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

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Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
You have been doomed ever since you lost the ability to love






















The blood that flows through my veins is cursed. 'Twould be best if I would disappear forever.
 

Tanookie

Smash Journeyman
Joined
Nov 17, 2008
Messages
436
Location
*sends Sundance a leather harness on Dragon Apprec
ZOMG Alucard set! Way better than the one I made over a year ago...

>_>

Sorry, just had to pop in and mention the fact that I love it and it's really cool/unique/whatever the hot new "compliment" is these days. But the lack of Maria makes me sad... *debates a possible Maria remake*
 

Neherazade

Smash Journeyman
Joined
Apr 5, 2009
Messages
359
Location
Gensokyo.
OGFG! that is over the top... I've only begun reading the Alucard set... but I'm compelled to say something. soon.

New computer is in (well, computer is shipping, but I have a netbook for the time being) so I'll finally be able to post my sets (and review that awesome inspirational masterpiece!) so expect some activity from me in the next few days...

*realizes all these updates/insights belong in the MYM group, not the thread... but whatcha gonna do?*
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
(hmm)...I haven't fully read Alucard yet, but it's a Junahu set that's for a character from a franchise I love so I'm sure I'll love it (or be able to pick it apart :3). You know my main complaint already is total disrespect of putting Shanoa as an AT. For anyone who didn't read Shanoa the first time around, read my MYM'ing masterpiece HERE-> http://www.smashboards.com/showpost.php?p=6201461&postcount=6152

Comments of course to come in the Recap although the organization is perfect Junahu as usual. For those of you who don't get the upside down attack names and such, play Symphony of the Night, it'll make sense after that! ;)
 
D

Deleted member

Guest
< Jeff Hardy>

"Live For The Moment."

Jeffrey "Jeff" Nero Hardy (born August 31, 1977) is an American professional wrestler, currently signed to Total Nonstop Action Wrestling (TNA). He is best known for his appearances in World Wrestling Entertainment (WWE).

Before gaining prominence in WWE, Hardy performed for the Organization of Modern Extreme Grappling Arts (OMEGA), a promotion he ran with his brother Matt. After being signed by WWE, the brothers worked as jobbers, before gaining notoriety in the tag team division, partly due to their participation in Tables, Ladders, and Chairs matches. With the addition of Lita, the team became known as Team Xtreme and continued to rise in popularity. As a tag team wrestler, Hardy is a six-time World Tag Team Champion and a one-time WCW Tag Team Champion.

Hardy has also experienced success as a singles wrestler and is a three-time World Champion, having held the WWE Championship once and World Heavyweight Championship twice, a four-time Intercontinental Champion, and has held the Light Heavyweight, and European Championships once each. He is also a former Hardcore Champion, having held the championship on three occasions. He received his first major main event push towards the end of 2007, including challenging for the WWE Championship at the Royal Rumble in 2008, and eventually won the WWE Championship at the Armageddon pay-per-view in December 2008.

Moreover, Hardy is involved in motocross, music, painting, and other artistic endeavors. He is currently a member of the band Peroxwhy?gen.


< Stats >

Size - 6.5/10
Jeff is a bit taller than Luigi to be exact.

Weight - 5.5/10
Jeff is a bit above average here.

Power - 7/10
Jeff is great damagewise...knockback wise...not so much. He hardly has any damage racking moves at all.

Ground Speed - 7.5/10
Pretty good here. He's about as fast at Marth.

Attack Speed - 6.5/10
Jeff is above average here. He's not the best, but he's decent.

Traction - 3.5/10
Jeff is rather bad here. He doesn't stop still at all.

Jumps - 7.5/10
As a high flyer, he must jump high.

Falling Speed - 7.5/10
Jeff falls fast easily.

Range - 5.5/10
Jeff mostly sticks to close combat, but he throws his body around alot, making for decent range.

Priority - 6/10
Jeff actually has decent priority.

Recovery - 5.5/10
Jeff is only okay here. It's kinda on the slow side.

Crouch - 6/10
Above average here.

< Special attacks >
Down Special - Pinfall
The opponent must be laying on the ground, defenseless for this move to work. This is Jeff's only way to KO an opponent considering he cannot KO through traditional means. As the opponent lays on the ground, Jeff quickly covers his opponent with his body. Suddenly, a counter appears in front of the screen counting for 1 to 3. If Jeff can pin his opponent for 3 whole seconds, the opponent loses a stock. However, it is not easy to just simply pin the opponent when they are down. Jeff has to constantly keep on damaging his opponent, until he reaches a high level of damage.
  • At a low percentage of 0-25% damage, it's a breeze for the opponent to easily kick out with only a single press of the A button.
  • At 25-75%, it's a bit harder to kick out, making the opponent force to button mash the A button 5 times to kick out.
  • At 76-100%, it's harder for the opponent to kick out, having to press the A button 8-9 times if they want to survive.
  • At 101-150%, unless your opponent is really fast with his/her fingers, it's really hard to press 15 times to kick out.
  • At 150% damage or higher, Jeff is guaranteed the pin.

Neutral Special - Twist Of Fate

First of all, in order to use this move, Jeff is going to need momentum (where he basically needs is to get the crowd to chant, "Hardy! Hardy!"). If the crowd is cheering for him, Jeff will kick his opponent to get them into the right position. Jeff then spins around, putting the opponent quickly in a three-quarter facelock and drops down for the Twist Of Fate (see GIF for perfect example) that deals off 24% damage and is guaranteed for the opponent to stay knocked down for 2 seconds.

However, if the crowd is not cheering for him, Jeff will do something else. He'll start clapping his hands together, which gets the crowd to clap along also, and depending on how much health difference between him and his nearest opponent is, it'll take 5 seconds for the crowd to start cheering for him. Jeff can store his clappings, like Lucario's neutral special, but obviously, he's defenseless when he's clapping.

This is Jeff's main way to pin the opponent, so use it wisely. Also, there's another way to get the crowd to start cheering for him. If Jeff manages to get some clapping and the crowd is clapping along for 5 seconds, in those 5 seconds, if Jeff performs an aerial and successfully hits, the crowd will start cheering loudly for Jeff to perform his Twist Of Fate (to fit his high flying style).

There is yet another way to get the crowd to cheer for him. If he can hit 3 aerials in a row in succession, they'll cheer. If Jeff can successfully reverse any 3 grabs (not in a row), they'll cheer as well. Finally, you can get them to cheer if Jeff's in a 2 vs 2 match, if Jeff can hit the opponent with his partner together 3 times, they'll cheer.
[ 2-24% ]

Side Special - Chair Shot
Jeff Hardy starts digging into the ground, taking about 1-2 seconds, which reveals that he has a hidden steel chair under the ground. Jeff can then swing it using his side special, for a nice 12% damage, with it being guaranteed to knock the opponent out for 2 seconds. This reaches a stage builder block in front of Jeff, and has good priority. Swing the steel chair takes hardly any lag at all. However, you will hear a bell ringing, indicating that Jeff has been "disqualified." This means that Jeff cannot use his down special to pin the opponent for 10 whole seconds, though hitting the opponent with the steel chair again will not reset the timer, until 5 seconds has passed. You can throw the steel chair away by throwing it like an item with the Z button, as Jeff cannot pin the opponent while holding the steel chair.
[ 12% ]

Up Special - Ladder Climb
Jeff suddenly lets out a, "Ahhh!!!" scream. This will cause a 5 stage builder block ladder to appear, which is climbable. Jeff takes a whole 2 seconds for him to climb to the top, and this is his main way to recover. Note that the opponent can climb the ladder as well, though if Jeff is on the top and the opponent is below, Jeff will automatically kick his opponent to the ground for 11% damage and can knock the opponent out for a long second.

Watch out though, because while on the ladder, Jeff is defenseless, though he can jump off the ladder at any time for a high risk 16% damage body dive that knocks out an opponent easily. Jeff misses with the dive, he'll suffer 8% damage. High risk move for a reason.
[ 11% or 16% ]

< Standard A attacks >

Neutral A attack - Reverse Mule Kick

Jeff starts it off with 3 right hook punches to the opponent with all his might. Each punch is rather fast, with barely any lag, with each doing 3% damage and flinching knockback as well. Suddenly, Jeff attempts to kick his opponent only to have his opponent automatically blocking it by grabbing it. Jeff will then use his other leg to kick his opponent, knocking the opponent down with 5% damage. To make it more clear, Jeff's kick is pretty much unblockable, though Jeff also falls to the ground considering he has no legs to stand on.

[3% x 3 + 5%]

Side tilt - Rushing Throwdown
Jeff quickly runs a stage builder blocks forward, behind an opponent. He then quickly grabs the opponent by the neck and slams him/her into the ground, with Jeff ending up behind the opponent. This deals off a heafty 12% damage, and is sure to knock the opponent down. This has hardly any beginning lag, but ends with semi-heavy ending lag. If there is no opponent for Jeff to slam within his range, he will simply run forward. Good for knocking opponents down.

[ 12% ]

Up tilt - Upwards Strike
Jeff attempts to grab something upwards and if he does, he'll drag it face first to the ground. Dragging an opponent down will cause the opponent to bounce off the floor with little knockback, and 11% damage. This move has average beginning lag, and ending lag comparable to Ike's side tilt. This has somewhat bad range, considering the fact it only reaches what's directly above Jeff. Unlike most grabs, this CAN be blocked, and this is probably Jeff's least useful moves. Still, it can be a surprise attack..
[ 11% ]

Down tilt - Hand Sweep
Jeff rushes forward a bit, gets on his knees, and sweeps at the opponent's legs with his arms, causing a guaranteed trip with 10% damage. This has somewhat bad range, with okay priority. This has a bit of beginning lag, but overall, hardly any ending lag. Overall, this should be one of Jeff's least used moves because there are better moves to use.
[ 10% ]

Dash Attack - Poetry In Motion

Jeff Hardy simply throws his body forward, flying about 2 stage builder blocks. Hitting an opponent will cause them to fall to the ground, with 12% damage, though it causes Jeff to fall to the ground as well. This has barely any beginning lag, though some rough ending lag. This has great priority. Be careful when using this move, because as Jeff misses and hits the ground, he'll suffer 5% damage. However, if Jeff uses this near an edge, he'll jump off the edge, and if he hits an opponent, he can perform Jefficide, causing him and his opponent to lose a stock, providing there is a pit right below down obviously.

[ 12% ]
< Smash Attacks >

Forward Smash - Lifting Leg Drop
Jeff Hardy crouches a bit, and then rises up, with an opponent within Jeff's grab reach will be carried up along the way. Jeff then suddenly drops the opponent, stunning them for a second with 4% damage uncharged, while fully charged deals off a 2 second stun and 6% damage. This part of the move can't be blocked.

If the player uses the forward smash while the opponent is stunned, Jeff will grab the opponent be their legs, and let out a double leg drop on the crotch area that deals off 12% damage with little knockback. With knockback on this move, Jeff will have a tough time pinning the opponent at higher percentages. If the opponent is not in front of Jeff or is already lying on the ground, Jeff will automatically skip the first part of the Fsmash, and does the legdrop, with a whole stage builder block of range.

[ 4-6% + 12% ]

Up Smash - Whisper In The Wind
Jeff steps on the background and gets a bit in the air. Depending on how long you charge it, Jeff can climb on the background from 1 stage builder blocks to 3 stage builder blocks. Then, depending on the direction he was facing, he'll do a flip in midair, crashing down back onto his opponent, dealing off a good 18% damage, with it being sure to knock the opponent out for a second. However, Jeff will be knocked down too, hitting or missing the move. It has good vertical range, but not much side range. This has above average beginning and ending lag, but has good priority.

[ 18% ]

Down Smash - Double Kick
Jeff Hardy quickly gets his feet in the air to kick forward with both of them, like in the picture below. This deals a decent 13% damage with it tripping opponents easily uncharged, while fully charged will do 20% damage, with okay forward knockback. This move is somewhat fast, with average beginning lag, hardly any ending lag and has a chance to follow up after his forward smash. This has decent priority, but has rather poor range, only hitting what's in front of Jeff, and doesn't hit high enough.

[ 13-20% ]

< Aerial attacks >
Neutral Aerial - Diving Clothesline
Jeff throws his body forward, extending his arms and legs out to try and hit the opponent and if it does, it deals off 11% damage with little knockback. If Jeff manages to hit the opponent with the center of his body, it can spike opponents. This move barely has any beginning lag, though it has average lag if it misses. This move has good priority, with the hitbox being Jeff's entire body.
[ 11% ]

Forward Aerial - Dual Kick
Jeff sticks both his legs out for a double kick, and providing it hits, it can deal off 12% damage, with little knockback (hitting with the feet exactly will cause good horizontal knockback). This double legged kick has a good hitbox, stretching to Jeff's entire body, and this attack has decent priority. This has bit of beginning lag, but hardly any ending lag. Overall, it's an okay move, just don't try to abuse other than keeping opponents away from the stage.
[ 12% ]

Backwards Aerial - Extreme Legdrop
Jeff quickly flips his body to face behind, and he spreads his legs out for a huge legdrop, dealing off 13% damage with it automatocally spiking opponents downwards. This has a wide hitbox, with good priority to boot. This has only a bit of beginning lag, but hardly any ending lag. The aftermath of this move leaves Jeff continously still legdropping downwards. This can cause problems if Jeff's over a pit. Just use this move only over a stage, and you should be fine.
[ 13% ]

Down Aerial - Swantom Bomb
Jeff starts soaring downwards diagonally like an eagle, going at a fast speed. As Jeff reaches the bottem, he'll do a flip in midair, performing his signature move. Any opponent that gets hit by this move is guaranteed to stay knocked down for 2 seconds. The damage depends on on how high Jeff in the air, though it will always do at least 14% damage. After 5 stage builder blocks, for every single stage builder block Jeff is higher, it'll do an additional 3% damage. It has good priority, with only a bit of beginning lag, and hardly any ending lag. This move has problems hitting, due to it being predictable, and not being the biggest hitbox. Also, if Jeff misses with this move, he'll suffer 5% damage.

[ 14% + 3% x ?]

Upwards Aerial - Hurriconrana
Jeff sticks out his 2 legs behind him, attempting to grab an opponent by the head. Jeff will then throw his opponent with legs with great force, depending on the direction you choose next, dealing off 9% damage, with okay knockback. This has okay range, reaching what's directly behind Jeff, though if the attack does not hit the upper body of the opponent, it will not work. This move has very little lag at either ends.
[ 9% ]
< Throws/Grab >

Pummel - Headlock
Jeff has a unique kind of pummel. Holding the A button will have Jeff grabbing the opponent by the neck, and holding it tightly. This will cause the opponent to suffer a steady 2-4% damage per second, and Jeff will not let go until he decides to throw the opponent, or the opponent manages to button mash the A button 15 times. An easy way to get some damage, without the opponent blocking all the time.

Reversing A Grab - Mule Kick
If Jeff is the one getting grabbed, he can reverse the grab by predicting where the opponent is going to throw him and moving the control stick in the same direction. This will cause Jeff to kick his opponent with free leg, giving Jeff 2 stage builder blocks of space, and dealing off 8% damage. This can make Jeff immune to chaingrabs if used correctly.

Forward Throw - Punchaway
Jeff, with the opponent still in a headlock, punches the opponent in the head with his spare hand. This causes the opponent to be knocked away 2 stage builder blocks forward with 12% damage. Try to follow it off with a smash attack.
[ 12% ]

Backwards Throw - Chasing Throwdown
Jeff quickly throws his opponent behind him, causing them run with no control. Jeff then chases after them, grabs their head, and throws his down to the ground, causing 12% damage, with it grounding the opponent. The animation is rather long, so opponents outside the throw can interfere.
[ 12% ]

Down Throw - Neck Slam
Jeff puts the opponent's neck under his arm. He then lifts the opponent up, before slamming them down to the ground, grounding them, with 12% damage to boot. Probably Jeff's easiest way to put the opponent in a good position to pin him/her.
[ 12% ]

Up Throw - Surprise Pin
Jeff jumps over the opponent, and gets behind them. He then surprises the opponent by forcibly dragging opponent to the ground, rolling them over to their backs, for a surprise pin hold. This is the same way to pin your opponent like Jeff's down special, but it can be well...a surprise!
[ 0% ]

< Final Smash >

Ladder Match
Jeff has managed to grab the smashball! With the smash ball, it's time to play the game by Jeff's rules now. This will cause numerous ladders to appear around the stage (8 to be exact). Surprisingly enough, these ladders are light enough to pick up as items, and to swing around. They reach about 3 stage builder blocks when swung, and deal off 20% damage with good knockback. It takes a bit of time to swing it and above average ending lag.

When carrying the ladders, press the B button to set the ladder in place, so it's climbable, up to 6 stage builder blocks. What's the point of all these ladders you ask? Well, because there is a Smash Bros championship belt hanging on top of the stage for the taking, with anyone grabbing it will recieve there health fully restored, with a brand new stock, accessable only through the ladder. Obviously, anyone can grab the belt, but what advantage does Jeff have? Well, it only takes 2 seconds for him to climb it, while opponents take 5 seconds to get to the top. Final smash lasts for the rest of the game, till someone can grab the belt.

< Playstyle>
Jeff is called the ultimate risktaker. So naturally, his moveset has a lot of risks in it. Make sure whatever move you're going to use it hits, because if not, well, Jeff's going to pay for it. Espicially his dash attack, because good Jeff players will use it anytime they can, as it has great priority and ground opponents easily, providing it hits. Not only that, as Jeff also falls down, he can get an easy pin, surprising your opponents.

Speaking of pinning, you should always try and pin your opponent anytime you can. Everytime you knock down the opponent, you should immediately press the down special button. This will at least keep your opponent thinking on what to do, but you should try to be one step ahead. Keep your opponent moving, until they mess up, or until you're ready to use Jeff's Twist Of Fate (neutral special) move, or surprise opponents with Jeff's Swantom Bomb (down aerial), as they both knock the opponent down to the ground for 2 seconds, giving Jeff a near guaranteed pin. Just remember to gain the upper hand early in the match, so Jeff can utilize his Neutral Special easily, and make sure you're at the right position for Jeff's down aerial: In the air.

Of course, not all the time will Jeff gain the upper hand in the beginning. Jeff should use his Neutral Combo to get some space between him and the opponent, while doing some damage as well. After you have enough time to get some clapping done on his neutral special, start taking for the air. It's going to be harder to get some clapping done (espicially if they are just going to rush into you), and it's better to follow it up with an aerial attack to get them to cheer. If you somehow cannot perform his neutral special or downwards aerial, your next best option is his Up smash, where he has super armor at the beginning of the move, and is sure to knock down opponents for a whole second.

If you're finding it hard to get opponents down to the ground, use your side tilt to get behind opponents, to knock them down, or his forward smash for more damage, but less range. If you can get opponents within your range, grab them at any means neccessary, send them over a pit, use Jeff's dash attack, and, wham, instant Jefficide (providing their at the right place at the right time). Also, use his Side Special to get out some damage and some time to think (best used to get some claping done.)

Watch out for projectile users. Jeff has no way to counter them, other than rushing in forward. Also, when using Jeff's recovery move, watch out for opponents attacking Jeff while he's climbing. He cannot do anything, but if opponents are below him, he can do a crazy risk taking attack from atop of the ladder. Jeff is a risktaker, and you should always make sure that the attacks hit before using any attacks.​

< Extras >
Entrances
Jeff will do a number of different entrances. Unlike most entrances, Jeff will do his entrance after his opponents, and he'll do it on a seperate stage from the brawl stage, entering the Brawl stage.
He has 2 different music entrances. Do nothing with the control stick, and you'll get his classic entrance theme. Pick your favourite from the video.
http://www.youtube.com/watch?v=2FEuse1t1w8
Hold down the R button to get his brand new theme, which is this:
http://www.youtube.com/watch?v=J2uJMiCJWUk&feature=related
Up Taunt
Jeff mocks the opponent by ripping off their up taunt (if it's possible for Jeff).
Side Taunt
Side Taunt: Jeff sticks his hands up in the air like this:

Down Taunt
Jeff spreads his arms out and lets out an, "Ahhhh!"

Victory Pose 1
Jeff holds out a custom made Smash Bros. Championship Belt, and suddenly, TOO COOL comes out of nowhere and puts Sunglasses on him. Then they both start dancing!
THERE YA GO, SUNDANCE!
Victory Pose 2
Depending on your "Most played Characters", Jeff will do one of the following poses. If he faced your top 18 most played characters, you'll see the opponent laying on the ground hurt, but Jeff helps them get up, showing some sportsmenship, and Jeff will clap repeatily. If Jeff is facing your 17 least played characters, the opponent will attempt to cheapshot Jeff, but he'll roll out of the way, and hit the Twist Of Fate on the opponent, knocking them out.
Victory Pose 3
Jeff will grab a ladder, start climbing to the top of it, and do his down taunt on top of it.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Silver's commenting on something?! this must be some kind of mistake... (shock)

Alucard: Now before I get into the set as a whole I want to comment on one thing in particular. The button combinations that are required to use the spells isn't something that I like at all. Granted, this isn't a problem for anyone who's used to traditional fighters, myself included. But for most brawl players, even some advanced ones, they may not use spells at all due to the button combinations that would feel very foreign to them. Yes, I did do this in my Cammy set, & it meet with very mixed reception. Button combos are just something that I feel is very unfitting for Brawl, even more so than a MM9 Megaman-type set.

With that rant over, let's look at the actual set. I'll first say that you certainly have a good reason for putting specials at the end. Alucard employs a spacing-based playstyle with his standard attacks, which only slightly recalls Mendez's Dracula. Many of his attacks are fairly straight forward, with a good number of mindgames sprinkled in. The effects from his forward and back throws I particularly like, encouraging the foe to go on either the offensive or defensive. The down throw hints at what the specials will bring to the table, giving Alucard a distinct advantage or disadvantage depending on the situation. I do find the down throw a bit lolwut worthy, even though I see what it could contribute to this playstyle.

Then we have the specials. They expand Alucard's playstyle to truly being intuitive. Many of his familiars/transformations/weapons help his spacing and camping games, or flesh out his comboing. On the other hand, others such as the Dark Metamorphosis reward aggressive play. And some of his familiars help him combat specific types of foes. It truly feels like you can play Alucard any way you want, which seems like it would be true to Symphony of the Night (I've never played a CV game, though I should, but this is the feeling that this set gives me). Overall, I find this to be quite the awesome set, despite my issue with the button combinations. I would hesitate to rank Alucard above Doppelori, but they're almost neck & neck at this point. Oh, & I like familiar extras you have, especially Navi & Rikku. I would use one of them in every four-player items match ever. & the music is absolutely awesome, that goes without saying for a CV set (but why not make a playlist for them? it'd be a lot easier <.<)


I will read & comment Jeff Hardy at a later date, Twilty, as I am quite tired atm <.<
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,284
Location
Australia
First of all, just what the heck is going on with 4PMs about a flashplayer video? (which I could not watch on my computer) Im guessing that everybody got the messages, must have been important, something about Warlord.

[size=+3]Aluclard [/size]
Sorry Junahu, but my computer can't read out some of the writing, so I can't make out the entire thing (the white is invisible). Not sarcasm.

Of course, being a Junahu set means that this page will have some comments on it. I'll let the other fellas handle the job.

[size=+3]Jeff Hardy [/size]
There's a lot bringing Jeff Hardy down. First but not neccesarily important, there are some spelling errors, some of which cause confusion. Secondly, there is a slight tendancy for the writing to feel rather weird to read: stating in a single sentence the priority, lag, whatsoever, was confusing to read.

In terms of playstyle, a lot of Jeff's moves didn't really seem to help his Down Special KO playstyle. The crowd cheer was the best idea of the set in my mind, which should have had a lot more attention. You state that some of his moves are risky, though I don't really know why you take the risk, especially seeing some of the attacks. Especially when you can use your Side Special and D-air to add 2 seconds onto the foe's downed timer, which is seemingly broken.

On the other hand, I liked the set. You started straight off by telling us how he KOs, and added some entertaining GIFs to it (all the more proof that you should try to improve, seeing as those GIFs would not be easy to obtain). The Final Smash is one of the best I've ever read, sitting among Von Kaiser in god tier of Final Smash awesomeness. Not to mention Jeff was very in character. Im not into wrestling though.

A very good set for your return to MYM a while after Roxas, but marks the need for improvement. There are some great ideas in the Specials, to which I'd suggest checking the Non-Specials and trying to mould them so they help bring together a common goal to which the character gets their KO (in Jeff's case, downing the foe). Also try to spellcheck your work to see if it makes sense beforehand.

Hopefully you'll improve from here.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
I'm still gonna comment Twilty, so don't kill me <.<



Pokemon's one and only yellow psychic duck, Psyduck joins the Brawl!


Obligatory playlist is Obligatory


Background
Psyduck is one of the original 151 pokemon introduced in Pokemon Red and Blue, being number 54. It is also one of the very few pokemon to be catchable in every game in the main series. Psyduck is known for its constant headaches, which causes it to move infrequently; it stands around and holds its head frequently in an attempt to quell those headaches. However, it is only able to tap into its powerful psychic abilities when its headache worsens. This concept was popularized in the original season of the Pokemon anime series, where Misty owned an unusually dim-witted Psyduck that would randomly pop out of its pokeball at the worst possible moments. During one battle, in fact, Misty considered hitting Psyduck with her bike to increase its headache. This moveset utilizes the relationship between Psyduck's headache and its powers in a similar manner.


Stats
Psyduck is decisively average in many categories. He's (I've decided this Psyduck is male) a little shorter than Mario (though he's a bit fatter), and weighs a tiny bit less as well. Psyduck dashes about as fast as Wolf, and has horrible traction, probably due to his webbed feet and apparent lack of legs. He doesn't have much in the way of traditional power, but his attack speed is quite good for the most part, at least when it comes to physical attacks. Psyduck can't crawl or wall jump or any of that stuff: he's a fat duck for gods sake. Oh, and his crouch is godawful.


Psychic Headache
We'll skip right to the chase here: Psyduck's headache increases whenever a foe strikes his head with an attack (no, hitting his bill doesn't count). Psyduck's head has its own invisible damage counter, and attacks that hit will deal the same damage to his head that they deal to Psyduck himself. There will be slight indications when Psyduck's headache is increasing: Psyduck will start to hold his head more frequently and be in visible pain. Once the damage on Psyduck's head reaches 60 percent, Psyduck's eyes will close as he holds his head for a moment in concentration. When he opens his eyes, they immediately glow with blue psychic energy. This unlocks the true power of Psyduck's psychic attacks (his specials in particular) and changes a few of his other moves. Psyduck's headache-induced state wears off after 45 seconds or after he gets KOed.

So that's great and all, but how does Psyduck get this much damage on his head on a regular basis? Many of his close range attacks encourage his opponent to attack his head, or simply put his head in the way of attacks in some cases. Psyduck can camp and play keep-away fairly well, prolonging each stock. He even has some methods to raise the damage on his head without getting damaged himself. This brings up Psyduck's unique tripped animation. When Psyduck trips, he falls backwards and hits his head. It takes him a little longer than most to get back up, but Psyduck effectively deals 5% damage to his head whenever he trips. If you have a little free time, shuffling around in place may not be such a bad idea.


Specials

Up Special: Confusion
Psyduck closes his eyes in concentration, holding his head as his body glows with blue energy. All items within 1 and 1/2 stage builder blocks of Psyduck then start to glow with energy, and float just above where they are affected. This can also affect foes who are no bigger than Psyduck himself (Pikachu, Jigglypuff, The Kid, etc). Psyduck can throw everything he catches with this in any direction by hitting that direction, or just drop everything and end the move by hitting down or B. Items are thrown as if Psyduck threw them normally, and foes are thrown 4 stage builder blocks away, taking 5% damage in the process. This can be a lifesaver if Psyduck can time it with a foe's approach, its rather useless against anyone larger than Psyduck himself. This move has average starting and above average ending lag. Oh, and foes can button mash out of this in about a second. They can also dodge it with a roll or a standing/air dodge.

If Psyduck uses this in the air, his downward momentum stops, and he just floats there. Yup, he just used Confusion on himself. He becomes able to move himself in any direction at half the speed of Snake's cypher for 3 seconds. While this recovery is infinite, its low speed makes it very gimpable.

Now what happens when Psyduck's true powers are unlocked via headache? Psyduck performs the same animation with the same lag, but this time all items and ALL foes within 3 stage builder blocks of Psyduck (it only reaches 1 and 1/2 blocks above or below him though) are affected. Most items act the same when thrown, but boxes, crates and other larger items are thrown 4 times are far as Psyduck can throw them physically. Affected foes are now thrown away for 8% damage and medium knockback that KOs around 170%. Psyduck is now able to use this move more effectively to stop unwanted approaches, give himself some room, and possibly score a KO. And as you may have guessed, this move causes chaos in item matches (y). The airborne version of Confusion gets boosted as well, with Psyduck being able to move at the same speed as Snake's cypher. It's still gimpable though, since it lacks a hitbox.

Side Special: Disable
Psyduck again closes his eyes for a moment. When he opens them, his eyes glow with white-ish grey energy for about .3 seconds before returning to normal. Any foe who is within Psyduck's line of sight (facing him) and no more than 2 stage builder blocks away is frozen in place for about half a second. Once this wears off, they will find that the last move they used before being hit has been disabled! They won't be able to use that move again for 30 seconds. However, they can avoid this with a dodge or even by shielding (they cover their eyes). For the somewhat-fragile Psyduck, it may be best to disable a KO move or a good approach move to boost his survivability. This move has above-average start lag and low end lag.

Like Confusion, this move gets a simple distance boost when Psyduck is powered up. Psyduck can now hit anyone within his line of sight with this move, forcing them to go on the defensive no matter where they are (if they're on a standard tourney stage). The animation and lag remain the same. And incase you're wondering, Yes. Psyduck CAN disable a grab with this move. Grab-happy characters should be very careful around Psyduck.

Neutral Special: Psychic
Psyduck closes his eyes as his body is surrounded in blue psychic energy, looking almost identical to the animation for Confusion. And then... nothing happens. The hell? That's the thing about this move: Psyduck's headache has to be especially bad for him to use this move.

Anyhow, Psyduck performs the same starting animation when powered up. This time, any foes (who aren't dodging) within 3 stage builder blocks of Psyduck start to glow with blue energy and are levitated into the air, just as if they were hit by Confusion. Psyduck can't throw them though, and they can button mash out in about 1.5 to 2 seconds. The foe takes 3% damage for every half second they remain stuck, visibly writhing in pain for the duration. Unlike for Confusion, Psyduck can walk while using this (but not attack or jump). Thus Psyduck can put himself in position to attack the foe the moment they are released from Psychic. This move has above-average start lag and average end lag.

Down Special: Amnesia
Psyduck holds his head and tilts it in confusion, letting out an audible "Psy?" as he does so. A cartoony question mark then appears above his head for a moment before the move ends. The move takes about 2 seconds to perform, having low lag on both ends. What this does is it makes Psyduck unable to use the last move he used before Amnesia for 30 seconds (he forgets it, hence the name of this move). In exchange, Psyduck's weight increases by 10% during that 30 second period. He also gains super armor against any attack that does 5% damage or less for 10 seconds. For a slow and somewhat frail character like Psyduck, that slight weight increase and super amor can help a lot in the long run. Of course, there is a pretty big price to pay in forgetting a move. You've got to chose carefully: maybe use this right after Water Sport if you can. Only one part of this move changes when Psyduck is powered up: it increases his weight by 20%. If Psyduck is at a high percent when he finally unlocks his true powers via headache, this move is crucial in making sure that headache doesn't go to waste.

Standards

Neutral A Combo: Fury Swipes
Nothing more than your typical basic combo. Psyduck attacks by swiping horizontally with one claw, than slashes in the same manner with his other claw. He finishes with a slightly stronger slash, the combo as a whole just having KO range. The first two hits deal 2%, and the third deals 4% along with average knockback that doesn't KO until 200%. Despite dealing low damage, this is probably Psyduck's best option for getting foes out of his face. This has low lag on both ends.

Dash Attack: Duck Rush
Psyduck simply dives forward 2 and 1/2 stage builder blocks forward, his head being a good priority hitbox that deals 9% damage and medium knockback that KOs around 185%. While this would see limited use normally, it has a secondary function. Psyduck just lands on his belly after he hits with this move, suffering average end lag. But if he misses, Psyduck starts to curve, and lands HEADFIRST. Thus, Psyduck deals 6% damage to his head (this isn't added to his overall damage meter). Psyduck does suffer bad ending lag when this happens though, so missing with this attack with a foe nearby is a bad idea. If you have a bit of room, though, this is a pretty good way to increase Psyduck's headache.

Forward Tilt: Headbutt
Psyduck lowers his head and rams it in front of him, having mediocre priority and pitiful range on the attack. This deals 5% damage and very little knockback. While this is chainable into itself at low percents due to its low lag, Psyduck can typically only get 2 of these off before the foe slips out of its terrible range. Psyduck can keep his head lowered for about half a second after attacking by holding A, his head being a pitiful priority hitbox that deals 2% damage to anyone who touches it. But of course, the most useful function of this is to trick foes into attacking Psyduck's head, thus helping him towards his goal of having 60% damage dealt to his head.

Boosted Forward Tilt: Zen Headbutt
Once Psyduck's psychic powers are in full force, there's no need to force foes to damage his head. Psyduck still does the same basic headbutt when hit forward and A, but holding A causes Psyduck's head to glow with purple energy as he holds his head and concentrates. This can be held up to a second. Once A is released, Psyduck charges forward quickly, up to 2 stage builder blocks depending on charge. His head is a great-priority hitbox during this, dealing 9-15% damage and high knockback that KOs anywhere from 125-100% depending on charge. This move retains its low lag prior to charging, but Psyduck suffers above average end lag if he misses, and average lag if he hits with it.

Up Tilt: Water Sport
Psyduck looks directly above his head, and starts to shoot a decent-sized stream of water 3 stage builder blocks above his head. This pushes foes that are directly above Psyduck about 2 stage builder blocks upwards, acting like Mario's FLUDD or Squirtle's Water Gun. It doesn't affect enemies on either side of him, though, leaving him completely open. This move lasts about 1.3 seconds, having average start lag and low end lag.

The most notable thing about this move is that the water comes back down after it reaches its max height, soaking Psyduck in the process. If Psyduck is able to finish this move, he will remain visibly soaked in water for the next 15 seconds. This has the effect of making fire-based attacks only deal half their normal damage and knockback. Additionally, there's now a 25% chance of Psyduck instantly escaping whenever he gets grabbed due to his body being slippery. Most importantly, this makes Psyduck twice as likely to trip, and thus increase his headache in the process. You should never pass up the opportunity to use this move if you have time and the damage on Psyduck's head isn't at 60% yet.

Down Tilt: Low Kick
What? Pokemon Syndrome? It's a low kick for crying out loud; any pokemon with a foot could use this (and Psyduck actually can learn it too). Regardless, Psyduck simply kicks his foot out in front of him, having pitiful range and priority. If it hits though, it trips Psyduck's foe and deals damage based their weight. It does only 2% to someone like Jigglypuff, and deals 11% to someone of Bowser's weight class. A pretty straight-forward attack that Psyduck can follow up on if he predicts correctly. He can use Fury Swipes, Zen Headbutt or a short-hopped bair to hit his foe depending on which way they roll (or if they just get up without attacking). If they try to use a get-up attack, Psyduck could try using Headbutt to force the attack to hit his head. This move has low lag on both ends.

Smashes

Forward Smash: Hydro Pump
The first of Psyduck's three water-based smash attacks. Psyduck twists his head backwards for a brief moment before firing a FLUDD-sized stream of water forward. This can travel up to 5 stage builder blocks forward depending on charge. It pushes foes backwards in a similar manner to the FLUDD, although Psyduck's version is a bit more effective. Obviously a very good move to force foes away from Psyduck or to gimp certain recoveries, this has average lag on both ends. Unfortunately, Hydro Pump also suffers greatly from move decay, with its max range decreasing by half if its used more than once in a 12 second period. Thus you can't spam this; only use it when you really need some breathing room or have a chance at a gimp KO.

This move also has the effect of spreading about 3 stage builder blocks worth of water on the stage at the point where it hits the ground. This water stays on the stage for 15 seconds, and increases the tripping rate of whoever is standing on it by 10%. While most characters won't be affected much by this, Psyduck and other characters with subpar traction will have their tripping rate visibly affected. Psyduck would be very likely to trip and hit his head if he were to shuffle around in the water, making it a decent use of his time.

Up Smash: Bubblebeam
Like for Water Sport, Psyduck looks directly above his head, only this time angling his bill diagonally forwards a bit. He then fires a bunch of tightly packed-together bubbles upwards. The size of this bunch of bubbles ranges from Jigglypuff's size to the size of Psyduck himself depending on charge. The bubbles have surprisingly good priority, trapping any foe who touches them in constant hits that deal anywhere from 15 to 25% (altogether) damage depending on charge. This is probably Psyduck's best damage-dealing tool.

There's also an additional effect that comes into play if a foe runs into the bubbles while using their dair (with the exception of dairs that use a disjointed hitbox, which simply destroy the bubbles). They become stuck in the mass of bubbles, taking 2% damage every second as they struggle to get out. They can escape within 1.3 seconds if they button mash, but that's more than enough time for Psyduck to land a bair or another move. This move has above average start lag and average end lag.

Down Smash: Water Pulse
Psyduck twists his head back, looking almost identical to the animation for Hydro Pump. This time though, Psyduck fires a ring of water forward that's about half a stage builder block tall. It travels at the same speed as one of Luigi's fireballs, and disappears after traveling 5 stage builder blocks. It deals 4% damage and about .3 seconds of hitstun. Psyduck can fire 2 or 3 rings at the same time if he charges this move, increasing the possible damage and hitstun. Psyduck can't use this move while any of his rings are still on the screen. This move has above average start lag and average end lag, making it hard to spam. Even so, this is one of Psyduck's best moves for applying pressure at damaging at close range, and can help buy him a little time as well.

Aerials

Neutral Aerial: Tackle
Lol, generic. Psyduck simply performs a quick flip, with his body being a decent priority hitbox. This deals 6-7% damage and average knockback that won't KO anytime soon. This move has low lag on both ends. The landing lag for this move is notable, as Psyduck can potentially land on his head with correct timing. Psyduck suffers pretty bad landing lag when he does so, but he also deals 5% damage to his head, which could end up being the last bit of damage he needs to awaken his powers. He suffers average landing lag otherwise.

Forward Aerial: Psywave
Psyduck closes his eyes briefly, and when he opens them, they are glowing with purple energy. A few purple sparks of energy fly from his eyes as they glow, each dealing 2% damage. This is near impossible to DI out of, and the last hit throws the foe away for medium knockback that KOs around 180%. This move has average start lag and low end lag, and is a fairly useful way to get foes away from Psyduck.

Boosted Forward Aerial: Psybeam
Once Psyduck's true powers are unlocked, he instead uses the more offensive Psybeam. Psyduck opens his bill slightly, pointing it diagonally downwards. With a forceful "Duck!", Psyduck fires a beam of multicolored energy from his mouth that travels diagonally downwards until it hits the ground. This deals 11% damage and medium knockback that KOs around 160% to airborne foes, but it has a different effect on grounded foes. They still take 11% damage, but they instead become dazed as if their shield was broken (no, this won't instantly KO Jigglypuff). They are thus forced to wiggle the joystick to exit this state. During this time, Psyduck can easily follow up with any number of attacks (though Disable won't work since the foe is facing the screen). This attack has average start lag, but high end lag, making this a dangerous move to whiff. Thanks to its diagonal trajectory, though, it makes for a pretty good gimping move.

Back Aerial: Tail Whip
Another fairly simple attack. Psyduck casually flicks his tail behind him twice, dealing 6% damage with the two hits, along with curious knockback that knocks the foe right above Psyduck's head. If you're one of the many characters with a spiking dair, you're likely gonna have to resist the urge to use it, since you'll hit Psyduck square in the head and increase his headache. Of course, this move is pretty bad once Psyduck's headache reaches its max. & hitting a foe with this offstage is suicide. This move has average start lag and low end lag.

Up Aerial: Aqua Jet
Psyduck points his bill downwards, and fires a decent-sized stream of water below him. This stream of water reaches about 1 stage builder block below Psyduck, and pushes foes about 1 block downwards. This also pushes Psyduck up about 2 blocks, making for a less gimpable recovery than Confusion when he's close to the edge. A useful gimping move that has above average start lag and low end lag.

Down Aerial: Pratfall
In what is probably Psyduck's most humorous move, Psyduck suddenly stops all his downward momentum for a moment. He then starts to panic and flail around, saying "Psy-yi-yi-yi-yi!" as he drops downwards like a rock. Despite the theatrics, this is your typical stall-and-fall. Psyduck is a great priority hitbox, dealing 10% damage and medium-low upwards knockback. This has rather bad start lag, and average landing lag. If Psyduck happens to land in one of the water puddles from Hydro Pump, though, he will immediately trip and hit his head, dealing 10% damage to his head. This is certainly Psyduck's best way to increase his headache without getting damaging himself, but he needs a bit of time to pull it off, since he suffers bad end lag when he hits his head.

Grabs & Throws

Grab & Pummel
Psyduck simply grabs in front of him with one claw, having mediocre range. This grab is fairly quick though. Psyduck gains a bit of range with his dash grab, but suffers average lag if he whiffs. His pummel consists of striking the foe with his bill while saying "Psy!" or "Duck" alternately with every hit. This is a fairly slow pummel, dealing 2% damage every .4 seconds.

Forward Throw: Scratch
Psyduck just delivers a powerful slash to his victim, dealing 8% damage and medium knockback that KOs around 180%. Another one of Psyduck's bread-and-butter moves for spacing.

Back Throw: Drop Kick
The name tells you all you need to know about this attack. Psyduck quickly jumps in front of his foe, his back facing them. He then musters as much strength as a fat duck can manage, before jumping up and hitting his victim in the gut with a drop kick. This deals 10% damage and medium-high knockback that KOs around 140%. This probably Psyduck's best KO move outside of Zen Headbutt, though Psyduck will have to grab his foe near an edge if he wants to have a good chance to succeed.

Up Throw: Fling
Psyduck grabs his victim's leg with his bill and simply tosses them above him, dealing 6% damage and low knockback. At low percents, this just barely gets the foe about Psyduck's head. Thus, like the aftermath of the bair, the foe should restrain themselves from using that dair spike and hitting Psyduck's head.

Down Throw: Body Slam
Psyduck throws his victim to the ground and just slams his body down on them, dealing 12% damage and medium-low upwards knockback. A pretty good damage-dealing throw, although risky since it doesn't give Psyduck very much breathing room.


Final Smash: Darkwing Duck
This name has nothing to do with the attack, I just wanted to put a Darkwing Duck reference in this set (h). Anyhow, when Psyduck hits B after breaking a smash ball, the camera quickly zooms in on him like it does for countless other Final Smashes. Any foe within 1 stage builder block of Psyduck when he activates this is instantly frozen in place as they glow with purple energy. Psyduck (who is invulnerable during the whole FS) then holds his head and closes his eyes in intense concentration, muttering "Psy..." under his breath. After 2 seconds, he suddenly opens his eyes, which are glowing with purple energy, and screams "Duck!!!". The purple energy surrounding Psyduck's victims then explodes, dealing 35% damage and high upwards knockback that KOs around 85%. As a negative side effect, however, the damage on Psyduck's head returns to 0%, assuming he actually hit with this attack.


Playing as Psyduck: Cloud Nine
It doesn't take a (Team) rocket scientist to figure out what Psyduck is all about. At first, he's focused almost entirely on just surviving until he can get 60% worth of damage on his head. He's got some decent camping methods in Water Pulse and Hydro Pump, which Psyduck can play some mindgames with due to their similar animations. Amnesia provides some protection against rival campers, as well as improving his overall survivability. He can protect himself against fire moves and grabs as well with Water Sport. But those alone won't keep foes from approaching successfully. Psyduck has to be ready to use Confusion or Disable to catch them or just scare them away. If they get too close though, Psyduck has some decent ways to make them GTFO. Fury Swipes, dash attack, neutral/forward/back aerials and Psyduck's forward and back throws are good options for this. Low Kick can also be used on an suspecting foe, and can lead into another attack if you predict how they react to being tripped. You can use Bubblebeam or his down throw to deal some good damage too.

Now we come to the issue of Psyduck's headache. 60% is a pretty big amount of damage to have dealt to Psyduck's head to unlock his powerful psychic attacks, but its certainly manageable. At close range, Psyduck can often times trick his foe into attacking his head by extending his Headbutt move. His back aerial and up throw can sometimes succeed in doing this to an overly-aggressive foe too. Thanks to the fact that Psyduck damages his head when he trips, his subpar traction becomes a plus. He can make his traction even worse through Water Sport or by shuffling around on the puddles that Hydro Pump creates. He can even intentionally miss with his dash attack or land in a puddle with his dair to damage his head. But of course, you need to buy yourself enough time to do this with Psyduck's other moves.

Once Psyduck's headache reaches the breaking point, Psyduck can get more aggressive with his new abilities. He can use Disable's buffed range to force opponents to pressure foes and control their movement. He can use Psychic to buy himself time to use another move, and benefits from the fact that the animation is nearly identical to Confusion's. Speaking of Confusion, it now becomes a potential KO move. Psyduck's newly-gained Zen Headbutt is his best offensive weapon, being able to KO much easier than just about anything in his arsenal. Using Psychic or another move to set this up should be your biggest priority. Psybeam is a move that can do just that, since it can put foes into a dazed state, though Psyduck is very punishable if he misses. Back throw can be a good secondary source of KOs, even if the 45 second limit on Psyduck's buffed state subsides.

Regardless of whether or not Psyduck has 60% damage dealt to his head, he is skilled in the art of edge guarding. Both Hydro Pump and Aqua Jet can be used for this purpose. Once Psyduck's headache does reach its breaking point, he gains the use of Psybeam, another great gimping move. While gimpable, Psyduck's long-ranged recovery allows him to jump off stage to attempt a gimp KO at any time.

Psyduck is a character that can do a little bit of everything, but he generally has to work to get to that point. He's not that good at racking damage, but he is fairly decent at surviving long enough to have 60% damage dealt to his head. Once his headache is in full force, its time to go for a KO, whether it be via knockback or by gimping.

Taunts and Victory Poses

Up Taunt: Rest
Rest is a move that just about any Pokemon can learn via TM, but Psyduck's version... rather useless. Psyduck holds his head and simply falls asleep while standing, with a comical snot bubble coming out of his bill as he snoozes. This lasts for 2 seconds before Psyduck suddenly comes too, his snot bubble popping as he does so.

Side Taunt: Confused Duck
Psyduck looks at the screen with a blank stare while holding his head. He lets out a confused "Psy?" before turning around and returning to his basic stance.

Down Taunt: Role Play
Even Psyduck has to have some fun sometimes. Psyduck copies his foe's signature attack (the closest foe if there's more than one) as best he can, accompanied by a cry of "Psyduck!". So yeah, if you're facing Captain Falcon, you get to see "Psyduck Punch". Nothing Psyduck does with this taunt does damage, of course.

Victory Pose 1: Ducktails
Psyduck is facing away from the screen when we first see him. He flicks his tail around a couple times as if he were using Tail Whip (he is). He then looks towards the screen with a vacant look, letting out a cry of "Psy" as he does so.

2: Snoring Duck



Psyduck is lying on the ground, sleeping like in the above picture. A comical snot bubble will come out of his bill from time to time too.

3: Rain Dance
Psyduck repeatedly fires Hydro Pump upwards, dancing around happily in victory with repeated crys of "Psy-yi-yi!". After 5 seconds or so, Psyduck ends up tripping on the water that comes back and lands on the ground. He lands on his behind instead of on his head for once though. He then looks at the screen with his eyes getting watery with tears as he lets out a somewhat pained cry of "Psyduck!" ...I think I just made MT die of cuteness <.<.

Victory Theme:
The usual pokemon victory theme.





You'd be shocked at what I had to wade through to find this... <.<
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
sorry for the double post, but I wanted to get out my comment on Jeff Hardy as soon as possible.

I found Jeff to be quite a nice set, actually. I can't remember ever having a set for a wrestler in MYM, but Jeff seems to play how one would expect a wrestler to play in Brawl. Instead of getting traditional knockback KOs he has to pin his foe, a fresh take on the non-knockback KO method among piles of grab-KO characters. Although I wouldn't be opposed to Jeff actually having a way to score traditional KOs. I find the idea of having to clap to gain "momentum" for the neutral special a bit iffy, but he can easily pull it off by knocking his foe out temporarily with his side special or down aerial. He can deal damage pretty well too, so he doesn't have to rely on it totally to go for the pin. And suicide KOs via dash attack are generally pretty fun, but very risky as well. Jeff would probably be better off trying gimp with his back or up aerials. & of course, it makes perfect sense for Jeff to be able to reverse grabs (Dedede: D: ). As for negatives, there were quite a few noticeable spelling errors in the set, and the down tilt seems like a wasted button input to me.

Overall, I'd have to call Jeff your best set in quite a while. I know that a few people will not read this out of bias/being Warlord, but every should. At least I know I wouldn't have missed out of this set (y).
 

Kaiser6012

Smash Cadet
Joined
Dec 28, 2009
Messages
32
Location
Brisbane, AUS
PSY? DUCK? PSYDUCK!!!

On reading, PSYDUCK seems to be an interesting mechanic but mired a bit in practical application. PSYDUCK may not have as much trouble as others with the whole "hit me here!" theory, but even the most broad swipes will end up with PSYDUCK taking 20 to 30% more damage than the 60% PSYDUCK needs, and with PSYDUCK's already decidedly average weight means that you've either got to focus on causing damage and hoping that the opponent hits his head or try and build up damage from the get go and hope you ge, a dichotomous situation.
That doesn't mean that the whole moveset is a flunk, however. The very idea of making PSYDUCK power up with damage to his head is an awe-inspiring move. Not only this, but the interactions between the different moves means that PSYDUCK's mechanic can work a fair bit more than initially thought, especially with the bair and tripping moves (though the extraneous features is extraneous, to quote a meme...)
Overall, I give PSYDUCK three asprin out of five. I like what you're trying to do, but maybe basing the headache mechanic off general exertion (running, suffering attacks etc.) could make the mechanic more user-friendly and free up some moves to be more... well, suitable.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,284
Location
Australia
[size=+3]Psyduck[/size]
Kaiser definitely has the right view on Psyduck. It was a decently enjoyable set at that, though the mechanic and some of the attacks could have been more well implemented. I don't think Psyduck would really need to get his headache ready when he can just spam Water Pulse to rack up damage, use his Drop Kick throw and finally gimp the foe off the stage with a cheap Hydro Pump.

Having to take 60% for the headache may prove to be too much, but if the powerup was a little-more common, say 8-20%, that would make Psyduck one hell of a character. A defensive character that goes straight into offense the very moment they suffer an attack. It could last a good 8-10 seconds, having the same buffs as you mentioned.

What Im trying to say simply is, that the mechanic and attacks could have been placed together more nicely, (possibly something you may need to work on overall). Speaking from having read Rena, I'd strongly suggest trying to make the timer-based mechanics perhaps a little less extreme in time, such as cutting it in half. And in the case of power-up mechanics, be sure to check over your attacks and make sure that the buff is really the only time you can kill.

Your sets are pretty good in most aspects, but need work on the structure of attacks and mechanics. Perhaps a set without a mechanic would do some good, if I may suggest without causing any offence.
 

TheSundanceKid

Smash Lord
Joined
Jun 8, 2008
Messages
1,636
Location
The Secret Kingdom
Jeff Hardy

It was a good set, IMO. TWILTY did a great job capturing Jeff's wild and high flying style. MT, Smady, and I have watched tons of wrestling in our days so that really means something. The Finals Smash is a cool idea. I've always wanted to make a wrestling set, but wondered what would be the Final Smash. Anyway, nice job, man! :D
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
MT’s Two Cents on JEFF HARDY
As far as I know, you’re the only one to date who has made a set for a real life wrestler…twice. Both times being the same guy. That being said, I used to watch quite a bit of the WWF back in the day (as Sundance mentioned above) so I’m very familiar with Jeff’s high-flying antics and many of the terms you use throughout the set. I can say right now that you really have captured his persona to a T with the set and it really does feel…well, it feels right for the person. You have some very creative ideas here like the pinfall KO which is very suiting for a wrestler…but at some points, it feels like you dropped your creative ideas to focus more on that. For instance, the crowd cheering is something I’ve never seen anyone mess with; it’s an extra if that to most everyone…you however took it as a mechanic and a way to implement one of his signature moves (although I thought that was Matt’s signature move…) and then never mention it again. The Hardys were always about pumping the audience up with their high-flying brotherly tactics; it’s awesome to see you capitalize on that in the Neutral Special, but I’d LOVE to see it touched on more.

The down special is a bit of a prop move with no real benefit to his playstyle…but I do like the interaction and true-to-wrestling feel of it. One thing I noticed in the stats is that you say that Jeff doesn’t have many damaging racking moves…yet almost all of his moves are MORE than capable of racking damage with relative ease. Another feature of the set I like is the reversing the throw, another very true to wrestling idea with a lot of creativity to it. So overall…I certainly do agree with you; Jeff is probably your best set to date and is, with ease, leaps and bounds past Roxas. You have some really great ideas here and some that I’d admittedly love to see expanded on.

MT’s Two Cents on PSYDUCK
Better late than never I suppose Silver! First of all, I don’t really get why people are complaining about the mechanic; it’s your basic “I hit you here, you get better” concept and is totally in character/suiting for Psyduck. Kaiser’s suggestion seemed to be that running/suffering attacks should boost the headache…but isn’t that essentially what you already have? Getting hit increases his headache (providing you’re playing Psyduck properly) and running with Psyduck’s rubbish traction likely leads to tripping; thus, running also “increases it.” If the mechanic was set to activate at a lower percent like Katapultar suggested, sure it would last less time, but it would also be CONSTANTLY in use as such low percents would happen all the time. Long story short, I think you handled the mechanic the best you could; the end result is very enjoyable/suiting.

As you intended, it comes across that Psyduck’s main KO potential lies in his psychic headaches. Sure you can try for a gimp KO with bthrow and Hydro Pump but it seems very situational from the way you’ve put it to the point of not even being really worth it. So, as a set that focuses on its mechanic, I think you did well making it a key point of the set. As for balance of the set goes (as I know you’ve gotten mixed reactions to it) I’m pretty sure Psyduck rides the balanced line, at least in my eyes. His psychic attacks are powerful for sure…but you have to deal with a solid 60% at least before you can use them; if anything he’s underpowered as his other KO methods aren’t as reliable. Regardless though, Psyduck is a very fun set to read for sure and another good entry from you Silver. It’s a right shame that Alucard, Jeff and Psyduck aren’t getting the comments they deserve. And no, I did not die from cuteness (no)

MT’s Two Cents on ABRA
Since you’re on hiatus, I have no reason to comment this. Okay fine, since you’ve been waiting sooooooo patiently, I’ll give you my comment on Abra WITHOUT it being an FMA ad. The whole link to another post with the real moveset is creative, I like that off the bat. Second of all, it’s a freakin’ pain in the *** to find this set thanks to Warlord’s link switching. Anyway, onto the real set. So you made the ultimate (in theory) hit and run character…interesting. You take a Pokemon who really does nothing but sleep and teleport and make them into a full blown set. Blink is a fairly weak opening move to be entirely honest; it’s just a fancy spotdodge with a “stun” effect…in fact, the order of the specials in general seems a tad wacky. The Down Special is clearly one of the most important yet it’s listed last of all of them. The whole double tapping the button to actually do damage seems like an incredible pain too personally. That being said, you did do a great job of working with the whole teleportation deal, especially considering that’s really all Abra does. I’d like to see a bit more of the fact that all he does is sleep but I suppose that would screw with the playstyle by being totally irrelevant (although in character).

So yeah, you certainly have a great concept going here with a unique execution. I can’t really decide how I feel about Abra. On one hand, his actual concept and execution are quite well done…on the other hand, he sounds so incredibly annoying to play as, what with all the double tapping and fixing points and all that that part of me kind of feels the execution kills the concept. It’s a weird mixture of like and dislike. Overall, I did enjoy the set though, it had some fun ideas despite my previously mentioned complaints.

Comments on Alucard and other sets I missed coming in the Recap...
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
reducing my hypocritical stance on comments, one set at a time...

<<- that's my favourite Unown right there. It's like a cute little TIE Fighter! *rest of comment moved to wordpad*


As always, funny as any set maker could ever hope to be, though in this case you seem to use humour as a stanchion beam to prop up the weaker elements of your moveset (though the net effect is that it just draws more attention to it). The randomness of the latter half on the set makes it incredibly difficult to take Cloyster seriously
But of course, you know this, the only problems I see with Cloyster could be solved with more time, so I'm just saying it to pad out a comment (¬_¬ becuz the wolves descend on me whenever my commentry comes up short)


The issue of selecting a pokemon from all the pokemon at once is something I've been mulling around in my head myself. I can't agree that setting a list of TMs is the best way to do it (choosing from a list of 100 --Ms, four times, is not much better than choosing from a list of 400+ pokemon directly), but there are certainly worse ways.
In general, the set suffers from how quickly it was made (and of course the obvious caveat of forcing a character to use Smash inputs when it simply doesn't suit them). It is an interesting concept to persue however, much like Pegasus from Duelist Kingdom MYM6


His introductory paragraph says absolutely nothing about Golem himself. What's up with that?
... oh I see... .. It's clever, and fun, and well worth the time spent reading... but it's not really GOLEM. I mean, even that lulz Bowser boss at the end of Super Mario Galaxy would be a better fit for this set.
It's a shame there aren't more stages with natural slopes on them, because having Golem make them himself just seems queer for him, as is having him make holes and then cover them up again with a bit of topsoil.
As I said, great idea, wrong character.


I think Pokemon is the one series which should definitely have a sense of interconnectivity between its sets. And the easiest way to do that is to use the official art, rather than fan art
This of course is a problem with many of these pokesets, which think use of outdated, anime, or unofficial artwork will help their set to stand out, or perhaps communicate the set's style better.

Being able to set parts of the stage on fire for 6 seconds, makes Houndoom's Flash Fire ability far too easy to activate, and it cheapens his other interactions. Especially with moves such as Fire Spin, which have so much potential (The foe has to stay away from Houndoom to avoid activating his Flash Fire) but are mired by how easily it creates cheap stage flames (moving at all makes even more flames)
Still, if I squint real hard and pretend setting the whole stage ablaze is at all difficult or involves even a modicum of skill, this is a great set, and probably my favourite out of all these pokesets


look at how nice and smooth this image is​
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!


######
#Venom#
######


Venom is an alien symbiote who had previously had Spiderman as a host, but was purged when it began to control his mind. After this he used Eddie Brock, a reporter with a deep hate for Spiderman after debunking his breakthrough story. Venom has all the abilities of Spiderman as well as control over the symbiote and its ooze-like properties. He's a truly formidable foe and has fought and worked with Spiderman many times over the years.

Have some Venom-flavored Spiderman music for your moveset-reading enjoyment:

http://www.youtube.com/watch?v=TwfmaSWz1L8

http://www.youtube.com/watch?v=x-hheHO7gNw

http://www.youtube.com/watch?v=NrtKtpGNG-o

http://www.youtube.com/watch?v=yqAK5WFy1R0

http://www.youtube.com/watch?v=fcNBTIiT_NE

http://www.youtube.com/watch?v=NwTnqK18_qY

Stats

Power: [5/10] - Venom Can damage rack well-enough, but has little knockback to his moves, many simply leaving the opponent in line for his next attack.

Speed: [6/10] - Venom doesnt have a hard time moving around due to having some of the physical abilities as Spiderman. He can run at a respectable speed.


Weight: [7.5/10]
- Venom is a bit on the weightier side, but he's not very hard to KO in comparison to Bowser or Dedede.

Height: [8.5/10] - Venom is a good bit taller than most characters in his weight class. He towers somewhere between Dedede and Bowser's heights.

Traction: [8.5/10] - Venom doesnt have that much trouble stopping, although his wrecklessness gives him a bit of a slide.

Jumps: [6.5/10] - Venom can get into the air, thankfully, as his air-game can make it easier for him to KO.

Crouch: [8/10] - Venom gets down on all fours and lowers his height down a good amount.

Venom can Crawl, Walljump, Wallcling, and Wallclimb.

While these stats seem a bit off from ideal, Venom makes up for it in his actual moveset. He can trap the opponent from a close proximity and can possibly KO almost regardless of percentage.

Specials


Neutral Special: Symbiotic Relationships

The with very little lag, the symbiote will slide himself down and off of Eddie Brock, forming a blob-like creature with Venom's head visible sticking out of it. Brock will be subdued by the shock of separation and fall to his knees afterwards, from which he recovers from .66 seconds later (Brock and the symbiote have super armor during this animation) as a Level 5 CPU that can only use moves that do not require the symbiote's abilities such as webbing or pieces of the symbiote usd in attacks. You now control the blob of a symbiote which moves at Luigi's dash speed and has a jump that can vault him 1.5 Ganondorfs into the air, although he has no attacks here. The symbiote is almost invincible, only taking a flinch from any attack that hits it.

If the symbiote touches the hurtbox of an opponent or Brock while in this form, he will bond with them over the course of 1.4 seconds, covering their entire body in a similar fashion to Venom if not bonding with Brock, If the opponent is under 65%, they can attempt to boutton mash out at 2/3 the difficulty of a regular grab before being bonded. At %s from 66-105%, the difficulty is 1.5x that of regular grab. Anywhere above and its immediate cover. The skin used is the same as Venom's, albeit without the open mouth/long tongue. Eddie Brock has short blonde hair, a t-shirt, and jeans as well as slightly better traction than Venom. Dont dilly-dally too long, though, as the symbiote requires a host when not in its regular environment, and will die after 11 seconds of not having a host, immediately losing a stock and respawning with Brock. The suit your opponent recieves will give the opponent a 2% boost in damage on all their attacks, as well as replacing their Neutral Special with a clone of Venom's Jab, as well as replacing their Dash Attack with Venom's, while you now have control of Brock's body again instead of the CPU.

Wait, what? Why give your opponent a power boost and a new move (although he replacement of their NSpec might mess with their playstyle) while depleteing your own movepool? Well, for the same reason Spiderman doesnt want Venom bonding with him. While this buff is nice for a while, after 5 seconds something starts to happen with the opponent's control over the character such as inputting attacks at random or doing the wrong attack than what the opponent inputted. 4 seconds after that, Venom will really begin to take over, as 2 of every 3 seconds the opponent has absolutely no control of their character, as they begin to pull off random moves and attack teammates. 6 seconds after this phase, he opponent will be completely controlled by the symbiote, either standing there waiting for Brock to come over and KO his new host if he is the only opponent, or become a Level 7 teammate on Brock's team that retains the buff. If the new host recieves 45% damage, then the symbiote will be expelled from them as the blob form. If the host is knocked off-stage into a blast zone, the symbiote will quickly jump from the host to Brock as the opponent is KO'd.

Down Special: Venom Broth
A pool of symbiote goo will appear at Venom's feet which he can move along the ground at Kirby's dash speed and morph over any terrain. Venom cannot move while this is out, but you can press the special button to recall it back in .2 seconds regardless of where it is without any further lag. It will also go under any of Venom's webbing and traps and such. If any opponent steps on any part of the goo, some disjointed tentacle-mouth projections will shoot up in the spot they stepped on with .1 seconds of lag with a hitbox 1.1x the size of Bowser that deals 3-6 hits of 3% and knockback that KO at 205%. Venom cannot move or jump while the goo is out, but can still attack.

Up Special: Venom Tentacle
When you input this move on the ground, a pool similar to the Down Special will appear beneath Venom's feet again, but will immediately rise up with a large tentacle platform that raises Venom up 6.5 stage builder blocks from the ground. This tentacle cannot be damaged by the opponent and will stay there indefinitely until Venom walks off of it or jumps, when it will dissipate into the ground. This move is to be used to get Venom further into the air than his jumps can get him. When you input this in the air, A large tentacle will sprou from Venom's back as he freezes in place for .3 seconds. The tentacle will auto-lock onto the direction of the ledge and shoot straight out 3.5 stage builder blocks in that direction, tethering if it hits the ledge.

Side Special: How Many Licks Does it Take to Kill You?
Venom will reel his head back for .3 seconds before flinging it forwards, tongue extended outwards about 3/4 of a stage builder block from his face with a slightly smaller vertical range. If you hit anything with this attack, the opponent will ustain 3% and a stun that forces them to stumble back 2 stage builder blocks. There is a small .2 seconds end lag as Venom reels his tongue back into his mouth.

Standards​

Jab: Web Ball
Venom will stick out his right arm with the regular web position as he shoots some web, obviously. A piece of web 2/3 the size of a sideways Home-Run Bat will be shot at a speed slightly slower than that of Captain Falcon's dash for 2/3 of Final Destination. Contact with this web will trap the enemy in a wrap of web for 2 seconds, being unable to do anything at this time. Venom cannot fire another Web Ball until the current one dissipates or hits something. Little lag for Venom on both ends.

Dash Attack: Human Trap
Venom will slow down in his dash momentarily, leaving behind a puddle of symbiote goo behind that is the width of Metaknight before returning to regular speed. This puddle does nothing until an opponent steps on it, at which time it will cause a large motuh projection to spring up from it with .1 seconds of lag and bite the opponent's leg, dealing 7% and making them unable to move, jump, or attack for 1.5 seconds before disspating. Venom can only have 2 of these on the stage at a time, and he can input this attack as he runs past a puddle to slow down momentarily and absorb it back into him.

Tilts

UTilt: Venom Sting
Venom will pump his fist up in an uppercut with .2 seconds of end lag with average priority. This attack deals 5% and average knockback that wont KO at any plausible damage amounts, but will usually put the opponent in a place to be hit by one of your aerials. There is .1 seconds of end lag.

FTilt: Taunt
Venom will throw his fist forward in an underhanded right hook with an average range and .15 second sof lag that deals 4% and a small amount of set knockback forwards. Although, the major part of this move comes out when you miss with the punch. After you miss with the attack, Venom will keep his arm there and stick out his finger which he makes a motion to himself with, saying, "C'mon!", with a word bubble next to his face saying the same thing. If the opponent is facing Venom when he makes this motion, they will involuntarily walk 3 stage builder blocks in Venom's direction. Use this if you opponent insists upon staying away from you, your traps and your Venom Broth.

DTilt: Stickyfeet
Venom will make the web-slinging gesture at the ground in front of him and shoot a web thats 2 Jigglypuffs wide in front of him 1 stage builder block in front of him that dissipates after 10 seconds. If the opponent steps on the spot, they will be caught in it for 4 seconds, unable to move, jump, or use attack that involve their legs, but are able to use any other attacks. After this it will dissipate. Venom can only have 3 of these on the stage at one time.

Smashes

FSmash: Venom Fang
After crouching down to charge, Venom will morph into a large blobby mass with a large mouth and take a quick hop forwards in a small arc, travelling 1.5 Battlefield platforms, dealing 3-8 hits of 3% and the last one dealing moderately high knockback that KOs at 185%, all with Super Armor until the end lag starts. Although if you sweetspot the attack on Venom's teeth (Small hitboxes that protrude out slightly from the middle of the from of the blob), then the victim be pitfalled. There is a significant amount of lag on this attack for Venom, about .45 seconds on both ends of the move.

DSmash: Watch Your Step
After small stretches of ooze move out from Venom's feet as you charge, tentacles that are .5-1.5 Battlefield platforms in length will appear and swipe along the ground with .15 seconds. Getting hit by this will deal 4-9% and always causing tripping. Venom has Anti-Grab armor during this animation, but no Super Armor, and cannot move until the tentacles are retracted, which takes .3 seconds. The tentacles are disjointed but are not grab hitboxes.

USmash: Alien Bodyguards
Yet another pool of symbiote goo pools at Venom's feet as he charges, and then releases a few tentacle/mouth things like the ones in his Down Special right where he is standing that have the same size hitbox, but it is slightly different in the damage and knockbback. It deals 4-8 hits of 4% with knockback that cant regularly KO until 240%. There is a small amount of end lag on the move as the tentacles recede down into the pool and the pool goes back into Venom, taking .2 seconds to do so.

Aerials

NAir: Trapped In My Web
Venom will pull in his legs and arms, decreasing his hurtbox to 2/3 normal before shooting out a small webbing all around him, making his entire body the hitbox here, being roughly 5/6 of his normal size if you include the webbing. This animation takes .4 seconds to happen. If the opponent is touched by this grab hitbox, Venom will have caught them in a way similar to his jab, but will then throw them straight down at 1.5x their fall speed. great gimping tool, this, but its best used over the stage in combination with his DAir. If you miss, the end lag is .5 seconds long as Venom removes the webbing around him and returns to his regular position.

FAir: Web Swing
Venom will shoot a web string 5.5 stage builder blocks in the direction of the middle of the top of the screen, freezing in place mid-air to do so. If it manages to land, Venom will swing forward with Super Armor and Anti-grab armor until he is 1 stage builder block beyond the middle of the opposite side of the screen. Missing with this move will give Venom .4 seconds of lag. Venom's whole body is an average priority hitbox that deals 5% and slight diagnally downwards knockback.

DAir: Stay Down!
Venom will make the webbing position with both hands as he points them downwards. He then fires a large net the width of Bowser downwards at Ike's fall speed. eing hit by it while in the air will shorthop them as they fall down and hopefully be caught by the net, being dealt 4% in the process. If hit on the ground, They simply are caught without the damage. Those caught in the net are trapped and cannot do anything for 3 seconds. More than 1 character can be caught in the net, as well as characters larger than the net, although the time caught is decreased to 2 seconds.

UAir: Web Grapple
Venom will shoot a web upwards 4.5 stage builder blocks straight upwardswith little lag, freezing in place. If the web touches the top of the screen, Venom will grapple it and fly straight to the edge of the screen and stop quickly before falling again. Missing will put you into freefall. This can be used as a way to stall in the air indefinately if you wish or can save you from a Star KO if you time it right. If an enemy is hit by the web, it is a grab hitbox that makes venom wrap them up and throw them directly downwards with 3% and little lag to Venom, allowing for a use of DAir.

BAir: Peekaboo, I Can Taste You!
Venom will bend his back far enough back that he is looking behind him and stick out his tongue. His tongue is a small hitbox that deals 2% and causes those hit by it to be put into their freefall for 2 seconds as they are stunned by Venom's saliva. There is a punishable .5 seconds of lag on both ends of the attack, so use this only if you're certain it will hit and be beneficial to you

Grab Game

Grab: Get Over Here!
Venom will shoot a generic stream of web 1.5 stage builder blocks forward. If an opponent is caught, they will be reeled in for Venom's grab. This can be used a tether recovery in replacement of your Up Special as it can go straightly horizantal. As Eddie, your grab is a generic reach forward with about ROB's grab range.

Pummel: We Want to Eat Your Brainz
Venom will grasp both sides of the grabbed character's head and put his mouth over it. This makes the grab slightly easier to escape through button mashing in 1.6 seconds, but if the opponent cannot escape the grab, Venom will pull them in close as we hear a biting noise. The opponent takes 7% and Venom immediately uses his FThrow on them. Beyond the extra damage, succesfully executing this pummel will allow the symbiote to survive an extra 3 seconds without a host the next time you use your Neutral Special. This effect can stack multiple times, but you lose all of it when you actually separate the symbiote from Eddie.

FThrow: GTFO
Venom will hold his opponent's head in his hand and pull back his arm before quickly throwing them forward a short set distance away in front of him, dealing 5% with a low amount of ending lag, roughly .2 seconds.

BThrow: Ring Around the Symbiote!
Venom will grab both of the grabbed character's arms and spin around multiple times similarly to Wario's FThrow before throwing them directly backwards for average knockback and 6%. In addition, this can be used as a GTFO move in FFAs as the spun opponent is a hitbox that deals 7% and average knockback that KOs at 210%.

DThrow: Lets Have a Taste, Shall We?
Venom will pin the opponent down by their shoulders while his tongue hangs out over the opponent's face, dripping saliva. After a moment, Venom will get up and back into his idle pose ready to follow-up, leaving the opponent unable to get up for .5 seconds as they wipe the saliva off of themselves.

UThrow: Here's a Fist
Venom will raise his grabbed enemy off the ground slightly before slamming them in the face with the fist he's not grabbing them with and chuck them upwards a relatively high set distance, as well as dealing 6% total.

Final Smash: Maximum Venom
Venom will start to convulse for a brief moment as you input the final smash, and then 2 symbiote blobs identical to the ones from his NSpec will appear at his feet without Eddie being left alone. These blobs are at level 4 AI and try to envelop opponents as a priority. Venom can also have as many traps as we wants on the stage at this time. After 12 seconds, blobs that have not gotten a host yet and all traps that go over Venom's limit will dissipate.

Final Smash when Eddie and the symbiote are separate: Down with the Sickness
when the two are separate and you manage to get a Smash Ball, the symbiote will immediately jump to the closest enemy and make them its new host regardless of their damage level, as well as skipping the first phase of the control and skipping straight to the second.

Taunts
Up: Venom will smirk and say, "Heh, you'll be a nice treat."
Forward: Venom looks at his wrist and says, "We are Venom."
Down: Venom will wave his tongue around ferally.

Playstyle
Venom has a familiar set up but an unorthidox KO method. It really depends on if you set up right for whatever character youre fighting at the time. In case you didnt figure it out, Eddie can only use UTilt, FTilt, Grab, UThrow, FThrow, and BThrow when he is away from Venom, which is a very large dent in his strengths. Of course, if you can stall for 9 seconds after the symbiote gets a host, you basically have a KO/new partner as the next phase makes the opponent almost completely unable to attack you effectively for the 6 seconds until they are completely controlled.

To actually get the symbiote on the opponent, youre going to think ahead with your set up. Throwing DTilts and Dash Attacks all over the place isnt going to help you out at all. You need to place each in varied locations that your opponent will actually be going to while still setting up a good amount in the area youll be spending your time not approaching, which is most of the time. after you're all set, its best to get in the safest possible place near your traps and use Down Special. Using attacks like your FTilt can help lure your opponent into it if you cant get them to normally. If youve placed traps well those can help too. Landing attacks that damage rack well at this time would be beneficial.

When theyre ready to become a host, either get more aggressive or get them in the air, depending on your foe. If your situation calls for a grounded strategy, you'll want to run towards your opponent immediately, making sure to reposition any traps from your Dash Attack closer to them if you can. Using tools such as your FTilt and Side Special to move your opponent into traps, as well as close up moves like FSmash and DSmash to damage rack or get the foe ready to get taken over by the symbiote. Getting this part right is relatively easy to attempt, but hard to actually pull off on resourceful foes, unless you yourself can be more resource and use Venom's moves to your advantage, such as landing a pummel for later.

If theyre the kind of foe who would easier to set up in the air, then the best idea is to slowly inch yourself towards them until you can land a UTilt, UThrow, or USmash so you can get into the air with you Up Special and begin your air game. Venom's air game is the opposite of his aggresive ground game, in that its hard to try it effectively, but once you have it down, its really easy to do some substantial damage. Venom can use his NAir, UAir, and possibly BAir to get his opponent under him and use Dair to trap them and get them ready for more damage racking or controlling. His FAir is used for getting around quickly as Venom's fall speed is a bit faster than you'd want, as is the non-gimp/setup effect of the UAir, allowing Venom to stay in the air as long as he needs to.

If Venom's foe can avoid your traps and your damage racking, its quite possible to try and gimp the opponent aggressively, as 4 out of 5 of your aerials can effectively gimp your opponent, although Venom may have trouble recovering himself as he requires tethers in both of his recovery methods, granted his Up Special is more effective than most tethers.

When you can force the opponent into being the symbiote's host, it'll be a bit of a challenge to get away for 9 seconds with Eddie's movepool, but its possible. FTilt, while seemingly impractical, CAN be used to lure the opponent into any web traps you left on the field, as they can still be used to trap your opponents, unlike your dash attack. Your throws can also be beneficial if the opponent gets too close, such as FThrow and BThrow.

Overall, Venom can do a handful of different playstyle in different ways, but if you stray too far from his regular ways of building damage/trapping/KOing, it'll more difficult.


No matchups for now. I really wanted to get this up and I had no drive or want to make a Matchup right now. If I do, Ill certainly edit one in. Same with highlighting in the moves, but thats not really neccesary.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Alucard - Amazing job, Junahu. I love the organization, as always. The upside down names kinda turns me off, and the names are great as a homage to Castlevania titles, but some would be more fitting than others (for example, Dracula's Curse on the pummel). The extras were massive, but a nice out of the way touch. While he's not my style, I'm sure others would play and find Alucard fun, while I'm unsure about balance. Overall, a solid piece of work from you, on the level of Doppelori.

Valozarg - SO MUCH BLOOD D: I owe you this comment, Warlord, and I won't go back on my word. Valozarg is balance hell, but that's arbitrary, considering he's made like that, much as Envy was. Some attacks are hard to envision, such as holding Blood Elementals and Doom Guards on the cleaver. Reincarnate was very fun. While all the blood turns me off, I would still enjoy playing as him. Oh, and the Raiding Party MUs were ingenious.

Venom - Great job as well, GW. While it was very bare-bones, I think the organization was a step up from many of your others, as the black-and-white is very much Venom-like. Neutral Special is, by far, my favorite move. It's simply brilliant. The rest of Venom's moveset is great, and you certainly captured his style perfectly. I would probably main him if he was playable, for real. The level of detail is also a big improvement over your other works, I applaud you for that. While you do tend to repeat things sometimes, I feel you are fine with description. Overall, a great set, and my favorite of yours. :3

I only commented on sets I read, and I rarely read sets. Sorry, Silver and TWILT, I might comment on your sets later (WARU)
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
Psyduck
The playstyle here really works well and it totally fitting. There's also a good number of moves that really fit AND have relevance to the moveset. As such there's good flow and all of that. However, the moves that are filler seem a bit odd, and the mechanic is difficult and obtrusive. Ignoring the organization, though, this is a solid Pokéset contender, and I really like it.


Venom
This one's a mixed bag. It's pretty playstyle-oriented, and what it does do right is have some pretty playstyle-oriented moves. However, a lot of the moves seem like filler, and Venom seems like he sacrifices moves that fit his playstyle for moves that are creative. Apart from that deal, Venom has really difficult writing style. It really is hard to take in everything in the moveset. Still though, once you get past all the masking, you see a moveset that mostly makes sense for the character and throws around some good ideas. It's also kind of overpowered.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
@Agi: Thanks for recording a comment just for me, and I can understand how you were confused at first because I never really have had a good writing style. Its nice to see my work commented on live.

@Khold: Thanks for the nice words, Khold, and I agree that this is certainly my best set solo. With our set shortage I hope it makes Top 50 :D Anyway, I know you have a set ready so I posted :bee:
 

Plorf

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


Sandshrew is the first ground type in Pokémon. It's a small creature, based off the pangolin or some similar mammal. Fun fact: I've eaten pangolin before! :O Anyway, Sandshrew is a fairly weak Pokémon on its own, which is why it spends its time curled up underground. Over time, it has adapted to its environment and has learned how to master the ground around it-- mainly sand. Quaint. Let's get to it, shall we?​


Power ≈ 2
Aerial DI ≈ 8
Speed ≈ 4
Jump ≈ 2
Second Jump ≈ 2
Size ≈ 2
Weight ≈ 2
Attack Speed ≈ 5
Sandshrew is looking at a pretty negative set of stats. The only thing he kind of has going for him is his attack speed, but even that he likely won't be using often, due to having a more defensive game. Luckily, Sandshrew has excellent defensive capabilities, being able to either run or hide as he chooses. Poor little guy, stop picking on him! That said, have a look.​


Neutral Special ≈≈≈ Sandstorm
Sandshrew spits up or otherwise conjures a spray of sand that surrounds him indefinitely. It'll only stop if Sandshrew attacks or is attacked, though if you let go from holding B, it'll stop then. It's more of a defensive barrier, since sand will block out near every approach, but it's not perfect at defending you. It also has a good amount of lag to it. Sandshrew instead prefers to use this to sort of not be seen and thus not be approached without great thought. Sand does around 2% a hit as hits radiate outwards, so there's no getting trapped in here. The sandstorm is a bit bigger than Bowser, but smaller than Gardevoir's circle. Sand has good priority.

Sand doesn't just disappear when the move ends though. Oh no. It will stay on the field for quite a while-- forever, actually, unless all of it is shifted away. Sand is simply a mobility hazard, since characters move slightly slower and can trip more on sand. Sandshrew is of course immune to this, and so he could potentially be the only one able to walk on a plain of sand. You can flood the stage, even, though you'll eventually encounter a limit. However, to say this doesn't have its uses is a lie.​

Down Special ≈≈≈ Dig
If there's one move that describes how Sandshrew plays, it's this one. As quickly as Snake can plant a mine, the little guy burrows into the earth, just enough to obscure him from sight. Here you can just wait the fight out, but that doesn't do you a lot of good. Low attacks will still hit wee Sandshrew. Pressing Z will make you crawl out, while jumping pops you out a ways-- higher than your first jump. While this can help you out marginally, you have better things to do, right?

So you can use attacks while down in your lair. By far the most useful is Sandstorm. Since you're walled in, you can freely manipulate your sandstorm so that is can move across the stage as a pseudo-projectile. A great option is to brew a sandstorm and then get out of your hole, taking your cover with you. Mix this up with staying and manipulating the sand and you have a legitimate mindgame. Sandshrew can dig multiple pits, and to travel between them he simply needs to press Z and a direction, though it takes some time.​

Side Special ≈≈≈ Defense Curl
Let's say you're fighting Meta Knight. He's not exactly going to give you a lot of leeway if you want to hide somewhere. He can also move around faster than you can. An easy fix is using this move: Sandshrew won't have to obscure himself from sight. He curls up into a little ball, becoming immune to damage. This is not all that great-- chances are, your foe will combo you off the edge, and combined with rather bad ending lag and a mediocre recovery, Sandshrew is in trouble. However, if you are at risk of being KOed, this is a decently effective means of preventing that.

Sandshrew doesn't really like resting out in the open so much, though, so he prefers to use this in a pit somewhere, so that pesky antagonists don't knock him away. Sandshrew is extremely difficult to budge while in this form, so enemies best not let him even get on the ground.​

Up Special ≈≈≈ Sand-Attack
Sandshrew mimics Squirtle here. His recovery is a lot like the pond turtle's, though the water is replaced with sand and the distance is slightly reduced. Sand won't really cause opponents to flinch here, so there's only a diagonal pushback effect. The direction makes it somewhat difficult to use as a gimp, as Sandshrew is capable of being himself. Sure, he doesn't have a helpless state, but if the opponent has good aerial DI, they can grab the ledge before Sandshrew. Thankfully, foes can't edgeguard him if he uses this as a standard recovery, due to pushback.

The sand created by this move does not vanish after use. That makes this your first choice when it comes down to summoning more sand. Once you have enough for your liking, try summoning a sandstorm. It'll come out bigger and with less lag, since there's already a desert on the field. When you have that much sand out but instead choose to dig, Sandshrew will still try to aim for solid ground here, so sand can act as another layer of defense. As a note, this move has slightly better range if there's sand around you, but it will create less sand.​


Neutral Standard ≈≈≈ Slash
Sandshrew doesn't have a great amount of special abilities. He mostly relies on his claws for offense, so what he'll do here is give a swipe each time you press A, alternating claws. There's a fair amount of hitstun, but no knockback and 3% a swipe. This is decent at moving around sand, though, and sand spraying up makes the foe flinch and take minor damage..​


Dash Attack ≈≈≈ Breaker
Abbreviating his dash, Sandshrew deals a quick downwards swipe that has a nice long flinch to it. He's free to move right after this move ends, so while first thought may be to flee, it's also one of the only opportunities you'll have to use a smash attack. Due to the knockback properties, Sandshrew can score a free hit with this-- he flees later, mind you. This attack does around 6% and kicks up sand mostly forward.​

Side Tilt ≈≈≈ Shove
Sandshrew stabs forward with his little paws. This is a move you'll want to use-- while it may only do 5%, it has great knockback when lined up with the rest of Sandshrew's attacks. It'll KO at high percents, it also having a good deal of hitlag (Wolf's FTilt). This kind of attack is well suited for use in a hole, as it just barely peeks out of the top to jab forward at the enemy, giving Sandshrew a bit of room to breathe. Shoving sand around is useful, as it knocks sand farther than usual.​

Up Tilt ≈≈≈ Phoenix
While the move name is flashy, the move isn't. Sandshrew just raises his arms while making a short hop. It's probably one of Sandshrew's slower moves, though it's still rather quick. It'll always place the opponent directly above Sandshrew, no matter where it's hit from. That makes hitting with sand that has sprayed up so much easier. As you probably noticed, Sandshrew has this whole subgame about manipulating sand to gain an edge in combat. He'd simply be too weak without it. Anyway, this is probably one of the better moves to use while hidden, due to its upward knockback that will chain at low percents. If Sandshrew uses this while under cover of both ground and sand, it's excellent defense. Oh yeah, and it does like 6% or something​

Down Tilt ≈≈≈ Stab
While in his low crouch, Sandshrew pokes forward with deceptive range. This has a high chance of tripping, and combined with high priority, it's actually good to use! It's evil in that Sandshrew can meteor smash opponent with this. It's quite reliable. Despite all this, it really has very little use while dug in a pit, nor is it very effective at moving sand. However, while in a pit, this changes to Sandshrew digging in just a little deeper, making it all the more difficult to attack him. Low-ish lag, 7%.​


Side Smash ≈≈≈ Cross-Cut
Sandshrew figures he might as well give fighting a shot, so he braces his claws and slashes forward with both. It's not so slow, either. Sandshrew doesn't knock foes away very far when he does this, but if he hits with both paws it does 20-30% damage, based on charge. The cross is a sweetspot, but it's so easy to hit that it practically is just a regular hitbox. As usual, there's a bit of extra hitstun in this move due to slashing, so if the situation permits it, go nuts and do another move. I'd recommend a sandstorm, though, since it's a projectile. Just be sure to have sand around you, though-- not only does it have that extra damaging effect, but it'll also make the sandstorm easier to land, what with lower lag to call it up. Pretty solid move, surprisingly.​

Up Smash ≈≈≈ Geysers
Sandshrew is a bit like Squirtle in a few ways, this being one of them. He'll slam his paws down on the ground, spraying up two fountains of sand up on either side of him. They're almost identical to Squirtle's, though they aren't an awesome kill move. Not at all. While the damage is good, 20-30% again, the knockback growth is awful. It'll only really KO at high percents, like his other smashes, though it's the best you have. Lag is good at the beginning, a bit worse at the end.​

Down Smash ≈≈≈ Earthquake
Sandshrew, getting his routine down, smacks the grown hard again, though instead of spouting up sand, it shakes the ground. Note that this has identical animation to the USmash, as well as charging animation. In any case, the move does about 17-27 damage, its range increasing by charge. At no charge, the ground shakes just underneath him, and at max charge, there's as much range as a Hand Slap. Knockback for this move is not straight up but rather diagonal, permitting KOs at very slightly lower percents than usual, but the knockback is far from excellent. At low percents, this move will trip foes. Both this and the last move are great when used with sand.​


Neutral Aerial ≈≈≈ Shield
Sandshrew spins around while rolled up, this being very quick to start up. It's not good offensively, doing maybe a scraping hit of 3% or so, but during the time in which you spin, you're free to use any aerial. This takes some of the suck out of Sandshrew's aerial game due to mindgames, but since no one expects you to use aerials much anyway, and they're directional, this move is not very useful. It's essentially like the side special, however, in that while he spins he has anti-damage armor. In fact, you can use the side special to cancel the end lag and roll away upon landing. You're also free to use a Special, or jump or airdodge.​

Forward Aerial ≈≈≈ Jab
Sandshrew is not so comfortable in the air, but this move doe shave its uses. It's a simple poke with slightly down-angled knockback, but this is by no means a kill move. It might be able to gimp at best. Its 4% damage is good when coupled with high speed, but since it has terrible range, it's best to use this out of a NAir. This aerial can actually hit sand, which can be nice I guess?​

Backward Aerial ≈≈≈ Tail Whip
The pangolin sticks out his tail as far as it can go. Sandshrew's tail is a nice size for a creature as small as him. As such, this move has good range, but that's about it. Its knockback allows for combos, but not so much KOs. Since it has quick start, it's obviously fairly useful out of a NAir, but try not to land on the ground from this, since there's a fair amount of ending lag.​


Upward Aerial ≈≈≈ Dusting
Sandshrew looks up and sprinkles a small palette of sand, it covering the area above him and a bit to either side. This'll do the same damage as sand normally would, which is very minor and only has flinch. However, this move comes out lightning fast and doesn't have any end lag, making it pretty darn usable. Sandshrew would generally use this to ward off attackers from above, since sand has nice priority. As per usual, its range makes it viable from a NAir.​

Downward Aerial ≈≈≈ Fury Swipes
Sandshrew is not really an angry fellow, being a placid creature. When provoked, though, he'll kick and slash below him multiple times, doing as much as 10%. There's not a lot of knockback here, so chain away. Sandshrew often uses this while over a sandy area, so he can spray out particles around him for extra damage and the like. There is virtually no startup but, as you may have guessed, this move is bad to whiff.​


Grab ≈≈≈ Snatch
Sandshrew has a fast grab with pitiful range, though it gets the job done. For his pummel, since his hands are full, he has to headbutt, which does 3% each time, being pretty slow.​


Forward Throw ≈≈≈ Strength
Wow, so now we get to see Sandshrew's true power! Sandshrew tosses the foe forwardand down with an amazing 5% and low knockback. Yeah, he's not a strong guy. In any case, you don't want your foe that far away, since Sandshrew does best at midrange, not long range. You can do similar things as you could with a FAir by using this throw, due to the unusual knockback. The throw is a bit slow.​


Backward Throw ≈≈≈ Seismic Toss
Sandshrew once again displays his sheer strength, throwing the enemy for 4% and slightly higher knockback. It's more upward-angled knockback, though, so no possibility of a gimp. Still, if you're playing smart, use this as a surprise KO move. It's also pretty fast.​


Upward Throw ≈≈≈ Sand Splash
Sandshrew sees that his attempts at physical attacks aren't very noticeable, so he does what he does best: throws sand at the enemy. He surrounds them in a flurry of sand particles before pushing them up and out of the way, the total damage being around 10%. The downside is that there's absolutely no KO possibility, but with that in mind, it's also a good enough of a damage racker to be used to excess.​


Downward Throw ≈≈≈ Bury
Sandshrew uses his claws to dig the opponent into their very own hole, the end result being exactly like a Pitfall, only without the 10% damage. Instead, it only does 3%, but it's by no means useless. In fact, it's one of the main things letting you get that KO you're always aiming for.​


Final Smash ≈≈≈ Sand Veil
Ah, finally, Sandshrew gets to show off a little. He draws the power of the Smash Ball to summon a massive sandstorm that covers the entire screen, essentially obscuring the entire screen. Sandshrew can move around freely in the sand, not needing to worry about things like recovery. The opponents, however, can't see much of anything, making them very disadvantaged. Of course, the damage that this causes isn't about to KO-- it's just 5% per second, lasting for 15 seconds.

However, under this veil of sand, the stage has changed to be solid sand. That means that characters will sink through fairly quickly-- it's unstable sand, mind you. They'll have to mash the jump button to get out, and this will basically make people fall to the bottom of the screen at high percentages. This should not replace manual KOing though. Remember that Sandshrew does not need to button mash, he simply will fall slowly as if he was on a slow moving platform. It's a pretty good final smash for someone so weak, I suppose.​


Sandshrew is a bit complex for a Brawl character, but is fairly simple overall. His main game involves a lot of hiding, since if you try to have a straight-up fight, you'll end up losing almost 100% of the time. That's why you have to hide around in your hole. Since that won't fly all of the time, you have options that help you out a lot as a character. First of all, you have your sandstorm, which is pretty important if you don't want to die early. Combining a sandstorm with a dug pit is really one of your better options, seeing as you can either stay while a sandstorm rages overhead, move under cover of sand, or move underground while a sandstorm follows you.

Sandstorms alone are pretty useful, and there a lot of combinations that you can probably pick up on with them, but there's also your other specials. Defense Curl is also extremely useful, as your weight is light enough so that if you get to enough percent, weaker moves will make you unable to recover and thus make you die a little too early for Sandshrew's liking. Sandshrew is kind of cheap, though, he's not a fighter, so he'd rather just curl up while underground and avoid anything the enemy puts out.

Sandshrew has another subgame, and that's all about sand that isn't flying around but rather is part of the stage. He has an advantage here, and if you can manipulate sand to your advantage, you can actually get some good damage in. That subgame also is a bit campy, though, since your sand is all around you when you create it. Opponents obviously don't want you to have a lot of sand near you, so they'll generally play an offensive role.

Your opponents will likely know exactly how Sandshrew wants to play. He's not much of a threat, but he can stall quite a bit. The main thing Sandshrew wants to do is burrow underground, but your foes want you to do just the opposite. He's kind of annoying to face sometimes, at least when he's underground. The rest of the time he's combo fodder that can't really survive long enough to do much of anything.

All in all, Sandshrew is not very difficult to play or to predict. He's got a pretty campy playstyle, and his standard attacks aren't really notable on their own, quite honestly. Anything that's really critical to his game has been mentioned, so he's not all complex or anything. He's just a little creature that's more comfortable on his own turf, is all.​
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
What? Sandshrew is evolving!



Sandslash is the evolved form of Sandshrew, posted above. Not only is he the coolest, most badass Pokemon in existence (if you played the original Pokemon, I'm pretty sure you owned one- I know I did), but he has a great balance of offense and defense, and he's a pure Ground-type. Sandslash attacks with his sharp claws by slashing (hence the name) and by rolling up into a ball and attacking with the spines on his back. He has many mole-like abilities, since he is adept at digging and sleeps in underground burrows, but has access to many needle and claw attacks. He is also famous for being able to generate a Sandstorm, which he learns at level 52.​


Power ≈ 9
Aerial DI ≈ 8
Speed ≈ 7
Jump ≈ 7
Second Jump ≈ 7
Size ≈ 4
Weight ≈ 3
Attack Speed ≈ 3
Sandslash is small but light, despite his heavy-looking hide. Many of his attacks have a good bit of start-up lag, but he does have some quick moves in the mix. What he does have going for him is he can get around the stage very well; it allows him to dominate the terrain. His attacks deal loads of damage, and KOing is not even an effort for him. One Sandslash gets ahead, he will most likely stay ahead, gaining a significant lead. If he's disrupted at the beginning of the fight his flow is disturbed, but he's nearly unstoppable if he can throw the right attacks into the fight. He is a formidable foe.​


Up Special ≈≈≈ Sandstorm
Pay attention now, this the most important feature of Sandslash's gameplay. With a cry identical to his cry from the Red and Blue games, Sandslash curls up and spins wildly in place, kicking up dust and sand. This lasts one second, and Sandslash has superarmor during it. After the one second is up, the screen will be obscured by dust at first... then it clears as a sandstorm brews. The sandstorm acts like both the background and the foreground, as it obscures absolutely everything on-screen except for the players' characters. Wisps of sand blow by the character too, making them slightly invisible. What else does this do? What DOESN'T it do? It completely obscures the stage, making the opponents' recovery difficult. It hides traps, stage hazards, minions, AND items. It makes the Ultimate Chimera a god**** ninja.

Sandstorms last twenty seconds, and Sandslash must wait twenty-five seconds to activate another. This is rendered obsolete by ditto matches or doubles, as your partner can kick up one immediately after your storm clears, given he's Sandslash as well, resulting in a 40 second sandstorm at the max. If there is already a sandstorm in play, then any Sandslash that tries to do this gets a different move instead...​

Up Special (In Sandstorm) ≈≈≈ Dry Winds
A desert wind brews, indicated by a darker stream of sand flowing through the air. This wind has the force of the wind terrain on Pokemon Stadium 2, and grants a great jump to a sand-strewn brawler. Those whom the wind passes under get blown upwards accordingly. This does not apply to just Sandslash; it can be any character on the field. It will apply mostly to Sandslash, though, as doing this spawns the wind underneath him first and foremost.

This is all implying that it's used in the air. On the ground, winds will blow across the entire screen, buffeting the foes. They will blow foes in the direction Sandslash is facing at a low speed, but deal 2% per second every second the special button is held down. You can only hold it down a maximum of three seconds at a time- if held more than that it cancels and you have to back off for five seconds. This is great for crowd control and messing up the opponents' spacing. They could just run against the wind, but that will only make them stay put.​

Neutral Special ≈≈≈ Pin Missile
Sandslash crouches down on all fours and launches a number of needle-like spikes from his back. The amount fired is simple: one for each time you tap the special button, and one every 0.1 seconds the special button is held down. Launched pins will at first travel .75x the range of Ivysaur's Neutral Special, but at the peak arc off and land ballisticly around Sandslash on all sides within a Stage Builder block. Generally, every other pin will land in front of Sandslash, but there is a 10% chance of two landing in front of Sandslash consecutively, and a 5% chance of three landing in front of Sandslash. The same applies to his rear. Pins deal 1% and flinching knockback at low percentages. There is a high knockback growth, however, and at very high percentages pins can deal as much knockback as a Gordo!

Of course, this great move comes at a cost. Sandslash is entirely stationary when doing this, making him vulnerable to attack from campers. In addition, there is slight beginning lag on the first pin launched (consecutive pins have no lag) and bothersome end lag, comparable to Meta Knight's infinite jab. So use it as an offensive technique to rack up some high damage, or as a defensive measure to make those pressuring you back off. It's also useful as an anti-air technique.​

Side Special ≈≈≈ Rollout
Sandslash curls up into a ball and starts spinning in place, charging. This is much similar to Sonic's Side Special, but only in appearance. Sandslash will spin slowly at first but spin faster the longer the special button is held in, with a max charge of one second. After you release this attack, Sandslash will roll forward at a speed relative to charge; low charge results in Bowser's dash speed but a high charge propels Sandslash forward at the speed of Jigglypuff's Neutral Special. If Sandslash hits a foe, they will take 6% and low knockback. Something happens now, depending on charge as well. Sandslash will continue rolling forward after the first hit and deal more hits to the foe for each 1/5th of a second you charged this move. It's very simple: if you did the least charge, Sandslash only hits them once, but if this is fully charged he hits them five times.

Finally, if Sandslash runs over a protruding trap, he will destroy it at the cost of one of his hits, given that it's not larger than him and has less than 25 stamina.​

Down Special ≈≈≈ Dig
This move has two functions. The first is that Sandslash pauses and digs at the ground underneath him with his claws. This takes as much time as Snake's Down Smash halfway-charged, so it's quite quick. The resulting hole is slightly smaller in diameter than Sandslash, but no matter what size the foe is, it functions exactly like the Pitfall item. This is fairly reliable and since Sandslash can place up to three at one time, it's useful for both annoying your foe and setting them up for attack. It's also a task for the foe to memorize where Sandslash digs, because they need to avoid stepping in pits rendered invisible by the sandstorm. Pits last ten seconds each.

Remember me saying earlier about a second function? If Sandslash uses this on top of a dug pit, he will take a tiny bit of lag to squeeze into it and hide. When the foe walks over the pit that Sandslash is hiding in, he will pop out quickly and do an uppercutting slash to the foe. This deals 15% and high upward knockback, but if he misses or gets shielded, Sandslash suffers end lag, opening him up for punishment. A high risk, high reward attack that allows Sandslash a stealthy way to attack foes. It's especially disorientating if there's a sandstorm going on and you have multiple pits out at once.

There is one more final thing. You can use the control stick to select a different pit to pop out of, given that the piece of stage it's on is connected to the one Sandslash is in. This is serious mindgame potential, folks!​


Neutral Standard ≈≈≈ Fury Swipes
Sandslash does a series of short-range, high-speed slashes with his claws. This has little lag except for the end, which is typical for an infinite. Each slash does 2% and low knockback, and Sandslash alternates between left and right... if you have less than 100% on your HUD. If Sandslash has taken 100% or more damage, then each slash does 5% and great knockback, while still keeping the same lag. This is obviously only for damage racking at the beginning of your stock but can force the opponent back when Sandslash gets into the red zone. Beware: this stales quickly. Use when the opponent is immobilized.​


Dash Attack ≈≈≈ Sand-Attack
Sandslash decides to stop quickly, so he digs his claws into the ground, kicking up dirt and sand. The disjointed hitbox has infinite priority and a pretty big hitbox, reaching Ganondorf's height and a Stage Builder block's width. Foes who get blasted with the stuff are temporarily blinded; their traction randomly changes to a different level each time they move, increasing their chances of tripping and making their movements unpredictable, much to the victim's chagrin (who would want to suddenly go from Weegee's greased-shoe-on-recently-washed-floor traction to Game and Watch's godly traction to Mario's average traction and back again?). It also deals 3% and has little lag on either end. Combine this with a sandstorm and a few traps that the foe wants to have careful treading to avoid and you have yourself a game of sadistic pinball. The foe's best option is to just stay in place.​

Side Tilt ≈≈≈ Poison Sting
Sandslash spins in place and uses his back to fire five poisoned needles, similar in form to Shiek's Neutral Special. The pins have the same range too, but deal 2% poison damage and flinching knockback on contact, due to the venom in them. They have a 20% chance of poisoning the foe, which causes them to passively take a total of 20% damage over five seconds. This effect cannot stack, however. The bothersome start-up lag makes this virtually impossible to be spammed.​

Up Tilt ≈≈≈ Sand Veil
Another vital attack, remember this. Sandslash lets out another R/B/Y cry and does an animation similar to Ganondorf's Up Taunt: he hops into the air and stretches out his arms and legs. A column of sand cloaks him from out of the ground, thus rendering him invisible. This is especially useful during the sandstorm- vital, even. You see, it hides everything Sandslash does, his location, and movement. It also hides his player icon and nickname. All the start-up lag and animations are rendered null since the opponent has no idea where Sandslash is. While it's not so intimidating without a sandstorm, it does hide your attacks... sorta. Anyway, use this whenever you can, at every given opportunity. Not only is it mindgames galore, it allows Sandslash to set up safely and potentially sneak up on foes and launch a ninja-strike. The veil lasts ten seconds and has high start-up lag, so be careful in its use. Do this again to disable the veil laglessly.​

Down Tilt ≈≈≈ Defense Curl
Sandslash curls up into a ball, minimizing his hurtbox and reducing his crouch size. As long as this attack is held in, Sandslash will have super-armor from the next attack that hits him. There is middling end lag and startup lag, so this can't be abused.​


Side Smash ≈≈≈ Crush Claw
Sandslash raises a predatory claw high above his head, and brings it down powerfully with a grunt. The claw has a fairly large (length-wise, not width) hitbox directly in front of Sandslash with some amazing priority. Foes will try to get out of the way, as it is heavily telegraphed in the start-up lag. This deals either 15% and good knockback or 30% and very high knockback, depending on if you charged it or not. While this is a great KO move, that's not all it does. If Sandslash slashes through a piece of the stage, Stage Builder block's length of it will crumble. A light charge can only affect drop-through platforms, but a fully charged attack will level any piece of ground. Crumbled pieces simply disappear, and the stage heals itself after ten seconds. In a sandstorm, this is particularly useful. If you crush parts of the platforms on Battlefield, for instance, you could mess up the foe's memory and have them walk right off one into one of your other attacks.​

Up Smash ≈≈≈ Sand Stream
Sandslash does an animation exactly like that of his Down Special, spinning around on the ground. There is a good bit of lag on the beginning as Sandslash does this. What he creates is a miniature twister, a stream of sand that reaches double Ganondorf's height and is about as wide as Bowser. Anything that is sucked into it is blown up and out the top of it, taking 5% and great knockback. There is also a suction effect within a Crate's width on each side of the Sand Stream. What you're going to want to do is place this at the highest point on the stage, so you can get a KO off the top blast zone. Since it's also rendered invisible by the sandstorm, foes won't be expecting it. Uncharged sandstreams last eleven seconds, but a fully charged attack lasts as long as a sandstorm is out... that's a maximum of 40 seconds. Only one can be in play per Sandslash.​

Down Smash ≈≈≈ Rock Tomb
Sandslash digs into the ground much more furiously than in his Down Special, and finally digs a pit. The pit is quite rocky, with stones sticking out of the edges, and is as wide as Bowser. This has as much start-up lag as a Falcon Punch, so it's best used under the cover of a Sand Veil. Once he's through, Sandslash will jump out of the way of the hole. Any foe who walks over the pit will fall into it and take 5%. They will continue to take 5% per second until they climb out of it, which is achieved by button mashing. After they get out of the hole, it disappears. Sandslash can only have one of these out at a time. They only last twelve seconds, so make the most use of them by placing them where the foe will most likely walk into them.​


Neutral Aerial ≈≈≈ Gyro Ball
Sandslash curls up into a ball and spins around. The force created by his spinning body creates an invisible hitbox that reaches out on all sides. It actually pushes foes away by vibrating air, but deals no damage. The "pushback" effect is equal to that of the force Toon Link's grounded Down Aerial does. Actual contact with Sandslash's body deals 7% and fair knockback. This also blocks projectiles by deflecting them. A good defensive and offensive hybrid attack.​

Forward Aerial ≈≈≈ Swift
Sandslash darts forward suddenly with no start-up lag and travels about half a Battlefield platform's distance. He will finish this air-dash with a rising uppercut that deals great damage and 10%. This is especially effective for vertical KOs, almost guaranteeing one if it hits high in the air. Sandslash suffers bad end lag, however, if he misses; he's just begging to be punished. This is not only effective for scoring KOs but is also a great recovery aid.​

Back Aerial ≈≈≈ Spike Armor
Sandslash's equivalent of Bowser's Back Aerial- and by equivalent, I mean blatant clone. The spikes on Sandslash's back have a high hitbox and deal 12% plus some great knockback. Like Bowser, Sandslash will land on his back like an overturned turtle if he hits the ground during the terrible end lag.​


Up Aerial ≈≈≈ Dust Corona
Sandslash looks up and blows a plume of sand out of his mouth. The sand and grit spread out to form a thick cloud at the top blast zone, and it covers the whole top blast zone, not just the area Sandslash activated this move in. Of course, Sandslash has to actually be near the top blast zone for this to work- he has to be within Ganondorf's height of being offscreen. What this does is lower the blast zone, not unlike the Devil Assist Trophy. It doesn't actually move the screen, but makes the boundaries shorter, about 90% of its original height. The cloud lasts for fifteen seconds, plenty of time for you to score a KO if the foe is weak enough.

What's better yet is that Sandslash can actually shorten the blast zone once more, by hitting it with a Sand Stream. If a Sand Stream and the Dust Corona connect, the cloud thickens, now reducing the field to a 80% height. This can only happen once to a single cloud.​

Down Aerial ≈≈≈ Stealth Rock
One of Sandslash's stone-like quills pops off and Sandslash holds it like a throwing item. When thrown, the quill will deal 3% and minor knockback to anyone who is hit by it. Halfway through its trajectory, the quill will freeze in place and float in midair (or bury itself, if it hits the stage), pointing up. Those who touch it take 5% and great upward knockback. What's great about it is it pierces through anything, whether it be shields, superamor, or invincibility. Place it right under where someone respawns after being KOed, and you got a nice little opening there. It does have a paltry 10 stamina and disappears after eight seconds, but place enough of these around and they will be a nuisance. Sandslash must wait ten seconds after using five of them so they can grow back. This is a great tool for knocking the foe into a Sand Stream or off the top blast zone.​


Grab ≈≈≈ Quick Claws
Sandslash has a fairly fast grab, hence the name. He swipes forward with a clawed paw to grab the foe. For his pummel, Scratch, Sandslash does a basic swipe across the foe's belly or midsection, this deals 2% and is also pretty quick. Sandslash's throws are vital, so you'll probably never have to use this pummel.​


Forward Throw ≈≈≈ Slash
Sandslash turns the foe over and slashes them masochistically up the back. This deals a ripping 12% and knocks the foe a good distance away as they are thrown by Sandslash's claw; comparable to DK's Back Throw knockback. A fairly traditional and basic throw, but what did you expect from me, since this button input has always given me trouble making?​


Backward Throw ≈≈≈ Spikes
Sandslash roughly shakes his back as if he was a wet dog drying off at his owner's expense. This makes three spines drop off his back onto a small area on the ground behind him, about the size of Snake's land mine. They also stick up out of the ground a good bit, reminiscent of the spikes from Hornet Man's stage in Mega Man 9 (only a few would know what they look like from memory; Google it if you don't). These spikes deal some heavy upward knockback, equivalent to a Gordo to the face at point-blank range, and 15%. Foes will want to avoid them at all costs. Thankfully (for them), Sandslash can only have two of these out at any time. They disappear after fifteen seconds. This is a remarkable attack with devastating possibilities- especially on high ground.

There is an awesome move interaction hidden beneath the surface, however! If you use Sandslash's Side Tilt, Poison Sting, on the spikes, they will become Toxic Spikes! They also have a 20% chance of poisoning a foe, and deal 17%. Use this to power them up even more.​


Up Throw ≈≈≈ Barbed Hold
Ripping off another heavyweight, Khold? Sandslash plants the foe on his back, impaling them on his spines for 7%. He can then move around slowly with them on his carapace until they break out or he throws them generically forward or back. This is a blatant clone of DK's Up Throw, but it's actually useful for controlling the foe's positioning so they can run into one of Sandslash's traps.​


Down Throw ≈≈≈ Quicksand
Whee, we're almost done! Sandslash does something to the ground to make it suddenly become soft. A radius of Bowser's width around the foe is now quicksand! The foe's movement is halved when in quicksand and they will slowly sink. If 70% percent of their body's mass is submerged, congratulations. They are sucked down into the bottomless pit and are KOed. Foes have superarmor if more than 45% of their body is submerged in the sand, but their movement speed is now cut to one-third. Use this to disrupt the foe's movement and momentum. Quicksand lasts sixteen seconds.​


Final Smash ≈≈≈ Sand Tomb
Sandslash has gotten the Smash Ball from that ***** Doppelori, be proud! The screen zooms in on him as he runs to the center of the stage and digs with a fervor never seen before... and when it zooms, out, three seconds later, the entire stage is now filling up with sand, at 10% of the screen every three seconds. The walls look like waterfalls of sand, and the bottom is rising with the stuff...

If the foe comes in contact with the sand, it acts like quicksand (you just read it one move ago), but with double the effect. Sand walls push the foe down with a FLUDD effect. Finally, if a foe is stuck in sand and some more sand pours over them, they are automatically KOed, buried alive. The Final Smash ends after twelve seconds. Sandslash can walk on sand, and using his Down Throw on top of the sand generated by this Final Smash KOs the foe.​


So, you've picked Sandslash? Excellent choice. Sandslash's game is going to be about disorienting the foe, disrupting their movement, getting some good damage in, and KOing... vertically. That's right, you're going to want to knock the foe off the top of the screen.

Let's handle what you're going to be doing at the start of the match. You don't want to bring a sandstorm out just yet, you'll want to rack up a good bit of starting damage. Pin Missile is ideal for this, as it can get up close and personal to rack up damage on the foe. Poison Sting is ideal for mid-range damage and catching a retreating foe. Fury Swipes can combo pretty easily at low percentages, both Sandslash's and the foe's. Shorthopping Gyro Ball is an option for close-range, as it can do pretty well at point-blank range, enough that it can get a hit in and the foe can't do anything about it because they are pushed back by an invisible force (unless they have a long hitbox). Rollout is good at low percents, but if the foe is in the red it's not going to do so well for damage "racking". Rock Tomb is excellent if you can push a foe into it.

Once the foe has about 30-50%, it's time to brew a Sandstorm. Once you do that, start placing traps in ideal places. This is a stage control game now, and an effective one at that. The foe will have to pay attention to where you place what, as they can't actually see the traps you lay down. Neither can you, so do not run into your own traps (do I even need to say that?) Dig. Dig everywhere. Not only does it supply you with pitfalls, but you can play a game of Whack-A-Mole with the foe where you pop in and out of different holes. A Rock Tomb is also augmented by the Sandstorm's invisibility, as its large size makes it easy to run into. Stealth Rock is amazing in a Sandstorm, quite simply. They're easy to use, small, and do great knockback. The way it knocks enemies up is similar to Spikes' knockback, so it's easy for the foe to mistake them for Spikes, or vice versa. Speaking of Spikes, these are also amazing in the Sandstorm for obvious reasons. Quicksand may not be useful for damage racking or anything, but in a Sandstorm the foe could easily not realize that they are sinking and get KOed. Both Sand Stream and Dust Corona are useful too; Sand Stream is extremely easy to run into while in a storm and Dust Corona blends in with the storm so... the foe could easily not realize the screen is lowered by 10% or 20%. One thing I haven't mentioned is Sand Veil, which is basically a god among moves. It renders Sandslash totally invisible- which means the foe can NOT predict what moves Sandslash is making, where he is, or what traps he's placing. The start-up lag on many of his attacks is now not a problem. Crush Claw is also good for stages with floating platforms, as Sandslash can mess with their structure. For instance, destroy the middle of each platform on Battlefield and place pits underneath them; the foe will probably mess up and walk right off them. You'll have to manage your traps, however. They have time limits and since you can't see them in the sandstorm, you will want to keep a mini-timer in your head to remind you when to replenish the stock.

So this leads me to an actual playstyle of Sandslash's: mindgames. As previously mentioned, Sandslash has no shortage of options for ****ing with the foe's mind. For instance, Sandslash could use Sand Veil in a Sandstorm and then place a Rock Tomb. He could then back off, dispel the veil, and dig two pits, one on each side of the Tomb. He'll hide in a pit and switch between them, popping out before going back in and out the other. The foe will come in, hoping to catch Sandslash when he comes out of the other pit, and jump between them, obviously trying to get the best spot to hit either of the holes. Thus, the gullible foe falls prey to the Rock Tomb, and Sandslash can laugh in his face. Another sadistic option is to place your traps BEFORE you activate the Sandstorm, put up a veil, then use Rollout on the traps to destroy them. Place the traps in different places now, preferably where the foe would have had to go to avoid the prior traps. Luckily the foe would have taken the bait and tried to avoid the traps you destroyed, only to be hit by a magically "moved" trap. There are many more possibilities than I can write out, so you'll have to ponder and find out yourself.

So what you want to do now that you've toyed around with the foe and gotten up more damage on them in the Sandstorm? Let's go for the KO. Sandslash prefers to KO vertically, off the top blast zone. To make this a lot easier, you can lower the zone with Dust Corona, and even more with a connected Sand Stream. Now go crazy with attacks that deal vertical knockback. Your Sandstorm has likely cleared now, but don't put another one up. You're going to be wanting to place the traps exactly where you can see them, so you'll know where to place YOURSELF and the foe. Pop out a few Spikes, place Stealth Rocks above them, and then place a Dust Corona and a Sand Stream directly above them. Knock the foe into the Spikes with Sandslash's FSpec, FSmash, or FThrow, and watch them get chained off the top of the screen for a KO. It's fun to do, like Rube Goldberg projects. An uppercut from a Dig pit, a Swift, a Spike, or a Stealth Rock all deal excellent upward knockback. If you want to KO horizontally, then FSpec, BAir, FSmash, or FThrow are excellent options.

Of course, if you're one of those defensive types, Sandslash has some options for you too. Down Tilt, Defense Curl, is amazing for defense. Same goes for Rollout. Pin Missile and Gyro Ball covers both sides of Sandslash, so those are definitely choices to use. Sand Attack and Quicksand disrupt the foe's momentum and movement, so use those and RETREAT. Or just spam Sand Attack. That's really fun.

All in all, Sandslash is a great character for multi-faceted playstyles. There are many possibilites with him, and while he has a high learning curve for top-level play, he does have some simple attacks on the surface and is easy to pick up and play without learning his advanced techniques.​
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,284
Location
Australia
I'll comment on sandshrew and sandslash later. im feeling tired.

[size=+3]Venom[/size]
While a moveset usually requires one image for the character itself, a picture for the Symbolite and Eddy would have been very helpful. The set also suffers from some messy spelling errors, akward detailing and lack of remindal.

BUT, I did find the combination of the Down and Up Special very clever. Raising yourself high above the foe while they have to get past some traps. Sadly, not only are many of the attacks TOO effective, but they don't really work well together, especially some of the traps and ridiculously high-ranged aerials. Here's why: in terms of effectiveness, I noticed Venom's traps. His dash attack and d-tilt work a bit too well, namely the dash. Especially when you combine the dash with the f-tilt. Some of the attacks didn't really seem to do anything good as a matter of fact. I don't really see much purpose in the Neutral when Eddie can use very little of Venom's moves.

Still, there were some good ideas in the set, as I mentioned with the Up-Special. Venom is possibly your best solo. He was more fun than your other sets with some pretty good moves. Sorry for being so negative, guess it's not really some thing you want as a response.
 

Neherazade

Smash Journeyman
Joined
Apr 5, 2009
Messages
359
Location
Gensokyo.
I feel down-right terrible for not commenting on any other sets...

It's Finally Here! sorry for not commenting on any of your sets, guys... but I just had to get this out there ASAP. I'm rather proud of this, considering it is my first set. But because I wrote it in installments, it sounds a bit choppy and isn't written very well. hope you guys enjoy reading it as much as I enjoyed writing it! NOTE: because I'm not too experienced, I omitted a match-ups sections, as well as many of the other non-essentials (like related stage/assist trophy). But if you have any questions or are confused by something I DID write, let me know and I will clarify. Thanks for your support (especially Katapultar)!


#201, symbol pokemon

Unown are a group of Pokemon recognized their wide, lonely eyes.
They are weak alone, but are said to function best in groups, releasing great power.
To embody the teamwork of the Unown, you control two of them.
Originally, there were 26 different Unown.
In later games, two more were added, and these are the two you control.
In the Pokemon games, they have the world's smallest movepool, knowing only hidden power.
However, hidden power has an odd attribute that it can become any type in the game, given the right conditions.
In Unown's Brawl set, every attack it uses is hidden power... but the way the move functions varies depending on the input.
I give you... Unown:
___________________________________________________________________________________________________​

Unown "!" focuses mostly on straight-forward, physical attacks!

Unown "?" uses mystical attacks with strange effects...​
___________________________________________________________________________________________________

ANIMATIONS:
idle: Unown floats lazily above the ground
walking: drifts slowly, in no real hurry
running: floats a bit more quickly
dashing: floats even faster, bobbing up and down as it goes
jump1: firing a small pulse of psychic energy at the ground, Unown pops into the air
jump2: Unown magically rises higher into the air (think mewtwo in melee)
attaacking: Unown glows a slight yellowish/green color before any attack is excecuted
smash animation: the glow extends to an aura/bubble as the attack is charged​

"!" STATS:
Ground Speed: 5/10
Dash Speed: 4/10
Air Speed: 5/10
Fall Speed: 7/10
Jump1: 6/10
Jump2: 5/10
Traction: 3/10
Attack Speed: 4/10
Attack Power: 7/10
Size: 2/10 pikmin-sized
Weight: 4/10
Recovery: 8/10
"?" STATS:
Ground Speed: 6/10
Dash Speed: 4/10
Air Speed: 6/10
Fall Speed: 7/10
Jump1: 6/10
Jump2: 5/10
Traction: 3/10
Attack Speed: 7/10
Attack Power: 4/10
Size: 2/10
Weight: 4/10
(that's right, *****!)Recovery: 10/10​
___________________________________________________________________________________________________

NEUTRAL ATTACK

HP Normal:
Small slashing marks rapidly appear in front of Unown (think Wolf's claw slashes)
and continue slashing in an "X" shape as long as the botton is held.
Unown slowly drifts forwards as the attack button is held.
Each slash deals 3% damage, but knock the opponent out of the attack,
so it cannot combo into itself.
It deals set knockback of ~1.5 SBB, so it cannot feasibly kill.
Also cancels solid projectiles upon contact.
Very little starting or ending lag.
HP Normal:
Small, yellowish orbs appear seemingly at random around Unown.
Each orb grows for a split second before "popping" in a burst of light.
This attack funtions similar in damage and knock back the Metaknight's A combo.
It has little starting and ending lag.​

DASH ATTACK

HP Steel:
Unown races forward, but what's this?
He suddenly changes from his tiny black-and-white self
into a massive ball of iron, rolling unstoppably along the ground.
Similarly to Squirtle's withdraw, the speed of this move is dependent on the terrain.
The transformation, occurs rather slowly.
It deals more damage the faster it is rolling, but the change in power is minimal.
The attack deals between 8-14% and little Vertical Knockback.
HP Dragon:
Unown seems to grow more menacing, and a large orange dragon head forms around it.
The dragon head races forward, dealing 3% damage,
but it can catch the opponent, pushing them into it's 3 other blows, for a max of 12%.
The last hit deals weak horizontal knockback
But what's this!?!
When the attack ends, Unown is nowhere to be found!... until you look in the other direction.
This attack functions like a projectile!
Upon activation, the dragon head shoots out, while Unown's momentum is reversed.
Great for hit-and-run tactics, but difficult to execute, as the reversed momentum is disorienting.
This move activates ridiculously quickly, but has high ending lag.
This makes it impossible to repeatedly spam dragons in alternating directions.​

UP TILT

HP Water:
Unown spins around, and a large funnel (whirlpool) of water forms around him.
The attack has no side hitboxes, but has a suction effect to foes above.
It draws in enemies, swirls them around, then spits them sky high!
This attacks deals a whopping 16 damage and powerful vertical knockback.
It can kill heavyweights at ~150%
HP Poison:
Unown angles itself upwards and sprays a cloud of dust into the air.
This cloud deals no knockback or damage upon activation, but hangs in the air.
If opponents pass by the cloud, they recieve periodic damges, at a rather high rate.
The cloud deals 2% damage per half-second if the oppnent is NEAR it.
If the oppnent is enveloped in the cloud, be it through grabs, throws, or sheer stupidity,
they recieve 4% damage every half second!
The cloud only linger for 10 seconds though, and it is relatively easy to avoid.
Spawn many to put them to good use!​

DOWN TILT

HP Grass:
Unown drops to the floor as a swarm of roots burst forth from the ground.
They ensnare foes and drag them to him, where he bursts up, knocking them away.
Despite it's appearance, this is a relatively weak attack, dealing only 6% damage.
It is however a good spacing tool as it has ridiculous range (2 SBB).
It can hit foes only on the ground, however... but this can be good!
By threatening foes with this attack, Unown can force them into the air.
At that point, they are simply fodder to the dreaded Up Tilt!
...HP Ghost:
Unown simply disappears? Where did h- Oh. there he is...
But something is different about him...
In this move, Unown replaces himself with a ghostly copy.
The copy will will simply run away from the enemy
(remeber evade in Melee training mode?) until it is attacked.
In the meantime, Unown can make its escape.
After using this move, Unown remains invisible as long as "attack" is held.
If Unown is attacked in this state, it takes x3 the damage and knockback as usual.
If Unown is lucky, the foe will mistake the copy Unown for the real one and chase after it.
However, if the enemy can't be fooled, Unown has another option.
Inputting this move without holding "attack" causes Unown to disappear.
When it reappears, nothing has changed... get it?
Unown can now flee, and get some space while the opponent wonders hopelessly where the "real Unown" is.​

FORWARD TILT

HP Bug:
Unown lean a bit forward and small greenish fangs apear in front of him.
These fangs snip at the foe causing the foe to flinch, but deal no knockback.
The attack instead uses a venom that slows the attacking and movement speed of the victim to 85% of regular.
It has below average range - only 1/3 of a SBB, but can (ooh goody) pierce shields...
If you can predict your foe, Unown can easily punish excessive sheilding.
This move is "!" Unown's only gimmick move, but it is helpful if Unown needs to escape from an offensive foe.
HP Psychic:
Unown rears back, glowing with purple energy.
Then, without warning, he jerks back into place and launches a powerful shockwave.
This wave grows in height as it travels, until it reaches a maximun of 1.5 bowsers at 3 SBB away.
(Foreshadowing...) It has an effect similar to that of Isaac's "move" psynergy in Brawl.
It can be angled slightly, which is useful for edgeguarding as it can push opponent away from the edge when it is angled down.
This move is used almost entirely for spacing, but it cannot be used willy-nilly as it is "?" Unown's most laggy move.​

UP SMASH

HP Rock:
Unown rises slightly into the air, then crashs down.
As Unown strikes the floor, a tent of stone rise up around him.
Protected by the stone, Unown has superarmor during the ending frames of the attack, making it unpunishable...
But it has a laggy startup and its power doesn't justify the means.
The move has pure, vertical knockback, but is weak in terms of smashes.
Fully charged, the move kills Jiggs near 90%. Pitiful.
HP Fire:
Unown glows red for a split second before a massive entei-sized pillar of flame engulfs it.
This inferno hits three times, each for a max of 10 damage, though none of the hits are KO worthy.
The knockback is also poor as it is horizontal, away from the flames, so the move cannot rack up the 30% y'all were hoping for.
But the move isn't totally useless! After the flames disperse... Something is different.
Unown's usual glow is replaced by a red, fiery aura that rapidly deals fire damage upon contact.
This change lasts for 4 seconds and can be stacked by using Usmash.
But did I mention? This effect stales just like the move does. Every time the move is used, the effect last 1/2 second less.
And the staling only resets after losing a stock. Relying on this move too much will leave you dead in the water.​

DOWN SMASH

HP Grass
Think you've seen this move before? Think again. While the move begins the same...
Rather than vines ensnaring the foe, a mass of nettles bursts from the ground, stabing all grounded foes in range.
That range just happens to be 2SBB to either side of Unown, and a bit above Unown (as opposed to Dtilt)
The effect of this move is devastating! The foes are spiked into the ground as if hit by a pitfall. Easy pickings for Fsmash...
Oh, and the move does 12% damage. Whoo. Talk about broken.
HP Ice
Unown twirls around... then freezes itself? That can't be good. Or can it?
The burst of energy released by this attack can freeze surrounding opponents.
This deals damage and knockback identical to that of a thrown freezie, while freezing both Uown and the foe.
While in the ice casing, Unown has superarmor, and gains a half second of superarmor upon leaving the ice.
This move is incedibly punishable damagewise, but can save Unown's life when at high damage. Use it well...
But be careful. If Unown is on fire because of his Usmash and uses this move...
the effects of the moves cancel out, leaving Unown with no protection.​

SIDE SMASH

HP Fighting:
BAM! A massive green fist punches in front of Unown! This deals an incredible 20% damage!
Unown's Aura grows steadily more orange-brown in color as the move is charged.
If the move is fully charged, the fist will be noticably browner/oranger.
Not much else to say accept that this move is ridiculously powerful.
Fully charged, it has the strength of a reverse falconpunch.
Simply C-sticking the move kills middle weights at 110% damage.
HP Dragon:
Unown's Aura vanishes, leaving him floating helpless in the air.
But shortly after, two twinkling eyes flash over Unown's head and the area in front of Unown explodes!
This attack deals 17% damage with medium knockback in a random direction. Yes, that's right. Random.
That's the only real strong point about this attack - It is impossible to DI correctly, except by sheer luck.
The explosion hits the space in front of Unown approximately the size of a SBB.
This range, however, is offset by abysmal ending lag. (Lucas's Usmash)​

NEUTRAL AIR

HP Flying:
Unown swirls around creating a small gust of wind around him.
This attack traps enemies for 7 hits, each dealing 1-2% damage and upwards knockback.
If the foe is hit by whole attack, they take ~11% damage and are thrown out the top of the whirlwind.
Landing on the ground while using the move has only mild lag, as does activating the move.
It can also combo into Utilt if the opponent doesn't DI properly.
HP Poison:
Unown begins whirling in a blur of Purple and Black.
Then, for the next two seconds, as he drifts through the air, he leaves behind a trail of deadly spores.
These spores function identically to those in the cloud formed by Utilt.
But these can be placed more strategically due to "?" Unown's aerial mobility.
Try using this to form a barrier around ledges, or create damage-racking walls.
THE POSSIBILITIES ARE ENDLESS! but did I mention this effect stales too!?! Oh noes!
The more it is used, the less spores you can place per use... But you always have Utilt... right?​

UP AIR
HP Fighting:
In the same fashion as the fist before it... a big brown foot appears before Unown.
It performs a quick 180-degree kick above Unown before it fades away again.
This move is relatively weak, dealing only 9% damage... but it quickly adds up.
The move also has weak knockback, so Unown can spam this move at an airborne opponent for great results.
Heavy foes can be easily juggled into KO range... and what's this!?!
Nair makes foes a perfect target for this move... which makes them perfect targets for Utilt...
Se where this is heading?
HP Ice:
This is probably best likened to Ivysaur's vine whip. Here we go:
Unown fires a small whiteish-blue beam one SBB block above him.
It is abysmally weak. No, not weak. but WEAK! SERIOUSLY!
It deals 2% (1% when staled) damage and NO KNOCKBACK... unless you kit with the tip.
Then this move could be called Unown's KNEE OF JUSTICE.
Hitting with the very tip of the beam does only 4% damage... but can KO heavyweights easily at 100%.
This is by far Unown's STRONGEST move. But ONLY if you hit with the TIP. UNDERSTAND? GOOD.​

BACK / FORWARD AIR
too lazy to make them separate​
HP Bug:
Essentially, those fangs from earlier bite the foe. Whoop-dee-Doo.
The same venom effect applies as from the Ftilt, so this move can be used instead.
What makes the move so special I feel a need to describe it so apathetically?
The Fair causes Unown to dart forward before using the move. Bair causes him to rush back.
When using Bair, Unown strikes forward, hitting the area directly behind his original location.
Fair can be used, aside from attacking, to aid Unown's approach/recovery.
By using Fair, Unown can increase the distance of his jumps, though he still falls while using the move.
Using Bair is good for distrupting the opponents advance, as well as retreating from heated situations.
That's all... it's simple really, but very useful if the player knows how to use the moves.
HP Dark:
Well Marth isn't the only one who turns around in the air anymore.
Really, this is only one move, but using the Bair causes Unown to turn around (instantly) before using it.
obligatory sound effectsWithout warning... Kwah-SHING!
Black Slash marks in the shape of an X (looks like ")" from screen) appear before Unown.
Hitting with any part of the attack works the same. But the attack isn't too great.
Both the Fair and the Bair deal 6% damage and weak knockback.
If you REALLY want to know, the move kills at ~240% against Mario.
Here's the fun part though... hitting with this move cripples the opponent.
This means every second for the next five seconds, the opponent fliniches and takes 1% damage.
If they are mid-jump, they'll stop jumping. If they are in a spore cloud, they'll spend a bit longer in the cloud.
This move can be used to screw-over your opponents with ease. How you do it is up to you.​

DOWN AIR

HP Steel:
Unown stops midair and transforms an randomlhy selected object.
He becomes either a metal crate (like the item), and anvil, or an anchor and falls to the ground.
All are the same size, and have the same hitboxes... so the object is really just for effect.
Anyways, this is your generic stall-then-fall. After transforming, Unown drops quickly to the ground.
If he hits a foe, he deals 16% damage and powerful vertical knockback that kills around 120%.
After hitting the ground, Unown will slide down slopes and hills until he comes to a stop.
He will then transform back to normal... But if you want to change sooner...
The move can be cancelled by pressing "attack" anytime after falling 2 SBB.
HP Fire:
Unown angles itself down and releases a burst of fiery energy beneath itself.
As in some other Dairs, *cough*ROB*cough* Unown will bounce a bit into the air when this move is used.
This move can, in theory, be used to maneuver Unown in the air, aiding Unown’s recovery.
But as you will soon see, “?” Unown needs no help with recovery.
This move’s real function is that of an effective spike. Simply hitting the foe isn’t enough.
But should Unown catch the foe in the middle of the blast, he can get easy gimp KOs.
Why? The attack deals only moderate knockback, but has an added “burn” effect.
A half-second after the foe is hit by the move, they flinch due to a burn they received from the attack.
This flinch can (like in the Fair and Bair) disrupt the opponents jump, leaving many characters, like DK, helpless to recover.
If you are wondering, this attack deals 6% damage, sweet-spot or not, and the burn deals another 5% damage when it hits.​

GRABS
before specials? OMG!
Well this will be rather boring. And generic... but stay tuned! I’ve got some other sets on the way that feature special GRAB MECHANICS!!!!!1!!1!11!!!!1!1 (shameless plug)
Note that Unown’s Grabs are identical in both forms (laziness on my part).
Grab: Unown’s aura pulses slightly. Should the foe be in range of Unown’s grab (1/4 SBB) they are held aloft by strange Psychic energy.
Pummel: The space where the opponent is held shimmers and bends a bit, warping the foe’s appearance slightly. Deals 2% damage, but Unown can pummel very quickly.
UpThrow: Unown swirls the foe around, then flips them into the air. It’s very weak, but his high hitstun regardless of damage, giving Unown a chance to escape. 6% damage.
ForwardThrow: Unown pulses slighly (like good ol’ Jiggs) and shoves the foe away. Still very weak knockback, and probably Unown’s worst throw. 5% damage.
BackThrow: Unown teleports behind the foe (why can’t he teleport in any other moves?) and slams into them from behind. 9% damage. Easily Unown’s strongest throw, but relatively useless compared to...
DownThrow: Unown floats above the foe, then drops on them from above, pitfalling them instantly. Regardless of which Unown uses this move, this can be the setup Unown needs to get that KO. However, this move only deals 2% damage and the pitfall effect doesn’t last as long as one would hope. Just long enough to pull of an uncharged smash, maybe?

UP SPECIAL

HP Flying:
A whirlwind forms around Unown. This whirlwind slows, but doesn’t stop Unown’s decent.
So how is this recover worth an 8/10? Hehehe... *breaks the fourth wall* I love this move. I REALLY love it.
After starting the move, the player must hold “special.” They then use the control stick to draw a path (controlled like PK thunder).
The player can draw for 6 seconds, assuming Unown doesn’t die) and when “special is released, the fun begins.
Suddenly, the Whirlwind races along the path at the speed of Fox’s dash, intercepting anything in its path.
Upon reaching the end, it expels everything (Unown included) forcefully out the top. (no damage)
This move can be used two ways. The most obvious is to draw recovery paths back on stage.
But if it is too late to Rescue Unown that way, one can simply draw no path.
Unown will be launched far into the air where he will (hopefully) grab the edge.
...HP Ghost:
Unown disappears, leaving only an outline on himself, and begins floating in the air.
He can then fly. Forever. Through walls/floors. ANYWHERE. Except he takes 2% damage every quarter-second.
*breaks it again* I love this move too. Really.
But what else can I say? Best recovery in the game? Nah. You already knew that.​

DOWN SPECIAL

HP Ground:
Unown’s glow becomes slightly black/brown and a massive stone is lifted from the ground!
This stone is carried above Unown’s head, where it acts like a solid platform (not drop through)
Using this move again throws the stone. It’s that simple. But what good is this stone?
Well, it deals 20% damage and knockback that kills Bowser at 120%. And what’s more...
When it hits the ground, it acts like part of the stage for another 5 seconds. After that, it disappears.
Using this move on a previously thrown stone will pick up the stone again.
And using the move when a stone has been thrown will destroy the old stone.
HP Psychic:
A large, purple bubble with a 3SBB radius will form around Unown, quickly shrinking to only ½SBB radius.
When the bubble shrinks, it pulls items, enemies, and other objects in with it and will hold them as long as “special” is held.
Unown is stationary while this happens, but by pressing left or right, Unown can rotate the bubble and its contents.
Upon releasing “special” the bubble will expand again, replacing all it’s contents in new, rotated locations.
This move could be used to mess with an advancing opponent, or to ruin another opponent’s recovery.
Opponents, however, can very easily DI out of the bubble while it is shrunken, which puts them in the perfect punishing position... YIKES!​

SIDE SPECIAL
HP Electric:
Unown glows yellow-gold for 1/3 second, then releases a lightning bolt straight forward.
During the first 1/3 second, however, the player has some control over the bolt.
Once every 1/18 second (whew that’s short!) the game registers the direction the control stick is held (Up, Down, or neither).
The game registers 6 directions, then strings them together in order.
The lightning bolt will follow this order of commands, allowing the move the move to aim in many directions.
Hitting with any part of the lightning bolt results in 8% damage, weak knockback, and high hitstun.
HP Dark
Unown’s glow becomes pitch black, then quickly launches a series of 4 black orbs.
The first will always travel straight forward, but the others can be angled up or down, creating a spread fire of orbs.
Each orb deals a weak 4% damage and negligible Knockback.
But this move can be spammed easily to great success, and is Unown’s most reliable projectile.​

"SWAP"

With the press of “special” a cluster of unown fly from all angles at your character. They pack themselves densely around Unown, then fly away again... but where they once were, there is a new Unown. Using this move enables one to switch between the two Unowns with ease. However, like any good transformation... Unown is very vulnerable upon switching. And with Unown’s light weight... Use this move only when it is safe. Also note that while Unown doesn’t normally switch upon respawning, holding B on the revival platform will cause Unown to change.

FINAL SMASH


With the power of the SmashBall, Unown’s powers grow. The screen zooms out as far as possible, and Unown teleports to the center to meet with his Unown counterpart. From there, Unown can fly freely around the stage, colliding with opponents for a full 12 seconds. This is relatively weak alone, except for two things. First, the other Unown mirrors your motions across the center of the screen, performing all the same functions as the Unown you control. Second, other random unown drift lazily around the stage. Colliding with them will cause them to follow Unown, increasing the damage and knockback of each blow. By the end of the Final Smash, Unown will be dealing massive damage with each hit, though controlling both Unown effectively takes some practice... When the FS ends, the Unown scatter away leaving your Unown alone once again.

Extras

Entrance: Straying from the usual pokemon entrance... A cloud of Unown forms, then dissipates, leaving a lone Unown ready to fight.
Victory Poses:
1. The two Unown fly loops and figure-8s overhead.
2. (against any pokemon) a group of Unown work together to levitate a flailing pokemon overhead.
3. The two Unown are nowhere to be found, but they then rush on screen, colliding with eachother, looking dazed.
Loss Pose: A massive stone tablet is seen with the word “FAILURE” spelled out in Unown letters.
Taunts:
1. Unown glows slightly brighter for a moment, then flashes bright green.
2. Unown does a little dance by wagging around his head (not like that, you sicko).
3. Unown hops in a circle before quickly settling down again.
OTHER: too lazy to think of anything...

PLAYSTYLE

Well, this is going to suck... but here goes:
When playing as “!” Unown, one will want to force the opponent into awkward situations. Unown has a wide array of moves that work together, often leading the opponent into powerful traps and other attacks. Use moves like Dsmash, Dtilt, and Dspec to force opponents’ movements. Then follow up with moves like Utilt and Fsmash for the KO. Playing as “?” Unown is all about using his gimmicky moves to set your opponent on edge. Abuse moves with additional effects, and place spore clouds carefully. A good player will use moves in tandem so the effects will be stronger overall. However, even the best Unown player will have difficulty switching from the straight-forward “!” Unown to the gimmicky, effect spamming “?” Unown on the fly. But with enough practice, one can effectively use the strengths of both forms.​
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
MT’s Two Cents on HUNTER J
So we have the Katapultar set I meant to comment ages ago but never got around to it. Forgive me for taking so long. Unfortunately, I don’t have the same wow for Hunter J that Warlord and DM have/had. Sure the concept of her is quite clever…it’s a Pokemon Trainer without all that switching, you use everyone at once…but the overall execution of it comes off as a bit disjointed and kind of rushed. Each of the Pokemon just kinda does their own thing making it feel like three separate sets kind of forcibly blended into one. The main goal is basically to just wail on the opponent as much as possible and then land Hunter J’s pretty much guaranteed KO move. Even if you try varied strategies, you hardly need to ever use all three Pokes in tandem…at least that’s the way it seems. You just need Salamence’s aerials and then your choice of Ariados or Drapion; Drapion seems like the better choice considering he holds them in place with his hard to escape “grab-you-anywhere” grab.

So Hunter J needs to land her hard to land Neutral Special which really isn’t that hard to land. It’s basically the equivalent of a projectile Falcon Punch…except she has a lot more ways to actually make it useful, heck, even the tilts are directly focuses on helping her charge faster; Hunter J would be top tier with ease, even if she didn’t use Drapion and Ariados. The Final Smash is also a key reason why Final Smashes are banned in “competitive play” and would probably get -REALLY- annoying playing items on with a Hunter J player. I’m sorry my comment is quite negative. I sincerely do like the concept and would like to see you maybe try this again…it’s certainly a unique twist on the Trainer concept. That being said, it just kind of falls short in execution.

MT’s Two Cents on HOUNDOOM
Hey UserShadow! Good to see you back in action! So your one day Pokeset is Houndoom huh? Well off the bat I can say that Flash Fire is a fun little mechanic…it’s simple but it’s at least not one of those mechanics that tries to be more complicated than it is; you on fiya, you strongah. So basically, you want to make as much of the stage burn as possible, including your opponent and yourself. Rather suiting of Houndoom….as are the throws which capture the fact that he’s a doberman/hellhound and all doberman pinschers will maul you and eat your babies.

I seem to have gotten off topic somehow. Huh. Anyway, Houndoom has a lot of clever ideas here and there and comes together quite well, especially for a one day set. One thing I’ve always liked about your set making approach however US is that you actually take comments into consideration. Your one of the few MYMers I know of who keeps a list of the edits he makes and what he edited…it really shows that you actually care about comments as something more than just egostrokes. Great job with Houndoom; you haven’t lost it in your absence!

MT’s Two Cents on SPADEFOX REMIX
SPADEFOX REMIX was a great read. I loved how you made the shotgun more powerful at close range like a real one. The up-special was also pretty clever.

Oh fine, I’ll give you a REAL comment I suppose even though you already know how much I prefer this Spadefox to the original Spadefox moveset. Love the Side Special, love the Neutral Special (do I smell some Zasalamel in there?) but I’m not a terribly huge fan of the Up Special really; just seems very, very complicated…not as a recovery, but as a move with alternative uses. That being said, you certainly took the good aspects of the original Spade, trimmed the random status effect moves away and rebuilt him from the ground up with a MUCH more solid and defined playstyle. Top notch work as expected from you HR; another high quality entry to go up there with Macho Man. Also, sorry that this comment is kinda lame, can’t find many things to nitpick and I’ve already been through how much I like this set.

MT’s Two Cents on HARBINGER
No more sets that the character revives when all the moons of Jupiter align after Harbinger! Now that that’s out of my system, I’m really not sure why I haven’t given Harbinger a good read. That being said, I like the whole concept of bogging the opponent down with your Husks while you and your drones pick away at their health. It’s a good take on the whole minions/zoning/defensive character concept and it works quite well as a whole for the set. And for once, I don’t have my traditional balance complaints with a DM set! Sure Harbinger can revive himself and be a total wussy coward and run away while hiding behind his minions…but from the way he’s made out, he’s a feather weight; an Ike fsmash seems like it could KO him at the word GO. So yes, Harbinger is certainly one of your better balanced sets for sure.

Aside from that Harbinger doesn’t really bring anything new to the table. He’s a minions guy who revives…that’s not a bad thing however; the set is very well done and better than Abrokensnow in my book. Quality work though as always DM.

MT’s Two Cents on ALUCARD
Now that ‘Nookie’s vanished and Mendez has since left us, I’d probably say I’m up there as one of the bigger Castlevania nerds in MYM. That being said, I immediately grabbed my box of tissues when I saw JUNAHU of all people had posted a moveset for ALUCARD from SotN. Others complained of the silly headers; I knew their meaning right away, mwuahahaha! First off, the set looks as sexy as any other Junahu venture which instantly gains it points. The fact that each attack name was a Castlevania game made me happy on the inside but I can’t just grade a moveset for how happy it makes me, now can I? Right off the bat, the NEW concept you have for knockback/hitbox images is clearly your best to date.

That being said…there are some nitpicks I have with Alucard. I was totally fine with the whole moveset, loving it until I reached the Specials. The button combinations are…ugh, especially since you admit they wouldn’t be listed. That’s total casual neglecting right there (leaving them with only a lame shield to use?) However! The specials really are the defining part of the set making Alucard much more open ended and customizable than most other sets. Complaints about combinations aside, it’s another fantastic entry from you Junahu…except for that Shanoa Assist Trophy (WARU).

MT’s Two Cents on SANDSHREW and SANDSLASH
Sandshrew has typical Plorf-set problems, Sandslash is pure epic.

Okay, I’ll post a legit comment on these two tomorrow (as well as Chucky and Venom) but I need some sleep at the moment! (Unown already got a comment on me, granted it wasn't on the finished one but...)
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,284
Location
Australia
After a few hours of sleep, Im ready to comment again!

[size=+3]Sandshrew AND Sandslash[/size]
Im not really in a mood to comment about the sets in such ways. It's not really worth it.

Sandshrew is simple, but fun. He was a quick read, especially when you get the gist of him.

Sandslash, I can't really be bothered saying much about him, but when you compare your choice of attacks and writing with Plorf, it really says something. Not in a bad way. Just how each MYMer is different.

Lazy comment is lazy. I felt I had no need to comment to a great extent, as it would be out of place.

[size=+3]Unown [/size]
It's great to see Unown complete (and thanks for mentioning me!).

I can consider this your first set, and thus will try to help. YOU. get better (to be honest I just want to see Exdeath).

Still considering a newcomer set, I've some suggestions for you. First off, headers for each of the 5 attack groups: Specials, Standards, Smashes, Aerials and Grabs helps keep the reader in check (make sure they are bigger in BBcoing size than the headers such as "D-air" or F-Smash", though I see that you've managed to handle yourself quite well without them. Secondly, the big trend is that people like Specials first. While there is little relevance to that here, placing the Switching first would let the reader know that you control Unown like Zelda/Sheik. For the most minor complaint, placing some spacing in between the 2 Unown's playstyles helps keep it clean. I don't really know if this will help you write better playstyle sections, but telling the reader a step by step of what Unown should do to KO would get them into the gist of Unown's playstyle. For example, tell them what Unown should do to set-up at the start of the match (in this case using ?'s traps if Im correct), where you can state tactics of damage racking, and then finally how to KO. Actually, if you've ever wrote an essay (I hate to remind you about school, but...), writing a playstyle is the same thing. Reminding the reader of Unown's goal in battle is important.

In contrast of what I said above, I found this set excellent to read (not just in comparrison to newcomer sets either). The attacks were just straight out fun, and it seemed like you had fun with the concept as well. I don't even care if the attacks are random or have Pokemon Syndrome (if you don't know what it is, Pokemon Syndrome is the concept of giving a Pokemon a move that it can learn in the Pokemon games but it is not suited to it's character. One example would be giving Togekiss Flamethrower or Ariados Psychic), it adds to the fun of letting out your ideas and not being limited, resulting in a fun set. This was also partially due to how fun you made it sound with your writing, and some of the attacks gave me a small idea or 2. (The concept of a large fist appearing out of nowhere is hilarious).

Even the concept of one Unown trapping the foe and the other being offensive is an effective tactic compared to Zelda and Shiek. Unown would certainally be a very fun character to play as, not being as complicated as other MYMs sets. Extras are also fun, all the more proof that you like the character, or had more fun doing so. MYM needs more extras, especially if you actually like the character. yay.

Overall, I found this set to be a great one, and very fun at that. It's the result of a MYMer wanting to pour out their ideas at once to create something fun in the end. The MYM set at it's best: dedication to the character, love for them....that sounded out of place, but yeah. To the point where you want to place them in Brawl as you desire. It's what Im aiming for in my next set. If people see this set for it's beauty, hopefully they will come to realise that it is voteworthy.

Looking forward to your next set. Hoping that it's 1 character to be honest.
 

Neherazade

Smash Journeyman
Joined
Apr 5, 2009
Messages
359
Location
Gensokyo.
After a few hours of sleep, Im ready to comment again!

[size=+3]Unown [/size]
It's great to see Unown complete (and thanks for mentioning me!).

I can consider this your first set, and thus will try to help. YOU. get better (to be honest I just want to see Exdeath).

Still considering a newcomer set, I've some suggestions for you. First off, headers for each of the 5 attack groups: Specials, Standards, Smashes, Aerials and Grabs helps keep the reader in check (make sure they are bigger in BBcoing size than the headers such as "D-air" or F-Smash", though I see that you've managed to handle yourself quite well without them. Secondly, the big trend is that people like Specials first. While there is little relevance to that here, placing the Switching first would let the reader know that you control Unown like Zelda/Sheik. For the most minor complaint, placing some spacing in between the 2 Unown's playstyles helps keep it clean. I don't really know if this will help you write better playstyle sections, but telling the reader a step by step of what Unown should do to KO would get them into the gist of Unown's playstyle. For example, tell them what Unown should do to set-up at the start of the match (in this case using ?'s traps if Im correct), where you can state tactics of damage racking, and then finally how to KO. Actually, if you've ever wrote an essay (I hate to remind you about school, but...), writing a playstyle is the same thing. Reminding the reader of Unown's goal in battle is important.

In contrast of what I said above, I found this set excellent to read (not just in comparrison to newcomer sets either). The attacks were just straight out fun, and it seemed like you had fun with the concept as well. I don't even care if the attacks are random or have Pokemon Syndrome (if you don't know what it is, Pokemon Syndrome is the concept of giving a Pokemon a move that it can learn in the Pokemon games but it is not suited to it's character. One example would be giving Togekiss Flamethrower or Ariados Psychic), it adds to the fun of letting out your ideas and not being limited, resulting in a fun set. This was also partially due to how fun you made it sound with your writing, and some of the attacks gave me a small idea or 2. (The concept of a large fist appearing out of nowhere is hilarious).

Even the concept of one Unown trapping the foe and the other being offensive is an effective tactic compared to Zelda and Shiek. Unown would certainally be a very fun character to play as, not being as complicated as other MYMs sets. Extras are also fun, all the more proof that you like the character, or had more fun doing so. MYM needs more extras, especially if you actually like the character. yay.

Overall, I found this set to be a great one, and very fun at that. It's the result of a MYMer wanting to pour out their ideas at once to create something fun in the end. The MYM set at it's best: dedication to the character, love for them....that sounded out of place, but yeah. To the point where you want to place them in Brawl as you desire. It's what Im aiming for in my next set. If people see this set for it's beauty, hopefully they will come to realise that it is voteworthy.

Looking forward to your next set. Hoping that it's 1 character to be honest.
Thanks, K. For some reason... I had some trouble with the font coding and I couldn't get headings to work... I even have some faulty coding at the top (quote the set and you'll see what I mean).

anyways, Thanks for your support. I realize the spacing was off at the end. I tried to keep a gap between the text of "!" Unown's attack and "?" Unown's attack in each move description. But by the end, I found it simply too difficult to explain myself with short, choppy sentences.

I was curious of what people thought of the specials (the recoveries seemed quite broken, though I don't know for certain...) because they felt a bit confusing to me. the concepts are idea that you can visualize, or imagine, but putting it into words is nearly impossible... especially when I was trying to limit my sentence length so much.

and yes, all three of my shameless plugs are One-character sets.

All in all, despite Unown beginning as a one-day-pokeset... I'm rather pleased with the product!
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
This is a pretty feeble hiatus - I keep breaking it - but I feel bad and eventually won't even be able to catch up if I keep letting sets slip on by. Brief comments, then, on sets that really didn't get enough of them:

Sparky n' Pidgit is first, and it's probably kind of inane to go on in depth, considering you've made about eight sets since. Suffice to say that the idea of two highly specialized characters working in tandem is, in and of itself, quite clever, but the execution is messy and the set itself is very hard to take seriously. It's a bit... unprofessional, if it's not too mean to say so.

One Man Band? I like the Jab, but not most of the other attacks.

Hah, hah, Iwata got banned.

Okay, Valozarg? I kinda love this set. There's a world of difference between this and Lunge - one broke the rules for the sake of breaking the rules, while the other does so in service of something truly unusual, innovative, and progessive.

Let me tell you what disappoints me - it disappoints me that Valozarg really doesn't take advantage of the fact that he'll usually be playing three foes at once. Sure, he can corrupt them - and how frustrating would that be to the casual players who would want to play him? - but he can't use them as bludgeons, or projectiles. So many throws, and not a single one that allows you to use the foe for something constructive? No throw that involves eating them for a stat boost, with the others capable of "saving" them if they fulfill a certain condition? These seem like givens for a sinister playable boss character.

I'm also unhappy with how some of the attacks ignore Valozarg's girth. He could fill up a perfectly good moveset just by taking advantage of the forced 3v1 and of his massive size, why so many submechanics?

But really, the good heavily outweighs the bad. The good is so good that I can't even completely comprehend it. I don't know what's in your head, man, but evidently you're operating on another level altogether.


Oooh, here we go with the ODP fad! Probopass is the very first - good for you, meanie. First of all, I think this is probably the best opening line of any moveset ever:

Probopass can't move! Garbage tier right?

I could laugh all day about this. You don't dress it up, you don't spend lots of words explaining it; I don't know whether it's intentional, but you're mocking everybody who explains their character's flaws, and then counters them, by doing so so blatantly. Obviously he's not garbage tier - it's the first bloody sentence! Well done. (clap)

Oh, the set? It's pretty ingenious. Probopass is such a pathetic, silly Pokemon - it really doesn't look capable of movement or anything, really, so this moveset couldn't be more right for it. I've always been a sucker for movesets that restrict movement, and it's nice to see a set that counters it by fighting through other means. I have always believed that the best ideas are spontaneous and the best sets are made quickly; clearly, that's the case here.

And Katapultar - that comment on Sandshrew/Sandslash comes off as really derogatory. I'm [somewhat] sure you didn't mean it like that, but all the same.
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
A wild COMEBACK appeared! COMEBACK used Lock-On! Lock-On targeted both SANDSHREW and SANDSLASH! COMEBACK used review!
-Sandshrew's simple organization and lack of eye-bleeding colors make it quite inviting.
-Should've mentioned the range on sandstorm a bit earlier, but at least it's there.
-So the side special blocks damage, but it'd be nice to have more, y'know, detail.
-The up special thankfully made things a bit clearer about the playstyle and sandstorm. It'd still be nice if it was mentioned earlier.

I can see what you're trying to do, a basic writing style while gradually introducing elements of Sandshrew's playstyle. The problem is that it comes off as a bit lazy. I'm all for flow, but I would like *horrible pun ahead* some more meat on that sandwich. Despite being one of "dem stall chars", though, Sandshrew would be a refreshing option to play as.

All in all, it's good, but Drifblim was the more rewarding read.

AND NOW WE MOVE ON TO THE SLASHSAND.

-The specials are very in character, and few, if any, details are left out.
-Hehe, sand attack is brilliant.
-The up tilt essentially makes Sandslash invisible, correct? *adds another tally to the invisible characters list*
-The side smash is now making me think of Slashsand as Umbreon: Sand edition!
-Good god does up smash make Sandslash scary.
-The throws are making things very prop heavy....

Slashsand has a lot going on. And by that I mean looooots of traps and the fact that he is quite overpowered. You have the right details in the right places.....it's just that all these moving parts are making me think of those "back-in-the-day" prop loving characters.

Slasheh would destroy every character ever in the right hands, sans those trap-countering sets that some people adore.

THE FINAL RESULT: Sandshrew beats Sandslash in overtime 3-2!!!!!!!
(Sandslash had the details, but Sandshrew had flow and a clever hiding playstyle)
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
So I'll start where I left off with Swalot. Always thought he was kinda cool, and I've always been fond of Pinsir as well (smirk2). He seems to have gotten some good reception, but unfortunately I can't say I like him nearly as much as Silver (who I now plan on voting for). Why? Well, he does have "flow", like everyone else said... the problem I had is how blatant of a trap character he is. Seems like most people didn't care because they weren't all that common; well, for me, that's the worst kind of traps. Unnecessary ones that don't get the emphasis in the playstyle.

I really love the idea of eating the slime trail for an extended grab range; it really bleeds Swalot and is an interesting twist on the standard trap character. I really just wish that that the idea could have applied to the other traps like Up Special somehow, maybe with a special grab system that would allow him to use multiple grab animations.

But really, I'm forgetting something here; Swalot was made in a day. No matter how trappish he is, he's got a lot of charm to him (MY NUTS [noparse]D:)[/noparse] and cool ideas like eating the slime trail. In the end, I probably didn't like Swalot as much as some of your other sets, but I still enjoyed reading him. Good job MT.​

---​

Now we come to Arbok. This is easily my favorite of the one day Pokesets, by the way. It really feels very polished considering it was made in a day, and its playstyle is very simple yet very effective. Since the foe might not even bother to use their defensive options when Arbok is in the match, the playstyle is very subtle and this subtlety allows him to directly fight without bothering to play based on one of the overly focused playstyles you hate so much (and I suppose you're right about it).

My only complaint really is more of a petty remark. I honestly think Ryuk and Dingodile's background attacks were perfectly relevant. I mean, since you can ignore the Death Note with dodges, Ryuk needs a way to discourage it, and Dingodile needs a way of discouraging it since it screws him over if he needs to set up an overheat fsmash KO. No, they aren't turned into nearly as much of an issue as they are here, but Arbok's playstyle is essentially based around it so he'll naturally utilize it better.

I feel like you think this since you responded to one of your comments with the phrase "'It hitz 1into teh backgr0und!!!11' attacks", I just felt like I should say something. This really isn't a complaint anyway. Arbok is, again, a fantastic set and easily the best of the one day Pokesets.​

---​

Ninetales, always one of my favorite Pokemon but one I never made because I never saw the potential in her. Anyway, the concept of forcing the foe to grab was pretty much doomed from the start. If Ninetales has a way to directly force the foe to grab it feels forced, but if she encourages the foe to grab instead it would be very difficult to make it work seeing as she needs to be able to turn around quickly enough for them to grab her tails, meaning that attempting to grab her from the front is a futile attempt and shouldn't be attempted anyway.

MT is right that Ninetales is very overpowered, but I honestly think the concept was just doomed from the start, especially for a one-day Pokeset. Ninetales has a great concept behind her, she just needed some more time, because right now she comes off rushed and broken.​

---​

Ah, Cloyster, always one of my favorite first gens especially since I love the ice type so much regardless of it being so poor aside from STAB Ice Beam. Sooo... I honestly can't say I like Cloyster as a moveset nearly as much as I like it as a Pokemon. Cloyster quite honestly feels like a very standard defensive character aside from the mechanic, which is clearly designed to make Cloyster seem more original.

And I'm afraid it doesn't succeed, because Cloyster would really play the same as a standard defensive character. As MW said, the options to protect Cloyster's head are just too subtle, taking the backseat to ways to protect Cloyster's entire body. I don't deny Cloyster has a playstyle, but it's a standard defensive one and it could have been deeper with more ways to directly protect Cloyster's head.

The set also peters out over time. At the beginning of the set we have plenty of the trademark tirkaro humor / writing style, but you seem less enthusiastic as time goes on. The ending of the set is plenty funny, but you just don't seem as into it as you did at the beginning. Like many of the one-day Pokesets, this could have benefitted from being made in a less restrictive time frame.​

---​

Then I come to a Shadow set, Houndoom. You know, it's really unfortunate that I'm commenting a Shadow set later than everyone else, because there's so little to critique anymore! The way you improve your sets based on comments is something no other MYMer does, and it really pays off - compare Specter 1.0 to the current Specter, for instance.

I really like the implementation of Flash Fire; it would have been easy to just make it unneededly trappish like with Flareon standing in his flame traps, but instead there's more of an emphasis on setting the foe on fire and getting the Flash Fire from there.

My only real critique is something I want to critique MYM in general with; stop using Stage Builder Blocks for measurement. People are treating it like feet, but in actuality SBBs are roughly the size of Bowser if not bigger. Watch this video and then boot up Brawl yourself. Bowser's Neutral Special with enough range to cover around Battlefield really doesn't fly.​

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I have no clue how to make out Versatile Pokemon Trainer. The mechanic is bizarre, underdetailed, poorly implemented and unworkable. Then again, I have no idea if this is even a serious set. I'm sorry, Katapultar, but I just have no idea what I'm supposed to think about this... idea.​

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The people who called Golem Cairne 2.0 are the same people who called Kel'Thuzad a generic minion character. (no) Too many people are dismissing interesting playstyles for falling into categories like "stage rebuilding" or "traps" or "comboing", or the single worst one to dismiss a playstyle for, "defensive". These categories can very easily be explored and so many playstyles falling into these categories are more original than those that don't.

Now to actually comment on the set! Golem is plenty different from Cairne in my opinion. While Golem has Cairne's stage sinking, he seems to have more of an emphasis on making Neutral Special tunnels and stuff. And Golem has so much depth, and unlike meanie I like what's going on here. Nearly every move is not only a direct attack but a way of interacting with Golem's stage setup. While this might qualify as tacked on effects, I think it allows Golem to be played as deeply as you want to at multiple levels, making him playable casually yet viable in every sense of the word competitively. This is really a quality which should have been in Strangelove. Whee unsmashness.

Maybe the stage reformation isn't the most fitting thing for Golem, but he's quite honestly a rather generic Pokemon and this is the most original theme possible with him. **** good set, MW.​

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*obligatory opening line about Joe Musashi being great for a newcomer set* Your organization is not all that sexy at all. The quotes from the instruction manual are a very nice touch, but the color scheme is not very ninjalike. You also don't use enough size codes - it really doesn't look good when the attack category headers are the exact same size as the move headers. Plus, I suspect that you're trying to use indents for new paragraphs. Indents don't show up on SWF and turn into an ugly single enter for a new paragraph that's difficult to distinguish from the rest of the text. Organization is really more important then people credit it for, as it attracts people to sets and helps to counteract the glazed over eyes I'm getting from all these comments 9_9.

I'm not all that sure about the kunai mechanic either. It's really a standard ammo bank mechanic that doesn't do all that much for Joe's playstyle. Joe's playstyle really is rather nice, very ninja-esque. Maybe not the most original thing ever, but it definitely fits and seems to have some of this flow all the cool kids are talking about.

On a final note, your matchup ratios are really out of whack. Things like 85/15 and 90/10 suggest that the character with the 15 or 10 have virtually no change of success, but you act like the characters with 15 or 10 have a reasonable chance of fighting back. Then again, this is really a problem I have with the matchup ratio system in general. What means 55/45 to one person is 60/40 to another.​

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I love Harbinger's organization. Very sexy and effective, doesn't get in the way at all while being nice to look at. I think a color for the body text like a light orange would have looked nice, but this looks great as it is and I'm mumbling now.

My second favorite of yours after Subaru really. The mechanic is perfectly executed and is very interesting as the crux of his interesting playstyle. My main problem is how you don't really put effort into what you don't deem worthy, most notably the Final Smash but also the stats and infamous aerials/throws. Good job meanie, my comment is really underdetailed nitpicking. MW covered most of why I like Harbinger.​

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And here's Noddy and Bomber. To be brutally honest, it's hard to believe that you've been here since early MYM7, as your sets are still only marginally above newcomer level. First off, your organization is horrible. The font is far too large and the green is too dark - I implore you to use some color codes to make this look nicer. Your writing style is rather infantile and uncertain, and sets a rather poor tone for the set.

Noddy and Bomber are also very underdetailed and thematically off. You mention lag, range and priority on whims, putting them in at random in moves in the wrong places. Also, you make the mistake of measuring in seconds. 4 seconds of rest is really just ridiculous, longer than the ending lag for Rest, and Noddy's rest sounds horribly useless. Four seconds is a ridiculously long time in Smash. Then there's Bomber's 1.2 seconds of startup on Up Smash (longer than Dedede Forward Smash), how you don't tell us at all what's going on in Bomber's Neutral Special, etc. I could go on for a while about this.

Really, Koppakirby, you've improved but there's still a very long way to go. Please check the guides in the OP; if you already have, read them again.​

---​

I can concur that Chucky's knife shouldn't qualify as a prop, but his hammer, choke wire, ball pump, baseball bat and Ziploc bag do. Just wanted to put that out there. Anyway, I like the basic gay stalling technique
it's a throwback to my favorite set of mine (h)
behind the Neutral Special, but I honestly think it's unusable outside of FFAs. 3.5 seconds... is really plenty of time for anyone competent to fully charge a smash attack which would deal much more than 25%. The fact that fire attacks hurt him anyway is rather random too and would screw him over in certain matchups. Then there's the fact that anyone with anything whatsoever to set up would absolutely love it when Chucky uses the move, as well as anyone with a status effect. Oh, and the curse screams of an arbitrary balancing factor which was really very unnecessary and doesn't make much sense on the whole. So that's five reasons why the supposed most important move in the set is really not implemented well... yeesh. There are a lot of those arbitrary timers and balancing factors across the set too.

I DO like Chucky, but I just don't think he works out perfectly as you claim he does. Granted, he does have some other durability tools apart from Neutral Special, but it's the one with the most emphasis... which doesn't work out well for Chucky in the end. If I had to rank Chucky, I'd say he's above Fat Bastard but below Zinger and Stanley.​

Alucard onwards coming whenever I motivate myself to fully catch up. Remind me never to get this behind again. x_x
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
SHUCKLE
Shuckle are well-known for having high defenses, surpassing all other Pokémon in both physical and Special Defense. Because of these high defenses, however, Shuckle's other stats are incredibly low, being either lowest or very near to lowest of all Pokémon
In Brawl Shuckle utilizes this super defensive ability to stall, heal, and hide from her opponents.

Stats
Size- 3
Weight-6
Power-2
Attack Speed- 7
Movement Speed-1
Air Speed-1


At first glance it would seem that Shuckle’s stats suck. And you are probably right, however Shuckle’s main strength aren’t in raw stats as proved in the Pokemon video game. (Besides Defense of course.)


MOVESET


SPECIALS


Down Special- Hide
Upon the press of the down special Shuckle will take .2 seconds to hide inside of his shell by retracting all body parts into his shell. To get out press the Down special once again and Shuckle will pop out in .2 seconds. While inside the shell Shuckle is immune to all knockback and takes ½ damage. Now that would make Shuckle really broken right? Wrong! You see Shuckle is limited to only 3 seconds inside of the shell per Hide as well as only being able to take 30% damage without having to get out. Furthermore your opponent can pick up the Shuckle shell up like a crate or a barrel and will have 3 more seconds to throw Shuckle off the stage resulting in an instant KO. If Shuckle is thrown off the stage then he will need to wait for the 3 seconds to end before emerging from the shell via Down Special.

Up Special- Substitute
When the up special is used on the ground Shuckle will hurt himself for 25% damage and summons a 50 HP PokéDoll substitute doll in front of him in a process that takes 1 second. After the input the doll falls from the sky as fast as Fox dealing 5% damage if it hits any opponent. On the way down if it lands on a platform than it will not go through. This doll is the size of Kirby and will be a barricade for Shuckle. The substitute is unable to be moved through by opponents so ends up being like Wobbuffet from the actual Pokeballs in brawl. Shuckle has no problem going through. The substitute will only be go away from the field if it destroyed. Also you can have as many Substitutes as you want on the field up to 3.
This move however is totally different if used in the air and ends up being Shuckle’s recovery. When used in the air Shuckle will take the usual 25% damage but the substitute does not fall from the top of the screen. Instead Shuckle summons it infront of his body and you will have a 1 second frame to foot stool your Substitute and get a huge 2 Ganondorf height jump. The substitute actually stays on the field if the aerial version is used over the stage. Also, yes you can use this attack to stall.

Neutral Special- Toxic
Upon holding down the neutral special Shuckle will charge toxic very similarly to Squirtle’s water gun. You can release the toxic just like the water gun. However the toxic is heavier and will only go half as far. If you hit an opponent then they will take 5% damage and take no knockback. You can angle this move. However this isn’t the only use of the attack. If you are able to use the attack and hit an opponent they will be poisoned.
When an opponent is poisoned they will take 2% damage every 2 seconds. The opponent will not be able to get rid of the poison until they take 30% damage. They can cancel the effect early if they get hit by water attacks or get into water. If the opponent is hit by another stream of poison they will take a large amount of knockback and 5% damage but the poison effect is not reset.
For every two seconds that you hold this attack you will get one second of toxic blasting. You can in theory be using this attack for over 10 seconds!

Side Special- Power Trick
When you use the side special Shuckle will use Power Trick. When Shuckle uses this attack she flashes white very quickly for .5 seconds. Power Trick is one of Shuckle’s signature moves and allows her to switch his defense and attack stats in the Pokemon game. When used in Brawl Shuckle will take twice as much knockback from physical attacks but will also deal twice as much knockback as normal. If you use this attack again after this effect is used you will revert back to normal.

STANDARDS

Jab- Tentacle Whip
Shuckle will strike forward one stage builder block with a tentacle for 9% damage about as fast as Ganondorf’s jab. This does knockback 3/4 to Ganondorf’s jab. When this attack is held down Shuckle’s tentacles will pulse in and out of her shell holes to cover all around her. Each of these pulses deals set knockback of 2 stage builder blocks and 5% damage. There is pretty average lag at the end of the jabs.
Forward tilt- Gastro Acid
Shuckle spits green goo onto the ground in front of her a very short distance during a .75 second period. If this goo comes into contact with an opponent they will take 3% damage and medium knockback. However this is not the main effect of this attack. No, Shuckle takes a page out of Spadefox’s book and will cause any opponent special mechanic to shutdown for 7.5 seconds.
If this attack misses then the goo will go onto the grounds goo. This goo will stay on the ground for 10 seconds and if you or your opponent steps on it he or she will trip. They also will take 5% damage.


Upward Tilt- Berry, Berry Juice, and Rare Candy
When you use the upward tilt for the first time Shuckle will shine red for one second. This signifies that a berry has began fermentation inside of Shuckles body. After 1 minute the berry will become juice. 1 minute after that the juice hardens and becomes a rare candy.
At any time you may use the Upward Tilt again to use your item. Depending on which item you were able to get to you will heal a certain amount.
If you use a berry you will heal 20%
If you use juice then you will heal 30%
Finally if you heal with a rare candy you heal 50% damage and you will have 3 seconds of invincibility.
However as to make sure that you cannot abuse the healing you can only heal once every 60 seconds. Also if you are hit hard enough by an opponent you will drop either a berry, a can of soda, or a piece of hard candy to represent the different things. After this they will be able to use this item for themselves!

Downward Tilt- Ferment
Shuckle goes inside of his shell for 1 second and shakes dealing 5% to anyone in the vicinity. After this the fermentation time goes down by 7 seconds. This is very useful if you want to use your healing items faster.

SMASHES
Forward Smash- KO Move
Shuckle quickly hides in her shell and will charge up based on how long you hold the attack down. Once you release this attack Shuckle will use an attack very similarly to Squirtle’s forward smash. However Shuckle’s version is much quicker and only does 10% damage on the minimum charge. Also at minimum charge you will be able to KO at 150%. On maximum charge however you will be able to KO at 100% damage and deal up to 17%.
Now this isn’t really that impressive at first glance but you may have forgotten the side special of Shuckle. Power Trick. When you are able to bring your foe to a high enough damage by using status effects and weaker attacks you should switch on your Power Trick ability and try to go for the KO.

Downward Smash- Being a Shuckle
Shuckles are known to be found underneath rocks in order to hide. In brawl Shuckle does something similar. By using the down smash Shuckle will hide under ground and a breakable rock will appear over her body. The strength of the rock will be 10% damage at lowest percent. At highest charge it will be 30% . You can get out of this with another fully charged down smash. Also if you initiate a down smash you cannot stop the charging process. If an opponent is able to break the rock while you are still under it Shuckle will be dazed as if you broke her shield.
Upward Smash- Accupressure
Shuckle concentrates for half a second and then a large needle appears over Shuckle and it falls down upon her head. Depending on the charge it will do more damage. At lowest it does 10% damage to you and anyone you hit. At highest charge you will do 25% damage. This will do high damage to opponents but will only cause yourself to flinch. However hurting yourself is not the only part of the move. If you know about the actual move from Pokemon you would be aware that this attack causes the user to get a significant boost to their stats.
When you hit yourself a slot type wheel will spin over Shuckles head bearing the stats “Attack” “Defense” or “Speed”. By pressing the “B” button you will stop the wheel. Landing on the Attack will raise your damage and knockback output for the rest of you stock by 10%. Defense will decrease damage and knockback from opponents by 10%. However you can only land on Defense 3 times a stock. Speed will increase attack speed and running speed by 10%. The higher the charge the slower the wheel will go allowing for you to more accurately choose your attacks. After using power trick any Defense increases go to Attack and any Attack go to Defense.

AERIALS

Neutral Aerial-Hover
As a rock pokemon you have a tendency to fall very quickly. Utilizing your neutral Aerial will help you however to stall in the air. When holding down your neutral Aerial your tentacles will pop out of the shell and spin very quickly. This will make you hover above making you to fall much slower. Also if you hit an opponent they will get 5% damage and will be pushed away facing the opposite direction.
On another note you can use any other special or aerial out of this move.


Downward Aerial-Drop like a rock.
This move is the exact opposite of the move before. When you enter this move you will get into your shell very similarly to the down special. Then you will do a move very akin to Kirby’s down special allowing yourself to propel downwards at high speeds. Hitting this attack will do 7% damage but pretty large knock back KOing at 120%
There is a down side to using this move. If you miss with this attack you will do 7% damage to yourself. Also when you hit the ground you will be in your shell for 2 seconds so be sure you hit with the attack. You cannot cancel this attack midway.


Backward Aerial-Jet booster
Shuckle sacrifices a bit of her toxic to blast in the direction she is facing by blasting it out in the opposite direction she is looking. Holding this attack down pushes her further along the airways. She moves about as fast as Captain Falcon’s run! This and her forward aerial are special in that if executed in the air and you hit the ground you can continue to use it to move forward. Of course you will still need to use your toxic. Toxic that is used in this attack will not poison foes. Hitting an opponent while rushing forward will do 4% damage and high damage.

Forward Aerial-REVERSE Jet booster
Shuckle sacrifices a bit of her toxic to blast in the opposite direction she is facing by blasting it out in the direction she is looking. Holding this attack down pushes her further along the airways. She moves about as fast as Captain Falcon’s run! This and her forward aerial are special in that if executed in the air and you hit the ground you can continue to use it to move forward. Of course you will still need to use your toxic. Toxic that is used in this attack will not poison foes. Hitting an opponent while rushing backwards will do 4% damage and high damage.
This is basically a copy of the previous move.


Upward Aerial- Bug Bite
Shuckle does a quick bite over her head dealing 3% damage and weak knockback. At low damages this move can be strung a couple times in a row. Finally if the opponent was holding an item of the time the item is destroyed.

GRAB

Grab- Encore
When you use the Grab Shuckle will quickly clap her tentacles together. All enemies that are 2 stage builder blocks in front of him will repeat the last move that they preformed a random time between 3-5. Again this move is a move used for stalling and being annoying.
FINAL SMASH
Final Smash- Shuckle Swarm-
Wow. Shuckle got the final smash… Good job there! When you use this attack Shuckle whistles after putting her tentacle to her mouth. (WHAT) Anyways 5 shuckles will randomly on the stage all having aviator shades. At that point they act like level 9’s for 10 seconds going after the enemy. They each have 50 health.
They then stop what they doing and use their jab for 5 seconds. When they finish they forward smash and spit berry juice at the primary Shuckle healing her up to 150% damage. If the opponent gets in the way of the juice they will be healed instead. They salute and vanish.

Playstyle

OK so you've picked to use Shuckle. Well how am I supposed to win you may ask. Well here's how. Being an annoying SOB. That's right to win you gotta be annoying and play "gay."

To start off the match you are going to something very quickly. And that is to set up your berry fermentation. When that is beginning you can do your other defensive tactics. You can use moves like the your neutral special, down tilt, and up special as ways to occupy your time when the enemy is away from you.

One of your first priorities is to hit the opponent with toxic. In this way they will take constant damage. This move will give your opponent worries while you can get away from them.

Later on you can use moves like down special to avoid most damage and also encore to stop your opponents and let time go by. Also you need to use your up special to block you opponents. It also helps to force them into toxic range.
At this point you need to use moves such as up smash to power yourself up. Using your side special to make yourself super powerful after getting damage upon the opponent will ensure their demise. Use the forward smash and the down aerial to do this.

To recover you want to use your aerials. Specifically the forward, backward, and neutral ones. Also if that doesn’t work use the up special.


see yall in like another 4 MYMs ...
 

MasterWarlord

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

Outside of his headache mechanic, Psyduck doesn’t really seem to have that much playstyle. Yeah, you could argue that the moves powered up by the headache “tie in”, but they don’t really link to anything he’s doing and are entirely unrelated to getting the headache up. Psyduck’s means of racking up damage on his head aren’t as stupidly forced as Ninetales getting her tails grabbed, though it seems to work in reverse to Ninetales – Ninetales is blatantly overpowered due to being able to force it while Psyduck simply has to hope his foe gives him the damage he needs by putting his foe in a position to attack his head or just randomly dashdancing on Hydro Pump water hoping to trip.

It’s an epic mechanic (Though it is a slight parody of Ninetales’), but this concept juts doesn’t seem to practically work and it seems that that’s all that Psyduck’s got going for him. The main problem, though, is that everything that’s not about his headache doesn’t really tie in with the headache or anything else, making the set generally lack enough flow for me to give it a pass.

ALUCARD

Giving a moveset any form of flow with the goal of having them be an all-rounder is exceptionally difficult, though you manage to pull it off to an extent here. . .But not enough to satisfy my thirst for flow from your sets. Alucard’s options as a whole feel disjointed for the most part outside generic spacing fare, keeping foes away from his back, and his usmash/dsmash, which don’t particularly flow into each other in any way. He doesn’t really have much of a. . .Goal. I’d think you’d be trying to go Morton’s route with this and make a character that doesn’t **** people while not getting *****, though the match-ups and the blatant spite throws/anti-invisibility show that this is standard Junahu fare in that regard. I of course also don’t need to tell you about the button combinations, which I hate more then anybody else here I’m pretty sure.

Damn. Pretty insanely negative comment. Guess Warlord’s back, eh? I suppose it’s only fair that this is what you get after the Pokecomments.

Of course, I don’t need to tell you that the organization is your usual epic stuff and better then pretty much anything ever before not named Viola, and that the extras are also an absolute jawdropper (In a good way). SSE Role? STICKERS?!? Goddamn, Junahu. Goddamn.
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Okay, real moveset announcement time... gonna be doing Rainbow Man from Mega Man Unlimited. In fact, it'll be an IMAGE moveset so I can do all kinds of fancy things! Here's a little spoiler.



I'll probably have him up over the weekend... next weekend. Next FOUR DAY WEEKEND. (h)
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
The most unsmash moveset ever concieved

VVV READ THIS BEFORE THE MOVESET VVV

CAPTURE THE FLAG

^^^ READ THIS BEFORE THE MOVESET ^^^

A long time in the future in a galaxy far far away, this mode exists. Probably by Super Smash Brothers 8 or so, as this is a massive 10 vs 10 team battle that can only be played online, as everybody only has a limited field of vision around themselves. Naturally, a high powered console and a superb online server are required for this, so we’re obviously not pretending this is going to be around any time soon. And of course, we’re also assuming this involves MYM characters, so make that Super Smash Brothers 79 for them to get the rights to all of them.

The only playable stages for this mode are absolutely massive to accommodate the amount of people – not even Hyrule Temple and New Pork are valid. The smallest of CTF stages are vaguely similar to Hyrule Temple, but with the lower half having as much ground as the top half and the ground in the middle extending all the way to the blast zones to force players to go through the middle.

As stated earlier, players have limited vision, as the camera would be so zoomed out on some of the larger CTF stages that it’d simply be impossible. There are several different camera zones throughout the stage, and if you walk out of one the camera will show the new zone you move into instead of the old one. No compromising. For a stage like the larger Hyrule Temple we just discussed, there’d be 5 of these camera zones, two to split the lower and upper half of the stage and one in the passage in the middle that players use to transverse the two halves of the stage.

The object of the game is to, of course, capture the flag. The flag starts in a corner in each team’s half of the stage. It can be picked up like an item by either side (So a team can relocate their flag as they see fit), though taking any form of hitstun causes you to drop it. For you to score a point, you have to bring the flag back to your team’s flag. The flag doesn’t magically teleport back into the base after being left idle, so when a defending teammate grabs their own flag they’ll want to hastily bring it back to their base away from the enemy flag. . .Though you can always just throw it off a cliff or eat it with Wario's chomp to make it respawn back at the base. The winner is determined based off who has the most points after a set time limit. If the amount of flag points is equal, it combines the KOs/self destructs of the players as if the game were a standard time match.

. . .But why should you hunker down in any one particular place in the stage with the flag, such as your base? Isn’t there mindgame potential putting the flag in the enemy’s “base”? Well, perhaps if this somehow managed to be implemented into a game with dull characters like Brawl, but this is Super Smash Brothers 79. All of those defensive/set-up/trap MYM characters are around, and they’ll inevitably be setting up a hellish fortress around the flag. The game actually encourages this to boot – at the start of the match there’s a divider in the middle of the map that sticks around for 30 seconds, giving both teams plenty of time to set-up. Furthermore, while team attack is enabled in this mode, traps will still only give beneficial effects to allies/negative ones to enemies as if it were turned off.

While competitive play of this mode generally always feature well balanced teams with a relatively equal amount of characters on offense and defense, what about when you’re just randomly searching for other players and none of your allies are capable of laying traps? Thankfully the stages have various stockpiles of traps you can grab like items then place wherever in the bases. They’re somewhat subpar, but it’s better then nothing and somebody’s gotta guard the flag.

If a player gets KOd, they respawn in their base after a lengthy 30 seconds. While they’re waiting, they can view all the camera zones that at least one of their teammates is in, swapping between them with casual presses of A. Only your damage percentage is displayed with a portrait like normal, whenever another player gets hit their damage percentage flashes briefly above them. Names are not visible before or during the match, but are shown afterwards for you to add people to your friends list and what-not. SSB 79, remember?


SPY


Meet the Spy

The Spy is one of nine classes in Team Fortress 2 (Which you probably know from Gary’s Mod youtube poops), classified under support. He takes great pleasure in his work and generally finds all of the victims he assassinates incompetent fools. While his default attire is rather impractical for his work, it doesn’t matter as he’s always seen wearing a very detailed disguise when among the enemy ranks.

What better place for the Spy to play then in his usual setting? The Spy is a character specialized specifically for Capture the Flag, the only mode where he’s actually playable and there are many players for him to disguise himself as and blend in with. . .


STATS

Traction: 10
Falling Speed: 9.5
Movement: 9
Aerial Movement: 8.5
Jumps: 7
Size: 6.5
Recovery: 6
Weight: 4.5


SPECIALS

DOWN SPECIAL - DISGUISE

A cartoonish cloud enshrouds the Spy for a big fact menu to cover most of the screen, asking him who he wants to disguise himself as. He can choose to disguise himself as any player in the match, this also meaning he’s the only player who immediately knows what characters are playing seeing they aren’t displayed before the game starts. If the Spy disguises himself as a character on the enemy team, he’ll change to their team color to boot. Allies will still know who you are, though, as on their screens (And yours) a hologram of whoever you’re disguised as will be overlapping you. The hologram will be doing whatever the players on the enemy team would be seeing.

In order for the Spy to actually use the attacks of whoever he’s disguised as, he needs to do a double tap of the input he wants the disguise to do. While the attacks of the disguise don’t do damage, they do “fake” damage – the damage looks like it was added to their counter, but nothing actually happens. The knockback on disguise attacks is treated as if the foe was at 0%. Any KO mechanics (Such as typical pummel KOs) that the disguise has will not work either under a disguise, and any traps that the Spy summons through his disguise will just be for decoration. Minions the disguise creates will be treated just like the disguise is – they can still move and attack and such, they’ll just be doing fake damage and set knockback. Various status effects such as sleep/poison only last for half the usual duration or are only half as powerful, depending on what they are. The Spy won’t gain any distance using the recoveries of foes. If the Spy uses any move that would destroy/set-off traps/stage alterations (Cairne’s dair, Alphonse’s uair), it won’t work.

When the Spy uses his own attacks with a disguise on, the disguise won’t be seen actually doing anything. Naturally, this is ill advised, seeing it can blow your cover pretty quickly. However; you can still do stuff when your disguise is in lag from attacks. . .This allows you to give the disguises’ attacks a more believable punch, and using this to attack your allies can make your disguise more believable. Of course, you can always just disguise yourself as one of your own team to mess foes up. Do a long awkward attack with the disguise, then do a fast poke with the actual Spy when they come to “interrupt” you, or grab them through their shield/punish their dodge. This also is good for when you’re finally breaking your cover to get in the vital hit that you need.

A Spy will lose his disguise if he takes 35%. While it’s not that hard to put on a new one, it won’t particularly matter as they’ll know you’re a spy anyway if you re-dress up right in front of them. The stamina of the disguise regenerates by 1% every 2.5 seconds.

The Spy doesn’t automatically slow down to match whoever he’s disguised as, but his walking speed is made identical to the foe’s dashing speed (Assuming he’s faster then them), and walking will appear as if the disguise is dashing. If you barely tilt the control stick at all to just crawl along, you’ll make the disguise walk. If the foe is faster then you, you just simply copy their movement speed entirely. Naturally you don’t want the foe to see Bowser zipping around faster then naturally possible. . .

While this move may reek of Lunge’s awkward ability to copy people with no real explanation, the Spy actually does this in Team Fortress 2 with just as little explanation as he does so here. This isn’t anything new for him.


NEUTRAL SPECIAL - CLOAK

With half a second of lag, the Spy becomes invisible for 12 seconds. Due to everybody having their own screen, you simply appear transparent on your own screen and the screens of allies, but your enemies won’t be able to see you at all. Whenever you use an attack that generates a hitbox, you become visible early if you miss with the attack. Getting hit by the enemy or even coming into contact with them will also make you become visible early. You’re allowed to cloak again when already cloaked, but the new duration of the invisibility will be reduced by a second, and this will keep stacking until you stay visible for at least 7 seconds.

Naturally this is useful for sneaking into the enemy base, but when you go to pick up the flag it won’t magically become invisible with you. There’ll be a flag walking away by itself into the distance, and all the people setting up over 9000 traps in the base will be sure to stop you. You’ll want to pose as one of the people in the base before you attempt this, but even then, the people you want to pose as are already in the base. . .You can’t just come in as somebody who’s already there, unless you have the luxury of there being duplicates of the same character, but even then both of them will probably always be in the base anyway. So what do you do exactly. . .?


UP SPECIAL - TELEPORTER

The spy sets up a teleporter with 1.6 seconds of lag. Yes, it’s a run of the mill portal recovery. Once you have two teleporters, if you step into one you’ll laglessly be teleported to the other one and trying to make a third will destroy the first one. Both of your teleporters explode upon being teleported through, so they’re one time use. Teleporters have a paltry 15 stamina. No, this isn’t random, though this is supposed to be an ability of the Engineer. . .

What’s the relevance of this move? Getting an ally into the enemy base? Pfft. Only one person will get in with you, and you generally need an organized raid to successfully capture the flag. Going just one at a time is more likely then not suicide (Unless you’re a Spy, of course). You want to immediately go back into the enemy base once you respawn? Forget it, the moment you die all your teleporters vanish. Use a teleporter to take their flag then get right back to yours? That’d be great, but you can’t take flags through teleporters (Or any other portal recoveries).

When you use a teleporter when invisible, the teleporter will also be invisible. . .What you want to do is to teleport one of the people setting up in the enemy base deep into your base. If you make a teleporter in your base right at the start, your allies setting up will be sure to build some of their traps around it to screw the guy over. Even if they do get out of the mess of traps alive, what’s important is the fact that you’ve finally gotten them away from the base and can now steal their identity. The other people setting up won’t be able to tell the difference, assuming you’re a decent actor.


SIDE SPECIAL - BACKSTAB

In an exceptionally laggy attack with warlock punch level lag, the Spy does an over dramatic stab with his knife. If you hit the foe’s front, congrats, you used an attack with warlock punch lag that only has the power of a jab. If you hit them from the back, though, the move deals an impressive 20% and hitstun double that of Zamus’ dsmash that increases with the foe’s damage rather then the standard set stun of said dsmash. Backstabbing a foe in stun from a knife will flinch them and free them from their stun early, so no you can’t infinite them.

Assuming you’re invisible it’s fairly easy to hit with this on somebody who’s not moving – namely the people who are setting up in the enemy base. However; when foes are hit with this attack they let out a unique exceptionally pained scream – the other people in the base will obviously know they’ve got a spy on hand and your cover will be blown. You really telling me you went through all that effort for 20% and to disrupt their setting up for a few seconds. . .? Besides, the people setting-up are still moving around more likely then not to set up their traps in different locations around the base, so there’s the possibility of you missing which nearly guarantees death. You have to wait for them to do something laggy. . .Except you don’t have that kind of time as your cloak will expire sooner or later. Yeah, you can just renew it, but you’ll want a good bit of invisibility left after you backstab the foe.


GRAB GAME

GRAB – CHOKE-HOLD

The Spy has Snake’s grab, meaning it’s genuinely average. Of course, when invisible, getting in grabs couldn’t be easier. More importantly, when you grab someone while invisible, they’ll just look like they’re idle and unresponsive on all enemy screens rather then going into their grabbed animation. Furthermore, if the victim was backstabbed they’ll have to go through all the stun from the backstab before the timer on the grab starts going down/they’re allowed to button mash out.

PUMMEL – MUFFLE

The Spy moves his hand up in front of the victim’s mouth rather then having it around their neck. This makes the grab 1.2X easier to escape, but this allows the Spy to muffle the scream from backstabbing the foe, and afterwards you can just use the lagless pummel again to make the grab harder to escape.

FORWARD/BACK/UP THROW – DRAG

These “throws” are more like pummels in that they don’t release the foe from the grab. They allow you to drag the foe forward/backward with you, and to all enemies it’ll just look like they’re walking along normally if you’re invisible. If the foe isn’t in hitstun from a backstab, though, they’ll move slower then they would otherwise due to you forcing them along, though, which you obviously don’t want. Inputting a “Uthrow” has the Spy hop up with the enemy, making them look like they’re doing their normal first jump if the Spy is invisible.

So have we made our intentions clear yet? We’re going to make a teleporter in our base and disguise ourselves as somebody who would far more likely then not be setting up in the enemy base. When the initial 30 seconds of set-up time are over, we’re going to go right outside the enemy base while invisible, set up a teleporter just outside the camera zone the flag is in, renew our invisibility, then go into said enemy base. We’re now going to backstab, grab, and muffle the person we’re disguised as, then drag them outside to the teleporter to send them to our base. We’re now free to come back into the enemy base and steal the victim’s identity. . .


DOWN THROW – DISGUISE ENEMY

The menu that comes up when you want to disguise yourself appears, but now you’re disguising the foe rather then yourself. All the usual properties apply, but the foe loses access to their moveset and gains that of the foe’s fully without a gimped version like the Spy gets. Your allies can of course still see through the disguise. Naturally you’ll want to disguise the foe as somebody on your team. . .But their disguise will still come off with 35 damage, so they won’t get beaten on too badly. . .However, if you hold down on the control stick you’ll stay in the grab and not perform the throw, and the longer you hold it the more stamina the disguise will have. If the foe is backstabbed, you can get on a decent chunk of stamina on the foe’s disguise before they get out, it going up at a rate of 1 every .1 seconds. You cannot disguise your allies, so forget about simply changing their characters whenever you feel like it.

There’s all sorts of strategies you can come up with here, though a particularly nice one is to disguise the foe as yourself. Foes disguised as Spies can’t use disguises and can only go invisible for 4 seconds max, severely limiting their ability to do anything at all. True, no good Spy is ever seen without a disguise, but if you’re disguised as one of the more offensive characters on the enemy team and are seen pursuing the victim disguised as the Spy they’ll probably believe that you successfully knocked off his disguise and will more likely then not assist. This is more a tool to use on somebody about to go to the middle while you’re on your way to the enemy base, as the disguise on the enemy won’t be particularly convincing when none of the traps in the base go off on them. Even if they do go there to prove their innocence, they’ll just be doing so to the people in the base, not the people attacking. While they’re doing that, you can go join the people in the raid on your own base disguised as the person you disguised and get in some “accidental” hits on your “allies” when they least suspect it.


STANDARDS

FORWARD TILT - SLASH

The Spy does a quick slash with his knife with good range, dealing 5% and weak set knockback. However; this move has an auto release charge which you can use to power it up. If you input an attack for your disguise, you’ll automatically release the charge at the same time as the hitbox for the disguise’s attack comes out, and any extra power you acquired the Spy will hold back so the knockback of his knife does the same amount of knockback as the attack is supposed to do. This is how you make your attacks look like they actually have the knockback they’re supposed to have, assuming the foe’s not at 0%. The maximum knockback you can reach will send the foe into the magnifying glass on the blast zone, but never KOs. Exactly how long it takes to charge that much varies based off how far you’re away from the blast zone. You can move and use your first jump during the charging of this attack, which is good seeing it takes a while to charge. If you perfectly synch the knockback of the knife with what the attack is supposed to have, then 5% of the “fake” damage of the disguise’s attack will be real rather then being added on in addition.

NEUTRAL ATTACK – THROWING KNIVES

The Spy throws his knife forwards (Though you can angle it in any direction) the distance of Final Destination at the speed of Sheik’s needles, and the move is near lagless. The Knife sadly only deals 1% and weak knockback, though, so there’s little point, sadly.

The move can be charged in an identical fashion to the ftilt and will be automatically released if you fire a projectile and your knockback is identical to it, and the Spy will hold back the power if it gets too high. Furthermore, if used in combination with a disguise’s projectile the throwing knife will slow down to go at the same rate as the other projectile. This allows the Spy to pose as an enemy camper.


UP TILT – DECOY FLAG

The Spy takes out a fake flag with .4 seconds of lag, stabbing it upwards very slightly as he does so for it to be a very weak hitbox. By default, it will be the enemy team’s color, though if you press B during the start lag he’ll take out one of your team’s color instead. The Spy can only have one fake flag out at a time. The only way to destroy fake flags is to take them back to your own flag, so you can’t just poke them to test if they’re real or not.

It’s far from difficult to come up with uses for this move. Once your allies come in and take the flag, quickly plant a fake flag in the real flag’s place and go about your normal “duties” as one of the set-up characters as if nothing happened. You can also come from the enemy base disguised as one of your allies towards the people raiding your base, then just run from them like a pansy to get them to chase you around forever with no intention of getting the flag anywhere, wasting their time. If your flag is about to be captured, pose as one of the members of the raiding party and take away your team’s flag to lure the enemy team away so they stick with you to “protect” you. Of course, this is suicide, but if it gives your allies enough time to respawn/set up more traps it’s well worth it.

Perhaps you could pretend you’re a noob Spy (Of which there are plenty seeing the Spy has such a steep learning curve) and keep placing fake flags right in the middle of the map? After they get the message that you’re just wasting your fake flags and haven’t the faintest clue of what you’re doing, switch the flags on them. Place the real flag in a horribly stupid location that would no doubt be a fake flag. Just don’t place it –too- close to the enemy base, or the enemy team won’t be that obligated to check if it’s real. This strategy also generally requires you to not do anything else particularly smart, but if you intentionally act stupid to act like a noob they’ll eventually start ignoring your fake flags, giving you the perfect chance to place the real flag in the middle of nowhere. Of course, this requires the cooperation of your allies, as they might think you really are a noob and just bring the flag back to the base. The mindgame potential of this single move is ridiculous, much less Spy’s as a whole.

If you already have a fake flag out, this becomes a vertical clone of the ftilt.


DOWN TILT - SAPPER

The Spy takes out a sapper (One of his actual weapons in Team Fortress 2) and plops it down with half a second of lag. It doesn’t do anything whatsoever to the standard Brawl character, but that’s not what the sapper saps – it saps stamina/power from all traps within a Battlefield Platform’s radius of it at a rate of 2% per second, though it never completely destroys the traps (Which is good – it doesn’t reveal your presence and traps that don’t do anything just waste space). Even if the traps are invulnerable, the sapper still saps their power. Sappers last 30 seconds, but have a pitiful 10 stamina. Multiple sappers being in the vicinity of a single trap while not sap their stamina/power more quickly.

The problem is that you can’t make Sappers invisible like Teleporters, though they do stay invisible for 2 seconds. . .2 essential seconds. Traps can be placed over top of Sappers, so you can use your disguise to place a (useless) trap to cover up the Sapper. Seeing you have to constantly be placing fake traps all the time when in the enemy base anyway to convince the others that you truly are whoever you’re disguised as, this gives you an actual motive to do so.


DASHING ATTACK - ESCAPE

The Spy laglessly places down an invisible teleporter, destroying any teleporters he had up in the process. The Spy keeps dashing as long as you hold A. Upon release, the Spy makes another teleporter which teleports him back to the first one, destroying them both.

As the name would imply, this is useful for escaping. When the enemy has found you out, run AWAY from your base deeper into theirs. Get them to chase after you, then teleport back to where you initiated the dash attack to make a large amount of distance between you and the foe to easily escape.


SMASHES

DOWN SMASH – HOLDING IT IN

At a glance, this is one of those run of the mill smashes that gives you superarmor. Nothing special here, the superarmor lasts for 3X long as you charge. Considering that the Spy is far from heavily muscled, though, he’s not fighting through the pain, he’s just holding it in briefly. One second after the superarmor expires, the Spy takes the hitstun he would’ve normally (Though none of the knockback).

The practical use of this is in making your disguise more believable. Once you’ve assumed the identity of somebody setting up in the enemy base, if you’re constantly avoiding their traps which supposedly don’t hurt you they’ll know something’s up. You’ll want to use this to walk over their traps to make them buy your disguise. Any damage you take while in this superarmor won’t damage the disguise’s stamina, and when you take the hitstun at the end the disguise won’t be seen suffering any stun, just standing in place briefly.


FORWARD SMASH – TIME BOMB

The Spy takes out a time bomb over .3 seconds, then places it on the ground. It takes an incredibly long time to blow up, 2 and a half minutes to 2 minutes based off the charge, and there’s no humanly possible way that it’s going to be around that long, seeing ANY attack destroys it. . .However; any attack that deals more then 5% causes it to blow up. If the character has no attacks that deal 5% or less, their weakest attack won’t blow it up. You and your allies can’t make the bomb blow up. When the bomb blows up, all foes in that camera zone will take 20% and be stunned for 10 seconds. . .That’s roughly 500 years in Smash Bros time, more then enough time to take their flag. There can only be one Time Bomb per Spy.

Still, they have more then enough time to be careful in disarming the time bomb. . .What’s the point? Well, the bomb can be hidden under other traps just like sappers, and just like sappers time bombs are invisible for the first 2 seconds of their existence. If you’re capable of keeping up your identity for a long time you can make it go off, but when the person you’re posing as respawns the gig will probably be up. Yeah, you can go steal somebody else’s identity before they get back to the base, but when the person respawns they’ll still know to check that person’s traps. Of course, this isn’t entirely bad, as this means they’ll be destroying that person’s traps in addition to your fake traps. Furthermore they’ll have to take their time doing it if they don’t want to set off the bomb, as the bomb can still be detonated from attacks on the trap that’s covering it up. While the foe finding the bomb will be bad as it absolutely confirms you’re among them, if you stole somebody else’s identity before this they should be fairly clueless as to who it is and will start “spy-checking” everybody by dealing 35%. This wastes their time and makes them damage each other, very nice indeed.

Needless to say, this is all made that much simpler if the characters on defense don’t have natural traps of their own and are just using the standard traps from the base’s stockpile, as then when you’re posing as them it doesn’t matter who you copy – all the traps will look the same, so the foes will have to dig through every last single trap until they find yours. The Spy doesn’t care if there aren’t any characters setting “real” traps, if anything he prefers it.

. . .Yeah, okay, I see that the bomb can be used as a way to cause all the more confusion and panic, Warlord, but it still doesn’t sound like there’s much way to actually get the bomb to explode. Is this just another bomb threat like Strangelove? Nay, if you mindgame enough, there are still ways of actually making the bomb stick around enough to work its’ magic. Let’s take an example. . .

Okay, you posed as somebody and hid a time bomb under one of their traps. You took somebody else’s identity once the first person was about to come back, and now the other people setting up realize that there’s a spy among them. . .Make it obvious that you’re the spy. Constantly use dsmash and go over traps to “prove that you’re not the Spy” due to “not being hurt” by their traps. Make sure that one of those traps is the one of your fake ones that you hid the bomb under. . .When they inevitably figure out it’s you, they probably won’t think that you’d of “proven” that you’re immune to fake traps. . .

And of course, if you really want to gamble, you can place a time bomb where one of the enemies is about to lay a trap so they cover it up. You have to lay the bomb before they start laying their trap, though, so this requires keen prediction, but if you pull it off it’s the perfect cover for the bomb. If you fail, though, you’ve just blown your entire cover and have to start from scratch if not worse, considering they now know there’s a Spy on the enemy team.

How much time before the bomb explodes is shown at all times right next to it. The timer is always visible to you and allies, but if it’s being hidden by a trap or during it’s first 2 seconds of invisibility it won’t show up to the enemy. How much time before the bomb goes off is also shown in the corner of the Spy’s screen, so he knows when it’s safe to go back in when he makes a run for it.


UP SMASH – INVISIBLE SPRAY

You know those various stereotypical cans of spray stereotypical Spys stereotypically use in stereotypical Spy movies to stereotypically reveal stereotypical invisible lasers? This spray can isn’t as stereotypically stereotypical, as instead of making things visible it makes things INvisible.

The charging of this is the actual move as a target appears on your screen, the Spy spraying the spray wherever you point it. If you spray all of the contents of the can so that it’s touching, you can cover a box shape that’s half a Battlefield Platform tall and wide. The spray lasts for a very long 60 seconds and nothing can get rid of it, but if the Spy sprays more then the last spray will vanish.

Anything that was in/comes into the area the invisible spray is will be invisible (Traps as well as characters) to the enemy team so long as they stay in the area the spray effects. The Spy and his allies can see stuff inside the spray, and the spray itself is also visible to them as a transparent cartoonish dust cloud.

How to use the Invisible Spray? I believe the correct question to ask would be how NOT to use the Invisible Spray. Spray an out of the way area and use it to hide your sappers and/or time bombs in. That alone is useful, but if the foe walks into the invisible spray you can come out of the same area disguised as them and act like YOU’RE the one who discovered the invisible spray. If you go over there to “disarm” any sappers/time bombs after that, the foe will be considerably more likely to believe you and possibly believe that the threat is taken care of until they realize that the other person isn’t a spy.

Perhaps you could spray the contents of your can on the flag and then take out a fake flag? The foe won’t know which one you run away with due to you having obscured the flag. Granted, the enemy is doubtful to just assume you stole a fake flag and will undoubtedly chase after you. . .But what if you DID steal the fake flag? It can be an excellent way of getting all those defensive set-up characters in the base off their asses and to lure them out of the base so your allies can take the real flag.

Other nice places to use Invisible Spray include at the entrance of a Camera Zone or at the foe’s respawn point, so when they come in it looks like they popped out of nowhere as if they were Spies. If they start getting used to it, all the better! That means YOU can pop out of the Invisible Spray in disguise and they won’t suspect a thing. No matter where you place the Invisible Spray, going back to the area you sprayed to recharge your Cloak is also always an option.


AERIALS

NEUTRAL AERIAL – COATTAILS IN THE WIND

The Spy extends out his limbs as he faces downwards, then his coattails blow up in the wind, slowing his fall speed to a mere 1/10. You can cancel out of this by pressing shield. Pressing B will make your fall speed the same as the character you’re disguised as, the Spy holding back once again. You’ll have to get used to doing this whenever you jump in enemy territory, though considering you can come in and out of it so fast it’s less of a hassle then one would think. If it really bothers you, pressing B 7 times in the air while disguised will make you always fall in this manner when you’re disguised (Plenty of time to set this during the initial 30 set-up seconds). This of course also functions as a decent recovery.

If you press A again, then the Spy will let loose his coat, it falling down at the same speed the Spy was going. If you press A again immediately, it’s possible to make it go down at the Spy’s fast falling speed for when you want it to hit the ground quicker. If the Coat lands on top a trap, it won’t set it off and you can walk over the coat without activating the trap. Yeah, the coat would be a dead give-away that you’re there, but if you’re invisible when you drop the coat it’ll stay invisible. If there’s a trap that you’ll be walking over a lot with dsmash, save yourself the time and damage by just laying out your coat over it like the gentleman you are. The Spy only gets one coat, though, and he has to input dtilt next to his coat to go pick it up in order to be able to use nair again. Furthermore, he loses 10% of his weight without his coat.

If the Spy uses his nair without a coat, he makes his coat visible if it’s invisible. How is this relevant? Well, the Spy can also drop his coat on top of an enemy. If it’s invisible and the foe is smaller then the Spy, then the coat will completely envelop them, making them invisible until someone else knocks the coat off of them. Considering that they vanished for no reason, the foe very well might think that they're the spy, though this of course alerts them that a Spy is indeed there. This is best used to cause confusion when the foe is already aware of your presence. If the foe with the coat on wants to become visible, he’ll have to attract the attention of the others by attacking them so they attack him to cause all the more havoc.

If the coat is visible the foe will have to take it off with a full second of lag before they can do anything the moment they touch the ground. If you land it you essentially gain the ability to make them take an unavoidable second of hitstun whenever you please. . .Yeah, it reveals that you’re among them, but the Spy can also use this on himself for all the more mindgame potential. This can be an exceptionally useful move if you have one of the foes disguised as a Spy (If you disguise the foe as yourself without a coat they won’t have one either), as even after the foe gets the disguise off you’ll look among the least suspicious due to having been “victimized”.


FORWARD AERIAL – SURPRISE BOOT

The Spy reaches out to perform a short ranged but very fast aerial grab. This can be angled downwards towards the ground to grab foes on the ground, so it also functions fine as an extension of your ground game. Once the Spy performs the grab, he’ll hold onto the victim’s heels and get dragged along with them wherever they go, taking 2% for every SBB they drag him as he bumps into stuff. Upon a second press of A, the Spy does an acrobatic swing to get his lower body up above the foe while still holding on to their heels with his hands, then stomps down on the foe to deal 10% pitfall them. The obvious use of this attack is to use it when invisible and let yourself get dragged along with a foe going on the offensive, then to pitfall them when they least suspect it for your allies to punish them.

If you press B instead of A, the Spy does a stronger laggier stomp that deals 14% and pitfalls the foe. This pitfall is unique in that it makes the foe sink into the ground, not visible. This move also makes you become visible if you hit with it. . .Bad, right? Not so much. If you’re disguised as the foe you’re stomping underground, then it’ll essentially look like you took their place assuming you were invisible. Once they pop up from being pitfalled, THEY will be the one who look like they’ve come out of nowhere. Granted, this immediately alerts everyone that there’s a spy afoot, but nearly guarantees that the others will go gang bang the victim instead of you and gains you 100% trust of the others that your disguise is legit while the victim is pitfalled.


BACK AERIAL – HUMAN LINK

The Spy reaches out with his legs behind himself for a grab slightly laggier then his fair, but with a good deal better range. Upon grabbing onto the foe with his legs, the Spy will start rapidly swinging around the foe as he holds onto them with his legs. No, his body isn’t a hitbox – he’s trying to grab another foe with his arms. If he successfully grabs a second foe, then he acts as a human chain link that prevents the two grabbed characters from going further away from each other then the Spy is tall. If the Spy is invisible, this can cause some severe eyebrow raising. The Spy can come out of this at any time, though if foes smack the Spy for 30 damage he’ll be forced to come out of it early. This can be useful to prevent two defending foes from going to pursue an ally that stole their flag or to prevent two enemies with your flag from getting away from a pursuing ally. Binding the foe to your ally can also prove quite useful, depending on who you link them to. Just be prepared to take some damage out of the ordeal. . .

UP AERIAL – KNIFE SPIN

The Spy swings his knife around himself to recover in a similar fashion to Link with similar damage/knockback. Unlike Link’s horrible recovery, though, this doesn’t put the Spy into helpless, and he can immediately cancel out of a uair into another to avoid the end lag (The starting lag is non-existent). While this is an infinite recovery, the Spy has to recover in the same fashion as the person he’s disguised as if he wants to be believable. If he has a disguise on and is performing the recovery with it (Remember, they don’t give the Spy any ground, they’re just for show), then the game will stop you from using uair when you’ve recovered as far as the victim can.

The catch to having an infinite recovery is that as he’s spinning around, various gadgets and doodads and such fly out of his suit due to him spinning around, decreasing his weight by 4%. Considering he’s only a 4.5 in weight and that he’ll have to use this a good few times to get anywhere, this makes him go off the blast zone pretty d
amn fast. Even beyond actually recovering, it’ll be pretty obvious when Bowser gets knocked back 3 Battlefield Platforms from a simple poke, making “Spy-checking” much easier for your foe. Yes, you can still use this to stall forever, but the use of that is rather limited in Capture the Flag.

DOWN AERIAL – STOMP

A fairly elementary looking attack at a glance, the animation rips off Ganon’s dair entirely much like many MYM dairs. Rather then a spike, this move simply deals an elementary 8% and weak set downward knockback with all the lag of Ganon’s dair (Don’t worry, Ganon’s dair is one of his fastest moves. . .Though that’s still not saying much).

This can still gimp though, as this move has awkwardly high priority. If it out-prioritizes an Up Special or any other means of recovery, then it won’t interrupt the recovery, but the foe won’t gain any more distance for the remainder of the recovery, just suffering the lag of the animation for no benefit.

Aside from being perhaps the Spy’s best way to score KOs (Which isn’t his job), this can potentially make other enemies think that your victim is a Spy. . .When Spies use a disguise’s recovery, they don’t gain any ground, remember? Sure, a good Spy will properly act out the recovery by going the appropriate distance with uair, so this might be poor for making the foe think that the victim is a good Spy. . .But what about feigning that the victim is a noob Spy? If you’re going with the strategy of faking noobism by wasting your fake flags by placing them in the middle of nowhere, then they’ll buy into thinking that the foe is a Spy with little question.


FINAL SMASH – MASS DISGUISE


A massive cartoonish dust cloud covers ever camera zone, and you’re given 3 seconds to choose a character on the enemy team for all foes to take the disguise of. Outside of forcing all your foes to be Ganondorf, this makes it mind numbingly easy to blend in with them. The usual rules to get out of the disguise apply here, take 35 damage to get the disguise off.


PLAYSTYLE

At the start of the match, set your nair to match your disguse’s falling speed if you wish and set up a teleporter, then just go help your allies set up the generic stockpile traps while you wait for the gate to open. The Spy doesn’t have much use for the 30 seconds of set-up, but if you can get an ally to cooperate and come with you in front of the gate blocking you off from the enemy (You and the other raiding characters will be going there at the end anyway), disguising yourself as an allied raider might not be a bad idea. If the enemy team thinks there’s two of a certain character right off the bat, posing as them won’t be that difficult, and it’s not like the defensive characters in the base will see you as this character anyway. Still, it might not be a good idea seeing the offensive characters will still be weirded out when they see you as someone else in their base upon respawn, so this isn’t always a good idea.

When the gates open, ignore the battle between the two raiding parties in the middle and advance straight to the enemy base. Get to the Camera Zone outside the enemy base, then set up your second teleporter. Upon getting inside, you’ll want to steal somebody’s identity by backstabbing them, grabbing them, muffling their scream, dragging them into the teleporter outside, then coming back disguised as them. Wait in some out of the way Invisible Spray for the opportune moment to backstab them, possibly placing a Time Bomb under an enemy trap in addition.

After stealing the person’s identity, what you have to do to successfully act as the person will depend on who they are, which will be detailed thoroughly in the match-up section. Just make sure that as you’re setting up the fake traps that you’re doing more then just wasting their space by placing Sappers inside of them and using dsmash/nair to walk over the traps rather then jumping over them.

When you feel that the person you’ve stolen the identity of has been gone too long, use your invisible spray on the entrance or the respawn point based on whether you think they could muscle their way back through the traps of your allies or not, or simply steal another person’s identity so that when the first victim comes back he won’t immediately point you out to the others. Needless to say it’s near impossible to hide the fact there’s a Spy when you go for your second victim, so this would perhaps be a good time to just drag a second person down with you instead of preserving your identity. Use a move like fair, dair, or nair to make the foe put the blame on the other guy before you. If both of the people you’ve been trying to pose as are around, constantly go through the invisible spray and switch between them, then when somebody else goes through the invisible spray use dthrow to disguise them as the other victim. It means they’ll have to start their 35% over to successfully Spy-Check, and with three of the same character running around it means there’s a 66% chance they’ll target somebody else before you even if you don’t do anything to “prove your innocence”. In a hectic state like this, acting should be a secondary concern to constantly throwing people off so that they can’t gather who’s the spy and who’s clean. Don’t worry about the dthrow getting interrupted in a “FFA setting”, it’s instantaneous assuming you can select who you want to disguise the foe as fast enough. Even if your disguise comes off, you can potentially run back into the invisible spray and just re-disguise again. Hell, for all they know, you might’ve disguised them as yourself anyway. Indeed, this would be a particularly nice scenario to disguise the foe as yourself.

If your identity has become too obvious, then it’s not particularly hard to get away anyway. Just use your dash attack to lure the foe away and get out with them too far to chase you, or use your invisibility to force them to throw out attacks at random if they want to have any hope of stopping you. You’ll be back to haunt them soon enough. . .While this might sound like a nightmare for the Spy’s enemies, they don’t exactly have to guess right that many times to figure out who the Spy is successfully considering how ridiculously frail he is.

. . .The above was a run-through of a typical game playing the Spy, but he’s much more complicated then that, as you’ve gathered. His moveset really is a massive playground for mindgames that offer up all sorts of wonky strategies. Several strategies we’ve gone into significant detail with during the main moveset that aren’t listed here – these are very much viable strategies, the above simply showed a common game of playing Spy, and they can be mixed into the main strategy up there relatively seamlessly. I could go on listing the same strategies I’ve already told you, but you want to be finished reading this d
amn moveset some time today, yes? While some of these strategies aren’t as ideal, the fact that they aren’t means they’re less expected and mixing in as many different kinds of mindscrewing as possible is generally preferred when playing the Spy so they never catch on to just who you are. Perhaps you can find some strategies I couldn’t catch in this gigantic mindgame playground? Wouldn’t surprise me a bit.

Looking at how few genuine attacks the Spy has, one might think that he’s a defensive character, but it’s quite the opposite. The Spy is an anti-defensive character as he leaves foe’s bases in absolute wreckage and turns the defending players of the enemy team against each other. Considering he spends more time in the enemy’s base then anywhere else, by some definitions he could be considered the most offensive character in Capture the Flag.

But no. The Spy isn’t truly offensive, though he definitely leans that way far more then defensive. . .Nay, the Spy can be best classified as support, the same category he’s classified under in Team Fortress 2. The Spy can’t score any KOs directly, he just assists his allies in getting KOs by bringing foes through portals and dropping them into his team’s traps, occasionally posing as one of the enemy team on the raid and using his fair/bair to help disable foes for his allies, and most commonly by making his enemies KO each other. . .While the Spy won’t get direct credit for these KOs, he’ll contribute to the cause of more deaths then anybody scores kills on their own. Of course, the Spy’s main use is to leave the enemy base in an absolute wreck for his team to take advantage of the mess before the enemy team can clean it up and take the flag. A particularly dastardly Spy might be able to take the flag himself, but this is near impossible. The Spy is very much a team player.


MATCH-UPS

Rather then simply going on for 500 more years about the match-ups, these “match-ups” don’t list any obligatory ratios and only focus on the Spy’s enemies, not even bothering to list who he’s fighting alongside. The write-ups for the “match-ups” focus on how the Spy deals with the enemy party, and generally tend to focus on the defensive side due to that being the side the Spy’s going to spend most of his time with.

VS. SUBARU, ARBOK, ABRA, ALUCARD, GLUTTONY, CAIRNE, GOLEM, LEMMY, ALPHONSE, LUCY

This is a well balanced Capture the Flag team in number, but its' strength is without a doubt in its’ defense. The first five characters listed are the raiders while the last five are the ones defending. While Cairne is perfectly capable of going on offense, he won’t have time to set up slopes in already well established enemy bases and thus is playing at his peak on defense. He won’t be helping set up much seeing Golem will be doing most of the work, but with the full slope he’s a deadly force in combination with Golem, making reaching the top of the slope near impossible. In addition to making a nice steep slope, Golem will make a massive underground labyrinth and undoubtedly hide the flag at the very end of it. Naturally he’ll also make the entrance to the underground at the top of the slope, forcing the raiding party to go through like rats in a maze to get to the flag and have to deal with Golem Rollouting behind them all the while. . .Not that they’ll even be able to reach the goddamn flag, because Lucy will be there blocking the way with her vectors. Of course, she’ll be entirely walled off too, and even if you do somehow get to her she’ll have a root vector preventing you from budging her anywhere. . .And this is entirely ignoring the presence of Alphonse and Lemmy. Al’s portal recovery is particularly nasty, as once you get to the flag he’ll just teleport you back to the start of the base.

Are you still doubting that defensive/trap characters are used that often in Capture the Flag? They completely dominate the game, if anything. It’s not uncommon to see an entire team filled to the brim with defensive characters that just plan to win through KOs. . .Spies are the main thing preventing the entire game from being a massive stall fest, outside the occasional 10 man offensive team.

So who do you pose as. . .? While Gluttony is considered a member of the raid, he has to set-up his ammo bank hunger mechanic. While he’ll get to 100% hunger during the 30 seconds of set-up and contribute a long lasting drool puddle to boot, it’s not uncommon for him to come back to the base when his hunger is low to get it back up again and whenever he dies he’ll be sitting in the base getting his hunger back up upon respawning. Because of Gluttony’s natural leaving of the base and how he spends more time gone, he’s quite possibly the best person here to disguise yourself as. Considering the fact that he won’t feel the need to contribute the elementary stock traps of the base to Golem and Lucy’s labyrinth, though, he won’t be sticking around for long. While it’s very easy to act as Gluttony convincingly, you should pose as him when he’s going to respawn to cause more chaos and confusion when you’ve already posed as somebody else. You can hide –one- Time Bomb/Sapper in the fake drool puddle while still playing the role perfectly, but that’s it.

Cairne is in a similar boat with Gluttony, as he’s the only one who has the reason to ever actually leave the base out of the 5 who are supposed to constantly be on defense. While his movement speed is slow and he can’t set-up, he can abuse his dsmash to go in and get the flag, and his reincarnation means he can go on suicide runs with the raid with little problem then just wait in the base while his reincarnation timer ticks down. Should there be no enemies attacking, it’s fairly believable for Cairne to just randomly leave to go out on the attack. Once you’ve stolen his identity, it’s believable to just be setting up the generic stockpile traps seeing he has nothing else to do if no enemies are there, which means you can hide as many sappers and a time bomb with little problem while acting as Cairne. Another benefit of acting as Cairne is that when it’s time for the inevitable spy check, you can use your dsmash and Cairne’s dsmash at the same time to not take damage to your disguise and still be playing the part. The only real problem with posing as Cairne is that he’ll get back more quickly then you’d like, as he can use his dsmash to go through the traps of your allies with ease or even just go on a suicide run to reincarnate as soon as possible if he really wants to alert his team there’s a spy ASAP.

Lemmy is probably the best target, considering he’s the most stereotypical trap character of the bunch and will be fairly helpless when you teleport him to your base into the allied traps. Lemmy of course provides you with plenty of traps to hide stuff in, and you don’t have to constantly run back to the stockpile to get more traps when playing his role. Alphonse is essentially identical. . .But there’s a big catch, as Alphonse can instantly prove his innocence by actually activating the countless transmutation circles while you can do no so thing. Yeah, playing him works just as well as playing Lemmy. . .Until he gets back, in which case you’re in for hell. Furthermore, if Al manages to get out of the traps of your allies for the shortest bit of time, he can use Up Special to instantly appear back in the base. If you want to role play as Alphonse, expect immediate chaos. If you remember the last circle he created, you can use invisible spray over it so when he teleports back he shows up out of nowhere, but that’s about it. Al should never be the first person you steal the identity of, but using him later on is an option.

Lucy is nearly impossible to counter without a Spy or a teleporting character in Capture the Flag. Thankfully Lucy’s Vectors can be sapped, reducing the duration she can have them out for before they retract. If you want to steal her identity, good luck. You’ll need it. If you keep setting traps outside where she’s held up with the flag, waiting for whenever the vectors come down, it’s possible to get to her, and considering nobody else should be way down there underground it’s pretty easy to make a teleporter and poke her into it. . .Again, if you can get to her, which is nigh impossible. If you manage to steal her identity, though, you can royally screw over the defense by locking all of the enemy defenders in place with her invisible walls. High risk high reward here. If you want to get her role, she should be the second person you target. Lemmy’s probably the best person to role play as underground with her, as he’s the only one you can really stay down with her convincingly as seeing Cairne would have to keep going up to the stockpile and would have no reason to keep putting traps all the way at the bottom of Golem’s labyrinth and Alphonse can prove his identity.

Once Golem’s made his perfect labyrinth and slope, he’ll just be setting up generic stockpile traps, but until then getting stockpile traps as Golem is OOC. It’s pretty easy to backstab Golem while he’s making the labyrinth/slope and drag him, but he’ll probably be way too far away from the exit to the Camera Zone to drag away. If you manage to catch him at the perfect time and drag him away successfully though, you can screw Golem’s tunnel over. No, you can’t just explode in it or earthquake it down, but you can connect the portions of the maze so your allies won’t have to constantly zig zag back and forth through it. This will alert the enemy that you’re a Spy if the Golem player was competent, but you can abuse Golem’s dair to keep surviving on, and due to the Spy being unable to destroy stage alterations with his disguises the ground will never crack underneath you. Considering that there’s multiple foes against you one can just go underground while one waits on top to send you flying once you get uprooted from the ground, but this is still an excellent distraction that can net your team the flag if used properly.

When Alucard goes down, if he sees that there’s a spy present during his 30 seconds of observation while dead he’ll more likely then not stick around to rat you out. Alucard can prevent you from going invisible with his grab-game, in which case you’re relatively screwed. Before attempting to pose as a second character, you’ll generally want to wait for Alucard to respawn if you want to be safe, then once you know he’s not watching you you can feel free to continue with your usual antics. Considering nobody else but you minds being hit by Alucard’s revealing throw, you have to avoid him knowing of your presence at all costs. . .Though even if you do fail, it’s still a valid contribution to your team as it will waste the time of everybody who’s on the defense and especially Alucard’s.

Disguising yourself as Abra or Arbok is also a fine idea. . .Not to make the foe believe you’re really them, but to simply copy their abilities to get the flag. Arbok’s dash attack enables him to get around Lucy’s vectors, and Abra can teleport around them and through Golem’s underground labyrinth with ease.


VS. DOPPELORI, HOUNDOOM, ARAN RYAN, PSYDUCK, SPY, VALOZARG, HARBINGER, ABOMASNOW

If you didn’t get the message, Valozarg counts as 3 characters here. Due to how awkward it is for him to move around, he’s generally always on defense. His partners are Harbinger and Abomasnow, while the rest of the team are on offense.

So. . .This is awkward for the Spy. Valozarg being present means there’s only 3 characters on defense, meaning these three characters will be playing full attention to each other. It’s also impossible to force Valozarg into a teleporter due to being unable to grab him and it’s impossible to cover him in invisible spray due to him being so insanely large, so you can’t really pose as him, ever. Considering he never leaves the base, you can’t just suddenly appear as him either. Valozarg doesn’t have to ever prove his innocence, and will near always have complete trust of his allies. Besides, even if for whatever reason you do manage to make them think Valozarg is a Spy, he doesn’t mind taking a cute little 35% for a spy-check, considering he has more then enough time to reincarnate off the damage.

Abomasnow and Harbinger are the two characters on defense you’re given the choice to pose as. When Abomasnow gets as much snow as he wants, he’ll just be placing generic traps from the stockpile in his snow to hide them. . .Acting as him is all too easy, and it gives you plenty of cover to place your sappers/time bombs under. Unfortunately, sappers are obsolete here. . .Due to the blood elementals having a negative health regeneration as their “time limit”, Valozarg will notice when they randomly start expiring earlier, so they’re a big no-no. You’re mainly going to just want to stall for a time bomb here. . .If your allies know the match-up beforehand, they might be helpful to you in simply keeping Abomasnow contained in their base when you send him there rather then killing him so Abomasnow never gets back and you can keep his identity so you can get the time bomb off to get the flag. . .Well, that –would- work, but Valozarg can just use his utilt to get out of the hitstun early. The oversized bastard complicates everything. Valozarg is even the ultimate spy checker, as his demonblood does nothing to his allies while it’s very deadly to you.

Posing as Harbinger instead is an option, and yes, you can hide your sappers/time bombs in his husks/collectors (And any other minions). . .But when you send him to the enemy base, he’ll reincarnate and show back up again instantly. He –wants- to die to get back to prove his innocence ASAP, and when he’s gone collectors won’t spawn anyway. . .

As Abomasnow, you can work your snow over towards where the flag is, then take out your fake flag in the snow and then just abandon your cover and pull the switcheroo. This can possibly be a way of baiting Valozarg out of the base. If you took the fake flag instead of the real one, poor Harbinger will be the only person left…Getting Valozarg out is essential seeing how much of a Spy counter he is, and his moving the flag with Up Special and blocking it from foes is absolutely nasty for your allies getting the flag.

Aside from this, you can get away with posing as Houndoom, Psyduck, and Aran Ryan in the base due to them liking to come back to set-up when their various mechanics run out and such. The problem is of course you can’t do that much as them while keeping up the act, and it gets suspicious if you stick around too long. As Ryan you can’t even set up any traps to hide your Time Bomb in, and Houndoom’s “traps” are only temporary and thus can’t hide them. Psyduck’s the only real option, especially considering Houndoom can recharge in combat.

The presence of Doppelori means it’s definitely worth considering posing as one of the raiding party due to her smash ball generating abilities, and what with how long the game takes she’ll provide plenty of them for the team. This means you of course can’t pose as Doppelori herself, but her offensive allies are all fair game. The ideal thing to do is to steal one of the identities of one of the three characters who have mechanics when they go back to the base to recharge them, probably Aran Ryan. Doppelori will tend to run away when she gets the aura for a bit so she makes sure one of her allies gets the smash ball, and if you’re trusted as one of her allies you can get in on the party. Once you get the Smash Ball you can disguise everybody as Valozarg for him to lose his unquestionable trust, and just for general lulz.

Thus far, the entire match-up has ignored the presence of the enemy Spy. Spies generally struggle to pose as each other, as they can’t make their disguise of the enemy Spy wear a disguise, raising lots of eyebrows. Thus, Spies tend to ignore each other, especially considering how they’ll be as separated as the defensive characters of the teams are by constantly being in the opposite base as the other Spy. The only real advantage Spies have on each other is being able to easily guess what they’re up to, obviously knowing the other’s tricks better then anyone else.


VS. CATERPIE, RICHARD, STANLEY, DRIFBLIM, ROMERO, SANDSLASH, DR. STRANGELOVE, ROLLER COASTER TYCOON, ALPHONSE, LEMMY

This team is too insanely defensive for its' own good. . .Why does whoever face this team have any reason to approach, seeing they’ll just fall victim to the mass traps? The simple answer is they don’t, because Richard uses his generic portal recovery/Alphonse uses his nair to force enemies into the trappish hell and the team simply wins based off having more KOs. Caterpie will obviously have more then enough time to become Butterfree and assist Richard in this (And set up some extra traps, since there clearly aren’t enough already).

Even if the enemy team manages to resist this, Strangelove will ensure the team gets the lead right off the bat by making anyone who enters his camera zone blow up the doomsday device through a chain reaction. When the initial 30 seconds are up, Strangelove will retreat and Sandslash will come into this camera zone and use sandstorm, then the unsuspecting enemy raiders will get killed by a chain reaction they can’t see nor suspect due to not knowing Strangelove is around. If the Spy sees this, he’ll want to use his infinite recovery to make sure he goes over this to avoid whatever traps are around. Once this goes off Strangelove will want to re-set it up out here, as he doesn’t want to blow up the traps of his allies.

When the Spy gets to the main base, he’ll be staring in awe at everything that’s going on. Stanley having hidden the flag with his various obscuring sprays (And making several others so you can’t tell where the flag is), Sandslash’s traps he set-up during the first 30 seconds of set-up, Drifblim/Lemmy’s traps and Al’s circles. . .The main highlight though is the massive exchange going on between Romero and Tycoon. Romero makes customers for Tycoon while Tycoon makes more juicy humans for Romero’s zombies to feed on. As soon as one of your allies somehow gets past Strangelove and somehow gets here, Sandslash will also of course use Sandstorm to obscure this massive labyrinth of traps and make getting any progress absolutely impossible.

The Spy is absolutely mandatory to keep things like this from dominating the game. Sandslash will be your main target seeing he’s the only one with any reason to leave the screen and come back to it regularly while actually spending time laying traps on the screen with the flag, and thus the only character you can really pose as without alerting the foe there’s a Spy present in some way. Use him to place your time bomb/sappers, preferably placing some of them in Stanley’s obscured clouds. Better yet, plant a fake flag in one of the clouds. . .Just make sure that you don’t confuse your allies with it when it comes time to take the flag.

When Sandslash inevitably gets back, use sandstorm to throw the whole place into absolute chaos as all of the traps become invisible. When the gig is up and they –know- you’re the Spy and not somebody else that you’re swapping identities with, try to take out Tycoon, seeing he’s such an easy target with zero GTFO moves and a horrible recovery. If Drifblim gets too careless, you can also manage to kill him by suddenly lowering the top blast zone if you’re still disguised as Sandslash. With all the crap going around here, it’s easy for foes to overlook a time bomb you’ve set to give you the chance you need to take the flag home.

Hopefully the allied party will get to you while Sandslash is down, in which case they’ll have some idea of what they’re doing beyond just mindlessly hunting down the playable characters and falling into mass traps. During this time, you are still highly useful – Drifblim will probably be abusing his negative fall speed by taking the flag and running around with it off-stage, and it’ll be your duty to chase after him with your infinite recovery.


Promise not to bleed on my suit, and I'll kill you quickly. . .
 

Red Arremer

Smash Legend
Joined
Nov 27, 2005
Messages
11,437
Location
Vienna
I would've wanted to make a Spy moveset, however, yours is probably better, MasterWarlord. It looks great from a glance, I will give it a read now.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Frankly, I haven't yet read the Spy - from what I see, he's clearly very clever. That said, I do hope we don't take this seriously as an entry; if we disqualified MM9:MM for bending the mechanical standards of Smash too far, this should be disqualified for breaking the practical standards. I suppose you've all probably already agreed on this in-chat, but I'm just on my way to bed and don't really feel like dropping by. ;)

That said, we're making movesets here for the fun of it, and the Spy certainly seems very fun, so (N) to anyone who skips it.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
I hate getting behind on comments...

Alucard

While I'm not usually a fan of your way of presenting hitboxes and knockback, this format was absolutely brilliant. Very much intuitive and felt natural, so I really enjoyed seeing them. The way you drew the DSmash and USmash working together was pretty rocking too.

The moveset overall achieved a real flow to it despite being mostly an all-rounder and spacer. He doesn't really specialize in anything, but everything works well and feels good. The odd hitboxes and strange move flow all comes out into a surprisingly smooth product.

The throws were a bit touch and go for me, primarily because I tend to view submechanics specific to individual throws as rather tacked-on in most circumstances, especially for characters who didn't seem to have a grab focus until the section came up. Regardless, the grab itself and pummel were good, and the throws all created interesting ways for things to go, even if they were a little forced.

Now, as for the specials, I have to say that I found the Neutral Special's use of magic to be underwhelming. Control stick directions? This is Brawl, not Street Fighter! It's not a major issue on its own, but it was jarring; more pressing is the fact that you said these abilities weren't even supposed to be known in Brawl. On a character you repeatedly say would be good for the newbies?

Other than that, there's really nothing to complain about. Alucard doesn't do anything particularly new or groundbreaking, but he does what he does well, and manages to pull the most out of his moves to create a moveset that is more than the sum of its parts, even without a spectacular or shining playstyle. The extras were enjoyable even to a complete Castlevania outsider like myself too. Nice job Junahu!

Jeff Hardy

I don't follow wrestling at all, but you made a fairly fun moveset here. The Down Special was yet another alternate KO mechanic, but on a wrestler, pinning the foe to KO them is so simple but makes so much sense I can't complain.

I found it interesting how the Twist of Fate got the crowd to cheer Jeff on, and I had been hoping to see crowd cheering be a theme in the moveset. It was a really simple but brilliant idea, and so fitting for a wrestling character, that it feels hollow knowing that it was used in such a limited manner. That's unfair to say, seeing as I wouldn't have missed it if it wasn't there, and I have to commend you for that little twist in the moveset.

The high-risk high reward style seemed to stay in for most of the set, but for a character who has so many attacks end with him in the tripped status, he could certainly use an actual tripped move! One that followed up on the high risk high reward style could've given him a major boost.

That said, it was overall an enjoyable set, and despite a few misgivings, the base moveset was solid. The moves were better than your standard faire, more or less, and even though the playstyle came out a little more shallow than I would've liked, the end result was favorable.

Psyduck

This moveset reminds me a lot of Rena, in that the playstyle is supposedly defined by the mechanic, but the mechanic itself doesn't really fit the playstyle you claim it has. To be frank, the psychic headache is rather.... underwhelming. A boost to knockback for a few moves, add a new move that is a rather boring stall, and the Zen Headbutt, which, while certainly better fitting the concept of giving him a good KO move, has to awkwardly sit as a Smash attack activated as a tilt.

Now don't get me wrong. The psychic headache was a brilliant mechanic, and the way you encourage getting it works very well, at least from a conceptual perspective. Tripping yourself, headbutting foes, etc. are all great ideas and they give a wonderful set of nostalgia to anyone reading this moveset (as does the Down Air).

A few moves had the weakness of being defined primarily by submechanics (such as water sport) that didn't seem to really fit as well. Similarly, while Amnesia was an interesting idea, your implementation and restrictions on it makes it feel more like an afterthought than a key move to increasing his survival.

When all is said and done, Psyduck is a solid set. I love the ideas behind it, and I just wish that the headache better fit what I presume the playstyle originally envisioned, of a character who reaches incredible power after being given a headache.

Venom

Goodness gracious GW, this set was difficult to read. Black headers and white text with only the occasional line break did little to distract me from the flagrant spelling errors scattered in the move descriptions. I had to take a few starts to try to get through all of the moves, and some better organization and proofreading could have fixed that.

Beneath the difficulty I had in actually getting into the set, Venom is somewhat solid. One thing that I would complain about is the fact that the Neutral Special is simply doing to much. Too many mechanics and submechanics are running at once to make the set really approachable. While what you made does work, you could've made it much simpler than what it ended up being.

The individual moves ranged in quality; while some were strong and playstyle oriented, moves like the Side Special just seem out of place and weak. You could have easily switched it and the jab so that way it was a less important move slot that was given the shaft, especially since you already have the jab as a special, but for the opponent.

In the end, I actually found this weaker than Jigglypuff Remix; this moveset was very hard to get into and ended up being obfuscatingly complex. The presentation was reminiscent of a newcomer set, and the writing style was confusing and a grammatical landmine. I hate to be so negative, but I really just couldn't like this set.

Sandshrew

I'll give you the benefit of the doubt, but slowing movement speed and increasing trip rate doesn't seem like enough to give Sandshrew a solid advantage over other enemies with his relatively weak moveset, especially since anyone can just jump over the sand.

Sandshrew's combination of digging a hole and fighting with a sandstorm was a fairly generic camping system, that didn't really bring anything interesting to the game, and just seems to stand there. He doesn't do it because he has a real specific strategy to it; he does it because its what he has to in order to fight the opponent effectively. While that difference may not sound significant, it makes the whole system feel less playstyle relevant and the moveset more spastic.

Perhaps my main complaint is that Sandshrew is rather boring. Nothing really struck me as interesting or fun; the playstyle section especially suffers from this. You don't talk with any sort of vigor about how he plays, and it all seems rather straightforward and lackadaisical. If you can't be excited about your moveset, how do you expect me to be? It doesn't help that the opening sentence for the playstyle says he's complex, while the closing sentence says he isn't.

Sandslash

Sandslash does some cool stuff, and you definitely make everything about the moveset seem exciting. You've got a fresh style Khold, and your movesets are always fun to read. Sandslash takes the concept that Stanley had for obscuring traps, and layers them over the entire stage. It creates a fresh, less campy character, and moves like Sand Stream and Crush Claw were also unique takes on usual trapping moves.

On the flip side though, you nailed one of my major pet peeves with the Up Tilt and Down Tilt. Moves that do nothing but activate mechanics? As tilts? It's rather out of place and jarring. Same goes with the throw/traps. I'd much rather see a 'boring' throw move than one that feels as tacked on and ill-fitting that those kinds of moves do, although I seem to be in the minority on that opinion.

But these weaknesses bring me to a general theme that there isn't quite as much flow as I would've liked. Outside of Sandstorm and Sand Veil, each of the individual moves don't seem to really mesh together that well; it's sort of like you threw a whole bunch of cool ideas at the moveset and left them to figure themselves out. You definitely clear this up some in the playstyle, but it still has this awkward, jointed feel. Regardless, despite that nuisance it was a really cool set, and as fun as any set from you is.

Frf Being Back

Hey Frf! Long time no see! Where've you been hiding? I was actually wondering if we'd see you again, or if you had vanished from the radar. Get another moveset out man, we could use you as a regular here!

Shuckle

Shuckle had some interesting concepts behind him, but they don't really come together that well, or at all. The Down Special has a major problem; it's entirely inferior to the regular shield that every character in Brawl gets. For a character who's based at least in part around this move, that's a rather fatal flaw.

There are a lot of submechanics working their way in there, the fermentation, power trick, substitute, accupressure, and encore just being a few of them. It's entirely too many ideas competing for attention, and they all get swallowed up because there isn't a focus driving them.

The moveset doesn't really come together that well. It's not a stalling moveset, it's a collection of concepts for a stalling moveset that have mangled together into a somewhat comprehensible pile. It's by no means hopeless though; strong concepts are an excellent base to start making movesets from, and if you improve your implementation, you'll quickly become a better moveset maker. It's also good to see your first serious set in quite a while too.

Spy

Once again, you prove that you're clearly playing a different game than the rest of us down here in MYMville are. This is something I really have to give you your due props for; every movest you've made in this competition has been pushing the envelope and our concept of Brawl far past what we would normally think of. Your movesets have become so engrossed in theory and smashing boundaries that the rest of us are just left scratching our heads, taking it at your word that everything works the way you say it does. Even if I don't always like what comes out of that crazy brain of yours, I have to give you respect for doing it so consistently and so well.

So, as for the Capture the Flag concept, I like it. You've pretty much thrown Brawl out the window, but that makes this moveset no different than Cairne, Lunge, Valozarg, and Golem, so I'm not complaining. All in all, it sounds like a rather fun game you've come up with, even though it looks nothing like Brawl; chaotic and fun. You've also simultaneously created one of the most campiestest game concepts I've ever heard of though, and I've had enough horror just playing 2 Flag CTF on Valhalla on Halo 3 to shudder at how much of a stall-fest that game would be.

Which is why you introduce to us the spy to break all that apart. The spy has an absolutely beautiful amount of flow to it. I had intended originally with Harbinger for every move to add a new facet to his playstyle, but it comes nowhere close to how well it works with Spy. Every move makes me stop and go "Wow, imagine what I could do with that!" Not an easy feat by any means.

He's such a fantastic stall-breaker in this theoretical metagame, and the brilliant way of literally kidnapping the opponent and replacing him as a spy is sheer gold. Factoring it in as part of his grab game and backstabbing system was absolutely phenomonal. I can't remember a case of seeing a concept come together so well before.

That's not to say Spy is all that though. You mention a couple of times mindgames that I just don't see happening, like say a certain forward air making the opponents 100% confident that you're the real thing after using it. Wouldn't a developed metagame have opponents expecting this? Plus, you mention several times that doing something would make sure an opponent knows there's a spy around. With the way that Spy so brilliantly works as an anti-metagame character though, I'd think that the other team would be pretty confident that there'd be a spy on the other team anyways.

Needless to say though, these are minor complaints for what comes out to be a brilliantly thought out thought experiment. He'd be complete garbage in real Brawl (actually, he couldn't even function in Brawl thanks to that reliance on separate screens and camera angles), but it was still a fun idea. Once again you push the envelope on what MYM really is, and I thank you for this awesome idea.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,284
Location
Australia
Hah, hah, Iwata got banned.
Yay!

As an apology to my response to Sandshrew and Sandslash, I will comment on them seriously. Im placing links to sets from last page so people can read them, since they seemed to have been ignored.

Read Unown kids.
http://www.smashboards.com/showpost.php?p=9682341&postcount=785

[size=+3]Sandshrew [/size]
http://www.smashboards.com/showpost.php?p=9681342&postcount=781
I don't really see what MT meant about your regular problems (explanation maybe), in fact, I believe throughout your set you've made a connection to Sandshrew with your writing. Most excellent job.

I found Sandshrew to be a simple, yet decently good set. The only problems I found consisted of difficulty in understanding Sandstorm as a trap leftover, especially when you confused me by saying "mobility hazard" (I thought it was a mobile trap). Also, some of Sandshrew's Smashes sort of contradicted his power level despite their low knockback, though I guess that he needs them.

While I still believe you've connected with the character, your tendancy to explain things is a bit out of place: in Sandstorm, you didn't explain the barrier's size until very later on, and it wasn't that accurate.

Yet despite this, Sandshrew is still a pretty good set. In fact, I wonder why he hasn't gotten many comments....

[size=+3]Sandslash [/size]
http://www.smashboards.com/showpost.php?p=9681347&postcount=782
To be honest, I kind of found Sanslash broken (don't really think you care though). Especially the U-Smash. Sandslash himself might have been a bit disorientated with his playstyle, as he doesn't seem that wickedly powerful as you mentioned.

Still, there is decency behind the concept. It's also good that you can't just spam Sandstorm, having to use it strategically, though it may have been too much to simply cover the whole stage. A controllable Sandstorm that covers only certain pieces of the stage would be fun. It could even warp traps.

Sandslash is still a pretty good set though. Perhaps he just didn't do the best job of living up to his reputation, that's all, but still good stuff.

[size=+3]Shuckle [/size]
http://www.smashboards.com/showpost.php?p=9690732&postcount=792
Shuckle is a decent set (checked mym5 and I found out that you did so a set or 2).

Just a wee problem though. Shuckle has got a case of Pokemon Syndrome! Uh-oh! (seriously, Jet BOOSTER is one weird attack) Actually, it's not that bad. Though I do most certainally find it akward that you gave "her" (you said she was a he once) Power Trick to work with one move, and yet the concept kind of contradicts Shuckle's defense.

The organisation and writing was most impressive coming from you (though the concept of red, yellow and white writing was a bit daunting.

You seem to have done well to copy Shuckle's playstyle from the Pokemon games, though KO move is rather strange for him.

[size=+3]Spy [/size]
I read your Brawl 71 game. It was a pretty good idea. It could even be called an all-out-war, but that's not what you're trying to get out.

The concept behind The Spy was interesting at hand. You essentially took the game into your own hands and moulded it so you could randomly make a character suited to the concept. Extreme. Very extreme. In fact, some of the attacks were so long that they were boring, especially paired with the concept of your new gameplay, which was equally as long-winded.

The Spy is really un-smash as you said. The Spy's set being based on a new gameplay that's not really made incredibly exciting with images means that people are probably going to be put off. Though that doesn't mean that The Spy should be disqualified as rool said, as we need as many sets in as possible so that a top 50 becomes agreeable. wasn't much of a comment, as expected.
 
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