Neo Exdeath
Smash Ace
You do realize that Vespiquen was a joke and a repost, right?vespiquen in a few
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You do realize that Vespiquen was a joke and a repost, right?vespiquen in a few
- =D Thanks!Hey, a match up against predator! Khold, will you have some of my sex with me? Anyway.....
AXL ROSE-The organization is simple and AWESOME.
-Aww you should've kept the neutral special just the first paragraph. It would've been brilliant, but now there's a status effect. D:
-The simple moves are refreshing. Axl rose seems like a combo character which is kind of boring these days, but you handle it well.
-It seems like a move titled "ring of fire" is essential for any fire-based set.
-I would so main Axl rose, even though I'm not a big KH fan.
-Up aerial is kinda random. WHY DID YOU LOLLIE?!?!?!?!
-Boo, back throw random status effect!
-Making a final smash isn't that hard, man. At the beginning you said you spent a lot of time on this set.
-The playstyle section is written rather oddly; I wouldn't recommend just recapping each move and what it does. It makes the section come off as robotic and boring. Talk more about Axel's style in general, rather than each and every move. Make it flow, like the set itself does.
Axel is a refreshing set; The neutral special is awesome and the organization is to die for. There are minor quips here and there as the majority of the moves are forgettable and your writing style comes off as a little odd in the playstyle section. But still the set has a very focused concept and would be loads of fun to play with. Well done.
As for the KO move thing, I intended it to be his only KO move, but I was like "I'm gonna give him a SHORYUKEN." So I did. The trap thing was a cop out for making a unique throw (I AM A DIRTY HYPOCRITE. SUE ME.) The teleport was bland, yes, but I hate USpecs >=(Axel
Wow. My first comment on any moveset. Fortunately, it's a good one at that. Anyways, I feel like I sorta rushed you in the xat to post it, explaining the lack of an FS.
Okay. So Axel is a combo character, and a rather clear one at that. By clear, I mean that you just don't explain how the **** a cluster of seemingly unrelated moves is a combo in the ever-omnipotent playstyle, but I can clearly see the combos here. To me, I'd like to combo with this guy more.
Now for some nitpicking: I absolutely hate it when people say that "this is the only KO move" or something like that and then say that the lied later and put on another KO move. The "trap" does seem sorta... not really trap-like (Who the heck would walk into it?) Also, the Up Special...well, teleports are overused by now, and I know it fits in with Org. XIII, but....couldn't ya have thunk of something better?
Oh, and the organization and overall appearance is a work of art. Just would like to say that. His moves are also short, quick, and to the point, which heightens his readability.
But do these subtract Axel's quality? Of course not! (Well, except for the Up Special) You did him justice in this moveset, and I will be awaiting his extras.
Woah, a ff comment is a rare sight to see (at least for me, you've been away for a while). As for the dash attack, as with all attacks, unless stated otherwise, he always throws his chakrams straight You've got the DSmash right. The Pillar was a clone of Ness's PK Fire, but that was due to me rushing his specials at 6:00 AM and I wanted to fit his fire collumn attack in there somewhere. Thanks for the good words, ff =D@Axel: Nice moveset here, Khold! The attacks are short, simple, and easy to understand, except for a few lacking details here and there. For example, it'd be nice to know exactly in what direction he throws his chakrams in for his Dash Attack. Another example is Down Smash: from what I understand he throws the chakram and it circles his body horizontally by going back and forth between the background and foreground, but I'm not exactly sure. In addition, you don't exactly state the range of the move, though I suspect it's two Battlefield platforms on both sides. The Neutral Special sounds like it should just be an innate special ability. When would you not want to keep your chakrams ignited? (Also, if Kirby copies this ability, what happens?) I'd also just like to note that Down Special sounds a lot like Ness's PK Fire. Most of his other moves did the trick, though, and I really liked the Up Tilt and Final Smash (once it appeared). Overall, great job!
Frosty the Snowman
"Comboing? In my MYM? While even I find it dull as dishwater nowadays" says the man who coined Kombo Heavyweight as one of his Kliches. As for the duration, I didn't want it to be useless, but I didn't want it to be broken. I really hate balance. REALLY hate it. I always quiver on the edge of my moveset being underpowered or overpowered; I don't really have a "scale" of balance to go by. Thanks for the compliments.Axel: I hadn't really heard too much about this one from you, Khold. Glad to see it's a massive step up from *shudder* Great Tiger. Anyways, the organization is rather reminiscent of MYM6 Ocon's, and for the most part, it's a good thing. A ways into the set, say around the aerials, the red can get a bit irritating to read, but just looking at how it blends into the text, I can be lenient on this matter.
Comboing? In my MYM? While even I find it dull as dishwater nowadays, I must say dicking with enemy shields is a humorous concept. *Kupa Seal of Approval here*. While I don't find it as bad as others, the stun time for using shields is a bit long...either change that or lessen the fire's duration. Looking over some other statistics, including Side Special, it is apparent that balance is not your focus in movesets now, which I can respect, but not agree with. Whatever. Fire movesets, while seemingly overdone, are actually rather unexplored in MYM. Axel is a prime example of the overall enjoyability they can be to read IMO.
In the end, Axel brings some pretty tight ideas to the massive table of combos (some range needs clarification here and there, though). I hope he won't be forgotten, as he is at least on par with Khold in my opinion. Bravo (clap)!
Uh... what skin are you using? I made this with "Revolution" in mind... a dark grey background, yes? Well, thanks for the compliment anyway.[size=+3]Axel[/size]
The organisation looks funky, but I can't see the Specials. It's not your fault, though it kind of makes it hard for me to digest the whole set, so I can't really judge it (The white page in the Specials cuts out the white words). Axel stays true to the KH playstyle, so good job on that. With nothing much else to say, I'll end with a well done compliment and look forward to seeing your future sets.
Thanks for the long commentary! I threw in the burning out on ignite to balance it, but I figured no one could get a 50 hit combo to get 10% on each attack. Maverick Flare I made up myself, and Corridor of Darkness was a direct rip. DTilt covers both sides of Axel, and he faces the screen, so he holds his arms out beside him. Like....EDIT: read at your own peril.
Axel
sooo...this is my first fully fledged moveset critique. I've got the music playlist goin, and I must say it complements the mood of the set well.
A simple introduction and stats list are good. You say you plan on adding numerical stats, but in all honesty, I think quantifying stats on an arbitrary 1-10 scale is one of the dumbest things known to man. You could elaborate a bit, sure, but adding in numbers is definitely not needed.
I like how the text, pictures, and titles flow together. Do your actual moves show the same attention to detail, or did you spend too much time on the style and too little on the substance? Let's find out, shall we?
It seems like Ignite would work better if it was simply a gameplay element and not an actual attack. What happens when you press neutral-b while it's already active? Part of this seems underpowered (theoretically, you could lose your entire flame if your opponent does so little as hit you out of a combo), but it also seems somewhat overpowered (get a long enough combo and you have an automatic 10% damage extra no matter what). I suppose it balances itself out well in the end.
Now, I've never played KH, so I don't know much about whether Maverick Flare and Corridor of Darkness are ripped from the game verbatim or are modified to fit, but they seem to work fine for the set. Nothing special, but at least they're not a cookie-cutter projectile and recovery. Pillar of Fire seems like a good addition as a general-purpose bread-and-butter move.
So far, I don't see much in the way of a centralized playstyle. You do hint at a combo-oriented style, though. Let's see where that leads us.
The jab looks nice. I wasn't expecting the three-hit combo to end in a projectile, so bonus points there. As for the ftilt and dtilt, are you sure you don't have the two of them mixed up? They'd make more sense switched. By the way, your explanation of dtilt doesn't clarify whether Axel's hands are both extended in front of him or if he's got one hand outstretched in either direction. Utilt is nice as well. All the tilts seem quite underpowered, and I somewhat doubt Ignite will make up for the difference unless you make it easier to keep the chakrams lit once you've got them going. Dash attack seems cool too, but it took a couple reads for me to get it.
The fsmash is explained well, but seems somewhat out of place in what's turning out to be a combo-y set. Looks like it'd make a nice combo finisher...which brings us to usmash. If I'm reading this right, it's a...grab. Above your head. For the sake of balance, I'm not quite sure if that makes any sense. But it looks like it'd work, though. As far as the dsmash goes, it's unique, functional, and inherently pretty balanced. Not to mention kickass.
So far, my biggest qualm with your set is clarity. Not that I can't understand what you're writing - I just can't understand it the first time I read it. I wonder if the aerials will knot this playstyle together, or if I'll have to get it force-fed to me by the Playstyle paragraph...
Nair works well (then again, I'm starting to realize it's a bit difficult not to come up with unique moves when you've got such an interesting weapon to work with....); as for the fair, don't call a move 'meteor' if it doesn't actually meteor the opponent. Seems less intuitive than the rest, but can we really expect each and every one of your moves to be the greatest thing since sliced bread? Not to mention, I thought you said fsmash was your only KO move...
Bair is nice as well, but where is the opponent hit to after the final hit of the attack occurs? And I think I see another KO move here...and you're hanging a lampshade on it, too...ugh. Do the chakrams have a hitbox during this attack too? Dair is simple yet intuitive as well, another plus.
Pummel requires a bit of strategy, which is cool. Fthrow is smart and nicely done. I can see you either put a whole lot of thought into it or got inspiration from the game but it works. Bthrow has another status effect...no matter; it's fine, even if it isn't necessarily ingenious. The uthrow idea is a good one; I'm surprised you didn't use that 'combo finisher' idea elsewhere. Dthrow is intuitive as well.
Now that we've got the meat of the moveset past us, I can safely say the throws tie it all together nicely. I like that it's (on the majority) quite cohesive. I see you've added in the Final Smash, so...let's go!
Hmmm...generic 'trap and beat up' Final Smash. Permanent boost to 5 levels of fire is a nice touch, but hardly unexpected. Playstyle is...quite long. So much for a Playstyle paragraph. And...wait, Axel's fair actually is a meteor smash? What? All in all, Playstyle doesn’t have much I haven't already commented on. And from the matchups you posted, I don't really think having several really unbalanced matchups actually equates to balance in the end. But then again, that’s a fairly small pool of opponents, it might not be all bad.
Really, I think Axel could have worked better as a trap character. You did mention it in the Playstyle section, but the down-b and dsmash alone could easily trap much of the present Brawl cast, not to mention many of the sets here. His myriad number of projectiles doesn’t hurt either. Then again, that just may be a testament to the flexibility of Axel's playstyle - you aren't necessarily limited to a single one. However, you lose points because you weren't the one to point that out..and, hey, I could just be reading too deeply into this, too.
(no hard feelings, what happens in the chat stays in the chat)
yeah, i figured that out a few seconds laterYou do realize that Vespiquen was a joke and a repost, right?
You're welcome. I'll be eagerly awaiting the rest of the Org.Thanks for the praise, Neo :D
Not entirely sure what you're talking about...I checked all of the skins and they all seem to show up just fine. Perhaps it just glitched up for you? The specials are an image so perhaps it just wasn't showing up when you first checked?[size=+3]Axel[/size]
The organisation looks funky, but I can't see the Specials. It's not your fault, though it kind of makes it hard for me to digest the whole set, so I can't really judge it (The white page in the Specials cuts out the white words). Axel stays true to the KH playstyle, so good job on that. With nothing much else to say, I'll end with a well done compliment and look forward to seeing your future sets.
Wiz needs to be ignored when it comes to his own sets.^To be fair, I believe I posted Vespiquen during the time Wiz took down Lucario. And Wiz wanted me to post Vespiquen, go ask him if you don't believe me. But yeah, I'll stop.
I wasn't just singling you, out so no worries.^To be fair, I believe I posted Vespiquen during the time Wiz took down Lucario. And Wiz wanted me to post Vespiquen, go ask him if you don't believe me. But yeah, I'll stop.
EDIT: HAHA DISREGARD THIS I DON'T READ.MARIO
Gee, thanks, HR. 9_9*sees Zant in definitiv roster* *vomits*
Dr. Strangelove
This moveset is an absolutely brilliant idea. This guy is where mindgames and thoughtful playing really comes out, and you fight a battle of guts with your opponent. The concept of the Doomsday Device is beautifully implemented and well executed in his moveset as the crux of his interesting playstyle.
I was going for having a bunch of layers and that you could just go as deep as you want to play as him, but I guess it didn't work perfectly as I'd planned. I doubt he'd really be playable (as in being usable, not being on the select screen), but that could be said of certain other past MYM sets like Miracle Matter... yeah, I'm making excuses.The set is full of complicated moves and headgames, from the integral stockpile, to suicide attacks, to the ridiculous Arms Race. The problem is that this set is so complicated and convoluted that it's almost impossible to understand.
If I gave the NAir any indication that it was gone, it would sort of defeat the purpose of the move IMO. The big thing behind it is that you disable chain reactions without letting the opponent ever know, and any indication that they're gone would tip them off that all of them are currently safe... then again, that might be a good thing and make his strategy to play against more complicated... Meh. Maybe I'll add something. As for being impossible to play as... doubt that many MYM characters are at all easy to play as, but you're right. ¬_¬The Neutral Air is a perfect example of this. This sets up a zone so you can stop bombs, even the Doomsday Device, from working without letting your opponent know, for twenty seconds. This is a massively useful move. The problem is I have no way of being able to be sure if I have it on or not a little later in the match, twenty seconds is a long time to go without confirmation of whether that's working or not. The whole moveset has so many different things trying to go on at once that it goes beyond mere headgames and would take a computer just to handle everything at once.
I honestly think it's possible to play as him without going into the more complicated things like this, but yeah, it would probably get harder and harder to get into the more complicated levels...It gets even more convoluted with things like his suicide moves and self grabbing attacks, the alien hands abilities, and so many weird inputs, like the Ftilt and Utilt; those various modes are pretty complicated to try to manage the way you have them laid out, especially since I have to be constantly holding down the B button for part of the Ftilt's effects.
I was worried he was overpowered, actually... I actually thought about making up some imputs that would give him some more direct means of fighting, but I decided in the end to stick with what Smash gave us - I since regret not giving Dead Hand a dash.Also, the moveset really doesn't survive contact with the enemy. Since Strangelove has so few ways to directly attack the enemy (outside of suicide), it's much easier for opponents to try to pressure Strangelove than you let on. Even with the threat of missiles, which take a while to get up anyways, no opponent is going to let you activate these chain reactions you seem to keep talking about like you expect them to. Certainly, you have ways to dissuade opponents, but if I was playing against Dr. Strangelove, I certainly wouldn't behave like he wants me to.
Well, I'm glad you like it anyway. Thanks for the read, meanieDon't get me wrong, I liked this moveset, think it's still brilliant, and actually liked the organization. The problem is that he's practically unapproachable with all of the options and bomb management abilities he has. The Doomsday Device already supplies a lot of playstyle, and if you had perhaps cut down on some of the extra effects like the Ftilt and Utilt, and gave him some better ways to force the opponent to stay back rather than just discourage them, this set would easily be my favorite of all time.
This was certainly ambitious though, and I think that, for what it is, it's excellent. It's a refreshing approach to a trap character, and I thoroughly enjoyed reading the set. Good job Wizzerd.
Glad you liked it so much! You're one of the MYMers I was mainly trying to appeal to given that I knew you would know the character, so I'm glad it was a hit with you.Anyway, more to the point, I went ahead and previewed our good friend Strangelove up there, so I may as well take this opportunity to comment on him. Basically, the idea of the set is to tie up the stage with so many bomb threats that the opponent can't risk actually ATTACKING without setting them off; as everyone who's seen the movie (and that should be everybody ) knows, this is absolutely spot on with it. It IS a bit odd to put all of this in the hands of Strangelove, who by rights is really just an advisor and not an arsonist, but since you're encapsulating the concept of the movie and not just the character, it's perfectly all right.
Yeah, it's definitely rather complex, but... you're right that other sets were... comparison to Al and Ryuk?So many interactions... basically the whole moveset is one tangled web, and it's pretty hard to decipher. Definitely a very complex set. That said, we can do with a bit of complexity now and then, get us thinking, and anyway it's somewhat hypocritical of people who liked Al and Ryuk to ever complain about overcomplexity. Strangelove's playstyle ends up being something that anyone could enjoy playing, something both unique and fitting. What more can one ask for?
:embarrassDefinitely an extraordinary set, Wiz. Although don't think I won't comment on Lucario Remix eventually. (crs)
Thanks a bunch.And yeah, ignoring how erratic my use of it is:
Thanks, Katapultar! Glad you liked it.[size=+3]Dr. Strangelove[/size]
The set looks very complicated as dm stated, though I almost think that his Side Special contradicts what is said in his Neutral Special about Dr. Strangelove not being able to set-off his own bomb. He could set-up his own bomb instantly with his Side Special, keeping in mind that fire attacks (Explosives too) detonate the bomb twice as quickly. I could be wrong however.
Im also not totally sure about this as well, but Strangelove doesn't seem to have many shown ways to KO apart from his Doomsday Device. Russian Roulette is hard to digest in that manner, if he can't potentially KO a foe without his big move, Doomsday Device isn't the most useful thing for winning. For all I care, he could KO his foe somehow, then keep spamming DD and setting it off with the Side Special for a instant match win. But he doesn't have much defence as dm stated, to be able to do that in the first place.
The set seemed hard to understand and a bit dull in color (It's perfectly understandable however for staying in character) overall. Though his playstyle is clearly something that is rather unique, and it's not the easiest thing to be able to just balance and give the man the essentials when you're trying to focus on his bombs and a whole load of other stuff. It's a fun set all and all and the concept of a Doomsday Device is very scary.
It's been fixed, sorry about the spellingzorgs.It's spelled "missile". (d)
I'll have something serious to say about Strangelove tomorrow afternoon. I'm too tired right now.
The Down Aerial would take two uses to detonate the Doomsday Device theoretically, and as Frf points out below, staling would potentially make it three... anyway, I'll consider changing it anyway. Thanks for the praise.Stangelove did manage to be a unique set, and becomes another frail old man reliant on a niche to get him through, though this is not at all bad.
While Kata points out some minor flaws, overall I feel this set is pretty top-notch.
Though I do have a qualm of my own: The Down Aerial.
You pointed out, yourself, that the Doomsday is not broken because you can't just wrack high damage then detonate, but the ease of the Down Aerial contradicts this. There is nothing terribly detrimental preventing this auto-detonation, as the lag speed and properties are similar to the Ice Climbers, which as I recall are easy to use.
-Yus!Wiz and his magical pineapple scented notebook-Oh noez a prop character. Either way I don't mind as long as it's in character.
-This organization is giving off a Romero vibe...
-Thank god you mentioned the wheelchair earlier.
-Awesome!-I've only read one move and you've already outdone dead hand and luccy.
-TYPOOOOOOOOOOOOOOO*uses doomsday device on lamp*
-Good lord 2 specials and strangelove would be intimidating to play as and confusing as hell to play against.
-well to be honest i don't expect a guy in a freaking wheelchair to have that great of a recovery
-Alien hand is pretty neat, although a bit odd.
-Indeed, I was aiming for lotsa bombs.-Stockpile seems craaaazy useful. So many bombs. 0_0
-Up smash would be hilarious with some of the more innocent characters. XD Although it would be annoying if strangelove activated it again whenever it stopped.
-Bomb shelter is definitely a cool idea. Love the set so far.
-*insert generic response*-The neutral aerial is *insert generic compliment*!
-The stale move effect in brawl would probably make the down air need three uses...
-Throws are confusing, but still neat how you implemented it.
-Playstyle was written sexily, although throws were barely, if ever mentioned....
Onion's a perfect analogy, lol. As I said earlier, I was hoping that you could go as deep into Strangelove as you wanted, but apparently he's just a real enigma to play as. Admittedly, I was going more for relevance than playability here, but I still could have made him more playable. Anyway, glad you liked it so much, Frf!You've outdone yourself on this set, Wiz. The set is massive and has many onion-esque layers (god that was an awful analogy), which could be a good or bad thing depending on whose reading it. I think it's a great thing, but only because you handled it so well with an incredibly improved writing style and being able to implement Dr. Strangelove of all people into Smash bros. without a hitch. The only big complaint is how complicated it would be to actually, you know, PLAY as him without going through some video game training camp from hell. He would be bottom tier simply because no one would figure out how to play the doctor at a competitive level.
It was still a very purdy set though.
Glad you liked it, fil! Glad you liked the dull color scheme, it's sort of a throwback to old black and white films. Yeah, I'll admit there are a lot of things going on at once. You're definitely right about it being possible to just try and activate it each stock, but the opponent could try and do so as well (and it would be easier for them since they can use any attack as opposed to Strangelove having only one way in Down Aerial). It's sort of an equalizer, I guess... I'm sure there are a lot of ramifications to him that I haven't though of, and yeah, I'd love to see him actually played to see how they work out. Yeah, the grab and throws are a little... trippy, but I got the idea out of nowhere and I felt like I had to implement it. Thanks for the thoughts, fil.@Dr. Strangelove: Real interesting set here! I feel like the mostly black and white scheme is appropriate. He's a really complex character, and each individual move is an interesting concept in its own right. I like the idea of a bomb-laying character that's kind of like Snake Lite (or Snake Heavy?). It feels like you were trying to cram in a lot of cool ideas, though. But let's talk about Doomsday Device. You say that you wouldn't want the Device to go off, but I feel like a Strangelove player could just focus on setting it off for each stock and leaving the whole match up to chance (as the KOs would be more or less random). I wish I could see this set in action to see how things would actually go down, because it's all really complicated and hard to imagine in a real fight. However, the whole concept is really awesome and you did a pretty good job with it. (However, I feel like his grab and throws are pretty...difficult to find a use for.) Overall though, it's a very creative set, Wiz!
:embarrassDr Strangelove: The idea of using fear to directly affect the other player's morale is something I really wanted to get to first, so.. gee thanks for beating me to this awesome concept.
[deletes all work on Jack Skellington]
As perfect as it is to read and digest and gawk at, there is still a horrible problem, and I can't believe people are still doing this after all the whinging I did; The only way the player would ever understand how to control Strangelove, is to read your moveset. Every move, every last one, behaves in a way a casual player would never understand.
The biggest and most blatant example of this is "Fail-Safe". No player in their right mind will even guess that it stops the Doomsday device (and ONLY the Doomsday device) from taking damage. And that's before the question of "what the heck is this doing on a tilt?".
Equally insane is "Neutrality", which just like the F-tilt, has no animation and no indication something has happened. Yes, of course it defies the point if the foe knows you're doing it, but neither is there a way for the Strangelove player to find out what that attack did (if anything. For all they know, he has no Neutral-Air whatsoever)
These illogical leaps of faith are the kind of nightmares old Text Adventure games were made of.
I do find it tragic, as the set and idea themselves are ingenius endearing pockets of brilliance. I just wish it was at all player friendly.
but...i was under the assumption that mym was much more about imagination and making a character interesting than making it practical (outside of the creator assuring us that the character is "balanced"). I agree strangelove is really bad in that regard, but hes far from the only one. What noob would be prepared for drifblim's reverse gravity mechsnics, or bubbles+'s (sorry, i cant remember the actual name now ) wing road? just about every character here has something completely unintuitive about them, so lobbing this complaint at strangelove seems...odd, to meAs perfect as it is to read and digest and gawk at, there is still a horrible problem, and I can't believe people are still doing this after all the whinging I did; The only way the player would ever understand how to control Strangelove, is to read your moveset. Every move, every last one, behaves in a way a casual player would never understand.
The biggest and most blatant example of this is "Fail-Safe". No player in their right mind will even guess that it stops the Doomsday device (and ONLY the Doomsday device) from taking damage. And that's before the question of "what the heck is this doing on a tilt?".
Equally insane is "Neutrality", which just like the F-tilt, has no animation and no indication something has happened. Yes, of course it defies the point if the foe knows you're doing it, but neither is there a way for the Strangelove player to find out what that attack did (if anything. For all they know, he has no Neutral-Air whatsoever)
These illogical leaps of faith are the kind of nightmares old Text Adventure games were made of.
I think Juna was getting at the fact that there is no possible way to understand Strangelove unless you read the moveset. With Drifblim and Subaru (bubble+), you'd catch on quickly enough for it not to be a problem - you'd understand that they were different, and learn how to work that to your advantage. With Strangelove, it's so utterly complicated and flat out ******** that reading the moveset is the only way for you to understand it, and even then, it is far too confusing.but...i was under the assumption that mym was much more about imagination and making a character interesting than making it practical (outside of the creator assuring us that the character is "balanced"). I agree strangelove is really bad in that regard, but hes far from the only one. What noob would be prepared for drifblim's reverse gravity mechsnics, or bubbles+'s (sorry, i cant remember the actual name now ) wing road? just about every character here has something completely unintuitive about them, so lobbing this complaint at strangelove seems...odd, to me
unless im not really understanding what youre saying...
The same thing could be said about Cutesy.The only way the player would ever understand how to control Strangelove, is to read your moveset. Every move, every last one, behaves in a way a casual player would never understand.
Geez, Ocon, why do we disagree so often? Again, I'm just going to say Al and Ryuk and leave it at that.I think Juna was getting at the fact that there is no possible way to understand Strangelove unless you read the moveset. With Drifblim and Subaru (bubble+), you'd catch on quickly enough for it not to be a problem - you'd understand that they were different, and learn how to work that to your advantage. With Strangelove, it's so utterly complicated and flat out ******** that reading the moveset is the only way for you to understand it, and even then, it is far too confusing.
And this is why I hate Strangelove. No matter how complex, deep, or cool the idea is, we're still making movesets for Smash Brothers. Yes, we push it very often here, but in some twisted away, nearly all of the sets could still plausibly forced into Smash Bros. But... There is no possible way for Strangelove to every work because he is just too confusing. The moveset fails because there is no possible way it could work where it needs to work. It's overcomplicated - being deep isn't bad... but being so deep that we're going to need either Stephen Hawking or a computer to play him correctly and LEARN exactly what the **** his moves do is a huge problem. Hell, I'm still a bit confused even after having read the moveset.
*Insert Ocon's Seal of Sukapon-Level Failure here*
No! Certainly not! Cutesy's fundamentally a very simple moveset, with the distinctions between the petals and which attacks create which the only things a casual player would really need to mull over. Figuring out which petal does what would be a simple matter of playing a few training matches, which is pretty separate from Junahu's complaint here - invisible attacks that do mysterious things with no visual indicator are quite a different problem. It's a snag, I'll admit, but I forgive Strangelove it for his conceptual richness.The same thing could be said about Cutesy.
Cutesy is the single most complicated moveset in the history of MYM.No! Certainly not! Cutesy's fundamentally a very simple moveset, with the distinctions between the petals and which attacks create which the only things a casual player would really need to mull over. Figuring out which petal does what would be a simple matter of playing a few training matches, which is pretty separate from Junahu's complaint here - invisible attacks that do mysterious things with no visual indicator are quite a different problem. It's a snag, I'll admit, but I forgive Strangelove it for his conceptual richness.