LOLcat. Seriously, what was I thinking? Honestly, every single one of the attacks is a picture with a blurb. In some cases, I only list the damage and knockback, sans any sort of animation. Then again, this was really my misinterpreted attempt at the whole "age of detail" thing... I totally thought that everyone was talking about move animation. Lag and range... those never crossed my mind. I'm just going to stop talking now, before I say that I actually thought that LOLcat was good at the time I posted i-
Really, though, I'm surprised I stuck around in MYM after posting the cat. I got two comments, one of them telling me to 'Lurk moar' (?), and the other just saying that 'LOLcat was epic XD', to which I still haven't worked out a reply. And... I've still yet to get that review I requested, Warlord. (chew)
Really, Clipit was about the same level as LOLcat... but I was actually inspired to make him. I still follow the same pattern of set-making now as I did with Clipit, with just taking that first move and going for it. The main difference? The move I was excited about with Clipit was the NAir, which I knew even then was a blatant ripoff of Squirtle's.
It doesn't help that, due to this set, my nickname was "Microsoft Nerd" for a couple months.
Still not out of the woods yet on my hated sets. I honestly have NO idea why Plorf likes this moveset so much. It's the definition of a props/summons character without playstyle, with a tacked-on mechanic that weakens an already bottom-tier character. Talk about a disaster. Also, while it at least makes sense for N's successor, The Kid, to summon his traps, (due to have attaining the exalted status of The Guy,) the traps in N's own game are specifically programmed to kill him, making this set underpowered, playstyleless, a prop moveset, and now out of character. Fun times.
Mallow. I actually had hopes for Mallow, back in the day. I made him after buying Super Mario RPG on Virtual Console and realizing that making a moveset for Geno would be a horrible, horrible idea. Mallow is pretty basic, the kind of moveset that you could actually expect to see in Brawl, but he brought with him the Mario RPGs' Timed Hit system, with which Mallow could actually combo. I dunno. He's definitely the best of my pre-Simirror sets, because he doesn't pretend to be something that he's not... he just takes some basic moves and rolls with them, throwing a little twist into the mix.
Airman has really fallen out of favor with me, with time. He's just your basic "ammo bank" moveset, with a different way of gathering his ammo. Moving around quickly would cause the fan in his chest to spin faster, increasing the Torque that he had to use. He's certainly not a
bad moveset, by any means, but it's certainly uncreative compared to most of my other efforts.
And The Kid. Yeah, there's a reason that I didn't offer him up to the definitive roster, when given a chance. Honestly, apart from IWBTG nostalgia, Kid is a trap moveset. Well, yeah, of course he is, but that's ALL that he is. Just run around and set up as many traps as you can, and blindly hope that the foe runs into them. Sure, he had a couple moves to help his opponent get into the line of fire... well, just the one, really. The FThrow would drag the foe blindly forwards, and the DThrow would cause a giant L block to fall from the sky, searching out the opponent while they ran around, setting off traps while they escaped. And I still think that the FAir's Metroid is one of the coolest stand-alone attacks I've ever written, and was a bit surprised when NO ONE commented on it. MT even
skipped over it in his review.
I had to really think, deciding between number 6 and number 5, but I eventually settled with Shikamaru. Why? Well, I honestly do believe that Shika is a better moveset than Thief is. However, everything in the moveset... and I do mean everything... is blatant plagiarism. From the super awesome techniques of running the shadow under the stage and attaching the bomb to the vest and throwing it up and exploding it to create a shadow and *takes breath*... all the creative work was done by Kishimoto. The one original move I DID make was the FAir, which was called out for being incredibly tacked-on.
Which brings us to Thief, the moveset that KRool Super Voted and Picked Scyther and Mushroom over. (I forgive you.) Thief's concept is still incredibly fun, no matter how many times I read it. The basic idea of -negotiating- with your opponent while simultaneously beating the snot out of them is just such a sharp contrast that it makes me laugh. Now, Thief is undoubtedly underpowered, I'm quite aware of that. It takes a long time to get the opponent bound into a contract in the first place, and then you have to wait for them to break the terms, and did I mention that signing the contract heals them? Even when you are finally able to use the move that's supposed to cause the KO, it's pretty darn weak when you consider all the effort it took. Still, I adore the concept behind the moveset, causing me to place it at #5.
I never would have thought to put Bubble Man this high on my list if Rool hadn't put him on his "Top 11 Movesets." After seeing that, I looked back... and wondered how it was THE KID who placed 7th back in MYM 5. I took a character that couldn't even walk, and turned him into a literal mobility machine! Bubble Man excelled in approaching the foe: he could lower the friction of the ground to approach faster, hide behind a wall of quick-moving projectiles, jump up and stop his motion immediately with a quick stall-then-fall, use an FTilt while moving to launch himself up into the air, send a rushing river towards his opponent... he had it all. While I don't place him as my top moveset, he's pretty high up there, as you can see.
So, Simirror. Simirror Simirror Simirror. He was my first real contribution to MYM, (ignoring the CSS for now... which I should really get back to creating,) and I'll always love my last MYM 4 set, which was when I really felt that I had a place in the community. That I belonged. What I really remember Simirror for is his aerial game. His FAir and BAir linked into his to-this-day confusing (to others (wary)) Up Special in a way that I still love. I mean, how many characters can just create a wall in midair? Simirror's throws were also incredibly mindgamey. Each Pummel would flipflop the opponent's controls, and his UThrow just added to the mix of confusion, possibly leading to the opponent causing their own demise. He was also pretty darn concise, written before the overdetail that haunted me with Airman.
...actually, thinking it over, Bubble Man was better than Simirror, but I'm too lazy to make new images. Just imagine that the two are swapped.
Hornet Man! Oddly enough, my best set to that point was written at the worst time, when I was haunted by... college-level Calculus. At that time in my MYMing career, my grades were -just- beginning to slip, giving me less and less access to the computer. I managed to crank out Hornet Man using a handy flowchart diagram I'd worked out, which may be what led to the term "flowchart playstyle," since I actually posted this diagram as an extra. But... you want to hear about the actual set, don't you? (sry)
Hornet Man's Neutral Special defines exactly what I aim for in a moveset. Having a construct to interact with just gives me so much more that I can do when writing a set. Hornet Man makes the hive, the hive makes the Hornets, the Hornets make honey and attack the foe. You can use the Hornets as a shield, to recover, to start pulling the opponent offstage. You can call them near you with your Dash Attack, splatter the opponents with honey to cause them to attack automatically. You can splatter yourself with honey to cause your Hornets to be attracted to you automatically, and heal themselves as they eat the golden liquid. Hornet Man would be that character that you really have to experiment with in order to discover exactly what he can do.
And then we have my most recent endeavor, Sheep Man. I absolutely LOVE Sheep Man. The Neutral Special, like Hornet Man's, sets the tone of the set right from the beginning. Shoot bolts into clouds to make them fire in six directions. Link clouds together in a triangle shape to make them entirely self-sufficient. Throw some Thunder Wool up in there to make them stronger, and don't forget to shoot yourself with the bolts to build up your static electricity! The set's writing style is also incredibly welcoming; I often find myself rereading it and laughing at my own jokes. Sheep Man is just... my vision of a perfect moveset. If I could've worked out something special for the FThrow, I'd be one happy evil genius.