• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

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

Status
Not open for further replies.

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
¬_¬ ok, what the smeg is wrong here? 0 comments for Onix? And Chill Man is equally suffering


Junahu: Why *smack* aren't *smack* you *smack* posting *smack* enough *crunch* COMMENTS!

Chilly Willy:
I really have no clue what context to make this comment in. I'm on a MM10 blackout until it comes out on the Xbox360 so I have no right nitpicking Chill Man's attacks for inaccuracy or OoC-ness. You admit making the set quickly, and pushing it out early because of that misunderastanding over MYM's end date, so I'm willing to bet any problems I encounter with the set you already know about.
Still, I have to comment something, it's not fair to do otherwise. So.. eeny meeny, miney... moe..

I got the impression from reading, that there was more of you in the set than Chill Man, and there were certainly a few instances of ice attacks which are there for the ice theme more than for the character. Still, I did enjoy reading and there was this air of deliberate humour which gave the moveset its own character, though not neccessarily the character you were making the moveset for.


Onicks:
♦The fact you were willing to let balance slide to do the character justice is admirable. He does SOUND imposing, and fun obviously, but then again, he's not invincible, his face being an obvious exploitable spot to unleash jab infinites on.
♦As with Valozarg, I don't like it when a moveset author has to deus ex machina something (grabs) out just because it would be difficult to balance. You could simply say Onix can move just fine with the foe grabbing him, his segments take individual knockback after all, and he is large enough to carry his foes around.
♦The appearance of a lot of his moves, and indeed, his very movement, is difficult for me to envision. Remember, unlike punches and kicks, Onix has far many more points of articulation, and can contort himself in far more ways, so your idea of how Onix moves won't be the same as my idea of how he moves.
♦It would have been nice if you had further elaborated on how a Onix Ditto match would pan out. Their bodies are impassible ground right? (Or can they, *gulp*, dig through each other? ) Surely with two titanic hitboxes burrowing around, blocking eachother's paths, some sort of strategy would be needed to come out on top, right?
♦Still, I don't get why noone has commented on him yet. He's pretty **** unique


Hey, remember when Junahu used to make good comments? Yeah.. me neither. :ohwell:
 

Kaiser6012

Smash Cadet
Joined
Dec 28, 2009
Messages
32
Location
Brisbane, AUS
Comment up for ONIX in my previous spam-post. I just want to let it be known that, though I scored it lower than normal, I do like the moveset itself. I just believed that, when put into whatever scenario suits the character, it should be balanced, and ONIX quite obviously isn't. It's a good idea, but I cannot reconcile a Junahu-esque viewpoint with my own concept of MYM.
 

Neherazade

Smash Journeyman
Joined
Apr 5, 2009
Messages
359
Location
Gensokyo.
A brief pop-of-my-head into the thread to remind everybody that the Story Mode is, indeed, going ahead. Polls close tomorrow, so make sure you get your last votes in!
The poll, for those of you who have forgotten, is here: http://kaiser6012.wordpress.com/story-mode/

Also, fear not: I have been on hiatus working on a stream of character concepts for MYM8. As a brief teaser, think on these ideas:
*A legendary knight who takes to the skies with the aid of a very special piece of machinery
*A skilled swordsman better than any centaur and the army he leads
*A cursed warrior who gains strength from his curse, and the many faces of his disability
*The fighter who wields the power of mythic creatures from more than a century of centuries ago

What could they be? You'll just have to wait to find out! *evil laugh*
does this qualify as hype? alright then! here we go:
________________________________________________

*a warrior from every child's school-days*

(my take on) *a classic fighter from Japanese tradition*

*a character wii all know and love*

*the son of a god, who turns to evil in the name of power* (no, it's not percy jackson)

*a hero, banished to the realm of the dead, lives again!*

*from another world, a master of four skill takes to the field of battle*

*with the power of fire, this duo fights for their friends!* =D

*in an attempt to become Sin... he committed the ultimate God* (I sound like a ******...)

*a mysterious figure with help from the cosmos*

*called by the wind, he is ever vigilant*

*insert JOKE SETS HERE* x2

*insert possible FAIL SETS HERE* x4

*born to serve the world of crystal, he fights for... himself?*

*freezing cold and blazing hot, he will finish all who oppose him*

*from another dimension, he represents his people in a never ending war*

*guardians of the elements, they join forces to end the world's chaos*

*straight out of a sci-fi classic, he comes to do his job- burn everything* (obvious clue is obvious)

*still a joint set*

*strong as hell, but could there be something more...?* (joint set, eventually)
_________________________________________________________________

that's all I can think of for now... anyone can guess who they are?
 

darksamus77

Smash Champion
Joined
Oct 18, 2009
Messages
2,987
Location
Seattle, WA
NNID
darksamus77
3DS FC
3282-3124-8340
born to serve the world of crystal, he fights for...himself?
Crystal King would be my guess
*from another dimension, he represents his people in a never ending war*
Optimus Prime

Those are the only two I can think of
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,542
King Boo

Overview
}King Boo is a recurring antagonist in the Mario series of video games. His crowning moment of villainy is when he kidnaps Mario, forcing Luigi to venture through a haunted mansion to save him.{

[SIZE=+0]Stats[/SIZE]
1}Fall Speed{1
2}Traction{2
4}Weight{4
8}Size{8
8}Ground Speed{8

}Also, it should be noted that King Boo has two mid-air jumps, with a float that works just like Peach's on both of them. The rest of King Boo's statistics can generally be gleaned by, you know, reading the set.{

[SIZE=+0][SIZE=+0]Special Attacks[/SIZE]
[/SIZE]

Magic Mirror}Up Special{Magic Mirror

}King Boo takes on a very concentrated (And possibly constipated) look as a sheet of glass appears across the stage in front of him, going from background to foreground. Imediately after being placed, the mirror turns semi-transparent, and can be walked through. By pressing Up Special again while the mirror is already on the stage, King Boo will vanish and re-appear on the opposite side of the mirror (See professional-looking diagram below). The attack has almost no lag on either end, but be warned: Once this is placed, you may not move or place another in any way. {

}Perhaps this has a few other uses, besides the apparent recovery.... {


Disappear}Neutral Special{Disappear

}King Boo vanishes from the stage completely, becoming 100% invisible. This works exactly like you think it would in that he's normally controllable, just not visible. Unless of course, you happen to have a mirror on the stage (And I'm gonna go out on a limb here and say you do), in which case a false reflection of the king will appear in the mirror! The false King Boo will appear in the same location King Boo would recover to if he used his Up Special. Now, this still doesn't sound great, right? But while you hold the Special button, you're free to move about and use standard attacks, while your reflection will prove as a perfect mirror image of you, performing all your movements and attacks (Except he'll be facing the opposite direction, of course). {

}What could be more satisfying to a ghost than tricking his opponents? A god way to use this is to run straight at the mirror and, just as you touch it, hit the Special button and run away. If executed flawlessly, it'll seem as though nothing happened to the casual bystander opponent. Also, FYI, the false King Boo is immaterial, and will move through walls and such to copy your movements exactly, and has no hurtbox or hitboxes. (In retrospect, I probably should have made that clear earlier) {

Solidify}Forward Special{Solidify

}King Boo does a short flip in the air (Similar to Meta Knight's Shuttle Loop, but much smaller, and sans glide), during which his mirror becomes completely material and an obstacle, blocking progress across the stage and reflecting projectiles. However, this effect only lasts until the flip is over, which is a grand total of 0.3 seconds. The endlag isn't that long, but long enough to prevent spamming. {

}This is a fairly simple defensive move, although it can be difficult to use. Unlike those other reflectors that can be held out infintely, this one takes a bit of timing. Besides the use as a reflector, it can also be used for protecting team members (And King Boo himself) from straight-up physical assault. The use is somewhat restricted by the fact that it affects a fixed point on the stage (Ye ole mirror). {

Cower}Down Special{Cower

}King Boo covers his face in his hands arms nubs, as his face turns slightly red. While in this state, King Boo is almost completely invincible, with one exceptions; King Boo can be damaged if the opponent is facing in the opposite direction. {

}Besides paying a bit of homage to the Mario games of old (Well, the new ones too, since the games never change, but I've mostly got older ones in mind here), this is another defensive ability, often more reliable than a spotdodge or a shield. Watch out for characters who approach with BAirs, such as DK and Ike. {

[SIZE=+0][SIZE=+0][SIZE=+0]Standards[/SIZE][/SIZE]

[/SIZE]

Boo Minions}Neutral Attack{Boo Minions

}King Boo points forward with his nub as a Boo flies (Seemingly out of nowhere) from straight behind King Boo to two Battlefield platforms (BPs) in front of him, cackling all the way and dealing 2% and weak vertical knockback to everyone it hits. The attack has little startlag and almost no endlag, as well as very high priority. Once the Boo reaches the aforementioned distance, it stops and moves into the background, hovering. If King Boo summons more than four Boos onto the stage, the old ones will disappear as each new one shows up. {

}*Foreshadows*{

Peek-a-Boo}Up Tilt{Peek-a-Boo
}King Boo covers his face for a full two seconds. If anything passes directly overhead (Within one BP) during this time, King Boo will uncover his eyes, cackle, and rush straight at it, dealing 8% and delivering a strong meteor smash. There is little lag on either end of the attack, but the attack is pretty long itself. This has surprisingly high priority.{
}An attack best-used in anticipation of characters focuse on the aerial approach. The animation looks very similar to Cower, so you may be able to fool opponents a bit.{

Tongue Pivot}Forward Tilt{Tongue Pivot

}King Boo spreads his arms out and turns sideways before spinning around with tongue outstretched. The tongue has pretty long range, as it can reach about as far as Ganondorf’s jab. The attack itself has okay statistics (8% damage, low knockback, average priority, low start and endlag). The main feature of the move is that by pressing A during the endlag, King Boo will complete another pivot, going slightly faster. He can even slowly inch forward or backward during the start-up lag, creating what is practically an advancing wall of tongue! This can be repeated up to eight times (Making nine hits total), with the strength increasing incrementally each time. The final hit deals 17% damage and is quite the KO move (Kills around 90%). However, the endlag gets slightly longer each time you do an extra spin as well. After the ninth time, King Boo will go into shieldstun. {

}While providing King Boo's most powerfull kill move, this is also incredibly risky, as the endlag is long and the good KO'ing hit sends King Boo into a dizzy stance, meaning that missing is practically a guaranteed F-Smash to the face.{

Tongue Drag}Down Tilt{Tongue Drag
}King Boo sets his tongue on the ground and moves forward three BPs while dragging his tongue along the ground. This creates a patch of ground that acts like ice, making opponents lose traction and trip more often. Also, anyone who makes contact with his tongue during the drag itself takes 2% damage and flinching knockback.{


}This is a pretty straight-forward low-focused attack. {


[SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0]Smashes[/SIZE][/SIZE][/SIZE][/SIZE]

Vanishing Act}Up Smash{Vanishing Act


}When the charge is released, King Boo moves upward in a slow, spiraling motion. When he reaches a height of about one to three Ganondorfs (Depending on charge), he descends back to his starting point . Very mundane, but King Boo is able to use any of his Specials during the ascent without interrupting it, and can cancel the spiral into an F-Smash or D-Smash. But the main attraction is the near-invulnerability that King Boo gains in this position. If he's hit with any attack, he merely takes half-damage and swaps places with his nearest Boo, should he have one on-screen (If he doesn't, then he'll just take the attack as he normally would). Regrettably, this kills the Boo involved.{

}This is another move that stays true to King Boo's annoying, I-won't-be-killed nature. In exchange for just a few moments of set-up, for the creation of a Boo, King Boo will not take any knockback. A pretty good trade, no?{

Thief Rush}Forward Smash{Thief Rush


}King Boo shoots forward one to three BP's, depending on charge. During this movement, King Boo is susceptible to attacks, but can move through obstacles/walls. If he makes contact with any item, including items held by other players, then he will absorb them, causing them to appear in his midsection (They are visible, as King Boo turns slightly transparent when he's got an item). The items can be regained by running directly through King Boo, but they'll automatically disappear (Permanently) after eight seconds. Oh, right, and there's an actual attack here. Almost forgot about that part. During his rush King Boo deals 6-11% damage and tripping knockback. Low priority, low lag, yadda yadda yadda. {

}This is actually an attack that can be used aggressively. Who woulda thunk it? King Boo can cordon off items or just straight up attack people. Always nice to see some good old-fashioned ***-kickery {

Shriek}Down Smash{Shriek


}King Boo rears back his head (Well, it's actually more like his whole body) and lets loose a three second-long scream that causes all on-screen enemies to stop what they're doing (Unless they should be performing an FS/have a star) immediately and, (If possible) cover their ears. All opponents remain in this state until King Boo is done shrieking, starting everyone (Including King Boo) off on equal ground. This stales exremely fast, and cannot be freshened at all. Each time Kign Boo shrieks, the stun-time of opponents is less, rendering it completely useless on the fourth input. At that point, it can only be used to bother the IRL opposing players, but it does so very well, and they may resort to physical violence to get you to stop using the attack (Protip: Wear an athletic cup).{

}Charging this attack has no effect on the actual attack whatsoever., although it allows you to stagger the timing a bit. Also, the charging portion of the attack can be cancelled into Disappear. This is King Boo's one-time ace-in-the-hole, his trump card, if you will. Make sure you think beofre using it.{

[SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0]Aerial[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]

Bounce}Aerial{Bounce


}King Boo shoots forward two BPs in the dierction indicated by the analog. If he strikes a player or the stage, he rebounds off it at an angle, launching himself oe BP in the corresponnding direction. He deals 3% damage and flicnching knockback to all he meets along the way (High priority, almost no lag on either end). If he passes a Boo on his path, he'll stop in their position and send him along the path he would have taken{

}Most of you will think this is a cop-out. To which I say (SRY).{
[SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0]GrabBING[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]

Boo Command}Grab{Boo Command


}This attack happens almost completely independently of King Boo, as every Boo on the stage rushes out of the background and into the playing field, all with a small grabbing hitbox directly in front of them. If one gets ahold of you, all Boos onscreen will flock to that position, making it slightly more difficult to escape with each one. As a pummel, the Boos lick you, effectively creeping you out and dealing 1% for every Boo that's in the business of groping you (Or arousing you if you're into that kind of thing, in which case you take 1% damage per lick for being creepy) .{

}It's a grab..... That's about it. I suppose it's worth noting that King Boo will stop moving once you use this, although he's not directly involved.{

Up, up, and away...}Up Throw{Up, up, and away...


}The Boos do their best to completely cover their victim and slowly rise upward, carrying the unfortunate person skyward. This must be escaped, much like grabs, and deals no damage. The Boos will keep climbing until the opponent escapes, and can actually KO themselves along with their intended victim.{

}A pretty standard throw.{

To the King!}Forward/Back Throw{To the Ledge!


}If the analog is tapped towards King Boo, The Boos pick up the victim over their heads and carry them directly to King Boo. The victim can mash out, as with the U-Throw, but if they make it to King Boo, he'll inspect them for a moment before giving them a massive lick that deals 5% damage and low forward knockback.{

}If the analog is tapped away from King Boo, the Boos pick up the victim, carry them to the nearest ledge, and unceremoniously huck them off at a -45-degree angle (KB is very weak).{

}Pretty straight-forward. If the opponent is in low %'s, you're gonna want the Boos to head toward their good leader, while you want them going the other way if you're looking for kills. {

Minion Magic}Down Throw{Minion Magic


}The Boos are reflected in the mirror along that same, oft-used trajectory, carrying their opponent with them.{

}Simple stuff, yet again. {
[SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0]Final Smash[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
Minion Madness}Final Smash{Minion Madness
}Boos start flying in from all corners of the screen, so dense that they take up ~1/3 of the screen, with the same properties that they have for the jab, but they travel completely across the screen, only stopping when they hit a death boundary. After ten seconds of this, all Boos freeze in mid-air and moveinto the background, where they act as normal Boos for the next ten seconds before disappearing, lending King Boo a near-broken Grab game, at least temporarily.{
[SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0][SIZE=+0]Playstyle[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
}King Boo is, largely, a defensive character, and a d**n annoying one, for his enemies. He's got a variety of moves that mask his appearance, teleport him across the stage, render him invulnerable to harm, and other such tricks. Also, several of his animations look similar, rendering his attacks slightly ambiguous. He's also got an extremely powerful recovery, and a grab game that works a bit like a trap. King Boo players specialize in the art of deception, and must learn to use these powerful tools to make up for the fact that he's barely even got moves that do damage, forget being able to KO well. Matches with King Boo are apt to be long, expletive-filled matches.{
Notes: I'm not exactly thrilled with this set. I put it off until it wsa too late, so it got a bit very rushed. The whole thing was created inside of ~2.5 hours, which is a bit fast for me (You may have caught onto that when you hit the Aerial section). My main goals with this were to

a) Make something better than HK
b) Get something at least close to finished before the end of MYM7.

Hopefully, I'll manage to motivate myself a bit better next contest.


 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
CHILL MAN

Chill Man is a good trap character, because he only has a few trap moves. My main problem with trap characters is that they're usually overflowing with trap moves. That means that you have to think a lot when fighting as them, which I don't like doing. Chill Man is a good character for people who like doing traps, but can't strategize with dozens of trap moves.

Also, I like the idea of an ice character, because that is something that Brawl needed. Overall, very COOL moveset, Kholdstare.
I am so sorry. That was just too good to pass up.


ONIX

Wow... Just... Wow.... And I thought Luffy was broken.

But, this is still awesome. I love the idea of digging freely through the stage, and then popping right out of the ground.
Wait. What happens when Onix uses Dig on the platform flying around the Halberd? Is it a suicide KO?
Dragging an opponent through the ground adds to the cinematic epicness of the fight too.
CRAP!! I should've done with Luffy! But kudos for coming up with the idea first, Plorf.

Onix would be AWSOME to fight against. I love all of these boss-sized characters! Keep them coming, and great work on the rock serpent!
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
My indentation is reversed! =O

Rocket Grunt

What a set we have here! As meanie stated, Grunt is definitely a crowning achievement in terms of multi-sets in the sense that it's barely even a multi-set. All the interactions here are beautiful, really, though some moreso than others. For example, I'm rather fond of the multi-dimensional interactions that actually work well in tandem with the other Pokemon such as the Side Special (which I'm somehow very fond of despite how strange it is), while on the other hand I'm not fond of things like Zubat's Supersonic that seem somewhat OoC and almost seem like Umbreon-esque generic buffs. That said, all the interactions work well together playstyle-wise, so I can hardly complain.

But as meanie also said, the poison mechanic is really what drags the set down in the long run. It doesn't really feel like poison, and fundamentally it works much similarly to poison has worked before. There are other ways this could have been implemented - say, the poison causes the foe to flinch repeatedly? Maybe I shouldn't give up a concept I've been wanting to implement for a while (WARY).

Grunt's Pokemon might be a little silly to judge on their own, but I'll go over them nonetheless. Zubat is, unfortunately, the weakest of the three in my opinion. I actually like Echolocation despite how strange it is, but overall I just don't find him quite as interesting as the other two. You mention in the forward tilt that you're attempting to make most attacks simple, and you certainly did this in Zubat, but it seems forgotten in Houndour and especially Grimer. The other two have simple attacks at a simple level sure, but the same moves actually interact with other ones. Also, what happened to Zubat's AERIAL header?

I agree with MW, Houndour's body text is disgusting even when I momentarily switched to Smash Revolution in all its laginess/addishness just to read it, though Grunt's organization is good overall if not up to your usual lofty standards. Anyway, in terms of the actual moveset, Houndour is in my opinion the strongest of the three even if it's OoC for Grunt to have him over Rattata/Raticate. Houndour doesn't have that much going for him save for possibly the smoke minimechanic but he doesn't have anything significant dragging him down like the other two. This may sound negative, but judging them on their own is somewhat missing the point, even if I'm doing it right now.

Grimer's better than Zubat but not as good as Houndour. I can understand him not having jumps or aerials, but not being able to be knocked upwards at all is somewhat ridiculous. As you said it leads to things like him camping against a wall (though wouldn't it still be possible to smash him and have him bounce off the wall?) as well as him having 100/0 matchups against anyone who needs to use an aerial to KO (Jigglypuff, Yoshi and a bunch of MYM characters) but also renders him really vulnerable to stalling against anyone with a recovery. The set itself is probably as strong as Houndour, though - I like the way you merged actual hitboxes and traps, and the Nitroglycerin Sweat is interesting despite doing nothing but interacting with other moves.

Overall, Grunt is an extremely strong set dragged down by a couple of flaws. Like meanie stated, the poison submechanic is rather poorly implemented, and there are also a couple of attacks that do nothing but interact with others. There's also that Final Smash, though by now I've come to accept it as a charm of yours. Though don't think I didn't notice what you saved the Final Smash header as.

Wood Man

I agree with meanie; as unique as your writing style is, it needs reworking in places. I don't mind it going on for a while as the moves aren't that complex in the first place, but what really gets me is your tendency to criticize yourself. You have an unfortunate habit of telling us your insecurities, which may be great if you've been bottling them up, but all it serves to do is make us feel bad about the moveset, which is never a good thing.

If you prune Wood Man to his base, he's still a good set, with a nice, simple, well-defined playstyle. meanie's just already covered everything I needed to say; it's not very difficult to see that this was designed for BiTF MYM.​

Huff 'n' Puff

Huff 'n' Puff is another reminder of the fact that MW is far ahead of us in terms of thinking. While we're still all thinking in terms of identical animations, MW does things like Toss (lol) and Clouded Vision. It's so mindgamey, I can barely understand how it functions. And I mean that in a good way. You're far ahead of us.

Some of the moves have tacked on effects, except the main effects are the tacked on effects... and I actually think this is a good thing, as it makes Huff 'n' Puff perfectly accessible if you don't want to get into his complicated - er, advanced - mindgames. You can play Huff 'n' Puff as deeply as you want without having to get -that- ingrained with him.

So in summary, Huff 'n' Puff is sort of like Lunge to me in that he's overcomplicated in a good way. I may not understand the depths he can go to in terms of playstyle perfectly, but I can understand that what you've crafted is something very unique. Good job MW, this is one of the stronger sets thus far in the contest.​

Shiki

Shiki has a decent concept behind her - separating hurtboxes and hitboxes - but it's just implemented in too clunky a manner. Using attacks to move around Mr. Mew is incredibly unintuitive, what would have been better is if you did a Count-style character switch move rather than this. Sure you'd lose the Down Special, but you'd gain the ability to give Shiki some actual moves of her own.

Which is my other issue with this set - as MW said, there's far, far too much emphasis on Mr. Mew, such that it doesn't really seem like a multi-set. Shiki has no attacks on her own while Mr. Mew has an entire arsenal. There's just not enough balance between the two. Seeing how awkward it is to manipulate Mr. Mew and how his attacks are as powerful as if not weaker than a typical character, Shiki seems underpowered as a whole.

Overall though, Shiki still manages to be one of your stronger sets. The organization is a step up (those image headers do look lovely) and the playstyle concept, while poor in execution, is still there. Good job TWIL, you're definitely improving, though there's still ample room to improve.​

Spear Guy / Dark Samus

Commenting both of these at once since the same complaints seem to apply to them. First off, welcome to MYM! It's always nice to see a new moveset maker who's done some lurking. You've already recieved critique on your organization, but I'd like to put in a word myself. You seem to have taken the comment that color should be used in Spear Guy to heart, and it isn't used very well at all in Dark Samus - the entire moveset being one color looks ugly. You really should be using shades of colors to use a color scheme rather than a color. Use color codes to help here. Just put the code in where the color would normally go in the [noparse][/noparse] tag.

Right now your moves are rather generic, just regular old punches and kicks. This wouldn't be a bad thing if it added to playstyle, but right now they don't add to playstyle, which is something very important. You seem to know of playstyle's existence if only vaguely right now, but not very thoroughly. Around here we value more refined playstyles such as gimping, which Spear Guy and Dark Samus seem to lack. I'd reccommend you read the guide in the OP to get a better grasp on playstyle.

Finally, detail. Right now you aren't really giving us that complete of a picture of the purpose of Spear Guy and Dark Samus's moves. Granted, you do give us lag/range/effect most of the time... the problem is lag, which you don't go over nearly enough. In addition, you have a few ambiguous descriptions like "Dark Samus gives herself a Phazon coat"... so does she apply it herself? Does she gain it instantly? What does a Phazon Coat look like?

Overall, please don't be discouraged; it's great to have a newcomer, especially one who's been lurking long enough to understand what we're about. Spear Guy and Dark Samus are decent first efforts, but there's still a ways to go. Still, I hope you stick around.


Rest of the comments coming tomorrow.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Remember the Leviathan Guardians? Well, I don't know if I'll ever get around to finishing them, but I've had the first finished for quite some time, so at the very least I'll let him see the light of day. I am quite proud of this set and actually consider it one of my best works (how fitting for a Metroid set to finally take that honor). Enjoy!


THE FIRST LEVIATHAN GUARDIAN

MOGENAR

Game of Origin: Metroid Prime 3: Corruption

Mogenar is a robot built by the last “Lord of Science” on the planet Bryyo. After being turned on by the rest of his species, the Lord of Science began to create a massive fortress to protect himself, guarded by various types of robots or “War-golems” all based on the appearance of his species, Reptilicus. Eventually, The Lord of Science was able to call combine the spiritual side of his species with the scientific side, resulting in Mogenar, a War-golem that was able to channel magical energy into various attacks. Unfortunately, a massive “Leviathan Seed” carrying enormous amounts of phazon, a highly radioactive substance, crashed into Bryyo and caused the Lord of Science to die from phazon poisoning. Mogenar was later taken by the infamous Space Pirates and used to guard the core of the Leviathan, infusing him with massive amounts of phazon and making his weapons even more potent.

Mogenar is one of the most powerful opponents that Samus has ever faced. He can only be destroyed by taking out all 4 of his cores, 2 on his shoulders, one on his chest, one on his back. He uses special orbs to protect the cores and can acquire new orbs very competently. Mogenar is widely considered one of the most frustrating bosses in the game due to being so powerful and resilient for an early-game boss, but he is also one of the most unique bosses in the game. Despite appearing like a simple war machine, Mogenar actually displays a bit of personality, occasionally laughing at Samus’ attempts to take him down. Upon defeating Mogenar, Samus acquires the Hyper Ball upgrade, which lets her shoot out phazon tendrils in morph-ball mode to attack groups of enemies.

Music:
Mogenar’s fight theme
Metroid Prime 3: Bryyo Cliffs
Metroid Metal: Main Theme and Bryyo
Metroid Prime 3: Rundas Battle

STATS

This set was made BEFORE MYM7 even started, hence the pre-Spadefox2 stats section.

In Brawl, Mogenar’s stats resemble a typical heavyweight. He’s basically the exact same size as Bowser, and a little lighter than the Koopa King. His walking pace is just below average, but he doesn’t have a dash under normal circumstances (including a dash attack)! At least his traction is great. His first jump is mediocre, but his midair jump is laughable and he has a high fall speed (though not as fast as Fox). His aerial control is also just barely average. Surprisingly, his rolls are actually fast

POWER SOURCE

Mogenar will be undergoing a very slight redesign in Brawl; his 2 shoulder sockets are permantly closed off, only leaving the 2 orbs in his chest and his back sockets exposed. Just like in his boss fight, Mogenar will be protecting these orbs as his opponent tries to destroy them.

Both orbs have 20 HP, recovering 1 HP every second. Both orbs have their own small damage displays at the sides of Mogenar’s HUD, and they also start to crack as they take damage. If an Orb is completely destroyed, it will explode as the blue phazon in that core is revealed. Mogenar’s orbs will not regenerate on their own but he can bring them back through a combination of other moves in his arsenal.

Now just why is it so bad that his orbs are destroyed? You see, normally Mogenar takes .65 times the damage and knockback from attacks, making him even more difficult to take out than usual. However, if an enemy hits an exposed phazon core, Mogenar takes DOUBLE the damage and knockback. Considering he has a poor recovery and is a huge target for combos, losing an orb is a serious threat to Mogenar’s victory.

SPECIALS

Neutral Special > Orb Pedestal
Mogenar point forwards for a brief moment as a pedestal the size of Mario materializes in front of him over .4 seconds. This pedestal has a red orb on top of it, the same kind as those used by Mogenar’s cores. Woohoo, spares! Mogenar can have up to 2 pedestals on the stage at a time, with the oldest one disappearing if he makes more. The pedestals will have their own small magical platform to float on if summoned in the air.

A pedestal has 30 HP before being destroyed. They serve as walls and also as Mogenar’s own resupply point for his orbs. If Mogenar presses the Special Move button next to a pedestal, he will pluck the orb off of it for average lag, a new one forming in 10 seconds. If he has an exposed core socket, the orb will turn into a ball of light and instantly transfer into that socket. If Mogenar has 2 orbs already in his cores, he will absorb the new orb into his body, healing 5%. While on the pedestals the orbs have small energy shields so they can’t prematurely take damage. This move, as you would imagine, is an integral part of Mogenar’s playstyle, allowing him to recover his precious orbs and keep him in the fight. Or you could be a jerk and use them for chain-grabs, that works too.

Side Special > Phazon Boots
Mogenar spreads his arms as phazon energy gathers around both of his feet and crystallize, causing “boots” of phazon to form around his feet. As he does this, the hatches on his cores shut. This takes .6 seconds to complete, and during this time Mogenar has super armor and the move will not end if he lands when starting it in the air.

With the phazon boots, Mogenar has some interesting property changes as he switches to “close-combat mode”. First, he is now able to perform an actual dash, complete with a dash attack! It’s around the same speed as Ganondorf’s dash, but it’s better than nothing. Second, due to his core slots being closed, his orbs cannot be damaged. However, he also loses his natural defense buff, causing him to take regular damage and knockback when struck, and his orbs will not recover HP while this move is in use. He also is unable to perform any attacks except for his dash attack, Up-Special, DSmash, and grab/throws. If he tries to perform any other input, Mogenar will clap his hands together, which creates a disjointed wave of energy to radiate out from his hands, covering an area the size of Kirby and dealing 12% with knockback that KOs at 170%. This move has average startup lag and below average end lag, and works fundamentally the same on the ground or the air.

Mogenar’s phazon boots last until he either performs this move again or his feet take 16 damage. Explosive attacks deal double damage. When you input for this move again, Mogenar spreads his arms as his phazon boots explode in a cloud of blue-purple energy. It is disjointed and covers an area the size of Jigglypuff around each foot, dealing 13% and set knockback as far as 1/3 of battlefield. There is average startup lag and low end lag to this.

Up Special > Phazon Quake

Mogenar hops up as far as the middle platforms of Battlefield before crashing back down to the ground, creating a blue shockwave of energy that coves 1/6 of battlefield to both sides of him on the ground. While rising he has super-armor, but while falling he is a low-priority hitbox that deals 20% with a powerful spike. The shockwave only affects the ground and lasts for .4 seconds, and it is disjointed and deals 8% with set vertical knockback as high as Luigi is tall. Average startup lag and below average end lag. The end lag ends more or less as the shockwave disappears.

If both of Mogenar’s cores are exposed, then his recovery will take a different route. The phazon visible in his joints and cores will start to glow white as Mogenar claps his hands together. His cores will both emit groups of powerful bolts of phazon-lightning that propel Mogenar as high as thrice his height, and Mogenar is very easily steered left or right as he slowly rises. The bolts of phazon are disjointed and don’t reach out very far from Mogenar’s cores, but they deal a nice 15% with knockback that KOs at 170%. Mogenar enters freefall once he reaches his maximum height. Average startup lag with low end lag. This version of the move cannot be used when Mogenar has activated his side-special. The main version of this move is meant to be used as an actual attack instead of a recovery, whereas the alternate version is an okay recovery technique but still leaves much to be desired.

Down Special > Core Swap
Mogenar’s core hatches will close as the orbs inside them turn into balls of light and quickly swap their positions before the hatches open again. This all occurs over .5 seconds, and after the move is completed Mogenar’s orbs are now indeed switched. The HUD indicators will also swap positions to make it easier to follow the orbs’ status. There is low lag on either side of this move and while it occurs Mogenar’s orbs cannot be damaged nor can his cores be struck. If Mogenar is hit while performing this move the orbs will still complete their transaction. A rather simple technique but as you could imagine it is vital to Mogenar’s gameplay.


STANDARDS

Jab > Phazon Cannon

Mogenar opens his mouth and gathers energy for above average startup lag. He then leans forwards and fires a blue beam of phazon energy from his mouth aimed at a 40 degree downwards angle. It is disjointed and as thick as a fully charged ROB Neutral Special and will travel until it hits solid ground or goes as far as ½ of battlefield. Mogenar fires the beam for .6 seconds, dealing 3% for every .1 second an enemy is caught in it, being moderately difficult DI out of. The final hit deals diagonal knockback that KOs at 170%, and then Mogenar ceases fire with below average end lag.

Forward Tilt > Hand Projection
Mogenar performs a quick jab similar in appearance to Ganon’s Jab. It deals 9% with set horizontal knockback as far as 1/3 of battlefield. Low startup lag with below average end lag.

As he punches, a green hand-shaped burst of energy fires from his hand with its palm open. It’s in fact the same size and in the same position as Mogenar’s actual hand! It flies forwards a bit slower than Wolf’s blaster until it hits a solid wall, going through enemies with high priority and dealing 6% with flinching knockback. Only one energy hand can be on the stage at a time, with only the initial punch occurring if this move is input with the projectile in play.

If the hand touches one of Mogenar’s Orb Pedestals, it will grab the orb off the pedestal and start making its way back to Mogenar. It will follow him till it can deliver the orb to him, with it promptly being absorbed into his body with the same effects as if Mogenar took them physically. While carrying an orb the energy hand has lower priority but it is still average overall. The orb however still has its energy shielding like when it was on the pedestal. This attack is a nice damage racker due to its speed but is primary use is to recover lost orbs from afar while Mogenar deals with the enemy himself.

Down Tilt > Hyper Ball
Mogenar’s crouch has him hunched over like a (American) football player. For his DTilt, Mogenar will make use of the same upgrade Samus receives when defeating him! Mogenar will remain in his crouched position as many blue tendrils of phazon energy lash out from his body and stick to the floor. This does nothing on its own, but if an enemy gets within 1/5 of battlefield of Mogenar, the tendrils nearby will turn red and stick to the enemy, dealing 2% for every .2 seconds they are in range but no knockback or hitstun, and they have the same “transcended” priority as wind effects. Mogenar keeps up the attack as long as you hold the attack button, having low lag to enter or exit this move. This move can be used to ward off enemies from approaching or to chew through weaker summons or damageable structures, but it can’t be used to counter enemy projectiles due to the weird priority of the move.

Up Tilt > Brace for Impact
Mogenar spreads his legs and hunches over as he spreads his arms, adopting a bit of a sumo-wrestling stance. He has below average lag to enter or exit this stance, and he maintains it as long as you hold the attack button. If an enemy collides into the front of Mogenar with a movement-based attack (such as Quick Draw or most dash attacks), he will catch his enemy as he absorbs the impact, taking all of the damage but not the knockback, and then he throws them back as far as ½ of battlefield while dealing 10%.

Dash Attack > Angry Pounds
Mogenar performs 2 alternating fist slams into the ground has he continues forwards at his normal dashing pace. There is below average lag between the pounds as well as low startup and end lag to the overall move. The arm he is attacking with is a hitbox that deals 10% with knockback that KOs at 180%. You may press the attack button for Mogenar to add up to 3 additional pounds, giving the move a bit more range as well as altering your spacing at the end of the move.

SMASHES

Forward Smash > Orb Suicide
This move can only be performed if Mogenar has an orb in his front socket, otherwise he just reaches into his socket and shakes his head for average lag. If you do have an orb available, Mogenar pulls it out, holding it out in front of himself and performs the unthinkable; he infuses phazon energy into it, causing it to explode in a brilliant flash of blue phazon energy. The smash cannot be charged manually, instead the amount of HP the orb had when detonated determines the size of the blast and the damage dealt. If the orb had but 1 HP remaining, it will result in an Olimar-sized explosion dealing 9% with knockback KOing at 200%. By contrast, if you destroy a brand new orb, it will create a blast the size of freaking Dedede and deal 25% with knockback that KOs at 60%! This move has average startup lag and below average end lag, and the exploding orb is disjointed. Making yourself vulnerable to potentially decimate your enemy, a high-risk/high-reward move if there ever was one.

Down Smash > Oracle’s Eye
Mogenar gathers energy on one of his eyes before firing a thin (comparable to a half-charged ROB neutral special) green laser as far as ½ of battlefield. It deals 8% with horizontal knockback that KOs at 200%. Below average startup and end lag.

If the move is charged halfway, Mogenar will fire a beam out of the other eye identical in appearance to the first, dealing an additional 8% (total of 16%) and lowering the KO percentage of the move to 160%. Not bad at all.

If the move is charged all the way, Mogenar will fire a third beam out of his third eye on his forehead. This one is angled at a 45 degrees upwards angle and deals the same damage and knockback as the first beam. This anti-air capability to the move, which is great for the mostly ground-based Mogenar.

Up Smash > Cave-in
Mogenar pulls back one arm, gathering energy before swinging it over his head and pounding the ground directly in front of himself. The move has above average startup lag, but his swinging arm covers a nice area above and in front of Mogenar, and it has good priority while dealing 12% (19% charged) with knockback that KOs at 130% (90% charged). After smashing his hand into the ground the energy he had gathered is discharged into the ground, creating 1 large phazon boulder the size of a party ball that flies out of the impact point. It goes as high as Mogenar’s height in a tight forwards arc, dealing 14% with knockback that KOs at 140% (meteor smash when its falling) and it has decent priority. Mogenar experiences below average end lag after striking the ground with his fist.

AERIALS​

Neutral Aerial > Dropping Stomp
Mogenar gathers energy in one foot as he lifts it slightly, then he drops straight down to the ground at a high speed. This has average startup lag, but he has super-armor from the start of the move until he hits the ground. Upon landing, Mogenar stomps his foot onto the ground, creating a thin shockwave as wide as a red Pikmin is tall that quickly travels along the platform until it reaches the edge. The shockwave is disjointed and deals 12% while tripping opponents and it also carries them along to the edge of the platform with it before they may exit the tripped position. Mogenar has below average end lag when he lands. This move serves a dual-purpose, to get Mogenar back onto the ground where he is more dangerous, and to get enemies far away from Mogenar.

Forward Aerial > Aerial Hand Projection
Mogenar swipes one hand across his chest, dealing 8% with horizontal knockback that KOs at 190%. It has low startup lag as well as below average end lag. As he performs this move, his hand releases a green energy hand identical to the one in his FTilt. Considering Mogenar can summon his pedestals in the air, it’s only fair that he can create his magical hand projections in the air too. If he has an energy hand from his FTilt in play he will not create one with this move and vice-versa.

Back Aerial > Back Burner
Mogenar discharges a beam of phazon from the core on his back as long as Marth’s sword horizontally and as thick as Wolf’s blaster. There is average startup lag to this and the beam lasts for .5 seconds, ending with low end lag. The move continues if Mogenar lands on the ground so it’s actually usable, and it even continues if he grabs an edge. The disjointed beam deals 14% with knockback that KOs at 170%. If Mogenar has an orb in that socket, it will take 6 damage as the blast passes through it.

Up Aerial > Bean-bag Chair
Mogenar looks up as he quickly performs a grabbing motion above his head with both hands. This has below average startup lag and average end lag if he doesn’t catch anybody, but even worse is the high landing lag since he ends up stumbling when he hits the ground. If he catches somebody, he promptly throws them below his legs as he falls down with them, landing on top of them and squishing them underneath his butt. Lovely. The squishing deals 14% while leaving Mogenar in his tripped position and the enemy lying on their stomach, resulting in an interesting little battle of wake-up games. This can also be used as a suicide KO, but Mogenar has much better ways of gimping enemies than this.

Rising Attack: Mogenar slaps the ground to push himself up to his feet, which causes a small shockwave along the ground one character length in either direction. It deals 9% and trips. This has below average startup lag so you can punish enemies who wait to get up, but at the same time they can use a get-up move when they think you’ll attack to break through it.

Down Aerial > Slam Dunk
Mogenar raises one hand before slapping it downwards. This has average startup lag and below average end lag. His arm is hitbox dealing 12% and a decently powerful meteor smash. If Mogenar has an energy hand from his FTilt or Fair in play, it will stop in place, turn red, and perform the same motion as Mogenar, only it will keep dropping until it hits the ground, disappearing once it does so. It has deals 10% with a meteor smash slightly weaker than the main body’s. If the energy hand was carrying an orb it will cause the orb to explode in a burst of light the size of Kirby as it smashes it against the ground (or enemy), dealing 13% and vertical knockback that KOs at 130%.

THROWS

Grab Animation
Mogenar performs a bear-hug motion similar to Bowser’s grab. It has comparable speed but Mogenar’s has acceptable range due to his longer arms.

Pummel > Death Gaze
Mogenar’s 3 eyes flash as the enemy takes 2% from the intense light. This can be spammed slightly but is overall a basic pummel with a cool aesthetic touch. Which means that it’s still far too creative for Sakurai :bee:

Forward Throw > Shin Kick
Mogenar swiftly kicks his enemy out of his hold, dealing 5% with knockback that KOs at 200%. If Mogenar has Phazon Boots active, the knockback will be set as far as Ike is tall, and Mogenar can chase after the enemy for a re-grab! However, each time he performs this kick his boots take 4 damage, so after a maximum of 4 re-grabs he will no longer be able to dash after the throw in addition to the enemy taking more knockback, making this far less intimidating than the dreaded chain-grab of King Dedede.

Back Throw > Disrespect
Mogenar turns around with the enemy in his grasp. He lets go of his enemy before swiftly pounding them on the head, which deals 8% and causes his enemy to stagger away as far as ½ of battlefield from dizziness. While his enemy backs away Mogenar holds his stomach and lets out a hearty laugh. The staggering takes 1 full seconds to complete and afterwards the enemy falls over onto their back. This throw is good for putting some space between Mogenar and the enemy but it can’t be used for chain-grabs considering your enemy is halfway across the stage when it ends.

Up Throw > Idol’s Wrath
Mogenar tosses the opponent upwards a short distance before head-butting them, dealing 8% with knockback that KOs at 190%. After doing this, one of the three decorative spikes on Mogenar’s back starts to glow with an eery blue light as phazon energy transfers into it. It will stay activated until Mogenar either loses a stock or he activates all three.

Upon lighting the final one, Mogenar roars as a blue column of light shoots out of the center spike and into the sky for .6 seconds. The light does nothing and afterwards Mogenar is free to move around again. 5 seconds later, an intense beam of energy similar in size to Lucario’s Aura Storm shoots vertically through the stage at the same horizontal position Mogenar had shot previously. It goes through all platforms and characters and lasts for 2 seconds, dealing 2% for every .2 seconds something is caught in it but dealing no knockback on the final hit. Mogenar can be damaged by this beam, so don’t go spamming this throw thinking you’re getting a free extra hitbox out of it.

Down Throw > Phazon Stomp
Mogenar throws his enemy to the ground and stomps on them, dealing 7% and leaving them lying on their stomach. If Mogenar has Phazon Boots active he will transfer some of the phazon from his boots into the victim. This deals 8 damage to his boots while poisoning the enemy for 8 seconds from the radioactive substance, dealing 1% each second in addition to the damage from the stomp. If Mogenar’s boots have less than 8 HP then the time the enemy is poisoned will be the same as the amount remaining. This is a nice way to use up the remainder of your Phazon Boots while inflicting damage on your opponent at the same time.

FINAL SMASH

Sacrificial Ritual
If you don’t have 2 Orbs, upon activating the final smash Mogenar roars as phazon energy surges through him for 2 seconds (he is invincible) and then it is all over he has 2 fully healed orbs. BO-RING!

Now, let’s try using this with 2 Orbs already in place. Mogenar laughs as he takes the orbs out of their socket, one in each hand. He holds them in front of himself as he starts to infuse RED phazon energy into both of them. If you played Metroid Prime you’d know that red phazon is like phazon+++. This can’t be good…

After 3 seconds, Mogenar slams both orbs together, causing an EPIC explosion the size of Giga Bowser around him that deals 50% and KOs at…51%. Go figure. It also instantly breaks shields, and against dodging opponents they still take a large wind push backwards as far as ½ of battlefield. Finally, all this extra phazon energy ends up healing Mogenar for 20%. Mogenar is invincible for the duration of the final smash.

PLAYSTYLE

Mogenar is, to put it simply, a weighted tank with a chink in his armor. He can soak up the hits and attack from range, but he can be demolished if his opponent takes advantage of his weakpoints, which they surely will attempt to do. Playing Mogenar requires a careful ranged defense while knowing when to just concentrate on getting foes off your back.

The moment the match begins, you’ll want to turn around and create an Orb Pedestal. This will be your lifeline to recovering lost orbs which you need to keep your insane defense. Unlike other characters who utilize wall-like structures, Mogenar will not be camping behind his wall but rather defending them. Now, unless your enemy also likes to play at range or requires set-up, they will come after you while you summon the pedestal and attack. This is fine. Due to your defense reduction you can afford to take a bit of damage to set-up, and it’s not a big deal if the orb in the back takes damage since it won’t normally be in the line of fire anyways. Just roll behind them, and perform a quick grab to BTHrow to get some breathing space. And in any case, it’s completely viable to fight normally for a bit before summoning a pedestal since you don’t need one until your orbs are destroyed to begin with.

Like most defensive characters, Mogenar is equipped with several projectiles to get the job done and force approaches. DSmash is the easiest to use since it starts up quick and you don’t need to charge up unless your foes insists on remaining airborne, in which case it might be better to use USmash if you know an aerial approach is coming. FTilt is also quick to start-up but its use is more limited due to only one hand projection being allowed on screen. Nair is the last of his main projectiles and is a nice asset if only because it can put the enemy a full screen away from Mogenar. What’s funny about all this is that Mogenar will usually be fighting at mid-range instead of truly camping despite all these projectiles, due to his movement capabilities being so poor that he can’t really retreat to increase distance to help. While Mogenar loves to have the fight be one of long-ranged exchanges, getting that is more of a bonus than an actual goal.

Fortunately, Mogenar does have a variety of moves to block and counter approaches, most of which are perfectly useful for mid-range combat anyways. Phazon Quake is good to force grounded enemies into the air and Usmash is good for blocking an aerial approach when you consider that if the first hit misses the projectile is also an anti-air move. FTilt and Fair are good quick attacks. FTilt even returns the enemy to mid-range combat to start the cycle over again! DTilt can be used to quickly rack up a bit of damage when the enemy wiffs an attack or right as they enter range before switching to other moves. Finally we get to Mogenar’s grab-game, a nice way to round out his approach counters. Generally speaking you’ll be using UThrow the most since it does nice damage while getting the enemy into a more comfortable range, though be sure to be careful about the 3-uses laser beam, considering it can potentially take out one or both of your orbs if the full thing hits you. While defending from enemy assaults, you’ll find their damage racking up nicely from Mogenar’s decently powerful attacks. They key here is too slowly advance to push your enemy closer and closer to the edge of the platform and further and further from your pedestal

Mogenar will want to keep his feet planted on the ground, as his aerial game is mostly just there to supplement his ground game as opposed to actually being used to fight in the air. Really, the moment you get into the air, either use Uair if they try to attack from above for some great damage, or just use Nair’s super-armor to get back to the ground.

Of course, Mogenar will be taking some damage sooner or later, which is why taking care of your orbs is important. Since Mogenar will be facing his enemy most of the time his front orb is going to be in bad shape after a while, so make sure to swap in a fresh one from the back via down-special when this happens. Having a broken orb essentially halves your weight when an exposed core is struck, and Mogenar has a laughable recovery with his high fall speed and an up-special that is only even remotely useful for recovery when BOTH of your orbs are destroyed. Of course, as long as you defend your orbs and replenish lost ones, Mogenar can take A LOT of abuse since his defense buff makes him heavier than Bowser on top of taking the reduced damage. Sure, his size makes him combo fodder but those combos won’t be as effective on him anyways, at least until they combo the orbs to death.

While Mogenar has some KO moves befitting a heavyweight, he actually isn’t that great at outright KOs. Generally his easiest method of scoring direct KOs would be to use an FSmash with an orb with full health, which can be useful in the right circumstances, but it’s still far too risky to use as your primary KOing device. This where a touch of irony comes into play; despite having no off-stage game to speak of with his terrible recovery and non-aerial aerial game, Mogenar is actually great at edge-guarding! He can do it from the security of the stage. Mgenar’s jab is killer against those who have to recover vertically, as well as jumping over the edge only to re-grab it with a Bair in use. Heck, you could even spike an enemy with his up-special while sweet-spotting the edge. For enemies who try to go over the edge, USmash’s anti-air abilities once again save the day, and while that’s going on feel free to sit in an UTilt stance to catch the enemy if they try to bypass the edge completely. Finally, use the FTilt/FAir--DAir combo as a great way to spike enemies before they even get back, though the low priority of a DAiring projection makes it ineffective against many up-specials once they get close to the edge.

Finally, we get to Mogenar’s peculiar side-special, Phazon Boots. Surely a move that takes away his projectiles and edge-guarding abilities is completely contradictory to his strategy. While this is generally true, this move is made to help Mogenar deal with one specific breed of enemy; those wall-campers like Dingodile, Bleak, and Raven. Mogenar hates these enemies due to them being able to hide behind their walls from his projectiles while pelting his orbs with their own. Fortunatley, with his Phazon Boots Mogenar is able to attack large pieces of their fortresses with his clapping attack, strike OVER the wall with his USmash projectile, and when they try and retreat to set-up a new base, Mogenar can pursue them with his dash attack. Granted, these battles still tend to be the most difficult for Mogenar due to this “form” possessing mostly sluggish, close-range attacks, but it’s still far preferable to being gunned down without any chance of retaliation.

Overall, Mogenar would be a fun character for both the casuals and competitive players. His mechanics and moves are generally easy to learn the basics of while having a ton of depth in the ways they come together into his overall strategy. His general slowness and his capacity to be anihalated if his cores are destroyed would prevent him dominating most matchups, but his great defensive game, amazing edge-guarding capabilities, and the ability to still score regular KOs when necessary would prevent him from being dominated in most matchups. He’d probably go mostly even with a lot characters, so if Mogenar wins a tourney you know it’s because the players was skilled with him.


2000th post! Post 1000 was Fang the Sniper in MYM4. These also happen to be 2 of the sets I've had the most fun making. :3
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
This is probably that last big page before the contest ends, isn't it? Ah well, I was going to see if I could churn out one final set before MYM7 closes, but I guess I didn't pay enough attention to the deadline. Maybe I'll throw it out there at the start of MYM8 and disappear for good this time. Great job, everyone!

Sorry Plorf :(
 

Meadow

Smash Apprentice
Joined
May 4, 2008
Messages
197
Location
Herndon, VA
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
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Rocket Grunt

What a set we have here! As meanie stated, Grunt is definitely a crowning achievement in terms of multi-sets in the sense that it's barely even a multi-set. All the interactions here are beautiful, really, though some moreso than others. For example, I'm rather fond of the multi-dimensional interactions that actually work well in tandem with the other Pokemon such as the Side Special (which I'm somehow very fond of despite how strange it is), while on the other hand I'm not fond of things like Zubat's Supersonic that seem somewhat OoC and almost seem like Umbreon-esque generic buffs. That said, all the interactions work well together playstyle-wise, so I can hardly complain.

But as meanie also said, the poison mechanic is really what drags the set down in the long run. It doesn't really feel like poison, and fundamentally it works much similarly to poison has worked before. There are other ways this could have been implemented - say, the poison causes the foe to flinch repeatedly? Maybe I shouldn't give up a concept I've been wanting to implement for a while (WARY).

Grunt's Pokemon might be a little silly to judge on their own, but I'll go over them nonetheless. Zubat is, unfortunately, the weakest of the three in my opinion. I actually like Echolocation despite how strange it is, but overall I just don't find him quite as interesting as the other two. You mention in the forward tilt that you're attempting to make most attacks simple, and you certainly did this in Zubat, but it seems forgotten in Houndour and especially Grimer. The other two have simple attacks at a simple level sure, but the same moves actually interact with other ones. Also, what happened to Zubat's AERIAL header?

I agree with MW, Houndour's body text is disgusting even when I momentarily switched to Smash Revolution in all its laginess/addishness just to read it, though Grunt's organization is good overall if not up to your usual lofty standards. Anyway, in terms of the actual moveset, Houndour is in my opinion the strongest of the three even if it's OoC for Grunt to have him over Rattata/Raticate. Houndour doesn't have that much going for him save for possibly the smoke minimechanic but he doesn't have anything significant dragging him down like the other two. This may sound negative, but judging them on their own is somewhat missing the point, even if I'm doing it right now.

Grimer's better than Zubat but not as good as Houndour. I can understand him not having jumps or aerials, but not being able to be knocked upwards at all is somewhat ridiculous. As you said it leads to things like him camping against a wall (though wouldn't it still be possible to smash him and have him bounce off the wall?) as well as him having 100/0 matchups against anyone who needs to use an aerial to KO (Jigglypuff, Yoshi and a bunch of MYM characters) but also renders him really vulnerable to stalling against anyone with a recovery. The set itself is probably as strong as Houndour, though - I like the way you merged actual hitboxes and traps, and the Nitroglycerin Sweat is interesting despite doing nothing but interacting with other moves.

Overall, Grunt is an extremely strong set dragged down by a couple of flaws. Like meanie stated, the poison submechanic is rather poorly implemented, and there are also a couple of attacks that do nothing but interact with others. There's also that Final Smash, though by now I've come to accept it as a charm of yours. Though don't think I didn't notice what you saved the Final Smash header as.


I don't really get the quibble with the poison mechanic. It gives the set something to bind around, grants it a rare aggressive pressure playstyle, and, uh... I don't see how you figure it's been done before. Most poison mechanics have been very passive - only Arbok dabbled in making it aggressive, and it didn't focus on that nearly as much as Grunt does.

In general, though, I'm glad you liked it and equally glad you did some commenting. It's been too long, man!

And at this point, I'm going to apologize to everybody above me. I salute you. ;)
 

Plorf

Smash Apprentice
Joined
Jan 28, 2009
Messages
124
Location
Silver Spring, MD
@Onix comments
Sorry for not going in-depth about any of these, but I do appreciate the comments. Let's see... Kaiser, my approach to Onix was not meant to be feasible in Brawl necessarily, and thus the balance is verily thrown out the window. Junahu, I'm not going to bother really going into details, but I do agree with your comments. Onix could theoretically be grabbed, and some of the moves would be difficult to visualize. Valid points here. Also, Luffy, glad you liked the set, I did try to make this one more fun than Sandshrew :p
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
KAMEK


WHO IS KAMEK?

Kamek is, of course, the main villain of the Yoshi series. Or, well, second in that hierarchy, after Baby Bowser, but let's not nitpick. This evil Magikoopa gets his kicks by using his magic to enlarge common enemies Yoshi comes across, turning them into dangerous minibosses. Himself, he's not much of a fighter, and even at game's end, he usually just makes Baby Bowser grow a bit and flies off like a coward.

Magikoopas, I hope you all remember, are the cleverest and most dangerous of Koopas, usually serving as advisors and using their variety of magical spells to soup up their allies.

More info than I could ever type up can be found here.

In Brawl? Kamek's as dastardly as ever; he hates fighting one on one and will usually summon a single partner at a time to do most of his fighting for him. That partner, of course, can expect to be witchcrafted into a very real threat, but that's not where Kamek's tricks end. He's also very willing to use his spells on the opponent! Surely, that just makes them stronger, and he doesn't want that? Well, not quite. A bigger opponent has a bigger hurtbox, after all...


OVERVIEW

Height --- Short. He's a bit taller than Pikachu, and also quite a bit wider.
Walk --- Kamek shuffles as he walks, never in a hurry.
Run --- Ugh. He breaks into a dash, but doesn't really cover much ground.
First Jump --- A magic-propelled leap; Kamek extends his arms as he soars upward. A pretty good jump.
Second Jump --- A short, twirly second jump. Pretty unimpressive, although he can cover quite a bit of horizontal distance with it.
Power --- Kamek, deceptively, has a lot of solid KO attacks. Unfortunately, most of them have tiny sweetspots.
Traction --- Kamek has good traction, thanks to those stubby, reptilian feet. He skids very little, an anomaly for magical characters.
Fall Speed --- Thanks to that billowing robe, Kamek is very floaty. It's fortunate, because his aerial moveset is his most aggressive set of attacks.
Weight --- Surprise, surprise, Kamek is fairly heavy. He's no super heavyweight, but he's not too easy to knock off the stage, either. Add in his excellent recovery and you have a character who's bloody annoying to finish off.

So, in the end, Kamek is a floaty, irritating character to finish off who also has the potential to pack a real punch. On the flip side, his size, weight, and aerial floatiness make him a prime target to get ripped apart by that cliché that starts with a C.


MOVESET
B MOVES

Special --- Minions --- Kamek lifts his wand and cackles as it glows and shines. He's about to summon someone to help him out - who could it be? You choose - at first, it's a Shy Guy who appears drifting by Kamek's head, but by tapping the control stick, you can scroll through the three choices: Koopa, Blooper, or Shy Guy. The three classic Yoshi villains. Scroll through to make your choice, but make it quick, because you've only got one second; you can do it quicker than that, though, if you tap B again once you've made your decision. You can only have one minion at a time, and they walk around until they're knocked clear off the stage - they're featherweights and have their own % at the bottom of the screen, next to yours. They can usually be knocked out by a Smash Attack once they hit 15%, and they take knockback from all attacks like a normal character. Not good.

Shy Guy is the most basic of the three, but can also be summoned most quickly, since you start out with him selected. He just strolls forward at a low speed and, if he gets close to the opponent, smacks them, rather annoyingly dealing 4% and low knockback. He also has a stronger smack in which he leans backward and put all his momentum into it: this is more predictable, but deals 9% and actually can KO at very high %s.

Koopa's the heaviest of the three, and will also stroll around on his two hind legs; he's wearing shades to signify that he's the bad guy. He has an attack in which he goes into his shell and shoots forward - when sliding like this, he'll go until he hits something or a ledge, where he'll hop out of his shell just in time to avoid flying off. In this state, he deals 8% and okay knockback with a solid hit, but he can be jumped on to flip him and make him vulnerable to being attacked. Koopa also has a finger jab that deals 4% and is more an annoyance than anything, dealing a weak flinch.

Blooper floats a bit off the ground and is the lightest of the three, very easy to knock off indeed. However, his movement is erratic as he propells himself this way and that, and he has the two most useful attacks: he can spin suddenly, dealing multiple small hits (and he can do this while moving, so as to drag the foe with him); he can also turn sideways and shoot out a cloud of ink that deals many hits (up to 10%) and completely obscures a small chunk of the stage. He's an annoying little customer, and adept at occupying the foe and holding them in place. Too bad he's so easy to dispose of.

All three minions will generally head toward the foe at all times, bent on being aggressive. You have ways to change their mindset, but more on that later.



Side Special --- Shape Bolt --- Kamek brings his wand to his shoulder, then waves it horizontally through the air in front of him; this is not really too fast. It's aimable, though, which is one perk of a slow attack.

What he fires is a tangle of magical, rainbow-coloured shapes, as shown here. A funny rising sound effect accompanies this attack, and the projectile moves fairly slowly; since the shapes are constantly moving and overlapping each other, it seems like quite a big hitbox. Here's the kicker, though - the entire projectile is not a hitbox.

The hitbox is about the size of a Pokeball and hidden somewhere in that tangle, constantly shifting and varying from Shape Bolt to Shape Bolt. Very unpredictable and hard to rely on, although the hitbox itself is very strong, dealing 14% and decent knockback with long hitstun.



Up Special --- Broomstick --- A puff of smoke as Kamek raises his wand, and his broomstick appears right beneath him! How lucky! For four seconds, he has the power of full flight as the back of the broomstick issues little puffs of smoke with an annoying put-put-put-put sound. Kamek can't grab the ledge while this is in effect, so he'll have to either wait for it to wear off or cancel it with another press of B. This recovery is rather easily edgeguarded, but it does afford him a lot of mobility and choice. Note, though, that he doesn't go into freefall after using and can therefore use any of his aerials if he's interrupted.

Here's the kicker - if you use this while next to one of your minions, they'll hitch a ride with you! Why bother? Well, if you've got a Koopa, Shy Guy, or Blooper steering for you, that leaves your hands free to attack from your perch! Gack ack ack ack! Kamek can use any of the attacks that involve his wand only, as long as the broomstick is standing still! Get a high perch and start wreaking your havoc!



Down Special --- Magnify --- Kamek lifts his wand, it glows, and he opens his mouth wide for a cackle. Then he brings it down directly in front of him; this whole process is pretty laggy. What happens? That depends...

If there's a minion in front of you, two platforms ahead at most, there'll be a great, big POOF, and when the smoke clears, the minion will be... well, big! Shy Guy is the size of a Smart Bomb explosion, Blooper is as high as Ganondorf and as wide as Wario, and Koopa looks like a Ganondorf and a Wario stacked on top of each other. The size boost also means that they're more than doubly heavier, and much harder to knock off the stage out of hand. It also means that their attacks are about doubly dangerous. Watch out for Shy Guy's smacks now! The growing process also clears any damage the minion has taken so far, although you can no longer get them to join you on your broomstick.

If there's an opponent there instead... well, they'll be the ones to grow, instead, as if they're under the effects of a Super Mushroom! Why oh why would you want to make the opponent grow? They're so much heavier (except not really, they're only about 1.5 times harder to budge)! They're so much stronger (but really their damage doesn't change and their knockback only increases a bit)! They're so much faster (actually, their aerial attacks are quite a bit more laggy and their run speed is slightly cut)! They're so much... bigger. Shape Bolt isn't looking so unreliable now, is it? Used on an opponent, this wears off after twelve seconds.

You can only use this once on a minion, but you can use it separately on them and the foe to make your very own clash of the titans. Why would you want to do such a foolish thing? Surely, your little minion doesn't stand a chance! Well, for now, maybe not, but you're not quite done with giving him a much-needed boost...


JAB AND DASH ATTACK

A --- Lightning Rod --- Kamek lifts his wand up high, your cue to tap A. The more you tap, the more a crackling sound will be heard and the wand begins to glow and flash as bolts of lightning cascade around it. You can tap a maximum of 50 times, for maximal potency; once you're fully charged, the attack stops automatically, although you can end it early by tapping the control stick in any direction.

After this, you can release all that pent-up lightning by tapping A again; Kamek swings his wand down suddenly, which can do one of two things.

If you land it on a foe, it's just a powerful attack with a small hitbox; it deals anywhere from 1-19%, and ranges from a brief stun effect to a powerful attack that can KO most foes at 90%. The real hitbox, of course, is on the tip of the wand, where the jewel packed full of lightning is.

If you hit a minion with this, instead of zapping them, you give them all of that lightning in the form of a boost. We've all played Paper Mario, right? That minion is now glowing, electrified, and any direct contact with them will cause the foe to take 3% and slight knockback. This doesn't outprioritize the foe's own attacks, although it does cause a nasty recoil whenever they hit each other directly. How long the minion is effected depends on how much you charged this up: it can be anywhere from three seconds to forever.

Obviously, if your minion is giant AND electrified, it's kind of hard for the foe to avoid bumping into them... repeatedly. Now they're distracted, giving you plenty of time to prepare your next nasty surprise.


Dash Attack --- On the Fly --- Kamek raises his wand from his run, cackling insanely as his eyes twitch. From here, you have one second to input... any attack that requires your wand, really, and you continue to run. This is a fairly basic manuever, but crucial, because it lets you pull off a summons or a booster while fleeing. Kamek has to do a lot of fleeing, especially before he even has a minion. Another great way to use this is as you charge into the fray; you can shoot a Shape Bolt while running in, then stop and follow it up with a short-hopped aerial.


TILTS

Forward Tilt --- Crawlspace --- Kamek waves his wand in front of him and a column of pink light forms right there and then. There's a gap near the bottom, large enough for anyone but Ganondorf to stroll through comfortably (olololol hosing the worst character in the game), but otherwise, this magic pillar block entrance or exit from a chunk of the stage. It certainly can't be jumped over, although projectiles can be fired comfortably through it.

Naturally, giant opponents are now starting to feel a bit restricted. The stage is getting far too small for their liking, and Kamek is starting to close it up. Now, do note that this can't be used very quickly and is therefore futile as an edgeguarding option much of the time. Also note that the pillar disappears after ten seconds. Finally, note that you can set up up to two of these, to make a sort of cage in the middle of the stage - just make sure you don't get trapped between two magical pillars with a giant foe, because you'll be juggled between the two of them like there's no tomorrow.

...And you could always set up two of these to make an arena of sorts for the opponent and your giant minion to fight it out in. If the minion's electrified to boot, the opponent is fighting a losing battle as they get bumped back again and again. And your minion, remember, doesn't get KO'd from high damage. Gack ack ack ack ack!


Up Tilt --- Shape Geyser --- Kamek raises a single palm and a cascade of shape bolts begins to bounce up and down on top of it, growing to the height of a Ganondorf and then slowly back down. This is a fairly thin hitbox, and specific to anti-air, but if it catches the foe, you're bound to rack up a lot of damage, up to a maximum of 18%. It's not easy to catch a short or wary foe with this... unless they're so big that just about everything winds up hitting them. Don't we just love having giant hurtboxes to play around with?

Otherwise, this is a fairly simple attack with a long duration but a quick start-up and wind-down. It also puts the foe up in the air, a poor place for them to be.



Down Tilt --- Big Block --- Kamek raises his wand, cackles, and a giant yellow block materializes just a bit in front of him! Then he brings the wand down and it smashes mightily downward.



The block doesn't materialize high enough to hit giant foes, I'm afraid (unless you're floating on a broomstick as you use this... hmm). Nor is it safe to use this when you have a minion walking around, because it crushes them if it falls on them, instantly KOing them - maybe that's what you want? A chance to summon someone new? I don't know, it's your racket.

What the block does do is crumble away to nothing almost immediately after dropping, so it can't be used as a way to restrict the stage. It buries the foe, though, and deals 14%, so it's quite useful if you've set up a magical pillar and the foe is small enough to walk through it - get 'em while they're going through it and unable to jump! They could shield, of course, but this attack, as you may expect, just devours shields.


SMASHES

Forward Smash --- Power Augmentation --- Kamek raises his wand while charging, and then brings it down, the same old animation repeating itself. Gee, the opponent never quite knows whether to shield or not when Kamek raises his wand, do they?

This attack, like DSpec, affects the minion two platforms ahead of you. A little bubble pops up next to their head, saying anything from (+1) to (+4), depending on how long you charged this. For the next eight seconds, their attacks deal exactly that much more damage, and a more minor amount of increased knockback. This doesn't make a huge difference with Koopa or Shy Guy... but when a Blooper who relies on multiple hits is souped up that much, things start getting absolutely ridiculous. I suppose the foe had better be sure not to let you fully charge this attack. I suppose that the foe had better hope they're not trapped behind a magical pillar. Gack ack ack ack ack!

Of course, it'll affect the opponent instead if they're closer to you than your minion (unless they shield it - MINDGAMES), so you want to be careful not to use this powerful weapon willy-nilly. You wouldn't want to soup up the opponent's damage output... now would you?


Up Smash --- Defense Augmentation --- Just like in his Forward Smash, Kamek raises his wand and then swings it down, cackling. And, once again, it'll hit the opponent or the minion, depending on who's closer.

If it hits a minion, a little bubble pops up saying anything from (-2) to (-4), and, as you might suppose, that's how much less damage the minion will take from all attacks that hit them for the next eight seconds. The knockback they take doesn't change, but that hardly matters when the opponent's struggling to get even your Shy Guy damaged enough to KO him.

If it hits an opponent, well, that's just no good, not least because it makes them completely immune to Blooper's multiple hits. Again, you'll have to be careful where you point this attack...



Down Smash --- Crystal Ball --- With a poof, a crystal ball appears in front of Kamek, and he props it up, facing the screen - this is not nearly as laggy as it sounds. Divination is one of Kamek's classic abilities, give me a break here!

If Kamek is struck during this attack's (rather long) charge time, the crystal ball will shatter into a maelstrom of light, reflecting both damage and knockback in a short radius around him. Accidentally powered the opponent up, did we? That's okay - just charge one of these up and they'll have to think twice before attacking away. Unfortunately, Kamek goes into some hefty wind-down after the explosion, as he adjusts his glasses and gets his bearing, so beware projectiles. The best time to use this is when the foe is so big that his hitboxes can hardly avoid accidentally hitting you - especially if he's already in combat with one of your minions.

If you actually manage to pull off the second-long attack, Kamek cackles as a Toady emerges, spiralling, from the crystal ball. This Toady, unlike all normal minions, hangs around just next to Kamek and doesn't actually fight at all, nor does he count as a normal minion. What he does is pretend to be one. You can make him giant, and you can electrify him so that he can actually do a bit of damage, even though he follows too closely behind you to be a reliable source of damage. With him next to you, you can also use attacks from your broomstick with increased regularity - say, while your other minion is in close combat. The Toady doesn't get his own damage meter and has a mere 25% stamina. He's more relevant than you might think, although I'll get onto that in the grab section.


AERIALS

Neutral Aerial --- Sparkle Crescendo --- Kamek faces the screen and holds his palms slightly apart - for a brief instant, a glimmer appears there, a tiny, brief hitbox that deals an impressive 16% and has unpredictable and extreme knockback that sort of resembles that of Zelda's FAir (is it just me, or does nobody ever mention Zelda in MYM?). This attack is quick to come out but very hard to land on a normal-sized opponent.


Forward Aerial --- Freeze Spell --- Kamek lifts his wand and then brings it down, sparkling with blue energy. A very thin, very short blue ray shoots out of the wand and hurtles forward on a forward - but slightly aimable - trajectory. This ice spell, a trademark of blue magikoopas and an easy trick for Kamek, deals 9% and causes brief freezing on contact; however, since it moves fairly slowly and has such a small hitbox, it's trickier to land than most projectiles. It's not too laggy, although you could only pull off a maximum of two from the peak of your jumps.

This will be best used if your minion is losing a set arena combat, to temporarily put the opponent out of commission and allow your side to take the upper hand. It can also be fired from atop your broomstick if you tap up just before inputting the attack.


Back Aerial --- Koopa Kick --- Even a master wizard needs some plain, simple spacing once in a while, and Kamek wouldn't be much of an aerial character if he were helpless against small foes. Suddenly, he sticks a three-clawed foot out of his robes and kicks in a motion resembling Donkey Kong's.

This attack has a fairly long duration and low-ish knockback that prevents it from being used to edgeguard; however, it has high priority, is quick to come out, and deals a solid 12%.



Up Aerial --- No Direction Home --- Kamek charges up and then fires a curious, small, white-tinted shape bolt - this is very aimable, but is by default fired straight up. It travels in the same erratic way and at the same speed, but its effects are very different - instead of actively doing damage, it prolongs the spell Kamek has cast on his target, increasing its duration by about three to six seconds.

Aside from increasing the time for which a minion or a foe is afflicted by increased size or electrification or what-have-you, this can also be aimed directly at the magical barriers Kamek has set up to create an arena. Careful use of this can ensure that the fight goes on as long as it has to, although it's not quite quick enough to repeatedly hit both the foe and the two posts, and keep the match going on infinitely (although you can certainly prolong for a longer time by going up on a broomstick and shooting this from that better vantage point). A shame, that.


Down Aerial --- Voodoo Doll --- Kamek extends his wand beneath him as it glows; this attack is fairly quick, but has a long duration. The wand's jewel is a hitbox with a very peculiar and particular effect.

If it touches an opponent, play goes on for three seconds and a funny, ominous sound effect rings. Then Kamek disappears in a puff of smoke and a Kamek doll appears on that foe's shoulder (or, in Electrode's case... head?). For the next four seconds, the foe is partially possessed. If you hold down, they're unable to jump. If you hold up, they're unable to stop jumping. If you hold right, they have to go right - although you can't force them off the stage, no matter how hard you try. They can still use attacks freely, of course, but you control their actual movement around the stage.

You use this for...? Well, of course you can use it to tuck Kamek away in a completely safe place while your minion's busy fighting; you can use it to keep the opponent from jumping clear over your minion's head; you can use it to move the foe into an area barred off by a magical barrier, maybe? The options are limitless.

After four seconds, Kamek reappears in a second puff of smoke, one platform away from the foe. He suffers some wind-down, so make sure you put the foe in an unpleasant position before this attack ends, or you'll pay for it.


GRABS AND THROWS

Grab --- Gimmick --- Kamek raises his wand and cackles... and then just reaches out with his other hand and grabs the foe squarely by the collar. They shielded in preparation for the spell, did they? All according to plan! Gack ack ack ack ack!

...What a silly thing to do, Kamek. It's just a gimmick.


Pummel --- Kamek smacks with his wand. This deals -2%.

Negative damage? More gimmicks? What is going on? Well, yeah, Kamek heals the foe with his pummel. That's why he's not usually going to want to grab his foe, but his own minion. Actually, come to think of it, most of his grabs don't even work on an opponent...


Forward Throw --- Aggressive Tactics --- Kamek releases the foe his minion and points the wand forward; that minion will immediately charge off in the direction of the nearest foe, at double his usual speed; in the case of a sliding Koopa, that can be very quick indeed. For the next five seconds, that minion will attack with even more purpose and focus than usual, his run speed increased. Using this on a Toady will force it to go aggressive at last; its only attack is to pick the foe up and try really, really hard to fly off the top of the screen - this is unlikely to work unless the foe is at well over 200% and small to boot, but at least they'll be held immobile for a while.

If you try using this on a foe, you're likely to get whacked around the part where you, you know, LET THEM GO.


Back Throw -- Defensive Tactics --- Obviously. This time, instead of pointing his wand, Kamek jabs one finger over his shoulder, signalling to follow. That minion will walk very close to Kamek for the next six seconds, and only go into an attack if a foe comes within one platform of him. Aside from being a good way to collect your minion, it's also a good way to keep him near while you cast your spells on him, or to keep him close by, ready to pilot your broomstick if need be.

If you try this on the foe... yeah, not advisable. You can fill this in yourself.


Up Throw --- Transparency Hex --- Yeah, it's time for a few more enchantments, because your minion isn't already dangerous enough! Kamek quickly raises his wand and, with a poof, the captured minion (or opponent, actually) becomes semi-transparent.

In this state - which lasts six seconds - about one out of every three attacks will go right through your minion, dealing no damage and knockback at all. RANDOM? RAGE! This is going to be tricky to pull off without running out of time before setting up an arena combat, but the rewards are well worth it, because the foe flubbing any attack is going to be trouble for them in such close quarters.

Why would you possibly want to use this on a foe? Well, you generally wouldn't - but it's there, always an option.


Down Throw --- "I like big, fat men. When they fall, they make more noise... and sometimes they don't ever get up." --- Because it's inefficient to have no actual damaging throws, Kamek, who well knows it (and apparently also likes The Good, The Bad, and the Ugly), decide to get violent. He raises his wand to levitate the foe a bit, then lowers it to cause them to fall mightily into the ground. This deals 7%.

Of course, if they're giant, they'll be buried from the sheer force of the impact and dealt an additional 5%. Not only that, they'll also deal significant damage - about 14% - to any other foes they hit on their way down. Nothing better than using your opponent as a weapon. You can also use this on your own minion, who, if giant, will also deal damage to foes on impact... but you usually have better options than that.


FINAL SMASH

Final Smash --- Magikoopa --- Kamek raises his wand and summons a very special minion - a Magikoopa. Possessed of a simplistic magic-based moveset, this CPU-controlled character will rather aggressively pursue the foe for a full fifteen seconds. Cast your spells at will, this intelligent ally will adapt his strategy to line up with the spells you cast on him - and, better still, he can also cast his own spells on himself!

And to top it all off, Magikoopa does not replace or override any minions you may already have on your side. How wonderful!


PLAYSTYLE

Kamek, unlike almost every other character, was never meant to fight himself. Nor can he rely on a crowd of zombies or a wave of robots to do his fighting for him. No, his only way to win is by supporting a single partner, usually an inferior, simple-minded drone like a Shy Guy or a Blooper. Kamek's attacks themselves are mostly inaccurate spells, and how is he going to land them?

With his signature ability, of course. Kamek makes the foe grow, and a big foe is a big target, easy pickings for a wily warlock.

Let's talk turkey: Kamek is capable of two things. He's capable of enhancing an ally until he's nigh invincible, and he's capable of making the foe a giant target with restricted mobility. The two intersect when Kamek sets up his Crawlspace, magical barriers that, if carefully placed, turn a segment of the stage into an arena for a downright brutal combat. A giant foe trapped in there with a giant minion - both will be bouncing around, unable to really go anywhere. You can make their space as large or as small as you like, although you're restricted by how annoying the foe is; usually, you'll want to have Blooper holding him up with multiple hits while putting up your Crawlspace.

Fortunately, it doesn't take very long, nor does summoning an ally. Enhancing is an easy matter once the foe is unable to reach you; just fire off a Magnifying spell, then an electrifying one, and you'll find that your minion has a decided upper hand.

But what happens if the minion gets knocked out - somehow - and Kamek finds himself face to face with a giant enemy? Well, it so happens that that's his favourite kind of enemy. If he's not giant, it may be time to let loose the last line of defense - that Toady that you should always have buzzing around your shoulder - and, while they're busy, pull off that crucial spell. Once they're big, Kamek's got a lot of very powerful attacks that will no longer be remotely difficult to land - not the least of which is the devastating Shape Bolt, a very solid projectile that should deal enough hitstun for you to bring in another minion. Another minion, another power-up, another crawlspace, another pitched gladiatorial combat - it's a day in the life, although Kamek teeters between more aggressive aerial character and more passive defensive summons character, depending on the foe.

Kamek's never been a hands-on fighter. He brings up someone to do his dirty work for him and then turns them into a threat, supplementing them with his long-distance spells and buzzing around from a safe distance.



...But there's something else. Have you seen it? Surely you have, it’s right there. I know Junahu’s seen it, and is getting ready to scold me for not mentioning it – but, of course, I will. What else could it be? Kamek is perfect for multiplayer.

Team battles are so obvious, I almost don't feel I need to cover them. No longer must time be expended bringing up a minion and effort expended keeping him alive - you've got your minion right off the bat. Kamek's not going to be the typical teammate, covering the other's weaknesses in the thick of the fray, nor is he just going to sit in the corner doing his defense thing. Kamek is going to keep close to his partner, feeding him power-ups and occasionally healing, and turning him into a threat capable of taking on two foes all at once.

One of your best team tactics is to make your foes giant - that's still an option, don't forget - and then electrify your partner. Unlike your sort of stiff minions, your partner is nimble and capable of jumping and pursuing, comboing both foes with a string of contact static shots. Sure, it takes a bit of jumping through hoops, but there it is, your partner juggles them right off the stage, and you set up a Crawlspace on the stage's edge in the meanwhile, and he makes it back just fine, small as he is, but the giant foes have no such chance. If they get too close, you hit them with a freezing spell.

And to think, you're capable of this without even turning to your minions - who will here be mostly nuisances, although there's a certain vicious poetry to creating an arena and locking in a foe along with both your teammate and your minion. No more bullying of this Shy Guy, I'm afraid - he's got a big buddy right there in the thick of it with him. Kamek can handle the remaining foe with the occasional well-timed BAir.

And Free For All? Get out of here! What you’re doing is basically creating an arena in which to force two foes to fight one another. And that fourth and final character, the one who’s going to throw a wrench into your plans? You can drift above him, pelting him with projectiles, or you can possess him with your Dair and actually force him to run through this clash of titans that you’ve wrought. Diplomacy? There is no better diplomacy than sticking close to one opponent and powering him up! When diplomacy is done? Set up a Crawlspace and give yourself the time to hatch a minion, thus cleaning up the final remaining foe!

Since we do love reducing our playstyles, let's call Kamek a supporter. It doesn't completely shine through except in multiplayer - and he's perfectly capable of playing a diverse and devious game alone, too - but Kamek is at his very happiest when he can float above the unfolding Brawl, a master of puppets overseeing a child's game.


TAUNTS AND POSES

Up Taunt --- Kamek raises both arms and cackles, waving them wildly. He accidentally knocks his hat off and quickly scoops it off the ground, embarrassed.
Forward Taunt --- Kamek lifts his wand and causes a smaller block to appear just above his head. Then he lowers it and it crashes down right on top of him, causing him to tremble with rage.
Down Taunt --- Kamek brings out his broomstick and strikes a rock-star pose. Silly old man, don't you know you're not "hip"?

Victory Pose #1 --- Four toadies fly across the screen, followed by Kamek on a broomstick. He shouts something after them angrily, then waves his wand, casting some sort of spell. A moment later, he looks shocked and flies off speedily in the other direction - a giant Toady, too big to fit on the screen, flies across after him.
Victory Pose #2 --- Kamek is standing over what appears to be a complex plan to kidnap Baby Mario; he's looking off into the distance. Two Toadies fly in, holding Baby Donkey Kong between them - Kamek takes one look at the ape and facepalms, stomping on the plan and going back to the drawing board (which he literally summons up from thin air).
Victory Pose #3 --- Kamek is looking very carefully into his crystal ball. He sees... himself, looking very carefully into his crystal ball. Savour your victory, Kamek! Celebrate!


MISC

Entrance --- Kamek swoops in on his broomstick, and jumps off clumsily.
Sleeping Animation --- Kamek sleeps on his feet, his head bowed and his shoulders slumped.
Kirby Hat --- Kirby takes on Kamek's hat and gains the ability to use a smaller version of Shape Bolt. Not that it's going to be very accurate for him.
Symbol --- Kamek, being a Yoshi character, gets Yoshi's Egg as his symbol. I'm tempted to give him Mario's Mushroom, but that's really more for Magikoopa.
Victory Theme --- Kamek gets the classic Magikoopa theme, the only song that suits him.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
This is a joint set made by myself & Smady Daddy. Just a disclaimer.


INTRODUCTION

Gambit is a character from the X-Men series of comics, known better to some from the cartoons or video games that carry his appearance as well. His is a rough, unlovable, but charming character, a thief come good on a quest of redemption and a popular member of the X-Men. Notable in his traits is his use of cards, proficient skill in using all kinds of weapons - especially staffs and a keen sense in illusion, or not; as a mutant, his power is mainly in his charm and ambiguously in his magic. His name is a pun on the term used mainly in chess, to describe sacrificing a lower pawn to gain an advantage, a reference to Gambit's own persuasions.
"Gambit appeared on the X-Men animated series and in video games. He also starred in two solo series, one lasting from 1998 through 2001 and the other 2004 through 2005. He also starred in two miniseries of his own, the first having been released in 1993 and the other in 1997, and co-starred in two additional miniseries, Wolverine/Gambit, in 1995, and Bishop and Gambit in 2001. Additionally, Gambit & the X-Ternals, published in 1995, featured a group of renegade mutants led by Gambit who has been living on the edge of law during the Age of Apocalypse."
Most of all, Gambit is remembered for his rebellious attitude, psychic abilities and unique fighting style, everywhere he appears. These traits particularly influenced this moveset.


Obligatory Playlist is still Obligatory


COMPARISONS

Stance: Prepared


Size: Tall & Slender


Air: Average & Boring
Gambit alleviates himself from the ground with a hop and puff of pink magic below him, pretty standard. His second jump is similar, only hopping with the back foot rather than the front. Gambit isn't particularly good at recovering, but at least he doesn't do spins or flips in the air; he's too manly for that. Likewise, his fall speed is around the same as other humanoid Smash characters like Snake or Ike.

Speed: Slow & Steady
With a stance like his, Gambit can only sidestep for a walk, excruciatingly slowly. About as fast as Ganondorf here. However, when running, Gambit abandons his stance and sprints with the momentum of his staff and equipment, allowing for optimum aerodynamics - he's comparable to Captain Falcon here. The contrast here is obviously double-edged - you can surprise, but also be surprised and precautious players would benefit most.

Weight: Medium
Despite Gambit's magic, he has quite a bit of weight to him thanks to his large overcoat, staff and balanced stance. He's about as heavy as ROB - his downfall being that he's still just a human being, so lacks the massive shell of Bowser or fat of King Dedede. On his overcoat, it does not count as Gambit himself, although flowing an unusual distance behind him. This could occasionally be disorientating for an opponent.

Miscellaneous: Snake Eyes
Gambit has your average shield, though its colour changes with the suit picked in his moveset [read on]. He has no glide, crouch, wall jump or tether - a staff isn't a whip. His air dodge and side dodge are simply he moving into the background. Gambit doesn't have the patience to use magic every time he dodges where he could simply step back.


PICK A CARD

A large part of Gambit's moveset depends on his chosen suit of card; spade, clover, diamond or heart. These all give different properties to several moves and affect how Remy plays a good deal. To strange suits, one must look to the neutral special. General attributes of each suit follows:

The spade suit - burning indigo flames - is the strongest of all suits in terms of power. For a card, it travels much faster than one would expect, but always in a straight line. The result of this straight, quick path is enhanced knockback in Smash terms; the quickness of the cards in this suit somewhat make up for its predictable pattern. For knocking opponents out of the stage, this suit is by far the best suited.
[4%] [KOs At 160%]


The clover suit - represented visually in bright orange flames - is the odd one of the four, flying in slow, curved trajectory that flies above then back down. The use of this suit is in its poisonous nature - these cards can stick to an opponent, sucking life from them before evaporating. These are, then, best used as a distance or to create spacing, providing no knockback.
[2% Per Second / 4 seconds]

Diamond suit - characterised by a dull pink flame - is the most damaging suit; they fly side-on to the camera and split in two every half-second while flying, making them hard to dodge at long distances and infuriating for an enemy due to their flinching knockback. Their big drawback is that they are nearly useless at short range, being a nuisance when a foe is quick to approach.
[2%]


The heart suit - symbolised in its unsaturated baby blue flames - is the most peculiar, perhaps taking on a known characteristic of the heart by returning to Gambit upon being thrown. Indeed, after being thrown, these cards home in on opponents and can pass through obstacles, although they offer only flinching knockback and small damage. If they do successfully hit, they will return to Gambit and then travel in the same curvature, until finally missing.
[3%]

SPECIALS

Neutral Special: Cards of All Kinds


Gambit gets into the stance seen above and holds up his current card, turning it to its back. When pressing the input again, he turns it to its front again, changing suit as he does so. He will continue to do this for as long as you are pressing his neutral special input, the order being spade -> clover -> diamond -> heart. It's quite obvious which suit is selected, as the card's flaming colour changes, as does its face to portray the "ace" of the applicable suit. This move is one of Remy's quickest and thus hard to punish. Don't think it can't be used mid-air, either, as Remy simply tucks in his legs - this move also slows his fall speed down an ounce, making it a viable part of his recovery or gimping game, I suppose.

Upon pressing the neutral special input, though, you can attack by directing Gambit with the controls, as long as it's right after. Gambit will throw the card / suit he has chosen in that direction, it having the basic attributes that are described above. This also has minimal lag and you are at liberty to switch again or bring up his card instantly after throwing the card, although the minimal lag keeps it at a spammable rate of half a Fox laser - perhaps the most basic, but most useful of Remy's card moves.

Up Special: Magic, Flying Card-pet


Being one of Gambit's more Marvel vs. Capcom 2-inspired random moves, Gambit throws his card out in front of him and it becomes greatly enlargened - bigger than he is. After this rather quick, but surprising turn of events, the card floats beneath Remy, this is where its use as a recovery kicks in, taking its user in a direction and at a velocity dependant on the currently chosen suit. When the applicable recovery stage ends, the card decreases back to its normal size, flying magically back into Remy's hand, halting any momentum gained at the end of it. Suffice to say, it reflects an exaggerated, shorter version of each card's lonely attributes, but here are some descriptions, just so we're clear.

If the spade suit is currently out, Gambit steps onto the card and it flies straight upward for five stage builder blocks at the pace of one builder block per second. This may sound like too much, but consider that Gambit is neither fast in the air or having any momentum out of this move, soon you'll realise, this is one of his worst up specials. Its saving grade is that you can indeed jump out of it [heaven forbid] and can attack with any other moves whilst on it, plus the carpet pushes foes to its sides when colliding,* with minor knockback.
* [8%]

The clover suit has the card turn into more of an Aladdin like carpet recovery, as Gambit hangs on for dear life as the oversized square leaps in a curve that can be manipulated slightly with the controls. Generally, one could say this travels four stage building blocks diagonally at the speed of two blocks a second. As with the above move, foes are dealt minor knockback, but downward this time. Foes hit are also slapped with one of the normal clover cards, dealing their usual poisoning effect.*
* [2% Per Second / 4 seconds]

The diamond suit operates differently to the other recovery types vastly. Rather than move at all, the card stays where it is, acting as a temporary platform for Gambit. Every half-second, another card duplicates one building block above the previous one, which evaporates momentarily after that. Only two more duplicates appear and the last one evaporates just as fast as the others, returning to Gambit [as well as the magical returning animation] afterward. To utilise this recovery properly, one has to be quick-witted and smart, as enemies can also use these platforms. They are bottomless as well, meaning you can simply jump through them.

The heart suit allows for some high risk, high reward recovery, as the cardpet flies off similarly to the clover card, with Gambit hanging on for dear life. This one travels for approximately six stage building blocks vertically, at the rate of two per second. Like the lone heart card, the carpet will travel back and forth between the point of usage and its maximum distance from that point, until you jump off from it, at which point all momentum is stopped by the magic animation of the card returning to Gambit, so be careful how you utilise this move. It deals minor damage,* but enough downward knockback on impact to kill enemies low on the stage and with a high percentage.
* [6%]

Forward Special: Card Toss
Gambit quickly draws a card of the suit he currently has selected and throws it, keeping true with the unique properties of the suit. This has low lag on both ends, and thus is spammable to an extent. This move simply provides a quick way for Gambit to throw cards when he doesn’t see the need to change suits via the neutral special. One plus that this method has is that Gambit can throw cards in mid-air with ease. However, Gambit suffers twice as much end lag if he uses this in the air than if on the ground.

Down Special: Cajun Charm
Gambit immediately turns towards the nearest foe within 4 stage builder blocks of him (Gambit simply sighs if no foe is close enough, giving the move medium end lag if it misses). He then starts talking to them, saying one of 2 things: either
Try that again, mon cher.
or
That ain’t gonna work.”

Both of these phrases take him about 1.25 seconds to say. If the foe moves farther than 3 stage builder blocks away from Gambit, he stops talking and the move ends. He'll suffer above average end lag if that's the case. But if they remain within Gambit’s range for the full 1.25 seconds without hitting him with an attack, the move’s effect activates. The affected foe’s eyes briefly flash red to signify that the move worked. This can only affect one foe at a time, but there are no other limits on how often he can use this.

Gambit just charged the potential energy inside the foe’s brain, which compels them to listen to his instructions. If Gambit said the first phrase, the foe will not be able to use any move other than the last one they used before Gambit started talking. If they use any other move, they immediately trip and take 5% damage. The effects of this wear off once the foe trips or uses the locked-in move. If Gambit said the second phrase, the foe will be unable to use the last move they used prior to Gambit speaking, tripping if they try to use it.

While Gambit is able to move while speaking, he has quite a few restrictions on his movement. He has only one jump while speaking, and is not able to use any of his projectile moves during that time. He also cannot use any of his throws, although his grab and pummel are still usable. The effects of this move wear off after 10 seconds regardless of what moves the foe uses. Gambit suffers low end lag when he finishes speaking.

STANDARDS

Neutral Combo: Cajun Spice
A fairly uncomplicated attack, Gambit starts by quickly swinging his staff in front of him horizontally, dealing 2% damange. The second hit simply has him immediately swinging the other way for another 2% damage. The third hit is significantly more powerful, as takes a forceful baseball-esque swing with his staff, dealing 5% damage and low knockback downward-angled knockback that usually knocks Gambit’s foe to the ground.

This attack comes almost immediately, having nearly no start lag whatsoever. It does, however, have low end lag. This combo doesn’t do much damage and has surprisingly low priority, so this is best used as a simple GTFO attack to give Gambit a bit of time to get properly spaced or switch card suits. Or of course, follow up on his grounded opponent with a thrown clover or heart card.


Dash Attack: Pole Vault
While dashing, Gambit sticks the end of his staff into the ground in front of him, stopping his forward movement almost instantly. He quickly grabs his staff with both hands (*insert master debation joke here*) and uses his remaining momentum to leave the ground and swing 180 degrees to the opposite side of his weapon. Gambit quickly kicks forward with both of his legs as he reaches the opposite side, dealing 8-9% damage and medium-low knockback. This move executes surprisingly quickly, but Gambit suffers medium end lag as he lands and takes his staff off the ground. This is best used to simply catch foes off guard with one of Gambit’s few jointed attacks, as well as giving him time to space properly.

Up Tilt: Suit of Armour



Gambit draws several cards of the selected suit and throws them at an upward trajectory as shown in the above animation. As well as this, Gambit's immediate area becomes a momentary hitbox as his kinetic energy forms a barrier, dealing minor damage* and knockback only great enough to knock out opponents well above the echelon where it would matter.
* [6%]

The spade suit operates almost with a shotgun effect, effecting mainly the area directly around Gambit, producing a productive shield due to the preceding blast of kinetic energy. Upon "throwing" the cards, they all shoot out at very precise degrees - equal distances from one another and directly to Gambit front and top. These cards evaporate, unlike when thrown normally and this happens before they can reach over a block of distance from Gam, leaving him ultimately vulnerable, but still with a decent defence.

The cards all count as one hitbox and can only hit once for intermediate levels of damage.*
* [10%]

Clover's suit takes a page out of Cutesy's book here! Three cards are flung out a small distance from Gambit - at which point the move ends for him and he can move around. They do no damaage and cannot stick to anyone in this state. However, from here the cards then flutter down to the ground, or below the stage as if leaves falling in a windless environment. If they hit the floor or blastzone, they are indeed useless, but if an opponent touches them during their fall, they are affected much like they would be if hit with a regular clover suit card.*
* [2% Per Second / 4 seconds]

The diamond suit operates similarly to how it would normally. The cards split up, as they travel side-on to the camera, dealing flinching knockback and small damage,* only now while at a diagonal trajectory.
^ [2%]

This is the fanciest of the lot - when thrown, three cards immediately start to orbit Gambit, much like one would envision electrons circling an atom. These cards react in much the same way as their tossed counterparts; the cards only remain in circulation if they can hit the opponent, which requires Gambit to approach. Although they are less lenient than the tossed kind - they can each orbit Gambit a maximum of three times (which takes two seconds) before they simply vanish from lack of sustinence. The cards orbit at slightly different velocities and angles, so simply getting close will not do. They do as much damage* and knockback as normal.
* [6%]

Forward Tilt: Wheel of Fortune
Gambit holds his staff in front of him, slightly angling it towards the screen. He then starts spinning it rapidly, forming a barrier of sorts in front of him. He can hold this pose infinitely, but the rate at which he spins it decreases by half after 3 seconds of holding it. Gambit can also slightly angle this move up or down while holding A. When this move is fresh, enemies who get caught in it are hit about every .25 seconds for 1-2% damage until they DA out (just slightly harder to DA out of than an average neutral A combo). This move isn’t all that useful for dealing damage, however; it has rather low priority that can be broken by an average dash attack.

Damage is not the main focus of this move, however. Gambit’s staff can reflect most projectiles, much like Pit’s infamous Side-B. While Gambit doesn’t move while he performs this move, he can angle it up or down, giving him limited control over the trajectory of the reflected projectile. Among the things Gambit can’t reflect are fully charged Aura Spheres/Charge Shots, which go right through this move. Explosive projectiles, such as bombs or grenades, explode upon contact with Gambit’s staff, knocking him out of the move.

This can be a useful way to force an enemy to approach, but it can be a bit risky. When Gambit slows the rapid pace at which he spins his staff, he creates openings where projectiles can slip past his staff and hit him, although they aren’t huge ones. Gambit can also be punished during the move’s medium end lag. To prevent this move from being spammed, Gambit will start spinning his staff at its decreased speed immediately if he tries to use this move again 3 seconds or less after stopping.


Downward Tilt: Rising Bo

Gambit swings his staff over his head, and brings it down in front of him horizontally, slamming it to the ground. This swing has great range, but only deals 5% damage and a small amount of hitstun. If A is hit right after Gambit’s staff hits the ground, he’ll immediately swing the staff back upwards, flinging his foe into the air for 6% damage and medium knockback that kills around 200%. Gambit suffers low lag on both ends if he only executes the first part of the move, but he suffers significant end lag if he does both parts. Despite this, this move can be a good set-up for an up smash or up tilt, and Gambit can use the first hit on its own to lead into another move for possible mindgames.


SMASHES


Forward Smash: Card Séance



Gambit pulls out his card and starts to "charge" it as seen in the above image. As long as the input is held, Gam will remain in this stance. He is completely vulnerable. The circumstances of the move differ with each suit.

Charging the Spade suit results in a vacuum effect in which enemies are pulled in at one building block per second as long as they're within five blocks of Gambit, this also applies if they are airborne. When the move is cancelled by letting go of the input, one spade card flies from where the aura once was, making this a vital knock out move.

The clover suit here is distinguishable as having an orange aura with typical skull and bone symbols protruding from the centre. This, of course, signifies that the move poisons the enemies like the card does normally. Indeed - when releasing the input, Gambit's charge lets out one burst of orange energy that covers just in front of him, giving the person a poisoning effect similar to that of being hit with a regular clover card, along with medium knockback that KOs at 200%. One of Gambit's very few moves that works in extremely close quarters.
* [2% Per Second / 4 seconds]

As long as Gambit charges, the diamond suit card he is charging starts to split every half-a-second as they would do whilst airborne when thrown. In this hibernated state, Gambit can theoretically summon as many extra cards as possible. When he releases the charge, the card he has collected simply slip onto the back of the current one. When thrown, each card deals the same damage as a normal diamond card*, but the trajectory of each covers an equal distance around Gambit's vision. That is to say, with enough cards, Gambit's entire plain of vision will be covered by diamond cards.
^ [2%]

This move is probably the most important when playing with the hearts. While charging, any cards circling or returning to Gambit increase in speed by a multiple of two per second. When charging, they remain in orbit without any need to damage the opponent, while dealing a slightly higher rate of damage.*
* [8%]

Up Smash: Drawing Dead
Gambit pulls out his currently-selected suit without looking at it and charges it with coloured energy [not the black kind]. Gambit then tosses the card two stage builders blocks above his head.; Gambit is then free to move. The card reacts as it would when thrown normally.

While this may sound very weak for a smash, Gambit is not restricted to using one card. Gambit will throw two cards into the air when the smash is at half charge, and three when it’s fully charged, all in quick succession. This means with a suit like heart will create a kind of barrier around Remy from above if this move is used properly.

Down Smash: Charged Bo
Gambit holds his staff in front of him horizontally, and he begins to charge it with energy; the staff glowing pink fervently as he does so. Gambit starts charging almost instantly, and suffers low end lag when he stops. Gambit can temporarily power up any attacks that involve his staff with his move, and there are five different levels of charge, listed here:
  • Level One: It takes .6 seconds for Gambit to reach this level. Gambit’s staff turns pink, strangely having little sign of being charged. However, this causes the next staff attack Gambit uses to deal 3% more damage, plus giving it a very small increase in knockback. As with all the levels of the staff’s charge, it causes a small explosion as Gambit uses his attack as well.
  • Level Two: It takes 1.25 seconds of charging in order to reach this level. Gambit’s staff is engulfed in pink energy that resembles flames. In this state, Gambit’s next staff attack deals 6% more damage and boosts its knockback by a small, yet noticeable amount.
  • Level Three: It takes 2.5 seconds to reach this level of charge. Gambit’s staff glows white, and is surrounded by a pink force field that doubles the width of the staff (this effect is merely visual). Gambit’s next staff attack deals 10% more damage in this state, and gives it a 30% increase in knockback.
Gambit cannot carry over charging time beyond staying at level one or level two (Gambit must charge .65 seconds to move from level one to two, and 1.25 seconds from two to three). Also, after Gambit uses a staff move while at level two or three, his staff regresses to the level directly below it. Gambit will also lose a level of charge automatically after 10 seconds, so he can’t just get to level three and stall until he gets an opening.



AERIALS


Neutral Air: Cajun Roulette
Gambit simply spins his staff around his body 3 times, dealing up to 14% damage with multiple hits, although he likely won’t get every hit in. The last hit deals low downwards knockback, making this move a gimping threat against characters with bad recoveries. This move has good range and priority due to its disjointed nature, as well as low lag on both ends. This is probably Gambit’s best close-range damage racking move, although he doesn’t have many of those to begin with.

Backward Air: Directional Oomph
This move functions entirely as part of Gambit's playstyle. It simply changes his momentum to the opposite direction(s) that he is heading, meaning that if he jumps over way and the player then presses the input, he will actually go the other way. This indeed mirrors the effect of the cape, but for the player's assistance rather than their hindrance. Even in the air, its hard to catch Gambit entirely off-guard.


Forward Air: Taking Your Pick



This move shows off Gambit's risk-taking nature. While mid-air, Gambit starts charging up cards. For the only time in Gambit's moveset, he can charge up more than one card suit at a time, adding a random new suit to his hand every one second [with his initial card in play at first, it will take three seconds for this to fully charge, but it can be launched at any time after pressing the input]. The effects of this are, of course, rather vast. With all four suits together, Gambit will automatically throw the cards. Although having to be started in the air, Gambit can actually continue charging this move when he hits the ground, of course becoming very much written by that point. This move is somewhat of mixed bag, a "gamble" in Gambit's terms.

Downward Air: Carpet To The Rescue!
Yes, in this move, the card-pet seen in Gambit's up special is seen again! This time, Gambit pulls his currently selected card in hand, 'aims' it downward to below his crotch and it grows insurmountably to the size of a carpet. It then lunges downward, beneath Gambit, hitting enemies for mild damage* and high spiking knockback.*
*[15%] *[KOs at 140%]

As calling the carpet has Gambit in a very compromised position and is, like most down airs, highly predictable otherwise, the usefulness of this move is downplayed. It is, however, a significant member of Gambit's air repertoire. And of course if you don't feel like waiting to build up a ton of damage in pursuit of a spade suit KO, this somewhat-laggy spike is a decent second option.


Up Air: Falling Dead
Pulling out a generic card from a pack in a swift animation, Gambit smiles at its sight and tosses it above him, after which it slowly falls and explodes upon reacting with other bodies [characters, stage objects, items] for 7-9% damage along with low knockback. This is seemingly quite weak, but Remy can charge this move mid-air to throw more than one card; at half-charge, two cards and three at full. If caught in all three explosions, foes suffer up to 27% damage, but this needs extreme set-up.

THROWS

Grab: Joker Card
Gambit simply grabs in front of him with one hand, having pretty good range (same range as the forward tilt). Gambit suffers low end lag if he misses.

Pummel: Red-Headed Step
For once, Gambit makes use of his remarkably pointed boots, stomping on his opponent for 1% every half-second... Remy makes no excuses for his ashamedly generic pummel.

Forward Throw: Holographic Fiend
Gambit seems to wavedash one block forward with his opponent in his grasp, seeming to stun the enemy in place out of surprise. However, Remy is surrounded by a blue aura and soon this shadow dissipates to show the true, cocky self standing in his original position, taunting the now pushed-away opponent. Ironically, Gambit has a slightly harder time following up on this due to his taunting.

Back Throw: Shining Finger
Gambit quickly gets behind his victim, and puts 2 fingers on their neck. The ends of his fingers start to glow with potential energy, and causes a small explosion to knock the foe away. This only deals 7% damage and medium-low knockback, but the important part is that it gets the foe away from Gambit. Gambit can easily follow this up with another move at low percents.

Up Throw: Kinetic Soul
Gambit kicks his victim to the ground, and then lifts himself into the air with his staff, balancing on top of it for half a second as the staff glows with potential energy. He then quickly whips the staff out from under him and falls back to the ground, and slams the staff on the victim’s back. This causes an explosion that deals 9-10% damage and launches victim upwards with medium knockback that kills at 190%.

Down Throw: Near Miss
Gambit throws his victim to the ground, them being face-up. He then tosses 2 knives that are glowing with potential energy at them, which stick into the ground dangerously close to their head. The knives then explode, dealing 8% damage and medium-low upwards knockback.​


FINAL SMASH

Final Smash:
Blackjack
As the camera zooms in on Gambit, he throws a card (the Joker) that travels half the distance of Final Destination in front of him. If Gambit manages to hit anyone with this (it can hit multiple foes), the screen goes black and they are drawn into a cinema sequence. All the foes are seated at a card table, with Gambit sitting on the opposite side. Gambit proceeds to shuffle a deck of cards and deal 2 random face-up cards to each person, including himself.

As the name of this Final Smash suggests, Gambit proceeds with a game of Blackjack, asking each of his foes in turn if they want to stay or “hit” (draw another card). If any player’s cards add up to more than 21, they “go bust”, and can’t do anything else. Incase you’re unfamiliar with the rules of blackjack, all face cards equal 10 and an Ace can equal either 1 or 11. Each player has 5 seconds to make the call whether to stay or hit, and they will automatically stay if no button is hit.

Once each player decides to stay with their point total (or gets 21), Gambit will draw more cards for himself (assuming he has less than 18 points total). Just to make sure his foes don’t get off easy, Gambit will always get at least 18 points. Gambit will always stay with 18 or more points, unless everyone else got higher totals than that. Gambit will then draw another card, having a severe risk of busting.

If everyone managed to beat Gambit, the cinema sequence will end right then, with Gambit saying “Maybe next time…” as it does. If Gambit beats at least one person during this sequence (or if any of his foes bust), he’ll smirk at them and say “Luck just wasn’t on your side today, huh?” The sequence ends at that point, and anyone who got beaten in the game will fly straight upwards off the top of the screen via a pink energy explosion, going right through any obstacles in their way.​


PLAYSTYLE

Hopefully, Gambit isn't a hard character to figure out. His signature playing cards are the cornerstone of the moveset, and they're quite versatile. You've got to have the right suit equipped for the right situation though. Basically all of his suits are good for stage control in one way or another, particularly the Clovers and Hearts. Furthermore, he can fill the sky with floating cards by using his up aerial or the clover version of his up tilt, offering a Cutesy Beau-esque way of stage control. Every suit except Hearts can serve as a good way to rack up damage. Gambit needs a lot of ways to rack damage, since he can't really KO until rather eye-popping damage percents. Speaking of KOing, his main method to do so is with the Spade suit. Luckily its not too difficult to score a hit with them. His only other decent KOing method is his spiking down air, which is far harder to with, but hardly out of the question.

Gambit typically operates best from long range, thus he has quite a few moves to help him stay there & to protect himself from approaches, as well as fellow campers. He can reflect projectiles with his forward tilt, but its a risky move that can't really be spammed. In terms of basic aerial defense, the up smash and most versions of the up tilt work well The heart version of the up tilt can provide defense from any angle, but it doesn't last long. The Down special, the oddball of Gambit's moveset, is best used to discourage approaches. But if it manages to hit, it has the effect of gimping the foe's moveset, and can even create an opening to attack or KO.

Gambit's direct attacks with his staff can't KO well and aren't particularly useful for KOing. Their main purpose is to create openings to use his cards or to space. His neutral air (an actually decent damage racker) can catch an opponent off-guard at close range, mostly because its a move that ISN'T designed to get the foe away from Gambit. Though if you're able charge the staff via down smash, these same attacks can become decent damage rackers or KO moves. This can sometimes be a nice alternative to spamming cards.

Gambit's best weapon, though, is his unpredictability. This seems strange for a character with only one reliable KO methods, but Gambit really is a character that is hard to predict. Thanks to his up smash & up tilt, and his playstyle-oriented back air, he can basically throw cards in any direction. Gambit's forward smash is another large part of this. The Spade version can be used to set up a KO, and the Clover version can blast away foes who get too close. The Heart version can really catch foes off-guard due to changing the speed of active cards of that suit. The forward air is for risk-takers; the pure unpredictability of the move can put foes on the defensive. Not to mention its like Gambit's version of Metronome (H).

Throws tend to be downplayed with gambit, but are invaluable options for when his foe gets up close (somewhere Gambit generally doesn't want them to be). They don't have high damage output, but are decent when it comes to spacing. When it comes to recovery, Gambit's up B changes based on the suit being used. You'll generally want to stick to one or two different versions of the move, although the spade version should generally be avoided, as its slow & very gimpable.

Gambit is a character that can do a little bit of everything, though he can only function at his highest level from long range. He has some trouble KOing, but considering the rate at which Gambit will rack damage, filling the screen with tons of cards of different suits, it shouldn't be too huge of an issue. None of Gambit's moves are truly foolproof though, and all it takes is a clever foe to see through Gambit's trickery & give him a shock. And Gambit's a pretty big guy too, thus he's pretty vulnerable to being comboed. Just trust your cards (and spam them too), use your instincts & take some risks. It's just like a game of poker: it takes a long time, and most people need a bit of luck to pull out the win.

EXTRAS

Up Taunt: Hard to Quit
Marvel no longer allows smoking in their comics, but this doesn’t apply here. Gambit takes out a Cig from his pocket and smokes it for a second before tossing it behind him.

Side Taunt: Good Riddance
Gambit takes a card out of his pocket, usually either the Ace of Spades or the Queen of Hearts. He then says “See ya mon cher!” as the card surges with potential energy. He puts it away after a couple seconds.

Down Taunt: Kinetic Acceleration
Gambit puts his hand on his chest, which starts glowing with potential energy. Gambit will not break this pose until up taunt is input again. For every 1.25 seconds Gambit stays like this, he heals 1% damage.

Victory Pose 1: Playing for Keeps
Gambit appears on screen with a deck of cards in is hands. He squeezes the deck to make the cards fly to his other hand, and then does the same to put them back. While he’s doing this he says “If I learned anything about life, it's this: always play the hand you’re dealt. And me? I always play for keeps.” When he says “And me?” he takes a card out of the deck, which is always an Ace or a face card. He holds out the card to the screen and makes it glow with potential energy.

2: Pure Luck
Gambit throws his bo staff up in the air above him, and catches it on its way down. He then proceeds to attack the air with it while turning 720 degrees. He ends by hitting the screen with the end of it, causing the “camera” to fall on its side and tilt the screen 90 degrees. While he does all this, Gambit says: “Face it, chere, life is random. She’ll either deal you a full house, or a busted flush.”

3: Poker God
Gambit proceeds to “deal” cards to his defeated opponents, very quickly giving each of them 5 cards from the deck in his hand. He then draws 5 cards for himself. The players can clearly see that he has 4 aces in his hand. Gambit shows the cards to his opponents, saying “Quad Aces”. He then tosses all 5 of his cards at them, which stick in the ground in front of them. They suddenly start glowing with potential energy, and then explode, leaving Gambit’s foes covered in soot.

Sundance Victory Pose: Sakurai!
In a carpeted basement area (Gambit’s basement, apparently), Gambit, Sundance, Yoshi and Sakurai are all sitting around a table playing poker. Gambit proceeds to deal cards to everyone, but Sakurai pulls two cards out of his pants and tries to switch them with his other ones. Gambit sees this, and immediately stands up and throws a charged card at Sakurai. Sakurai literally EXPLODES when the card hits him, spraying Yoshi and Sundance with blood. Gambit walks off to find something to clean up the mess, while Sundance looks over at Sakurai’s cards. A radio is sitting in the corner of the room during this, blaring “The Joker” by Steve Miller Band. THERE YA GO, SUNDANCE!

Victory Theme
X-Men Opening (from 0:56 to end)

Shield: Card
Remy's shield is exactly the same mechanically as everyone else's, but is instead represented by a giant card that is drawn from the suit in which he is currently drawing, including the colour. This 'sheild' stretches higher than most's, but does not have any benefits in that nature.

Series Symbol



Wiimote Sound
Gambit is heard saying “Shuffle up and deal…” in a slightly sarcastic tone.

Kirby Hat
Kirby gains Gambit’s hair, as well as a tiny bo staff (which he doesn’t use, btw). He also gains access to Gambit’s side special, Card Throw. The suits of the cards Kirby throws are completely random.

Snake Codec
Snake: Who is this guy Mei Ling? He’s bombarding me with exploding playing cards!
Mei Ling: That’s Gambit, Snake. He has the power to turn the potential energy in any object into kinetic energy, which usually causes that object to explode.
Snake: It doesn’t sound like I should take this guy lightly…
Mei Ling: Even if you’re able to get close to him, he’s no slouch when it comes to hand to hand combat, and he’s extremely skilled with his bo staff.
Snake: So it’s not “all in the cards” huh?
Mei Ling: …that wasn’t as funny as you thought it was, Snake.
Snake: …

Assist Trophy



Rogue:
Rogue is another one of the more popular X-men characters, and is often portrayed as Gambit’s love interest. She has the power to steal the life energy and special abilities from foes through skin contact. Some versions of Rogue, such as this one, have super-strength and flight powers as well. She makes her Brawl debut here in the form of an assist trophy.

When summoned, Rogue will run around and aggressively attack random opponents, having the same running speed as Sheik. She has 2 jumps that are the same as Falco’s, and also has an air dash that she can use to travel about 2 and a half stage builder blocks. Rogue has generic punches and kicks that are about as damaging as Snake’s neutral combo attacks. She can attack multiple times even while in the air, so she can knock foes into the air and continue to combo them pretty easily. She also has a grab that she can use on the ground or in the air.

Once she grabs an opponent, she kisses them on the cheek and says “Good night sugah!” She tosses her opponent under her for low knockback afterwards. She just absorbed the foe’s power, which gives her access to ALL of their specials. Unfortunately, she can’t use any specials that require her to have a specific weapon (such as Snake’s specials and all of Samus’ but the up special). So exactly how strong Rogue becomes depends on who she absorbs powers from.

After about 12 seconds, Rogue makes her final attack. The game stops for about half a second as Rogue gets into an attack pose and says “Ready!” She then rushes 4 stage builder blocks forward over the period of .7 seconds, unleashing numerous punches and kicks. This can be just barely be blocked completely, assuming the targeted foe has a full shield. If then do get caught in it, Rogue kicks them up into the air and quickly flies up and catches them. She then kisses them and says “Good night sugah!” just as she does when she grabs someone. She then throws them to the ground and disappears from the screen. This whole combo deals 35% damage, and can be used in the air as well as on the ground.


Trophies: Gambit, Blackjack(FS), Rogue, Wolverine, Cyclops, Jean Grey, Beast, Magneto, Prof. Charles Xavier, Storm, Psylocke, Sabretooth, Mystique, Apocalypse, Nightcrawler, Juggernaut, Iceman, Angel, Jubilee, Dazzler, Toad, Quicksilver, Shadowcat, Scarlet Witch, Emma Frost, Forge, Cable, Bishop, Omega Red, Deadpool, Sinister, Pyro, Colossus, Spiral, Sentinels, Genosha

Stickers: Gambit, Gambit(alt), Rogue, Rogue(alt), Wolverine, Wolverine(alt), Cyclops, Jean Grey, Dark Phoenix, Beast, Magneto, Prof. Charles Xavier, Storm, Psylocke, Sabretooth, Mystique, Apocalypse, Nightcrawler, Juggernaut, Iceman, Angel, Jubilee, Dazzler, Toad, Quicksilver, Shadowcat, Scarlet Witch, Emma Frost, Forge, Cable, Bishop, Omega Red, Deadpool, Sinister, Pyro, Colossus, Spiral, Sentinels, Master Mold, Senator Robert Kelly, Marrow, The Blob, Havok, Spyke, Leech, Lady Deathstrike
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
THE SUBMISSION PERIOD FOR MYM7 IS NOW OVER

Starting now is the advertisment period! Remember, you need to advertise 3 different movesets to be allowed to vote, so go and give your favorite sets a hand, will yah?
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
Wallmaster



by SkylerOcon​

http://www.smashboards.com/showpost.php?p=8947930&postcount=4

Wallmaster was the first set posted this contest, and unique in that it was one of the few sets I could be arsed to comment on. My comment was a multi-paragraph list of glowing praise, and I still don't have a bad thing to say about this set.

Wallmaster's most striking quality is the personality it has. Despite being a generic if memorable enemy with no lines, Ocon made everything about the set feel distinctively Wallmaster. The organization, such as the invisible headers, the poem at the start, the new times roman text format, the colors, all evoke of something ancient and threatening. The moves all make sense for the character, and manage to be creative and come together to form a flowing playstyle. A difficult feat for anyone to manage.

The playstyle is shaped to, like the organization, inspire dread and paranoia into the opponents. The chance of being instantly KOed at any time by Wallmaster is the epitome of it's character; something to fear. The writing is clean and precise, painting a picture in the reader's heads as they go along. Playstyle is explained thoroughly and without ambiguity or confusion. A strong start for an otherwise slow Make Your Move, and something that should be considered by all.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
[SIZE=+3]Monkey D. Luffy [/SIZE]


Im not advertising this set JUST because it has extras. While I love extras, and this set as a whole, there's a very good reason for that being so...

Luffy is easily a clear example of both a FUN and EDUCATIONAL set, 2 vital ingredients for a true moveset, one that I had to wait, but was worthwile in the end. Take note not of the fact that Monkey D. AWESOME is a newcomer, or perhaps so. He came into Make Your Move with absolute dedication to post a character he would want in Brawl: Luffy, even ignoring the fact that extras are very rare these days. This very well resulted in Luffy being full of life. Heck, I've watched a bit of One Piece before when it was on TV, and this set showed me things I didn't know about such as Gear 2nd and 3rd, as well as that special thing for Luffy's Final Smash, all in epic GIFs of many. And this is me ignoring the concept of Luffy's attacks and how a normal MYM member would think of them. The only I would care for is the attacks staying true to character, have that and it's AOK. Monkey D AWESOME pretty much did all that, showed all of Luffy's Gum Gum moves (sorry I was used to the english). Even after the attacks are done, you get awesomeness to a further height: extras. Taunts, victory poses, a hilarious codec, alternate costume, and even a cool stage. With all that in mind, Luffy is truly a blast to read. And you even get a bit of One Piece out of it. Free advertising. Isn't that what MYM could also be about? One guy might post a MYM set of a weak anime series and then teach people about it through the set (in other words me posting a bobobo set). And in the end, while most fellas use MYM to gain 'good' concepts, Luffy will be truly remembered in the future, people of the future (MYM12 or something) will click on Luffy and see the awesomeness while they look past all those ones without colors or pretty pictures (me insulting nearly all of MYM, including myself). If you haven't read Luffy for whatever reason, such as AWESOME being a newcomer, do it. Embrace a true set. Then go and check all the old sets like MYM1, 2 and 3s. All the same. Over and out.


What's this, another newcomer set? Don't worry, this one is for another reason. I stress. Unown was another set that I had to wait for to be released, but was also worth the wait.

If I was to emphasise what makes this set a great one, it would be the ATTACKS. I'd assume most readers would look away from Unown and instantly underestimate his true strengths: his array of fun moves.

How does Unown have fun moves when he can only learn Hidden Power? Simple: Neherazade instantly saw that Unown had 'hidden power'. And he took that overlooked little pokemon and gave him true power. This was done by seeing that Unown could essentially do anything since Hidden Power could be any type of move. Anything at all. And so Unown was given a bunch of random moves. Wait, doesn't that make the set bad? Pokemon Syndrome? Not to mention ruin the entire purpose of advertising? Wrong, wrong, wrong. The random attacks are actually the GOOD part of the set. They actually stay true to Unown since it can do almost anything, and so Neherazade actually gives Unown fun attacks, and also makes them fun to read: what does he give to Unown as a Fighting-type move? BAM! A giant fist! What about Ice? A small ice-beam with a sweetspot at the very end...very creative. With limitless potential to leek out his ideas held hostage, Unown's non-specials ARE the specials. Just the good parts. All of them are the good parts. Unown is literally a living encyclopedia for attacks and simple ideas that can be applied to the average brawl character. Neherazade even gave me a idea or 2 while reading the set, something very rarely found in a set these days. I also forgot to mention that you control one Unown at a time = ? and !. They even have a tag out concept and each have their own moves! Both equally great, everyone should give Unown a read to appreciate Neherazade's first set. And also gain some fairly useful ideas for their own sets.




Not quite sure about it, but peeup just might be one of the most underrated MYMers (very sorry if that's offensive). But not Kael. He might look like a boring set that's a bit hard to read and bland, but the concept behind him is something truly epic: Custom Special attack

"With tons of special attacks thanks to Invoke, and the ability to strengthen his other attacks thanks to Quas, Wex, and Exort, there is no best way to play Invoker. You can chose to make him campy, aggressive, or a mix of both."

These were the only words that peeup left behind for Kael's playstyle, yet this is entirely true. The Invoker revolves around this, having about 20 specials at his hand. Kael's Side, Up and Down Specials all determine what single move he gets for his Neutral out of 20, and Kael gets a small buff for all of his orbs. The concept might be a bit tough to figure out from the way the set's presented, and none of the moves are horribly creative, BUT.....having all those Specials, yet only being able to choose one makes Kael a very fun character to play as in conjunction with simple moves. Newcomers to SSB would have a lot of fun playing as Kael The Invoker. But besides the concept of all that fun, others can draw inspiration from Kael and take his concept to a new height, much like Unown. Kael only got 2 comments in the thread, but seriously, he's like, really underrated, badly. If you haven't read him, do so, and see what I mean.


and one more thing....




Dante, the foul-mouthed half-demon demon hunter, joins the Brawl.




Nero, the demon-powered punk joins the Brawl.


Looking at my newfound opinion at movesets, and what I loved Luffy for, I came to realise that Dante and Nero were both really underappreciated. Sure they are both combo characters (which a lot of people find cliche), and they aren't as good as The Black Knight was, but it fits perfectly with their game and character. At first people liked Dante's comboing but then when Nero came people criticised it for simply being the same thing as Dante. All Chris did was try something new. Give him some respect for that guys.

Back at the comments made about these DMC sets, fans like Hyper Ridley found Dante to be a fun addition to MYM. And now I do see that such is very, very true. Im not a DMC fan, but after reading the sets, I was informed enough to gain a interest in the concept of DMC. Whenever I go into a game store and see DMC4 I take a bit of notice of it. Much like Luffy, Chris just wanted to make a set for a character he really liked. Ever played a video game and wanted to make a set for that cool protagonist or antagonist? Im sure most of us have that. It goes back to the reason why we make sets. Dante and Nero were both fun. It never mattered wether comboing was cliche or not. Heck, even in MYM6 Chris handled TBK really well and got a 9th place. Even if a concept is cliche, if you can handle it better than the guy before you, it's all yours. One thing I've come to know about Chris Lionheart, is that he isn't concerned about creativity, but rather takes something overused and attempts to handle it better than the other guy, much like when HR stated that TBK took Black Doom's combo concept to extreme levels.

Back to the main subject, Dante and Nero fullfill their duties as movesets: FUN and EDUCATIONAL. The 2 of which would fit quite well for a Story Mode. Thanks to reading Dante and Nero, I know a bit more about DMC. Those guys were well worth posting.

Fun sets should be seen a appreciated more. Dante and Nero should be appreciated more so as well.
-------------------------------------------------

As you may see, I've chosen some sets that few other would ad or even vote for. What Im trying to get out is that people shouldn't just look at sets with good 'concepts' or 'moves'. See the fun side of MYM, the reason why it was originally made.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
* Axel *​


As my first advertisement of MYM7, I thought I'd bring back to your attention Axel by Kholdstare; a moveset posted fairly early in the contest as well as being Khold's first of MYM7. Now I had the honor of reviewing this guy, remember reviews? Yeah, I know you don't! In case you're wondering what I said back then, I'll post the link right HERE. Check it out if you want the full details of my opinion on this set as I'll just be outlining the essentials here.

First off, like almost every other Kholdstare set, the organization is fairly simple yet incredibly eyecatching at the same time; the text that looks as if its burning is a very good way to lure the reader in. But you're all wondering about the playstyle, right? Axel's is fairly simple (as he is a combo-ish character); you'll want to put on the burn and keep it aggressive, even enclosing the foe in a ring of fire to help keep the heat on if you will. Not only that, but, if I'm not mistaken, Axel was one of the first (if not -THE- first) to use a playlist at the beginning for music rather than musical headers, a trend that's continued to this day. Overall, a very strong first entry from my Droogy and an all around FUN and EDUCATIONAL moveset.

Got it memorized?

+-Sho Minamimoto-+​


SkylerOcon is a consistantly hardworking MYM (aside from Metagross but we kinda tend to sweep that one under the rug) who always manages to do a great job of making sets that are Smash appropriate (IE: Not too over the top) while still managing to make them interesting and keep them from being boring. He's shown us before how he does it with sets like Vaati, V-13 and Paper Mario (with the help of Wiz on that one) and he shows it again with Sho this time around (as well as Wallmaster as previously advertised but in my opinion, Sho is the clear stronger set). Aside from EVERYTHING I've mentioned before, Sho was actually made last contest by apemasta'; you have to be pretty confident in your abilities to remake someone else's set, especially when the original is nothing to sneeze at.

So what does Sho bring to the table? Well he's a summons character who, surprisingly, doesn't actually need to hide behind his summons! Right off the bat, this is a good thing for me as it instantly opens up various doors for how to play the character. Want to have your summons back you up? Go for it! Want to stand back a ways and issue commands from the sidelines while your summons cause chaos? Why not? Wanna Sholo and take your opponent down without the summons even? You can do that too! There's a lot of choices to make while playing Sho and Ocon does a great job of describing many of them you can take in the playstyle section. And this comment went entirely without mentioning how awesome the set actually looks; regardless, this is clearly Ocon's best to date, give it a read if you haven't already!

Any tree can drop an apple, I'll drop the freakin' moon!
 

Kaiser6012

Smash Cadet
Joined
Dec 28, 2009
Messages
32
Location
Brisbane, AUS
http://www.smashboards.com/showpost.php?p=8964426&postcount=78
When I was first reading through MYM, back before I made my presence known, I got my ideas from a whole bunch of premium movesets. I never read any of the reviews, but I knew quality when I saw it because good movesets give the reader a glimpse into the soul of the character it portrays. When I read Cervantes, I felt the chill touch my soul. When I read the tale of the Big Daddy and Little Sister, I felt the uplifting teamwork exhibited by the tortured residents of Rapture.
I felt much the same for Revolver Ocelot. Well written, with a grab game that emphasizes his sadistic nature and smashes that reminds the player that he isn't the only one who's got a hold of the guns. These, as well as the obvious thought that went into the extras (The Sorrow remains my favourite Assist Trophy yet) makes Ocelot a prime choice for leader.
A superlative entry for UserShadow and a worthy role-model for any would-be MYMer out there. Do yourselves a favour - Read Ocelot; Love Ocelot; Super vote Ocelot.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
http://www.smashboards.com/showpost.php?p=9215121&postcount=426

Everyone's decided where they stand on Kel by now... so why do I even bother?

MasterWarlord is always flipping concepts on their head, taking what we all took for granted and turning it into something drastically unique. The last time he did this was Dingodile, and we all know how successful that was, voted into fourth with no real prompting.


Kel is a minion character, but one of the few truly offensive ones we've seen. His minions - Ghouls - aren't an ammo bank. They're the bank itself. edit - I wrote this while deliriously tired 9_9 Kel relies on a mana system to use his most powerful attacks, but he has no way to replenish his mana. Then MasterWarlord throws a wrench in the plan - Kel has a move sacrificing Ghouls to refresh mana.

So if Kel can sacrifice his Ghouls to generate mana, what does that make them? Troublesome subordinates, disobedient pets. Kel needs to keep his minions out of trouble as he fights, rather than the other way around. Luckily, he's equipped to do just that, with moves designed specifically to take Ghouls out of harm's way - a stroke of genius.

In my opinion Kel deserved recognition as one of MasterWarlord's greatest, but how was Kel recieved? Apparently, it was too "unsmash" and "awkward" while MasterWarlord's skillful introduction of qualities as they became relevant "confusing". These may be true, but they should not detract from what Kel'Thuzad achieved - perhaps one of the first offensive minion characters ever made.
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
[SIZE=+3]Monkey D. Luffy [/SIZE]


Im not advertising this set JUST because it has extras. While I love extras, and this set as a whole, there's a very good reason for that being so...

Luffy is easily a clear example of both a FUN and EDUCATIONAL set, 2 vital ingredients for a true moveset, one that I had to wait, but was worthwile in the end. Take note not of the fact that Monkey D. AWESOME is a newcomer, or perhaps so. He came into Make Your Move with absolute dedication to post a character he would want in Brawl: Luffy, even ignoring the fact that extras are very rare these days. This very well resulted in Luffy being full of life. Heck, I've watched a bit of One Piece before when it was on TV, and this set showed me things I didn't know about such as Gear 2nd and 3rd, as well as that special thing for Luffy's Final Smash, all in epic GIFs of many. And this is me ignoring the concept of Luffy's attacks and how a normal MYM member would think of them. The only I would care for is the attacks staying true to character, have that and it's AOK. Monkey D AWESOME pretty much did all that, showed all of Luffy's Gum Gum moves (sorry I was used to the english). Even after the attacks are done, you get awesomeness to a further height: extras. Taunts, victory poses, a hilarious codec, alternate costume, and even a cool stage. With all that in mind, Luffy is truly a blast to read. And you even get a bit of One Piece out of it. Free advertising. Isn't that what MYM could also be about? One guy might post a MYM set of a weak anime series and then teach people about it through the set (in other words me posting a bobobo set). And in the end, while most fellas use MYM to gain 'good' concepts, Luffy will be truly remembered in the future, people of the future (MYM12 or something) will click on Luffy and see the awesomeness while they look past all those ones without colors or pretty pictures (me insulting nearly all of MYM, including myself). If you haven't read Luffy for whatever reason, such as AWESOME being a newcomer, do it. Embrace a true set. Then go and check all the old sets like MYM1, 2 and 3s. All the same. Over and out.
-------------------------------------------------

As you may see, I've chosen some sets that few other would ad or even vote for. What Im trying to get out is that people shouldn't just look at sets with good 'concepts' or 'moves'. See the fun side of MYM, the reason why it was originally made.
........ Wow. Luffy helped you to get past your fixation of extras? He emphasizes FUN and EDUCATIONAL movesets? NO MENTION OF BROKENNESS?!!
Even though he is. But not on the same level as META KNIGHT.

Katapultar, you've helped me to remember how fun it was to make Luffy, and forget about all of the stress of trying to make him better and better. Fun sets are overlooked in MYM, and should be treated on equal terms as "moves" or "concepts." I also gotta give you credit for insulting nearly all of MYM. That takes some major guts.

And with that, here are my picks for advertisements:

SANDSLASH

http://www.smashboards.com/showpost.php?p=9681347&postcount=782


Sandslash is a prime example of a character who would be fun to play as if he made it into Brawl. He has some trap moves, but the player doesn't have to focus on them if he/she doesn't want to. Instead, they can just go on the offensive with his powerful KO moves. Blocking off your opponent's sight with Sandstorm, while slightly noobish, adds some strategy to the mix.
I laughed at the "making the Ultimate Chimera a God**** ninja" bit.
To top it all off, the Final Smash is pure chaos (which is always a good thing).

Overall, Sandslash is an awesome addition to MYM, and one of the best Pokesets out there.


VALOZARG
http://www.smashboards.com/showpost.php?p=9551238&postcount=676


Valozarg = brokenness. How can he not be when any match he's in is an automatic 3-on-1? But is being broken necessarily bad? Not at all.

In fact, brokenness is Valozarg's strong point. While I wouldn't exactly want to play as him, FIGHTING HIM WOULD. BE. EPIC!! I'm sure when most of us are playing any fighting game (or any other kind of game, for that matter), we all want a challenge. Fighting Valozarg would give us just that.

Doing this with friends over would also serve to test how well you cooperate with them. Battling an enemy of this sheer size and power means that you and your friends will have to think fast, and come up with a strategy in order to overcome this monstrosity.

Movesets aren't just about playing AS the character, but AGAINST them, too. Valozarg teaches us that, and deserves to get a spot in the Top 50.


I'll think of my last advertisement later.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
For the past few days it was impossible to change your avatar, and I suppose that fixing them required everyone to reupload their avatars. The blank ones just haven't been fixed by their owner.

Alternativley, they were deemed unworthy by

SILVER THE HEDGEHOG

by MARTHTRINITY


Silver's base concept isn't exactly mind-numbingly original these days; literal stage-control characters were already tinkered with in Zant, and sets that came after Silver such as Cairne and Golem seem to be remembered much more than the poor hedgehog. But honestly, I still feel that Silver pulled off the concept the best. Why?

Because rather than **** Brawl's graphic engine and require 900000 new models to be created for destroyed terrain, Silver focused on manipulating something that actually could be feasibly programmed; drop-through platforms. There's so many things Silver can do with the simple platforms that we take for granted in a game of Smash, such as simply rearrange them to throwing them as a make-shift projectile to using them as shields to even blowing them up to turn every stage into final destination. In stages without platforms Silver is capable of making his own, keeping him from being destroyed on the stage select screen.

The icing on the cake is Silver's unique grab-game, which not only makes use of his psychic powers to look cool, but is actually designed for FFA battles. How so? Well, Silver's throws are built to deal more damage to any bystanders of the throw than the actual thrown victim. Come on, how cool is that? Not even the mighty 3v1 character Volozarg thought to do this, but Silver manages to incorporate 4-player battles into his gameplay withouit any extra prodding.

I know it sounds wierd coming from me, but Silver's "in-smashness" is one of the reasons I LIKE this set so much. Zant's stage reconstruction was just a gimick, and Carine and Golem are both royally screwed on any stage without a massive floor unless they actually create new platforms just to fit their burrows, which is pretty blatantly forcing Smash to accept you. The worst Silver does is create a few bumps in the ground which can easily be done with a simple graphical overaly and it's even limited by the actual stage proportions. MT was able to take the concept past "This is cool!" and actually thought about how to give it a practical implementation, and he didn't even have to sacrifice any creativity or depth to do it. It's for this reason that Silver remains as one of my all-time favorite MYM sets ever, and I urge everyone to give the set a second chance if you originally passed it by; this is the kind of moveset I'd submit to Sakurai for SSB4.
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Holy Invasion Of Privacy, Badman! What Did I Do To Deserve This?!

Junahu once again makes a set that takes Smash and turns it into a setting for his ideas as opposed to either being By-the-book or Un-Smash. Badman takes the concept of multiple creatures to a sadistically brilliant level of evil by turning the entirety of both Smash and Badman on their sides and making a moveset for an ecosystem. The entire set is a mish-mosh of button input collections of all the available monsters from Slimoss you see above to devastating Dragons. The way this set mixes setting up an entire food chain as well as building on success to summon magical creatures makes the set as intertwined as a reader-friendly set could be. Its one of the most innovative mechanics in all of MYM and definitely my favorite set from Juno this contest.​
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
STANLEY THE BUGMAN



BY BKUPA666

MYM7 has been an age of innovation, progressing towards things like Capture the Flag and grab armor, never to forget how to renovate playstyle and innovate Brawl. There's absolutely nothing wrong with these things, but it's easy to forget that there's another dimension to playstyle: flow. If you have too much creativity or creativity in the wrong places, or worst of all irrelevant creativity, you're dead in the water. Try to learn from the master of flow himself - Stanley the Bugman.

Everything about Stanley, from the mist he steadily expels from his bugspray gun, to the blobs of bugspray he propels forward, to the ray of ice that delays projectiles, is not only original but adds to Stanley's flow. Stanley has no props, no tacked on effects, no forced creativity, nothing we ever associated with un-flowing playstyles.

And what's beautiful of Stanley is how his playstyle retains flow while being interesting! Maybe he's a trap character, though the fact that Kupa unabashedly calls him one doesn't help his cause. Stanley is not a standard trap character, unless shortly active trap hitboxes, projectiles and obsuring fog are trap character cliches. Stanley is not only one of my favorite Kupa sets, but one of my favorite sets period. If you won't give Stanley a vote, give him a read; if you won't give him a read, give him some acknowledgement as a testament to flow.
 

MasterWarlord

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

Unfortunately, the fact that this set was rushed shows a considerable bit as it’s evident that you’re struggling with the inputs and it’s hard to find any real sort of flow as you’re reading through the button inputs. I see in you response to Plorf that you made the button inputs in order in able to get it out faster, which I can see making any sort of interactions a lot more painful until later in the set, and you generally take your time with your better sets, so I’m certainly not gonna say rushing sets is for everybody.

That said, this turned out better then I expected when I arrived at the playstyle section which you explained quite well, as Chill Man does certainly have some flow, coming together to be a fairly standard camperish character that tries to get foes to approach into his trap. It’s a nice spin on the typical genre, but it still could’ve used more focus/flow.

SOLID SNAKE

Considering you threw balance out the window for this and don’t try to hide it in anyway along with Onix’s unsmash size, I’d assume you’d go the Valozarg 3v1 route, but you still only make Onix count as one character to ignore balance and let us do what we want with him. Still, seeing you basically spit in the face of balance and deem him not made for standard 1v1 and give him to us to play around with us as MU fodder, it gives a unique take that isn’t necessarily bad.

Onix suffers awkward underdetail problems in a similar manner to Sandshrew, though Onix’s attacks are a good deal more complex then Sandshrew and this hurts it a bit more. Particularly Dig and the basic mechanics of how Onix works could use some elaboration, such as how only the part of Onix that gets hit taking knockback. The meat of the attacks are fairly basic and I’m not going to say that you should’ve given us some complex unsmashness when Onix at least has his size/brokenness going for him, but one thing I’d really of liked you to take advantage of would be using Onix’s solidness to trap people and set-up for his laggy attacks. Could’ve been rather interesting. You touch on it lightly in the playstyle summary as a possible strategy but make no clear moves for this purpose.

Considering you can randomly mash buttons and win with Onix in 1v1, I also might’ve liked to see strategies about what to do for dittos/people gangbanging him/CTF rather then you telling us yet again how broken he is which you’ve been doing for the entire set. A shame you’re not big on that. I think this set had some very nice potential to make it big(ger).

WARIO AND WALUIGI: PARTNERS IN CRIME

One of the complaints I doubt others will care about as much as I do is with the set’s presentation. While many others are bemoaning the gigantic size 4823093 text, I find it annoying that all of the juicy move interactions for the bros moves. are at the end. While this might be decent for readability, it makes the main moveset a bit boring to read until we get there and when they’re all presented at once like this it takes out some of the excitement of the moves interacting. That, and why do we have to use Down Special to basically turn Move Interactions on and off? Feels like a blatant way to fill up a button input to me.

That and said Bros. Moves aren’t particularly interesting/flowing into Mario and Luigi’s style, which ultimately boils down to comboing more then gimping (Due to how risky it is), much like the failure that was Mario Remix. Unlike a standard combo character, though, Mario and Luigi’s constant desynching double character format gives them something genuinely interesting for combo oriented characters. . .But they’re still combo characters, really. Take that out and there’s not much to them. The main flow between the bros is knocking foes into each other’s attacks/cutting each other’s lag and that’s about it, outside the move interactions for the Bros. Moves which seem to just be there to squeeze in some creativity to the untrained eye. While I didn’t expect this to surpass Videoman.EXE, I was hoping this would be much bigger for me then it was for an easy second SV from you.

MAGMAR

Ah, one of the few Metroid boss characters I’ve actually fought. . .Granted it’s been a while so I watched a video to re-familiarize myself with him, and it certainly seems you did him justice. I’m a fan of Mogenar’s protection of his orbs and how they make him take less damage/knockback for an actual motive to protect them, and what you did with the energy hand/pedestal was brilliant. I wish there’d been a bit more focus on that as that’s the main thing that makes up his boss battle, and I struggled slightly to find many other themes as I read the moveset. However; that beautifully written playstyle section (One of –the- best I’ve read) really helped me in figuring out how he came together what with his mid-range camping and using a fairly unexplored method of KOs in on-stage edge-guarding that all help him stay safe in his comfort zone. While the boots were indeed a bit out there, they’re to actually help Mogenar fight competently against his many fellow MYM defensive characters and are a rather large part of the boss battle. Wouldn’t really be –Mogenar- without them, y’know? Definitely one of your better sets IMO.

MAGIKOOPA

I really wanted to love this set, Rool, but this really isn’t doing it for me. Kamek feels like very fun MU fodder for doubles, FFAs, CTF and what-not, sure, but he’s still supossed to be a 1v1 character which it doesn’t feel like he’s capable of. He only has so many unimpressive laggy buffs to gives his horribly weak and insanely predictable minions. Electrifying the minions doesn’t out-prioritze the foe’s attacks, it simply makes them take a tid-bit of damage when they attack. How terrible. The grab-game seems like more of a way to give both Kamek and his minion some lag more then anything.

That and it doesn’t seem like Kamek can get the foe between two of his ftilt barrier thingies that easily, and my whole vision of the set is very awkwardly clouded when that essential move is so very awkwardly described and so insanely underdetailed. Doesn’t help that this essential input is also somehow such an unimportant button input.

I like the concept of making foes bigger (Though I wish you’d done something to prevent bias against foes who are already large, Valozarg excluded) and taking advantage of it with things like tiny sweetspot hitboxes that are easy to land on big foes similar to Jigglypuff’s rest, but beyond that there just really doesn’t seem to be enough to take advantage of here. It’s a very fun set and a highly enjoyable read what with that stellar organization and what-not and I’ll probably be using him as MU fodder far more then I’d ever use TAC, but my 2 Rool SV tradition is going to die this contest before you stop making sets, I’m afraid.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
It's been a while since we had a proper last day rush - and this certainly was that! It amuses me that I finally missed out on getting the last set of the contest - it's sort of fitting, really, because the point at which Magikoopa - my first set - was posted was also completely unnotable.

Anyway, I know what it's like to have your set lost in that sea and not commented at all in favour of advertisements for sets that everybody already gushed over, so I'll catch up with my comrades, here, before diving back into that gap of 20-so sets that I missed commenting during my hiatus. Alucard, Spy, Badman, Samus, Sandshrew/Sandslash, Shuckle, etc. Also Chill Man and Onix, who at least got a few comments and are therefore less urgent priorities.

Also the thread's new title is kinda lame

First is Mario & Luigi. There's something very special about this set; I'll admit that I went in sort of hoping I'd dislike it, if only for all of its early hype. You played a very long game with this set's hype, often cryptically aluding to it as some fort of be-all and end-all, some gargantuan project. But you know, it is. Maybe I'm biased, but the set floored me. And what's more, I'm quite sure I'm not the only one, because this set does what Count won an MYM for trying to do all those months ago: two characters controlled at the same time. Unlike that set, there is no messy CPU mugging up your playstyle here. This is about as interactive as sets tend to get, and it does it without sacrificing playability. You do this, of course, by making the bulk of your attacks simplistic, easy to understand, straightforward. You allow the connections they draw to speak for them, instead of resorting to jumping through hoops and drawing on that old dry creativity web. And every time the reader starts to get lost, why, there's a perfectly friendly playstyle chunk right there, written with a mix of dry humour and cheery enthusiasm!

There are always nitpicks. That text is bloody giant and I find it nigh impossible to type a comment in this tiny window after reading through a column of such writing. Many damage %s are skewed far too low, with fully charged Smashes at 21%? It's a hammer, man! You also have those wandering button inputs that I've never been a big fan of, but it's hard to complain when you integrate in such a way. There's a lot of thought put into how to make the set the most palatable possible, and I get that the choice to make it an image wasn't really a choice at all: you truly needed those B and A pictures.

I also love the set because it has extras - see, Katapultar, you're not alone! Of course, in my case it's not because I think stickers are swell so much as how nice it is to see you making sets the way you want to. I encourage everybody who LIKES extras to MAKE extras.

tl;dr I loved it. Surprise, surprise.


Next on this overwhelming page of death, we have Mogenar. Ugh, reading such small text after the beastly writing of M&L is kind of painful, but it didn't blur my eyes to this set's reality: it's bloody clever. I always finds it so hard to comment on your sets, HR, because they're more well thought-out than almost anybody else's. Just about every detail is accounted for, and your characters are always notable for their versatility and that mystifying way you make broad playstyles seem so distinct.

But this isn't just any HR set. Mogenar's concept is about as simple as they come, and that's where it draws most of its power from: protect the orbs. He's a projectile heavyweight with a twist, a jumble of options that comes out the other end very much unwound. You've got just about every ingredient a set needs to work, and they come together just so. It's not an emotional set, but it's empyrically an overwhelmingly strong one. Impossible to deny, impossible to dislike, and yet it never insists upon itself. Crazy good stuff you've got here.

Now then, Parasol Lady Madeline. I think I see... sort of begin to see... why Junahu loved Toadette so much. I wasn't a fan to the same extent, nor of Toadsworth, although I still remember your MYM 3 and 4 sets very fondly. But this...

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!
...This excerpt really sums up what's so wonderful about your whimsical sets. That writing style (you said sorry 58 times!) is just amazing. There's a human being on the other side of that computer screen, one very enthusiastic about these characters and very glad to have the chance to imagine them in Brawl. This is a rare quality, especially in sets today - Madeline is genuinely, deeply, inherently fun to read. Her ingenuity lies not in little mental exercises like "playstyle" and "creativity" but in innovative attack animations and combinations of parasol and fire. It's all so simple, and so real; it's practically a Brawl character. And you know what? I'm okay with that. I'm not only okay with it, I love it. I mean, I could never do it myself and I wouldn't like to see it too often because it would get boring as sin, but when fused with that enchanting, hilarious writing style of yours, Meadow, it's really quite something. I'm very taken with this set; it can best be described as charming.

Good god, those three sets were fantastic.

If Gambit keeps this trend going...

Actually, it's the perfect character with which to end Lucky MYM 7 - and if only the moveset focused more on that "feelin-lucky?" aspect that is hinted at several times, I'd full-out love it. As is, it's not at all bad... but the strains of a joint set do show. It's far too easy to pinpoint who wrote what, which is never good to see in a joint set, a sign of shifty collaboration. Parts are rushed, especially the throws, and there are a lot of attacks that are unapologetically generic in a set that's clearly not shooting for that kind of appeal.

You have the suits to play with, but why not make them more interactive with the foe? Why not add some sort of element of guesswork for them and much, much more mindgames? Gambit is a versatility character, which is all very well and good, but it doesn't do as much with the gambling concept as it could. A shame, too, because a lot of what is there, I really like. In fact, maybe I'm being a bit dishonest - the set IS quite good. After the three beasts that preceded it, though, it's hard to be blown away by it. It was rushed, which I appreciate, and I'm glad you guys finished it in time. It needed a bit more time to breathe for either of you to achieve your full, considerable potential through it, I think.

As for the advertisements posted so far... Dead Hand is a fairly good set that pales a little next to the much more enjoyable Sho. The sets Katapultar mentions don't really do it for me (big surprise), but his reasoning is sound. Axel is more than decent, if a bit forgettable, while Revolver Ocelot killed me with his deadpan writing - Houndoom is really Shadow's masterpiece, from where I'm standing. Silver's a nice set with some nice ideas, but ultimately I feel that his focus is a bit too scattered and his playstyle somewhat forced; a vote candidate for sure, but that's it from me.

Only Sandslash have I not read...

Of the Warlord sets, well, my thoughts on Kel are pretty well known, although I think you may be overstating it a bit there, Wiz. Ninetales struck me as feeble and rushed by Warlord standards and Valozarg was a bit much (but very clever and intuitive and worthy of respect). The ads themselves are nicely done (that damn Junahu has to show everybody else up) with the possible exception of this little jewel:

His minions - Ghouls - aren't an ammo bank. They're the bank itself.
@MasterWarlord: I plan on doing something like they I did with Sonic Pidgeot - change some details instead of the primary colour moveset. Skin colour, glasses colour, Balance details, more balance details, things like that. If there's a blue-skinned, a green-skinned, and a black-skinned a manual of some sort to refer back to and moar detail, I doubt anyone would get too mixed up. Anyway, more stuff coming up that's all, folks! ;)
 

Kris121

Smash Journeyman
Joined
Nov 26, 2008
Messages
263
Location
THE INTERWEB
Katapultar’s Shedinja!
Here we have a set that was made in 3 hours to join the 1 day Pokemon set craze. Shedinja has suckish stats but it isn’t hurt by any attacks that aren’t aerials fire or darkness. The basic jist of the set is to have the opponent look into the back of Shedinja for 5 seconds straight. Now this is pretty difficult but Shedinja has a couple of tricks up its sleeve in order to accomplish this goal.
First off Shedinja can use his up special in order to make a whole nother stock. This means that he uses his stocks as a resource for his goal. Also Shedinja can use its side special in order to create a clone of itself that just stands there to look pretty in exchange for a stock. He also can switch control of the shedinja at will. It’s really cool how this works in conjunction with the rest of the attacks.
There is so much more in this set that was made in such a minimal amount of time and is very rushed. However there is some depth and its rushed speed makes it very easy to read. 10 minutes tops! I would personally enjoy to have a remake of this set done in order to smooth out some of the faults and to increase the details.
You MUST give this guy a read! I don’t think he deserves first place BUT I think that he should be in the top 50 I mean there are only 100 sets in this competition. We should make it a top 30…
BUT
Shedinja deserves a quick look at and you should keep a spot for it in your list!
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower


SWALOT
Our resident MT is certainly no slouch producing quality, captivating sets this time around, and Swalot takes the cake this time around. His playstyle combines damage-racking and slowing down his opponent with a rather unorthodox KO method that would have any vore fanatic drooling all over their keyboard. Swalot has terrific flow, simple organization, and a conversational tone that gives the set a lot of its appeal. I urge everyone to reread this overlooked Pokeset; it's certainly among the best Pokesets, if not just for being a creative, playstyle-centered set that omits creative space-taking fluff moves and is pleasant enough to read in one sitting.​
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911

I've already made clear how absolutely amazing this set was back in my list of the top movesets ever where it placed third, but considering how far back that and this moveset was posted it's only natural to give you a refresher, no? HR may praise Silver for being an in-smash stage alteration character, but good god Macho Man could be implemented effortlessly into Smash and yet still has a completely unique playstyle no other moveset in all of MYM has ever even thought of touching upon - shield breaking. The fact HR did this for a character with such limited potential is all the more astounding, much less when some idiots have to come up with idiotic stuff like STACKING HITSTUN to make these boxers work. Macho Man's aged very well and easily the best thing to come out of the rather bland sets of the Punch-Out movement (Many of which you know were made by me). Give him a read. You have no excuse not to what with HR's great writing style on this one. . .And yes, Katapultar, there are lots of pictures included to help you visualize it.




Behold the worst moveset ever made by human hands (Sakurai is a robot). Sure, it's a lot more readable then Raiden and Cutesy, but gathering the picture of what this moveset into your head is NOT something you want to do. It is the most generic moveset ever made that spits in the face of playstyle and constantly contradicts itself, and the only two moves which are NOT the pure essence of genericness are too underdetailed and unelaborated on that they could be interpreted as more generic moves, essentially. The only redeeming factor of this moveset is the headers and the absolutely amazing moveset posted below it, but that would be Kholdstare's doing, not Plorf's, now wouldn't it?

Anyway, Plorf doesn't care about this massive crime against humanity he's comitted. Behold. . .



Negative Super Vote this ASAP.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
]Magikarp[


Let's face it; we all know perfectly well just how rubbish Magikarp is in Pokemon. He's a random orange carp who knows the infamous Splash attack (as well as a few other notoriously weak moves) and who is only used long enough to evolve him into Gyarados or to show how absolutely awesome you are at Pokemon that you can beat the game using a bloody Magikarp.

Well guess what? Everyone's favorite failure of a flounder has a moveset. And guess what else? It's not a jokeset. Like my very own Negative Man, Magikarp is clearly (or not so clearly) one of those "underpowered on purpose" sets; after all, Magikarp would be OoC if he were splashing around top tier. That being said, Junahu captures Magikarp perfectly by having him splash around lots, gee, didn't see that one coming did you? That being said, he splashes with STYLE (fun and educational style mind you!). As you read through the set, you can't really tell how serious it is (or if Junahu forgot to take his meds that day) but it is quite amusing in the end and pretty much -THE- way to represent the original fail Pokemon in all of its "glory." Plus you don't want a MYM where Junahu's "perfect record" is broken, do you?!

Three ads for me, I'm ready to vote!

[random]I also hear a bat outside[/random]
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
Chilly Willy:
I really have no clue what context to make this comment in. I'm on a MM10 blackout until it comes out on the Xbox360 so I have no right nitpicking Chill Man's attacks for inaccuracy or OoC-ness. You admit making the set quickly, and pushing it out early because of that misunderastanding over MYM's end date, so I'm willing to bet any problems I encounter with the set you already know about.
Still, I have to comment something, it's not fair to do otherwise. So.. eeny meeny, miney... moe..

I got the impression from reading, that there was more of you in the set than Chill Man, and there were certainly a few instances of ice attacks which are there for the ice theme more than for the character. Still, I did enjoy reading and there was this air of deliberate humour which gave the moveset its own character, though not neccessarily the character you were making the moveset for.
Yes, a Junahu comment :3 I understand I didn't really do it for the character, which I usually try to do... oh well. Thanks for reading it :)

CHILL MAN

Chill Man is a good trap character, because he only has a few trap moves. My main problem with trap characters is that they're usually overflowing with trap moves. That means that you have to think a lot when fighting as them, which I don't like doing. Chill Man is a good character for people who like doing traps, but can't strategize with dozens of trap moves.

Also, I like the idea of an ice character, because that is something that Brawl needed. Overall, very COOL moveset, Kholdstare.
I am so sorry. That was just too good to pass up.
/QUOTE]

Yeah, that was my main plan with Chill Man, to be a simple trap character, like Snake. Thanks for the comment.

* Axel *​


As my first advertisement of MYM7, I thought I'd bring back to your attention Axel by Kholdstare; a moveset posted fairly early in the contest as well as being Khold's first of MYM7. Now I had the honor of reviewing this guy, remember reviews? Yeah, I know you don't! In case you're wondering what I said back then, I'll post the link right HERE. Check it out if you want the full details of my opinion on this set as I'll just be outlining the essentials here.

First off, like almost every other Kholdstare set, the organization is fairly simple yet incredibly eyecatching at the same time; the text that looks as if its burning is a very good way to lure the reader in. But you're all wondering about the playstyle, right? Axel's is fairly simple (as he is a combo-ish character); you'll want to put on the burn and keep it aggressive, even enclosing the foe in a ring of fire to help keep the heat on if you will. Not only that, but, if I'm not mistaken, Axel was one of the first (if not -THE- first) to use a playlist at the beginning for music rather than musical headers, a trend that's continued to this day. Overall, a very strong first entry from my Droogy and an all around FUN and EDUCATIONAL moveset.

Got it memorized?
Thanks for the ad, droogy! :D

SANDSLASH

http://www.smashboards.com/showpost.php?p=9681347&postcount=782


Sandslash is a prime example of a character who would be fun to play as if he made it into Brawl. He has some trap moves, but the player doesn't have to focus on them if he/she doesn't want to. Instead, they can just go on the offensive with his powerful KO moves. Blocking off your opponent's sight with Sandstorm, while slightly noobish, adds some strategy to the mix.
I laughed at the "making the Ultimate Chimera a God**** ninja" bit.
To top it all off, the Final Smash is pure chaos (which is always a good thing).

Overall, Sandslash is an awesome addition to MYM, and one of the best Pokesets out there.
:cool:

CHILLY

Unfortunately, the fact that this set was rushed shows a considerable bit as it’s evident that you’re struggling with the inputs and it’s hard to find any real sort of flow as you’re reading through the button inputs. I see in you response to Plorf that you made the button inputs in order in able to get it out faster, which I can see making any sort of interactions a lot more painful until later in the set, and you generally take your time with your better sets, so I’m certainly not gonna say rushing sets is for everybody.

That said, this turned out better then I expected when I arrived at the playstyle section which you explained quite well, as Chill Man does certainly have some flow, coming together to be a fairly standard camperish character that tries to get foes to approach into his trap. It’s a nice spin on the typical genre, but it still could’ve used more focus/flow.
And a MW to satisfy my thirst for comments. :cool: You've pretty well diagnosed the sets problem, but I'm glad you thought it had some flow. In the future, I'll try to take more time with sets, as this, Dodongo, and Wiz were my only one day sets. Thanks, MW.

I'll try to advertise some things tonight, and have the CSS fully completed. Then I await the top 50 so I can make it and post them both together.
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929


Arbok by Hyper_Ridley

When we started the one-day Pokeset movement, many of the Pokesets shared some flaws. While most of them were successful, some of them had inconsistent playstyles, some were rushed, some overused filler moves. There were a couple of exceptions, including Hyper_Ridley's Arbok.

I've never really agreed with HR that defensive playstyles are overused, but I can't disagree with Arbok. Arbok's playstyle is essentially based on forcing foes to play offensively. While Ryuk's and Dingodile's background-hitting moves were arguably filler, Arbok makes them much more important. Through a combination of close-ranged pressure, poison damage and setups, Arbok forces the foe to stop cowering and start fighting.

Arbok's playstyle would be more than enough reason to vote him, but there's something else special about Arbok. He's completely playable even if you don't go by his playstyle! All of his moves, while relevant to his anti-defense playstyle, can be used no matter how you choose to play Arbok. Normally I don't care about this sort of thing, but I had to note it here because of how rare it is. Overall, Arbok definitely deserves a vote or at least a read. Oh, and it has a down throw. (H)

Done with advertising! I'll get caught up with comments later :3
 
Status
Not open for further replies.
Top Bottom