My Goodness, I'm so sorry!
Here's another last-minute set... Again. I really have to get out of this slump! But anyways, hello, everyone. I know I'll probably get some aggravated remarks with me posting yet another rushed last-minute set... But I think I really have no one to apologize for other than myself for the result and feedback of my set. ^^ That's obvious, of course. But I DO apologize for not contributing to the thread at all, not even posting once... I'm sorry. I haven't kept up with the thread at all. Still, I'm glad the contest is still going strong, somewhat! And um, hello!~ But enough of my spiel, here's my moveset! (I hope I didn't sound too stupid there)
(Sorry; I just rushed with a doodle of her > <; I hope that that will suffice... I know I'm a horrible artist, but it was just a doodle~)
Accompanied by her trademark parasol and beloved Pokémon, Parasol Lady Madeline (And her Numel) has entered the fray!
Introduction
Parasol Lady Madeline, is a Pokémon Trainer, and of course, a Parasol Lady (パラソルおねえさん Parasol Lady), a type of Pokémon Trainer introduced in Generation III of the Pokémon games. Madeline made her debut in Pokémon Ruby/Sapphire in the Hoenn region, and was seen again in Emerald as a generic trainer the main character could battle against. Madeline is also the representative of her Trainer class, as she can be fought multiple times throughout Pokémon Emerald via the 'Match Call' system on the player's Pokédex. Madeline is seen and fought near Fallarbor Town, on Route 113. Route 113 is a rather barren road; it is known for its falling soot, plentiful population of Spindas, and famous Glass Workshop, where you can create flutes and other assorted items from the ashes found in the grass on the route. Madeline absolutely fawns about her Numel (It's a she, by the way.); she adores her so much that she even brings a parasol around to shield her precious Numel from the unhealthy ashes falling around. (But then again, if they're so harmful, why even bring Pokémon around? I'll go check in on this later.) After a few re-matches with Madeline, she adds a Roselia to her Pokémon team (Which you will not see as a main part of this moveset), and her Numel eventually evolves into a Camerupt (Which you will not see either. The Camerupt, I mean).
Personality wise, she's rather pompous and isn't all that amiable (But most Parasol Ladies are like that, I suppose). She can be polite when she wants to, I assume. She acts like... well, a Lady, I suppose. Or an Aroma Lady. After all, they're all ladies, aren't they?
And, well, here's something that I rather like about her : Madeline, in this moveset, joins her Numel in with the Brawl! Which means she fights alongside her, forming a duo (Not like the Ice Climbers though; Madeline and her Numel are treated as one character)! Oh, how exciting. That's one thing that I've always wanted to see : a Pokémon Trainer joining their Pokémon on the field of battle. Of course, such a thing is somewhat impractical in some situations... Oh, I remember now. But the reason why Madeline joins Numel in the battle is obvious, of course; why else include a trainer with only one Pokémon usable for the game? Why not just use a random Numel instead? Well, that's why! Sorry for rambling slightly again. Madeline will use her parasol for most, if not all of her attacks (It's sort of obvious). The parasol will also be bigger than the one she has in her sprite (and my doodle, for that matter), for her attacks. Numel will obviously use miscellaneous 'lava-like' moves and such when she's fighting.
Statistics
(When values are separated, Madeline's stats are on the left; Numel's the right. If there is only one value for a stat, then it is the same for both; that is usually because the two of them work together or their abilities coincide with each other for that category.)
Power : 3/10, 6/10
Madeline's somewhat bulky umbrella doesn't provide much offense. It's Numel where most of the damage and knockback is done, although she isn't exactly much of a powerhouse either.
Weight : 5/10
Madeline and Numel, when combined, still do not form a very formidable amount of weight. Added together, the most they'd weigh would probably be something similar to Mario's weight.
Size : 7/10
Madeline isn't all that tall, but she isn't that short either. About the same size as Zelda, I'd say. Just borderline average. Numel is short (About the same height as Ness), but she's wider than her trainer slightly. However, since the two are treated as one character (For the most part, at least! There are a few exceptions, which in that case, just use the obscure descriptions I just stated), their sizes are added up and thus, they resemble the size of Ganondorf or someone similar.
Fall Speed : 5/10
Madeline's parasol is both an ally and hindrance in the fact that she falls quite slower than the other characters of the cast. Numel brings her down slightly faster than she would if she did not have Numel out by her side.
Attack Speed : 6/10
Both members of the duo do not attack particularly fast, but they are quite versatile. Most of their attacks consist of one or two quick hits, and do not have much frame lag.
Ground Speed : 4/10
Madeline prefers to amble rather than run and jump around everywhere. Numel is the same. They're sluggish, needless to say.
Priority : 7/10
Here's where the two start to shine. Madeline and Numel have surprisingly high priority on their attacks, but that's because of their...
Range : 7/10, 5/10
… Range! Madeline has very good range. Maybe not so much as Toon Link or Snake, but something like King Dedede or Zero Suit Samus (Zero Suit Samus' ground attacks, I mean) would be close enough. Unfortunately, Numel doesn't have nearly the range of Madeline's attacks, but she can still get the job done.
Traction : 4/10
Staying in the ash for so long has some of its ups; however, if not for Madeline's sturdy rain boots, Numel would most likely be sliding all over the place.
Movement : 6/10
I'm fairly unsure of what to rank the two on their movement, currently, but I consider them to be okay at getting around the stage and planning their actions accordingly, but maybe not so good at escaping a troublesome situation. They are a bit clunky in the air though, so I think that that also drags them down a bit.
Jumps : 5/10
Nothing too special. Both of their jumps are roughly the same height as Mario's, I'd say.
Recovery : 7/10
Again, nothing all that remarkable about their recovery. It isn't formidable, but it gets the job done. It doesn't have as much utility use other than its intended function, if that makes sense.
Crouch : 3/10
Well, Numel doesn't really need to crouch, seeing how she's only two feet tall. Madeline … well, she just gets on her knees when she crouches. Which means that they cannot dodge any projectiles coming their way, unless it's something super small in size, like an uncharged Aura Sphere or Charge Shot.
Abilities : None
Just a small side comment : I was originally planning to give Madeline an ability called 'Parasol Protection', in which whenever Madeline crouches, her umbrella will expand and surround her Numel and herself, protecting them from harm. But then I realized that that idea isn't really all that good, since Madeline loses her down tilt attack and the ability seems rather cheap. Oh well.
All in all, the two are average, possibly above, due to the fact that their advantages outweigh their disadvantages quite a bit. Don't let their adorable appearance fool you (Of course that's all a matter of opinion, but...)!
Note : Oh, I'm so sorry for mislabeling the crater of a volcano as a 'Spout'. It doesn't really make that much sense, now that I think about it. But anyways, just ignore all of those. Sorry about that. ^^; Looks like I've made a mess-up already.
So, with that (Out of the way), let's go on to the moveset! Enjoy!
Special Attacks
Neutral Special ~ Embrella
Hooray for rather cheesy move names! Anyways, Embrella is your average run-of-the-mill projectile move, with a few twists. So it isn't really run-of-the-mill after all, sorry about that! ^^; Anyways, when you use Embrella for the first time, Numel will tilt his head up and spit out an ember... directly above Madeline's head. Madeline is then able to tilt her parasol once the ember falls down, and it will bounce off of the fireproof parasol and towards the direction you tilted the parasol in. The ember can bounce only one time off of the floor (If it ever does) before disappearing soon after. The maximum distance that the ember can bounce towards to is the same as Ivysaur's Razor Leaf, both horizontally and vertically (Although those instances are very rare). There is some slight lag on both the start and end of the move, but it shouldn't be that devastating if you put your shield up in time if the opponent rushes in.
Due to the erratic nature of the embers and their trajectory (The embers are even affected by gravity!), its main use is not going to be damaging; but that's quite obvious, of course. Sorry. I know this move sounds pretty nonviable for a game like Smash, it seems so difficult and troublesome to control. I'm so sorry, my ideas are usually well, kinda misty and off-the-board sometimes. Sorry. ^^;
- [Ember : 3%, Parasol : 3%]
- (Knockback : Ember : Very Low. The embers simply cause the opponent to flinch a bit and be knocked back ever so slightly. Parasol : Very Low. Pretty much the same as the embers!)
- (Range : Ember : Very Low. Well, the embers are the same size as Mario's fireballs, so it's not very big... but when a lot of them appear, it can certainly be overwhelming! Parasol : Above Average. Not as big as some other times when Madeline will use the parasol as you will see, the parasol will simply cover the area over Madeline and Numel's head, about the width as a Stage Builder Block. It's quite then, though.)
- (Speed : Average. There is some slight lag as you start and end the attack, like Mr. Game & Watch's. Not a very good thing. As for the embers themselves, they travel at the same speed as Mario's fireballs. Wow, it looks like I'm just combining the two attacks here. My apologies!)
(Side-Note : I'm fully aware of the similarities of this move and a certain monochromatic fellow's. ^^; I just think that it fits, sorry if it seems like I'm scrabbling for ideas... Which I am, sort of.)
Side Special ~ Friendly Fire
Friendly Fire is similar to a Smash Attack; you can charge it up for more damage. But I guess I should explain the whole thing first before going on its details, first. Disregard that part, sorry. Anyhow, when you use the move, Numel will blow a thin stream of fire ahead of her. The fire can only hit people's feet, but it causes them to bounce up into the air. Charging the move longer will cause the damage and duration of the move to increase. Maximum hits is five hits. For each second you charge, the damage and duration increases by one as well. The maximum amount of added damage is seven seconds worth of charging, which is more than enough. You can roll out of the charge by moving, or stop by pressing Side-B again. Madeline and Numel will flash once they've reached a full charge.Yes, I know I sort of cheaped out on the description here, but I'm rushing... Sorry. I know rushing isn't very good, and it's all my fault. But that's because I'm not willing to part with my one-set a contest streak (Which I HOPE will break soon! With more movesets rather than none, of course! But quality over quantity... both of which I failed to achieve~ Bleh. Oh well)
- [Each Hit (Uncharged) : 2%, Maximum : 9%]
- (Knockback : Very Low. For maximum potential, the characters afflicted by the friendly fire will bounce, but more so than the other flamethrowers; sort of like bouncing on hot coal. Not that I'd know how that would feel like.)
- (Range : Very High. It reaches the same distance as Zero Suit Samus' Paralyzer, or Neutral-B.)
- (Speed : Average. Like Charizard and Bowser, the flamethrower takes a brief moment to activate. The speed is roughly the same.)
The down-side of the move is its low vertical range; it has extremely high horizontal range. However, the potential damage from the move if the opponent receives all of the hits is a whopping 45%, so that isn't something to laugh about. Too bad it can't KO, but that'll make it a bit broken. After all, it's 'Friendly' fire!~
Up Special ~ Blasting Ballast
Once you activate Madeline and Numel's recovery move, Madeline will jump on top of Numel and sit on her back. After a brief moment (Very brief; as soon as Madeline gets on, Numel will...), Numel will shake and a massive jet of lava will erupt from Numel's spout. Madeline may seem like she is in danger from burning herself, but never fear : Madeline shoves her parasol open and sits on the inside of it, giving her a safe ride to the top when Numel erupts. Thank goodness her parasol is fireproof! But personally I wouldn't even risk it. Once Madeline reaches the apex of the eruption, or if she lands on a platform or clings onto a ledge, Madeline whips out a Pokéball and brings Numel up to where she is. Which means that whenever Madeline touches solid ground, she will take a brief second to bring Numel back out of her Pokéball. Also note that when Madeline and Numel are separated during the beginning of the move, they will both have separated hurtboxes as well; but both have super-armor during this initiating part, so don't worry all that much.
For some more elaboration : If you're at the apex of the eruption, Madeline will bring Numel into her Pokéball and take out her parasol, putting it above her and clinging onto the handle with both hands. She will then float down gently, and you can thus control it exactly as you would with Peach's Parasol, having the exact same properties as hers. You can close it to fast-fall, open it up and damage the opponent again for 1% per hit, and etcetera.
Sorry for the confusion. And in case some of you were wondering, nope, the direction of the lava flow cannot be changed. It always shoots straight up. However, Madeline's parasol after-effect should more than make up for the loss of initial horizontal recovery.
- [Lava Flow : 8%, Parasol : 2% Per Hit]
- (Knockback : Lava Flow : Average. It does the same knockback as when someone trips into Snake's mines at 0%. Sorry if that wasn't very clear. Parasol : Very Low. It causes the opponent to flinch, which is sort of obvious, since it has the same properties as Peach's parasol. You might be able to chain a few hits with the parasol on larger characters if you're quick enough!)
- (Range : Lava Flow : Above Average. The width of the lava flow itself is very low; about the same as a Smoke Ball. However, its height is the same as Sonic's Spring Jump, so it does indeed cover a lot of ground, albeit a bit thin. Parasol : Below Average. Madeline's umbrella sure likes to change sizes! The parasol only covers the area directly above her head this time, so it's about as wide as her body.)
- (Speed : Average. I'm not sure whether to separate the two parts, but I guess it's the same either way. The lava flow takes about a third of a second to shoot out, and from then on, Madeline can close and open her parasol at the same speed as Peach.)
Overall, I find this to be a good recovery move when taken as a recovery move; that's all it is really useful in. The lag that you get (If Madeline doesn't manage to open her parasol), at the end of the move in which you have to spend a few frames where Numel returns to the Pokéball and comes back out again is something quite atrocious. It's really a hindrance to not have Numel by your side, even if for a few moments. However, it does have some uses; if the opponent is up above the stage, you can use the brief lava flow as an edgeguard, much as you would with Pikachu's Thunder, except that it isn't nearly as powerful and doesn't last as long. Still, at least that's something, correct?
I'm so sorry for sounding so confusing and treating you all like children, but I just wanted to make my point across with Madeline not being able to have Numel with her until she gets back onto the ground, and such.~
Down Special ~ Endure
Oh, now here's where the two can really be formidable! When you use Endure, Madeline and Numel will go into a defensive stance. That is, Madeline covering her head with her parasol and Numel tucking her legs in. That takes about a tenth of a second. Now, for another third of a second, any attack that hits Madeline and Numel while they're in their Endure position will reduce all knockback of a move entirely, however, damage will still be dealt. It's basically a moment of Super Armor! After blocking the knockback of the attack, Madeline and Numel take another tenth of a second to return back to their normal idle stance.
As for another twist, if Endure is used while in the air, then the two will stall during the duration of the attack, which may or may not be useful depending on the situation. If you see a Dedede trying to edgeguard you with a wall of B-Airs, then this might be helpful; however, if Mr. Game & Watch is waiting on the edge charging an Up-Smash...well, maybe it's not so useful. This attack requires good timing, but all attacks do. Woops, looks like this paragraph was just a whole bunch of jabberwocky and balderdash! Other than the part about stalling, I think. Sorry about that.
- [0%]
- (Knockback : None. Well, the attack is mostly just a bunch of super-armor frames, so there isn't really any knockback, of course.)
- (Range : Low. Um, it covers their bodies, only. So, low, then, I guess?)
- (Speed : Above Average. Endure initiates faster than the other counters, lasts for a lesser amount of time, and doesn't leave them very vulnerable either... I think I just summarized the entire move... Woops! Sorry!)
I know that this move sounds a bit bland and such, but it does help out Madeline and Numel's game a bit, with this semi-counter! Endure is better than other counters with the fact that it doesn't leave the two vulnerable as long, and the main 'counter/nullification' frames last for more of a majority of the move... The only downside is that you still take damage, of course (Sorry for repeating ^^
. And you still can't use it again and again, Endure doesn't end that quickly (You can't really buffer it all that much, if you can buffer counters at all)! It still takes them a tenth of a second to go back to normal. I'm not sure if this move entirely fits their personalities, though, but I think it's close enough. Oh, and of course you can be grabbed out of Endure, so be wary of those grab-happy people.
Standard Attacks
A ~ Parasol Whack
Madeline takes a big swing at the opponent with her parasol, whacking them at the head with the side of it. (Sorry for that awkward sentence, there!) The parasol has excruciating range; if used at maximum distance, it can cover ¾ of a floating platform on Battlefield. It's almost like a Beam Sword jab, except... Not as, beamy or swordy. Which means it's a bit slow as well, for a jab, at least. (Don't quote me on that, sorries.)
- [3%]
- (Knockback : Very Low. The knockback dealt is about the same as when you use a Beam Sword jab. It causes them to flinch and back up slightly.)
- (Range : Average. It's about the same length as a Beam Sword jab too! Oh dear, I think I'm going overboard with this Beam Sword likeness... I could have just replaced her parasol with a Beam Sword, and it'd make no difference at all, it would. I'm sorry.)
- (Speed : Average. Just like the... Beam Sword. Or Zelda's jab, I'd say. Definitely not as fast as Ganondorf's. I'll stop ranting now. Sorry.)
A-A ~ Parasol Thwack
Um, Madeline repeats her Parasol Whack, except this time she thwacks them with the other side of the umbrella from the other direction, and does a tad more knockback than before. Madeline has a slightly malicious glare in her eyes as she does so, which is strange since she's usually quite composed.
- [3%]
- (Knockback : Very Low. Um, the same as the first hit of the jab. The knockback is the same as a Beam Sword jab!)
- (Range : Average. Again, like the Beam Sword! … Boy, I'm lazy.)
- (Speed : Average. … Like the Beam Sword.)
Unfortunately, Madeline's jab cannot be um, canceled? Or was it jab-canceled? So you can't ignore the third hit unless you stop completely, which is...
A-A-A ~ Headbutt
… Headbutt! Okay, time for a little variation. Numel finishes off the combo, if you can call it that, that is. The whole thing can be so easily predicted and powershielded on reaction, but oh well. Anyways, Numel charges forward, determined, with her head after Madeline brings her parasol back in, dealing 4% damage to anyone that touches Numel as well as moderate knockback, for a jab, that is. The knockback is comparable to the last hit from Mario's jab. It's good for a 'Get-Away' attack.
- [4%]
- (Knockback : Average. Hooray, time for something other than a Beam Sword! The knockback is about the same as Mario's third and final hit of his jab.)
- (Range : Average. Numel herself doesn't reach as far as Madeline's parasol, but her height compared to it is better. The hitbox surrounds Numel in a square-like fashion and Numel moves roughly one character-length forwards when doing Headbutt.)
- (Speed : Below Average. There is a bit of a gap between the second and third hit of this jab, so if the opponent is quick enough, they might be able to pull off a powershield on this last hit. It's a bit slow, needless to say.)
Up Tilt ~ Lava Spout
Lava Spout is a quick, multi-hit move that's quite useful for racking up damage and the sort. When used, Numel will step up in front of Madeline (If Numel is in the background, if that makes sense). After a fourth of a second (I'm so sorry for all of this awkward wording and everything... Sorry), a small, multi-hitting (5 hits, to be exact!) jet of lava will erupt from Numel's spout. On the last hit, there will be a spike of lava that jumps up suddenly in the miniature geyser, which deals a bit more damage and knockback than the rest of the hits. After spewing out of the hole on top of Numel for a half of a second, the lava retracts back into Numel's hump, and the two positions of the characters switch back to normal again, if Madeline was in the front originally.
Oh, and the jet of lava doesn't suck the opponent into it, rather, it pushes them out. You have to be moderately close to the opponent if they're in the air to be able to hit with most of the hits of this attack. This attack is mainly used as a damage-racker (And not really anything else), if you've noticed. But I should save all of that for the Playstyle section.
- [Each Hit : 2%]
- (Knockback : Average. As with most multi-hitting moves, only the last of the hits deals any considerable knockback. )
- (Range : Above Average. Most Up-Tilts are already quite voluptuous (Or voluminous?) in range, and Madeline and Numel don't lack in that department. The lava flow is quite thin in all areas, and protrudes fron Numel's um, hump roughly the length of a Lip's Stick. Also like the Lip's Stick, the hitbox is slightly bigger on the end, as the entire lava flow branches out then, of course.)
- (Speed : Average. Hm, well, I can't really find that big of a difference between the slow Up-Tilts and the fast Up-Tilts... other than the obvious ones, of course [Ike, Zelda, Ganondorf... No offense to anyone]. Maybe something like Mario's speed in terms of initiation, that'll work well!)
Forward Tilt ~ Super Scooper
Yes, I know that's a silly name for a move, but I found it fitting! When you use Super Scooper, Madeline closes her parasol and... scoops it forward, from the bottom to the top to lift the opponent into the air, all while on one foot, due to her good balance and all that. The parasol has an elongated range when Madeline uses Super Scooper; the hitbox is very square. The opponent is then hurled into the air by Madeline's sturdy parasol. She does this all in a very smooth and fast motion, and coupled with the fact that this move does not suffer from any visible lag on either start or end makes this an ideal move to use to lead up into an aerial or other tilt. However, it can't be used to KO, since the knockback it does is always the same on the opponent, no matter what percentage they're at.
- [8%]
- (Knockback : Average. It sends the opponent spiraling in a diagonal direction into the air, the way you're facing, of course.)
- (Range : High. The hitbox itself is very big, possibly the biggest in Madeline's arsenal. The size of the hitbox is the same size as Bowser's body itself! Sorry if that's a tad too big. I'll tone it down a little. And sorry for the bit of déjà vu there!)
- (Speed : Above Average. For an F-Tilt, it's certainly not the fastest in terms of initiation and all that, but it's still quite quick! About the same as Fox's, I'd suppose?)
Down Tilt ~ Roundabout
Unlike the other down tilts out there, this one covers both sides of Madeline and Numel! Oh, wow, that sounds advantageous for them, right? Well, I'm not so sure about that...
When you use Roundabout, Madeline immediately closes her parasol, gets down on her knees, and slings it down onto the floor. With a cross-eyed grin on her face, she holds onto the handle tightly and swings it around her for 360° rather quickly. At the end of Madeline's maneuver, Numel decides to add a little bit of her own spice; she jumps up onto the end of the parasol, and while the opponent is spinning on the edge of the parasol, the resulting effect causes the opponent to slam into Numel's sturdy frame and take damage! This attack initiates quickly, and cannot really be used for KOing. It's more for setting up with other attacks, to be trite (Yes, I know that most of Madeline's attacks have something to do with setting-up or something like that). Sunny Day would be a great attack to use with this; the height the opponent is sent up is perfect. However, the attack ends slowly and the duration of the attack is quite long; the entire attack lasts for about a second, perhaps. As much as a typical uncharged Smash Attack! So watch out while using this in Free-For-Alls, even if it does hit both sides of Madeline and Numel. And they're obviously vulnerable from the top, and if they're not on the ground, then the entire attack will miss. Use this if you need a quick boost to knock someone into the air, but only when you're sure it'll hit.
- [12%]
- (Knockback : Average. It sends the opponent into the air, like Super Scooper, but in a more lateral position. They're sent almost straight up!)
- (Range : Above Average. Well, of course the attack is going to have some good range if it covers both sides of Madeline and Numel; sorry if I sounded a bit arrogant there. The hitbox is about the same length and width as a Star Rod. The hitbox still leaves Madeline and Numel vulnerable from the top, however, as stated in the description.)
- (Speed : Average. It's certainly not as fast as Ness or Lucas' down tilts, or Lucario's for that matter [Woops! Sorry for re-using that phrase over and over again], something like the speed of Mario's down tilt would suffice. There's a touch of ending lag on the move, but since the move lasts for so long, the speed doesn't really matter, does it? Sorry if I made a mistake.)
Dash Attack ~ Ash Attack
Madeline and Numel run forward with determined looks on their faces, ready to charge the opponent. Unfortunately, at the very last second, the two somehow slip on a pile of soot placed right in front of them. A bit odd? As much as the two are exposed to the ashy conditions of Numel slides in a frenzy, sliding forward roughly ½ of a Stage Builder Block. This is the first hit of their dash attack. That second one is when Madeline skids to a halt to catch up to Numel, dealing damage to anyone that comes into contact with her when she slides to a stop.
- [Numel : 5%, Madeline : 6%]
- (Knockback : Above Average. The knockback is the same as Pit's dash attack, to make it short. I'm not sure if Pit's dash attack has 'above average' knockback compared to everyone elses, though, so I apologize if I'm wrong. ^^
- (Range : Average. The two both slide forward ½ of a Stage Builder block, and their hitboxes cover their front-section, so you may be exempted from both hits if you approach them from the back, if that makes sense.)
- (Speed : Average. The initiation of the whole move takes a fifth of a second to happen, but the two hits happen within tandem of each other, so as long as you got the first hit in, you're most likely safe.)
Smash Attacks
Up Smash ~ Sunny Day
Sunny Day has an advantage of very high range. However, Sunny Day only initially covers the side that Madeline and Numel are facing, which means that they're vulnerable from the top and other side during the start of the move. When charging Sunny Day, Madeline will close her parasol and lift it up into the sky, before opening it once it is directly above her. And guess what's inside? A big ball of fire! The ball of fire will steadily damage anyone touching it for about half a second, before Madeline brings down the parasol down again. Looks like Numel can be quite agile if she wants to~! Oh, and the ball of fire hits three times maximum.
- [Raising the Umbrella : 3% (Constant), Uncharged Each Ball of Fire Hit : 3%, Fully Charged Each Ball of Fire Hit : 6%]
- (Knockback : Low. Instead of knocking the opponent away, the opponent will simply bounce on the ball of fire, hopefully receiving all three hits of the smash. It's obviously not meant to be a KO move, rather a damage-racker!)
- (Range : Average. It covers the entire area above Madeline and Numel's heads, but that's it, really.)
- (Speed : Average. Slower than other Up-Smashes like Fox's and such, I'd put it somewhere around Ness's speed for his up-smash.)
Forward Smash ~ Pouring Flames
Pouring Flames is one of Madeline and Numel's prime attacks to use for approaching. This is because of its very good yet slightly awkward range, duration, and etcetera. You can use this as a set-up or in lieu with another attack, but I guess I should explain what the move actually does before stating its uses first, I suppose. Sorry about that. But okay, first, Madeline closes her parasol and brings it by her side, where Numel is carrying a big piece of charcoal balanced precariously on her back. The charcoal will grow in size the longer it is charged, as it is the main hitbox for this attack. The tiniest piece of charcoal you can have is the size of one of Olimar's Pikmin, with the largest the size of Olimar himself! Quite a big difference, I'd say. Anyways, when you're done charging, Madeline will take the piece of charcoal, and with amazing dexterity, lift it with her parasol and flings it in front of her, but not before Numel blows a little fire on it, adding a little more damage than if it were bare. The charcoal flies in a short arc, the same arc as when Olimar tosses a Yellow Pikmin. If the flaming piece of charcoal contacts anyone, they will be dealt 12% uncharged and 21% if fully charged, along with being knocked back just a tad, but not into the air. This attack doesn't have that much starting or ending lag for a Forward Smash attack, much like Zelda's (Okay, maybe not > <; Sorry, I know I'm inexperienced in the world of Smash, so...Sorry for all of this inaccuracy), so this is a great pressuring tool to use from afar against an opponent on the edge or something, and in succession, too! Don't be afraid to abuse this! Madeline and Numel don't have much for approaching against an opponent anyways, so this'll most likely be your primary choice for that. Sorry if I sounded confusing or anything. ^^;
[*][Uncharged : 12%, Fully Charged : 21%]
[*](Knockback : Average. The charcoal causes the opponent to stagger for the most part. At high percentages (Over 100), the opponent will start to fly away at 60 degrees or so when they get hit by the charcoal. It'll take a while to actually KO them with this smash, fully charged or not.)
[*](Range : High. I don't think I need to explain, do I? Sorry if I sounded a bit obnoxious there.)
[*](Speed : Average. It takes a bit of time to set up, about 2/5 of a second, but there's no end-lag on the move, which is good.)
Down Smash ~ Earthquake
Earthquake doesn't stray too far from its incarnation in the Pokémon games. While charging Earthquake, Numel will begin to take in large breaths of air, with Madeline poising with her parasol in hand above him, ready to activate the smash attack when need be. Once you're finished charging, if at all, Madeline will jab the round tip of the parasol into Numel's spout with a determined look on her face, her tongue sticking out. Numel will start to expand further and further as you charge the smash attack, and once its done; Madeline takes out her parasol and Numel will jump up and back down onto the floor from the pressure (Of not being able to expend that air or um, energy?), giving off a slight shockwave that sends opponents up into the air if they're close. Obviously, the longer you charge it, the more knockback it does (As with any other attack), but Earthquake increases in knockback much more dramatically. Range also increases marginally the longer you charge, with the maximum range being one stage builder block from both sides of you. The attack does indeed affect people in the air (Okay, maybe not like in the games after all > <
, but only if they're a few inches from the ground.
Now that I think about it, maybe I should've named this Magnitude instead... Sorry.
- [Uncharged : 14%, Fully Charged : 24%]
- (Knockback : High. While not enough to KO middleweights and heavyweights at a high percentage, the knockback is still rather good. It's enough to push away the opponent 3 stage builder blocks away at maximum charge, which will be good to get them off your back.)
- (Range : Very High. Covering both sides of you, as well as those even off of the ground, the move's range has a rather large and disjointed hitbox. It reaches one stage builder block off either side of the two.)
- (Speed : Average. This is the clincher! It takes about .4 of a second for the move to start, which means it can easily be shielded and predicted. It does have good hitstun though, so don't worry too much.)
Aerial Attacks
Up Aerial ~ Super Pusher
Instead of scooping the opponent up into the air, we're going to try and shoot the opponent out of the air! When you use Super Pusher, Madeline will stick her parasol up into the air above her in a narrow position, damaging opponents slightly if they get caught, but here's the good part : Madeline will open her parasol suddenly, causing the opponent to fly away from the duo at breakneck speeds! Madeline smiles slightly before closing the parasol and stowing it back on her shoulder.
- [11%]
- (Knockback : Extremely High. This is the first time I've ever used 'extremely' for one of my descriptions, which should mean something. The opponent will shoot away from the parasol five Stage Builder blocks at percentages above 120, and two blocks at 0 percent. Quite shocking, when you get hit by an umbrella! This is one of Madeline's good KO moves, even though instead of Koing people off the top, it shoots them off to the sides.)
- (Range : Above Average. The parasol, when closed, is about the same thinness as a Beam Sword, but when opened up, is like a smaller sized crate!)
- (Speed : Below Average. Madeline spends a bit of time dilly-dallying while shoving up the parasol. Think of Ike's Up-Air, except a bit faster.)
Oh, and did I mention, that if the opponent lands directly on top of the parasol when it is opened, nothing happens to them? In fact, they just might footstool Madeline! This only goes for this attack. Still, at least you can be directly above Madeline without much worry like this. ^^;
Neutral Aerial ~ Tummy Tickle
Tummy Tickle is one of my favorite moves in the moveset. When used, Madeline tickles Numel's belly for a brief moment, causing Numel to squirm and squeal in discomfort, a laugh imprinted on both of their faces. The result causes Numel to first spin around and tuck its legs in, then spread them out, and finally spinning around once more in the air. This results in three hitboxes; the initiating one that causes very little knockback and minor flinching, the second main hitbox that takes up the most time of the duration of the move and knocks back the opponent roughly one Stage Builder block, and finally, the third one, which is exactly like the first hitbox, with a little more range. The hitbox is a square-like shape around Numel's round body, with circular hitboxes on each of Numel's legs as it spins around. (Sorry for the run-on sentences there! Unfortunately, you'll be seeing a lot more of them, if you haven't already. Sorry!)
You can rack up damage with Tummy Tickle (If you're close enough to the opponent and are fast-falling downwards onto them), KO with it if you time it properly so that the second hitbox is the last one to damage the opponent (It's not that strong, though. It'll probably KO Mario at around 110% or so.), or for just a quick laugh. Sometimes these Brawl characters look so emotionless while they're attacking, they really do convince me that they are really simply trophies... Oh, and the attack doesn't have that much lag on either the start or end, so you can use Tummy Tickle with relative safety.
- [First Hit, 3%, Second Hit : 5%, Third Hit : 3%]
- (Knockback : Um, I sort of explained that in the description. It'd be a bit confusing to put it all here. Sorry for the sudden change of layout, I just thought it'd be a bit clearer this way, hopefully.)
- (Range : Eh, I think I said that too in the description.)
- (Speed : Above Average. While it doesn't come out on frame 2 (Peach's N-Air o.o), it's still very fast. And the chain of three hitboxes gives the move a long lasting duration, so it might catch others off guard if they simply shield the first or second hit, before getting hit by the third.)
Forward Aerial ~ Serenade
Serenade is the duo's primary aerial attack. When you use Serenade, Madeline closes her parasol and brings it above her head, before bringing it down quickly in front of her, in one big swipe. The parasol itself is about the length of a Star Rod; however, the sweetspot is only located in the very center of the parasol. This sweetspot sends the opponent crashing into the floor! While not as powerful as some other F-Air meteor smashes, it still manages to fulfill its purpose quite well. Another glaring difference in it is that it has a much smaller sweetspot for the meteor smash than the others (Yoshi's head, Mario's fist, Ice Climbers' Hammerheads...or Malletheads). In fact, there's even a sourspot on this (The handle of the parasol)! So there's three hitboxes on the attack. Sorry, Madeline's parasol isn't exactly a Home-Run Bat.
For a little more clarification on the sweetspot of Serenade, the hitbox (Or was it hurtbox?) only appears during the middle of the attack, when Madeline is bringing the parasol from her face to her waist. The whole attack goes by fairly quickly, so Serenade is a good attack to use to follow-up another or for just plain damage (Even if it's hard to hit with the sweetspot). It's also one of Madeline's more powerful moves; that is, it actually has some knockback rather than just flinching. It's a good all-purpose tool; use it as much as you'd like! Or can, at least.
- [Normal Hit : 10%, Sweetspot : 12%, Sourspot : 4%]
- (Knockback : Average. Serenade's function isn't for its Koing properties; it's more or less to knock back the opponent far enough so they cannot counterattack with you being able to launch another one. The knockback will typically send the opponent flying in a southeast/southwest direction, but if they were hit in the legs in the air, they'll fly up instead.)
- (Range : Average. The parasol covers a decent distance in front of Madeline, as wide and far as a swipe from a Star Rod, but nothing exceptional.)
- (Speed : Above Average. This is barely past average for me. The attack commences .3 seconds after it starts; yes, I know, the exact numbers aren't really needed, but they console me a bit when I feel a bit hesitant about defining the qualities of a move, if that makes sense.)
Back Aerial ~ Double Kick
No, not the move Double Kick! Sorry for the confusion, I know Madeline and Numel are not fighters at all, but there really is a double kick here! At the same time, at least. Madeline will perform a somersault in the air and kick out her legs as she's turning around, with Numel mimicking her movements. Unfortunately, Numel's stubby legs aren't much of help at all... but she's trying!
- [Each Hit : 5%]
- (Knockback : Above Average. The opponent is dealt mostly the knockback by Madeline's kick, which comes first. On Mario, he'll be Koed from the center of Battlefield at about 100%. Numel's kick, on the other hand, has the same knockback as a jab, unfortunately.)
- (Range : Average. Madeline's kick doesn't extend far from her, about a character length away, and Numel's kick even less.)
- (Speed : Average. There's a slight delay with the somersault Madeline does, like Lucas' back-air. Numel's kick comes immediately after Madeline's kick though, so that will be of some assurance.)
Down Aerial ~ Madeline's Meteor
Madeline flips her parasol upside-down and sits inside it, bringing Numel along with her. The added weight causes the parasol to spin and plummet down towards the stage, which also causes damage to anyone in the parasol's path of destruction. Numel helps the damage by blowing a gentle fire on the edge of the parasol, igniting all of its spokes and giving the parasol a meteor-like or comet-tailed appearance. Anyone caught in the spinning parasol (Only the parasol spins, not Madeline and Numel), the whole attack dealing 4 hits in all, before the parasol slides gently to a stop and floats down to the stage with a tinkle. The hitbox surrounds only the parasol, not Madeline or Numel, so you will be able to hit them from the top, but not from the bottom or sides. Oh, and well, the parasol also has another hitbox that lasts for the entire duration of the attack, actually. This one is on the parasol's tip... That pointy thing on the top. If the opponent's head touches that tip directly while the attack is still in action, then they will be meteor smashed. This would've been a nice damage-racking attack had the hits bring the opponent in towards the parasol, but that is not so, unfortunately. Still, it provides some decent protection for when you need to get back down onto the stage quickly. And obviously, if you're feeling a little daring (Not that I recommend it! I've seen many people rocket down to their death when using this, sorry for being so negative), you can use it off-stage to try and catch an opponent off guard. Madeline and Numel's recovery is great vertical wise that it can make up the height lost when using Madeline's Meteor.
- [Each Hit : 3%]
- (Knockback : Average. The umbrella pushes away opponents, which lessens the chance of them being drilled down into the stage.)
- (Range : Average. It covers the entire lower area of Madeline and Numel, but their tops are completely exposed. The hitbox of the parasol is roughly the same size as a sideways barrel. I said it in the description while explaining the sweetspot.)
- (Speed : Average. The move has a slight stall in the beginning, which could be good or bad depending on the situation.)
Final Smash – Rouse and Douse
For Madeline and Numel's Final Smash, they utilize both elements of water and fire against the opponent. As soon as you activate the attack, Numel will breathe a low-ranged Flamethrower in front of her (About the same as a Fire Flower) for a second, and the first person (If anyone at all) caught in the attack will have their bottom on fire (Literally!). Madeline will then utter a brief gasp of shock, and immediately whack them with her parasol to try and blanket the fire, dealing 7% for each hit (Dealing 21% in all). The opponent will receive 1% of damage per second that they are caught on fire. She does this three times before realizing she made the situation worse, and proceeds to Plan B. Madeline will summon up a random cloud out of nowhere with a twirl of her parasol and it will begin to rain... On her. She shrieks and immediately brings Numel up into her arms. Numel will absorb all of the water via her spout (Yes, I know that camels don't actually store water in their hump, sorry!), and she will douse the opponent's using Numel's water, finally putting out the fire on the opponent's bottom. However, the water doesn't come out that gently... the water ejects out of Numel's spout with the force of a geyser, dealing 14% damage as well as propelling the opponent away from the two and knocking anyone in his/her way. Looks like Numel can learn Hydro Pump as well!
For the exact amount of time the opponent has their bottom on fire, it's roughly fifteen seconds. So, the damage done from their Final Smash is 50%. The range of this is quite short, as big as a Fire Flower, as stated before, so the two have to be relatively close for this to hit. The knockback makes up for all of that, though. The water jet knocks the opponent roughly ¾ the length of Final Destination, no matter what their damage is at; a surefire KO on smaller stages like Green Greens or Battlefield! The downside of the Final Smash is the short range of it that is required to hit when you initiate the attack.
Grabs & Throws
Grab ~ Split Ends : Madeline will deftly flip her parasol around so the handle faces outward, and like those cane-gags at the end of a magic show or something, Madeline will reach forward and yank the opponent close to her.
(Range : High. It's a far-ranged grab, just as long as Yoshi's stationary grab.) (Speed : Below Average. Its speed is about the same as Lucas'. Madeline will almost trip if she misses, which is the main cause of the delay.)
Dash Grab ~ Twice & Thrice : Madeline will lunge forward to grab with her free hand, and Numel will aid her in trying to surprise the opponent (To no avail).
(Range : Low. It's about the same as the Ice Climbers' Dash Grab.) (Speed : Average. Eh, I don't think speed matters that much with a dash grab unless it's a tether grab. It's about the same as any other dash grab, but probably not King Dedede's.)
Pummel ~ Scrimmage : Madeline and Numel thrash their arms about at the opponent, successfully dazing them. [2%] (Speed : Above Average. It goes a bit slower than those pummels that do 1%, like Lucario, I believe!)
Up Throw – Lava Geyser : Numel will pump out jet of lava from its crater, which will start to burn the opponent and cause them to yelp unhappily. Madeline takes advantage of this moment by quickly swatting them in the bottom in a northwest/northeast direction.
[9%] (Knockback : Above Average. While not a KO throw, it can knock away the opponent one stage builder block away.) (Speed : Average. Numel takes .2 of a second to light the opponent on fire, while Madeline takes another tenth of a second to whack them.)
Forward Throw ~ Flare to Spare : Madeline, not wanting to dirty her personal umbrella (Yet she uses it for all other purposes...) decides to take out another one and whack the opponent with it. Numel aids her in disposing of her spare umbrella by blowing a small ember on the tip. Madeline gets a stroke of inspiration, and with a slightly malicious grin on her face, she jabs the burning parasol against the opponent's torso, causing them to shout in surprise and stumble backwards.
[9%] (Knockback : Low. The main part of the throw is that it causes the opponent to trip (I sure like incorporating trips into my throws for some odd reason), which will give you a chance to surprise the opponent, hopefully.) (Speed : Average. It's about the same speed as Peach's forward throw.)
Back Throw ~ Corinthian Columns of Fire : Oh, this should be a bit easy to tell from the name. Numel blows a jet of fire against the opponent's bottom, of which Madeline takes a hearty swing at with her parasol. Yes, I've ran out of ideas. Sorry.
[8%] (Knockback : Average. It's about the same as Zelda's Back Throw, if you want a comparison.) (Speed : Average. The same speed as Zelda's Back-Throw, once again. Yaaay for aubergines.)
Down Throw ~ Flame Plume : This throw is fun for Numel, since she gets the chance to be in the spotlight for once. Numel blows a ring of fire around the opponent's feet, which will grow into columns of flame. While the opponent is enveloped within the flames, Numel gives a determined body slam on top of the opponent, causing them to be knocked up into the air diagonally away of Madeline and Numel.
[10%] (Speed : Average. Numel spends about .3 of a second to blow her flames, giving the throw a considerable length.)
Playstyle ~ Launch with Fire, Hose down with Water
Madeline and Numel's playstyle is rather simple, really. Madeline does the initiating work while Numel is the one to deal in some heavy blows and finally finish off the opponent, as I have mentioned quite a few times before. First off, to rack up damage, let Madeline use Super Scooper (F-Tilt), Sunny Day (U-Smash), or even Roundabout (D-Tilt) to knock the opponent up into the air. The Up/Down Throws can also be used to send them into the air. Then, have Numel use Lava Spout (U-Tilt) or Tummy Tickle (N-Air) to rack up damage, and follow up with a Serenade (F-Air) by Madeline, if they're in front of you and within range. If you manage to hit the sweetspot with Serenade and send the opponent towards the ground, you may be able to get an Earthquake (D-Smash) in if the player doesn't roll away in time (Which isn't that likely). As for a use for Serenade that doesn't include its sweetspot; you can try and use it after a jab or F-Throw! Or maybe even a grab-release into a Serenade. Yes, I know that was just something tacked-on. Sorry. ^^;
But honestly, that's really it with their ways of racking up damage; their other attacks are either for KOing or don't have enough range compared to some of their better moves.
For approaching, the two don't really have any good approaches other than their formidable Pouring Flames (F-Smash), of course. It's surprisingly good for pressuring the opponent, with its good range and such. But they don't necessarily need many good approaches due to most of their better attacks having good range, like the aforementioned ones in the previous paragraph, Serenade (F-Air) or Super Scooper (F-Tilt), etc. So in actuality, I think that their main attacks are already able to be used as approaches. ^^; Sorry for that strange wording. Embrella is far too erratic to be used as even a mildly decent approach, if that makes sense... Sorry.
When you managed to get the opponent up to a considerable percentage, you can use a Friendly Fire (Side Special), Blazing Lob (U-Air), or a Double Kick (B-Air) to KO them if they're in the air. If they're not, use a Down or Up Throw or some other attack to get them into the air, where it is easier for Madeline and Numel to KO.
If you knocked the opponent down away from the stage instead, by all means, do so! I think that Madeline and Numel are rather good at edge-guarding, but only from the stage edge... I don't recommend going off-stage to chase after the opponent, they're not all that viable as those with multi-jumps (King Dedede, Pit, Kirby, Jigglypuff, R.O.B., etcetera). If they're coming from above, use Blasting Ballast (Up-Special) to hopefully catch them in the ridiculously high lava flow, reminiscent of Pikachu's Thunder [Goodness, maybe I should consider changing the two's Up-Special...it seems awfully broken now...]. Serenade (F-Air), as usual, is great to use as well. If the opponent is clambering up back onto the stage from the edge, you can use a Pouring Flames (F-Smash) to maybe catch them if you're lucky, and space yourself correctly. Madeline and Numel's other attacks aren't very useful as these, but some notable mentions are Embrella (N-Special),
Projectiles are probably the bane of Madeline and Numel... While they themselves don't find it that troublesome to approach and are quite hard to approach themselves, if the opponent decides to camp with a projectile... Madeline and Numel are forced to approach. Their Embrella (N-Special) isn't fast enough and/or doesn't reach far enough to counter another, more sturdy projectile, like arrows, Din's Fire, and such. Endure isn't that helpful since you can't use it in quick succession.
Power-shielding and characters with good OOS options are also some of Madeline and Numel's greatest weaknesses. Since most of their attacks come out quick and can be fairly easily telegraphed, a wary opponent can time their shielding and shieldgrab or something of the sort. But isn't this the case for most characters? Sorry about that.
Which brings into another problem for the two; Madeline and Numel are very easily grabbed (One is by the fact that their attacks can be shielded easily, of course). Due to having two people instead of one and as well as being treated as one character, even if the two turn around and try to dodge, they can still be grabbed due to their large size. Endure doesn't particularly help that much either.
So, in a sense, Madeline and Numel are both good on offense and defense. With wide-ranged attacks and short lag on many of their more useful moves on the field, you can deal some good damage easily without much worry. You're even able to have some super armor! The only problems that you may face while using Madeline and Numel are probably KOing, edgeguarding, and recovering. They're like a downgraded mix of Mr. Game & Watch and Marth, in my opinion. Or maybe upgraded? I'm not so sure now. They seem a bit overpowered to me.
Match-Ups
Vs. Mario – 50 : 50
Mario isn't all that far off from Madeline and Numel in characteristics and abilities. However, Mario's proficiency in what he does best drags down Madeline and Numel a bit. Madeline and Numel can outrange Mario easily on the ground, but in the air Mario is superior, due to his aerials coming out faster mainly for the most part. His gimping abilities won't be that very effective on Madeline and Numel, due to their vertical and interchangeable direction while floating down horizontally (But he can still F-Air them at the start of their recovery, when there is a slight delay). Mario has more OOS options than Madeline and Numel do (Or at least that are more effective; Madeline and Numel's only cover one side of them, typically), and couple that with his greater air game as mentioned before, Madeline and Numel will have a hard time racking damage on Mario due to his better mobility and size. Pouring Flames and Mud-Slap isn't very useful against Mario, due to his size and cape, respectively. Both are fairly equal in KO potential; Madeline and Numel are able to dodge Mario's fireballs with Embrella canceling them out, but it's F.L.U.D.D. where Madeline and Numel fare better against than some other characters when facing Mario. One well-timed Endure and poof : F.L.U.D.D. does no knockback, rendering it quite useless! Both of the attacks end at the same time too, so don't worry if you didn't time it perfectly. Be careful of his Up-Tilts and N-Airs/B-Airs while on platforms; your rather large size makes you an easy target on places like Battlefield. I consider this match-up to be a toss-up, honestly. Both have the tools and abilities to get around each others' advantages.
[Um, pay no mind to that Mario match-up there. I obviously don't know how he plays well enough to make even a slight conjecture on how Madeline/Mario would face against Mario/Madeline. Sorry.]
Stage Show
Choosing stages are a very important factor in Smash. It could mean the difference between a win and a loss, especially in a close match-up. In this section, I'll briefly list and state why the stages that are good and bad for Madeline and Numel.
Starters (4/4)
Battlefield – Below Average
Madeline and Numel don't do too bad on Battlefield, but there is no room for them to run away if they're caught in a troublesome situation. The two don't have much room to set-up their attacks and rack up damage efficiently as on some other stages, but the range of their attacks should more than make up for it. They may find themselves KOed easily here, however, due to the rather small stage boundaries. It's not that hard for them to be edgeguarded either.
Final Destination – Average
Madeline and Numel are able to approach and retreat easily on the wide expanse of Final Destination, but they have just a few problems with this stage. The biggest are those that the two already have on even their better stages. First one, is KOing, of course; Madeline and Numel typically KO using the Upward Stage boundaries, and Final Destination isn't all that forgiving with its high ceiling. The other is their recovery. The lip under the stage can catch the two off guard if Numel accidentally propels Madeline up into it, causing the two of them to fall to their death unfortunately.
Yoshi's Island (Brawl) – Above Average
The two have an easy time moving around this stage; I consider it to be the best neutral stage for them. The slightly angled floor can be bad for both you and your opponent, but the advantages this stage brings makes up for it, I think. Madeline and Numel can hit through the edges of the platform with their tilts and smashes, and their Embrella embers can bounce along even more erratic than ever before, due to the sloped edges and platforms.
Entrance ~ Parasol Float
Animations
Standing/Idle : Madeline grasps the handle of her parasol with both hands, stepping forwards and backwards slowly and awkwardly with her rain boots, while Numel is blinking somewhat stupidly and stares straight ahead. Occasionally, Madeline will twirl her parasol around once, or swing it in a big arc in front of her. Numel will lie on her stomach or shuffle her feet every once in a while.
Kirby Hat
Kirby gains both traits of the duo; Kirby receives Madeline's parasol (Although it will only be used for Neutral B; it has no affect on Kirby's fall speed or anything of the sort, unfortunately), and Numel's neutral color palette. Kirby's version of Embrella isn't as efficient as M&N's version, due to the fact that Kirby is relatively short and thus when the embers bounce off the parasol, they won't reach as far or high.
Ending Comments : Boy, I really tried to try something different this time. But I couldn't. Sorry. I think that Madeline and Numel went off fairly well; even if they are rather bland. But I like bland things, strangely enough. Things (Yes, I know that that 'things' is a very general term, sorry about that! I'm bad at describing... things.) that are too extravagant or full of balogna really get me in a huff. Sorry, but that's just how it goes with me. Maybe I'm already too extravagant... Oh, I shouldn't have said anything. Everyone has their own expectations, it was wrong and rude of me to state that mine were fact... Sorry.
vv No need to read this block of text
And as usual, I can tell my writing style is caught off-guard so often it makes me dizzy; if that makes any sense at all. (It does to me!) I know my writing style doesn't make much sense, I've repeated more than a few times about my awkward wording... Bleh. I have so many errors and flaws that I need to fix > <;. I also tried getting rid of the brackets with the statistics in them as I had used for almost all of my previous movesets, and describing everything within the move itself... I don't think that that went as well as I had hoped. Oh well, I just need practice, I suppose! No one is able to perfect anything on their first try, but one can get closer on their second if they try and manage to improve. Some of you may have noticed that I didn't apologize as much while writing this... ^^; I'm much more wary of it now, thanks! I know that it was a bit late for me to do so and everything, but... at least I'm improving! And thank you, Junahu, for putting me on that lovely list of your current likings. I'm very honored to have Toadette up there. While I know she has a lot, and a lot of flaws, I can't help but feel a bit sad now... And no, it's not your fault at all, nor anyone's, it's mine! Madeline and Numel really lack a lot of personality now that I go back and re-read them... but oh well. I think that with a little bit of your own imagination, any character can have chock fulls of personality! I shouldn't impose my thoughts on all of you, however, so I'm sorry about that. But I think that's the thing that makes me, well, me. Happy New Year to everyone, I'm sorry about the long disappearance, as usual. Oh, dear. I really feel like some sort of freeloader now... Sorry about that. ^^; I'll try to contribute more this time!
I also know that my explanations this time around aren't very clear or concise...the whole thing is like a muddled mess... I originally wanted to get rid of all those brackets and bulleting and such, but after re-reading the moveset, it didn't seem very clear, like I said. So I reverted back to Toadsworth's format. Sorry if things seem a bit out of place. :v
I had also planned to not have Madeline be the only Pokémon Trainer battling with her Pokémon...in fact, I was thinking of aiming for three trainers, all from RSE...! (Parasol Lady Madeline + Numel, Lady Cindy + Linoone, Aroma Lady Rose + Roselia) I didn't think it'd work out very well, though, and decided on just Madeline and Numel instead. But maybe I'll change my mind and decide to do them someday...which won't likely happen.
Ehh! All that text in that ending comments section was written a few weeks ago... so it might've been outdated. I was planning to put Madeline up earlier, but procrastinated.
I'm so sorry, for everything. But I really am ecstatic that all of you are so amiable; I won't mind at all if your opinions change (or have already) since I am rather annoying with these last minute sets, after all. And oh gosh, I hope none of you think that I want the last set of the contest... I'd rather hope not, since the last set tends to have a bit more ehh, hype, I guess you could call it?
I shouldn't have let my preoccupations coincide with my work... I'm sorry! ^^ I think I said that enough. Sorry. It's a bad habit, aha.
Well, that's it for now. I hope you enjoyed Parasol Lady Madeline and Numel!
P.S. I still don't know how to pronounce 'Numel' correctly. Is it 'Nuh-Mel' or is it 'Noo-Mel'? Just something curious. o.o