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

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Katapultar

Smash Lord
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Nov 24, 2008
Messages
1,283
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[size=+3]Xamlues[/size]
It's been a while, Sixrch. Xamlues is a OC for the universe of KH, sooo... I'd take it he's been added to the count of KH sets along with Axel and Roxas, but as a demi-KH character. He's also the first OC in MYM7. At first I was a bit worried when I saw magma as his main move in fear that he'd end up a Axel clone, but magma is a interesting concept to blend him with earth. Wait............ where's his weapon?

First off, the organisation has been massively improved, so well done there.

You wanted comments on how to improve, so I'll tell what I think needs improving. First off, there are a few areas where the detail was uneccesary, and could be structured so that it's easier to understand and you're not repeating yourself. A example was in the Up Special:
Xamlues starts a large fire and controls the resulting magma and creates an upwards spray of molten rock. Depending on the charge, the spray can range from miniature to massive. The longer the charge, the more powerful the attack. The least damage this attack does is 3%. If B is continually pressed, the spray continues, becoming a literal fountain of magma. The move's priority is above average, the knockback is minimal, and it causes 3% per hit, dealing up to 18% if B is pressed the maximum number of times. The move has a lot of start lag, but minimal end lag. This move can be used as a recovery technique in mid-air. If this is used in the air, Xamlues can spray magma downwards to force himself upwards through the air and back onto the stage, as he detests using the corridors of darkness.
I noticed here that your opening sentence is a bit akward. It's best if you didn't use the word "and" more than once in a sentence. It would be best structured as "Xamlues starts a large fire and controls the resulting magma, creating an upwards spray of molten rock." which is easier to understand, as the original sentence had a bit too much to digest. The opening sentence usually tells of the animation for the attack, which is rather important for imagining the attack.

There are a few too many sentences in the Up Special. "The longer the charge, the more powerful the attack." is a uneccesary sentence, as it is common sense for the reader to understand just by knowing that an attack has to be charged that it is more powerful unless otherwise stated. "The least damage this attack does is 3%." should also be dismissed due to the "3%" being stated later on in the attack. "This move can be used as a recovery technique in mid-air." isn't needed due to the next sentence stating that it's a recovery. Now if we got rid of the overdetail, we'd be left with this:
Xamlues starts a large fire and controls the resulting magma, creating an upwards spray of molten rock. Depending on the charge, the spray can range from miniature to massive. If B is continually pressed, the spray continues, becoming a literal fountain of magma. The knockback is minimal, and it causes 3% per hit, dealing up to 18% if B is pressed the maximum number of times. The move has a lot of start lag, but minimal end lag. If this is used in the air, Xamlues can spray magma downwards to force himself upwards through the air and back onto the stage, as he detests using the corridors of darkness.
I got rid of the priority in the above sentence because no longer it is a universal thing, as stated by JOE!. It is partially based on the damage the move does, so there's no need to use priority as a seperate term anymore. Just thought I'd let you know now.
As you can see with the changes with the Up Special sentence structure, it is much easier to read. Being a smaller sentence has it's benefits, as large blatant walls of text are no fun to read at all, not that it's a problem at all with this set.

Finishing up with my comment on THE UP SPECIAL, there are a few slightly important details missing. I presume that the attack has to be charged by tapping B rather than the usual, and it's not a storeable move since it's not stated. While it's good and all to use adjectives to describe the size of the magma fountain, some of us have different thoughts on "massive", so it would probably be better to use character sizes as measuring units, such as "2 Gannondorfs tall" to describe "massive". While character measuring units are slightly longer to read and digest, it is more accurate but it's up to you which one you want to use.


3% per second is broken for the Neutral Special. You also don't state how long the ignition effect lasts for. Say, 1% per second for 3-5 seconds would be better. Randomly you say? Well, I'd still say it's broken. Best nerf it.

I don't see the point of the Y-Combo if it's just for adding a alternate attack. Seems rather tacked on.

You can't use Smash Attacks in Mid-air, regarding the Side Smash/Standard. I have a hard time understanding the Tilts with the Y-Combo gimmick. There also doesn't seem to be any Smash Attacks apart from Side and Down(?). It's just totally confusing, though you may have different names for Smashes.

Xamlues shouldn't go into helpless from his N-air. I don't even know the total hits the move does.

There's no U-air.

The moves are rather standard and don't fit with the Specials, though that kind of stuff is a bit more advanced. If what you mean by a "playstyle type" is what kind of character Xamlues is, he's almost a projectile character with the Specials. I noticed a fair few charging moves there. Xamlues needs to be on a stage with rock to use his fire? Forget that. Anyway, I'd say Xamlues is underpowered from reading how much damage he does and his KO moves. This is, however a mistake that can easily be made from the fear of making the character overpowered. Xamlues seems to be a heavyweight (With a bit too much speed, I'd say), but specialises in range combat.

In writing up a playstyle, my advice would be to state Xamlues' playstyle (He doesn't really seem to have one) first off, then do a step by step of his methods of victory, strengths and weaknesses. Stating this alone won't neccesarily help, but you should get what I mean when I say this if you read other MYMers' playstyle section.

Finally, the OC's personality. While I know it's not the most relevant thing to the set, and nobodies don't exist or have feeling (Though some prentend to and have personalities anyway), Xamlues seems to be a sadist from what I know from the taunts. Likes to kill. Be best to state the personality in the backstory.

Overall, the set seems dull (Sorry if that's too harsh), but it is indeed quite a improvement over all else you've done. You've just got to try and make the set more interesting, from the attacks to the writing. Hope that this helps.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Xamlues: A PP- Sixrch set? You don't see that every day. Good to see you around again!

Well, let's take a look at this semi-Kingdom Hearts character (knowing nothing about the series, I'm kind of oblivious to the background). First off, nice organization and colors (props to Khold). Secondly, it's cool that he's a fire and earth-based character at the same time. You mention that he has a few gimmicks, but don't really take the time to explain them very well. The "Y-Combo" seemingly just gives Xamlues an alternate standard jab combo, which seems a little superfluous to me for a special mechanic. Also, do you press Y (or the corresponding button on another controller) just once or multiple times to complete the combo? It would've been nice to have this mechanic cleared up and used more frequently throughout the moveset. Then there's the Earth Reliance mechanic, which is a little vague. You say he needs a ground-based stage: what exactly does that entail? It'd be nice to clearly define what sorts of stages are "ground-based", and exactly how it affects Xamlues when he isn't on one. I don't know what attacks he's incapable of doing on a non-ground-based stage. The third mechanic is cool, although the healing is a little excessive. :p

Overall, Xamlues' attacks are pretty cool. The Specials are rather nice, as are the standard attacks (you don't have to call Smash Attacks standard attacks too, and additionally, you can't use them in mid-air). As Katapultar said, you could clean up the writing style a bit to be less repetitive and a little more clear (also, you don't need to mention priority as much, IMO). I'm not sure why Down Tilt and Down Smash have to be the same; come on, you could be a but more creative there!

As Katapultar said, you lack an Up Aerial and going into helpless after Neutral Aerial is a bit excessive (and you don't state its maximum damage). The grab and throws are cool though, and Walking on Molten Body is an awesome name for a move XD. The Final Smash is cool, though a little vague on how exactly it interacts with the characters and stage, and it's a little strong. Also, I don't think it should be an extra, as it's actually part of Xamlues' attack set.

Overall though, this is a great improvement for you, PP- Sixrch, and a great first showing for MYM7. Hope to see more soon! :bee:
 

SkylerOcon

Tiny Dancer
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Mar 21, 2008
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Just letting you guys know that despite that Joe was absolutely correct in the sense that we have never done priority how Brawl does it, we should keep doing it our way because Brawl's priority system isn't as good as what we created.

Our different priority is something we should be proud of, not something that we should look down upon.
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
samuel: to the XTREME
-good lord those stats are godly
-You don't really go into much detail about this magma thing. Does it protect him from explosions or what?
-So if he's not on the right stage, Xemamasamula is useless? That hand to hand combat of his better be useful.

-Don't have a gimmicks just to make your character seem unique. It rubs a lot of people the wrong way, myself included.
-Your writing style is a tad choppy.
-Again: Gimmicks aren't what MYM looks for. Creativity that can make a flowing playstyle is the main thing.
-Your specials are interesting, even without the gimmicks.

-Whoa, the order of the moves is confusing. @_@ Why not have the smashes in their own section?
-You need to add an up aerial.
-Playstyle sections are basically a summary of the moveset, and what the character's moves are designed to do. Defend, combo, stall, whatever best suits the character.

I was a tad critical, wasn't I? It still wasn't a bad first moveset by any means, since the organization is great and the specials kept me interested throughout the set. If you clean up your writing style, and focus on playstyle more than gimmicks, then you could make some great sets.
 

Junahu

Smash Ace
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Messages
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Shropshire Slasher
Xamlues: I'll have to agree that this is your best effort yet. It's easy to read, doesn't go overboard and is generally solid enough to imagine being real. There are still all manner of little hiccups scattered about, which other commenters will have already told you about.
But Xamlues doesn't really "come together" as a moveset. The individual moves are fine, but you barely touch how to use them in tandem with one another, or even the best ways to use individual moves.
Also, and for an OC this can be a considerable problem, his "character" doesn't shine through in the writing style. I can't even guess at what his personality is like.
Anyway, those were my main complaints.

So, Bob-ombs (a bomb) are negated by his "friendly fire"... doesn't that make his Earth Reliance a hinderance instead of a boon?

Depending on the charge, the spray can range from miniature to massive
This made my day

And basing Final Smashes off of famous natural disasters is a fine idea.



Cutesy is complicated
Yes, yes she is. She's extremely complicated. But there's a difference between being complex and being unintelligibly obtuse. Playing Cutesy at a level of competance would take a lot of practice yes, but she can still be played casually. Playing Strangelove at all requires knowing in advance what the attacks do. A casual player can't just select him and play him out of the box. While if they play as Cutesy, they can at least see the attacks and petals do their thing and they have a solid starting point to experiment from.
Anyway, I do like Strangelove for what it does and how it extends the smash experience beyond just the game itself. If everything was arranged in a way the player could easily pick up and play, then I wouldn't be complaining at all.
 

JOE!

Smash Hero
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Oct 5, 2008
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Just letting you guys know that despite that Joe was absolutely correct in the sense that we have never done priority how Brawl does it, we should keep doing it our way because Brawl's priority system isn't as good as what we created.

Our different priority is something we should be proud of, not something that we should look down upon.
look at it htis way:

Roxas has a sword slash. Donkey Kong Remix has a super-punch.

Each one's attack here is stated as "very high priority"

who wins if they attack at the same time? Seeing as they both have the same priority according to us?

Would they clash, even if one is jointed, or one does more damage?
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
look at it htis way:

Roxas has a sword slash. Donkey Kong Remix has a super-punch.

Each one's attack here is stated as "very high priority"

who wins if they attack at the same time? Seeing as they both have the same priority according to us?

Would they clash, even if one is jointed, or one does more damage?
This is why I prefer JOE!'s system anyways. We always say that a move has good or bad or average priority, but it really doesn't mean anything significant. What's the difference between these values anyways? They're hopelessly vague and really don't mean anything. Priority is usually self-explanatory anyways, and we rarely ever take the time to point it out unless it's significantly different than usual values.

I've always thought of priority as more than just a value, but a function of attack speed, range, and overriding. This system is also more balanced too, since it means that 'jointed' hitboxes aren't 100% overwritten by disjointed hitboxes, which was crazy to begin with and clearly isn't what happens inside Smash.

Besides, if we ever really need a low damage attack to be high priority, we always have transcendent priority that we can give it so it never clanks, and problem solved.


I'd rather use an implementable, realistic system that actually emulates the mechanics in Smash than one that we adopted from misunderstanding those mechanics.
 

JOE!

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@DM

I also think part of the issue is (like we did with Mewtwo (wary) ) is that MYM'ers use Priority as a crutch too often.

For example, we made mewtwo really big, really slow, with a few other major natural flaws. We decided on giving him his epic priority, not just for theme (Psychic > u ), but to give him an actual advantage on a basically naturally ****ty character.

People like to tweak the "priority" of moves they see in need of balance, like someone has an important move for them that does crap damage, or whatnot: "Oh, it also sports very high priority". On the flipside, Comboes McGee has a strong finisher that is frankly really too good "Oh, it has crappy priority"

this creates not only a crutch for balance, and sometimes odd creativity, but a system where it's stupidly complex to determine who would have an advantage if they were put in brawl against each other.
 

SixrchBattosai

Banned via Warnings
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With my boyfriend...who's moving ;A;
For those who didn't understand the "Earth Reliance" gimmick, it means that Xamlues can only use his specials on stages that are on the ground of a planet, Say, for instance that Xamlues were on Onett. Yes, he could use his specials there. Corneria, not so much. Hyrule Temple, yes. Final Destination, no. Battlefield, yes. And there are some stages that Xamlues can use his specials during certain times, like both Pokemon Battle stages. If this still doesn't help, I explained it in a strange way and you should ask someone who can explain it better.
 

Junahu

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Shropshire Slasher
For those who didn't understand the "Earth Reliance" gimmick, it means that Xamlues can only use his specials on stages that are on the ground of a planet
Thanks for explaining that. I completely misinterpreted what it meant.

look at it htis way:

Roxas has a sword slash. Donkey Kong Remix has a super-punch.

Each one's attack here is stated as "very high priority"

who wins if they attack at the same time? Seeing as they both have the same priority according to us?

Would they clash, even if one is jointed, or one does more damage?
Unless I've misunderstood this, if DKR has the higher damage, and Roxas has the disjointedness, and they are both classified as "high priority" due to these aspects of their attacks... then yes, they would clash.

MYM's priority is nowhere near as simple as you accuse it to be, and it is still subject to all the rules of Brawl's priority. In the example of a low damage attack that somehow has high priority, the "high priority" is a static buff which increases its chances against other moves. It can still be outprioritised by a disjointed or higher damage attack with "high priority", just like normal. Sure, it's an arbitrary thing to stick extra priority on attacks, but it doesn't contradict Brawl's priority as much as it builds on it.

The last time I used Priority in any meaningful fashion was with Joe Calzaghe's "Eagle Punch", which would clank against any move it came into contact with. It contradicts Brawl's priority system, in the same way a Starman contradicts Super Mario Brothers health system (that is to say, it doesn't)
And then, of course, we have BKupa's Disco Kid, who could invisibly buff his priority without actually changing the properties of any of his moves. Again, contradictory to how it should work, but still logical in its own way.

I do admit though, that it's painful to see priority being used as a balance crutch
 

JOE!

Smash Hero
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Unless I've misunderstood this, if DKR has the higher damage, and Roxas has the disjointedness, and they are both classified as "high priority" due to these aspects of their attacks... then yes, they would clash.
correct. It wont even matter about the disjoint if they are within 10% of each other and hit at the same time. If there is a slight mis-match in time, then roxas's disjoint may or may not come into play if DKR's attack involved using his hurtbox

MYM's priority is nowhere near as simple as you accuse it to be, and it is still subject to all the rules of Brawl's priority. In the example of a low damage attack that somehow has high priority, the "high priority" is a static buff which increases its chances against other moves. It can still be outprioritised by a disjointed or higher damage attack with "high priority", just like normal. Sure, it's an arbitrary thing to stick extra priority on attacks, but it doesn't contradict Brawl's priority as much as it builds on it.
I was actually accusing it of being too complex in the grand scheme as everyone and their mom has a unique priority per move it seems.

However, the bolded sentance here is one of the things that is iffy to me ever since I figured out (and shared to you) how priority really works. A low damage move can be high priority, but not just because of a "static buff". It can either be through disjointedness, trancendantness (as DM said), or simply being too fast to reilably "clang" with. The latter most reason is why alot of jabs are so good, Squirtle and falcon for example have very fast jabs that you either do not see coming/cannot physically react to, or simply beat almost every other move to the punch, allthough they only do like 2% on the fist hit. Another quick note on disjoint: It doenst automatically mean you have higher priority necesarily, it just means more often your move is safer, which can lead to higher priority on attacks like ike's Fsmash, which along with high damage, is far away from his hurtbox to be clashed from.

The last time I used Priority in any meaningful fashion was with Joe Calzaghe's "Eagle Punch", which would clank against any move it came into contact with. It contradicts Brawl's priority system, in the same way a Starman contradicts Super Mario Brothers health system (that is to say, it doesn't)
And then, of course, we have BKupa's Disco Kid, who could invisibly buff his priority without actually changing the properties of any of his moves. Again, contradictory to how it should work, but still logical in its own way.
these are both cool, as Joe's Eagle punch could easily work. And Disco Kid's moves *could* have it's hitboxes messed with slightly to work, but if it really has no effect other than "magical higher priority", then it wont work...

I do admit though, that it's painful to see priority being used as a balance crutch
I think everyone is a little guilty of doing this.

Ironically, the velociraptors, who's only bad MU so far in MYM has been Chuck Norris, would have pitiful priority along the lines of Sonic due to the way priority really works :p
 

MarthTrinity

Smash Lord
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PA-DINK~!

Ultimate Chimera

The Ultimate Chimera joins the Brawl; this time to actually fight! In Mother 3, the Ultimate Chimera was the ultimate enemy, period. Being indestructible and otherwise unfightable (if the player touches him he bites them, killing them instantly), the Ultimate Chimera’s only weakness is the off switch on his back. If turned off however, the bird perched on his head will press the button, activating the Ultimate Chimera once more.

In Super Smash Brothers Brawl, the Ultimate Chimera appears on the New Pork City stage. For those of you who never play that stage ever (I’m assuming all of you), the Ultimate Chimera randomly appears with his signature sound, pacing back and forth. If he comes in contact with a foe, he’ll bite them, causing insane damage and even more insane knockback. Funnily enough, the Ultimate Chimera actually suffers from move decay; his attacks will do less damage if multiple players are bitten in a row…of course, he still delivers the same insane knockback. As a playable character, Ultimate Chimera is insanely broken. He has permanent super armor, cannot be thrown OR GRABBED and has attacks with crazy amounts of damage and knockback.

But these are all balance problems, who cares about balance?

HERE' ARE SOME VIDEOS =D
Ultimate Chimera in Bathroom
Beatable?!
Chimera in the Kingdom?
Actual Gameplay?!

Stats

Weight: ∞/10
Power: ∞/10
Attack Speed: 6/10
Fall Speed: 10/10
Ground Speed: 3/10
Jump: 0/10

Infinity weight and infinity power? Are you mad MT?! Yes. Yes I am. Anyway, his attacks are fairly fast and if you get hit, you’re toast. Simple as that right? Oh, and he can’t jump No need for those silly aerial attacks…and since he doesn’t have arms, he can’t grab either. Sacrifices have to be made for perfection of course. Also, since he has a fast fall speed, he’s totally balanced.

AND HIS PRIORITY IS BETTER THAN YOURS.

Ultimate Mechanic
A special mechanic in an MT set?! What blasphemy is this? Yes, the Ultimate Chimera is a tiny wee bit overpowered…but he has ONE glaring weakness! His off switch! If hit with a down air attack to his back, the Ultimate Chimera will turn off and collapse. At this point, his body is treated as a very heavy item, like a crate or a barrel. If the opponent picks up the Ultimate Chimera, they can walk him to the edge and toss him off for a KO! If the Ultimate Chimera player is picked up, they can wriggle out of it like a normal grab. Using the Ultimate Chimera’s Up Special can help revive the Chimera if he’s in this collapsed state…

Specials​

Neutral Special: Ultimate Chomp
The Ultimate Chimera opens his mouth white and bites forcefully down! If this were an M-Rated game, the foe would just explode in a shower of blood and organs and stuff like that…but since Brawl is lame and only rated T, the foe only takes 200% and massive knockback. Probably one of the Ultimate Chimera’s best KO moves…but it has about 1/10th of a second start up lag so he may as well be garbage tier right now…oh, and it has THE HIGHEST PRIORITY EVER.

Side Special: GRRSNARL
Ohsnap, I stole this movename from Tauros. I’m so original! Anyway, Ultimate Chimera lets out a HUGE roar! A roar so huge, anyone on the entire stage (or in the air even) begins to tremble and shake! It’s as if someone caused their shields to violently explode! Also, if you’re fighting Jigglypuff, it OHKO’s her because Jigglypuff needs a reason to be even lower on the tier list. Anyway, this is a perfect set up for a Neutral B chomp. But it’s totally balanced because the animation for it is kinda boring looking…he’s just like “Rawr : |” Anyway, it’s got lag and stuff at the beginning and the ending so it’s totally not a good move at all.

And because H_R said he had no way to break shields, this move instant shatters them. Permenantly.

Up Special: Birdy!
Instantaneously, the little bird on the Ultimate Chimera’s head does a quick peck at the button on the beast’s back. This instantly reactivates him and has the bird cover his button for the next three seconds (so to prevent unfair dair spamming against the Chimera). This move is also almost worthless because it doesn’t look totally awesome, unlike the Chimera himself. Obviously this doesn’t work as a standard recovery…but because you have to totally suck as the Chimera to be knocked off the stage somehow, you really don’t deserve a standard recovery.

Down Special: PA-DINK!
A large exclaimation point appears over the Ultimate Chimera’s head! Now you’re screwed, he noticed you! This increases the Ultimate Chimera’s movement speed to 8/10 for the next two days. Generic stat booster you say? Awesome SPEED BOOST I say.

Standard (BUT AWESOME) Attacks​

Neutral Combo: Ultimate Cho- OH SHI-….
Totally not the same as his Neutral Special! Ultimate Chimera opens his mouth wide and…DOESN’T CHOMP? This is madness! Total mind game potential here; you go to spot dodge this massive bite…ONLY TO FIND OUT IT’S A FAKE?! Oh snap, you’re dead now! Neutral Special to the head, bam! Minus one stock for you sucker! Anyway, yeah, mindgames here. Use it wisely.

Side Tilt: Birdy Poke!
The bird on the Ultimate Chimera’s head fiercely thrusts forward, jabbing the opponent in gut, doubling them over with pain! This gives them enough hitstun to land your Neutral Special on them so abuse this! This has surprisingly awesome range and is NEAR LAGLESS. Lagless I say! Also, the priority of it is DISJOINTED so it totally wins everything ever. It also does a hefty 8%.

Up Tilt: OM NOM NOM NOM!
Ultimate Chimera tilts his head upwards and chomps above him, dealing minor damage (about 150%) and crazy knockback. This has a wee smidgeon of start up lag so it’s utterly useless. Also the hitbox is only ABOVE him, so it’s only good against aerial approaches. Use this to defend your button!

Down Tilt: I Am Angry; Shake The World!
The Ultimate Chimera ROID RAGES! Shaking violently, the monster rocks the whole stage, violently knocking anyone on top of a platform to the center platform of the stage. To grounded opponents, this makes them enter a tripped state! Win/win either way, no? Well it does NO damage! Fortunately, since it doesn’t actually make physical contact the priority of it is -AWESOME!-

CRUNCH Smash Attacks​

Side Smash: I’MMA CHOMP YOU LIKE…FIVE TIMES >=[
Ultimate Chimera bites feriociously forward like…five times! None of these bites do any knockback (except the last one which does minor knockback that doesn’t KO until 20%). Each of the five bites does a wimpy 100% each…it’s a fairly good damage racker though. Although…every move has its downside; this move has a whopping 1/5th of a second start up lag! One of those high risk, high reward moves…

Up Smash: Button Defender
The Ultimate Chimera instantly and laglessly bites upwards for a decent 200% and killer knockback. A simple move but it’s totally playstyle relavant because I say it is. You say Chimera doesn’t have a playstyle? Lies! It’s so clear and concise! Anyway, this move is total rubbish because it doesn’t solve global warming, use it only when the situation calls for it!

Down Smash: Stage Muncher
Entering a hunger induced rage, the Ultimate Chimera bites at the stage before him once the charge is released! Once he bites the ground, he instantly breaks the entire stage, sending every bit of it except for the tiny chunk of ground he’s on to collapse into the void. This is a double edged sword of course; it makes Ultimate Chimera very vulnerable to being thrown off the stage. This attack does no damage except to the stage. The stage instantly takes 500% and massive downward knockback.

Aerials​

HE CAN’T JUMP.
Probably to be edited/slashed through later.

Grabs/Throws​

HE HAS NO ARMS. DON’T BE GREEDY.
Probably to be edited/slashed through later.

Final Smash​

Bathroom Stage

The Ultimate Chimera lets out a terrible roar! Suddenly, the stage becomes a massive bathroom! Well, it’s not som massive…The only blast zone is at the top (meaning you’ll have to KO via Up Tilt/Smash) so Ultimate Chimera can’t be KO’d at all for the duration of the Final Smash. During the entire thirty minute duration, the bird on the Chimera’s head will cover up his button, making the Chimera entirely invincible as he should be.

Playstyle

Playing As
In order to play properly as the Ultimate Chimera, you’ll have to be very clever and plan your approaches carefully. Or just use Neutral B.

Playing Against
Run.

Matchups

Vs. Sonic: 100/0


Vs. Dedede: 100/0


Vs. Metal Zero Suit Samus: 100/0


Vs. Negative Man: 100/0


Vs. Jynx: 100/0
 

SkylerOcon

Tiny Dancer
Joined
Mar 21, 2008
Messages
5,216
Location
ATX


C O O K I E _ M O N S T E R

STATS
Hungriness - 666/10
Monster-ness - 10/10
Power - I dunno lol ¯\(°_o)/¯


SPECIAL ATTACKS


Neutral Special - Cookie


Cookie Monster takes a cookie... and EATS IT!

10%

Side Special - Cookie


Cookie Monster takes a cookie... and EATS IT!

9%

Down Special - Cookie


Cookie Monster takes a cookie... and EATS IT!

19%

Up Special - Cookie


Cookie Monster takes a cookie... and EATS IT!

0%

STANDARD ATTACKS​

Neutral Standard - Cookie

Cookie Monster takes a cookie... and EATS IT!

1%

Side Tilt - Cookie


Cookie Monster takes a cookie... and EATS IT!

8%

Down Tilt - Cookie


Cookie Monster takes a cookie... and EATS IT!

10%

Up Tilt - Cookie


Cookie Monster takes a cookie... and EATS IT!

10%

Dash Attack - Cookie


Cookie Monster takes a cookie... and EATS IT!

13%

SMASH ATTACKS​

Side Smash - Cookie

Cookie Monster takes a cookie... and EATS IT!

3-6%

Down Smash - Cookie


Cookie Monster takes a cookie... and EATS IT!

7-14%

Up Smash - Cookie


Cookie Monster takes a cookie... and EATS IT!

6-12%

AERIAL ATTACKS​

Neutral Aerial - Cookie

Cookie Monster takes a cookie... and EATS IT!

6%

Forward Aerial - Lettuce


Cookie Monster takes a lettuce... and EATS IT! Can’t have the kids being corrupted into obesity by the Coo- I mean Vegetable Monster, right?

15%

Backward Aerial - Cookie


Cookie Monster takes a cookie... and EATS IT!

8%

Down Aerial - Cookie


Cookie Monster takes a cookie... and EATS IT!

11%

Up Aerial - Cookie


Cookie Monster takes a cookie... and EATS IT!

15%

THROWS

Grab - Grab

Cookie Monster grabs the opponent.

Pummel - Cookie

Cookie Monster takes a cookie... and EATS IT!

2-6%

Forward Throw - Cookie


Cookie Monster takes a cookie... and EATS IT!

1%

Backward Throw - Cookie


Cookie Monster takes a cookie... and EATS IT!

8%

Up Throw - Cookie


Cookie Monster takes a cookie... and EATS IT!

7%

Down Throw - Cookie


Cookie Monster takes a cookie... and EATS IT!

4%

FINAL SMASH

Final Smash - Hunger

Cookie Monster pulls out a bag of some strange food item and takes a bite… it was potato chips! Outraged that it wasn’t a bag of cookies, Cookie Monster will immediately grab the closest opponent and tear their heads off with his teeth, devouring them (each chew causes a bit more blood to spurt out than the last). The opponent’s neck sprays blood as the mutilated corpse falls to the ground, causing the blood to puddle up around the body. This is an instant KO, healing Cookie Monster for 100% damage. The corpse stays on the floor for the rest of the match.

PLAYSTYLE

You take a cookie… and EAT IT.
 

Plorf

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



#230

Kingdra is

Special Attacks

Neutral Special - Water Gun Ever played a Kirby game? Kingdra has-- he really likes the attack Kirby uses when underwater, a little spurt of water that damages enemies. The sea dragon's attack, though, is smaller and more aerodynamic, like a tracer round. A key detail to note here is that each projectile doesn't do damage but instead flinch and a slight pushback. Kingdra enjoys this move because it's really fast in all aspects, plus he thinks it's fun to see Ike BARELY miss the ledge across the stage from him. Oh yeah, and you an aim this a bit.

Side Special - Hydro Pump To start off, no, this is not necessarily a stronger Water Gun. It's closer to Squirtle's Water Gun if anything. Anyhoo, Kingdra speedily charges this thing up by holding B, though he can't save it for later use. You'll have to hold the button down to keep the pressure up, and if you must cancel press Z. Upon release, Kingdra blasts out an extremely thin beam of pressurized water, which has a fairly powerful push effect. Obviously the pushback is better with charge, but range is also increased. At minimum charge you can see the current droop down eventually, but at max charge it goes off the screen. Superb for gimping, really. As you may have guessed, you can move around while charging and aim it upon firing.

Oh yeah, I totally forgot the most important part of the move! (ONO) Kingdra experiences a lot of recoil when using this move, especially in the air at full charge. That means he can JET through the air at high speed! Fun for an antsy little fellow like Kingdra here, who's tragically forced to fight outside of water. So slow ;-;


Up Special - Whirlpool Here, Kingdra has to improvise a little seeing as there's usually not water around him to manipulate. He sprays around him a torrent of water in a fluid motion, forming a spiraling vortex that launches him up like a spring! It's not that laggy, but you can interrupt it, but Kingdra wouldn't recommend it. If anyone besides him hops into the whirlpool, they'll be trapped for a bit, and unfortunately the whirlpool obeys gravity to a degree. If they're at a high enough percent, they could easily SD before the swirls dissipate, yes. Tragic. Unless they're Pit or R.O.B. (D)

On the ground, this move has the same function, but if you're using it on the ground it's not a recovery so much as a sniping point. If you angle your shots precisely from here, you should be able to gimp in a downwards direction. Handy! I should add that, should you use water attacks near here, they'll be sucked up, increasing the intensity and duration of the vortex. Still, it won't last forever and only deals as much as around 24%. Kingdra has no helpless state.


Down Special - Brine Have you ever gone in the ocean and just gotten seawater all over your eyes and throat? It's an awful feeling, which Kingdra can easily replicate. Aiming downwards, the sea dragon blasts out a tidal spray that completely covers his sides. It's a huge splash that is reminiscent of the ocean slamming into a rocky coast. The move's hitbox is rather like Squitle's up smash, but broader and less condensed. When Kingdra spits down, he deals downwards knockback that gleefully spikes people, just a little. The rest of this move is actually somewhat defensive, though, as the water has extremely high priority-- enough to eat up nearly any move, including projectiles.

The splash lasts for a deceptively long time, but loses priority as the tide recedes. This does around 10% and can KO at high percents. The salty water also sort of deals poison damage to foes who got caught in the brunt of the spray, but it quickly wears off. Unfortunately, this is kinda slow, but if you really want to camp well, use it. Just be wary that this is no defense against aerial barrages.


Standard Attacks

Neutral Attack - Bubblebeam Kingdra is not what you'd call bubbly, not in the figurative sense at least. But he can produce a steady stream of bubbles that do around 3% a pop, each with high priority. Bubbles pop after taking a hit, but since he can produce so many and they'll stick to the floor for a second, they're a barrier of sorts. There is some end lag and the guard can be broken, but if used sparingly you'll find yourself with a little less damage overall.

Forward Tilt - Water Jet Kingdra is not only a sniper. His snout here produces a thicker burst of water that does 6% and some nice, horizontally spacing knockback. It's a bit laggy, but Kingdra enjoys a nice, fwooshy kick that propels him a short ways backwards. As such it's great for getting in a more advantageous sniping position, not so much KOing.

Up Tilt - Geyser Spitting upwards, Kingdra unleashes a healthy-sized swath of water, it sort of cascading upwards. I'll say right out that it doesn't deal any damage, yet Kingdra doesn't see how that's a bad thing. I mean, it has great upwards knockback for its relatively low lag, though it has no hitstun like many of his moves. There is a huge hitbox here, so if somebody (Toon Link) is spamming DAirs, you might want to consider this. Kingdra recommends it.

Down Tilt - Wave That little dragon guy just pours out a steady stream, like a hose or a faucet, only at high pressure. That means there's a good deal of spray, and that's the part of this move that has the most effect-- the spray has great priority, while the stream can trap you in for a few hits, maybe around 4% a second? Kingdra uses this move to stop grounded approaches for the most part, but it can push people off ledges, which can often be the first step of gimping. Keep in mind that Kingdra has a horrid crouch.

Dash Attack - Boost While making his way through that unbearably slow dash, Kingdra decides to turn around and shoot out a burst that propels him forwards a small bit-- it's just enough so that if you're facing away from the edge, the stream from that boost is barely enough to have gimp potential. Kingdra likes going fast, and this does 5% and fairly nice knockback. Fast is good.

Smash Attacks

Forward Smash - Yawn Kingdra takes a deep breath-- he's tired or something, okay?-- while charging, creating a strong suction effect. When he's done inhaling, he blasts out a thick pulse of water, it doing around 16-26% and some nice knockback considering it's disjointed. However, that suction effect has a downside-- if the enemy gets just a little too close to Kingdra's snout, they'll get knocked back just barely out of range of the main attack. That means this is by no means a close-combat move. You will need some space to pull this off. Kingdra can do that. This has noticeable lag, but it will knock people away enough. It's not so great at KOing directly, so you'll have to follow through with a gimp.

Up Smash - Dragon Pulse Kingdra majestically faces upwards and lets loose a veritable LASER of water. Just without charging, it reaches as far as Snake's USmash, and with charging it nearly goes off the screen. It traps foes in for multiple hits that, if all the hits connect, do around 21-35%! However, this is also a pretty powerful smash, meaning it can KO off the top uncharged at around 120%. Predictably, this has its fair share of lag, but as with anything, if you can time it properly you're golden. Kingdra can aim this as well, though it always has roughly upwards knockback. I'll add here that Kingdra can aim a lot of his moves, making him that much more accurate. It should be noted that it'll only KO if the last hit connects.

Down Smash - Water Pulse In order for Kingdra to even hit low, he has to aim at the floor, since anything else would be mostly horizontal blasts and such. Yeah, so, what he does is fire a heavy balloon of water downward, which then splashes quite largely around him. It has very good priority and okay damage, at 15-22%. The knockback for this move is not laughable, it's somewhat strong and satisfying to hit with.

This is not without disadvantages, though, the move having rather mediocre range for a disjointed attack, as well as having recognizable startup animation. Even then, it's a good idea to try and pull this off, since if you hit an opponent who's touching you directly, they'll be dazed as if their shield broke. This allows you to get a really powerful move out. His smashes, though, all have pitiful knockback growth, so you'll find yourself gimping most of the time.


Aerial Attacks

Neutral Aerial - Bubble Kingdra's falling rate can get a bit annoying if you want to shoot from high in the air. Kingdra can slow his falling speed by blowing a bubble around his body. For about three seconds, he falls at less than Jigglypuff's speed, able to use any special or aerially normally. This is good for when you're offstage and don't want to get gimped by using an USpec. Granted, this is good to use out of an USpec on the ground, since you can ready another aerial or a DSpec to push away any foes trying to jump up to get you. Any other foes will get projectile'd. There is a bit of end lag to this, and you can only use it once in the air unless you're hit.

Forward Aerial - Seaspray Kingdra leans forward, making himself a little more aerodynamic. At the same time, he sprays out some water that isn't very condensed or anything, but does have a good amount of range and priority. It's pretty much a water-element version of Ness's FAir, it doing five hits of 2% each. You're probably not going to hit with all of them, but that's okay, since the range on this thing is enough to ensure you're not punished. This can be chained very easily with other attacks, cementing Kingdra as a beast in the air. Of course, the knockback isn't KO worthy.

Back Aerial - Whiplash No, Kingdra does not have hands. He does have a large fin, though, so he whips that around for one solid hit that does 7% and okay knockback that can't combo into itself. It's a bit slow, but once you've used it, you turn around. That means that scoring a hit with this flows smoothly into your other attacks, and you have a lot of options at this point. A forward air is sometimes enough to reach the foe, while other times you may find yourself using a Water Gun or Hydro Pump. All in all, a very versatile move.

Up Aerial - Fountain Kingdra points his snout upwards and straightens his body. He'll then shoot up a spurt of water that's essentially like a fountain, in that it goes up a bit before losing momentum and spreading out downward. This is essentially a clone of G&W's Uair, though since water won't push people up who aren't touching it, it's a little less effective. It's boosted with more physical range, though, the stream being about an Ike tall. There's very low lag to this move which makes it good for chaining.

Down Aerial - ...

Grab and Throws

Grab - ...

Forward Throw - ...

Back Throw - ...

Up Throw - ...

Down Throw - ...

Playstyle



 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Ultimate Chimera

Ultimae Jokeset! I genuiney laughed at so many things in the set, and then I was in absolute hysterics at the matchups. Like I said in the chat, the mechanic itself is amazing despite this being a quickie-thing and I DEMANAD to see it utilized in a more "serious" moveset. Great job MT (h)

Cookie Monster

Fail. That is all.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@Ultimate Chimera: Loved it! Even if it is a jokeset, the fact that you wrote it, MT, makes it all the more funny.

@Cookie Monster: I love Cookie Monster, but I feel like he had a lot more moveset potential than you tapped into. The Specials are cool, especially the Up Special. The rest of his standard moves are alright, but I feel like I've seen the Dash Attack before, many times. Forward Aerial seems like a cop-out to me, but it's still okay. Overall, it's a cool set, and I can tell you put a lot of work into it! :bee:
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
What?!



Wild Jynx appears!

* Introduction *

You all know Jynx. She's a first generation Pokemon, and, along with her pre-evolution Smoochum, she's the only Ice/Psychic type. Jynx seductively wiggles her hips when she walks, which can compel people to dance with her. She has been known to try and kiss anything and everything. She has mild control over ice and snow, but she also has telepathic and telekinetic powers as well. Her cries sound like human speech, but are impossible to understand. On occasion, she has been known to sing in an operatic voice.

* Stats *

Size * Medium
Jynx is as tall and wide as Wario. She wouldn't appreciate the comparison, however.

Weight * Light
Jynx isn't very heavy, which is a fact she is proud of.

Walk Speed * Average
As per her Pokedex entry, Jynx seductively wiggles her hips as she shuffles along.

Dash Speed * High
She's pretty quick, and gets much more into her hip shaking as she dashes. About as fast as Fox.

Jump * Average
Jynx has no problem gaining altitude (though with her invisible feet, we wonder how she does it).

Fall Speed * Below Average
Jynx is somewhat floaty, like Luigi.

Air Speed * Above Average
She gets around.

Traction * Below Average
Somewhat low, probably because she concentrates so hard on dancing.

Jynx cannot wall jump, wall cling, crawl, or glide.

* Special Moves *

Neutral B * Lovely Kiss

Watch out! It's Jynx's signature move! Jynx puts her hand up to her mouth and blows a flying kiss. When it hits an opponent, they will fall asleep. This heart-shaped, Pokeball-sized projectile has low priority, travels about as fast as Falco's blaster shots, and has infinite range. Jynx can only fire off one of these at a time. You can use it in midair, so try to hit opponents trying to recover!

Down B * Jynx Shuffle

Jynx turns to face the screen as she starts to move her body in a seductive, shaking, dance-like fashion (I'll leave that up to your imagination). She'll hold this pose for as long as you hold down the B button. In addition to being incredibly funny, it causes any non-shielding opponent within a Stage Builder block of her on both sides to start dancing as well! Each character's dance is unique, and they'll be stuck doing it in 3 second intervals for as long as Jynx is dancing. However, an annoyed opponent can take advantage of the split second between intervals to run away, take to the air, or try to hit Jynx and stop her dancing.

Side B * Ice Voodoo

This is one of Jynx's most important moves. Jynx's hands start to pulsate with blue energy as she waves them around in front of her. If an opponent is within half a platform in front of Jynx, they will be drawn to her hands. This isn't a grab, however: Jynx will put her hands on the foe and encase them in ice. Then, the foe is expelled from the back of their icy replica with moderate horizontal knockback and 10% damage. So, now that you have a little statue, what do you do with it? Well, the statue has 30 HP, and every time it takes 5 damage, it cracks a little. The both Jynx and the opponent can do damage to it, but only the opponent can destroy it (with the exception of one of Jynx's moves). Not fair? Well, Jynx can also use Lovely Kiss and Jynx Shuffle on the statue to inflict their respective statuses on the opponent, no matter where they are! How annoying! In addition, every time Jynx does 5 damage to the statue, the opponent will take 5% damage and become temporarily frozen solid. This is pretty handy in tough spots, but only when the statue is close by. What if it isn't? Well, inputting Side B will cause Jynx to wave her hands again and make the statue come to her! The statue will move at Mario's run speed and travel in a straight line to attempt to get to Jynx, even moving through the air if necessary. Contact with the statue while it's moving will do 5% damage and moderate knockback to a foe. The opponent can hit the statue or Jynx to stop them from reuniting, and that would be the smart thing to do, as we'll see in just a bit. Jynx can only make one statue at a time, per opponent.

Up B * Opera

Jynx showcases her lovely singing voice! She will raise one hand in the air and place the other on her diaphragm, begin to sing a low note in an operatic style. If you hold down the B button, Jynx will begin to raise the pitch of her note. Holding it for 3 seconds will result in Jynx reaching a very high, shrieking note. As long as you continue to hold the button down at this highest pitch, opponents within a range similar to that of Luigi's Negative Zone around Jynx will begin to take 1% damage every 0.75 seconds, and shields will get smaller twice as fast. If she uses this move in mid-air, Jynx herself will rise vertically along with her pitch, reaching her maximum height (the distance of Ike's Aether) at the same time as she reaches her highest note. Jynx will start to fall in the air in helpless mode after she holds her highest note for 0.75 seconds.

The other important thing about this move is that it's the only one that Jynx has that is able to shatter one of her Ice Voodoo statues. If a statue is within damaging range of Jynx for 0.75 seconds, it will shatter, and the corresponding opponent, no matter where they are, will take 25% damage and very high vertical knockback, most likely a KO at around 50%. The opponent is unable to shield, dodge, or otherwise avoid this in anyway, so they had best either destroy the statue, or KO Jynx (which doesn't get rid of the statue, but allows them to get rid of it).

Even though you should always try to reach maximum pitch, you can let go of the B button and Jynx will gradually lower her pitch again (you can cancel the animation with your shield). It might be fun to have an a cappella opera singing concert with four Jynxes!

* Standard Attacks *

Jab Combo * Doubleslap

Jynx slaps the opponent twice, pretty much in the same fashion as Peach's Standard Combo. It is quick and has a maximum of 6% damage.

Forward Tilt * Wake-Up Slap

Jynx draws her arm back and slaps the opponent so hard that a ringing noise s heard. That's a clue for increasing the damage input and knockback of this move: make sure the opponent is asleep. Try using it on an opponent that was hit with Lovely Kiss (or a Jiggerlypuff using Rest)! On a non-sleeping opponent, this attack does 8% damage and moderate knockback. On a sleeping opponent, it does 16% damage and high knockback.

Up Tilt * Snowstorm

Jynx raises her arms into the air, then starts moaning "Oooooooooo!" in an ominous voice as a vicious cold wind starts encircling her and causes her hair to go flying up. Creepy! The hitbox for this move is very close to Jynx's body and extends to the top of her standing hair (which roughly mulpitlies her height by 1.5X). the wind around her hits mulpitle times for 3% damage, for a max of 15% with flinching knockback, high priority, and minimal beginning and end lag.

Down Tilt * Boo

In an animation similar to Up Tilt, but from a crouching position, Jynx quickly throws her arms into the air and shouts "Ooo!". This simply causes the opponent to flinch and does no damage. Use this to interrupt an approaching or charging opponent, then give them a Lovely Kiss. Alternatively, if you have an ice statue nearby, doing this attack on it will flinch your opponent wherever they might be (even in mid-air). What a nasty surprise!

Dash Attack * Ice Punch

Jynx draws back and lets loose a ferocious punch charged with icy energy. The only thing really notable about this move is that it's one of Jynx's strongest and most straightforward moves. It does 12% damage with above average knockback and has a bit of ending lag.

* Smash Attacks *

Forward Smash * Avalanche

As you charge this move, Jynx begins to accumulate a large pile of snow in front of her. When you release the button, she uses her psychic abilities to created a large snow wave as wide as half a platform that can carry her opponents away from her. The longer you charge, the longer the snow wave travels before disappearing. It continuously deals multiple hits of flinching damage, maxing out at 13% damage and lasting for 1 second uncharged and 21% damage and 3 seconds fully charged. Use this move to get the opponent away and buy yourself some time to sing.

Up Smash * Frozen Barrier

After a brief start-up, Jynx raises her arm in the air and freezes the moisture in the air around her, creating a dome-shaped barrier that's nearly a platform wide. The longer you charge before releasing this move, the tougher the barrier is. Uncharged, it only takes one hit to break, but fully charged, it can take up to three. It fades away on its own after 2 seconds. The main use of this move is to protect yourself and your ice statue and give you a safe place to start singing. Don't rely on it too much, though!

Down Smash * Icy Wind

Jynx faces the screen and thrusts her hands left and right, releasing bursts of wind in both directions to push opponents away. The longer you charge the move, the the farther away opponents are pushed back. Though this move does no damage, the hitbox is taller (1.5X Jynx's height) than that of Forward Smash. Use this when you've got threats on both sides.

* Aerial Attacks *

Neutral Aerial * Donk

Jynx thrusts her hips to her left, then to her right. Though this attack is rather short range, her hips have rather large hitboxes and send foes flying horizontally with above average knockback and 12% damage.

Forward Aerial * Godiva

Jynx whips its head forward, causing its long hair to go flying ahead and hit opponents for 10% damage and moderate knockback. This move's pretty quick, has deceptively long range, and Jynx's hair is a disjointed hitbox, so what's not to like? Although the bigger question is: how does Jynx do so much damage with her hair?

Back Aerial * Distress

Jynx strikes a dramatic pose in midair, tilting its head backwards, closing its eyes, holding a hand up to its forehead. Its hair whips in the wind. Wait, wind? While striking this helpless-looking pose for 1.5 seconds, Jynx conjures up an frigid breeze that blows behind her and hits opponents up to a platform's distance away multiple times for a maximum of 12% damage with flinching knockback.

Up Aerial * Adoration

Jynx acknowledges her loving fans! She blows kisses upwards using both hands in a wide, appreciative gesture. She doesn't actually blow anything from her mouth; it's her hands that do damage. She has a sweetspot and she pulls both hands away from her mouth at the beginning that does 14% damage, but foes hit with only a single hand take only 10% damage. Either way, the knockback on this move is on the low side, which makes it excellent for juggling (and showing more love).

Down Aerial * Grace

Jynx stalls in mid-air while assuming a face-down horizontal position, and begins to fall elegantly straight down with her arms spread wide at the same speed as Sheik's Down Aerial. Her whole body from head to toe is a hitbox that deals 9% damage and moderate downwards knockback, with the exception of a small sweetspot closer to her chest area that does 13% damage and spikes.

* Grab/Throws *

Grab * Love

Jynx lunges forward with both hands and grabs the opponent by the shoulders (when applicable). She actually has above average range here.

Pummel * Muah!

Jynx plants a big wet one on the opponent that does 2% damage. Pretty fast for a pummel.

Forward Throw * Icy Fresh Breath

Jynx plants another big one on the opponent, except this one freezes them solid! Should've have eaten so many mints. Does 10% damage. You can't chaingrab with this since breaking out of the ice sends the foe airborne a little bit, but this is a good one for damage racking and of course, if you're right next to the edge.

Backward Throw * Inappropriate

Jynx swings the opponent around, and lowering them nearly to the ground, gives them a very romantic kiss that lasts a little too long. When Jynx releases them, they run away for a distance of one and a half platforms. Sheesh! Send a Lovely Kiss after them.

Up Throw * Coloratura

Jynx decides to give her foe a private performance. With an expressive pose, she begins singing a high, shrill note and focuses the sound onto the foe so that they are lifted into the air nearly a platform's length high. They accumulate 10% damage and the final note sends them flying vertically a short distance.

Down Throw * Bass

In contrast to the Up Throw, Jynx shoves the opponent to the ground and belches a horrendous low note that deals 8% damage and bounces them into the air. Follow up with an aerial!

Final Smash * Perish Song

Jynx has grabbed the Smash Ball! It's time for the grand finale! As the stage darkens, the fight stops and a single spotlight focuses on Jynx, who mournfully wails a short, haunting melody in a minor key. A ring of crimson music notes drops from the sky and lands around Jynx. Then the performance is over and the fight resumes. However, any foe that was within a range the diameter of Negative Zone around Jynx when she sang takes 30% damage and massive vertical knockback roughly 10 seconds later. It's pretty much a OHKO. As the old saying goes, it's not over 'til the fat lady sings.

* Playstyle *

So, you've chosen to play as Jynx! Interesting choice. Jynx is a pretty fast lightweight, but she's not very strong and offensive. Her only reliable good standard KO moves are her Dash Attack, Ice Punch, and Forward Tilt, Wake-Up Slap (only when the opponent is asleep). However, she does have other options with Icy Voodoo and Opera.

Jynx should have a couple of opportunities to do her Voodoo on an opponent between her high speed, Jynx Shuffle, and Lovely Kiss. Fire a Kiss to an unsuspecting foe from afar, or if they're close up, use Down Tilt to scare opponents or Jynx Shuffle to incapacitate them into a Kiss. You can even launch one after a Forward or Down Smash. No matter how you do it, take advantage of Lovely Kiss's speed and range. Once your opponent is incapacitated, use Icy Voodoo to create your ice statue. Your opponent will immediately try to attack you or the statue, but you have various moves at your disposal to keep them away, including all of the aforementioned moves, but also Up Smash as a protective barrier and attacking the statue itself to stop them in their tracks. All you need to do is use your basic combo to slow them down, or alternatively, use Neutral or Down Special or Down Tilt on the statue to incapacitate them from a distance. If your foe manages to separate the statue from you, bring it back to safety. Whenever you feel like you have enough time, go for the Opera. It'll all pay off once you succeed. Doing your Voodoo might get rough when you have more than one opponent to focus on, however.

Jynx isn't too strong in the air, but she can hold her own. Forward and Backward Aerial can help edge guard, but don't get too daring, as Jynx's recovery doesn't give any horizontal distance at all. Don't stray too far from the edge. Up Aerial is good for damage racking, and if you're particularly gutsy, go for a spike with Down Aerial. Jynx's grabs aren't too vital to her game, though she does have a good grab range and Forward and Back Throw can help get opponents away and buy you some time.

Playing as Jynx is risky and can be a chore to succeed in if you're not careful, but stick it through! She can be rewarding and fun, and most importantly, she just might unnerve your opponent with her quirky style. Muah!

* Extras *

Up Taunt * Jynx shakes her hips.

Side Taunt * Jynx shakes her hips.

Down Taunt * Jynx shakes her hips.

Victory Pose 1 * Jynx shakes her hips.

Victory Pose 2 * Jynx shakes her hips.

Victory Pose 3 * Jynx shakes her hips.

Loss Pose * Jynx shakes her hips.

Character Entrance * Jynx shakes her hips.

Costumes * Jynx shakes her hips in her Default costume, Dark Red (with black face), Blue, Yellow, Green, White, and Black.

Kirby Hat * Kirby gets a long, blonde wig. Now he can shake his hips and blow Lovely Kisses!



* The End *

 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
CANON ENVY



BACKGROUND

Envy returns, more true to character then ever! Clearly he was too underpowered last time, so this time he’s here to set things straight. He’s still heavy as all hell (Heavier actually), and now that blasted parasite form is removed. Furthermore, Envy heals all damage the moment after he takes it. Envy’s fall speed is also insane, though, so unfortunately he can be infinited. . .Or not, seeing his feet are a spiking hitbox as powerful as Ganon’s dair as he falls due to his weight, pitfalling anybody on the ground to boot. Good luck utilt juggling him now. . .Envy unfortunately has no aerials due to how fast he falls, but who cares about that? As for chain-grabs, Envy simply slides too far like Luigi to be chain-grabbed.

SPECIALS


Neutral Special – Envy
Envy turns into the foe, keeping all his weight and instant regeneration in-tact. Pressing Neutral Special again turns you back to normal. Now there’s no reason whatsoever not to pick Envy, as there should be.

Side Special – Walking Dead



Envy extends out an arm and begins to release a zombie out of his arm from his inner form. The zombies function just like Romero’s and Envy can make as many of them as he wants. If you use this button input with 15 zombies already summoned (Which only takes half a second), you swap to Romero’s moveset. Pressing S Spec again turns you back.

Up Special – Assassinate
Envy turns into a flea so small that it’s invisible for as long as you hold B. When you release B, Envy appears behind the foe and grabs them in a choke-hold, turning his arm into a blade and decapitating them for an instant KO. You’re also completely invulnerable like this and can stall forever while your zombies wreck the foe, and they can’t keep spot dodging forever. . .

Down Special – True Form
Envy hunches over, then expands very large very quickly. First he becomes a four legged creature, then his head becomes that of a beast, then zombies start oozing out of his sides. . .Charming. He’s quite a handsome fellow.



You can stay in this form forever, entirely invulnerable. You’re incapable of jumping, so make sure you activate the Down Special on the main part of the stage or else you’ll either be stuck and incapable of doing much, or possibly even kill yourself. Your movement is also very slow, half Ganon’s walk, so you’re somewhat stationary, making this best on small stages like Battlefield. Envy is the size of Dark Beast Ganon in this form.

Neutral Special – Devour
Envy sticks out a tounge made of flesh and zombies to try to devour somebody with it. This has little starting lag and goes half Final Destination from Envy, but if he misses he has to wait for his tongue to go back into his mouth like a tether grab with some lag (Though it’s not terrible). This has grab priority, which one wouldn’t think matters due to Envy being invulnerable, but it can interrupt foes from whatever they’re doing, save a dodge.

If he grabs someone, he’ll still do the whole animation, the foe no longer being visible as Envy’s devoured them. This doesn’t KO the victim, but they have no way of getting out unless Envy lets them out with his side or up special or the Down Special ends. Foes take 12% a second while inside Envy as they’re digested, and if they reach 150%, they get KOd.

Side Special – Vomit
Envy pukes forward a mass of puke a third the distance of Final Destination as tall as he is. This is very laggy, but does mass multiple hits to those caught in it that can potentially add up to 60%. This is very easy to DI out of, though, and when combined with the lag you’ll be lucky if you deal 30% with this. However; if you devoured anybody with your neutral special they’ll be puked up and be caught too deep in the vomit to avoid it, taking the full force of the attack.

Up Special – Chocolate Dropping
Envy grits his teeth as he looks skyward, eyes closed tightly and gripping into the ground. He looks quite constipated, to say the least. . .This causes a big brown ball of poop roughly the size of Bowser to appear behind Envy and roll the distance of Final Destination at a good speed, doing 20% and knockback that kills at 100%. This is VERY laggy and the animation gives you plenty of warning of the move, so this isn’t nearly as appealing as Envy’s other options.

If you’ve devoured a foe, though, they’ll be processed out in the poop, their arms, legs, and head sticking out of the poop. The wads of poop won’t disappear after going off a ledge and are affected by gravity, so if you devour somebody, go up against a ledge and face away from it, then use this move, there’s little your foe can do to escape this. Still, at low percents it’s quite possible to escape after a mere third of the ride is over, so this really is only an easy KO on walk offs.

Down Special – Spawn Zombies
Envy roars and shakes his sides violentely. This has no hitbox, but slowly causes the zombies to ooze out of his sides, one per second, which function just like when produced with his side special. This doesn’t cause Envy to take 15%, and they stick around after the Down Special is over, which means you can just absorb them back into yourself for healing. You could theoretically just sit around and spawn them in mass, but your foe would be likely to kill them off as you did if you left them unattended to.

STANDARDS


Standard Attack – Mewtwo
Envy turns into Mewtwo. Pressing Neutral A turns you back, but why would you want to? Not even Envy can question almighty god.

Dashing Attack – Human Surfboard
Envy does a grabbing motion with his arms forward as he continues to dash with average lag and below average range. This counts as a grab. If he doesn’t grab anyone, he keeps dashing like normal. If he does grab someone, he’ll toss them forward and jump on them, sliding forward on them. The first jump on the foe does 100%, and for each second the foe is slid on they take another 60%. Envy slides forward half the distance of Battlefield on the foe over 2 seconds, meaning this does a total of 16%. If Envy and his “surfboard” reach a pit before the ride’s over, Envy’ll automatically footstool them. Envy and the foe are a high priority hitbox as they slide forward that deal 10% and knockback that kills at 100% to foes aside from the main victim. This is totally not stolen from Gluttony.

TILTS


Forward Tilt – Low Blow/Tentacle ****
Envy does a low blow at males to stun them for 10 seconds and deal 25%. This is capable of stacking. Against females, Envy does a diving tackle and gets on top of them before his limbs turn into tentacles and he performs a visual feast for all to see. Yes, he’s straight. Instant KO.

Up Tilt – Dragon Breath
Envy turns his head into a dragon’s to perform Bowser’s fire breath with no start up lag and triple the range and power. The fire never dies down.

Down Tilt – Serpent Form
Envy’s bottom half turns into that of a snake, turning him somewhat into the land equivalent of a mermaid (Or merman, whatever floats your boat). This lasts for as long as you’d like until you use the dtilt again, which turns you back to normal. While in serpent form, your jumping and running is increased to 15/10 and enabling you the ability to move while using your utilt, allowing it to infinite. Your grab also has no lag whatsoever.

SMASHES


Forward Smash – Dragon Rush



Envy turns into his dragon form from the anime and rushes forward at Sonic’s run speed, anything that his mouth comes in contact with getting devoured for an instant KO. Press any button to come out of this early. If you somehow go off-stage with this, just hold your Up Special until the foe goes back on the stage to recover.

Up Smash – Bulk Up



Envy laglessly buffs himself up to resemble Manga Sloth, the only difference being he keeps his face in-tact. He has all the moves of Sloth, but due to not being lazy like Sloth he’s able to fully take advantage of his speed, giving all his moves 0.01 frames of lag. Use the usmash again to return to normal.

Down Smash – Living Armory
Envy generates a golden hammer that’s never squeaky out of nothing whether or not items are turned off. He also gains superarmor/anti-grab armor.

THROWS


Grab – Lying Snake
Envy turns his arm into a snake and reaches forward with it, the snake biting down once it reaches maximum range. Range of half of Battlefield with lag of Snake’s utilt. If Envy is in serpent form, the lag is reduced to 0.01 frames.

Pummel – Breathless Anticipation
Envy swirls his snake arm around the foe, strangling them and trying to rob them of any air. Instant KO.

Forward Throw – Decapitate
Instant KO.

Back Throw - Copycat
Envy performs a throw capable of chain grabbing the foe. Nana will spawn if necessary.

Up Throw - Taunt
Envy lets go of the foe slowly as he mockingly says either “Give me your best shot”, ”I know you can do better then that”, or ”Is that the best you can do?” at random , folding his arms and smirking at them. This enrages the foe and causes them to attack, but due to their rage they attack with something far less then ideal. What exactly is it? Envy chooses by selecting any button input he chooses, manipulating the foe into doing what he wants.

The most obvious use of this is to, say, force Ganondorf to use his neutral B, but this is far from useless against foes without laggy moves, as you can force them to use the move you want to copy via your neutral special.

Why destroy the foe yourself when it’s so much more satisfying to see Dingodile blow himself up?

Down Throw - Envenom
Envy bites into the foe with the head of his snake arm, knocking them to the ground. This deals 10% to the foe every second in poison damage for the rest of their stock.

Zombie Grab – Absorb



Envy’s power is increased by 10%. Might not seem like much, but considering you can make 15 zombies in half a second. . .

Final Smash – Results Screen


The battle ends and the results screen and comes up, saying that Envy’s won. Just getting the inevitable out of the way.

MATCH UPS


Vs. Raptors: 100/0

Vs. Mustang: 100/0, Survivor's favor

Vs. Meta Knight: 100/0

Vs. Mewtwo: 0/100

EXTRAS


Extra Animations


Up Taunt – Evil Laugh
Standard obligatory evil laughter. Envy’s voice is made much, much deeper and stereotypical in this canonical rendition of him.

Side Taunt – Costume Change
Envy changes his attire to Greed’s. He’s straight, dammit!

Down Taunt - Flex
Envy flexes his manly muscles.
 

Plorf

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



INFO

Onix is a first generation Pokémon, its type being rock and ground. It's a giant rock-snake thing that everyone seems to think is fail tier. When you think about it, though, it doesn't make sense, so this here is a more logical Onix.

Onix is a very large character, but that doesn't make him a pit lord like Valozarg. Instead he's just broken beyond all belief. Sorry. Anyway, he has somewhat of a mechanic. Each of his segments takes individual knockback, though they stay connected to the rest of him. That means that, should someone hit his midsection, it'll bulge out rather than making his whole body flinch. Quite nice, and quite broken too. What fun! That also makes him virtually unstoppable, especially considering grabs are impossible and attacks mostly don't cut it.

When you move Onix around, you'll find that simply rotating the control stick around will turn his head in a direction, the rest of his body following. Combined with this is Onix's solidity-- he can't be passed through without dodging. He's so big that, if lying flat on the ground, he can be a stage. Onix also pitfalls anyone under him if he falls onto them, complete with the 10%. As a side note, Onix is damaged by water, but not pushed back. He's a very interesting character to use.


STAT

SIZE ✖ 40/10
Onix has a similar size and shape to Rayquaza.

WEIGHT ✖ 40/10
He's also pretty damn hard to kill. Don't compare these stats with Valozarg though...

POWER ✖ 10/10
Of course Onix has power, what are you talking about?

GROUND SPEED ✖ 10/10
This is tricky. Due to his size, he can cover a lot of ground, especially underground, but if Onix was small, he'd be very slow.

AIR SPEED ✖ 1/10
Onix doesn't fly...

ATTACK SPEED ✖ 1/10
Onix's attacks are extremely telegraphed, but avoiding them is quite difficult.

FALLING SPEED ✖ 10/10
Very very fast fall speed. Gravity does its duty.

RANGE ✖ 10/10
While Onix doesn't really have projectiles, his melee range is by far the best in the game.

PRIORITY ✖ 10/10
It's not so much that Onix's attacks have priority, it's that attacking him won't necessarily interrupt him.

JUMPS ✖ 1/10
Onix? Jumping? Hahahaha. He can get off the ground higher by building up momentum from below, but honestly Onix shoudn't do a lot of jumping.

RECOVERY ✖ 10/10
How is this so? Well you see, Onix's body is the biggest tether in the game. If his mouth is near the edge, it'll grab.

SPECIAL

DOWN SPECIAL ✖ DIG
This is way cool. Onix dives head-first into the ground, his tail following suit. At this point you're free to control him throughout the stage. You can poke your head through final destination to avoid projectiles and such. Your tail is quite vulnerable while you're digging, but fortunately that doesn't stop Onix.

Anyway, just imagine giant rock snake hiding inside Hyrule. That's pretty scary, especially when he can trap you between himself and the stage. If someone doesn't dodge around him while he does that, they'll take about 12% and decent knockback. This part's cool: pressing A prompts Onix to open his mouth, grabbing anyone in the way.

That segues into pulling them through the stage, them taking constant damage as long as you're moving underground. Holes you leave will affect opponents, so they an actually fall through a stage in theory. The tunnels will heal after some time though. You stay in digging mode until your body is entirely above ground, being able to use any move while digging. Very fun move, very important too.


NEUTRAL SPECIAL ✖ PURSUIT
Onix can find it just a bit difficult trying to keep up with the opponent's movement, due to their ability to dodge and shield and whatnot. Onix's answer to this is homing in on the nearest foe with his head, slightly quickening his speed. This is especially noticeable underground, since his head will pop up right by the opponent. If you're not satisfied with your heading, you can adjust it manually, though it's always more effective to cancel into full manual.

This flows rather nicely into a grab, or one of your beastly standard attacks. The extra speed provided by this move also aids your jump, if you angle upwards of course. That allows you to use an aerial on an enemy with better vertical height, though Onix will still drop to the ground immediately. It's funny how such a simple move can be so useful for a giant rock serpent.


SIDE SPECIAL ✖ ROCK THROW
While boring through ground, Onix doesn't just make the earth disappear, magically. It has to go somewhere. Onix will eat it up as he goes along, and when it comes down to it, he can spit up dirt and such on command. Simply put, Onix spits up a rock and throws it wherever you choose with a good deal of lag. Rocks obviously obey gravity, so they'll at max travel a Battlefield length. Rocks deal 16% and good knockback, then shatter.

Onix can't hold infinite ammunition. He must keep burrowing to continue to use this move. A quick dip in soil, going fully in and fully out, gives Onix about five shots perhaps. Conversely, he can't hold too much, either. Onix is not able to carry more than ten shots at a time, which is not so crippling, really. Extra ammunition does actually weigh something, so this can actually be used defensively. Items can also be thrown with this, being picked up through a grab.


UP SPECIAL ✖ BIND
While Onix's grab game needs no boosting, he knows no bounds. He'll go right ahead and use his tail to seize the nearest foe automatically. While this doesn't have great range (for him), it's quite good at telling people off. Anyway, when he's holding someone, he can perform any move on them, including a standard grab. Moreover, he can use his physical moves to great effect, especially the aerials he'd likely be unable to pull off. The grab is escapable, though it takes a great deal of effort to break loose.

While snatching enemies up with your tail is a bit slow, its payoff is immense. It's practically an instant KO if you grab someone with this at high percents. Can you see now why Onix is broken? This kind of power cannot be argued with, really. I'll apologize to every lightweight character in advance, since they especially stand no chance.


STANDARD

NEUTRAL ATTACK ✖ TWISTER
Did you know that Onix was in the previous two Smash Bros. games? He was a Pokéball in 64, and a balloon in Poké Floats. In his Melee incarnation, his float rotated its segments individually, so Onix liked that and brought it back. He spins his segments around instantly, this being his fastest move. He'll keep twisting about as long as you hold A, making his body suddenly a hitbox that deals a weak hit of around 6% and average knockback, though it's hell if you trap someone in between you and the stage while spinning. That's actually its main use, since people will generally want to stay far, far away from Onix.

FORWARD TILT ✖ HEADBUTT
Onix is not a very complex character. As such, he doesn't have very complex attacks. One of his is a basic lunge, followed by an immediate fall. It'll hit foes a decent ways out, his head doing about 17% and good knockback. Remember Onix's ability to aim and home in opponents, however. This attack gets very annoying very fast, and although it has awful end lag, it's just so difficult to dodge. Great to use out of a Bind.

UPWARD TILT ✖ GIGA IMPACT
Onix makes himself a pillar, stretching out to his absolute maximum height. His tail is a bit difficult to balance on, so he'll fall in the direction you aim or, if you don't do anything, he'll just drop in front of him. Note that since this is entirely using gravity, Onix doesn't do any damage. Due to his large body, however, this has horrifying range and power, capable of pitfalling everyone on the field. If you're rooted in the ground by your tail, this is an impossibly cheap spike, as well. Jolly good fun.

DOWNWARD TILT ✖ IRON TAIL
Predictably, Onix lifts up his tail for this move, it doing about 14% and nice upwards knockback. It has decently fast startup but, as usual, hefty end lag. The interesting part is that Onix can hold up his tail indefinitely. Since his tail is probably his least important area, it can easily block attacks and shots from doing anything that's not laughable. I guess it's a shield, but it's not a transition into any sort of grab or anything, just spam guard.

DASH ATTACK ✖ TACKLE
Onix does not really have a lot of momentum under normal conditions. When he's moving normally on the ground, he'll just flail forward, his body doing about 15% and good knockback. It's a lot more useful underground, though, since Onix is a great deal faster there. If used under the surface, Onix leaps out of the ground like a trick dolphin and hits opponents for 18% and higher knockback before plunging back in. Moderate lag on either end, but again, just try and interrupt it.

SMASH

FORWARD SMASH ✖ TAKE DOWN
While not exceptionally powerful, this smash boasts low lag and good priority. Drifblim simply deflates himself so that he's a thin little fellow, but the force of all the air rushing out makes him lose control. The attack covers a vague range within a Bowser in front of him, but his path is random. This means that this has multiple hits, each one doing anywhere from 5-8% (7-10% charged) and light to rather beefy knockback. There are about four hits.

Again, the order of these hits is entirely random, but you can DI yourself a bit to move the hitbox. If you fully charge the smash and manage to get weaker hits in first, you're looking at around 35% and knockback that kills at 100%. Low priority. It ends with Drifblim in the air. This is pretty comical, actually. Heh.


UPWARD SMASH ✖ STONE EDGE
With no discernible charging animation or lag, Drifblim stays in a basic pose and, upon charge completion, experiences some ending lag. Obviously, the cool stuff happens while he's charging? Quite right. If anyone attacks him during the charging, a huge explosion occurs inside Drifblim expanding him to around Dedede's size before retracting.

This has short duration and high priority, but the real boon is great knockback. It kills at like 90% under ideal circumstances. It doesn't do any damage, though. If your opponent is keen, though, they'll notice that you take on a slightly different pose than normal while charging. Considering that Drifblim is a good damage-racker, this should be a no-brainer kO move.


DOWNWARD SMASH ✖ MAGNITUDE
Remember the ethereal string that Drifblim used to stay on the ground? It plays an offensive role here, quickly growing into a blinding flash that takes on a vague "U" shape. The light dissipates into a batch of mist (purely visual) that's rather like a smoke ball. It obscures the immediate area for but a moment, but it's ample time for Drifblim to pull off another quick move, like an FTilt or an USmash. It also does about 10-17% and some mediocre knockback.

The best part is that Drifblim immediately turns invisible when he uses this, like he's an octopus or something. The effect goes away when he's hit or when he attacks, so that feature has limited use. Still though, it's so so handy for escapes and mindgames. This has some startup, but is lagless at the end.


AERIAL

NEUTRAL AERIAL ✖ RAGE
Ah, another useful move! Here, Drifblim conjures a cool invisible aura around him, this coming out lightning-fast. The field lasts until you press A again, actually, with the max time being 6 seconds. The thing is, it gets weaker as you draw it out, with a more forceful push at the end of the attack. That means more things will bypass the shield.

The psychic aura repels projectiles and physical attacks quite well, but it has some bad ending lag just in case you really want to use it a lot. You'll find that, even though it doesn't do damage, the "knockback" it gives out is the #1 tool you'll use to stop people from hitting you. It also has a neat interaction with the next move...


FORWARD AERIAL ✖ SLAM
From his ✖, Drifblim fires out an eerie bluish flame thing that's about the size of two Olimars. This has average lag, but it's not a very strong attack. It only deals 6%, but has some knockback that can't kill... ever. I forgot to mention that this is basically a projectile: this has a range of up to a Bowser in front of you.

Speaking of forgetting, I told you that clouds couldn't be destroyed. Well, I lied. This move alone can destroy clouds in a fiery burst that deals 10% and the same knockback as the FAir itself. Oh yeah, and one more thing. When used while Psychic is active, the flames from this attack circle around Drifblim, acting as a barrier aainst anything, really. The ghost fire is a high-priority hitbox that does 4% and little knockback on contact. While the shield's active, the aura still decays, but since there's now an actual hitbox in here, you'll still cancel more attacks than otherwise. High priority.


BACKWARD AERIAL ✖ TAIL WHIP
Without turning around, Drifblim phases out this carbon copy of him, only it's blurry like Lucario's counter. It's only meant to last a moment, and during that moment, you'll switch places with the copy, or tap back to stay where you are. That alone is good for mindgames, but this also does damage. It's not much, maybe 6% and minute knockback, but the point is it has no lag, and isn't punishable, really. It's also a substitute for an air dodge, if you really feel you can't live without one.

UPWARD AERIAL ✖ DOUBLE-EDGE
Attacking again from the cloud on his head, Drifblim shoots out this weird little cloudy ball that quickly travels upwards with fairly little lag. Upon hitting an enemy, it explodes with, oddly enough, ice damage of 5% with slightly downwards knockback that, again, can't kill. It can travel a Ganondorf up.

This is boring unless you hit a cloud, in which case it'll start sleeting. Sleet goes down forever, dealing 2% per second in nonflinching hits. It lasts until the cloud disappears, so endless rain is indeed possible. If you grouped clouds, this gets you a huge area of affect and a very nice damage-racker. Combined with an Ominous Wind, you have a mobile hitbox, albeit an easy-to-escape one.


DOWNWARD AERIAL ✖ EARTHQUAKE
Okay, so the down special is useful and all, but without this you'd be screwed in competitive play. Drifblim launches out a ghostly string downwards about one Snake height. This is kind of like Sheik's chain, there being a sweetspot at the tip that does more damage. The sweetspot deals 10% damage and set knockback downwards, whereas it does 6% and like, no knockback otherwise.

Anyway, if you're close enough to hit the ground with the tether, it'll stick to the stage, anchoring Drifblim in place. From here he can use his ground moveset, or his "KO" moveset. Yeah, these are the only moves of his powerful enough to knock someone off the stage. If you need a better angle to hit with something, hold down to move lower, and up for higher. To get back in the air, simply jump. It couldn't be easier. Very low starting lag, okay ending lag.


GRAB

GRAB ✖ BITE
Drifblim can only grab in the air, since he grabs from above. So what he does here is pick the foe up and carry them beneath him, but since he still has to float in place, Drifblim automatically lightens up to lift the enemy. The more the enemy weighs, the more weight he loses when picking them up. Drifblim also loves stealing from Arche, so he's going to be able to carry the foes freely, however slowly.

PUMMEL ✖ CRUNCH
This is rather simple. Drifblim spins with the foe, doing 2% per hit. It's spammable, though. Spinning will increase the hitstun of each throw, since enemies need time to recuperate from being dizzy, yes?

THROW ✖ SEISMIC TOSS
Now, Drifblim doesn't have four unique throws. Since he's in the air, it's be rather awkward anyway. Instead, each throw does 6% and some below average knockback. Hey, you can't expect much, anything more would permit spikes. Anyway, you can grab foes who've been hit by a NAir, which is basically Drifblim's take on shield grabbing. When the opponent is thrown, Drifblim suddenly springs upwards, due to the weight he had to lose to remain aloft. Extremely difficult to punish, this.

FINALE

SUPER ATTACK ✖ ROCK SLIDE

When Drifblim gets a Smash Ball, which is a pretty easy task mind you, he moves to the top of the stage and drifts far away. Must mean a storm's coming... Moments later, ghostly winds arrive on the stage that blow everything to the left at a pretty deadly rate, these being inescapable. To make matters worse, huge whirlwinds appear that are similar to the tornadoes on Hyrule Castle in SSB64. They'll spin you about and launch you upward for 40% and some awfully high knockback.

The tornadoes are not incredibly common, but you'll want to avoid them for sure. This final smash lasts 17 seconds, which is either a waste or unbearably long, depending on existing environmental conditions. Either way, your foes will end up being windswept. This is actually a very loud, scary super attack.


PLAYSTYLE

Drifblim's game is hide and seek. Often times the opponent won't be able to hit him, and when they have the opportunity, he can take defensive measures. He's really annoying to fight, actually. Whether it be trying to penetrate Drifblim's Psychic shield or predicting where he'll appear next, it's a huge challenge to win against him, even though he's combo bait.

Drifblim's attack speed can get really annoying, especially when he's manipulating you so so easily with a down tilt or launching projectiles at you from above. Though if your Drifblim is really spammy, you can guarantee you'll be able to get past his attacks, since they have awful decay at times. Another weakness is his difficulty in getting to the ground. If Drifblim's foe can pressure them enough, he'll never have the opportunity to KO.

Speaking of KOs, there are a couple of tricks in landing them. Hypnotizing the enemy can either make them vulnerable to a Forward Smash, which is often the best move to use in this case. Though if your opponent decides to attack right after they wake up, An USmash is really great. If you don't want to rely on smashes, there's always a well-placed utilt or ftilt, and if you're desperate, neutral a.

You have a great grab game as Drifblim. It's good if you want to drag a foe into a raincloud, but it's ideal for setting up combos as well. DAir is a good move to use after this, considering it has a large hitbox, but any aerial will do. Up throw combos well into ground moves, since they space the foe, allowing a tether.

By the way, gameplay without your FSpec is awful. Drifblim can't solely rely on a down special to get him to ground anyway, so Ominous Wind is often a blessing... it can even gimp! However, if you hit a foe with it, they're more than likely to combo you half to hell if you don't bring protection. For such reasons the NAir, FAir, BAir, and DSmash exist. If you can't reliably "shield", try a "dodge", and if that doesn't work, just go invisible to plan your next move.

Drifblim is an odd specimen. He lives in the air, he's extraordinarily shy, he falls UP... Don't think he's god tier, though, since pressure can potentially shut Drifblim down. He's not underpowered, either, he has far too many useful moves. He's just different is all. A bereft spirit.


 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
345 Mother *INFRACTIONED*

Since this is a infractioned post, it means I'm a somebody now, which means that I should should post something important.

My next moveset Plusle and Minun is on the stages of greif to me: the non-specials. Thankfully I can say four words for certain. I NEED YOUR HELP. Baically all I need from you is two specific details how many moves in should be electrial based and how many moves should/can involve the two mice working together. You can go to extremes though and add them in subcatergories or you can just leave it be. However the more you can give to me, the more you make my first moveset since who knows when a success. For non-spamming purposes, PM me for the results you want. Once one day has passed, I'll tally up the votes and see what I can make out of this.

Sample sheet:

Total amount of attacks: 18

Electrical to Non-electrial:

Must have both of them to can have both of them to doesn't need to have both of them:


Standard attacks (includes tilts): 5

Electrical attacks to non:

Must have both of them to can have both of them to doesn't need to have both of them:

Smash attacks: 3

Electrical attacks to non:

Must have both of them to can have both of them to doesn't need to have both of them:

Aerials: 5

Electrical attacks to non:

Must have both of them to can have both of them to doesn't need to have both of them:

Throws: 5

Electrical attacks to non:
Must have both of them to can have both of them to doesn't need to have both of them:


Remember the only reason I posted was the spur in the moment that I'll get the 345th post here. Oh, and to help me to benefit you.

EDIT: Well... I got the 344th post instead... I'll go to the chat right now to not get anymore infractions.
 

smash_pilgrim

Smash Cadet
Joined
Dec 24, 2007
Messages
32
Location
North California
German-Dorf

Base character: Ganon

Stats:
  • German: 10/10
  • Strength: 7-10/10 (dependent on if drunk)
  • Speed: 4-2/10 (dependent on if drunk)
  • Weight: 9/10

Specials:

Neutral: Drink
Takes out a stein/mug of the finest german brew and drinks it. This acts as a kind-of charge move by giving ganon "Drunk Points" or DP's. For each time ganon drinks he gains 1 DP to a max of 10.
1% (3% if drunk) damage is done to ganon


Down: Hang-over
It's a nightmare! Somehow a german forgets how to hold his liquor. Ganon goes into "Drunk-Mode" after drinking a beer altering many of ganon's move as vell as making him stand in the dizzy animation, crouch in the sleep animation and trip verry often when moving around. The amount of time you can stay in drunk mode is dependent on DP's from neutral special. Each DP gives 3 seconds of drunken-ness also you can still do neutral special to keep your DP's up. Finally you can vomit and snap out of Drunk-Mode.
vomiting does 5% damage to ganon


Side: Autobaun
details later or ideas from supports if this guy goes over well

Up: Memories of Germany's Dark Past
Something to do with WWII where ganon jumps.... (IDEAS?)

Final Smash

October- Fest
Any IDEAS?

By the Way Ganon whould be wearing Laderhousen (or however its spelled) also please add on to concept if you have ideas for the rest of his moves.:):)
 
D

Deleted member

Guest
The Master Warlord is an leader (The servants of Mendez from the Make Your Move series. He was once a good man, but once his wife cheated on him and participated in pagan has amazing organisation which is present in this set as well. While allowing him to get over the unfortunate turn of events and giving him untold power, it drove him insane. He has his guards bring him the people under the false pretenses of accusing them to be PPL, then devours them alive. Not a pretty sight. While he is ultimately defeated, he is offered one more chance for survival by Mendez. . .If he sacrifices Kupa, the only thing he still holds in value. The Master Warlord refuses, and is then promptly dragged to the gates of hell. The Master Warlord is able to turn parts of his body (Or all of it for that matter) into slime and extend it. In addition, he also has mind flayer like abilities in that he can use his slime to brainwash unwilling victims, leeching off of their brain. He also has a rather monstrous demonic slug form, the peak of his power. Priority »»» 10 Traction »»» 10 Weight »»» 9.5 Falling Speed »»» 8.5 Size »»» 7 Range »»» 6.5 Recovery »»» 6 Attack Speed »»»5 Aerial Movement »»» 3 Power »»» 1.5 Movement »»» 1 Jumps »»» .5 You can’t honestly tell me you were expecting these stats from a fat ass like him, can you? That horrendous movement would make one think he was sitting in his throne (Which he isn’t, he walks normally), for crap’s sake. That’s also not an exaggeration in attack speed at all. It’s rare for him to have that much lag, the only thing bogging him down being the long duration of a good amount of his attacks. He’s also pitifully weak and has no attacks that cause actual knockback beyond some set knockback, relying on his grab-game to score KOs. Beyond that, nothing else is too surprising, but the Master Warlord has ways to make up for his bad ground mobility (He doesn’t even have a dash). . .Though the same can’t be said for his piss poor air game. The Master Warlord has no aerials. Seriously. Neutral Special – Bodyguard
The Master Warlord claps his hands casually to summon Kupa, his captain of the guard, who comes in from the background with very little lag. He has a very stupid AI and has a miniature moveset of his own (Detailed later). While Kupa only takes half as much damage as normal, the catch is that he and the Master Warlord share the same damage counter. The Master Warlord can’t resummon Kupa after he gets KOd for the rest of his stock. If you press this button input with Kupa already summoned, you’ll instantly switch control to Kupa and he’ll start taking full damage while the Master Warlord takes half damage. You can swap at any time even if your character is in hitstun/is in the middle of a move with no lag or visual indication whatsoever. When your other character is being controlled by the cpu, they'll generally play defensively and aim to protect you/themselves, meaning you don't have to constantly babysit the cpu character (Usually Kupa), though you'll have to swap between them a bit to get much offense done. Both are essentially immune to grabs/combos seeing you can just switch control to the other character to free your comrade. This helps massively with the Master Warlord’s otherwise high vulnerability to them. . . [0%] Up Special – Slime Base
The Master Warlords lower half turns to slime, then starts rapidly extending upward (You control the horizontal movement) triple Ganondorf’s height, propelling up his upper half. You can easily sweetspot a ledge with this to end the move early and this all happens pretty fast, but this has no hitbox. Hitting the Master Warlord’s main body with a melee attack ends the move early, but hitting the slime won’t hurt the Master Warlord at all. You can easily sweetspot a ledge with this to end the move early and this all happens pretty fast, but this has no hitbox. Hitting the Master Warlord’s main body with a melee attack ends the move early, but hitting the slime won’t hurt the Master Warlord at all. While it is a respectable recovery, using it on the ground is where this move truly shines. If used on the ground, you can manually control the slime with the analogue stick, allowing you to extend and retract it as you please. Since the Master Warlord is still technically connected to the ground via his slime base, he can use all his ground moves from atop this makeshift podium. This is an excellent way to get the Master Warlord out of harm's way, and decent compensation for the fact he has no aerial attacks. If you input the Up Special once you already have a slime base it’ll quickly snap back to the Master Warlord. This is your only real way to get up into the air due to the Master Warlord’s bad jumps. In addition, seeing the Master Warlord has no –real- aerials, if you input a “dair” when within double Ganon’s height of the ground the Master Warlord will perform the Up Special in reverse. This creates a slime-base underneath him to firmly secure himself to the ground, where he can actually function. [0%] Side Special – Slimeball The Master Warlord coughs up a ball of slime that flies forwards unaffected by gravity, going two Battlefield Platforms at the rate of Ganon’s walk. It’s the size of Mario’s fireball and has identical disjointed priority, dealing 6% and small set knockback on contact. This has below average lag making it a great projectile, though the fact it moves so very slowly and it’s out-prioritzed by nearly all other projectiles can limit its’ use at times. If you hold B during the starting lag of the move, the Master Warlord will instead puke the slimeball on his hand then lob the slimeball forward. It travels in an arch-like arc half a Battlefield Platform forward before falling down to earth. The lag is increased ever-so slightly for this and all it does is buff the move by 1% despite decreasing its’ range so severely. What’s the point? Well, you can use your up special to get at a nice elevation so the slimeball will fall down a lot longer before vanishing, thus increasing the range. You can also take advantage of the arch-like arc of the projectile to hit foes while hiding behind Kupa [6%][7%] Down Special - Behelit
The Master Warlord takes out his donut (The first of the five pictures) from his cloak, the source of all of his power, gaining superarmor for the start lag. He holds it up to summon a random member of Godhand (Besides Femto) who then tells you to “Bring the sacrifice”. Unfortunately, you can’t just sacrifice the foe, as that’d hardly be a “sacrifice”, now would it? The Master Warlord becomes controllable again after this brief bit of lag while the Godhand member stays where you summoned them. This is your que to bring over Kupa or a teammate to sacrifice, as if you just ignore the Godhand member by leaving them idle for 10 seconds, they won’t take too kindly to it. If you –do- ignore them, they’ll summon in an army of damned souls to drag you to hell from the background for an instant KO (Though you have more then enough time, this is more of an easter egg).
Once you bring over your sacrifice, the Godhand member envelops them in an aura of darkness to instantly KO them, then vanishes. This dark ritual restores the Master Warlord of half of his percentage. While a welcome bonus, without Kupa the Master Warlord’s percent will go back up to where it was pretty damn fast without him there to save you from being comboed/chain grabbed. Use this strictly as a last resort. [0%]
GRAB
Grab - Leech
The Master Warlord reaches forward with his stubby arms for absolutely terrible range and huge lag. It’s nearly impossible to ever grab anything with this. Kupa on the other hand has an excellent grab, but can’t do to anything once he’s grabbed the foe. . .But this allows the Master Warlord the chance to grab the foe from Kupa. The foe has no “grab release” animation upon getting out of the Master Warlord’s grab to prevent Kupa from just regrabbing them the moment they escape. Anyway, once you’ve grabbed the foe, you can input your pummel to begin letting your slimy essence out of yourself and begin forcing it down the foe’s throat. He faces away from the screen as he does this to avoid being as disturbingly graphic as the picture. This does no damage, and you’ll struggle to notice any effect of this until you continue pummeling the foe for 5 seconds (You can stop pummeling and pick up where you left off). . .
If you do it for 5 seconds, two slimy tentacles sprout out of their body and starts rapidly pelting at them, doing 1% every other second and being unable to be removed. At 7.5 seconds, their controls reverse at random intervals briefly in addition. At 10 seconds, the Master Warlord takes over their body entirely for a KO (A slimy head sprouting out of the foe’s head as their head just lays limply, devoid of life) and the foe loses their stock while you gain control of them while the Master Warlord’s old body falls over lifelessly and vanishes. You can play as the foe normally (They’ll respawn with a fresh body), with the exception of their grab and neutral B being replaced by the Master Warlord’s, you still having Kupa at your disposal if he’s still alive/hasn’t been summoned yet (Though if he’s dead, feel free to Whorenado away).
But that’s still not all. You can also grab Kupa and force your essence into him, the Master Warlord able to do so 5X as quickly due to Kupa not resisting him and getting massive buffs to his moveset, now becoming your primary character as his arms bust off in a (cartoony) explosion and tentacles come out to replace them. Why not just instantly summon Kupa and take him over at the start of a match? Well, while Kupa is now a great damage racker, it’s near impossible for him to KO, and there’s no going back once you take this form due to the Master Warlord’s old body vanishing so you’ll inevitably get behind in the stock Master Warlord. The only time you should do this is after you’ve KOd the foe to further secure your lead. If you accidentally grab Kupa and don’t want to take him over yet, simply press B to release him. [0%] Standard Attack – Whirl The Master Warlord rather stupidly spins in place once. His body is a insanely low priority hitbox that deals 3% and weak set knockback. You can keep “whirling” around in circles for as long as you want and there’s little lag in entering the stance, meaning it’s a decent move to make space, if nothing else. If the Master Warlord has slime extended out under him with his Up Special, the move becomes incredibly useful, though, as not only does this makes the Master Warlord’s main body spin about, but also the slime connecting him to the ground. The slime base deals 5 hits of 1% and flinching per second as it grinds about with infinite priority and can’t be damaged (As always), and is the only way in which you can make your slime-base a (gigantic) hitbox. [3%][5% per second] Forward Tilt – Slime Wall The Master Warlord retracts his arms into his robes, them brings them back out as slimy tentacles and merges them together, creating a slimy wall the size of Ganondorf in front of him. This has little lag and has no hitbox, but it’s not a trap, as the Master Warlord has to hold his fused arms out in this position to keep the wall up. The wall absorbs all attacks (Including projectiles) and you can keep it up as long as you hold A. This serves as an alternative defense against camping once Kupa croaks. [0%] Up Tilt – Tentacle Swat The Master Warlord retracts his arms into his robes, then brings them back out as slimy tentacles and rapidly flails them above his head as if swatting at flies. The tentacles are disjointed hitboxes that reach up Mario’s height above the Master Warlord, covering everything directly above him and slightly to the sides. Contact deals 7% and weak set horizontal knockback and the move has below average lag on both ends to boot, the only downside being the slightly long duration (Talking Wario’s dsmash here). In any case, it’s great anti-air, further bolstering the Master Warlord’s defense. [7%] Down Tilt - Cannibalize The Master Warlord turns to face away from the screen, then does a sweeping motion downwards with his arms. The vast majority of the time this does nothing but give the Master Warlord a bit of lag, but if there’s a foe who’s lying on the ground within the small range he’ll proceed to cannibalize them, dealing 6 hits of 1% per second and healing himself for the same amount. Even if you use an attack that specifically knocks the foe down they’ll roll away long before you can do this, but Kupa can hold them down for you to allow you to feast. . . [6% per second]
SMASHES
Forward Smash – Drawing Close The Master Warlord retracts his arms into his cloak as he charges the smash, then upon release they come out as slimy tentacles. The tentacles go directly forward by default, but you can angle it like a tilt. The length of how far they go out is based on charge, varying from 1-2 Battlefield Platforms. The ends of the tentacles form a grab hitbox together, the Master Warlord reeling in the foe afterwards to put them in his regular grab. If he doesn’t grab anyone, he’ll still extend out his tentacles the whole way and have to retract them, making this highly punishable. This only works as an alternative grab at high percents, as foes can still escape the grab while being reeled back to the Master Warlord (Though the timer will be refreshed once they get put in his main grab). While this has plenty of setbacks, it’s a great option to mix things up with at higher percents. Seeing how many grabs you need to get in to brainwash the foe, you’re definitively gonna want some variety. This is more then an alternative grab though in that it can also save Kupa should he be knocked off-stage. Much like your regular grab, you’re able to grab Kupa with this move. While using the two characters in tandem to cover up each other’s blind spots should prevent this from happening in the first place, this gives you some very welcome leeway. Unlike normal characters, Kupa can still perform attacks while being dragged by the Master Warlord’s tentacles. This means you can switch control to him and throw your battleaxe onto the stage (Down Special) to defend the Master Warlord while he’s helping you recover. [0%] Down Smash – Puke in Disgust The Master Warlord turns to face the camera, then pukes a stream of slime downwards. This has low lag on either end, but a duration as long as Wario’s dsmash. This does 22-35 hits of 1% and tripping (Not flinching), and if foes are already tripped (Including by another hit in this attack) they’ll be knocked down. With the disjointed priority, the only big downside on this move is the tiny range of it, but you can solve that by using your Up Special to get into the air before you rain down your slime on the foe. Just be cautious of the overly long duration. . . [22-35%] Up Smash – Slime Explosion The Master Warlord starts bringing up a layer of slime under himself as if you were using the grounded Up Special as you charge, the move having an identical animation. The maximum height it’ll go up is double Ganondorf’s, just as always. If you already had a slime-base under you, it extends farther up then it would normally be allowed otherwise, losing the surprise element but increasing your elevation all the more. Upon release, all of the Master Warlord’s slime explodes with little lag in a gooey disjointed explosion that deals 27% and spikes foes down to the ground. Once they hit the ground, they’ll shake the goo off themselves for a bit more stun, which is needed for the Master Warlord not to get punished due to him going into helpless after the move’s complete. . .And also probably get you a free grab via Kupa. [27%] Special Forward Smash - Vomit Due to having no aerials, the Master Warlord makes up for it with all the more moves that he can use while grounded. Unlike normal Specials, the Master Warlord can’t use his Special smashes when in the air, but considering he’s never in the air (Without a slime-base connecting him to the ground) anyway outside when he’s forced to be it hardly matters. For this move the Master Warlord leans back and gets a constipated look as charging, then upon release pukes forward a giant blob of slime 1.5X the size of Bowser. It travels in an arch-like arc, going a tad bit above the Master Warlord and traveling half a Battlefield Platform forwards before crashing down, vanishing as it does so. The move has high start-up lag (Ike’s fsmash) with below average end lag. Should the blob hit anyone, it’ll trap them within it with disjointed grab-priority. Foes must escape from the blob with the usual grab difficulty, but they can’t be hit while inside it. Used next to the ledge this could theoretically gimp, but the high lag makes it very hard to do so, and even if you do hit them with it the fact the blob falls so slowly doesn’t guarantee a KO. Foes take 5-10% a second while in the slime blob. The Master Warlord can interact with foes trapped in a blob by going up to grab them, turning his arms/head into slime and going in the slime blob with the victim as he performs his pummel. The foe will still have to escape from the slime blob before they can escape from the Master Warlord’s regular grab, giving you much more time to pummel the foe. The best way to actually hit with this is to have Kupa grab the foe first, though the foe will probably escape before you pull off this laggy move until higher percents. [5-10% per second] Special Down Smash – Tidal Slime Wave The Master Warlord’s entire body turns to slime as he crashes downwards. This deals no damage, simply pushing foes away with a strong FLUDD-like effect, though it’s useless for gimping seeing it can only be used on the stage. The Master Warlord then forms into a puddle of slime that’s as wide as 1-2 Battlefield Platforms. From here, you move the Master Warlord’s invisible main essence across the puddle at his usual walking speed, then press A to have him lurch out and try to grab foes. While he pops out with below average lag, if the move’s whiffed you’ll get terrible lag. The Master Warlord can only stay like this for 5 seconds, at which point he’ll automatically pop out. While the ending lag may seem rather unattractive, you’re invincible for the rest of the entire move outside the brief start-up lag. Your best bet for actually grabbing foes with this is to try to pressure them into dodging with Kupa (The Master Warlord won’t pop out of the puddle when AI controlled, don’t worry), which is easier said then done. You’re better off using him as bait, though it –is- possible to distract the foe with some of Kupa’s quicker attacks. [0%] Special Up Smash - Devour The Master Warlord turns to face his head upwards, opening up his mouth as wide as possible. He extends it open farther then normally possible by using his slime abilities as you hold the charge, but only upon release it becomes a (grab) hitbox where he’ll chomp down any foes that fall into his mouth. His mouth can be as wide as Kirby to 1.3X Bowser’s width, meaning that you’ll have to charge the move in order to be able to devour larger characters. This has next to no lag, but the Master Warlord holds his big fat mouth open for a full second before you can perform other button inputs. Thankfully, you can move him left and right and extend/retract his slime base while performing this move to make it more feasible to land, though only at half the Master Warlord’s already slow speed. Once you’ve devoured someone, they’ll take 3% a second while inside you and must escape with grab difficulty. You can use your Side Special for the foe to be spit out and be hit by the projectile the moment they get out, or better yet use your Special fsmash for them to be contained within the blob you spit out, automatically being “grabbed” by it. If the foe escapes before you do anything, you’ll explode in a slimy explosion as they burst out of you, being forced to perform your Special Dsmash. This is great anti-air and a way to much more easily land those Special Fsmashes. [3% per second]
KUPA
Kupa is the Master Warlord’s slave and seems to be a rather typical egotistical fellow. After failing to defeat the top ten (The main protagonist of the series), he becomes hellbent on revenge, claiming he’d do anything in order to place in the top ten. Anything? Oh ho ho! The Master Warlord has just the thing for you, Kupa. :3 Size »»» 9 Weight »»» 8 Priority »»» 7 Falling Speed »»» 7 Range »»» 6 Traction »»» 6 Movement »»» 4 Jumps »»» 3.5 Attack Speed »»» 3.5 Power »»» 2 Recovery »»» 2 Aerial Movement »»» 1.5 Kupa’s inferior to the Master Warlord due to a more limited moveset, slowness (Though once again, on many of his moves it comes from long durations rather then actual lag), and bad recovery. Kupa can’t do anything remotely worthwhile on his own, but when you put somebody between two characters everything becomes much more complicated. Neutral Special – Bodyguard See the Master Warlord’s Neutral Special. Side Special – Spinning Blade Kupa takes his battleaxe and starts spinning it in front of himself rapidly. This reflects projectiles and deals 10 hits of 1% and flinching per second to those caught in the large disjointed hitbox, but is very easy to DI out of. This is a surprisingly fast move, but has a laughably long duration of 5 seconds, meaning the foe has more then enough time to go behind him and fully charge an fsmash…If not for the Master Warlord. Have Kupa stand in front of you and spin his blade to negate projectiles and force an approach, then punish the foe when he rolls/jumps around him. While having two walls against Projectiles in the Master Warlord’s ftilt and Kupa’s Side Special may seem pointless, try making a wall with the Master Warlord then switching control to Kupa (The Master Warlord will keep the wall up until you switch back to him) and using Side Special against a foe trapped between you and the wall. This is an excellent way to potentially get a free 50% (!).
When Kupa’s taken over by the Master Warlord, he turns to face the screen for this move, and you can move around the spinning blade at the speed of Mario’s run in any direction you please with your tentacle arms as you spin it, able to move it up to a Battlefield Platform in any direction. This means you can move it about so you aren’t defenseless and can prevent foes from using DI to get out, though they can just DI out of it’s range to prevent you from getting more then 28% or so out of this. The move’s ending lag gets a slight increase in this otherwise broken version, meaning you’ll have to push foes away with the battleaxe during the main move to avoid being punished (And even then they can hit you with a projectile). This is the main thing that makes Kupa such a terror when combined with the Master Warlord. [1-50%] Up Special – Thrust of Salvation Kupa swings his axe upward then crashes it down, making for a mini-tether around the distance of Snake when he’s crouching. This has large lag, but foes hit by the disjointed axehead get spiked with decent power and take 16%. Needless to say, you’ll be saving Kupa with his fsmash a lot. If Kupa is on the ground when he uses this move, it simply translates into a large range upward grab where Kupa impales foes on his axehead, dealing 4% and putting the foe in his regular grab. While the range beats out his normal grab and it does some damage to boot, the lag is average on both ends. When taken over by the Master Warlord, Kupa first extends his tentacles out the distance of Two Battlefield platforms before slamming his axe down, giving this recovery far more range. While it’s still a tether, anybody who dares to edge-guard you will more likely then not get spiked and die with you. Unfortunately, this version of the move loses its’ grab hitbox properties when used on the ground, functioning identically to the aerial version. The one thing Kupa becomes worse at when the Master Warlord takes control over him is grabbing. [16%][4%] Down Special – Axe Toss Kupa turns to face the screen and angles the direction he’s going to throw his battleaxe in (Which you have complete control over), then hurls his battleaxe as it rapidly spins. He throws it 3 Battlefield Platforms away, and it does a single solid hit of 20% and spikes foes to the ground, and the hitbox is around the size of Bowser, having infinite priority. While the move only has average lag on both ends, Kupa has to wait for the axe to hit the ground and has to go pick it up before he can use any of his axe oriented moves (Most of his moveset) again, meaning that if you use it to gimp (And it’s hard enough to get a foe off-stage what with the duo’s lack of knockback) he’ll never get it back. Kupa never uses this move when under control of the AI, so you don’t have to worry about him doing anything stupid with it.
Now then, if Kupa is taken over by the Master Warlord, he’ll extend out the tentacle he threw the axe with to catch it at the end of it’s arc, then pull it back to himself at the end. All the while you’re still capable of moving and using your non-axe attacks after the initial end lag of throwing the axe is done, though you always have to stay within 3 Battlefield Platforms of the axe or you won’t be able to catch it at the end. While you could use the move for gimping and *gasp* kill stuff, if Kupa’s tentacle arm is hit as he’s extending it out to get the axe it’ll retract (Though Kupa won’t take any damage), meaning it’s still very risky. [20%] Neutral A – Axe Spin Kupa starts spinning around with his axe rapidly in place. This has the range of a third a Battlefield Platform on either side of him as he continuously spins about, doing so for as long as you hold A. The axe is a disjointed hitbox that deals 9% and average set knockback and blocks projectiles, but there’s a window where Kupa can be hit due to not constantly keeping the axe on either side, meaning Side Special is your primary projectile defense. While this instantly comes out and you can hold it as long as you want, Kupa gets dizzy at the end of the move, having ending lag that’s as long as the time you spent spinning. There’s no limit to how long you can hold this or how dizzy Kupa can get, and if you swap to the Master Warlord while Kupa’s spinning his AI will keep doing it forever, making this the ultimate way to “set and forget” Kupa. When you want to use him for other things, end his spinning and grab him with the Master Warlord to snap him out of his dizziness. With the Master Warlord’s essence in him, the ending lag is cut by 75%. [9%] Side A – Axe Slam
Kupa lifts his axe over his head, then slams it down in front of him. The axehead reaches out half a Battlefield Platform ahead of him and is a disjointed hitbox the size of Kirby dealing 9%. While the move comes out nearly instantly, should Kupa miss he’ll have to pull his axe out of the ground over the course of 2.5 lengthy seconds (If used next to the edge, he’ll continue the arc of his axe to hit said ledge), foes taking 2% per second. Should anybody get hit, they’ll be pinned to the ground under Kupa’s axe during the ending lag in their knocked down state where the Master Warlord is free to cannibalize on them. If the Master Warlord has taken over Kupa, then he musters the strength to pull his axe out of the ground with below average lag should he miss. [13%] Up A – Headbutt Kupa performs a headbutt upwards with nearly identical properties to Dedede’s utilt (11%), though the knockback is set and rather weak. In addition, should Kupa actually hit anyone with the otherwise overpowered move, he’ll hold his head in pain for bad ending lag afterwards, meaning this should only be used if the Master Warlord is nearby to defend Kupa during the end lag. With the Master Warlord having taken over Kupa, the slimy head of the Master Warlord leeching off of Kupa’s head bites upward as Kupa headbutts, shielding Kupa’s head from the pain he’d otherwise take. This eliminates the ending lag when you hit with the move and also makes the priority disjointed. [11%] Down A - Stomp Kupa performs the obligatory Warlordian stomp with average range and below average priority, holding down foes who are lying on the ground under his boot (The move turning into a grab hitbox on them) and dealing 10%. Unlike Dingodile and Bear Hugger, this is just an alternative grab, as Kupa can’t follow it up with anything, being locked into position. However; the Master Warlord is more then happy to take advantage of the situation and cannibalize on his foes (They’re too low to the ground to grab). . .This is one of Kupa’s very few moves he can throw out with little thought, there being below average lag on either end, though unlike his ftilt he needs the Master Warlord to knock the foe down first for him (Probably with his dsmash). If the Master Warlord has taken over Kupa meaning he can’t punish the stomp with his other body, so he simply uses his tentacles to pummel the foe with, dealing 7 hits of 1% per second. In addition, the stomp will knock foes down and then pin them, them not having to be already knocked down. [10%] [7% per second] Dashing Attack - Collapse Kupa clumsily collapses in an animation similar to Dedede’s dash, but lower start lag and better range/priority. This deals 14% and knocks foes down to the ground. This also leaves Kupa in his knocked down state, where he’ll have to use one of his incredibly laggy rolls or situationals to get out of the position. If the Master Warlord has taken over Kupa, he’ll catch himself with his tentacles at the end of the move and push off the ground to get to his feet with much lower lag. Grab – Normal/Leech Normally Kupa has Dedede’s ridiculous grab but no throws, meaning the Master Warlord is the one who’s required to follow up the grab, more often then not with one of his own. When taken over by the Master Warlord, this translates into the Master Warlord’s regular grab. . .Complete with the terrible range and huge lag of it due to the Master Warlord now being in command of the body, meaning it’s impossible to hit with it. The screen zooms in on the Master Warlord as he goes under a massive transformation, turning into a massive demonic slug-like creature as tall as Giga Bowser and twice as wide, becoming invulnerable. From here, you can bring out two tentacles in each direction by pressing A or B in the direction you choose, reaching out with the range of three Battlefield platforms at high speeds. To pinpoint exactly where the tentacle comes out of the Master Warlord, you can move them slightly before they come out of him. While the ending lag of bringing out the tentacles is somewhat bad, you can bring out all eight at once if you spam enough button inputs, the ending lag of each individual tentacle only preventing you from using that specific tentacle again. Should you grab anyone with a tentacle, they’ll be pulled back to the Master Warlord where he performs his normal pummel on them at twice the normal speed and difficulty to escape. Each of the eight tentacles is assigned to one of your eight button inputs (B and A in the four cardinal directions), and your ninth button input (Neutral B) allows you to make use of Kupa (Who is invulnerable during the final smash) as always. Neutral A allows you just chomp the Master Warlord’s main mouth, which is a rather small hitbox but instantly KOs anything it hits, the Master Warlord devouring the victim. The thing about this final smash is that the Master Warlord moves insanely slowly and it’s easy to just hide on the ledge away from the Master Warlord out of tentacle range. . .if not for Kupa. While he’s still his usual slow self, if you grab him you can infest him with your essence as if you’d brainwashed him normally, then proceed to own anybody hiding on the ledge with your Side Special. Anybody you KO becomes a brainwashed level 9 AI partner, but they’ll vanish and Kupa will return to normal when the Final Smash ends. Lasts 10 seconds. [0%] At the start of the match, the obvious thing to do is to immediately bring forth Kupa and turtle up with him on the far side of the stage. Have Kupa use either his neutral A or side special (Side Special if you can handle the micro-management of switching back to him renewing it) and hide behind him as you create a slime base with your up-special so you can get tall enough to fire projectiles over him. If the foe gets close, lob a slimeball by holding down the input or use a special fsmash to hit them. However; the defensive fortress of the Master Warlord is far from impenetrable. Hell, in this turtled up mode he’ll probably only get in one actual hit on the foe as they have to jump over Kupa to get to the Master Warlord. The Master Warlord can’t function as a stereotypical ranged character all that well, he’s more doing this just to get the foe to approach. Once they do, the Master Warlord will want to try to catch them in his mouth as they jump over Kupa with a Special Usmash. From here on out, the foe will constantly be in your face. You have no way of getting them back at that range to camp them again due to lack of knockback, though if –they- want to fight at a range it’s very easy for you to turtle up to force them to do so. From here, you’ll be primarily relying on the fact you have two characters at your disposal to get the foe to actually be hit by your moves. Once you hit with one move, many more will generally follow, as most of the duo’s combinations result in holding the foe down for the other to whale on, more often then not ending in a crucial grab for the Master Warlord. While both the Master Warlord and Kupa are ridiculously vulnerable to being juggled and comboed individually due to their lack of aerials, you can just switch to the other character and knock them out of it, as the enemy will generally be too busy kicking the other character’s ass to dodge. In addition, the Master Warlord using a “dair” when being juggled to connect himself to the ground followed by immediately whirling via Neutral A proves to be an excellent way to escape combos. Damage should always be a secondary concern for you rather then a focus. You can theoretically KO somebody at 0%, the only thing damage does for the duo is make their grabs harder to escape. That said, early on getting –some- damage should definitively be a goal due to foes escaping grabs near instantly at low percents (Try to go for Kupa’s side special against the Master Warlord’s ftilt slime wall). Beyond that, though, focus exclusively on grabs. Once you get your foe halfway ready for the kill (5 seconds of pummeling), they’ll be taking constant damage anyway, so you won’t have to worry much about it. At 7.5 seconds, their controls will be randomly reversed, meaning you’ll get a few free hits which’ll be all you need to take them out for the Master Warlord. While one hit does generally lead to a few more, it’s pretty damn difficult to land that first hit, especially considering the fact that you essentially have to control two de-synched characters at once. Things do get much easier later when the foe takes constant damage/gets reversed controls, but the hard part is getting to that phase. The Master Warlord’s a character of momentum in many ways. The main thing that allows him to be able to build it up, though, is the sheer amount of time he’ll be sticking around. The Master Warlord’s recovery is pretty good and Kupa can try to stop foes from going after him, and Kupa simply won’t ever die so long as the Master Warlord lives due to his fsmash. They also have a variety of defensive measures and can easily save each other from long strings of moves, and as a last ditch resort the Master Warlord can shrug off half the damage he’s taken by sacrificing Kupa. Once you’ve taken over the foe, you’ll generally only want to stay in their body if they’re godly damage rackers (Meta Knight) and otherwise should go over to take over Kupa (Assuming you haven’t had to sacrifice him), abandoning the foe’s old body. While taking over a heavyweight gives you the ability to KO through traditional means, you generally won’t have the time to get the foe’s percentage up due to your own being so high, so you shouldn’t get too greedy. Just try to get ahead for the next stock. After taking over Kupa, hide behind your axe as you spin it out away from yourself with Side Special and use it for your main damage racking or Down Special on occasion to mix things up. Up close, use your alternative grabs (Ftilt, Dtilt). Just don’t expect to stick around long – you have no aerials and the Master Warlord won’t be able to save you from being juggled to your doom. The Master Warlord’s ability to get ahead in the next stock builds on his momentum aspect all the more, as he won’t need nearly as many grabs if the foe actually has some damage on them. The Master Warlord can become an absolute god in doubles matches if paired up with somebody who can camp, a three character fortress with two firing projectiles being much harder to penetrate. The Master Warlord is more able then most to do this with team attack on, as he can just extend his slime-base up in order to fire over his teammate. The real highlight of the Master Warlord in doubles though is the ability to sacrifice his teammates for his Down Special. If they already have high damage and are gonna die, why not? This increases the Master Warlord’s already insane durability to even higher levels.
to be added latter
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
I presume these joke sets are to help MYM get stronger (Jynx isn't a joke set).

[size=+3] Ultimate Chimera[/size]
Funny sets are funny. I like it.

[size=+3] Cookie Monster[/size]
This is the funniest set I've ever read, even if it is a joke set. I love it. How can anyone not like it!

[size=+3] Jynx[/size]
http://www.smashboards.com/showpost.php?p=9146955&postcount=340
This is a serious set, so I put a link to it. Needs more comments.

The writing of the set is of a good one, though it does have a few spelling errors. There are a lot of creative moves in this set, pretty much all the Specials (I like the Side Special a lot), so great job.

There is a problem however that bothers me. You've got a great writing style that's easy to understand, and very creative moves, but after the Specials, it starts going downhill from the awesome Specials. It's really a shame, the Specials all interact with each other and Ice Voodo is a great move.

Speaking of Ice Voodo, it's a move that can represent a playstyle by itself. I'd really like to see Jynx's playstyle bent around this move. For example, Neutral and Down help with landing a Ice Voodo. But what if using these stats condition moves ON THE STATUE gave the affected foe the condition? That would make Jynx a buffed Spadefox, AND a pressure character. Seriously, if you gave Jynx's non Specials relevant status condition giving moves (One that would make the foe easier targets or affect her statue) and statue affecting moves, it would make one hell of a set.

I like the set already, but if you were to add more exciting moves that helped Jynx's playstyle, then this would become one of my favourite sets in MYM7. Anybody who has not read this set just because it was in a flood of joke sets should go back and read it.

[size=+3] Envy[/size]
Wait a minute, this is a joke set. I thought that you were going to do Envy a 3rd time. That would be epic. To actually make it funny, you would actually need a funnier writing style. But I know you weren't going for that. Take a lesson from the great book ogf Vegeta.

ANNNND...KITS
Don't know if anyone else will reply, but I'll lend a helping hand. I actually can't really understand what you mean about the divisionj of electric and tag team moves, and how it's going to accomplish anything at all, since I don't know anything about the set. If there was a hint on the Specials (Not a dead-giveaway), it would perhaps mean something.

I'd say about 90% of the set could have the mice work together, but they can perform tasks alone to prevent a fail character. You could have a lot of the mice's attacks being powerful, but must be together to work. A total weakness for the mice, remember that the 2 mice are SUPPOSED to work together in Pokemon, so it only makes sense to give the mice buffing skills for each other. I'd almost imagine each to have a unique skill. The possibilities are endless, but it's really up to you as a author to make the decision.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
[size=+3] Jynx[/size]
http://www.smashboards.com/showpost.php?p=9146955&postcount=340
This is a serious set, so I put a link to it. Needs more comments.

The writing of the set is of a good one, though it does have a few spelling errors. There are a lot of creative moves in this set, pretty much all the Specials (I like the Side Special a lot), so great job.

There is a problem however that bothers me. You've got a great writing style that's easy to understand, and very creative moves, but after the Specials, it starts going downhill from the awesome Specials. It's really a shame, the Specials all interact with each other and Ice Voodo is a great move.

Speaking of Ice Voodo, it's a move that can represent a playstyle by itself. I'd really like to see Jynx's playstyle bent around this move. For example, Neutral and Down help with landing a Ice Voodo. But what if using these stats condition moves ON THE STATUE gave the affected foe the condition? That would make Jynx a buffed Spadefox, AND a pressure character. Seriously, if you gave Jynx's non Specials relevant status condition giving moves (One that would make the foe easier targets or affect her statue) and statue affecting moves, it would make one hell of a set.

I like the set already, but if you were to add more exciting moves that helped Jynx's playstyle, then this would become one of my favourite sets in MYM7. Anybody who has not read this set just because it was in a flood of joke sets should go back and read it.
Thanks a lot for the commentary, Katapultar! I understand your feelings about the standard attacks and their non-interaction with Jynx's Ice Voodoo statue, since I meant for them to be mostly just separate offensive options unrelated to Ice Voodoo so as to not have her solely focused around it. Besides, once you've got an Ice Voodoo statue up, Jynx is really hard to get to, so I thought having weaker offense otherwise would balance her out (maybe). Also, I kind of just rushed through in a hurry to complete Jynx in less than 8 hours (which wasn't worth it :urg:). But you've actually got some brilliant ideas there, so....

*goes and fixes things before anyone sees, which I doubt they will in the flood of jokesets*

 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
*insert unfunny repost*

Am I doin it rite? :bee:

Ah, Jynx. Definitely one of the more interesting first generation Pokemon, and I'm excited that we have a good set for her! Right off the bat I notice that you have an excellent writing style that easily gets the point across, so good job on that. You already have it on your third moveset and I'm still getting the hand of it, lol. As far as presentation goes, she's also rather tastefully organized, so good job there.

As Katapultar said, the specials are very nicely done. Love the Ice Voodoo, very well implemented. Katapultar's definitely right that the other moves aren't quite as interesting as the specials, but it really isn't much of a killer for me as it is for him. The moves have a nice bit of personality to them too. Besides, unoriginality is okay when it adds to playstyle...

...Unfortunately, Jynx doesn't have too much playstyle. She seems sort of laggy and weak but makes up for it in her Ice Voodoo statues, but I don't think you really developed it enough. Still, it exists, so good job there.

Anyway, Jynx is a solid set considering you haven't made a set since MYM4. Basically, develop playstyle a little more in Misty and you could really go far :D
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
*insert unfunny repost*

Am I doin it rite? :bee:

Ah, Jynx. Definitely one of the more interesting first generation Pokemon, and I'm excited that we have a good set for her! Right off the bat I notice that you have an excellent writing style that easily gets the point across, so good job on that. You already have it on your third moveset and I'm still getting the hand of it, lol. As far as presentation goes, she's also rather tastefully organized, so good job there.

As Katapultar said, the specials are very nicely done. Love the Ice Voodoo, very well implemented. Katapultar's definitely right that the other moves aren't quite as interesting as the specials, but it really isn't much of a killer for me as it is for him. The moves have a nice bit of personality to them too. Besides, unoriginality is okay when it adds to playstyle...

...Unfortunately, Jynx doesn't have too much playstyle. She seems sort of laggy and weak but makes up for it in her Ice Voodoo statues, but I don't think you really developed it enough. Still, it exists, so good job there.

Anyway, Jynx is a solid set considering you haven't made a set since MYM4. Basically, develop playstyle a little more in Misty and you could really go far :D
:mad:

Thanks Wiz! It's cool to see differing opinions, and I'm glad my writing style isn't so wordy and the presentation is adequate. I'll see what I can do to improve from here on out. Yay Gym Leaders!
 

kitsuneko345

Smash Ace
Joined
Dec 20, 2007
Messages
562
Location
*sending Sundance lots of apple pies on Pi Day, as
Sorry about the lack in detail. I was in a bit of a rush and my original post was spur in the moment.

Basically the reason that I asked for electric attacks was due to the mechanic I would be using, which can either give more damage or less depending on the charge of mouse's electrial attack and a charged-up recipient (who got this attack from one of the specials). I didn't want them to have too many of these attacks, but I didn't want to have too few as well. As for the tag team specifics, I didn't like the idea of being too much like ice climbers, but I also didn't like too be out of character and work alone/ be too dependant on each other.

It's been 12 hours now, so i can say this will be most help i can get. I take all you told me and put this in consideration.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
Reposts? REPOSTS? The work of the devil!

I'm a good samaritan, so I'm going to continue with my commenting. Where we left off, I get to skip Roxas - who I previewed and liked considerably more than most people seem to have - Volke - sorry, Shino, but I suspect you won't see this post, anyway (if you want a comment, though, do say so) - and Caterpie, who is of course my own set. That puts us at Morton Koopa Jr.

Now, the big deal about this set is that it showcases Warlord's "new" approach to playstyle: layers, layers, layers. It's a good idea, basically; Dingodile was made in the same vein, really. The only problem is that there's a fine line between layers and lack of focus, as I went on about in my Dingodile review. What you're going for is a character that plays differently against different enemies, but frankly, every character plays like that. We've been over this in the chat, though, so I'll cut it off there and get to the specifics.

What we've got on our hands is a character capable of both offense and defense. These aren't too common, really, so that gets you brownie points right off the bat, and a playstyle based principally around walls is the icing on the cake. It's the execution of the set that makes me hesitate to call it a truly great one. Those claw attacks, now - that's a submechanic that feels quite jarring, maybe even tacked on as a way to take care of a Special. It feels like you're trying to recall Sloth's chains, but it doesn't work quite as well. And stilts again? That trick's definitely getting old.

The real proof that you succeeded is how well you can explain away a set of match-ups that are more or less even at all times. Better than Lucy, though? Nope, not quite there.



Then there's Fat Bastard, a set I won't talk about too much. This whole stun-leads-into-KO playstyle isn't much of a playstyle at all - you're really just focusing more on something that Mewtwo was capable of in Melee and DK in Brawl. The individual move creativity is sacrificed for this playstyle, so the set doesn't really impress me on that front. The writing style is typical Kupa, as is the organization. The thing most people seem to be complimenting is how true to character he is, and that seems to be true enough - but it doesn't help me to like the set, since I don't like the character. That's not character bias, that's logic, right? I did read the set, after all, and I appreciate some of its awkward humour...

And I really like the DAir substitute. (Y)


Next comes Dr Mario, except... my thoughts on him are already out there. Sharing the page with him is the next remix, Jigglypuff. Problem is, I'm feeling sort of lazy... I'll comment on her tomorrow instead. :bee:
 

Frf

Smash Apprentice
Joined
May 11, 2008
Messages
83
Location
Memphis, TN
Every time a joke set is posted, I will choke a small child and post it on youtube (Jynx commentary)
-I never liked Jynx. -_-
-Jynx is a *****.
-One dirty stinking *****.
-Who would HONESTLY be compelled to dance with whatever the hell that is?
-As fast as fox? That's a tad more than above average, I do believe.

-I assume lovely kiss is a key part of the playstyle, yup yup.
-I would main Jynx just for the down B.
-Ice voodoo is kinda random, it could be broken since Jynx can just spam lovely kiss right in front of the statue. If Jynx can knock em back far enough, it'll be hell for the opponent to try and make a comeback.
-JUST BECAUSE JYNX IS BLACK DOESN'T MEAN SHE USES VOODOO. D:
-Jynx would be a trap/prop character's nightmare. They actually have to, you know, go on the offensive. SCAAAAAARY

-The standards work for what they are.
-Smashes are simple yet they do well with the ice voodoo playstyle.
-The back aerial is the only one that fits on the aerials, maybe the up air too....
-Playstyle is rather short, but kind of fitting for the set.

Well you definitely have the basics down here. The specials work well and give Jynx a distinct playstyle, while the standard attacks give her some realistic moves so Jynx isn't screwed (although she might like that) up close. So yes, its a simple set, but your fun writing style lightens up the mood and I can tell you had fun with it. I can't wait to see what you have in store next!

I'm just sad this set is being lost in a flood of joke sets.....
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
Hmm...reaction to Ultimate Chimera is very disappointing in a way...but since many people found it funny, I suppose it does its job to a degree. Again, more of an experiment/social commentary here than anything else. . .I just find it almost humorous that this set is being entirely passed up while, in reality it's exactly what I did with Negative Man...but to the exact opposite degree.

Whereas Negative Man was incredibly UNDERpowered, Ultimate Chimera is blatantly overpowered, once again true to character. Considering all the character does is bite in game, I think I did a pretty good job of showing that. Sure it's a silly set, sure it's not 100% serious but to call it a joke set (and by association compare it to Cookie Monster, Frosty, Canon Envy) is a tad much. Part of me thinks more people would be drawing the connections to Negative Man if there weren't 2.8 billion jokesets on the page.

But regardless, I'm starting to rant now so I'll draw it short. Ultimate Chimera is legit...to a degree. Sure it's blatantly overpowered, but many of you accepted caterpie with that set having NO balance (and also missing moves) and Negative Man despite him being garbage tier as legitimate entries. Granted UC's playstyle and move interactions aren't as good as either of those, it still has some interesting concepts...I mean, that mechanic is bloody brilliant if I do say so myself; the first set to use that I'm totally calling out as using a mechanic from a "joke set" =P

tl;dr: Ultimate Chimera is not a joke set. It's a "joke set" like Negative Man.


And of course, comments to come on Jynx in the Recap.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
Kits! You're still here and making a set! It's good to see we haven't lost you! :bee:

Every time a joke set is posted, I will choke a small child and post it on youtube (Jynx commentary)
-I never liked Jynx. -_-
-Jynx is a *****.
-One dirty stinking *****.
-Who would HONESTLY be compelled to dance with whatever the hell that is?
-As fast as fox? That's a tad more than above average, I do believe.

-I assume lovely kiss is a key part of the playstyle, yup yup.
-I would main Jynx just for the down B.
-Ice voodoo is kinda random, it could be broken since Jynx can just spam lovely kiss right in front of the statue. If Jynx can knock em back far enough, it'll be hell for the opponent to try and make a comeback.
-JUST BECAUSE JYNX IS BLACK DOESN'T MEAN SHE USES VOODOO. D:
-Jynx would be a trap/prop character's nightmare. They actually have to, you know, go on the offensive. SCAAAAAARY

-The standards work for what they are.
-Smashes are simple yet they do well with the ice voodoo playstyle.
-The back aerial is the only one that fits on the aerials, maybe the up air too....
-Playstyle is rather short, but kind of fitting for the set.

Well you definitely have the basics down here. The specials work well and give Jynx a distinct playstyle, while the standard attacks give her some realistic moves so Jynx isn't screwed (although she might like that) up close. So yes, its a simple set, but your fun writing style lightens up the mood and I can tell you had fun with it. I can't wait to see what you have in store next!

I'm just sad this set is being lost in a flood of joke sets.....
-:(
-:ohwell:
-:dizzy:
-:confused: *shrug*
-Good point!

-Yup yup!
-;)
-Indeed, Ice Voodoo is probably the ultimate nightmare once pulled off. I got the idea for it from Jynx's Bulbapedia article; I believe Lorelei's Jynx in the Pokemon manga had this ability.
-I'M NOT STEREOTYPING! D:
-:psycho:

-Good, good.
-Also good, good.
-Ah, well. Back Aerial is my favorite one anyway. :)
-K!

Thanks a bunch for the positive and critical commentary, Frf! I'm sorry Jynx is such a *****.

rant.

And of course, comments to come on Jynx in the Recap.
MT, Ultimate Chimera's intentions are no longer ambiguous! :O I love both he/she/it/potato and Negative Man both, though. :bee:

yay
 

goldwyvern

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

PIRANHA PLANT IN A PIPE~~~~~~( <


Since Piranha Plant in a Pipe is a plant facing upwards, always in a pot, he has no FTilt, FSmash, Dash Attack, Aerials, or more than 1 Throw and will spawn in the very middle of the main platform at the begining of the match, sticking out 2/3 of a stage builder block from the top (with the pipe being the exact size of a stage builder block), unable to move from there. I basically made Chernabog's premise good. good for me. Now how does he play? He can just have his opponents camp and projectile spam to somehow KO him, right? WRONG. Despite his major lack in actual moves to use, many of them are used to damage his opponent from a distance and force approaches. BUT SINCE HE'S IN A PIPE AND TAKES NO KNOCKBACK, HE'S INVINCIBLE, RITE? WRONG! After taking a total of 120%, the Piranha Plant's Pipe will shatter, causing the plant to be a weak mass of green on the ground with a weight of 2 and only the ablity to use his Neutral Special and crawl forward with a speed of 1/10. There, he's balanced, mofos.

~~~SPECIALS~~~~~~( <

Neutral Special: Fireball
Piranha will use his head to home in on the angle that the closest opponent is to his current location and sends a fireball that is the size of a smoke ball and moves 2.5x the speed of Luigi's fireball in at them. This fireball deals 5% and average knockback in a random direction. The fireball has a small homing effect that moves in an arc towards the opponent's current location if they move.


Up Special: Tricky Vine
A vine will come out of the side of Piranha and go upwards 3 stage builder blocks with moderate start-up lag, effectively creating a temporary ladder wtih 20% Stamina. This ladder isnt all benefit for your opponent though, as being on it deals 2% per second.


Down Special: Freaking HIDE!
Piranha will shrink into his pipe via wriggling down with moderate start up lag. This will make you basically a smaller target and increasing the amount of damage the pipe needs in order to be shattered to 130% temporarily. This effect lasts for 5 seconds before Piranha comes back up with terribly slow end lag. If the pipe sustained over 120%, but not 130% or higher during the time you were in it, then any attack, no matter what it is, will shatter the pipe.

Side Special: Tip Over...?
The pipe starts to seem wobbly, seeming as it will FALL! But, alas, Piranha's momentum skills have saved him! Although this whole fiasco has spilled his seed... What? No, not THAT seed, sicko. His little pods that he createsnaturally that are to be planted. About 7 or them fall out and cover an area forward of 2 stage builder blocks, each seed dealing 1% and slightly below average upwards knockback.

~~~STANDARD~~~~~~( <

Standard Combo: Roar
These things roar. They do. Shut up. So anyways, Piranha gives off a little roar and anyone that is horizantailly parallel to him freezes in their tracks for 2 frames, not only stopping all momentum, but also interupting any attack animatio the opponent was performing. This attack has no Start Up lag and minimal end lag and deals no damage. This'll mess up your opponents good since it has infinite priority.

~~~TILTS~~~~~~( <

UTilt: Rise
Piranha will increase his height by 1/3 of a stage builder block with minimal lag. This attack will deal 4% and moderately high upwards knockback if the opponent is hit by the attack. Use this increase range of Standard Combo, but since you ar ehigher up and thus are farther from the ground, and there is less of your body reinforcing the pipe, the pipe only needs to have 105% dealt to it before shattering.

DTilt: Fall
In comparison to his UTilt, Piranha decreases his height by 1/3 of a stage builder block. This move cannot be used if you are not increased in height by your UTilt. This also has no attack for the move, simply readjusting his height, thus decreasing the range of your Standard Combo and increasing the stamina of your pipe. There is less lag than the UTilt though, if that helps.


~~~SMASHES~~~~~~( <


USmash: Budding
A small blub will appear on Piranha's stem as you charge. After you release the attack, a bud will appear and launch 3 fireballs upwards that range from Pokeball size uncharged to smokeball size fully charged. Each one deals 7-11% damage and high upwards knockback. The three fireballs in total end up covering an area around the Plant about 3/4 of a stage builder block on either side. They travel straight down after reaching their peaks, the two on the sides going up in slight arcs.

DSmash: Ingrain
Piranha will squirm around for a little bit while you charge, and the ground under the pipe will begin to glow a slight green. Piranha has extended his roots into the stage's ground, taking in it's nutrients. Every second the pipe will heal itself 3-6% depending on the charge. Being hit whilst ingrained will cause Piranha to retract his roots, suffering a severe 2 second end lag. To remove your roots put in the input again whilst you are ingrained.


Side Attack: Roots

If you input a Tilt or Smash to either side, two roots a pikmin tall will wriggle out from either side of you with 1/5th a second of lag 1/2 a stage builder block away with one on either side before going back down with the same lag as before. They will each deal 4% and moderate upwards knockback. You can charge this move, but only for about half a second. Doing this will increase the height of the roots to Olimar's height. This move has no lag at all if you are Ingrained.

~~~GRAB AND THROW~~~~~~( <


Grab:
Piranha will snap its jaws, swallowing any character that touches the Soccer Ball-sized hitbox.


Pummel:
A toxin will be released in Piranha's body, dealing 2% to the opponent. has little lag.

Throw: Ptooey Piranha
Piranha Plant will spit out the opponent upwards for high knockback and 7%. If you tilt the control stick left or right then the throw will become angled. If you activate your Up Smash within a second of using this move and it will be angled in the same direction you angled your Throw.

FINAL SMASH~~~~~~~~~~~~~~~~UNCLE PETEY~~~~~~~~~~~~~( <

First off, I congradulate you on your ability to actually get the Smash Ball despite being absolutely stationary. After you somehow get to use your Final Smash, you become a hulking, invincible clone of the Petey Piranha SSE Boss, but with buffed dmaage and knockback, no longer eternally ****ed to be the very first boss. You have 15 seconds to wreak cage-related havok before going back to your pipe in the iddle of the stage, so RAAAAAAEG at the enemy for making fun of the mobility-impaired!​

PLAYSTYLE
Piranha Plant in a Pipe is NOT supposed to be a silly set, despite his creative moves, inability to move, and lack of a several handfuls of button inputs. Piranha is designed as a character for people who are confused with characters like Strangelove, or even with the average MYM character. Piranha is made for people who prefer to be given a small arsenal so they can master it faster and know what to do in any situation. Lack of mobility actually further simplifies the character, as the player only needs to focus on defending the pipe whilst trying to KO using moves like your Throw and your USmash, which can be deadly if used in combination with your throw. Using attacks like Side Special and UTilt for upwards knockback to start this mini-combo is basically necessary. Using pseudo-mindgame moves like Up Special and Down Special best is when the opponent or the situation calls for it, so those can remain unused without guilt. On the other hand, using things like your Tilts, Neutral Special, and Standard Combo arent 100% necessary to play Piranha well, ut are necessary to play Piranha WELL. Using moves that can allow you to control the opponent from large distances is absolutely required if you dont want your pipe to be destroyed in under a minute. Using DSmash is a bit of a move saved for when you feel you need to, and not to spam, as interupting you can easily allow the opponent to wreak more havoc on your pipe than you have healed. This doesnt completely discourage you from using it however, and it can easily extend your stock if done right, especially if you use the lag buff of you "Side Attack" to defend yourself.​

MATCHUPS

Vs Ultimate Chimera: 0/100
This isnt even a joke. Read bot hsets, they arent long. See? Impossible for Piranha to win, if only for the fact he CANT USE ITEMS. He's a freaking PLANT (FLIP).

Vs Omega Pirate: 50/50 with no platforms, 75/25 Omega Pirate's favor with platforms
In theory, Omega Pirate should absolutley crush Piranha Plant. His attacks deal tons of damage and some of his most powerful moves like the Wave-Quake Generator and Dual Plasma Cannons can hit from extreme range. However, Piranha's jab puts a noticable dent in this strategy, at least on stages like Final Destination. It's basically impossible for the WQG to be used since Omega Pirate has to be on the ground to use where he'll be hit by the jab, and his fall speed is so high that he can't really use his cannons before falling back down either. Omega Pirate will have to approach while Piranha slowly pelts him with USmash attacks, taking an eternity to KO the massively heavy Omega Pirate. Fortunatley the moment there's any lag whatsoever by Piranha the Omega Pirate can attack for a big hit, keeping this an even (though INCREDABLY BORING) match.

If platforms are involved then the match shifts heavily in Omega Pirate's favor as he can snipe with Dual Plasmas Cannons. Not much else to it really.


Vs Dr. Strangelove: 65/35 Strangelove's favor
Strangelove has an easier time avoiding the dreaded Jab as he can actually gain some height with his jumps and use his Fair, Bair, and Dair to strike from above. With platforms involved this is even easier, and he can also use USmash to block out the Jab as PPiaP is forced to become Rambo-Plant.

But the real killer here is Strangelove's Nair. If he can get above PPiaP, he can set one up and most of PPiaP's moves become near-useless. The moves that do work (mainly his projectiles) are perfect for setting-off chain reactions that lead up to the detonation of the Doomsday Device. Not even that pip can withstand nuclear war!


Vs Lucy: LOLROFLMAO
Lucy makes this massive invisible maze for the PPiaP to navigate, but the PPiaP can't go through it since he's stuck in a ****ing pipe. Great matchup or greatest matchup?

-All Matchups except for Ultimate Chimera written by Hyper_Ridley

EDIT1: added Side Attack to escape complaints.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
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Hippo Island
Since I had to read the set to make the matchups, I may as well comment on him already, lol.

Not much to say, honestly, except that he's a fun read. The mechanic is like an actually balanced Chernabog and Envy as you put it, and his attacks work well with what he can do. If anything, the roots maybe would have been a good direction to take the set in. It would make for some easy FTilt's and FSmashes (he sends a root along the ground in that direction) and would help to give his attaks more diversity.

But still, it was enjoyable read in the end. Not really "Holy **** imma great moveset!" but it was entertaining and it displayed your main strength of coming up with interesting character ideas. Good work Wyvern.
 

flyinfilipino

Smash Master
Joined
Sep 11, 2007
Messages
4,319
Location
North Carolina
@PPiaP: Interesting character choice. Being completely stationary is a gimmick that in my opinion, mostly adds up to a helpless character, but you've given PPiaP some attacks to remedy his vulnerability. But first of all, where does PPiaP spawn on a stage like Big Blue, Mushroomy Kingdom, or Rumble Falls, where there isn't really a "main platform"? Standard Combo is a move that certainly helps, but what exactly do you mean by "horizontally parallel"? Does an opponent have to be lined up with the pipe, or the plant, or either to be affected by the move?

Minor details aside, it's a cool idea, and you certainly make do with the source material. I think he'd be an interesting character to play as too. However, remember to clarify a few more important details in moves in the future to make sure everyone completely understands how they work. Princess Peach in a Pie next? :bee:
 
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