as damage and priority would be an awkward fit on a "story-set" such as this. Although there are pieces missing, I can still see the overall picture fairly easily, so props.

What I love to see in movesets is me coming up with little strategies with the moves and move-combinations as I'm reading through ones set; you definitely didn't fail in this category. Sure, the elves are very well prop-lovers but rather than simply dismiss them once done they continue to work and build upon their creations to improve them; just like any good elf would.

You take big and ambitious leaps throughout each contest, Rool, and obviously you've done so here as well. I can't say this is up there with your best but with what (I believe) you were trying to do you've done very well. Somehow you combined a fun Christmas story with a neat little moveset with no major faults, and in doing so MYM got one hell of a great gift.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
ELVES

Every MYMer down in MYM liked the elves a lot...

But the Warlord, who lived just north of MYM, did NOT!

The Warlord hated the elves! The whole moveset! Now, please don't ask why. No one quite knows the reason.

It could be that their detail wasn’t just right.

It could be, perhaps, that the button inputs were too tight.

But I think that the most likely reason of all may have been that their playstyle was two sizes too small.

But, whatever the reason, their detail or playstyle, the Warlord stood there in Sandbag Central, hating the Elves.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
The Elves: Wow... just, wow. If there was any doubt as to you being the most progressive MYMer here, there certainly isn't anymore. Such an endearing tale of three elves and their limitless craftsmanship. I particularly enjoyed Santa's less than favourable presentation, and the multitude of witty ways the elves added new things to their toys.
Santa's Magical paints was a tiny bit awkward to read though, as was the robot hand. And in the end, I had to read the story a second time, because I lost track of all the various tricks the elves were playing.
Still, it's remarkable what you've managed to do, thank you for this Christmas treat.

If there was some contest in which I could vote for this story, I would give it two votes.​

And Merry Christmas, dood.
Thanks, Junahu! I really hoped you'd like it as much as you like most of my offbeat ideas, so this is great to hear.

@Elves: When I started reading it, I thought it sounded like an MYM allegory, with the Elves representing....but it turned out to be even awesomer than that! You made something very special there, Rool. Amazing presentation and very well done. Cool story, bro, and Merry Christmas to all!
Hah, thanks, filip! I'm glad you enjoyed it!

THE RAAAAAIIIIIIDERS

Elves

Holy santa bananas, Rool. So THIS is what you've been doing. :0

Anyway, I wouldn't say this quirky little tale is the best of Christmas stories or the best set so far- but it is, however, a near-seamless combination of both. You manage to explain moves with ease and find clever ways to sneak range and power for a smash bros. set in the confines of a cliche yet fun Christmas tale. And, as per usual, you take daring steps forward in terms of writing style and question how far MYM can evolve without going crazy.

As Junneh said there were some things and moves that didn't quite settle as others, but I assume Smash-related details such as damage and priority would be an awkward fit on a "story-set" such as this. Although there are pieces missing, I can still see the overall picture fairly easily, so props.

What I love to see in movesets is me coming up with little strategies with the moves and move-combinations as I'm reading through ones set; you definitely didn't fail in this category. Sure, the elves are very well prop-lovers but rather than simply dismiss them once done they continue to work and build upon their creations to improve them; just like any good elf would.

You take big and ambitious leaps throughout each contest, Rool, and obviously you've done so here as well. I can't say this is up there with your best but with what (I believe) you were trying to do you've done very well. Somehow you combined a fun Christmas story with a neat little moveset with no major faults, and in doing so MYM got one hell of a great gift.
Awww, thanks, Frf. I love this comment.

ELVES

Every MYMer down in MYM liked the elves a lot...

But the Warlord, who lived just north of MYM, did NOT!

The Warlord hated the elves! The whole moveset! Now, please don't ask why. No one quite knows the reason.

It could be that their detail wasn’t just right.

It could be, perhaps, that the button inputs were too tight.

But I think that the most likely reason of all may have been that their playstyle was two sizes too small.

But, whatever the reason, their detail or playstyle, the Warlord stood there in Sandbag Central, hating the Elves.
Heheh. If you had liked it, Warlord, I would have been disappointed - I can't see you doing the whole Christmas thing, and you're never much for these zanier moveset concepts. This isn't supposed to be a contender (although it has everything a moveset needs to qualify hidden in there) but more of a jaunty seasonal thing that I had a great time writing and I hope most people enjoyed reading. ;)

Merry Christmas, folks, and while we're at it ('tis the season), thanks for making MYM such a wonderful community to be part of. My interest wanes from time to time, but it's you people who keep bringing me back over and over again, every one of you. Carry on. :bee:
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[size=+3]Elves[/size]
Those elves don't form the most straightforward set, but it's really funny to read. It's a funky christmas present, at first decieving.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
You better use skill
You better not camp
You better not plank
I'm telling you why
Santa Claus is coming to Brawl
He's making tier lists
Checking matchups twice
Gonna find out who's garbage or cheap
Santa Claus is coming to Brawl
He knows when you are spacing
He knows your wake-up game
He knows if you main Meta Knight
So play Ike for tourneys' sake!
You better not DC
You better not stall
You better not infinite
Bowser with D3
Santa Claus is coming to Brawl​


Tornado Man will hopefully be up tommorow if I don't get distracted playing MY BRAND NEW PS3!
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Alright guys, since it’s Christmas and all and we’ve gotten through another year of MYM, I thought I’d try something kind of different here. Throughout my time in MYM, I’ve made friends with a lot of you guys and you’ve really come to be something of a family of sorts. I can truly say with 100% honest that you are all now my friends, friends in the true meaning of that too. I feel as though I can really trust you guys and that we all really look out for one another. As such, I’d like to take a little time to reflect my opinion on several MYMers; if you’re not covered, it honestly means nothing at all against you, it just means I don’t know you as well as I know the others and would like to change that really! All else I can say to blanket the entirety of MYM is, I’m really happy to still be apart of this contest. I’m really happy that we’ve all gotten so close and such, it really does feel like MYM is a family, not just some internet community.

MasterWarlord: A kind of humorous friendship that’s been evolving quite a bit as of late. Needless to say I 100% respect Warlord’s movesetting abilities and, while I may not agree with everything he says 100% of the time, I do find him a genuinely fun person to talk to, even if we’re debating things. While at first things were odd, once I gained Warlord’s respect I really came to notice that he’s a surprisingly lighthearted individual behind that no-nonsense exterior. Plus he likes FMA, that earns him cool points right there. A totally dedicated MYMer, MasterWarlord hands down shows why he is one of the most influential people of this contest; he just cares about it so **** much! I can’t help but respect that.

KingK.Rool: K.Rool, the first of my three droogies and probably one of the more eccentric MYMers, not that that’s a bad thing at all of course. Rool always seems to have a weird way of not only thinking outside the box, but of making a box of his very own which is something I very much respect. He’s a risk-taker, pure and simple. He’s proved it with Romero and Zant (to name two examples of many) that he can make a straight up amazing moveset…but he doesn’t limit himself to that. He tries new things, stuff that hasn’t been seen before. The Eeveelutions, caterpie, TAC! They’re all such daring attempts I can’t help but respect him for it. That and I love his semi-sarcastic tone and lighthearted attitude. Now I can even add the Elves to examples of your daring set making, will you never cease to amaze me with what weird (but impressive) concepts you can come up with?

SmashDaddy: SD…I’m probably the only person to consistently call him that instead of Smaddy but eh, whatever. SD really proved himself with Raiden, a set that, despite certain opinions now, I still find to be an incredibly fun read with lots of creativity, flow and dedication. Kaiser was another great example of this; he took the boring German boxer and gave him a whole new feeling, a whole sense of actual character. My only problem is you don’t give us enough to read man! I love readin’ your sets but they come around so rarely. I’m not really one to talk on that matter though so…oh, and of course I also find SD to be one of the more humorous MYMers. Also, he's one of the only MYMers to take a risk and let us hear his own voice, being the first to create an audio review and the hilariously narrorating MW's story mode.

Junahu: Junahu is somewhat of a mystery to me…yet that’s always been one of the more interesting things about him I suppose. He’s not afraid to speak his opinion on sets and he’s one of the biggest coordinators in the SBC, but many times his opinions on sets remain mysterious right down to the voting deadline. I personally find his sarcasm, his humor and other traits to all be quite interesting personally…as weird as it sounds, Junahu is probably one of the MYMers I try and draw inspiration from the most. I massively enjoy all of his sets and his (much like Rool’s) desire to attempt the unattempted. I can honestly say that there has never been a Junahu set I’ve not enjoyed; Anne, Cutesy, Arche, hell, even Wispa, I just love them all. Long story short, Juno’s my MYM rolemodel ;_;

Hyper_Ridley: H_R takes an approach to movesetting that I respect very much; he makes movesets for characters he likes and, most importantly he really has fun with the ones he likes! While Spadefox was pointed out to be his best in MYM6, he still greatly preferred the ones he had more fun with; Wheel Gator and Vile. It was this approach that kind of snapped me back into MYM; H_R made good sets for characters he liked. After the whole Tauros deal, I was kind of worried that I would just be making sets for characters I didn’t care about but had good ideas for. H_R helped me realize that first and foremost, MYM is for fun. I’m really glad I remembered that lesson.

Spadefox: Since I mentioned him in H_R’s post, I’ll mention the REAL Spadefox here. My post about Spade isn’t long, I really did enjoy talking to him when he was in the chat, he’s quite the interesting person. I would however like to apologize if I’m one of the MYMers who have offended him; it was never my intention to hurt your feelings if I did…and if I did, well I’m sincerely sorry for that.

Wizzerd: Here we come to Wizzerd. We haven’t always seen eye to eye admittedly but I have, in all honesty, always respected your ability to makes sets everyone -ELSE- enjoys. What can I say? You consistently make great work which, regardless if I like the set or not, I can’t deny is very impressive. You bring out lots of sets but each set is at a high quality standard which is very impressive indeed…plus you made Strangelove which is amazing on multiple levels. Not only this, but you went from making Tingle to being a leader in record time, not many can say that they make the leaps and bounds that you do and for that, you have my respect.

BKupa666: No, this won’t be filled with vore jokes and the like as I honestly do respect Kupa as an equal despite joking around about him sometimes. Kupa, like Wizzerd, constantly makes high quality sets…and lots of them! Not only this, but he’s an absolute beast at reviewing I mean really…until Warlord got that massive amount of reviews done, Kupa was carrying the leadership with his reviews in MYM6. He’s got dedication and he’s got heart, those are two very respectable things I can say right off the bat about Kupa. Another thing is that he’s certainly not afraid to push the envelope sometimes; with sets like Bleak, Great Mighty Poo and Fat Illegitimate Child; Kupa clearly makes sets for characters he really enjoys, regardless of whether or not he thinks others will.

agidius: MYM’s hardest working alt. color maker, photoshop guy and overall awesome moveset maker; it’s hard not to respect a guy who consistently goes out of his way to make those awesome photoshops for us. Agi is probably one of the NICEST MYMers too, a trait that I hope he never gives up. Really, what can I say about Agi that hasn’t been said a thousand times over? He’s a great guy, a hard worker and a fun person to be around in general. Plus he makes all those pretty alternate color sets for everyone and those totally kickass character select screens…that and its great to see him frequenting the chat more as of late!

Chris Lionheart: As a fellow MYM2 veteran, I respect Chris for sticking it out so long in MYM. Not only that, but I’m highly honored that he trusts me enough to talk seriously with me about anything that’s bothering him. As a movesetter, it’s a shame to see that he’s apparently lost the drive to make sets (as I thought Flygon, Leviathan and Arthas were all very enjoyable). Still, I’m glad he’s still sticking around to chat with us. Even though we don’t see eye to eye on some things, I still respect that he’s willing to speak his mind. Plus, as a fellow writer, I enjoy seeing him pursue his many writing ideas.

TheSundanceKid: Sundance. I could just leave it at that and you’d all know exactly what I mean. Sundance is the second droogy of mine I’ll talk about. Simply put Sundance is the epitome of MYM pop culture if that makes sense. Really, Sundance gave us one of the best parts of MYM; the chat. Without it, I probably wouldn’t be writing this up now, let alone still be here. Getting to know you all is what keeps me in MYM pretty much! Back to Sundance though…Sundance is like that one friend IRL who says stuff nobody else will. He’s the popular guy of MYM that everyone loves pretty much. Hilarious all around, droogy is certainly one of MYM’s more lively members.

Kholdstare: Which brings me to my third and final droogy, Kholdstare. Now…Khold likes to cause trouble sometimes…but it’s always for the lulz which makes it totally worth it. Without Khold, we probably wouldn’t have 8.9 billion Plorf shoops which, in all honesty, would be a world I wouldn’t want to live in. Khold basically represents the perfect mix of hilarious lulz and serious movesetting in MYM. With a seriously funny (if not sometimes twisted) sense of humor and an incresing determination to make wonderful looking and creative sets, Khold is cementing himself more firmly into the MYM community as a serious player.

Plorf: Poor, poor Plorf…gets far more heckling then he really deserves. As humorous as some of the Plorf shoops can be, you gotta give Plorf credit for being tolerant enough of them to stick around. Not only does he have a high tolerance level, he’s also got a lot of spirit. Despite not making a whole lot of sets, he’s always thinking of creative, new ideas for the ones he does (or wants to at least) make in the future. All Plorf jokes aside, he seems to really enjoy the community and jumps at the chance to make a moveset for whatever wacky idea (be it a regular house cat or a chair) pops into his head.

darth meanie: DM is a respectable guy all in all. He brought us a steady supply of interesting reads in MYM6 and he also brought us the massively popular Subaru in MYM7. That’s all well and good, but what I really respect about his guy is his desire to push the limit of his abilities. Whereas most people would take the HUGE amount of praise for a set like Subaru and run with it, DM KNOWS he can do even better than that and wants to prove it. He’s a determined guy with a drive to keep improving no matter what, that’s very respectable in my book. Another trait I respect about him is his ability to be honest. He didn’t like Silver for instance, told me why he didn’t and was flat out honest about it and quite honestly, I’m glad he did. That kind of honesty helps everyone develop and is indeed truly helpful.

SkylerOcon: He’s a mod. He’d ban me if I said anything bad about him. Nah, in all seriousness, I really like how Ocon sticks to his guns. He’s a strictly anti-unsmash guy and is totally adamant about it. Even if it’s a huge name set (or my set =P) he’s not afraid to say he dislikes it if he does. That honestly is admirable really and just goes to show that Ocon really shows no fear. His sets are almost always entirely true to Smash and usually very enjoyable to read (except Metagross but…that set don exits) and he always seems to try and go above and beyond for presentation. Ocon's also totally awesome, far more so than myself. I only wish I could be as cool ;_;...

TWILTHERO: TWILT is kind of the underdog story almost…when it seemed like TWILT was leaving for good way back in the day, it hit us hard. Thankfully, TWILT came back, better than ever. He’s got a lot of spirit for the contest and continues to make characters he genuinely enjoys. No matter the reception of his set, TWILT always seems to bounce right back, I don’t think I’ve ever seen him honestly upset…regardless, I think I speak for everyone when I say I’m glad TWLT didn’t leave MYM for good and that we’re all glad to have you back man.

half_silver28: One of my fellow MYM2 vets and an all around awesome guy, Silver’s probably one of the MYMers I have the most in common with. He’s totally chilled out almost all of the time (which makes him VERY easy to talk to and relate with) and he’s always been one of those consistent MYMers…well, he has to be if he’s still around since MYM2! Overall, Silver’s a great guy; fun to talk to, easy to get along with, still has the drive to make sets…and he’s probably my main anime buddy in MYM.

UserShadow7989: Despite having to write it several times, I always have to check to make sure I got the numbers in your name correct. From the moment you posted Revolver Ocelot, I knew you had a lot of potential in you for movesetting. As of late, it seems like you’re losing the drive to make movesets which is understandable but rather unfortunate. Works like Specter and Revolver Ocelot Part Deux stand out as impressive works from yourself and it’s quite clear that you have an open mind for improvement and criticism. Many MYMers would’ve been discouraged from that thrashing Akira got, but you immediately got back on the horse and made a set that blew it out of the water, very respectable.

goldwyvern: MYM’s little brother almost, GW’s a fun guy to talk to. Despite being paired up mostly with other MYMers to make sets, GW has started making good steps towards being a good solo MYMer (most notably Jigglypuff Remix). Not only this, but you have a weird nack (like myself) for making sets for obscure characters (Doc Robot? PPiaP?). Most importantly however, you have enthusiasm to spare; you’re very excited about what you do and it clearly shows.

Of course a very special mention to some of our missing MYMers. SirKibble and ChiefMendez in particular are very much missed and will most certainly never be forgotten. You two are legends here and loved by all. And of course there's emergency who really needs to come back; we all miss you too ;_;

I’d also like to address some of the chat only MYMers who are all quite enjoyable to talk to. Clownbot, Salvo Fenris, darkslash and Shake~ to name only a few! You guys are all awesome as well! Don’t think I forgot! I’ll also mention some other users; koppakirby, kitsuneko345, flyinfilipino, Katapultar, Frf, tirkaro, n88_2004, Baloo, Meadow, JOE!, dancingfrogman and Jimnymebob are all also hard workers that I can think of off of the top of my head. I know there’s more and I apologize if you weren’t listed >_<

To anyone not addressed here, I either don’t know you enough (which is totally not cool cause I wanna get to know EVERYONE here well!) or I’d just be repeating more “You guys are awesome!” comments. Not that those are canned comments at all, I genuinely mean that you guys are all awesome. In summary, I hope you -ALL- have a wonderful holiday season! Here’s hoping for another great MYM everyone!

-MT

EDIT: Urk, this originally had color, the links messed it up, sorreh ;_;
 

Paladin77

Smash Journeyman
Joined
Nov 21, 2009
Messages
404
Location
Los Angeles, California.
woah so long posts

anyway merry christmas everyone...

Oh and nice poem. i loled

Alright guys, since it’s Christmas and all and we’ve gotten through another year of MYM, I thought I’d try something kind of different here. Throughout my time in MYM, I’ve made friends with a lot of you guys and you’ve really come to be something of a family of sorts. I can truly say with 100% honest that you are all now my friends, friends in the true meaning of that too. I feel as though I can really trust you guys and that we all really look out for one another. As such, I’d like to take a little time to reflect my opinion on several MYMers; if you’re not covered, it honestly means nothing at all against you, it just means I don’t know you as well as I know the others and would like to change that really! All else I can say to blanket the entirety of MYM is, I’m really happy to still be apart of this contest. I’m really happy that we’ve all gotten so close and such, it really does feel like MYM is a family, not just some internet community.
@Marth Trinity: A family you met online... thats kinda sad, no offense... did you meet these people irl... ever?

Do you even know how they look... or sound like?...

its kinda ironic... but no offense. Im for this family . It just seems kinda weird...
 
D

Deleted member

Guest
Lovely to see you back in the contest, FF and I’m glad you requested a comment for Jynx – remember guys, VM, PM or chat, I will comment, or I will set Plorf on you.

The absolute in this moveset is obviously the side special; it’s more-or-less the entire playstyle of Jynx and actually a rather nifty idea. I always think of Spadefox [the moveset] when I see special effects or voodoo in movesets, but the ice statue paradigms here are actually quite refreshing.

This character is in all another very good fit, alongside Shikamaru, in having the classic kiss and singing, but I didn’t find all the ice stuff as much so. I’m afraid that after the specials, the moveset definitely takes a nosedive in terms of quality. It’s understandable, as your last moveset was Chilly – that’s that, you’ll soon be as good as, er, Warlord.

But, I also have a few problems with your writing style in parts. I found some of the moveset to be a little bit confusing, to quote one of my favourite moves, “Then, the foe is expelled from the back of their icy replica” – I was lost for a moment on what this ‘statue’ talked about afterward was, which is blatantly obvious once one thinks about it for another moment, yet I digress. Complicated language is better replaced with helpful language, as I would rather be told, “the foe is expelled from a remaining ice statue,” than what you said – more informative. Maybe I am certainly an idiot.

That up special is also kind of overpowered, and somewhat ineffable in terms of language. For example,

“If she uses this move in mid-air, Jynx herself will rise vertically along with her pitch, reaching her maximum height (the distance of Ike's Aether) at the same time as she reaches her highest note. Jynx will start to fall in the air in helpless mode after she holds her highest note for 0.75 seconds.”​

The amount of nouns is silly, “height” is used divisively and the lack of details in places is dire, such as the amount [or lack thereof] horizontally spent distance-wise and in all, it is a bit of a jumble. Also, knock out power at fifty-percent that isn’t guardable or dodge-able and that does twenty-five-percent damage is really overpowered, especially under these circumstances.

In all, it is a little confusing, but still a good stepping stone for you from a very long ago past of movesetting, so I can forgive you. I know you’ll be back with something even better next time, which I await with vigour.
 

SixrchBattosai

Banned via Warnings
Joined
Aug 31, 2009
Messages
39
Location
With my boyfriend...who's moving ;A;
Alright guys, since it’s Christmas and all and we’ve gotten through another year of MYM, I thought I’d try something kind of different here. Throughout my time in MYM, I’ve made friends with a lot of you guys and you’ve really come to be something of a family of sorts. I can truly say with 100% honest that you are all now my friends, friends in the true meaning of that too. I feel as though I can really trust you guys and that we all really look out for one another. As such, I’d like to take a little time to reflect my opinion on several MYMers; if you’re not covered, it honestly means nothing at all against you, it just means I don’t know you as well as I know the others and would like to change that really! All else I can say to blanket the entirety of MYM is, I’m really happy to still be apart of this contest. I’m really happy that we’ve all gotten so close and such, it really does feel like MYM is a family, not just some internet community.
That was nice of you! You're awesome, MT!

Merry Christmas, MYM!!!

EDIT: FINALLY, I got my new Wii. I will have the Brawl FC up later today. I look forward to brawling with you!

EDIT 2:Since MT made a huge, sappy
,but sweet
speech, so will I! I've got something extremely important to say to everyone. Ok, here goes.

Well. It's the end of 2009. What a year it's been. I've had fun making movesets and making friends. Sure, I've gotten into some trouble, but with the new year will come new movesets, new friends, and all kinds of other new things. I'm proud to say, and truly mean, you are all friends and I hope that the new year will bring the opportunity to mend broken bridges and make new ones. Maybe, just maybe, I can reconcile with those I've started *countless* arguments with and really be a new person. I've caused some stress at home which has basically smacked me upside the head with a brick of realization. I need to socially mature. I need to stop acting like a know-it-all jerk or a childish loser. I've finally learned that just because I will most likely never meet you all in real life, I can't just say and/or do stupid and weird things that make me, well, stupid and weird. In the past, I've pushed people's buttons *on purpose* and made many people angry. I would like to apologize to everyone in the most specific way that is currently possible. MasterWarlord, I'm sorry for being a spammy, childish, annoying ***; Spadefox, I'm sorry for trying to make my life seem the worst and dwarf your past experiences; Sundance, K.Rool, and SkylerOcon, I'm sorry for causing so much trouble in the chat; Basically to everyone, I'm sorry for ruining this contest series, especially by spamming MYM 4 and having it closed. To those who are my friends, and you know who you are because I'm not really sure who you are, thanks for sticking by me as my friends. I'm glad that there are people who can tolerate my ignorance. So, to everyone, Merry Christmas and an early Happy New Year.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Alright guys, since it’s Christmas and all and we’ve gotten through another year of MYM, I thought I’d try something kind of different here. Throughout my time in MYM, I’ve made friends with a lot of you guys and you’ve really come to be something of a family of sorts. I can truly say with 100% honest that you are all now my friends, friends in the true meaning of that too. I feel as though I can really trust you guys and that we all really look out for one another. As such, I’d like to take a little time to reflect my opinion on several MYMers; if you’re not covered, it honestly means nothing at all against you, it just means I don’t know you as well as I know the others and would like to change that really! All else I can say to blanket the entirety of MYM is, I’m really happy to still be apart of this contest. I’m really happy that we’ve all gotten so close and such, it really does feel like MYM is a family, not just some internet community.

KingK.Rool: K.Rool, the first of my three droogies and probably one of the more eccentric MYMers, not that that’s a bad thing at all of course. Rool always seems to have a weird way of not only thinking outside the box, but of making a box of his very own which is something I very much respect. He’s a risk-taker, pure and simple. He’s proved it with Romero and Zant (to name two examples of many) that he can make a straight up amazing moveset…but he doesn’t limit himself to that. He tries new things, stuff that hasn’t been seen before. The Eeveelutions, caterpie, TAC! They’re all such daring attempts I can’t help but respect him for it. That and I love his semi-sarcastic tone and lighthearted attitude. Now I can even add the Elves to examples of your daring set making, will you never cease to amaze me with what weird (but impressive) concepts you can come up with?
Ha, that's a lovely gesture, MT, and it makes too much sense that it's you who does it - I think I speak for everyone when I say that you're one of the nicest, most easygoing MYMers around, and easily at that.

I love how my personality is thrown in as an afterthought in the middle of that paragraph. (smirk) Very nice of you to say so, though.

woah so long posts

anyway merry christmas everyone...

Oh and nice poem. i loled


@Marth Trinity: A family you met online... thats kinda sad, no offense... did you meet these people irl... ever?

Do you even know how they look... or sound like?...

its kinda ironic... but no offense. Im for this family . It just seems kinda weird...
You make it sound like a cult. XD

And, uh, while I'm making a largely unnecessary post, thought I'd just mention that I'm going on vacation for the next week or so and likely won't have internetz. I said once that if I ever disappeared without any warning, you should all assume I'm dead. I still mean that. I'm holding you all to it. No joke. :urg:

Merry Christmas once more, and enjoy your holidays, folks. Yep, even you, PPL.
 

SixrchBattosai

Banned via Warnings
Joined
Aug 31, 2009
Messages
39
Location
With my boyfriend...who's moving ;A;
You make it sound like a cult. XD

And, uh, while I'm making a largely unnecessary post, thought I'd just mention that I'm going on vacation for the next week or so and likely won't have internetz. I said once that if I ever disappeared without any warning, you should all assume I'm dead. I still mean that. I'm holding you all to it. No joke. :urg:

Merry Christmas once more, and enjoy your holidays, folks. Yep, even you, PPL.
A cult? lol

D: Don't die!! I'll miss you, K.Rool.

omg K.Rool's blessing I feel all warm inside. Yay.

Just kidding! Thanks, K.Rool!
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Shikamaru: I don't watch Naruto and I'm not interested in doing so, but I know nothing about it so there's no character bias here. Woohoo!

Don't really understand the little comment in the Up Special - Junahu's far more famous for disliking limited uses of moves. I don't really like the move, though. Up Specials not helping with recovery is getting rather gimmicky in my opinion. Yeah, I realize you want him to recover with only his powerful jumps... but the Neutral Aerial can help with recovery, and I think it might be easier to just switch the Up Special with the Down Tilt/Neutral Aerial, to fix this as well as the whole awkward situation with the Neutral Aerial being the Down Tilt in midair. Then again, maybe the Up Special is more iconic of him as a move? I hardly think the move is all that useful either, as all it does is spawn a "large" (loldetail) cloud of smoke which can easily be stepped out of, and it takes eight seconds for it to actually come down - loads of foresight much? Sounds like an interesting but rather useless move, to be honest...

Beyond that, Shikamaru has some really cool moves in my opinion. However, I'm noticing a theme. Shikamaru seems a little underpowered to me. He doesn't have too many moves that have offensive purposes, and he only has one real reliable damage dealer in Forward Smash. You say he should space with it until it becomes predictable... but won't it become predictable immediately if it's his sole perogative at the beginning of the match? Maybe I'm missing something because you've been far better balance than me in the past, but...

Now that we're done with that, let me say that I really am a fan of Shikamaru. All of this is made up because of one thing: the playstyle. Shikamaru has a very flowing, very impressive playstyle. I'm a fan of the Neutral Special, very creative move. Shikamaru is beautifully organized too. Shikamaru isn't your best work, but he's a nice way to get into MYM again.

That is, he can be, if you remove that mechanic booster. Mechanic boosters suck harder than Ocon's girlfriend.

The Elves: The way you've presented this is absolutely incredible. The way you've presented this does not at all detract from the piece, but adds to it and complements it perfectly. It's so charming and there seem to be a bunch of layers to it, and while some very relevant details are missing at times, it's amazing how seamlessly you present a moveset within a story.

I expected that the unique presentation would be used to cover up a lack of playstyle, but I'm happy to say that The Elves have as much playstyle as many of your other sets - maybe not Zant, but about as much as Kangaskhan. Yes, the Elves are technically trap characters - but the way they constantly renovate and construct and build upon their toys makes them very unique in that regard.

Still, I can't say I like them quite as much as some others do. Of course, I don't hate them like Warlord does. There are missing details that can't be ignored which hold this back from being over the level of, say, your early-contest Pokesets (Ekans-level, not Jumpluff-level). That said, this can't really be evaluated in the same way as other movesets because of how unique it is, and I think that's what Warlord's missing. In any case, this has loads of Christmas spirit, Rool. :D


Aww, thanks, MT! Didn't really expect to make it, but thanks a ton for that. It really means a lot. (HUG)
(CD) to PM2 battle theme

Merry Christmas everyone!

*runs off to play Pikmin on Wii* <3
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
@Marth Trinity: A family you met online... thats kinda sad, no offense... did you meet these people irl... ever?

Do you even know how they look... or sound like?...

its kinda ironic... but no offense. Im for this family . It just seems kinda weird...
Hey and welcome to MYM as I noticed this is seemingly your first post in the thread! Yes, the MYM community is very tightknit but we always welcome newcomers! As a matter of fact, I know how a considerable amount of the MYMers look as I'm friends with many of them on Facebook! Internet friends are some of the easiest friends to get close to since they're not very judgemental and usually unbias on situations you may be in!

Anyway, if you decided to stick around, I hope you enjoy the community as much as I do! If not and this was just a random post in a random thread you'll never come back to, that's a shame good sir =(

And to everyone else, have a great holiday!
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Happy Holidays MYM!

Frosty the Snowman



***

***Background***

Frosty the snowman was a jolly happy soul,
With a corn cop pipe and a button nose,
And two eyes made out of coal.

Frosty the snowman is a fairy tale they say,
He was made out of snow,
But the children know how he came to life one day.

There must of been some magic in
That ol' silk cap they found,
For when they placed it on his head
He began to dance around.

Frosty the snowman was alive as he could be,
And the children say he could laugh and play
Just the same as you and me.

***Statistics***

Power: 7.5/10
Being a rather large snowman, Frosty has quite a collection of stronger moves. He is definitely not your typical heavyweight, though. How boring would that be?

Walking Speed: 1/10
Pretty darn pathetic...Frosty's a snowman, what do you expect?!

Dashing Speed: 2/10
If you didn't get it by now, Frosty has problems keeping up with the rest of the cast. These speeds are on the same scale, by the way.

Weight: 7.5/10
Frosty is made of snow, rather than meat and bones. He's surprisingly light for a character of his size.

Range: 8/10
Playing as Frosty is all about hitting from a distance, and spacing yourself to get yourself said range.

Projectile Distance: 8/10
Frosty's two main projectiles are the primary tools you'll be using from a distance to build damage and KO.

Attack Speed: 4/10
Frosty has some quicker attacks to space himself; still, he's a sluggish character overall.

Priority: 6/10
For a heavyweight, this stat is surprisingly low. A lot of Frosty's attacks lack brute force behind them, so his priority is only above average.

Size: 9.5/10
Frosty's top hat gives him a slightly taller height than Ganondorf, while his snowman's belly makes him slightly wider. He's a huge target for projectiles and combos.

First Jump: 2/10
Well, how do you expect him to have good jumps?!

Second Jump: 3.5/10
Frosty is much harder to use in the air than when on the stage...

Aerial DI: 8.5/10
But that doesn't mean he lacks mobility up there! He's just not an aerial-based character.

Fall Speed: 7.5/10
The standard heavyweight fall speed is not deviated from by Frosty.

Recovery: 5.5/10
Frosty's recovery needs to be angled just right, or he'll render himself absurdly easy to gimp. It can still cover good distances, it just needs care to set up right.

Traction: 5/10
Although Frosty's iciness might make you think he slides like crazy, he actually has average control on the stage. Also, like the Ice Climbers, Frosty doesn't slide at all on icy terrain, due to being accustomed to keeping his footing.

Crouch: 2/10
This snowman's massive size renders his crouch near useless.

Comboability: 3/10
Don't try comboing with Frosty, it just doesn't work well. Long-ranged projectile attacks and spacing moves are where he is at.

Wall Jump: No
Wall Cling: No
Crawl: No
Glide: No
Hover: No
Tether: Yes

***Moveset***




















































JUST KIDDING!









































CHRISTMAS MAN


BACKGROUND

Christmas Man is the manifestation of the holiday spirit that MYM needs more of nowadays. He utilizes a wide variety of holiday items wherever he goes. Prop set much? Maybe, but what do you expect when you have a massive sack on your back? Christmas Man takes the form of Santa Claus, if you haven't figured it out yet. He has the stats of an average heavyweight, with poor movement and jumps, not so great attack speed, and hefty weight, size, and power.

SPECIALS

Neutral Special - Shoot Your Eye Out
Christmas Man fires a shot from his Official Red Ryder Carbine-Action Two-Hundred Shot Range Model Air Rifle. The shot has similar properties to Falco's laser, just a bit stronger and slower. In addition, if spammed too much, Christmas Man will take a bit of damage and stun, having "shot his eye out".
{ 4-5% }

Side Special - Pumpkin Launch
Christmas Man slings a flaming jack-o-lantern from Halloween Town from the sack he carries. The pumpkin is the size of a Waddle Dee, with better priority and the same toss range. It deals mediocre knockback upon contact, and if it hits the ground, it will flame for five seconds, dealing the same damage and knockback to foes who touch the flame.
{ 9-10% }

Down Special - Angry Elf
Christmas Man lowers his sack to the ground, letting this angry ****** 'elf' charge forward out of it in a rage. The ****** is Olimar-sized, moving at Mario's dashing speed and attacking with moderately strong punches, kicks, and throws. It has 20 HP that can be lowered to subdue it. The angry man can rack damage from a distance, but if you approach it, he'll attack Christmas Man too. Beware the ******'s wrath!
{ Varies }

Up Special - Angelic Bell
Christmas Man pulls out a bell, rings it, and recites, "Every time a bell rings, an angel gets his wings." This causes winged Clarence to swoop down and give Christmas Man controllable recovery identical to Pit's. The flight time is slightly longer, due to the start-up lag. A light wind effect accompanies Clarence's appearance.
{ 0% }

BASIC ATTACKS

Basic Combo - Drummer Boy
Christmas Man takes out the little drummer boy's prized instrument and begins parum-pum-pum-pumming away on it. The drumstick and drum are the hitbox, with below average priority and range. Christmas Man starts out with a light, fast, multi-hitting drumroll, but if you tap to the beat of the song he hums, he'll hit slower and harder to deal more knockback.
{ 1-2% drumroll, 2-3% beat hit }

Dash Attack - Sadistic Sledding
Christmas Man takes a seat on the Grinch's sled, pulled by his dog, Max. The whole sled and dog take up a character width and a half. While sledding, tap A to whip Max to increase your speed slightly. Foes who get whipped take moderate knockback. Hold B while sledding for Max to lower his head and impale foes on his single antler for decent set knockback. You can turn around, but be sure to do so in a controlled manner, or you'll tumble out. Bail out early by jumping or dodging.
{ 10-11% whip, 8-9% antler }

TILTS

Forward Tilt - Refreshments
Christmas Man begins tap-dancing around in place, hurling various silverware from the Polar Express forward as far as Luigi's fireball at a slightly faster speed. The plates have fair priority; you can hold the input to throw the silverware in a flurry, although you'll suffer quite a bit of lag on both ends as Christmas Man removes his dancing shoes in favor of his boots.
{ 3-5% per silverare }

Down Tilt - Icy Steps
Christmas Man dumps a pitcher of water on the ground in front of him, freezing an area the size of a Stage Builder block. Foes who pass over this slip in an exaggerated manner, just like in Home Alone. This causes them to roll forward double the distance of a normal trip, taking double damage in the process. Icy patches last twelve seconds; Christmas Man can have out two at a time. Although there is moderate lag on both ends, Christmas Man has a special D-Throw over patches. It's hard to pull off, but devastating if done correctly.
{ 4-5% }

Up Tilt - Pickaxe Toss
Christmas Man takes Yukon Cornelius' pickaxe and tosses it up a moderate distance, yelling out "WA-HOOOO!" When the pick hits the ground, he picks it up, licks it to check for gold, and stows it disappointedly. This is a rather laggy tilt, especially at the end. However, the pick does deal quite a bit of damage and knockback, making it ideal for a surprise KO. Very, very rarely, Christmas Man will taste gold and declare, "I'm rich! A peppermint mine!", healing 20% in the process.
{ 13-14% }

SMASHES

Forward Smash - NAUGHTY!
Christmas Man gets a murderous glow in his eyes, pulling out an axe and slamming it down in front of him while yelling the move name. It seems like the murderer from Silent Night, Deadly Night is back! The axe shares the range and priority of Dedede's F-Smash, with even more lag, as Christmas Man pulls the axe from the ground and stows it. In return, the axe KOs at dangerously low percents. As Mother Superior would say, "Punishment is necessary, punishment is good!"
{ 25-31% }

Down Smash - Shitter Was Full!
Christmas Man takes a pipe, from which he begins emptying his chemical toilet waste onto the ground, smoking a cigar in the process. If a character approaches, he'll call out, "Merry Christmas, shitter was full!", just like Cousin Eddie from National Lampoon's Christmas Vacation. The waste deals fair damage and knockback, having alright range and priority. It remains onstage in a character width-sized puddle for fifteen seconds. If anyone uses a flame-based move within a character width of it, it'll explode in a massive, intense priority explosion, KOing at unholy damage levels. Detonate it from afar with a Pumpkin Launch for real chaos.
{ 14-18% waste, 31-32% }

Up Smash - Snowball Juggle
Christmas Man begins juggling a pile of snowballs; the longer you charge, the more snowballs he'll toss up to juggle. He counts them as he tosses them: "One...two...three...nine...five...seven...four..." Snowballs have low priority, but Ganondorf's height worth of range, making it ideal to juggle through platforms. It's Christmas Man's fastest Smash, but also his weakest. The multi-hitting snowballs deal fine damage, but can't KO until the late hundreds.
{ 4-29% }

AERIALS

Neutral Air - Lights Blind
Christmas Man pulls out a massive coil of Christmas lights, plugging them in and singing the National Anthem. The spectacle of lights is so intense that foes who come near Christmas Man take damage and enter their footstool animations. Of course, there is quite a bit of lag, to say the least...
{ 7-8% }

Forward Air - Blowtorch
Christmas Man extracts a blowtorch, using it to send a stream of flame a moderate distance in front of him. The stream is slightly shorter than Bowser's, but deals damage at the same speed. The lag is comparable to Charizard's F-Air. The damage dealt is about half that of Bowser's, but it stays on the head of the victim for a few seconds after the move, dealing poison-fire damage. As a bonus, characters with hair have a burned head animation after the move.
{ Varies }

Back Air - FFFFFFFFFFFFFFFFFFFFFFFF...
Christmas Man turns around and begins yelling the move name. If nothing happens, he'll say 'Fudge!', doing absolutely nothing but tripping grounded foes. If a foe attacks the irate man during this time, however, he'll say THE big word, you know, the queen-mother of dirty words, the F-dash-dash-dash word. This deals crazy damage and knockback, with plenty of lag to compensate. This can serve as a handy counter, but absolutely cannot be relied on.
{ 18% }

Up Air - Child Support
Christmas Man pulls from his sack...Tiny Tim? Hoisting the crippled child in the air, Christmas Man lets out a jolly laugh, while Tim declares, "God bless us, every one!" Tim is a below average priority hitbox that deals fair upwards knockback. After a while, Christmas Man stows the child safely in his bag. This is a bit slow to juggle with, but can still rack damage in times of need. As an easter egg, Christmas Man will occasionally pull out miniature Kermit or Mickey from the Muppet/Disney Christmas Carol versions.
{ 8-9% }

Down Air - A Little Weight
Christmas Man's belly grows quite a bit, ala Santa Clause; he aims it downwards and plummets, asking, "Does this look like a little weight to you?" His stomach repels foes downwards, being a large hitbox, but not having exceptional priority. There is surprisingly low landing lag, as Christmas Man's belly bounces him back to his feet in no time. Offstage, he won't stop his fall until he hits a foe, upon which he'll bounce off of them.
{ 12-13% }

GRAB / THROWS

Grab - Mall Santa
Christmas Man pulls foes onto his lap as a sled-esque chair appears underneath him for support. The grab has slightly less range than Dedede's grab, making it amazing, despite being slower. Christmas Man acts jolly about it, but mumbles grumpily to himself, "I hate the smell of tapioca!" or "If they think I'm working a minute past nine..."
{ 0% }

Pummel - Nutcracker
Christmas Man reaches between his victim's legs and squeezes. Only damages male characters, but is a painful, fast pummel. On females and genderless characters, the pummel merely stuns them, allowing for more throw time.
{ 3% }

Forward Throw - Big Guy's Suit
Christmas Man puts Santa's suit on the victim, declaring, "You put on the suit, you're the big guy." This gives the victim a bit of damage, in addition to all the stats of Christmas Man until they shake it off (which will take a few seconds). Can be quite a shake-up for lightweight mainers.
{ 5-6% }

Back Throw - Winter Bundle
Christmas Man bundles warm winter gear on the victim in such a quantity that they tumble to the ground from the sheer weight and warmth. The bundled character takes gradual damage until they shake off the gear (see F-Throw).
{ Varies }

Down Throw - Kiss My Boot!
Christmas Man extends a boot to his foe's face, obnoxiously calling out, "Ho...ho...ho..." before kicking them away. The boot deals average damage and horizontal knockback. Christmas Man uses a different throw if he grabs a foe near a D-Tilt ice patch. He'll put his hands on his hips and say, "I TRIPLE-dog-dare ya!" There's no way out for the victim now, Christmas Man went straight for the kill! The victim sticks his or her tongue to the ice, getting stuck there and taking gradual damage. They can mash to get off, but they must do it slowly, or they'll take damage from ripping their tongue away. Time for punishment? I think so.
{ 8-9% boot, Varies }

Up Throw - Christmas Tree
Christmas Man takes out Charlie Brown's droopy little Christmas tree, bending the top back upright so it spikes the victim upwards. This throw takes a little while, as Christmas Man gently fondles the tree. Still, it's good for vertical KOs, essentially acting like a stronger Sonic U-Throw.
{ 9% }

FINAL SMASH

Final Smash - Red-Nosed Rampage
Christmas Man yells out, "Merry Christmas!", causing his sleigh to appear, all nine reindeer in front. In addition, the stage becomes entirely flooded with water, as Moby Dick swims up to accompany his reindeer friends. This whole display takes up the length of a Landmaster, despite being slightly shorter. You have a variety of damage-dealers at your disposal now. Tap A for Rudolph (in front) to shoot a laser from his nose. The beam acts like R.O.B.'s Laser; it's thinner, but deals quite a bit more damage, and is spammable. Press B for Rudolph to spit out an anchor the size of Kirby. These act like the fireballs from Yoshi's Final Smash, but aimed downwards.

Moby Dick swims around at a moderate speed, shooting his spout and thrashing around. His spout is a tiny no-damage stream, but serves as an instant KO off the screen top. Hitting Moby otherwise is similar to the Summit's fish, although he cannot swallow you. Finally, press A and B simultaneously for Christmas Man to drop three of the varous Misfit Toys onstage. These dash around at a rapid pace, acting like more accurate Waddle Dees from Dedede's Final Smash. Contact with the sleigh or reindeer at all will launch foes as well. This whole display lasts for as long as Giga Bowser, before the water subsides, washing away everything but Christmas Man.
{ 19-21% laser, 25-26% anchor, 27-28% whale, 15-16% toys, 14-17% sleigh }

PLAYSTYLE

Blah blah blah heavyweight blah blah blah traps blah blah blah status effects...

HOLIDAY ANIMATIONS

Up Taunt - Bell of Belief
Christmas Man pulls out the sleigh bell Santa gave him on his trip to the North Pole, rings it, and tells you to, "Believe." He's looking at you, Plorf (D).

Side Taunt - Wrong Holiday
Christmas Man stupidly smokes a corncob pipe and calls out, "Happy Birthday!"

Down Taunt - (CHEW)
Christmas Man takes out the last can of Who-Hash...and eats it!

Victory Pose #1 - Engrish Horiday
Christmas Man stands alongside a Barbershop quartet of Japanese waiters, singing, "Deck the harrs with boughs of horry, fa ra ra ra ra...ra ra ra ra." When the exasperated manager tells them they're doing it wrong, they smoothly transition into, "Jingle berrs, jingle berrs, jingle arr the way!"

Victory Pose #2 - Electric Sex
Christmas Man stares at the lady's leg lamp he won, an orgasmic grin on his face.

Victory Pose #3 - It's a Wonderful Life
Christmas Man's various friends and family from the town of Bedford Falls give him money to help him in his time of need. After a while, they all begin singing Hark the Herald Angels Sing, celebrating his victory.

Victory Pose with Sakurai - Aftershave
Christmas Man and Sundance are time to haul aftershave. Truckloads of it. Both apply it to their face, look at each other, clap both hands to their cheeks, and let out ear-piercing screams.

THERE YA GO, SUNDANCE!

Victory Theme - Holiday Jingle
A clip from this song plays, unless there is another song in the victory pose Christmas Man is doing.

Loss Pose - Scrooge
Christmas Man sulks around, muttering, "Bah humbug!" at the winners, kicking poor beggars and stray dogs aside as he goes.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[size=+3]Chirstmas Man[/size]
I was worried you were going to repost Frosty, buut....

Blatant Christmas sets are funny (F-air). Though Fat B was definitely much more hilarious to read. I didn't think people would make christmas sets, even for fun, but it's a good way to add to the history books (I remember seeing hobo santa, late night christmas shopper and robot santa in MYM4).
 

Mr.Universe

Smash Journeyman
Joined
Dec 26, 2009
Messages
321
Location
Gallifrey
3DS FC
1864-9620-1149

SPIDER-MAN JOINS MYM

Background
Peter Parker (A.K.A. Spider-Man) is one of the most well known superheroes in the world and is now joining the cast of Brawl. Spider-Man makes good use of his webs, wall clinging and top physical attributes.

Stats

Weight-5
Walk-3
Run-7
Fall-4
Power-7
Range-6
Priority-5
Attack Speed-8
1st Jump-8
2nd Jump-7
Aerial Movement-7
Traction-8
Size-5
Recovery- 8
Crouch-3

Neutral As

A,A,A- Spider-Man jabs with his right hand, then left, and finally back flips to his starting position. This deals small damage and small upwards knockback.
Running A-Spider-Man performs a jump kick with both legs out and flips to his starting position after landing on the ground. This move has less than average damage and knocks the foe to the ground.
Ledge A-Spider-Man has a Ledge a similar to Fox.
Downed A-Spider-Man kicks rolls backwards and kicks followed by getting on his feet and punching the ground in front of him.

Tilts

F Tilt-Spider-Man punches forward while wearing a web glove. This deals average damage and less than average knockback. Very little beginning and end lag.
U Tilt-Spider-Man uppercuts while wearing a web glove. Damage, lag, and knockback are similar to F tilt.
D Tilt-Spider-Man crouches and kicks at the opponents’ feet (or where there feet should be). This does little damage and no knockback. It has a little end lag. It also has a chance of tripping.

Smashes

F smash-Spider-Man cartwheels backwards, charges, and then cartwheels forward; the hitbox is his feet. This does decent damage and knockback. This has no lag.
U Smash-Spider Man back flips, sending the foe into the air. This does decent damage and knockback also while having little beginning and ending lag, considering the hitbox is his feet.
D Smash-Spider-Man jumps up gets a web mace and slams it to left and then right. This move does great knockback and damage and has great priority if hit by the mace part but little damage and no knockback if hit by the web. This has lag when switching sides.

Air Attacks

Air A-Spider-Man kicks forward doing little damage and knockback with little end lag.
Air F-A-Spider-Man kicks forwards with both legs and does more damage and knockback than his neutral air. If it hits, Spider-Man will back flip, which makes this a good time to use his forward B to make a combo.
Air D-A- Spider-Man does a down air similar to Sonics’.
Air B-A-Spider-Man takes his web mace and swings it backwards at surprising speed. This has similar properties to his down smash knockback and damage wise.
Air U-A-Spider-Man turns upside down and drills with his feet. It does a lot of damage quickly but no knockback with slight ending lag.

Grabs

Grab-Spider-Man makes a web string and reels the foe in.
Grab-A-Spider-Man punches the foe.
F Throw-Spider-Man punches the foe really hard and is sent flying with medium damage
D Throw-Spider-Man keeps the foe trapped in webs and sticks them to the ground. This does no knockback and little damage. However, this keeps the foe stuck on the ground for a while, leaving them vulnerable for attack.
B Throw-Spider-Man rolls with the foe backwards and after 3 rolls send the foe flying backwards but with little damage.
U Throw-Spider-Man throws the foe up in the air at a medium distance and damage.

Specials

B-Web Bullets-Spider-Man shoots web bullets rapidly which does little damage and no knockback. This move also has a chance keep the foe webbed up for a while. This move has very bad priority. Also, if done in the air, the bullets go at a 45 degree angle downwards.
F B-Web Grab-Spider-Man spins a web and uses it to grab a foe and can do either one of these 3 moves. (Web is aimable)
• F-Spider-Man spins the foe above his head twice and throws them forward. Good damage and knockback.
• U-Spider-Man flings the foe diagonally behind him. Good damage and knockback also.
• B-Spider-Man sends the foe towards him doing no damage and knockback but keeps the foe webbed up and vulnerable to attack.
Can also be done in the air.
U B-Web Swing-Spider-Man aims a web for web slinging. However this is different from tethering because you aim it yourself. Also you zip line to the exact point where your web landed unless it hit a ceiling. If your web hit a ceiling you can either zip line directly there (Spider-Man has ceiling cling) or press up B again to web swing for a recovery. It goes through enemies.
D B-Spider-Man-Web Explosion-Spider-Man surrounds himself in webs. The charge lasts 5 seconds before releasing the entire web. This has excellent damage and knockback but bad beginning and end lag. Spider-Man is vulnerable during the 1st 2 seconds of the charge but can protect up to 45% damage during the last 3 seconds.

Final Smash

Man-Spider-Spider-Man mutates into a giant spider; known as Man Spider. He runs rather quickly and even touching him is dangerous and delivers extreme damage and knockback. Man-Spider can also bite with A to deliver even more damage and knockback. Be careful though. Man-Spider can jump but can’t use his recovery. The final smash lasts about 25 seconds.

Playstyle

Spider-Man is a very sneaky character. He is a very athletic character, who can run fast, jump high, and dodge quickly. There are 2 ways you can play Spider-Man.
One way to play Spider-Man is by staying on the ground. Some of Spidey’s moves include moving a lot and then going back into starting position which lets you dodge attacks. Spidey’s great running and good jumping skills also help him avoid attacks. You should also take advantage of the fact that some of his attacks leave his opponents vulnerable. He can also use his forward b to toy with foes by throwing them away and them grabbing them and throwing again.
You can also play as Spider-Man by staying airborne. Spider-Man can actually climb up walls a little bit and climb ceilings as well. Spider-Man can stay in the air for a while and move pretty well in the air. Spider-Man is has rather quick with his air attacks, so after hitting the foe with a powerful attack such as his back air zip line into a wall jump off the wall and hit the opponent again. Spider-Man use his forward b to toy with his foes in the air also.

Animations

Idle-Spider-Man stands tall with his arms at his side.
Walking-Spider-Man walks while slowly swinging his arms
Running-Spider-Man sprints and moves his arms with the rhythm of his feet.
1st Jump-Spider-Man jumps and flips while in the air.
2nd Jump-The same as his 1st jump.
Crouch-Spider-Man bends down and looks around.
Crawling-Spider-Man walks while bent down while looking forward.
Ledge hang-Spider-Man hangs on with 2 hands.
Swimming-Spider-Man takes long, wide strokes in the water.
Forward Roll-Spider-Man cartwheels forward and turns in the other direction.
Backward Roll-Spider-Man back flips.
Spot Dodge-Spiderman ducks and then comes back up.
Air dodge-Spiderman spins in the air.
Shield-Spider-Man holds out a web shield in front of him.
Tripped-Spider-Man somersaults and falls on his butt.
Dizziness-Spider-Man moves his head back and forth and has dizziness signs above his head.
Sleep-Spider-Man stands up snoring

Extras

Taunt 1-Spider-Man jumps and flips in the air.
Taunt 2-Spider-Man hangs upside down on a web.
Taunt 3-Spider-Man shoots some web randomly.
Victory 1-Spider-Man hangs upside down on a web.
Victory 2-Spider-Man looks at a picture of Uncle Ben and sighs.
Victory 3-Spider-Man takes a photo of himself and says “Spider-man wins in all out Brawl!”
Losing Pose-Spider-man hangs upside down and claps.
Kirby Hat-Kirby changes his colors to match Spider-Man and is able to shoot rapid web bullets.
Extra Costumes

Symbiote Suit
Iron Spider
Scarlet Spider
Green and Purple
Blue and Red

Snake: Who’s the guy in the spider suit?
Colonel: That’s Spider-Man, Snake, One of the most popular superheroes ever
Snake: So is he some kind of spider and man hybrid?
Colonel: No, Spider-Man got his powers when he was bitten by a radioactive spider. He has enhanced physical abilities, spider senses, wall climbing and web slinging.
Snake: I doubt he can be that difficult to beat in battle.
Colonel: Don’t underestimate him Snake, but don’t let yourself lose this fight either.
Snake: I’ll do my best.
End Transmission


Please rate and comment.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
If you don't know, I'm in a moveset slump. I had a lot of plans, and was going on power when I made Axel, but after that... I lost my steam. I just can't make anything. As MT best described it, I'd start, then I'd be like "Naaaaaaw...". So, expect little to nothing out of me for a long time. At least until I can get over my writers block.

;_;
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
@Spiderman

so, is it just me or did you make MvC spiderman only with a Final Smash and tilts?
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Spiderman: It looks like you've got some good ideas here, but they need playstyle and detail. Playstyle gives a moveset a flow, and a purpose. Is Spidey a camper? Comboer? Playstyle answers these questions. Detail such as damage percents and would be nice, but at least you've got lag and such on there, so you're mostly covered. Also, add some BBCode and color to him- it makes the moveset more appealing to look at and boosts its chance of being read.
 

Apemasta'

Smash Cadet
Joined
Jan 6, 2008
Messages
56
Location
Southern California
Humph, humph, hiatus. I'm being lazy with Petey, forgive me.

Drifblim
- I wanted to say something about the recoil until lack of shield and dodges. Now I'm tempted to say something about that, instead...
- +1 for hypothetical programming for Drifmlim. :p

- Shadow Ball's float-granting seems a bit tacked on. Completely understandable in terms of balancing Drifblim, but kinda out of place for the move itself.
- Ominous Wind is a bit hard to understand in terms of syntax, but getting past that is quite an interesting move.
- As for Ballast - "Since you're heavier while using this" ... what? XD

- Nice little interaction between Psychic and Will-O-Wisp. But I'll have your head for having a fire/cloud interaction before I could release Lakilester. >:F
- Switch is a friendly replacement for air dodge.
- The sleet mini-mechanic's definitely a nice touch for such a weather-orientated Pokemon.
- I like the idea of Drifblim needing to ground himself to KO. A deadly airborne Dirfblim might be a bit overpowered.

- Love how Whirlwind contributes to Drifblim's stage control. The slight effect it has above the primary attack is quite nice.
- I do like how you combined Hypnosis and Dream Eater (figured it'd be an obvious idea by now...), but the move seems a bit... OOC for Drifblim? Eh, ghosty. Still, physically throwing the opponent seems a bit OOC for Dream Eater, itself.
- Gyro Ball's an interesting move. I forget what it actually does in-game, so move along. :D
- Heh. Dedede-magnitude chainrape with Uplift... Oh, the annoyance.

- A balloon HAD to deflate as a move...
- Completely forgot about Drifblim's ability. I'd have liked to see Aftermath take a more prominent role, actually. But that's just me. :D
- Pulse is a bit hard to comprehend, but I definitely like the concept. One question, though - does the tether explode, releasing Drifblim, or just sparkles like so many so-called vampire boy bands?

- Heh, dizzy pummel.
- Bereft suits Drifblim to a T. Flying/Ghost type? Meet loud scary windstorm.
- Drifblim was an overall great read. :] Particularly fond of your writing style, Plorf, and it's obvious how much thought was put into making him such a detailed character. :]


Axel
- Ignite immediately strikes me as something that coulda have been simply a mechanic. That being said, I see how that may become overpowered. I'd say what the move needs is a drawback. Unless I completely missed it, there's absolutely no risk to Igniting your chakrams at any time.
- Another point of Ignite that irks me is the status effect. Call it a personal bias, but the "take __% damage ever __ sec." is a tired, easily tacked on effect. Unless of course the rest of the set compliments it...
- Heh. Catchphrases.
- Generic projectile is generic. :(
- Ah, the obligatory Organization XIII recovery. About as basic as it can get, but no real complaints.
- Looking past DSpec's slight generic factor, how tall is it? Excellent damage racker that only deals a max of 6%? Questions, Khold, questions.

- Axel's tilts all seem to perform nicely - they combo well, which is all Axel really asks of them.
- Solid FSmash, potentially annoying USmash, and interesting DSmash. Actually starting to really enjoy the way Axel plays. :]
- Ah,the ol' reliable KOing UAir. Don't have much to say on the aerials, either - all of Axel's attacks are basic and to the point, though not to a fault.

- I always like to see creative Pummels. Tends to be an underprivileged attack.
- An interesting approach with Sunburn, but I'd love to see more of his attacks take advantage of it.
- I see the advantage of Ignite's status effect - it's essentially a means of attacking while attacking. As Axel is a combo character through and through, he won't be relying and powerful hits, but multiple chips at the opponent's percentage.
- All in all, Axel is a very well constructed set. Doesn't break the mold in any way, but definitely done well.


Jynx
- She's as fast as Fox? Huh. I'm not one to pick on stats, but this stuck out to me.
- I'm assuming Lovely Kiss has the same properties as other sleep-inducers..?
- Heheh. Creative Down Special. I wanna see Snake and Falcon fall to this...
- Ice Voodoo is incredibly creative, and reeks of playstyle. A bit wordy in description, but I'm curious on how it will play out.
- Opera seems awkward as a recovery, but that's likely to change if I could see it in action. My other beef is shattering the statue. Kudos on immediately delving into the Ice Voodoo playstyle, but an unavoidable KO at 50%? This needs to be either a primary KO move or be nerfed.

- Down Tilt is one of those simple attacks that I love. Approval.
- Ice Punch seems to be rather wasted as a Dash Attack. In terms of character, I'd imagine it having a much more primary role for Jynx, and the lack of freezing ability bugs me. That IS one of the attack's biggest features.
- My only other comment on the tilts is that DTilt is the only one that interacts with the Ice Voodoo. :( Definitely room for increased playstyle here - Snorlax thinks it's safe to use Rest?
THERE YA GO SUNDANCE K. ROOL
Wake-Up Slap his statue for massive damage!

- Well, the Smashes make me feel a lot better about the Up Special. Playstyle's emerging - GTFO so I can sing.
- Not directly mentioned, but I can see how the Smashes could take a "my precious" approach to the Ice Voodoo, as well.
- Have to say, Aerials are a bit uninspiring. Powerful, though. UAir deals at least 10% AND juggles well? Hm...

- All in all, Jynx is quite the interesting set. There are some real solid, creative ideas in it, and you do a decent job of making them flow. A little more move interatcion and this could be a really great Pokeset. :)

And Merry Belated Christmas to those that celebrate. :D
Everyone else, Happy Holidays. :D
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
In all, it is a little confusing, but still a good stepping stone for you from a very long ago past of movesetting, so I can forgive you. I know you’ll be back with something even better next time, which I await with vigour.
Thanks for the commentary and constructive criticism, SD! :) I'll try to improve on the writing style in the future (and no, you're not an idiot).

Jynx
- All in all, Jynx is quite the interesting set. There are some real solid, creative ideas in it, and you do a decent job of making them flow. A little more move interatcion and this could be a really great Pokeset. :)
Thanks for the comments and critique, Apemasta'! You had some very good points regarding Ice Punch, the power of Ice Voodoo/Opera, and the lack of move interaction (seemed to be a common complaint with everyone), but I'm glad you also saw how everything should've fit together as well. By the way, Jynx is actually a rather fast Pokemon in the games, so I thought I'd make her a quick mover and shaker. But anyway, thanks again! :bee:


Hope everyone is having a great holiday so far, and I also hope we'll get back into the MYM swing of things again afterwards!
 

SixrchBattosai

Banned via Warnings
Joined
Aug 31, 2009
Messages
39
Location
With my boyfriend...who's moving ;A;
@spiderman

so, is it just me or did you make MvC spiderman only with a Final Smash and tilts?
I had the same thoughts. I don't remember which contest I saw this in, but it was pretty much the exact same thing...minus the FS and tilts. Not a carbon copy, but veeerrry similar.

You're also very vague as to how much damage the moves do. They do general amounts of damage such as "little," "less than average," "good," etc. How much does "little" or "good" mean? Next time, use more specific amounts of damage.

Also, your moveset layout seems really boring. Look at one of Kholdstare's movesets for examples of creative layouts. He helped me with the layout for one of my OC's, and it helped greatly.

That's all I have right now. I look forward to more of your movesets!
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
Hey everyone. Aedi just hit the first milestone of its development. So go see how badly we're flailing (or just remind yourself of the fact Aedi actually exists) right now.
Also, shocking news, no Aedi polls this week... (unless MasterWarlord pranks some onto the page)

Also, 21st Sunday Recap by MT, who said nice things about me

And MYM Survivor: Day 3, Day 4
 

SixrchBattosai

Banned via Warnings
Joined
Aug 31, 2009
Messages
39
Location
With my boyfriend...who's moving ;A;
Good Lord, it's dead in here.

Hey everyone. Aedi just hit the first milestone of its development. So go see how badly we're flailing (or just remind yourself of the fact Aedi actually exists) right now.
Also, shocking news, no Aedi polls this week... (unless MasterWarlord pranks some onto the page)

Also, 21st Sunday Recap by MT, who said nice things about me

And MYM Survivor: Day 3, Day 4
:O I was mentioned...AND complimented! :O The apocalypse is nigh! *screams*

Anyway, about MW's "MYM Survivor," I'm interested as to how this plays out. Good luck to you, MW, to getting this finished!

EDIT: Working on another OC. Should have it done within the next couple of days.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
A Comment Wall Approaches!

So, since I've last commented, I've dealt with Christmas, interpersonal conflict, a dying dog, a cross-state road trip, and now, running the projections for a conference for 2500 teenagers. Nothing will stop me from commenting every last moveset though! Nothing!

Xamules

Xamules has been called your best set yet, and it certainly is, in the same way that a five car pileup is superior to a seven car pileup. Organization is better, although a less murky color choice would do your moveset wonders.

For an original character, he lacks a real personality. While not a problem in it of itself, it really would be nice to see him show a bit more character. Describing anything from facial expressions, mannerisms, or personality could add a lot to the moveset. Why does he not use a weapon for example; is he cocky about his power or does he just prefer to fight barehanded?

Also, your special mechanics, or 'gimmicks' as you call them, don't really have much rhyme or reason to them. Having him healed when he is hit by fire attacks may make sense from a flavor perspective, but mechanically it could have a whole bunch of issues. Now if you had made it part of his playstyle to heal himself with his own fire attacks, then that would be an interesting addition to his gameplay, but as it exists in the moveset, it's nothing more than a minor detail. Earth Reliance also is terrible mechanically, as it means that stages like Final Destination completely counter him, and shuts him out from a lot of stages. The Y-combos had some interesting stuff to them, but you basically breeze over them and don't really explain how they work, or any specific times they activate.

The problem I'd have to say here is that it feels like these are mechanics added for the sake of having mechanics. A mechanic should either add to the overall playstyle of the moveset, or allow you to accomplish things that can't be done in smash as it exists. If your mechanic doesn't do one or both of these things, you probably don't need it.

Now, the moves themselves don't have too many problems, but they're rather barebones. This is also where your organization needs the most improvement; you combine tilts and smashes under one header, and you've missed several moves, or combined multiple moves into one. Really, try to make every individual move unique as a general rule. On organization, the center alignment makes it frustrating to read, you should almost always have the main text left aligned.

Now really, understand that this IS an improvement on your previous sets, and I'm just a generally picky commenter, so don't be discouraged. With the exception of the missing moves, most of these are minor issues that you should be able to fix without much trouble. If you improve on all of these areas, though, your next set can be an even bigger step up.

Ultimate Chimera

I enjoyed reading this set, and it really was fun MT. You have one of, if not the strongest writing style in this competition, so understand that when you make movesets that exhibit this trait, they shine.

On the other hand though, Ultimate Chimera is a clear attempt to recreate the phenomenon that Negative Man enjoyed, and while it's a cute moveset, it feels gimmicky in the wake of that moveset. In brief, keep the style, but put it on something with some meat to it.

Jynx

Hey, it's great to see you make a set, and a good one at that! Yes, Jynx is certainly a strong moveset, and the Ice Voodoo based playstyle has this simple yet brilliant air about it that makes it fun to imagine, and presumably fun to play.

The moveset suffers from being rather light on details though. Jynx's Lovely Kiss, for instance, doesn't detail how long the opponent stays asleep! And while some of your standard moves work towards the playstyle, several smack of filler, especially the aerials.

For instance, since Ice Voodoo has a fairly short range, you could have made a move that makes it easier to force the opponent to approach or pull the opponent in for it, focusing the playstyle.

That said, it's still a strong, fun set, and has a lot of complexity to a simple idea, a concept that should always be lauded. Good job.

Piranha Plant In A Pipe

I really can't tell how this one is balanced. I mean seriously, you have me stumped, flummoxed, bamboozled. It's a cool idea though, but the moveset doesn't take itself nearly seriously enough for me to take it seriously either, what with the casual language and short moves.

Also, it all seems to be sort of loosely held together. Moves like the Down Special and and Side Special are just awkward mechanically, and it really just feels like you didn't take this set seriously, even though it's a serious set. I feel like you were trying to do this to give it an approachable writing style, but I didn't really feel like it worked to me.

I liked the idea though, but the set itself just didn't do it for me.

Nara Shikimaru

First of all, I wanted to say that I loved your method of including supplementary material without obstructing the moveset itself, and I'm saying this as the biggest .gif ***** of the group. So Good Job there.

The shadow KOing method is fairly brilliant. The damage ratio makes it fairly balanced against an opponent who plays smart and doesn't just walk into your shadow, which also plays very well into the overall lack of damaging moves in the set. It has a once-a-stock move, which I loath, but there's little else to say about that.

A few moves smack of 'move with a twist', such as the Fair, and you greatly overestimate the value of the Nair, as most smart opponents won't attack if the recovery only works if they do.

The grab feels especially gimmicky, and a cheap way to avoid making three more throws by making it automatic. Overall though, I enjoyed this set. The obtuse, but powerful playstyle was fun, but it felt a little grating to read, with some vague language. A good set, and a great reminder that Agi is still alive, kicking, and making good work.

The Elves

Why Rool! This is the second moveset IN A ROW where you have used writing style as an excuse to avoid explaining significant details or have to deal with balance. You mad genius you, why do we tolerate such nonsense?

As for writing style, the bolding is such a slight embellishment that I'm never quite certain if I'm looking at a move or not, but it doesn't really matter, since The Elves are nice and vague enough that it doesn't matter if there are button inputs or not, since they're not meant to be played, but enjoyed.

And it's certainly enjoyable, for what it is. I just can't sign off on this as a moveset though. You have passed the point at which I can accept it mechanically. While this was fun, I wish it was the preamble to a real set, rather than the entirety of a nonexistent one.

I really, really liked it, but the lack of any mechanics whatsoever just doesn't cut it for me. The lack of a mechanical base to this set precludes the existence of any real playstyle, and balance is right out.

Christmas Man

I love that you decided to make a moveset for the new Mega Man 10 Robot Master, BKupa! I just think that you did a poor job with this moveset. The image you have on the top looks nothing like the guy, for example. You also included none of his moves from the game, or any references to his stage.

You didn't even put the weapon he gave Mega Man in, the Present Smasher! Really, it's like you weren't even trying!

At least he's better than MM17's Kwanzaa Man though.


Spiderman

Blah blah generic newcomer comments here. You can tell that I'm really reaching for the stars with these comments at this point.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Nara Shikimaru

First of all, I wanted to say that I loved your method of including supplementary material without obstructing the moveset itself, and I'm saying this as the biggest .gif ***** of the group. So Good Job there.

The shadow KOing method is fairly brilliant. The damage ratio makes it fairly balanced against an opponent who plays smart and doesn't just walk into your shadow, which also plays very well into the overall lack of damaging moves in the set. It has a once-a-stock move, which I loath, but there's little else to say about that.

A few moves smack of 'move with a twist', such as the Fair, and you greatly overestimate the value of the Nair, as most smart opponents won't attack if the recovery only works if they do.

The grab feels especially gimmicky, and a cheap way to avoid making three more throws by making it automatic.
I'm going to keep this reply somewhat short; comment on some critiques I've heard before that have really bothered me.

First off, the FAir really was that... a generic mechanic booster. A last resort for a last move.

NAir, however, really is as useful as I make it out to be. Think about it... it basically makes Shikamaru ungimpable! Coupled with his air speed, I'd say it's fair to not give him a standard recovery.

Finally, the grab. As you may know, or have been able to tell, Shikamaru really doesn't have a whole lot of source material... especially since I was restricted to pre-Shippuden. Shadow Strangulation, however, is exactly ripped from one of his battles, and seems the ideal technique to use in that situation. Besides, his playstyle really indicates that once Shika has the foe in his grasp, he wouldn't just want to throw them away. (rolleyes)
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
So, since I've last commented, I've dealt with Christmas, interpersonal conflict, a dying dog, a cross-state road trip, and now, running the projections for a conference for 2500 teenagers. Nothing will stop me from commenting every last moveset though! Nothing!

Jynx

Hey, it's great to see you make a set, and a good one at that! Yes, Jynx is certainly a strong moveset, and the Ice Voodoo based playstyle has this simple yet brilliant air about it that makes it fun to imagine, and presumably fun to play.

The moveset suffers from being rather light on details though. Jynx's Lovely Kiss, for instance, doesn't detail how long the opponent stays asleep! And while some of your standard moves work towards the playstyle, several smack of filler, especially the aerials.

For instance, since Ice Voodoo has a fairly short range, you could have made a move that makes it easier to force the opponent to approach or pull the opponent in for it, focusing the playstyle.

That said, it's still a strong, fun set, and has a lot of complexity to a simple idea, a concept that should always be lauded. Good job.
Thanks for the comment, DM! (And after all that stuff you had to go through!)

You got me on the missing Lovely Kiss detail, I just assumed everyone would assume it worked similar to Jigglypuff's Sing. Your opinion on the rest of the set seems to match up with everyone else's though. I admit, most of the moves (especially the aerials) were filler because I came up with the idea for the set and finished it within 8 hours. :ohwell: But it was fun, so once again, thanks for the feedback! :bee:

I hope to get my next moveset up sometime this week, after some editing. Someone will probably post one before me, though!
 
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