peeup
Smash Lord
My old Invoker wasn't from MYM6, it was from MYM5 (or maybe 4, but I think it was 5). Besides, this is an Invoker from an older version of DotA, aka he has like 20 more specials.
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This isn't a permanent change, mind you. Just something that I wanted to experiment with for Rider, the way her playstyle flowed seemed to make this work. My next few sets will assuredly have more standard formatting.[size=+3]Rider[/size]
I see you've gone off using headers completely. Not that I disagree, no, not at all.
The presentation was actually made independent of Doppelori, and Doppelori presents her moves in the order of directions, as opposed to Rider, who is ordered by which moves follow the best. And yes, it did have the advantage of letting me cover less interesting moves like her Up Tilt and Dash Attack quickly, and move on to her more creative moves, while still exhibiting the playstyle.The way you've presented the attacks is nicely done, something that should be done more often. I'll be honest with you, I feel like I want to copy that presentation idea for movesetting, yet that seems to be more of a compliment for you. Thanks to your great idea of presentation that Doppelori had, one can read the set as if you were presenting the playstyle in the set (that's not really the case here though). You can simply get from one point of a Special, show the reader what non-specials work with it, and then get to another Special. Sure, this writing style may have one loose track of the attacks in some case, though it's quite a awesome was to present a set, as it sometimes makes the time go by quickly in the case of U-tilt and Dash attack.
Stats weren't present because they didn't fit the organization, which is also why she doesn't have match-ups (although I'm adding them in now). I suppose were a gun held to my head though, I would describe her as a midweight character, the size of Sheik but somewhat taller, and a fastfaller with average aerial DI and very fast runner.I presume stats were absent because one could make common sense of it from the set. No matter, it's not needed that badly. But that's enough about your presentation, you want to know about the other bits of your set, yes?
Blood Fort Andromeda does offer her a way to regain health lost from the Up Special, but it's also there to offer her an added bonus for stalling and defensive play, and making the positioning of her opponent and chains more important to her playstyle. Also, Rider's Up Special is hardly a flawless recovery when it deals 20% damage to herself. If you consider regeneration a form of recovery (which it is to an extent), then self-damage is the opposite of recovering. If she has to use her Up Special to recover, she'll be KO'd fairly easily.The Side Special is a rather nice move that Rider uses (Yes, we have 'rather nice moves' all the time. Just like Stanley's Neutral Special). Based on the order of Up-Special to Down Special, it's almost like the healing concept is just a filler (kind of) for the sake of helping the self-damage done by the very akward (but cool) Up-Special. I'd kind of wonder... maybe about that... if the Magic Circles... to hell with them, why not pummel the foe? Oh, and I don't know Rider's weight. See, healing is a 'recovery' on it's own. Yet Rider has a near flawless Up-Special to use. That's like giving two recoveries to her. I DON'T really think it's neccesary. Just my thoughts though, and here I am ranting about 1 little attack.
Done.The set itself is rather complicated, especially with the emphasis on the chains, where sometimes it's like I missed something important. But never mind that, Rider seems to be a strong set in addition to the ever growing legion of female fighters (To which I perhaps hope to add to). I reckon by the time MYM7 ends, the Top 50 will be filled with a lot of female characters, much more than MYM6 which only had 7. That would be real cool.
Alright, now go and comment on Stanley, cus I think his reception's a bit smashed, don't you?
Yeah, Rider definitely approaches things differently than most other sets, and I feel that her playstyle had the right balance of specific tactics and plans with a versatile strategy, with the whole passive-aggressive playing style.BKupa666 said:RIDER: Right off the bat, Rool's gonna cream over this baby for being experimental. I won't follow suit, but I do commend you for taking a risk and eliminating headers overall. It's good to see a character with the option for a ranged playstyle that doesn't involve...campcampcampcampcampcampcamp...with a close-ranged KO thrown in. Anyways, I like how Rider doesn't even have to stick to a certain type of playstyle, similarly to Morton. Nothing individual stands out too much other than her differentiation from a range, but there are nice attacks (albeit gory) attacks in there.
The goal was for me to make her a giant playstyle section, but it seemed that it didn't go over as well as I thought. Ah well though, Rider's still a strong set, and if a massive playstyle and disorienting organization are her only weaknesses, I think I did well. I'd hoped Rider would surpass Subaru and Saber, but I can always do that with my next set.My main complaint against Rider is that, while her writing style is just fine, the whole set seemed like one long playstyle, rather than a set itself, due to scrambling the move types around by functions. Not a huge detraction for me, but I could easily see why someone would tl;dr it, or stick to Subaru. Subaru > Rider = Saber for me right now. I can't see Subaru falling from power as your top contender anytime soon, but I think it's safe to say that we'll keep Rider in our minds, whether we liked her or not, due to her uniqueness. Pretty good job (Y).
The organization I was trying wasn't perfect. Although every move fit together like a puzzle, I couldn't line everything up as easily as I'd wanted to, so there were a few haphazard links, like after the Down Smash.Wizzerd said:I'm not sure what to say about Rider. Making the entire moveset essentially a massive playstyle seems to fit character and playstyle wise, but it's incredibly disorienting. Sloth did this, but he kept the move categories intact and had headers to further clear it. Rider jumps all around from Side Special to tilts to a couple of throws... and yeah. The point is, it makes her as a moveset difficult to visualise and understand. There's generally logic to how it's arranged, but at times it feels haphazard, like you're looking for ways to link moves together.
I'll admit I was zealous in trying to maintain this organization, but I don't regret it. I did something original here, and I hope I've learned from the failures and successes it had.Sort of like Gluttony, Rider tends to introduce important concepts out of place. You don't even give us any idea of her stats, and you tell us things like the negative end lag of chain attacks and the fact that her attacks change when she has the opponent chained halfway through, which is very meh. Even a simple paragraph introducing these concepts at the beginning would work wonders, and wouldn't disrupt your efforts to sacrifice readability for minimal gain.
Rider's definitely got a great playstyle going on, although I don't see how her aerials are particularly bland, seeing as two of them are her most important and easiest to use attacks to swing the opponent around, and two others are designed to chain right out of them. Anyways, I hope that people will remember the good of Rider when they fill out that voting form, and I have a feeling that as some time passes, Rider's strengths will become more apparent as the initial complexity of her moveset seems to fade.Rider really is a fantastic moveset when you can actually get into it, by the way. The chains are reminiscent of Sloth but used much, much differently, in a way that makes Rider drastically unique. As Kupa said, a ranged character who doesn't camp is a nice sight to see, and the playstyle is nicely broad. Admittedly, though, she's somewhat similar to Subaru in a lot of her moves being somewhat bland, particularly aerials. Anyway, she's a good set when you get down to it, but getting there is a big problem...
Is knowing the knockback growth even neccessary when we know the KO percent?with knockback that KOs around 180%, but has very slow knockback growth.
The Abomination is indeed one of the less-linked-in moves of the set, sure. After all, it only interacts with the Ghouls in its’ making, demands that you use usmash on it, and also greatly appreciates Kel grabbing the enemy to keep them still. Meat Wagons allow you to produce corpses just fine if the foe is focusing on Ghouls and refuses to come over to you.Smash Daddy said:It is rather competent in terms of playstyle and far better than Lucy, I’ll give you that. The way you weave this mildly-complex style with an invincibility flaw that makes Kel seem to play alternately to the rest of the Smash roster is very interesting, though some of the moves do go off on their own tangent – even if then joined by one or two others, they don’t really tie in with the main mana shield / ghoul thing. A good example is the abomination, which just kind of ‘does its thing,’ as you put. The meat wagon also seems fairly useless.
Hades has attacks that hit the whole screen? If anything I think that sounds more Junahu esque. Kel’Thuzad is very focused in that pretty much all the moves are meant to make the foe attack him instead of the Ghouls or get mana/corpses through other means and are more often then not linked to several other moves. Death and Decay, the nair, which you seem to be referring to, either forces the foe to attack –you- or gets tons of damage on them for them insisting on attacking the Ghouls.This is where the playstyle is lacking, where certain moves that cause damage indeterminate of variables in the current match, or reach infinitely across the stage [copy pasta from Hades] – this moveset would be a hundred times more profound if it were more focused.
Not perfect? Sure. But I’d say it’s better then the standard Rool organization with a few random fancy symbols so he can brag about his “stellar organization”. Seems he can't make one without sacrificing a moveset for it in the process.I found the organisation to be pretty decent considering how terrible you’ve had it in the past – invisi-text for Lucy, same FMA template used about four times – but it’s by no means perfect. What I did love about this moveset was the image placement, especially in connection to your ‘fiends idea,’ as unsubstantiated as it is.
Since I totally don’t talk about playstyle uses at all in this moveset…Your writing style is, at times, somewhat confusing here, due to your apparent hatred of including any details at all. Apparently a move’s most important attribute is how comparable it is lag-wise to Dedede’s down smash, but not how conducive it is toward the playstyle, leaving the move as two lines of minor details and a line of ‘humour.’ The latter of which you really need to tone down when going for shortened writing – it makes the set appear sloppy when the most crucial move in the entire set ends with a personal comment on how everyone’s ********.
Your many options are in how to make the foe attack you. Kel doesn’t rely on summons, they’re a damn BURDEN to him. Giving him more summons would just turn him into a generic trap character. Kel is about fighting on his own and making foes attack him, which he really doesn’t mind seeing he’s invincible. He can do that by playing defensively and luring the foes away from the Ghouls or pressuring them himself if they refuse to come to him. Kel’Thuzad has no flowchart playstyle by any definition of the word – if you’re going to say he has it at all, then my main trio of heralded MYM 6 sets certainly have it.What is weakest, though, is that for a summon moveset, you have practically no options. It seems that this obsession with ‘flowchart playstyles’ has stinted your mind somewhat in relation to subjectively rating your own movesets, as this one is by far the most lopsided – mainly due to the lack of summons. It’s an odd concoction and one of the more original parts of this moveset that you only really summon a few creatures and do much of the offensive yourself, although with little actual contact. It’s also true that this forcing of your opponent to play by your few options hardly sounds like a barrel of laughs, particularly with the one game-breaking, hits-everyone-on-the-screen move that has practically no animation or point beyond mana consumption and MK-level cheapness.
So. . .Better then the Count, but it’s still not up to snuff, according to the chat.So, much better than Lucy, perhaps even better than The Count, but not as good as Sloth, I’m afraid.
None of that about the Abomination is effectual toward any other element of the playstyle - you're just feeding the Abomination. Without it, the moveset would be largely the same.The Abomination is indeed one of the less-linked-in moves of the set, sure. After all, it only interacts with the Ghouls in its’ making, demands that you use usmash on it, and also greatly appreciates Kel grabbing the enemy to keep them still. Meat Wagons allow you to produce corpses just fine if the foe is focusing on Ghouls and refuses to come over to you.
Hades' grab.Hades has attacks that hit the whole screen? If anything I think that sounds more Junahu esque. Kel’Thuzad is very focused in that pretty much all the moves are meant to make the foe attack him instead of the Ghouls or get mana/corpses through other means and are more often then not linked to several other moves. Death and Decay, the nair, which you seem to be referring to, either forces the foe to attack –you- or gets tons of damage on them for them insisting on attacking the Ghouls.
You did state quite a lot of relevance bits and pieces, but I still wasn't a fan of the writing style. You have a tendency to go for the quip or joke before the meat and bones, which is a little disorientating.Since I totally don’t talk about playstyle uses at all in this moveset…
Mana Shield originally didn’t have that line in there because I think it was blatantly obvious and it was referenced as such in many, many other moves. I edited the line in casually after a ton of people somehow didn’t grasp the blatantly obvious concept that I was ramming down their throats.
Eh, it really isn't that great of a playstyle idea in the first place, to be honest. It's quintessentially a summon character, but with some moves which are a little random [like the all-powerful, all-screen, all-cheap move] that don't function as summon moves. The mana shield is a great idea, but you do go off on these other adventures that don't quite link up with that original, great idea.Your many options are in how to make the foe attack you. Kel doesn’t rely on summons, they’re a **** BURDEN to him. Giving him more summons would just turn him into a generic trap character. Kel is about fighting on his own and making foes attack him, which he really doesn’t mind seeing he’s invincible. He can do that by playing defensively and luring the foes away from the Ghouls or pressuring them himself if they refuse to come to him. Kel’Thuzad has no flowchart playstyle by any definition of the word – if you’re going to say he has it at all, then my main trio of heralded MYM 6 sets certainly have it.
I don't know what you mean by "up to snuff" exactly, but I am a fan of Kel. It wasn't ridiculous comment, really, just not glowingly positive. I do mention good things in the original comment quite profusely.So. . .Better then the Count, but it’s still not up to snuff, according to the chat.
I don’t **** over Lucy as much as I do Kel to defend her so vigorously, but this Kel commentary was just ridiculous and I know you’re stupidly biased against Lucy for reasons unknown to modern man.
Geez, this statement is both uncalled for and unfair. I haven't used "random fancy symbols" since MYM 4 - it seems to me that that's the way you tend to truss up your sets, using the template I gave you. Elves and Caterpie, who I assume you're referring to, have very ordinary organizations, so I hardly sacrificed anything on their behalf.Not perfect? Sure. But I’d say it’s better then the standard Rool organization with a few random fancy symbols so he can brag about his “stellar organization”. Seems he can't make one without sacrificing a moveset for it in the process.
I'm talking about the actual movesets you sacrificed on the behalf of Elves and Caterpie for a good organization. Because that's all they are. The organization covers up any possible moveset that could be hidden within.Geez, this statement is both uncalled for and unfair. I haven't used "random fancy symbols" since MYM 4 - it seems to me that that's the way you tend to truss up your sets, using the template I gave you. Elves and Caterpie, who I assume you're referring to, have very ordinary organizations, so I hardly sacrificed anything on their behalf.
Hippo, Ekans, sure. Abra's organization is very standard, as are pretty much all your Pokesets (Which is most of your sets) outside Ekans. I'm certainly not trying to say I've surpassed you in organization, I'm simply saying that you're not a god among men. The only person here with that notable of organization is Junahu. Hippo's the only organization you've had that I can really look back on. Kangaskhan's a very good example of your "random symbols" passing for organization.Just because you randomly centered your headers and changed your colour and font doesn't mean you've suddenly surpassed everyone else. As for "standard Rool organization"... dude, contrast King Hippo, Ekans and Abra and then tell me I always use the same format.
I want to see what's so very much better in yours then mine, thank you. I'm dismissed as a common peasant while you eat the feasts of organization.And I've never used the phrase "stellar organization", nor have I bragged about it.
That would be a very large argument in-chat with Smady before I decided to curb-stomp his negative commentary. Yes, Smady, attacking a moveset for 90% of the commentary then saying "it's good" is negative. Could say the same about your Strangelove commentary.It seems any word against Kel makes the blood rush to your head. I'll remember that.
The presentation is the point, though. It's out-of-the-box. The movesets came after theI'm talking about the actual movesets you sacrificed on the behalf of Elves and Caterpie for a good organization. Because that's all they are. The organization covers up any possible moveset that could be hidden within.
Oh, I'm certainly not a god among men, and my organization is hardly a patch on what Junahu and Ocon have been doing these days (so much room for creativity when you do all-image sets, after all). Anyway, my take on organization has always been that it's supposed to both evoke the character and be pleasing to the eye (uniqueness is secondary, although I've played around with just about every option BBCode offers at some point). With rare exceptions - Father Time, possibly Zant, Romero-who-opted-for-nostalgia - I think I've succeeded.Hippo, Ekans, sure. Abra's organization is very standard, as are pretty much all your Pokesets (Which is most of your sets) outside Ekans. I'm certainly not trying to say I've surpassed you in organization, I'm simply saying that you're not a god among men. The only person here with that notable of organization is Junahu. Hippo's the only organization you've had that I can really look back on. Kangaskhan's a very good example of your "random symbols" passing for organization.
Well, firstly and most importantly, until Kel you spent three contests using the exact same template for every single set. (flip)I want to see what's so very much better in yours then mine, thank you. I'm dismissed as a common peasant while you eat the feasts of organization.
Quite.That would be a very large argument in-chat with Smady before I decided to curb-stomp his negative commentary. Yes, Smady, attacking a moveset for 90% of the commentary then saying "it's good" is negative. Could say the same about your Strangelove commentary.
If only I'd seen this earlier. Can't resist rising to a nice, juicy piece of bait. We'll carry on tomorrow.@Rool: Get back in the chat, coward.
What alien controller do you wish to use to play Lunge? I can certainly see how an alternate control scheme would make sense for Tycoon, but Lunge is much more playable then something like him. Granted, he still suffers from the same problem that Strangelove does which I know you consider an important issue, but I'd certainly say he's much more playable then Lucy who you were fine with.Inspector Gadget: Why, this is the second time you've crowbarred an excellent idea into a form that plain doesn't suit it. I truly wish you weren't so absolutely determined to have 4 specials, a jab, 3 tilts, 5 aerials, a grab, pummel and 4 throws. Because even more so than Tycoon, brawl inputs do not work with this idea, regardless of its rough brillance
To answer you worries from the chat, my impressions of this set are both A and B. It's impossibly obtuse, and yet you're experimenting with the very foundations of Smash, which I heartily approve of.
I also want to know, how do you canonically explain why, when the foe doesn't explicitly kill an innocent person quickly, they instantly die?
Tac match-up added.Also, how does TAC factor ino this? It doesn't seem like the civilians have attacks, so TAC would be replacing his own attacks with nothing, and you cannot be hit by "nothing", hence Lunge cannot reenact the crime as the victim
Hmm, I do see your point. Lounge needs to be able to use every attack his foe can use, in order to reenact the murder. Thus he has to use Smash controls. What was I smoking yesterday?What alien controller do you wish to use to play Lounge? I can certainly see how an alternate control scheme would make sense for Tycoon, but Lounge is much more playable then something like him. Granted, he still suffers from the same problem that Strangelouvre does which I know you consider an important issue, but I'd certainly say he's much more playable then Lucy who you were fine with.
And once again I am beaten by a fortune cookie.I am making a statement about the inherent evil of every living being and the pretense, a facade to get along that gets torn down as soon as a guilt-free opportunity presents itself.
Ok, cool. Thanks. Now do one for TycoonTac match-up added.
I'll drink to that. If nothing else I should've made the dthrow have a secondary function when the criteria wasn't met (preferably more then a generic kick thrown in), and he indeed would've been a lot more intuitive if it was part of Side Special. Probably would make the most sense if when he landed S Spec when the criteria was met that he'd arrest them.So, bearing that in mind, my only actual problem controlwise boils down to the fact Lounge's most important attack is his D-Throw. I know you love your D-Throws, and I do appreciate the added depth to grabs Lounge gives, but you know how much I hate moves that do nothing unless some arcane criterion is met beforehand. This is the kind of thing that could have been part and parcel of the Side-Special. At least that way, someone might actually accidentally discover how to KO as Lounge, other than playing him like CAT.
This is definitely a very wacky idea, though I did my best to make it work at all. I doubt the possibility of making it intuitive enough to get to Smash's standards, though that's what you get with such an unsmash idea.The obtuse objective itself, and the dearth of audio/visual feedback are more difficult problems. I'm not even sure it's possible for Lounge's mission to be communicated to the player, without being intrusive and match-ruining about it. An ingame tutorial would probably work, as it would for Strangelouvre, but that kind of stuff spits in the face of Smash's pick-up-and-play quality.
(Shock) It'd be a pretty boring MU anyway. Lunge is too good at pressuring. . .And can Tycoon even kill the civillian in time? I guess he'd have to use the grab to force them off the blast zone. It'd be very tigh- oh wait, civillians are immune to grabs. I guess he'd have to make a souveiner stall and use an umbrella, but the shop would take too long to make.Ok, cool. Thanks. Now do one for Tycoon
I was annoyed about that before you added the taunting animation in and it sort of just. . .Happened. Y'know?And finally, because I just remembered that this exact same criticism was made about Joe Calzaghe; Lunge can taunt absolutely any attack out of the foe!?
Bah. I thought you'd like him, considering you liked the very "meh" Tycoon.I don't really like Lunge.
Well yeah. I could make it a generic detective with heavyweight muscly status if you prefer, but nothing here is particularly OOC for Lunge outside the blatant prop usage of the aerial Up Special. Ftilt was made solely for that "secondary" effect and was one of the earlier inputs.The set's the very image of impracticality. A vast majority of his attacks are incredibly specific and their uses are not only obscure - Junahu's complaint on Strangelove be amplified tenfold - but also kind of stretches. An attack like Forward Tilt feels like it just needed to be more interesting than a plain old knife stab, but the character didn't really have anything to work with, so you just mashed the effect in there. I mean, Wind Up Punch? Really? Of course it's integral to his playstyle, it's still a stretch.
. . .That sounds like just about any MYM set ever until you get to the part with the stolen attacks, which doesn't sound particularly complicated IMO but not something I can exactly "prove" or "defend".That's my first complaint. My second is, of course, that the set is alien. Alien set. At this point, you're not even playing a game that's conceivably possible. Most of the attacks read more like short stories or something than actual attacks, with twists and symbolism (you can read symbolism into anything) and subtext. In addition to a nigh-incomprehensible batch of attacks, you have to deal with one of the most tricky mechanics I've seen yet and any number of stolen attacks - which you have to integrate into your game?
Well yeah, he's more unsmash then them, but once somebody realizes how he works he's much more PLAYABLE. I don't care if he's impossible to actually implement into the game, most MYM sets already are. Lunge is actually very offensive and has plenty of actual attacks, and isn't a trap character with no attacks who's running for the entire match.This is more an exercise in shoehorning than a set. I can respect why it is and will be popular - your playstyle section makes it all sound very cool, mostly because it is - but it's so far removed from everything else in the contest that I just can't reconcile it. Less complex than Lucy? Please. Lucy is a fairly standard trap/stage manipulation character once you use her DSpec with mindgame potential if it's turned off. Less complex than RCT? Next to this, he looks like a bread-and-butter trap character, unsmash but painfully simple. Less complex than Romero? Zombies are straightforward summons, we just have plenty of ways to manipulate them, all of which can be tested in a matter of minutes. Figuring out the ins and outs of Lunge, even with a tutorial, would be impossible.
Kupa called it my best this contest. He's not saying it's better then the unholy trinity of MYM 6. Why don't we actually get my own opinion, hmm? I don't consider it my best, but at this point I really don't have much preference among my sets (Or at least my three most recent). Don't make me choose between my babies.Now, don't get me wrong - the idea is very nifty, that can't be denied. But calling it Warlord's best? Ludicrous. Insane. Practically sacreligious. I remember wyvern and a few others saying the same thing about RCT, and look at how we all think of him now. I reckon you're going to regret this set before the contest is out, Warlord.
Then you take a picture of him shooting his blaster three times. (Rolleyes)EDIT AGAIN: I feel bad for not having any "constructive" criticism. Makes it seem like I just read the playstyle section, doesn't it? What if the foe didn't do three different things during the crime? Someone like Fox could probably just stand there and mash off Blaster 25 times. What are you going to take pictures of now?
Dtilt probably should've been a smash, but I honestly didn't care about that considering how unsmash the set was already, and the smashes all rely on charging heavily.Also, I'm going to take a note out of Junahu's book (it's a pun, get it?) and mention that the tilt inputs and the smash inputs really could have been swapped. A few of them would need tweaking, sure, but it feels jarring to have tilts that are much more complex than the smashes.
The whole Side Special/close range thing could've made for a decent set of it's own, I reckon. God forbid I actually make a character who DOESN'T have range that's good or at least above average. Anyway, you forget that the chain makes the range not matter for the grab. Lunge's dash attack defends him from behind, and the usmash prevents the foe from just grabbing as he swings them into the air.And on another tangent, that Side Special? Brilliant, it is, but couldn't most characters just grab you as soon as you started trying to tug them around? If you're close enough to land your own pathetic grab, it stands to reason that they'll try to do so as soon as you turn around and try to run or jump or use any of the attacks that tug them about.
Since so many MYM characters are so very easy to learn, yes? I'd like to keep the ability to actually attack, tyvm. Kthxbai.And lastly, I figure most Lunge players, after missing photos and reenactments by a hair's distance, after forgetting a crucial attack so many times, after flubbing a crucial steal by accidentally taking the wrong attack, an easy mistake to make when you're put on the spot, would eventually just say "To hell with this" and go main Marth.
I was conflicted on Tycoon, and still am, but the really notable difference is that one is complex because his source material is complex and the other is complex because he wants to be as creative as possible.Bah. I thought you'd like him, considering you liked the very "meh" Tycoon.
Oh, I don't doubt you meant the knife to stick in them from the start, but the way you do it makes it come off as forced and strained.Well yeah. I could make it a generic detective with heavyweight muscly status if you prefer, but nothing here is particularly OOC for Lunge outside the blatant prop usage of the aerial Up Special. Ftilt was made solely for that "secondary" effect and was one of the earlier inputs.
This set is not trying to be Smash. I thought we'd established this?
No, no. Nowadays most sets have a lot of straightforward, simple attacks, or at least attacks that are pretty easy to figure out in a vacuum. Lunge's are difficult enough even on their own, let alone when all taken together to make a functioning unit. There's just too many layers of strategy here, and anyway most MYM characters can be played by simply rushing button inputs if you want to.. . .That sounds like just about any MYM set ever until you get to the part with the stolen attacks, which doesn't sound particularly complicated IMO but not something I can exactly "prove" or "defend".
I can agree with this, except the part where most MYM sets are impossible to implement. In this contest, we've got Strangelove (who could be simplified quite easily with tweaks) and Spadefox Remake (whose attacks are all instantly apparent once you test them) and a bunch of sets that aren't really all that unfeasible. Hell, look at Kel. Summons are not inconceivable, nor is a simple numbers-based mechanic.Well yeah, he's more unsmash then them, but once somebody realizes how he works he's much more PLAYABLE. I don't care if he's impossible to actually implement into the game, most MYM sets already are. Lunge is actually very offensive and has plenty of actual attacks, and isn't a trap character with no attacks who's running for the entire match.
Tycoon might not have flow - Lunge really is a flowchart - but he's straightforward. And he's definitely not a generic trap character, little factors like the claw and the money mechanic make sure of that.Kupa called it my best this contest. He's not saying it's better then the unholy trinity of MYM 6. Why don't we actually get my own opinion, hmm? I don't consider it my best, but at this point I really don't have much preference among my sets (Or at least my three most recent). Don't make me choose between my babies.
Anyway, honestly. Tycoon is, indeed, a generic trap character. Nobody would ever play him beyond messing with him, and his "flow" was essentially "lol set as many traps as possible". Lunge flows much better then Tycoon could ever hope to and has a far more unique concept behind him.
I'm unpredictable! (SMIRK)Though really, I didn't expect this set to be well recieved. Regardless of my liking it, I expected it to be flushed away. Ironically, I expected you to be among the few to like it, considering it could be described as a mash-up of Thief and Tycoon in terms of target audience.
What if he walks a bit, then uses a single Smash? Would you take a picture of the Smash twice or the walking twice? If a character went through a whole chain of attacks, could you just take three pictures of him in mid-jump? It's all very vague.Then you take a picture of him shooting his blaster three times. (Rolleyes)
Fair.Dtilt probably should've been a smash, but I honestly didn't care about that considering how unsmash the set was already, and the smashes all rely on charging heavily.
Also fair.The whole Side Special/close range thing could've made for a decent set of it's own, I reckon. God forbid I actually make a character who DOESN'T have range that's good or at least above average. Anyway, you forget that the chain makes the range not matter for the grab. Lunge's dash attack defends him from behind, and the usmash prevents the foe from just grabbing as he swings them into the air.
Yes! If I want to play Zinger, I'll play Zinger by buzzing around and testing all of his attacks. Then I'll figure him out and play each match by buzzing around and keeping to the air and so on, changing my gameplay slightly against heavyweight or lightweights or what-have-you. Lunge makes you redefine your whole game based on your opponent's decisions at the start of each and every match. I reckon that makes him both impractical and underpowered.Since so many MYM characters are so very easy to learn, yes? I'd like to keep the ability to actually attack, tyvm. Kthxbai.
"Creative as possible?". This isn't a MYM 4 set. If anything it has too much playstyle as it's apparantely a flowchart playstyle somehow. Lunge's moves manipulate his mechanic and add to his playstyle. The mechanic is just so complex that manipulating it by definition is complex.I was conflicted on Tycoon, and still am, but the really notable difference is that one is complex because his source material is complex and the other is complex because he wants to be as creative as possible.
I could hide the fact that there's an actual attack in there if you'd prefer. You seem to like characters with no way of defending themselves or any attacks whatsoever.Oh, I don't doubt you meant the knife to stick in them from the start, but the way you do it makes it come off as forced and strained.
Nobody tries to be Smash. Smash is horrible. Most just try to avoid being blatantly unsmash.Everybody tries to be Smash.
If you can play well with a MYM set by button mashing, it's a horrible set that should be negative super voted. It means the set has no playstlye whatsoever and is blatantly overpowered. Lunge's individual attacks don't feel that mind boggingly complex outside the ocassional one like dtilt. Nothing particularly notable compared to the usual.No, no. Nowadays most sets have a lot of straightforward, simple attacks, or at least attacks that are pretty easy to figure out in a vacuum. Lunge's are difficult enough even on their own, let alone when all taken together to make a functioning unit. There's just too many layers of strategy here, and anyway most MYM characters can be played by simply rushing button inputs if you want to.
Remember those times when we actually went to those crappy Smash fan-game developers? We had to simplify freaking BALD BULL.I can agree with this, except the part where most MYM sets are impossible to implement. In this contest, we've got Strangelove (who could be simplified quite easily with tweaks) and Spadefox Remake (whose attacks are all instantly apparent once you test them) and a bunch of sets that aren't really all that unfeasible. Hell, look at Kel. Summons are not inconceivable, nor is a simple numbers-based mechanic.
Tycoon is the definitive reason of what's wrong about trap characters - he's just dancing around the stage setting up hoping that foes fall into traps with no way to defend himself.Tycoon might not have flow - Lunge really is a flowchart - but he's straightforward. And he's definitely not a generic trap character, little factors like the claw and the money mechanic make sure of that.
*InsaneI'm unpredictable! (SMIRK)
*Shrug* Sure. I could elaborate on it for five years, but I rather like how concise the set ended up turning out. Would you really care to read an extra paragraph for that?What if he walks a bit, then uses a single Smash? Would you take a picture of the Smash twice or the walking twice? If a character went through a whole chain of attacks, could you just take three pictures of him in mid-jump? It's all very vague.
Fair is a very simple move by MYM standards, regardless of it being crucial to the playstyle.Fair.
. . .What about it?Also fair.
He's already impractical. Ridiculous learning curve /=/ underpowered. I don't think you grasp that concept. Balance assumes both people are of equal skill, remember? Since Ganondorf is clearly so low because he has such a high learning curve. Few people would play him obviously, but that'd just make less people famaliar with how to play against him.Yes! If I want to play Zinger, I'll play Zinger by buzzing around and testing all of his attacks. Then I'll figure him out and play each match by buzzing around and keeping to the air and so on, changing my gameplay slightly against heavyweight or lightweights or what-have-you. Lunge makes you redefine your whole game based on your opponent's decisions at the start of each and every match. I reckon that makes him both impractical and underpowered.
Provided without a tutorial nobody would have any clue how all these move interactions work in MYM, much less like Sloth. People would discover move interactions month after release and call them "advanced techs" without tutorials.Plus without a tutorial nobody would have any clue what their objective is. Not even Strangelove has that going for him.