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Make Your Move 8: -TOP 50 POSTED-

DiamondFox

Banned via Warnings
Joined
Jun 4, 2010
Messages
35
"Long of tooth and strong of arm, Grunty's got the lasting charm!"

Gruntilda Winkybunion



Gruntilda ‘Grunty’ Winkybunion is the main antagonist of the Banjo-Kazooie series of Video Games. Grunty is an evil Witch that once tried to kidnap the hero’s, Banjo, Sister. Banjo and his breegull friend Kazooie infiltrated Grunty’s lair and defeated her, saving his sister. Grunty was enraged, coming back in skeletal form in Banjo-Tooie. Banjo bested the witch again, and Grunty was finally defeated. Not. She finally came back in Banjo-Kazooie: Nuts and Bolts, and lost the ‘game’ set up by the Lord of Games. She now works in LOG’s Video Game factory for all eternity. Now she joins the Brawl, sporting her Banjo-Kazooie look.

"My body's not mine and my skull's all cracked, you still can't beat me and that's a fact!"

Stats
Weight-9/10
Size-Slightly Taller than Bowser, slightly less wide
Walking Speed-3/10
Running Speed-6/10
Priority-4/10
First Jump-2/10
Second Jump-4/10
Fall Speed-7/10
Traction-8/10
Aerial Movement Control-9/10

Hey everyone, look! A virtual punching bag! Grunty’s big, she can’t move very fast, her jumps are pretty bad, and her priority is nothing to be proud of. The only things she really has going for her is being hard to kill with her heavy weight, and being really good in the air. But when is she ever GOING to be in the air!?

"Who needs Klungo? Who needs a minion? I'll win this game with one arm pinioned!"

Specials

Neutral Special-Podium Placement
Grunty pulls a Yellow and Blue podium out her hat, and sticks it into the ground in Front of her, taking about .5 seconds to do so. This Podium will remain in the ground for a full 20 seconds, yes, 20 seconds. There will a tiny blue portion of the podium sticking out of the ground indicating where it was placed. If there is an opponent in front of Grunty when she sticks the Podium into the ground, they’ll receive 9% damage, coupled with Medium Knockback and some small hitstun. There is also a 30% chance that the foe will be buried.

If a foe walks over this podium while it is sticking out of the ground, the Podium will spring up and ensnare them for around 12 seconds. They’ll be trapped. But this is not to immobilize them. These podiums will serve another use when Grunty unveils her Grab Game. If Grunty or a summon of some sort walks over the podium, nothing happens. The priority for sticking a podium into the ground is also rather high. You can only have 4 podiums at once.

Side Special-Piddles Power

Before I explain the Nature of this attack, let me explain Piddles. Piddles is Grunty’s Sidekick as granted to her by the Lord of Games. Piddles makes a couple appearances in this set to help Grunty cheat. That’s right, Grunty cheats. Grunty will have to deploy Piddles to go up to the Podiums and rig them. Piddles will then turn into Pixels and fly into the sky, like all cats do. Piddles has pretty good stats, surprisingly.
Size-Capsule
Weight-3/10
Speed-7/10
Jump-6/10
So, she’s actually pretty versatile. Not that it matters, you won’t be playing as her. One problem with Piddles is that you can only have one of her out at a time. That means she must either complete her objective or be KO’d traditionally. Or take 40% damage. That get Piddles to fly into the sky Pixelated. Then you can send another one out. Also, Piddles has only one attack. She can bite the opponent, leeching onto them when she does so. This deals 1% damage every .2 seconds, so she only uses it at desperation. Piddles has to take 8% damage when leeching to be thrown off. Almost finally, Piddles takes .6 seconds to rig the podium, and she has medium priority when doing so. Finally, Piddles has invincibility frames when flying into the sky and turning into pixels.

After all that explanation, this attack is going to seem rather lackluster. Grunty pulls Piddles out of her hat, and tosses her about 2 Bowsers forward, dealing 5% damage and medium hitstun to anyone hit by Piddles. This attack has pretty bad priority, so it’s best to use at a distance. It takes about .6 seconds to execute. Piddles can’t rig podiums with trapped people in them. I’ll explain why you’ll need to rig podiums in the Grab Game.

Down Special-Stun Curse
Grunty’s hands crackle with purple sparkly magic, and she slams her hands into the ground! This animation takes about .5 seconds to execute, and anyone close will take 6% damage and medium knockback from the attack in addition to its other effects. Its other effects would be two large Kirby-sized balls of purple energy will move along the platform, not unlike the Hothead item. The speeds of these balls are similar as well.

If someone touches these balls, they’ll take 2% damage and be frozen in place for 7 seconds. This is a debuffed version of the spells Grunty used to keep the Jinjos in place. Now Grunty can wail on frozen opponents all she likes! These balls have a 5 second lifespan, and the attack has enough lag to where it is not spammable, but still can be used over and over again easily. The priority of the balls is good, slightly better than the priority of the main attack.

Up Special-Broomstick Chaos
Behold, Grunty has Airgame! That’s right, Grunty CAN fight from the air. Her aerials are a very valuable part of her playstyle, but she can’t jump high enough to use them! Fail much? Well that’s okay. Grunty can use this move to make herself airborne! She summons her Broomstick with very little lag, taking about maybe .6 seconds. She gets on that thing and now she can fly it around with the standard move controls, being able to fly in every direction.

Her fall speed all transfers to her maximum speed whilst aboard her Broomstick. Now she is free to bombard the opponents with her aerials while aboard her Broomstick! The broomstick slides a tad bit though, a rough estimate of its ‘traction’ would be 5. The Broomstick can be dismounted by using the Up Special again, and taking 30% damage while riding it makes it vanish. Grunty can’t revive it for a full 10 seconds if that happens. Grunty also can’t use any attacks other than aerials while flying. Also, Grunty is limited to flight 1 Bowser away from the platform left or right, and 2 Ganondorfs up and down. Finally, Footstools push Grunty slightly downward.


"Why do I talk all the time, it's really hard to make these rhyme!"

Grab Game


Grab-Tower of Tragedy Quiz

Anyone who’s played Banjo games before should not be surprised by her Grab Game; it is a Quiz Show. Yeah. Seriously. Weren’t expecting THAT, were ya? At least, everyone who HASN’T played Banjo probably wasn’t. Anyway, when Grunty taps that grab Button, a Podium pops up beneath her, and the camera will shift to her. That is IF, of course, she has all the opponents trapped in podiums. Now it’s a quiz showdown. Grunty can quit Quiz mode any time she wants by pressing the grab button again. But she’ll take 15% damage and hitstun for forfeiting the quiz. She’ll take the same amount of damage if an opponent guesses a question correctly. Now, let me sum up the system for the opponents.

Using different moves Grunty will choose a question card, which I’ll get into later. Grunty will then read the question in a speed bubble above where she’s standing. The opponent will then have to buzz in using the standard attack button to be able to answer, they can also buzz in while the question is read, but they won’t be able to finish reading the question. They must select from three questions they can choose using the move buttons. They can select using the standard attack button, or pass using the special attack button. But be warned, a giant weight gets closer every time they pass, select a wrong answer, are intercepted by another player, or take longer than 5 seconds to answer. Also, if they get it wrong, other players can intercept. That weight can only take 5 wrong answers per player before it falls on him or her, dealing 30% damage, extremely high knockback that kills at around 60% or 70% damage, and ending the quiz show. The quiz ends when someone is smashed by the weight. Also, the period for buzzing in is 7 seconds long.

Yeah, there’s more. Remember how Grunty could rig podiums? Well, the questions are all easy. Like, very easy. Like they ask you when the War of 1812 started. Yeah. Anyway, if Grunty rigs the podiums, the questions all become significantly more difficult. So you want to rig the podiums. But ALL the podiums must be rigged to work. Also, if Piddles is rigging a podium when Grunty summons forth the Quiz Show, Piddles will be a contestant. This is assuming that all the other opponents are already trapped within the podiums. Piddles will now be in the game, and it doesn’t hurt Grunty when Piddles makes a correct answer. Piddles has a very good AI, sometimes answering even BEFORE the question is displayed. If Piddles is squished, she pixelizes and flies into the sky like usual. More than one player can be squished at a time. If there are any other questions you have the answer is it probably goes repeats for another player or just plain repeats. Or something.

My God, are we almost done? Almost? Good. Finally, it’s time to put down the specifics of the summoning of the Quiz Show. It takes .8 seconds to summon and to get rid of in a forfeit, as Grunty also has to summon/put away a giant screen, a couple giant weights, along with her podium. The camera pans to Grunty when she picks and announces questions, to the contestants when it’s time to Buzz in, and to the opponent when it is time to answer. Finally, all stage hazards are stopped during the quiz. Geez, this move is long.

Pummel-Question Shuffle
As stated before, Grunty must choose the question to ask. She does this by choosing color-coded question cards which appear above her. She chooses these cards using her throws. With the exception of one. Anyway, in about .4 seconds, all these cards will shuffle, and new ones appear. Don’t ask me how. Now Grunty can only do this once every 5 second period she has to choose a question, and this attack also resets the question choose time. Anyway, Now I’ll reveal the colors for each card and an easy and difficult sample questions for each.

Green-Questions About Grunty
Easy-What color is her cat?
Hard-What magazine did she appear on the cover of?
Blue-General Knowledge
Easy-What is a side dish usually served with a Hamburger?
Hard-What was the name of the Communist Russian Secret Police?
Yellow-Smash Question
Easy-What system was Brawl released on?
Hard-How many options are there on the main menu screen?
(Half)Silver-MYM Question
Easy-What does MYM stand for?
Hard-What character can beat Envy besides Mewtwo? (h)
White-Screen Questions
These questions are based on images of a stage or character shown on the screen for about 5 seconds. The screen that came with the game show. That one.
Easy-*Shows Captain Falcon’s helmet* Who was that?
Hard-*Shows Port Town Aero Drive* How many stops are there here?
Red-Instant Death
This type of question shows up the least. It’s a random question from one of the other categories, and if the opponent gets it wrong, they automatically get squished. You cannot get this question type by shuffling.

Forward, Back, and down throws-Question Choose
Grunty chooses a question out of the cards displayed. Each of these attacks takes .2 seconds to execute.
Forward-Rightmost card
Down-Middle Card
Back-Leftmost Card

Up Throw-Rocket Podium
What’s that you say? Grunty can forfeit in TWO ways? Well, share it! Let’s say you’re losing the quiz. Input this move and save your bacon! Your percentage will increase by 17%, but your podium will turn into a rocket, and you’ll blast off….into the upper KO boundary. But wait, you comeback onscreen atop your Broom, which is at full health regardless of what happened to it in the past. However, Your podium takes 1.1 second to get airborne, and another .5 to get offscreen. So that means you’re open to attack from any angry contestants. And remember, you can only do this when choosing a question, or when someone gets a correct answer.


"My broomstick's hard and as it streaks across the sky it chafes my cheeks!"

Aerials

Neutral Aerial-Nasty Gassy
Eeeeewww, Grunty! Geez, that’s disgusting! The fat hag makes a rather disgusting ‘pfft’ sound from her rear, resulting in a slow expanding wave of stink that doubles her in size and deals 2-6 hits of 1% damage depending on how close you are to her, and it also deals rather large hitstun. This has bad priority however. It also takes about a full .8 seconds to execute, being long for a stun attack. This wave moves at Pikachu’s walk speed.

Forward Aerial-Broomstick Rush
Grunty flies FAST on her broomstick, attempting to hit the opponent. She’ll fly forward about the width of two Bowsers, moving at Captain Falcon’s run speed. This attack has excellent priority, somehow resulting from Grunty leaning forward during this attack. This attack also has a large hitbox that deals 13% damage, high knockback that kills at 70-85% along with pretty high hitstun. It’s not so much a KOing attack as much as it is a stunning one with all that hitstun.

Back Aerial-Ridiculous Spell
Grunty raises her hands up high, and conjures up a spell to end all spells. This large spell is almost as big as her, with a hitbox to match. The initial start up for the spell is .3 seconds, but it take a full 1.5 seconds to finish. And it has bad priority! And bad range! What saves it? You can move while preparing the spell, as long as you don’t input any other the commands; that will cancel out the spell.

The spell itself is not one you want to aim at an opponent, but rather the ground. This Earth Quaker will shake the ground that everyone upon it at the time will take 9% damage and trip with heavy hitstun. If it hits an opponent, it’ll deal the same amount of damage with heavy knockback, but it won’t be enough to KO.

Up Aerial-Homing Spell
Grunty holds her hands over her head, and conjures up a white burst of spinning energy and lets it loose in front of her in the time of .7 seconds, causing it to find its way to the nearest opponent. This attack has bad priority, and when fighting Grunty, it’s a good thing to try and stop it.

It will move to the nearest opponent at about twice the speed of a walking Goomba, but has a very long lifespan of 10 seconds. It will follow an opponent, dealing 1% damage for every .33 seconds the opponent touches it, and its traction is fairly good, as is its potential for racking up damage. Grunty can only have one of these out at a time.

Down Aerial-Piddles Deploy 2
You remember Piddles, right? Well, in this version of the attack, Grunty releases Piddles downward of where she’s flying. Piddles will fall down to wherever she was above, and then go about her business. This means Grunty can drop Piddles right next to podiums if she want to. Also, Piddles won’t bite if dropped on an opponent, makes it too cheap.

"So many Jiggies, I hope you're proud. Shame your victory won't be allowed!"

Standards

Jab-Belcher
Grunty, um, belches rudely. It’s not much of a jab, it only serves as a high-priority block. It takes .4 seconds for the entire attack to go through its cycle, although the .2 mark will yield the belch. It covers a small Kirby-sized radius in front of Grunty, and dissipates in .4 second of its own. This belch causes the enemy to take 2% damage with medium hitstun and come out of his attack. The priority is high, but some falcon punch-resistant attacks may be able to resist it. To prevent it from being spammable, a small 2 second wait time is applied between belches.

Dash Attack-Generic Dash Attack
Grunty waves her arms as she runs forward. What did you expect, a flashy show? The Game Show has taken almost all my props! This .5 second long dash attack deals 3 hits of 2% damage, all at rather low priority. However, they do deal a small bit of hitstun, which is VERY nice. But again, the hitbox for this attack is small.

Forward Tilt-Purple Strike
All these spells are totally not props. They’re effects, I swear. THEY HAS NO MODEL. Anyway, now that my paranoia for anti-prop MYMers is over, it’s time to talk about Purple Strike. Grunty forms one small purple energy spell about thrice the size of a Pokeball, and hurls it forward at the speed a Pikachu’s walk. It’ll move the distance of two Bowsers, and the whole attack takes .3 seconds. A quick one. It’s also kind of spammable. The blast has a surprisingly small hitbox, and it deals 5% damage with hitstun and knockback that combined cause the opponent to always trip whent being hit by this attack. While n00bs will spam this, there is a strategy to using effectively.

Up Tilt-Shield A
The first of 2 shield techniques. Grunty creates a shield out of white Aura to protect her, as she is a punching bag aside from her weight. This Shield completes forming in .6 seconds, but Grunty may move during the forming. This shield protects Grunty from taking damage from the next 3 hits she takes, but she still takes knockback and hitstun. The upgraded version of this shield is the way to go, although this shield is a good alternative for tighter situations. The priority of the summon is rather low, as is the other one. Shields CAN be taken into the air. Finally, Shields will vanish if they go 3 seconds without taking a hit.

Down Tilt-Sparkles
AGAIN THESE TOTALLY AREN’T PROPS. Grunty claps her hands and cackles as 3 pink sparkles of DEATH appear directly in front of her, about Kirby’s size all together. These sparkles last for about .7 seconds, and they deal 8% and heavy knockback (not enough to KO, though). The hitboxes for these sparkles are very small, but there are 3 of these swirling hitboxes. The Sparkles won’t move much despite their swirling animation, however. The summoning phase takes about .5 seconds.

"You seem to be under some delusion, my triumph is a foregone conclusion!"

Smashes

Forward Smash-Green Strike
After you’ve bothered to charge up the Purple Strike some more(.8 seconds), you’re greeted by 5 Pokeball-sized energy pellets. Grunty will throw them, and they’ll zigzag their way 5 Bowsers before vanishing at Captain Falcon’s run speed. Yeah. On contact, each one does 3% damage and a bit of a flinching knockback. Of course, hitting all at once will leave quite a mark. Not only are these good damage-rackers, but at around 80% they could KO with their pushing abilities. The more you charge, the more blasts that will come, 5 is the minimum, 10 is the max. Sadly, this attack has pitiful priority.

Up Smash-Shield B
Grunty’s OTHER shield. It takes the same time to charge, but you CANNOT move while it is forming. Meaning you need to find a safe place to charge it up. If he does move, it’ll go to Shield A. Anyway, this shield takes 5 shots, and blocks damage, knockback, and hitstun. So you’re good. Also, I should mention that Final Smashes negate these shields. Pretty low priority in the summoning, but better.

Down Smash-B.O.B.
Nope, no prop this time. Anyway, Grunty raises her arms and a blue magic blast strikes there, the whole sequence taking about .7 seconds. The blast will hit the ground and become a small vortex on the floor. Anyone hit/touched by it will take 2% damage and small hitstun for every .3 seconds in its 1.5 second lifespan. This damage, will actually heal Grunty accordingly, so she can LIVE. The vortex itself is about as big as a crouching Kirby, with a Pokeball-sized midsection. Sadly, the hitbox is where the center is, so yeah. This attack has good priority.


"I can't believe that furry pair, got right up here it's so unfair. But now the stupid bear must fight, this battle tests your skill and might!"

Final Smash

Grunty summons a gigantic fireball which isn't a prop from the top of the screen and it homes in on the nearest player and goes boom dealing 57% damage and kills really fast and is hard to dodge and stuff.

"Obeying orders, you clearly love it. It won't work on me, you can all just shove it!"

Playstyle

Grunty playstyle time. Grunty has 2 variations of play; a defensive Quiz and an Offensive Broomstick Brigade. Either way requires a bit of preparation. First off I’ll explain top priorities.

So Grunty needs to first get a bit of damage on the opponent. This is no problem thanks to the large number of stunning and racking moves at Grunty’s disposal! She can use the Down Special/Back Aerial to stun the competition, along with the forward tilt. Now she can unleash ground attacks like BOB, Sparkles, the Green strikes, or throw Piddles at the opponent. The Generic Dash attack could be good for this again, I suppose. Once you have the opponents up to a good percentage, you can go one of two ways. You can choose to go offensive or start setting up your podiums. Before I cover those, some damage racking strategies in more detail.

It’s nice to combine the shields with some of the lower priority attacks, and maybe take it into the air with you. These lower priority attacks of course are the tilts and Smashes. Air-based racking techniques include stunning all with a ridiculous spell, and then attacking with homing spells and a nasty gassy. Nasty Gassy is also a good defensive spell, along with the jab, the shields, obviously, the forward tilts and the down special. Once you have the opponent up to a good percentage, you can attempt to KO them with your Broomstick Rush if you are playing offensive. Otherwise you’ll have to employ Piddles.

Now for getting the opponents trapped. Use the down special or back aerial. Now drop Podiums near your podiums. When they snap out of it, they’ll be trapped! Don’t forget to use the Broomstick and deploy Piddles near these Podiums to rig them quickly. Or just throw Piddles. Now, it is time to quiz! These Q&As should go well for Grunty, but if not, you can always escape on your podium! Then try to KO them with Broomstick rushes or attempt to get the trapped in the quiz again. Don’t forget to shuffle if needed.

Grunty has a good multi-hit attack, Green Strike. Don’t forget to use it! Piddles can also be used fairly well in combat. Sparkles and B.O.B. can also be used in conjunction with stunned or tripped opponents to deal massive damage to giant enemy crabs! (RIIIIIIIIDGER RACEEEEEER)

In conclusion, Grunty is a heavyweight with bad stats, but lots of cool moves to make up for it, like shields and quiz shows. I hope you enjoyed it, and enjoy Grunty! Peace!

"You've got a bird and I've got a kitty, mine's got style but yours ain't pretty!"
 
D

Deleted member

Guest
Author's note: Before you even ask, no. I don't consider this my best work. Really, i don't (hence why i didn't get MT or HR to preview it...). I had a lot of fun making this set in less than 3 days, but that's about it. I expect people to not like this set. Heck, i expect Warlord to hate this set as much as he does caterpie and such. That's fine though, as it was blast making this set either way. Anyway, I tried making this set so that Ken is talking throughout the set. I kinda liked it, but if it gets distracting..I'm sorry. Yes I realize this is my 5th set in the contest so far. (WARY)
"Yo there! My name is Ken Masters. You'll probably know me best from the Street Fighter games and from the latest one, Super Street Fighter 4, which, by the way, you should get a copy right now. Aside from my friend Ryu, I'm the most popular character in the series. In those games, I'm the rival of Ryu, and trained from the same master of him as well! Of course, I'm the superior of us. As you can see, I'm quite confident and cocky with my skills. Forget about TWILT talking and explaining about movesets, as you'll learn how to play as me from the man himself, Ken Masters! With a lot of Hadoukens, and Shoryukens, I'm sure to heat these up in Smash Bros! Maybe even quite literally. I've got a message for my opponents out there. Attack me if you dare, I'll crush you! Yes, TWILT reused the organization from Charizard. What of it?"


Size - 7/10
I'm pretty tall here, rivaling the size of Ike.

Weight - 5.5/10
I also exercise daily, so I can maintain my speed. This unfortunately means I don't last that much longer than Mario...

Ground Speed - 7.5/10
I'm pretty fast, running at the speed of Marth's here.

Traction - 3.5/10
I, unfortunately, can't keep still from my eagerness to run and fight. Guess no man's perfect.

Jumps - 6.5/10
I can jump pretty decently, especially when I wanna hit my Shoryuken!

Falling Speed - 6/10
When i fall, i fall about above average speed.



Special Trait - Fired Up!
This is how things heat up! You see, whenever I'm winning a fight, I get confident and fired up! I need 10 confident points, which I can get through the following methods:
  • Doing a 3 hit combo (1 points + 1 for any additional hits following the combo)
  • Managing to dodge, and them immediately counter with an attack/Out prioritizing the opponent. (2 points)
  • Hit the opponent will the neutral special (1-3 points depending on charge)
  • KOing an opponent (5 points)
When I'm like this, I'll suddenly have a cool fiery orange aura surrounding me! My next 5 attacks will then have fire around them, and when I hit someone with them, they'll be engulfed in flames for 5 seconds! If i attack them while they're engulfed in flames, my attacks will do 1.5x the regular knockback! If i managed to light them up in the air, they'll even stay engulfed in flames until they touch the ground. That's pretty sweet, as it allows me to KO opponents earlier.

However, let's say I'm losing the match (which shouldn't be happening unless you suck). I can get 10 anger points which can happen by:
  • My opponent manages to dodge my attack by rolling/spot dodging (1 point)
  • My opponent out prioritizes my move (2 points)
  • I get hit by a 3 hit combo (1 point +1 for every additional hit)
  • I get KOed (5 points)
I'll enter my "Violent Ken" form for 10 seconds. My rage will consume me, and I'll have dark aura around me. It can actually be pretty useful. If my opponent and I clash attacks, regardless of priority, my opponent will be knocked away 2 stage builder blocks due to recoil, with 10% damage. Not only that, my attacks shield break after 3 attacks. However, every second I'm in this form, I'll suffer 1-2%. When I exit this form, I'll be exhausted for 2 seconds. This form I want to use as a last resort. I cannot gain any points while I'm currently in a form already.


Neutral Special - Focus Attack
Alright, let's show what I learned in SSF4! I'll enter a stance, where black marks surround me (similar to my top picture). I'll then launch a fierce jump kick forward, which will deal off 9-10% damage with it causing my opponent to slowly collapse to the ground (which means I have an extra second to pull off an attack before that happens!) This has no beginning lag, though I can charge this for a second to make it unblockable. This move has great priority as well. Now, when I use this move, I can automatically cancel out any attack for this move. For an added bonus, when I'm charging this move, dashing will cancel this move. If i use this in the air and cancel, I'll turn around instead of dashing. Finally, when I'm charging this move, I actually will have superarmor for the first hit i get, though any more hits will cancel this move.
[ 9-10% ]

Side Special - Taunt
I'll irritate my opponents by motioning my hands to bring it on. If my opponent's within a 2 stage builder block range, my opponent becomes aggravated, and their next 5 second attacks will do an extra 2-3% damage. Yeah, yeah, you're probably wondering why I'm giving my opponent a power boost. You see, my opponent will be forced to rush in to attack me. When they do, they have a quick second to choose which attack they want to do (they'll use neutral A by default if nothing is chosen). Remember my trait about me getting confident points if i dodge an attack? That, and I can play runaway man, leading opponents off stages!

Up Special - Shoryuken
Haha! It's time to use my favorite move! I'll get down into a crouching position, and then launch a fierce uppercut! I can also charge this for an additional second. Left uncharged, I only jump upwards a stage builder block, and upon hitting will deal off 10-11% damage with knockback that KOs at 110% damage. Not really exciting is it? If i do charge it, my fist will be engulfed in flames, and I'll jump upwards 3.5 stage builder blocks. This also becomes a 3 hitter, each hit dealing off 5-6% damage, with knockback that KOs at 75% damage. This move has good priority no matter the charge. This will have very little beginning lag, but with above average ending lag. Haha, this will function as my main KO move.
But you're all probably wondering why my fist is engulfed in flames, when my Fired Up form already does so. If I am fired up, my charged move moves to be my uncharged move, and my full charged one has my entire body surrounded with fire, creating a much larger hitbox, which is a 5 hitter, with each hit dealing off 4-5% damage, with knockback that KOs at 50%! Man, that is hot stuff!

[ 12-13% ]

Down Special - Roll
It's time to be a little sneaky. I'll roll forward a stage builder block...and that's it. Yeah, yeah, you're probably saying that I can already roll through traditional smash means. Well you see, when i pull this roll, I can't bypass opponents, so when i roll into them, I'll just push them near there feet. Also, I actually CAN get hit when rolling, though I have superarmor while doing it. I best use this move to save myself and then set myself up for some hits.


Final Smash - Super Hadouken
Ryu jumps to my help, and together, we'll fire a Kamehameha type esqe blast together! Hitting my opponents with this will deal off a serious 40% damage, with knockback KOing at 50% damage! The beam also travels across the stage by 4 stage builder blocks. I'll KO anyone with this who gets in my way.

Neutral Attack - Ken Combo
I'll first fierce punch, then knee and finally kick my opponent in the chin to finish things off. Each hit will deal off 3-5% damage each, with knockback that KOs at 130% at the end. My combo is really fast, with me only suffering little lag at the end. Pretty standard move for me, and is sure to land some impact on the opponent.
[3-5% x 3]

Forward Tilt - Hadouken
One of the moves my friend Ryu and I perfected, I will let loose a blue fireball forward, shouting, "Hadouken!" It'll travel half of final destination, upon hitting will deal off 11-12% damage, KOing at 130% damage. I'll have little time executing this move, with only a bit of lag at the end, preventing this move from being spammable. This is a blast to pull off!
[ 11-12% ]

Up Tilt - Uppercut
I'll deal off a sweet uppercut, which will deal 7-8% damage, and always sending opponents 2 stage builder blocks upwards. This is great, because I can actually jump that same distance, making be able to go into aerial combat. Anyway, there's little lag at both ends, but has little priority. Mainly should be used for getting opponents into the air, so I can launch my furious assault!
[ 6-7% X 2]

Down Tilt - Leg Sweep
I'll just crouch down, and sweep my opponents with my right leg. This will cause a guaranteed trip with 9-10% damage and okay priority. This has little beginning lag, but average ending lag. The thing is, my opponents take a whole second to actually trip, so that means I can follow up with another attack if i act fast!
[ 9-10% ]

Dash Attack - Spin Attack
While shouting, "Tatsumaki Senpukyaku!" I'll spin kick forward, like the GIF above. I can hit the opponent up to 5 times with this, each hit dealing off 2-3% damage, with knockback that KOs at 130% at the end. I have little startup during this, but there is average ending lag. Haha, to make this even more interesting, as soon as you get a kick in, it's nearly impossible for opponents to escape! Also, I can cancel this move via neutral special before the last hit, so who knows? I can create one sweet of a combo.
[ 2-3% x 5 ]


Forward Smash - Shin Hadouken
It's time to start blasting! I'll fire out a Kamahameha style kinda of blue wave to the opponent, and hitting someone will deal off a multi-hitter of 1-2% damage, with 8-16 hits, depending on charge, and KOing opponents at 80-120%. My wave reaches about 2 stage builder blocks. This only has a bit of startup, but i take nearly a second to pull myself together at the end, so I oughta use this move carefully. Good long distance move though.
[ 1-2% X 8-16]

Up Smash - Shoryureppa
It's time to heat things up as I'll dash forward a stage builder block, before launching off 2 straight uppercuts, each dealing off 4-8% damage (depending on charge) with flinching knockback and good priority. This has a bit of beginning lag...but if i don't use follow it up with an up special, I'll suffer a full second of ending lag. Not good...but if I follow it up with a Shoryuken, it'll automatically be fully charged, so i can inflict some serious pain! This move is usually near inescapable if i managed to land one hit.
[ 4-8% x 2 ]

Down Smash - Shippu Jinraikyaku
I'll start things off with a flurry of 3 low kicks, while I'm also moving a stage builder block forward. Each kick does a light 2% damage with flinching knockback. This has little beginning lag, but average ending lag if i don't hit with the 3rd kick. The kicks have okay priority each. Now if i do hit with the last kick, and i decide to press up immediately after, I'll follow it up with a hurricane kick that sends my opponents upwards with me a stage builder block forward and upwards, like in the GIF above, for another 3 hits that deal off 3% damage, with knockback KOing at 100% damage at the end. Pretty darn useful for me to get opponents in the air, especially if i can cancel the last hit with my neutral special!
[ Variable ]


Neutral Aerial - Fierce Kick
I'll stick my leg out like the picture above, hitting anyone will deal off 8-9% damage with knockback KOing at 150% with good priority. This has little beginning lag, but average ending lag. While hitting with the basic leg will just do regular knockback, if I hit opponents with the foot, I can actually smack them down straight downwards, with opponents above 50% damage have little chance of recovering. I'll use this when they least expect it!

Forward Aerial - Zanku Hadouken
One of my favorite aerials, I'll use one of my arms to fire a Hadouken blast downwards diagonally. It'll travel at distance of half of final destination, with the speed of Samus' charged shot. Upon hitting, it'll deal off a decent 11% damage, KOing at 150% damage diagonal downwards knockback, so it can spike opponents. I can execute this move flawlessly at the beginning, but there is a bit of ending lag. I best use this when I'm gonna blast opponents down!
[ 11% ]

Backward Aerial - Reverse Hurricane
Similar to my dash attack, I'll use my hurricane kick, moving a stage builder block backwards, but instead, I'll actually move slightly upwards diagonally, making this a useful extra recovery. Anyway, hitting opponents with this 5 hitter will deal off 2% damage a piece, with knockback KOing at 120% at the end. I can hit opponents okay, and okay priority. I can actually start this move with little trouble, but I got average ending lag for me. A great move to follow up!
[ 2% X 5 ]

Up Aerial - Dragon Punch
I'll give my opponents a right hook! This will do 5-6% damage, with always pushing opponents upwards slightly. This has very little lag at both ends, though they do have little priority. This actually will function as a great combo follow up move, and a way to reposition opponents in the air! For example, if they were on the exact same level as me, doing 3 punches will have them directly above me, out of reach with any aerials. After only 2 punches, they still can be hit by...let's say by my Fierce Kick...
[ 5-14% ]

Down Aerial - Knee Smash
This is kinda the opposite of my up aerial, but I'll knee the opponent downwards. This will do 5% with always pushing the opponent downwards slightly. Little lag at both ends, and little priority. This can function as a way to bring opponents downwards, though after 3 uses of this (if they WERE in same level as me..), opponents will be out of reach of any aerials. Also, after 2 uses of the knee, my opponents will be out of reach for my forward aerial, but if i can continuously alternate between those 2 moves, I can create one heck of a combo!
[ 14-15% ]


Grab Reversal
Ken Masters has trick up his sleeve when it comes to being grabbed! You see, when someone manages to grab me, I can reverse their grab by first predicting what their going to do (whether it be a pummel or a throw). If I do, I'll cancel it, and automatically perform my back throw. If i don't predict what they do though, I can't cancel it again, unless my opponent grabs me again, so i oughta be careful.

Pummel - Knee Smash
I'll attack opponents with my fierce knee! This will do 2-3% damage a hit, at average speed too! Otherwise, nothing really special here.

Forward Throw - Chi Push
I'll focus with my chi (hey Ryu can do it. I don't see why I can't!) and let out a push forward, always pushing opponents 2 stage builder blocks away, with 5% damage. This is great for spacing my opponents, so i can set up for long distance combat with my Hadoukens!
[ 5% ]

Backward Throw - Rolling Fire
I'll roll over behind me, with my opponent a stage builder block. I'll then throw my opponent away for 10% damage, with knockback KOing at 100% damage. This is great as I can't be effected by outside opponents during this throw!
[ 10% ]

Up Throw - Flare Blitz
I'll simply throw my opponent upwards, always dealing off 8% damage, and 2 stage builder blocks. This will put them a good position for an aerial assault or for my Shoryuken!
[ 8% ]

Down Throw - Hurricane Smash
I'll throw my opponent to the ground, and start spinning with my leg sticking out. This will deal off 2-3% damage a hit with 5 hits in total and knockback KOing at 100%! Outside opponents can be caught as well. This is a great way to rack some damage onto the opponent!

< Playstyle >
So you wanna play as Mr. Masters, right? Well, that's perfectly fine, as I am one of the best at the game! Anyway, I got a whole arsenal of moves I can use to punish foes. I got my standard combo and dash attack for some easy damage racking. And I can KO from far distances with my forward smash, and forward aerial, or close range with my Shoryuken!

But that's not my main goal here. I really want to get Fired Up here! I can do this by starting a few combos. Like mentioned before, I can use my neutral combo, but why just stop there? I can also use my down smash to at least get some hits, with a max of 6! This is great as I can get a whole lotta confidence points with this, and if i manage to do a couple of moves before and after that down smash, I can possibly get a whole 10 points in one sweep of moves. I can even cancel multi-hitters like my dash attack, back aerial, and so on with my neutral special. This will allow me to string together a whole bunch of moves together for some serious hurt, and I can get my confidence points all the more easier. I can even try spiking my opponents with my neutral aerial if i have to!

More along, once I get into my Fired Up mode, what do i do with it? Well my friend, I just wanna hit my opponent with it. This will engulf them in flames, and I can KO them a lot easier! Just in case though, I want them to stay in the air though, as they won't lose that engulfed status until they land. I best use my up tilt, up throw or down smash to get them in the air again, and while they are engulfed in flames, I land my signature Shoryuken for an awesome KO! This will work great if i managed to run out of uses before I can land my KO move, as I can get another 5 easy points from the start of the opponent's new stock!

Let's say my opponent's a long distance fighter. No worries at all man. I can taunt them out with my side special, forcing them to attack and come close to me. I can then dodge their moves, and then counter attack for 2 confidence points! Alternatively, I can walk through the screen with my neutral special cancelling, though i better watch out for multi hitting projectiles like fire ones. My neutral special is especially useful against shielders. If they decide to shield, I can use my neutral special to fully charge it if they keep on shielding for a shield break, or if they decided to stop shielding, I can cancel it, and maybe roll in with my down special against my vulnerable opponent, and then maybe use my down tilt to start a combo. Good stuff right?

If I'm getting hammered against the opponent, I best stay away from my opponent. I can use my forward throw to set them in the right position for a Hadouken! I can also reverse any opponent's throws, so no chaingrabs will work on me! If i'm losing the match, maybe it's time to take a step to the dark side, entering my violent Ken form. I best abuse this form fast as I'll constantly be suffering while in it, but I do out prioritize the opponent no matter what, so I can combo with ease.

That's Ken Masters in a nutshell. Any questions my pupils?
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Wow...i need to get to work on my moveset. it'll probably suck in comparison to these though...
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,295
Location
Hippo Island
Ken is surprisingly more complex/creative than I thought would be possible for him, thanks in part to utilizing super moves in the main set and not just for the final smash. I think it's really cool how Haduken is a normal move and Shoryuken is a special, since in-game Ken is known for his Shoryuken while having a not so great projectile game, so the moveset reflected that.

Having said that, I feel that Shinku and Zanku Haduken don't really fit Ken, as those are the Signature moves of Ryu and Akuma respectively. I think those inputs would be better served with kicks or uppercut-style attaks to fit Ken's style a bit more. Still, a lot of the moves ARE based off in-game moves, even ones that don't have pics like the pummel, so I can't complain too much.

Plasytyle-wise, it's simple but functional; Fire up and go ballisitc on your opponent! It feels a bit like how you build super-meter in Street Fighter for your awesome finishing moves, and Ken is somewhat rushdown oriented so the playstyle is accurate to his main game incarnation too. Good job TWILT.

Oh, and you're missing a final smash.
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Wow...i need to get to work on my moveset. it'll probably suck in comparison to these though...
Word of advice, never think like that. You need confidence or you won't go any where. MYM treats newcommers less harsher that vets, so they won't give out nasty commentary which would make you leave movesetting forever.

Now KEN MASTERS


Now despite my little knowledge of the SF metagame, I'm going to comment on the set organization instead (a position I'm most likely not suited in).

With Ken, you decided to put the set into a first person organization. While this does fit Ken, with his arrogant nature and all, it does get annoying at times, and throws the set off balance when I'm trying to read. For example, the down special seemed boring with a first person view, and could of been better with a 3rd person style of writing. While it does bring a certain uniqueness about the set, it does become a detractor for the set.

Well it's not much, but like I said, I don't have the SF expertise.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Why hasn't anyone commented on Gruntilda yet? The set is amazing in my thoughts, especially judging by your standard. I see that despite being new to MYM you've lurked around long enough judging by the references you've put into your set.

First off, having played Banjo Tooie, where the quiz comes from, I can understand where you're coming at. It is a funky concept, especially when you mention the Red Card. Of course, there's bound to be billions of different questions. There should be one that says "What is the meaning of life?". It would be like, totally awesome, if there was more emphasis on the quiz. It's alright if you want to have 2 seperate playstyles though.

Your writing style is pretty much perfect. THIS is the thing that comes at me the most when reading it. Love it.

Anyone who were to read your set would tell you about using BBcoding. You know, the stuff that makes people's set colorful. If you don't know how to employ it into your set, you can always ask somebody. Makes the set prettier, and would especially go well with your writing.

Alsoooo, as a random nitpick, it would be pretty cool if you got the image of Grunty's true form rather than the one she uses with the Game Over from the original game. It's more for the sake of not getting people who don't know about the series confused.

Regardless, there have been some awesome movesets made by newcomers this MYM - Grunty is definitely one of them. BBcoding should definitely make this set go further.
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
The Wheel of Comments is turning!
Rebel two!
Action!​

Hannibal Bean

Wah hey, old Warlord set I'm just getting around to commenting because I've been incredibly, incredibly lazy. So first and foremost, yeah, Dark Bowser is better. Yeah, I know you weren't planning on topping Dark Bowser anytime soon and that's cool because Dark Bowser is kickass. With that generic bit of the comment out of the way and Dark Bowser safely tucked away in a corner...I can comment the set without comparing now, yay!

Now, here's where I kind of start to agree with Junahu. I've watched Xiaolin Showdown but never seen an episode with Hannibal...so him going inside the foe, making them vomit and then sliding around on the vomit seems a tad weird to me. Hannibal Bean for me feels to be one of the most blatant Warlord examples of making up stuff that kinda fits with the general gist of the character instead of using stuff they do. Granted, I could be entirely wrong on that point but a lot of the moveset leaves me going "Wait...would this character do this?"

Not that that's a terribly huge deal of course. You've still got a very solid/interesting playstyle here going regardless of how in character it is (which is just a minor nitpick really, I have to pick at some stuff, right? ;P). The whole momentum based, pinball-esque character concept is a great one for sure.

Helios

Okay! So Axel Gear wasn't your last solo set? (smirk2)/Shotzo. Seems Helios has gotten a fair bit of love from Warlord whereas good ol' Axel has had chunks of him slowly torn out. So how is Helios? Well he's pretty good in my book. But so is Axel. They're both good, yay!

Soooo...the basic summation of Helios seems to be a souped up Olimar on crack with way more minions to control. Pretty cool. Now let me just say that that Side Special is absolutely the bees' knees. That and the fact that he could say...hop up on his Up Special custom made platform, chart out where the swarmbots need to go and then blitz the enemy with a non-stop line of deathbots is a pretty awesome thing to think about indeed. Imagine how many cawk shaped swarmbot patterns there would be! That and, as a few others before me have stated, the fact that he can so effortlessly swap between two very different playstyles on the fly make his whole core concept all the more awesome.

So yeah, I really like Helios. While I don't think you were quite expecting Helios to get such good reaction...he's still a very good set regardless. I'm fairly sure however that I won't be hopping on the Warlord train saying that Helios is so vastly better than Axel Gear and that Axel Gear is rubbish. I know how much you like Axel and I'd say he's certainly your set to beat still this contest despite Helios being pretty **** close.

Black Cat

So I don't have a really huge comment or anything for Black Cat considering she was a moveset meant for MYM6 and judging it as anything near that (especially since you just posted Kamek which is supposidly doing quite well) would be unfair...I'll just address that I actually read it and hope that that makes you happy :bee:

Also...THANK YOU for not doing your typical, "It doesn't effect Marth cuz' he's a gurl lol I so funeez" joke. The tightrope down special while seemingly kind of situational does seem pretty awesome to me personally. Plus ya know, that header image is bonus points in my book. Fun read there.

Omi

Holy Christ on a cracker did everyone cover everything on this set before I even got a bloody chance to read it. Okay, well I had chances to read it but I just didn't take them and by the time I did read it, Omi already had like a billion comments and I didn't really know what to add to it that nobody else had said.

With that in mind...I'm still uncertain as to what I could add that others before me haven't said. Yes, it's better than Jack for sure. Yes, the whole stage flooding thing is totally awesome despite it bringing back my nightmares of Ludicolo and...oh God. While glancing at the comments for Omi, Warlord even beat me to commenting about comment parroting.

Sorry FF, I kinda failed ya in commenting this one early. Sorry that my comment here isn't more indepth...but I don't have a whole lot else to touch on that hasn't been mentioned before. Keep up the good work though, Omi's certainly your best!

Shoto #2

Alrighty! Ken Masters! The second Street Fighter set for this crazy little Street Fighter x Tekken movement thing...looks like the Tekken side is a tad droopy though. So yeah, as Slash (Slash COMMENTS?!) mentioned, I'll right off the bat that, while the 1st person point of view is certainly fitting for Ken, it comes off as a pain to read sometimes. I understand you did this to try and spice up the set (as you seem to think that it's really bad) a little...but to me at least it detracted more than it added.

As for the set itself...Violent Ken is from SVC Chaos which is non-canon and thus makes me rage! Also, Ken doesn't spam Shoryuken as much as he should; every good Ken mainer spams Shoryuken to hell and back. Rawr. All joking aside, Ken's pretty much all you could do with the character. As HR said, Shin Hadouken and Zanku Hadouken stick out a bit to people who actually care about Street Fighter...but for the typical MYMer, they probably won't notice anything off about it. Down Special also strikes me as fairly iffy; it's just your typical roll...but worse.

So yeah...Street Fighter characters are really pretty hard to gauge properly considering they don't have a whole lot to go on...I mean, at least in MYM terms...overall, Ken isn't as bad as you're making it out to be so don't beat yourself up over it, as long as you had fun making it, that's what matters most.

Also, REALLY? VIOLENT KEN? D:<

Grunty

Could use a few more props; Grunty is after all a witch and thus should use moar props and magic based attacks and stuff. Final Smash also seems a tad out of place...it's like someone else wrote it in or something, dunno why. Your writing style kind of reminds me of koppakirby's for some reason as well, again, not really sure why though.

Glad to see you actually made a set though DiamondFox; you certainly stole my attention away from Kamek to read Grunty instead. Keep up the good work.

Exeggutor

So, an MT set..where do I beg-oh. With all the control altering moves I could've sworn this was one of my own sets. Anyway, I know Exeggutor was salvaged from the dead remains of Blue...but you've restored him to working order quite nicely and, while I was joking about the control altering effects, you did do them pretty well in a way that isn't just a straight port of every MT set ever.

As for the set itself...it's very good, especially considering it was one of the only surviving bits of a joint set. Usually those don't fair very well on their own without the other Pokes to back them up...but you made Exeggutor work on his own. My obligatory nitpicks for the set are that the Up Special has limited uses per stock...why not give it a Wario Waft-esque recharge? I also question Egg Bomb slightly and wonder if they couldn't have been replaced in favor of them turning into Exeggcute? Maybe making them semi-intelligent swarming projectiles or something, I dunno.

But yeah, those are just nitpicks. I -PERSONALLY- prefer Exeggutor to Hannibal Bean but that's probably just me. They're both great sets in their own right (with DB obviously leading the charge) but in my book, Exeggutor just edges out the bean.

________________________

And while I'm here......

Sunday Recap #48

AND...

Moveset Graveyard #8

:039:
 
D

Deleted member

Guest
And so the movement actually gets two movesets! Hurrah! Per chance Gold Wyvern makes a moveset for Tekken, this won’t have been an abject failure. Déjà vu in my commentary is becoming a regular occurrence – like Kamek, you really brutalise yourself at the beginning of Ken Masters, but it’s really not so bad. It’s certainly not up there with the likes of Edgeworth, I would say it’s more the spiritual successor to your past sprite-based movesets from Make Your Move 6 and beyond that – a return to this kind of patronage is welcome in my eyes, even if those were not your best works.

There’s a sense with Ken that the overarching mechanics are what defines him – as said in another comment, it’s similar to his super meter in Street Fighter how he builds ‘confidence points’ up, with the anger points culminating in Violent Ken representing the ultra meter in Street Fighter IV. Considering there’s only a small input from that incarnation in the whole of the set and Ken is probably best remembered from his appearances in games prior, that inclusion seems more out-of-place and too similar to the first – one, it goes against the idea of being a pressure or combo or rushdown character; two, that VK is made for spacing and ‘fired up Ken’ for stock advances is counter-intuitive, as the most points you get in both cases is in building up stocks in the way that would a) make spacing after knocking out mean you can’t combo properly to build up damage and b) your transformation after being knocked out lacks the knockback to defeat a groggy opponent, given they were equally worn out by you. That’s certainly an area that needs serious thought, as much as I appreciate the vicariousness in making Ken a summary of his entire video game appearances.

There are a few moves that stick out like sore thumbs for various reasons – that side special is very similar to a move of Edgeworth that freezes an opponent in place and you don’t detail the specifics of this forced rush you put on your opponent. You try to substantiate the move in your playstyle, but it would be a helpful move for near any character, so your excuses aren’t good on why Ken gets this very powerful spacing tool – in Edgeworth, it was borderline: here, it seems… dumb. As has been said, including the Shin Hadouken seems very out-of-place for Ken, considering he has never used it and that final smash, as ubiquitous that input is, suffers from a similar stigma. I can’t remember Ken ever asking for Ryu’s help in the Street Fighter games before, so that he would jump in is somewhat ridiculous. Given Ken is in, wouldn’t Ryu be in at this point – this is a stupid hypothetical, but foresight would tell you that players would pit them against each other and thus having one final smash include the other character would seem a bit of a cop-out.

The moveset could have done with more specific buffs from the two modes to really set them apart, other than the general ones introduced at the very beginning. What you created with the shoryuken – buffing Ken’s recovery and making it a real killer, while again working against the idea of just knocking out a foe, was pretty interesting and I would have liked to see more of that. Likewise, any attention given to Violent Ken in specific moves would have both made a lot of sense playstyle-wise and simply been really interesting to read, given your own spin on it as well as Ken’s first-person writing. That I will say, was probably the most enjoyable thing about the set – it was no Galaxy Man, and yet the perspective was rather refreshing. Still, I can’t put a personality to Ken other than being a bland Street Fighter character created solely to rival Ryu and appeal to Americans.

In the end, the playstyle and movesets does fall short. Your pasting of Edgeworth’s move as Masters’ side special brings me back to the days when you copied B coding for Trainer Gold, which was nostalgic, I’m not sure if that was your intention. I suppose at least you’re stealing from yourself now, eh? Ironically, you also took Charizard’s B coding, but it works fine here. Your inclusion of all the sprites and images was definitely very helpful, though I can see the problem, having worked with a sprite moveset before, where you have the sprite, but it looks slightly to extremely different to how you want the move to work in your set. Still, for imagination’s sake, they were as well put as ever for you – this is obviously your best sprite-based moveset, but that was always a given with the time span between this and, say, Sasuke.

In all, it’s not really underwhelming, or impressive – it’s a lot of fun, sure, but doesn’t stand up well when compared with other sets this contest, or the other Street Fighter set, Q. The problem being, there’s not enough editing, not enough Smash and a little too much Street Fighter in this Street Fighter set.

 
D

Deleted member

Guest
Ken is surprisingly more complex/creative than I thought would be possible for him, thanks in part to utilizing super moves in the main set and not just for the final smash. I think it's really cool how Haduken is a normal move and Shoryuken is a special, since in-game Ken is known for his Shoryuken while having a not so great projectile game, so the moveset reflected that.

Having said that, I feel that Shinku and Zanku Haduken don't really fit Ken, as those are the Signature moves of Ryu and Akuma respectively. I think those inputs would be better served with kicks or uppercut-style attaks to fit Ken's style a bit more. Still, a lot of the moves ARE based off in-game moves, even ones that don't have pics like the pummel, so I can't complain too much.

Plasytyle-wise, it's simple but functional; Fire up and go ballisitc on your opponent! It feels a bit like how you build super-meter in Street Fighter for your awesome finishing moves, and Ken is somewhat rushdown oriented so the playstyle is accurate to his main game incarnation too. Good job TWILT.

Oh, and you're missing a final smash.
Thanks for the comment HR! Trust me when I say i agree with you on the Hadouken issue, but otherwise, Ken's moveset would just be a bunch of kicks and punches.

Anyway, glad you think I did a good job HR!

Shoto #2

Alrighty! Ken Masters! The second Street Fighter set for this crazy little Street Fighter x Tekken movement thing...looks like the Tekken side is a tad droopy though. So yeah, as Slash (Slash COMMENTS?!) mentioned, I'll right off the bat that, while the 1st person point of view is certainly fitting for Ken, it comes off as a pain to read sometimes. I understand you did this to try and spice up the set (as you seem to think that it's really bad) a little...but to me at least it detracted more than it added.
Figured. Ah well, I tried spicing the set up, but oh well. I'll return to my old third person writing style in my next set.

As for the set itself...Violent Ken is from SVC Chaos which is non-canon and thus makes me rage! Also, Ken doesn't spam Shoryuken as much as he should; every good Ken mainer spams Shoryuken to hell and back. Rawr. All joking aside, Ken's pretty much all you could do with the character. As HR said, Shin Hadouken and Zanku Hadouken stick out a bit to people who actually care about Street Fighter...but for the typical MYMer, they probably won't notice anything off about it. Down Special also strikes me as fairly iffy; it's just your typical roll...but worse.
Bah, I haven't played SVC Chaos to be honest. I just did a little research on him, and yeah...

Figured someone wouldn't like the down special. Since Ken uses roll in his SF moves, I decided to give him that...but oh well.

So yeah...Street Fighter characters are really pretty hard to gauge properly considering they don't have a whole lot to go on...I mean, at least in MYM terms...overall, Ken isn't as bad as you're making it out to be so don't beat yourself up over it, as long as you had fun making it, that's what matters most.
Aww...thanks MT. I feel a little better about this set now.

Also, REALLY? VIOLENT KEN? D:<
:mad:

And so the movement actually gets two movesets! Hurrah! Per chance Gold Wyvern makes a moveset for Tekken, this won’t have been an abject failure. Déjà vu in my commentary is becoming a regular occurrence – like Kamek, you really brutalise yourself at the beginning of Ken Masters, but it’s really not so bad. It’s certainly not up there with the likes of Edgeworth, I would say it’s more the spiritual successor to your past sprite-based movesets from Make Your Move 6 and beyond that – a return to this kind of patronage is welcome in my eyes, even if those were not your best works.
I agree.(chew)

There’s a sense with Ken that the overarching mechanics are what defines him – as said in another comment, it’s similar to his super meter in Street Fighter how he builds ‘confidence points’ up, with the anger points culminating in Violent Ken representing the ultra meter in Street Fighter IV. Considering there’s only a small input from that incarnation in the whole of the set and Ken is probably best remembered from his appearances in games prior, that inclusion seems more out-of-place and too similar to the first – one, it goes against the idea of being a pressure or combo or rushdown character; two, that VK is made for spacing and ‘fired up Ken’ for stock advances is counter-intuitive, as the most points you get in both cases is in building up stocks in the way that would a) make spacing after knocking out mean you can’t combo properly to build up damage and b) your transformation after being knocked out lacks the knockback to defeat a groggy opponent, given they were equally worn out by you. That’s certainly an area that needs serious thought, as much as I appreciate the vicariousness in making Ken a summary of his entire video game appearances.
I see...

There are a few moves that stick out like sore thumbs for various reasons – that side special is very similar to a move of Edgeworth that freezes an opponent in place and you don’t detail the specifics of this forced rush you put on your opponent. You try to substantiate the move in your playstyle, but it would be a helpful move for near any character, so your excuses aren’t good on why Ken gets this very powerful spacing tool – in Edgeworth, it was borderline: here, it seems… dumb. As has been said, including the Shin Hadouken seems very out-of-place for Ken, considering he has never used it and that final smash, as ubiquitous that input is, suffers from a similar stigma. I can’t remember Ken ever asking for Ryu’s help in the Street Fighter games before, so that he would jump in is somewhat ridiculous. Given Ken is in, wouldn’t Ryu be in at this point – this is a stupid hypothetical, but foresight would tell you that players would pit them against each other and thus having one final smash include the other character would seem a bit of a cop-out.
Lol, i honestly didn't give too much thought on the FS (sry). Like I said with HR, I agree with Hadouken problems. >_<

The moveset could have done with more specific buffs from the two modes to really set them apart, other than the general ones introduced at the very beginning. What you created with the shoryuken – buffing Ken’s recovery and making it a real killer, while again working against the idea of just knocking out a foe, was pretty interesting and I would have liked to see more of that. Likewise, any attention given to Violent Ken in specific moves would have both made a lot of sense playstyle-wise and simply been really interesting to read, given your own spin on it as well as Ken’s first-person writing. That I will say, was probably the most enjoyable thing about the set – it was no Galaxy Man, and yet the perspective was rather refreshing. Still, I can’t put a personality to Ken other than being a bland Street Fighter character created solely to rival Ryu and appeal to Americans.
I see...Thanks I guess. Glad to see someone kinda liked the 1st person perspective.

In the end, the playstyle and movesets does fall short. Your pasting of Edgeworth’s move as Masters’ side special brings me back to the days when you copied B coding for Trainer Gold, which was nostalgic, I’m not sure if that was your intention. I suppose at least you’re stealing from yourself now, eh? Ironically, you also took Charizard’s B coding, but it works fine here. Your inclusion of all the sprites and images was definitely very helpful, though I can see the problem, having worked with a sprite moveset before, where you have the sprite, but it looks slightly to extremely different to how you want the move to work in your set. Still, for imagination’s sake, they were as well put as ever for you – this is obviously your best sprite-based moveset, but that was always a given with the time span between this and, say, Sasuke.

In all, it’s not really underwhelming, or impressive – it’s a lot of fun, sure, but doesn’t stand up well when compared with other sets this contest, or the other Street Fighter set, Q. The problem being, there’s not enough editing, not enough Smash and a little too much Street Fighter in this Street Fighter set.

Lol, last time I'll reuse an organization. Glad to see someone liked the sprites. I'm also glad that i got one more star than expected!(h) Thanks Smady for the comment.

Omi
Okay, I'm only commenting Omi because I actually fully read him, and I owe him a comment. Sorry to other sets. I may comment on them later on another time (I DID read most of Kamek and Childre), but eh...plus most people have said what I wanted to say, but...

Another Xiaolin Showdown set? I was kinda hoping you would wait until Rai was finished, so they could be posted together, but oh well.

Anyway, I actually really like Omi. I love his use of Orb of Tornami to flood the stage and how many of his moves are used to manipulate the water and they were pretty smart too (i especially like that Lunar Locket one). This makes for an interesting playstyle of him causing the opponent to nearly always be in midair, and ruin GIMPers chances to, well....GIMP. It actually kinda reminds me off my Lapras set, with his water interactions, except Omi does it like way better.

My main problem with the set...is that it fell a bit in quality when I got to the aerials and throws. I don't know...I wish there were some more interactions with the aerials and water. Considering that he has a good air game strategic wise though, I suppose that makes up for it. I'm not a fan of the throws, though I'm guilty of not giving good ones anyway =P. Omi does feel a little overpowered though...I'm not a kinda guy to criticize on balance, but it gives me that feeling. I'd definitely use Omi in Super Smash Bros 78: MYM 8 though.

Overall, I actually really like Omi. He's >>> Jack Spicer, like everyone else said and yeah. Good work Brian! :cool:
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Remember that big group shot from MYM 3 Rooligan made? Picture that for MYM 8, but ugly as hell because it was made in paint without the ability to remove backgrounds. I dare Roonahu and Agi to go make something like this with paint on a computer filled with filters. Now then, add humor, and it's worth actually existing again.



Forretress is shooting String Shot.

B. B. Hood is in Gengar's mouth.

Hannibal Bean is on top of Salamence.

Item Tree is the impossible to identify object in-between Omi and Arcanine.
 

Monkey D. AWESOME

Smash Apprentice
Joined
Feb 28, 2010
Messages
143
Location
Coming to terms with having two people in my mind
Remember that big group shot from MYM 3 Rooligan made? Picture that for MYM 8, but ugly as hell because it was made in paint without the ability to remove backgrounds. I dare Roonahu and Agi to go make something like this with paint on a computer filled with filters. Now then, add humor, and it's worth actually existing again.
It kind of looks like Foretress has a lightsaber...
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
There are characters missing from the awesome image, ones who you'd think would be obvious.

Nurse Joy
Dark Samus
Regal Bryant
Solar Man
Wiz and Kupa
Miles Edgeworth
Jack Spicer
COLONEL SANDERS
Sho Minamimoto
Dio Brando
Paris and London Traves
Helios
Ventus
Black Cat
Childre

Just pointing out there so nobody else has to. So that this post doesn't come up as a insult, methinks the image is awesome (especially the WoW background, which you may end uo saying that it is not so I will say that you might have said when I say this) for the standards that you had, since I kinda know what it's like since I don't have the crazy technology that is Photoshop.

Also I saw that you posted it in the MYM group but it didn't get any attention because nobody goes there anymore.

 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
There are characters missing from the awesome image, ones who you'd think would be obvious.

Nurse Joy
Dark Samus
Regal Bryant
Solar Man
Wiz and Kupa
Miles Edgeworth
Jack Spicer
COLONEL SANDERS
Sho Minamimoto
Dio Brando
Paris and London Traves
Helios
Ventus
Black Cat
Childre
Nurse Joy is suppossed to be who Burst Man, Scarmiglione, and Q are all grabbing at. I actually had a plan to include Sanders specifically and badly wanted Jack, but couldn't get images of them with little to no background. Surprised I forgot Edgeworth, though, considering how easy he'd be to include. Either way, though, considering I couldn't take people out with my shoddy skills to put people behind them, I couldn't fit in many more characters.

Just pointing out there so nobody else has to. So that this post doesn't come up as a insult, methinks the image is awesome (especially the WoW background, which you may end uo saying that it is not so I will say that you might have said when I say this) for the standards that you had, since I kinda know what it's like since I don't have the crazy technology that is Photoshop.
Glad you liked it. I wasn't aware of where the background was from, I just wanted something more than a plain background like the MYM 3 one.
 
D

Deleted member

Guest
That's a pretty awesome image, Warlord. Specifically, Forretress' lightsaber, vore B. B. Hood and The Apprentice being cut up. That's some good revenge and porn for Kupa. :chuckle:
 

n88

Smash Lord
Joined
Oct 10, 2008
Messages
1,544
My first one-day Pokeset. Love it. Nao (D)









So. . . yeah, one-day set is made in one day. I don't feel this is my best work, but it's there, so (HIPPO).
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
You did that with Paint? I'm impressed. My favourite is Weezing, who looks like he's dying, and the Item Tree, which looks like a smear on the wall. And the one I made did NOT have a plain background; it was the blue-fading-to-white background they used for all the SSBB-related updates at the Dojo.


n88, I think you're the biggest rising force in MYMing today.

The great thing about Haunter is how uncannily you caught his nature. Haunter is certainly not reliant on brute force; his game is one of hiding and running, of status conditions, and of terribly annoying projectiles and jabs. You took that base and overlaid it with an idea that I've considered but never been able to find a character for: the concept of a character that plays with an alternate dimension. In my brainstorming, it always involved carefully baiting the foe into the background and then leaving them trapped there, but the way you handled it, it's a lot more intuitive. The opponent can easily escape your makeshift dimension, but you can just as easily send them back. Playing against Haunter is like playing an extended game of hide-and-seek - and he cheats.

Very, very clever, that playstyle, and the way you combined that character base with the dimension concept. I never would have thought of giving a playstyle like that to any Pokemon, but with Haunter, it works perfectly. And hell, according to the text on the bottom of this card (which I remember well, since it was one of the first I owned), multiple dimensions is a perfect fit for him.

Is it perfect? Well, no. There are some unexplored possibilities in the whole alternate dimension concept (how about trapping them there with some sort of shadow chain attack?) and also in Haunter himself (his arms can float around freely!). The status conditions themselves are all old ideas, although as they're supplementary here, that can be forgiven.

Allow me to change the subject for a moment here.

I'm going to say a word or two about move interactions here, and the problem with them. See, they're very often the same as random creativity, only less glaring and spread over two inputs. This is why I don't consider Grunt to be my best set - although most of his interactions are well-integrated with the rest of the moveset and directly linked to stacking poison, you've also got some that are literally MYM4-level random creativity specials-in-every-move. The reason people don't notice them is because they're hidden over two inputs, so when you read them and figure them out, you think to yourself, "Oh, how clever - that was linked to something after all." It's the illusion of interconnectedness, rather than a self-contained playstyle itself, and winds up making for a broad "versatility-based" set. If you have attack+attack=fancy effect, this is usually a bad thing. It's something to keep in mind.

This isn't usually a problem for Haunter, although little things like Sludge Bomb+Will-o-Wisp=EXPLOSION feel a bit strained. On the other hand, using Ominous Wind to manipulate the Sludge Bombs or using Dark Pulse to make it hang in midair make sense and feel like more than just protracted creativity.

So anyway, Haunter's a pretty awesome set and I liked it a whole hell of a lot. You can go anywhere from here, man.
 

BKupa666

Barnacled Boss
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HAUNTER
I know I'm not the only one who shares Smady's sentiment that Kamek > Haunter > Pokey. That doesn't make Haunter a bad set at all. Implementing the background into the game is opening up a whole new can of worms, considering all the seemingly-unanswered questions about doing so (are characters attacked back there launched back there as well? Can background stage hazards cause damage to characters in the background?) Nevertheless, Haunter pulls it off magnificently.

And Rool is absolutely correct here: this was the best playstyle you could have given Haunter. It's a ghost, for crying out loud; a sneaky, evasive playstyle is just right for him. Now, to avoid blatant dick-sucking this whole comment, I do have a few issues with the set here and there. I don't mind Haunter's move interactions, but they do seem rather irrelevent at times. Also, although Haunter can't stall in the background, other characters he sends back there could.

Even though they can't hurt Haunter unless he goes back there as well, if his opponent has the lead, what's stopping them from just staying back there? And because it's so vital for Haunter to send an opponent back there, if a character is in the lead, I could see this becoming problematic. It's small nuances like these that keep Haunter placed below Kamek in my mind, but that the nuances are small is what matters. As I said in the chat, you are going to be a major contender for Most-Improved MYMer when the MYM Awards roll around. I won't even say keep up the good work here, as back-to-back awesome sets from you is clearly not a fluke (*cough* Banette *cough*).
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
It was a dare. Either way, I applaud the creativity in your version.


HAUNTER

Haunter takes advantage of the background more than even Arbok, though he actually plays somewhat more similarly to Dark Bowser in that he traps a foe somewhere where they can’t hit him while he can hit them. That said, I’m still a fan of how this incorporates dodges into the game and have been waiting for a moveset to do this for a long time. The moves which work with this central mechanic are excellent, but some of the moves such as the smashes and aerials feel rather irrelevant – he really doesn’t have much to him beyond the background mechanics. Yes, dsmash interacts with his brilliant Night Shade shadows, but it just generically makes them bigger and is just tacked on for creativity. Kamek had some of these more pointless interactions as well, which I was trying to communicate before but can only truly do so now after Rool explained it so well. It’s still better than some of the more blatant filler found in some sets, granted.

Still, I love Haunter’s concepts enough to place him fairly high on my ranking, regardless of there being a lack of flow. It really is a shame this one was rushed and it really shows, because I could’ve seen this moveset beating out Kamek and being a set for the ages before I started the smashes.
 

Rychu

Thane of Smashville
Joined
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Messages
816
3DS FC
1908-0105-4965
Well, its taken me a little while, but here it is,my first ever moveset:

The Joker


Basic Information
The Joker is the most unpredictable and dangerous criminals hailing from Gotham City. His countless stints in Arkham Asylum have taught him all he needs to know about playing with the minds of opponents. With a wide variety of Comedy based weapons and traps, the Joker is sure to give all foes a fight they wont soon forget.HAHAHAHAHAHAHA!

Stats

Height:A rather tall fellow, the Joker stands about the same height as Ike

Weight:7/10 While he's not such a heavy person, those weapons he uses weigh him down a bit.

Walking Speed:7/10. While not the strongest fighter, the Joker certainly brings quite a bit of speed to the fight

Dash Speed:8/10. The Joker is certainly an agile fighter, rivaling even the speed of a certain Captain

First Jump:5/10. The Joker is quite Average here. He is, after all, just a man

Second Jump:6/10. Once again, the Joker is quite average here. Never underestimate his power.

Attack Speed:6/10. The Joker is slightly above average here. Years of battling the Caped Crusader have paid off a bit/

Dodge Speed:9/10. The Joker has developed a habit of dodgeing attacks. Hes become quite good at it, too.

Air Speed:8/10.The Joker is quite good in the air. This may come in handy in a fight.

Fall Speed:7/10. The Jokers toys wiegh him down a bit, so he falls quite fast.

Traction:5/10. The Joker does sometimes become a little too exited when rushing in to a fight.

Priority:4/10. The Joker isnt necisarily the strongest fighter, but he definetly makes up for this with speed

Special Traits

Special Trait 1: Joker Venom The Joker has quite a few attacks that utilize his signiture "Joker Venom". While the venom cloud itself cant KO opponents by themselves, they can sure deal out damage, and sometimes even stun foes. A good Joker will always leave his Venom traps where an opponent least suspects.


Special Trait 2: TauntsThe Joker loves to taunt his opponents. In fact, he loves it so much, when he does it enough, he gets a sort of "high" off of it. If the Joker is able to Taunt his opponents 13 times, he becomes a sort of "Super Joker", if you will. He becomes extremely fast, rivaling the speed of a certain blue hedgehog wearing bunny ears. All of his non-venom based attacks instantly double in killing power. However, this lasts only about 10 seconds, so anything you want to do, do it fast. This is a special that is truly high risk, high reward.

Standard Attacks

Neutral Standard:

Knife.

The Joker loves to play with knives. He pulls out one of his favorites and slashes and stabs at his opponents once every time the A button is pressed. After 5 times, however, the blade gets a little dull, so he ghas to put it away. Each Slash does 3% damage and causes Flinching.


Up Tilt:

Party Popper

The Joker loves parties, too. He pulls out a Popper and releases his confetti in a small explosion that effects anyone directly above him. This has decent knockback, but causes very minimal damage.


Down Tilt:

Whoopie Cushion

This one is...self explanitory. The Joker sits on a Whoopie Cushion. This does only about 5% damage, but leaves opponents stunned for about 5 seconds


Dash

Shove

The Joker pushes his opponent. The initial push does 10% damage, with decent Knockback. The Joker falls if he misses/


Smash Attacks

Side Smash: Card Throw
The Joker is an avid Card Thrower. The smash can be charged for 5 seconds, and each second gets another card. The first card does 5% damage, the next 7, the next 9, the next11, and the last 13. One card is released every second, and the Joker can move, but not use any other attack while throwing. Each Card causes flinching.


Up Smash: BAM!

The Joker pulls out his gun and shoots straight up, but instead of a BANG! sign, a large bullet. Once it hits an opponent or the ground, a large explosion spelling BAM! appears. This has high knockback, and does about 15% damage.


Down Smash: Fire Crackers:

The Joker loves fire almost as much as he loves knives. He lights a whole handfull of firecrackers and thrown them to the left and right. The fire crackers have the same effect as a Deku Nut


Air Attacks

Neutral: Rubber Chicken
The Joker uses the ultimate comedy prop to whack his opponents. This does minimal damage and knockback.


Forward Air: Forward Thrust.
The Joker thrusts his hips forward, doing 5% damage and decent Knockback.


Backward Air: Shoe Knife
The Joker hides knives everywhere, including his shoes. The Joker turns around and kicks his opponents, hard. The kick itself sends foes flying, while the knife does high damage. This is one of his best killing moves, despite some startup lag.


Up Air: Joker Spray
The Joker sprays his Joker Venom in an arc above him, doing high damage and no knockback to all caught in the arc.


Down Air: Cannon Ball
The Joker Does... a Cannonball. He plummets to the ground, delivering high knockback all the way


Grabs/Throws

Pummel: Squirting Flower.
The Joker always dresses his best, so he wears a flower. Too bad for his opponents it sprays poison. The move does up to 15% damage.


Up Throw: Curl Up trick
The joker curls his opponents up into a ball, and starts kicking them around. At the end, he kicks them straight up


Down: WhoopieThe Joker Loves a good joke. He throws his opponent on the ground, and sits on them with his whoopie cushion. Does high damage.

Side: Cyanide Pie
The Joker mashes a pie in the face of his opponent, then throws them away. The pie does continual damage if no smash is used.


Specials

Neutral Special: Joy Buzzer
The Joker Sticks his hand out in a gesture of good sportsmanship. The opponent happily shakes his hand. The Joker gives them a little shock to keep them on there toes. This does 10% Damage, no knockback, but it stuns opponents for 5 seconds.


Side Special: BANG!
The Joker pulls one of the dirtiest practical jokes eve. He pulls out his gun, and pulls the trigger. Instead of a bullet, a BANG! sign comes out. If the sign hist an opponent, it does small knockback and damage. However, if it is used again, the Joker shoots the BANG! sign, which flys quite far, about 2/3rds the lengt or final destination, which, while having little knockback, does about 25% damage. Unfortunatly, it flys quite slow and leaves the Joker open to attack. Thereward is great if you choose to use move


Up Special: Ballon
The Joker pulls out a balloon and blows it up, riding it up. When the balloon comes in contact with anything, it explodes, leaving behind a large cloud of poison. The initial explosion does high knockback, while the cloud does no knockback but causes 5% damage every second an opponent is in it.


Down Special: Joker Mines
The Joker plants a surprise for his opponents. When it is stepped on, his surprise spurts his signiture Joker Venom. This Causes them to laugh uncontrollably, doing 20% damage every 3 seconds in the cloud but doing no knockback. The gas leaves the opponent laughing for 10seconds, causing their moves to be reduced in power by 1/2. The Joker can lay 3 of these at a time, and can trigger them, but is uneffected by the gas himself.


Final Smash: Joker Bomb
The Joker unleashes his biggest weapon, his Joker Bomb, which contains a huge amount of Joker Venom. He unleashes the Gas in a Controled area(about the same size as luigis final smash) and anyone caught in the blast will start laughing. They start laughing so uncontrollably that they take 3% damage every second they are exposed, and cannot move. The Joker can move around freely to attack, as hes unneffected bay the gas. This lasts 20 seconds.



Extras

Taunts

Up taunt: The Joker Laughs straight at the camera
Side Taunt: the Joker Cracks his knuckles quite loudly
Down Taunt: the Joker Takes a bow


Victory poses

The Joker has only 2 victory poses. He
1:Takes an Exaggerated bow similar to his down taunt
2:The joker laughs so uncontrollably that he looses his balace and starts rolling around.

When he looses, the joker is shown being detained by 2 police officers, laughing uncontrollably


Playstyle

As opposed to the many offence and defence based characters, the Joker seems to fit neither catagory. The Joker is a Trap-Oriented character through and through. However, there are a few ways to approach this. The Joker can pair his Joker venom with his powerful grabs. He can use his Venom along side his special attacks. He can use it to stun his opponents in order to Taunt 13 times and become the "Super Joker". He can combine all 3. Or he can be something completely different. The Joker is truly a character to master. Used right, he can be a powerful forced to be reckoned with.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
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I realize this isnt the best moveset ever, but hopefully its not the worst :)
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
1,120
Location
SE Washington
Ken Masters

First off, sorry for being a bit late with this comment. I guess it was the first-person writing style that kept me from reading it in the first place, although it really didn't bother me that much when I actually started reading. So, from what I can gather from Ken, he's pretty much a blatant Street Fighter character, complete with crazy combo potential. So, it's not the most INTERESTING concept in the world, but I can hardly see Ken doing anything else. That said, Ken's focus is a simple one... get up close, knock them into the air with an UTilt/USmash, then follow up with his airgame. From what I remember playing TvC before I got rid of it *shot*, that's exactly what you were supposed to do. Way to keep him true to the source material, TWILTY.

...however, just like many of your other sets, Ken is skimpy on detail in places... most notably the Down Special. Okay, he rolls forward... but he pushes them by the feet? So does he literally push them OVER into a trip or just push them backward without hitstun like the FLUDD... and sure, he has Super Armor, but he can be grabbed, right? And even if he's completely invincible, what does the ending lag look like? It doesn't say any of these things anywhere in the move description, making what could potentially be an incredibly powerful approach tool nearly useless apart from canceling into the Neutral Special.

Anyway, Ken is a very in-character set with plenty of options. I can understand why you wouldn't go into overdetail with the first-person style, but it could certainly use a buff in detail here and there. Nice contribution to the movement, TWILT.

The Joker

And now we come to the Joker. Seeing how this is your first set, there are some typical newcomer problems... while your organization was quite nice with different colors and headers and such, spelling errors were rampant... you should really proofread these things before posting them.

Granted, I've never.... I've never actually WATCHED Batman... but it seems awkward to have Joker pull out a different "prop" for every other move. Just sayin'. It might be nice to limit him to a few of his more signature props... the Bang gun, the Joker venom, the knives he should have no trouble concealing... things like the Whoopee cushion seem horribly out of context, even considering who the set is for. It just doesn't really mesh together very well... there's no real idea of what Joker is trying to accomplish in a match apart from randomly throwing out moves in the hope that an opponent randomly stumbles into one of his myriad traps.

Oh, and one final thing to comment on... FTilt and potentially BThrow are missing, unless the BThrow is exactly the same as the FThrow. Oh and no, it's not the worst set of all time as you seemed to be afraid about. :p

Haunter comment on the way.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
Hey remember me? ...*crickets chirp*. Well I have a set anyhow :|

If I trust a person so easily, I don't know how many times I would've been tricked.



Sexy, witty and somewhat harsh, Hitagi Senjougahara joins the Brawl!


Obligatory Playlist is obligatory… again.


Background
Hitagi is one of the main characters from the 2009 anime series Bakamonogatari, based on a series of light novels. A track star in middle school, Hitagi was a perfectly normal high school girl until mere weeks before she entered high school. She met a crab, or more specifically, a God that takes the form of a Crab. This God stole part of Hitagi’s memories, as well as her WEIGHT. Indeed, Hitagi appeared to weigh no more than 5 Kilograms after that encounter. As a result of this, Hitagi distanced herself from her friends and classmates, and threatened anyone who figured out her secret. This also warped her personality: Hitagi became cold, unfeeling and violent. It wasn’t until several years later that she met Koyomi Araragi, a boy who had had his own encounters with the supernatural. He managed to bypass Hitagi’s defensive exterior, and with the help of supernatural guru Meme Oshino, got the “Crab God” to return her weight and memories. Hitagi gradually mellowed out after this, but still retained traces of her harsh personality.

Hitagi has a tendency to carry around tons of school supplies for her personal protection: somehow keeping them hidden on her person in a psudo-hammerspace deal. This includes her signature stapler. More dangerous then sharp objects and superglue though, is Hitagi’s wit. She is rather gifted when it comes to joking around and putting others down with her stinging insults. Hitagi also tends to be quite proud of her hot body as well, and isn’t afraid to flaunt it either. This moveset combines all three of these aspects, with Hitagi’s personal wit taking predominance.

Stats
Hitagi is about the same height and weight as Zelda, and her dash speed and traction stats match those of Falco and Sheik, respectively. Hitagi has a decent mix of fast and somewhat slower attacks, but she doesn’t have many that deal high knockback. Hitagi’s jumping ability and fall speed and are similar to Luigi’s (she’s strangely floaty for a human character), and her aerial movement is nearly identical to Sheik’s. Oh yeah, and she can crawl too.

Harsh Words​
As mentioned above, Hitagi makes use of her wit and other… assets to combat her foes. Many of her moves will have an effect on her opponent’s composure. In other words, she’ll unsettle them. The composure of foes is visibly shown by a small meter of sorts located under their character portrait, which gradually empties as Hitagi uses her “charms” to unsettle them. As the meter empties, there is an increasing change of said character’s moves simply flubbing: they’ll go right through Hitagi as if she weren’t there, giving her a chance to counterattack (this doesn’t include projectiles). The chances of this happening can get pretty significant too: a completely empty meter gives a character an 75% chance of missing.

Of course, there are things that can cause a character’s meter to fill back in. The foe’s meter fills back in a tiny bit every time they damage Hitagi, and it naturally gains 1% every few seconds. It instantly fills back in by half (by that I mean they regain 40% if their meter if 80% is empty) when either they or Hitagi loses a stock. And there is one more thing to note: some characters are resistant to Hitagi’s attempts to unsettle them. Emotionless characters like ROB or Mewtwo are completely unaffected, so Hitagi has to find different methods to combat such characters. Other characters are only resistant to moves that use Hitagi’s “assets” to unsettle foes, such as Ganondorf (how many Gerudo women does he have again?). So depending on who her foe is, Hitagi may have to find a different way to combat them.


Specials

Neutral Special: A Sharp Tongue
While Hitagi has plenty of ways to mess with her foes, this one will probably see the most use. Hitagi comes to a stop and faces the nearest foe, narrowing her eyes in a suggestive manner. She then lets loose with one of 6 short phrases, intended to insult her foe.

These phrases are as follows: “My my, I thought someone left a dead dog here.” “I'm afraid there's nothing I'm capable of doing about your smallness as a human being” “Only a late-bloomer crazy virgin like me would bother talking to you!” “When I get serious, I transform…” “Oh, you've quiet down again. Did I tease too much?” “That’s a big reaction for such a small human being.”

It takes about 1.25 seconds to say each phrase, and she can move freely while talking about .35 seconds after she begins, though she can’t use any specials for the duration of the quote. Hitagi can only use this move if a foe is within half of Battlefield’s main platform (she simply shakes her head in disgust if no one is in range), and they must remain within that range for the full duration of the quote for it to have any effect. Hitagi will stop talking if the foe moves too far away or if they hit her with an attack.

Now we finally get to what this move actually does <.<. If Hitagi manages to keep her foe in range for the entire quote, she’ll lower their composure by about 10% of their maximum. Since there are so little restrictions on Hitagi’s movement while she’s talking, she’ll want to use this whenever her foe is in range to try and knock their ego down a peg. And one last note: Hitagi can activate this move while she has her foe grabbed by simply pressing special. But be wary: if the foe escapes the grab right as you hit special, Hitagi will be left wide open.

Forward Special: Hitagi Cutter
Reaching behind herself for a brief moment, Hitagi pulls out a random school supply/item/thingy and tosses it forward. Hammerspace, remember? Or maybe she just reaches into her shirt or skirt or something. Either way, it’s canon. The projectile travels at the speed of Sheik’s run, and falls to the ground and disappears after traveling half of Final Destination. This move has a bit more start lag then one would like for a projectile, but minimal end lag. Addressing the specific items that she throws, they range from pencils and pens to protractors and rulers. They don’t vary much in size and deal 6% damage regardless.

In a similar manner to Snake’s grenades, Hitagi can hit shield as she’s preparing to throw her projectile to cancel the move, leaving her holding the item she was going to throw. The item is then treated like a normal throwing item, which Hitagi can just hit her foe with right away and/or use in conjunction with her other specials.

Down Special: Stop and Stare
Generally awkward moments are go! Hitagi faces the nearest foe… in an interesting manner. She either tilts her head or raises her arms above her head in a stretching motion if her foe is in front of her, and simply turns her head (and not her body) towards them if they are behind her. She then simply glances at the foe with a shocked, if not attractive glance for about half a second, which lowers the composure of any foe within half of Final Destination caught looking by 5%. While this isn’t that effective in terms of unsettling Hitagi’s foes, it does discourage them from stalling or camping against her. Slightly above average start lag and low end lag accompany this move.

Under certain conditions, this move can have more of an effect on foes’ composure. If the nearest foe’s meter is above 50%, Hitagi’s expression doesn’t really have a huge effect on them. But if that same meter is at 50% or below, Hitagi simply stares at her already unsettled foe with interested and somewhat seductive eyes. This has more of an effect on foes: lowering their composure by about 8%.

Up Special: Measuring Up
Another generic tether recovery… or is it? In the air, yes. Hitagi produces a measuring tape from her hammerspace/shirt/potato and extends it of it towards the ledge in an attempt to latch on and recover, having the same range of ZZS’s tether. This has no effect on foes in this case.

But on the ground, this becomes an alternate grab method. Hitagi produces the measuring tape in a more drawn-out and extends it one Battlefield platform in front of her. If she hits a foe, she automatically drags them to her and into a normal grab. This has somewhat high start lag and horrible end lag upon a miss, but makes up for that with standard grab priority. While the chance to use one of Hitagi’s throws is attractive, one has to be careful before randomly throwing this move out.


You'd refer to a character like me as a tsundere, right?

Smashes

Up Smash: Dangerous Stationary
Oh yes. Sh*t is about to go down. Hitagi crosses her arms above her head while charging and brings them down forcefully to her sides when A is released. She is holding a mess of uber sharp school supplies in each hand when she completes this motion, which jet out to hit foes on either side of her. This deals 11-17% damage and downwards diagonal knockback that can’t kill. This has medium lag on both ends. Damage and knockback, however, is not the main purpose of this move. Hitagi continues to hold onto these school supplies after she completes the move animation, which changes many of her moves and makes her neutral A combo, down tilt, pummel and up throw unusable. This is a great help when it comes to KOing, since Hitagi doesn’t have many moves with high knockback normally. But this is predicable, since a competent foe will know you’re going for a KO when you activate this.

To further complicate things, the school supplies themselves have their own invisible damage meter. They take full damage from any attack that hits them, and Hitagi doesn’t need to be actively attacking with them for that to happen (though the attacks that utilize them have good/great priority for the most part). They retain any damage that is given to them even if Hitagi puts them away, not resetting until her next stock. If 30% is dealt to them, Hitagi will drop them right where she stands, suffering medium lag. They don’t just stay in one neat little pile though: they split into 10 throwing items identical to the ones from Hitagi’s side special that can be picked up and thrown by any character. These items disappear after 20 seconds. While this could be a good option for racking damage, there are two problems with this. First of all, Hitagi is at a lag disadvantage when she drops her weapons, so her foe will likely grab one of the items before her. Secondly, Hitagi’s up smash becomes unusable for 30 seconds if she drops her weapons: she’ll just go through the motions and leave herself open.

Overall, this move is a double-edged blade. This makes Hitagi capable of scoring traditional KOs, when she normally has to rely on gimping or landing one of her very few powerful moves. But it can end up backfiring, in which case Hitagi’s foe can give her a taste of her own medicine. And now I’m out of cliché metaphors (no).

Forward Smash: Spinning Knuckle
This is a very straightforward attack compared to the up smash. Hitagi clasps her hands together and swings them horizontally in front of her, having average lag on both ends of the move. This deals 12-18% damage and good knockback that can KO around 130%. This move has pretty bad range though, and the priority is just average. A rather bad attack all-around, but it’s also Hitagi’s only ground move with KO potential.

This move gets a simple boost if she uses it used while Dangerous Stationary is in effect. She goes through a very similar animation, slashing in front of her with her sharp weapons. This deals 15-24% damage and knockback that KOs around 100%. The range and priority are also boosted to respectable levels. However it takes Hitagi longer to put her hands together before charging, resulting in somewhat high start lag. This is best used when Hitagi’s foe flubs a laggier move, or if she manages to stun them or catch them in her down tilt trap.

Down Smash: Twist and Shout
The move’s name describes it quite literally, putting a rather sadistic twist on the classic Beatles song. Hitagi produces a sharp protractor and slashes diagonally at her foe’s legs. This has average lag on both ends, and bad range: really bad for a disjointed attack. This deals 10-16% damage and average knockback that can’t KO. However, this move changes quite a bit if they are within Hitagi’s grab range. In this case, the sharp end of the protractor gets stuck in the victim, resulting in a pseudo-grab. Hitagi puts both hands on the protractor and TWISTs it, dealing 7% damage and causing her foe to SHOUT in pain.
On second thought, that wasn’t really that funny <.<
Anyhow, Hitagi lets go after this, leaving her and her foe facing each other with no significant lag advantage either way.

Now comes the fun part: the protractor stays embedded in the foe for 20 seconds, during which time there are many restrictions placed on their movement. They lose access to their second jump, and have the distance of their first halved, strongly encouraging them to stick to the ground. Additionally, their overall ground speed is reduced proportionally to their dash speed. For example, Sonic’s speed is nearly halved, while Ganondorf is barely affected. Among other things, it becomes a lot easier to catch them with Hitagi’s specials and any of her moves with small hitboxes.

However, Hitagi’s foe can choose to simply hit A to pull the protractor out of their leg, which takes about half a second. They deal a hefty 20% damage to themselves, but they rid themselves of their restrictions and are able to use the protractor as a throwing item that deals 6% damage. So this move presents the foe with a choice: deal with strict movement restrictions for 20 seconds, or take 20% damage and get a throwing item. This choice is especially tough for light, fast characters, since they are most affected by the movement restrictions and can’t always afford to take large amounts of damage (a hit with this move can result in up to 42% damage if the protractor is pulled out manually).

But Hitagi can make that choice for them too. If Hitagi uses this on a foe that already has a protractor imbedded in them, she’ll simply grab their leg instead of stabbing them, and pull the protractor out. Hitagi’s shocked foe will cry out in pain when she pulls it out (…twss?), and more importantly, and take an astounding 24% damage. Both Hitagi and her foe suffer high amounts of lag as a result of this, so neither will have a lag advantage.

If Dangerous Stationary is in effect when she uses this move (I’m almost done, bear with me), then she simply performs the same downwards slashing animation with one of her weapon-filled hands. The range is a bit better, but still not that good. It deals 17-26% damage and good knockback, but the knockback is angled downwards slightly, making it near-impossible to KO with it. This is best used as a close range GTFO move. One last note: Hitagi can’t pull the protractor out of her victim while her up smash is in effect.


My abusive words are filled with forty grams of copper, twenty five grams of zinc, fifteen grams of nickel, five grams of embarrassment and ninety seven kilograms of spite.


Standards

Neutral A Combo: Staple Gun
A very basic, yet effective attack. Hitagi takes out her signature stapler and swings it before her horizontally. This deals 3% damage with low lag on both ends. If A is hit again, Hitagi will near laglessly open the stapler and begin rapidly shooting staples out of it. She will continue shooting as long as A is held.

This is hardly a projectile move though: the staples fly around in front of Hitagi randomly, never getting more than half a battlefield platform around from her. Each staple deals 1% damage and flinching knockback. This won’t do much to foes at the edge of her range, but foes that are right next to Hitagi will have a hard time escaping at low percents. Hitagi can only hold this move for 4 seconds before she runs out of staples, in which case she will take a brief moment to put more staples in before automatically putting the stapler away.

Dash Attack: Sakura Skid
While dashes, Hitagi suddenly puts both her feet out in front of her and quickly skids to a stop. This takes no more than .3 seconds to accomplish, and has very little end lag: Hitagi can attack again very quickly. This is in some ways preferable to just stopping normally, and can catch foes by surprise when they think they’ve spaced themselves correctly to deal with a dashing approach. This move doesn’t deal any damage.

Forward Tilt: Rash Response
Hitagi sometimes acts hastily with her makeshift weaponry, and this move is a real testament to that. Hitagi takes out a pen with above-average lag and stabs it directly in front of her in a slightly exaggerated motion. This move has a fairly long reach (about 2/3rds of a battlefield platform), and deals 8-9% damage along with medium knockback that doesn’t kill until 180%. This has average end lag.

A somewhat awful attack to use in most situations, this move’s usefulness lies in its secondary effect. For this to kick in, Hitagi has to just barely MISS her foe with this move. In other words, she has to stick her sharp pen right in front of their face. This has a rather large effect on her foes composure: lowering it by 30%. Of course, this isn’t a simple thing to do: it’s difficult to correctly space a moderately laggy move like this one. Though Hitagi has moves like her down tilt and dash attack to help out in this regard. This isn’t as important as Hitagi’s netural special when it comes to unsettling her opponents, but it can certainly be a big part of the process.

When Dangerous Stationary is in effect, Hitagi simply thrusts one of her weapon-filled hands out with the same amount of lag and range as the normal version. This deals 10% damage and knockback that KOs at 120%.

Up Tilt: If I Can Trust So Easily…
For this straight-forward move, Hitagi simply leans back and kicks upwards with one leg. This move doesn’t have much horizontal range at all, but reaches a good distance above Hitagi thanks to her long legs. This move has average lag on both ends, and deals 7% damage with low upwards knockback. This can be chained into itself at low percents too.

Just like the forward tilt, this has a secondary effect upon a miss. Remember how Peach’s up tilt gives us a good look up her dress? …oh who am I kidding? Of course you know that! This move though, makes that detail actually count for something. Any foe who is facing Hitagi and is within 1 stage builder block when she uses this gets a nice look up her skirt, and ends up losing 15% composure as a result of said look. This move is an effective way to stop approaching foes as a result, whether they’re in the air or on the ground. Of course, foes like ROB or even Ganondorf don’t have to worry about this. Just like the forward tilt, again, spacing is key to using this move’s secondary effect, though it’s nowhere near as difficult to pull off as the former.

Down Tilt: Sticky Hold
With above-average lag, Hitagi pulls out a bottle of glue from her hammerspace/skirt/pocket/potato and squirts a fairly large amount of the white stuff onto the ground in front of her. All sexual innuendo aside, this creates a spot of glue about the size of one of Diddy’s bananas that disappears after 20 seconds. Any foe that steps on said spot gets stuck for about half a second (assuming they mash A to pull themselves off), which is more than enough time for Hitagi to hit them or properly space an up or forward tilt. The glue disappears after the foe breaks free from it (or gets hit).

Hitagi can have no more than 2 glue spots on the stage at once. If she tries to make more than that, she will simply take out an empty glue bottle and glare at the screen with a deep sigh as if to say “do you have a brain in that head or what?” O.o. One final note: this move is unusable while Dangerous Stationary is in effect.


There’s no limit to my powers. I can even defeat the Saiyans heading towards Earth.

Aerials

Neutral Aerial: Spinning Bird
Here we’ve got a fairly basic move that shows off Hitagi’s dexterity. She quickly produces a pair of scissors and skillfully whips them around her body for about .6 seconds while spinning them around one finger. She hits above, below then on either side of her before the move ends. This move has a decent range, and deals 6% damage with medium-low knockback that can’t KO. Low start and average end lag accompanies the attack. This move is best used defensively, being Hitagi’s only aerial that hits all around her body.

This move becomes even more straight-forward when Dangerous Stationary is in effect. She simply performs a single 360 degree flip in the air while holding one of her weapon-filled hands in front of her. Along with increased priority, this attack now deals 8-9% damage and medium knockback that kills around 160%. It now has average end lag on both ends.
Overall, this is a pretty decent edge guarding option and can get a lot of KOs off-stage.

Forward Aerial: Opening Kickoff
This (American) football reference actually explains this move pretty well. Hitagi simply grabs in front of her with average lag. Yep, this is one of those air grabs: any foe she manages to grab is held for 75% of the time they would be held by a normal grab. This really dampens this move’s effectiveness for suicide KOing, but that’s not the main point of landing this. If A is hit again, Hitagi puts her feet on her opponent’s chest and literally kicks off of them, dealing 4% damage in the process. While this frees Hitagi’s foe from the grab, it also launches her foe one battlefield platform forward, and launches Hitagi herself the same distance backwards. Hitagi flies at slightly upwards angle, while her foe flies slightly downwards. This can screw over certain foes if she manages to land it offstage. The usefulness of this move can’t be understated off-stage: allowing Hitagi to gimp her foe and recover at the same time. She is also able to attack again right after she kicks off of her foe, while her foe remains stunned until they travel a battlefield platform backwards.

This move essentially retains the same properties when Dangerous Stationary is in effect. She stabs with one of her weaponary-filled hands before her, having better range than the normal version, but above average lag. However, only the sharp edges of her weaponry will activate the grab hitbox, embedding themselves into the foe’s body for a nice 13% damage. Hitagi’s victim has to actively hit A to break out of the grab this time (after they scream in pain, that is). It’ll take them about a second to break out, unless the have extremely low damage. Oh and btw, this move deals 5% damage and extremely low knockback if she misses with the sweetspot (which isn’t THAT tiny, but very easy to miss with).

Back Aerial: Turn the Beat Back
After that beast of a forward aerial, this move is on the completely opposite side of the spectrum. Hitagi simply spins around quickly, delivering a roundhouse-like kick behind her. This has decent range due to her long legs, and deals 7% damage and slightly downwards-angled medium knockback that kills around 180%. The angled knockback prevents her from hitting a foe over and over with this, but this is a pretty good option for gimping offstage or edgeguarding. And of course, this is her only aerial with KO potential (ignoring her alternate neutral aerial).

Up Aerial: Aiming Higher
This move’s name is kind of ironic for Hitagi’s foe, since they end up going straight down if everything works out. Hitagi flips upside down in the air and slightly spreads her legs apart (don’t get any ideas (D) ). She stays in that position for about half a second before returning to her normal falling stance. This move has above average start lag and average end lag. Getting to what this move actually does, Hitagi’s legs become a grab hitbox for the duration of the move. Any foe that contacts them becomes trapped between her legs (ok, NOW you can get those ideas :p ). This doesn’t last for long though. After a brief pause, Hitagi will quickly flip back downwards, and throw her foe straight downwards at twice their usual falling speed. If this is done over a pit, it’s pretty much instant death for Hitagi’s victim.

This sounds broken right? Not really. Hitagi goes into helpless after she tosses her victim downwards, not even being able to grab a ledge. So this essentially ends up being the equivalent of a suicide KO offstage. That being said, this has its uses above the stage as well. Upon hitting the ground, the foe will lie there on their stomach for half a second before they’re able to get up. This gives Hitagi time (if only a quarter second) to hit them while they’re down. But that’s only one part of it. Remember the glue spots the down tilt creates? Well if Hitagi manages to toss her foe straight down onto a glue spot, they will end up sticking to the floor in their prone position! The foe has to mash A to break out at this point, but they’ll stay stuck for at least one second. Hitagi now has more time to do whatever she wants: she can even hit them with her down smash at this time, though she has to hit their legs in order to activate its effects (she’s not so sadistic as to stab them in the eye).

Down Aerial: Falling Girl
This move should be familiar to anyone who’s watched Bakemonogatari (basically just Twilt). Hitagi leans backwards, ending up in a horizontal position, and starts to fastfall. Hitagi spreads her arms out as she falls and closes her eyes. She can exit this position after .7 seconds by air dodging, but she has to stay in this pose for at least that long first.
If Hitagi hits a foe while in this pose, they will unconsciously catch her. Yep, you heard that right. In what may be a failed attempt to attack Hitagi or something else entirely, Hitagi ends up in their arms. Upon being caught, Hitagi’s eyes open to reveal a shocked expression.

Even though I’ve already established that Hitagi possesses her normal weight in her Brawl appearance, that fact becomes murky upon Hitagi’s being caught. Her catchee (this is a word now (D) ) becomes visibly shocked and uncomfortable… you know what that means. Their composure meter will decrease by -50%-, an ungodly amount. Of course, this move isn’t easy to land. Hitagi’s head and the bottom portions of her legs don’t count as hitboxes for this move, first of all. Secondly, Hitagi can be hit out of her falling pose with basically any attack before she can hit them. Finally, if Hitagi hits the ground while in this pose, she’ll be forced to lie there for nearly half a second before being able to move. Sounds good for Q.


Don’t get any funny ideas. If I don’t call them every minute, five thousand of my minions will come after your family.​


Grabs & Throws

Grab
A generic grab with very little worth mentioning: it has decent range, but that’s about it.

Pummel: Staple Stable
Hitagi pulls out her signature stapler, puts it in her victim’s mouth, and… snap. She STAPLES THEIR MOUTH D: . This deals 16% damage to them, and leaves them holding their mouth in pain as Hitagi puts away her stapler (this results in high end lag for her). This also lowers their composure by 8%. Despite the fact that she STAPLED THEIR MOUTH, she only has a slight lag advantage over them when everything’s said and done.

But there is a catch: if Hitagi uses her pummel again, her foe will only be stunned for half the amount they were the first time (they’ve… gotten used to it? o.O). This makes it so Hitagi’s victim has the lag advantage over her. This resets once Hitagi or her foe lose a stock. Just as a reminder, she can’t use this while Dangerous Stationary is in effect.

Up Throw: Speechless
Now stuff gets really awkward. Hitagi turns her foe around so they’re facing away from her, and while keeping them held with one arm, Hitagi starts to rub her victim’s leg with an amused smirk. …wut. Anyway, for every half second Hitagi keeps her visibly uncomfortable and/or mortified foe like this, their composure goes down by 3%. However, her victim can still break out of this like a normal grab at any time. Hitagi will suffer above average lag if they manage to break out, being left wide open to attack. She can release them early by hitting A, though, so a smart player can avoid leaving themselves open.

This move’s effects can be changed based on certain conditions. If Hitagi’s victim is at 100% damage or more, or has less than 50% left on their composure meter, it becomes 1.5 times as hard for them to break out of this. Also, if they happen to have 25% or less left on their composure meter when Hitagi releases them, they will be dazed (and confused) for .6 seconds, unable to move. A nice time to knock them off a stage or activate her up smash. Just incase you were thinking about it, Hitagi’s dazed foe will automatically push her off of them if she tries to regrab them, preventing an infinite chaingrab.

Just to make this pretty blatant show reference complete, Hitagi whispers “I’m going to shatter all your norms and standards now” into their ear as she turns them around in preparation for this move.

Down Throw: What Can I Do For You?

So yeah. I’m going to hell for that reference. Hitagi pushes her foe onto the ground, leaving them lying prone on their back. With a miscevious grin, she literally lies down on top of her foe and looks them in the eyes seductively. Indeed, this is another one of THOSE moves :p. While she does this she whispers “Just this once, I'll fulfill whatever your wish is” into their ear. Depending on who Hitagi’s opponent is, they respond to this with a look of mortification or a perverse smirk.

Anyhow, this move shares a lot of properties with the up throw, almost being a companion move. Hitagi’s foe loses 3% composure for every half second this move goes on, Hitagi will be left open if they break out (but she can still hit A to release them early), and it becomes 1.5 times harder for them to break out if they have 100% or more damage or less than 50% composure. And if they have 25% or less left on their composure meter when released, they will be forced to lie dazed in the same position for .6 seconds. A perfect time for Hitagi to land a down smash on them!

Forward Throw: Heartless Romantic
Obligatory Yuri photo moment is obligatory (WARY). Hitagi leans in, as if she were about to kiss her foe, but instead elbows them in the stomach, dealing 5% damage and knocking them into their tripped position. This pretty much leaves Hitagi and her foe on equal footing as far as lag goes, and lowers the foe’s composure by 2% as well.

Back Throw: Boot to the Head
Hitagi just flat out smacks her foe in the head with a roundhouse kick, dealing 8-9% damage and average knockback that can’t KO. Generic throw is generic, and only useful for releasing Hitagi’s foe from the grab without risk.


When I kill someone, it'll be you. I'll make you my first victim. I won't pick anyone but you. I promise. Isn't it nice? If I kill you, that means I'll be the one closest to you when you're on your deathbed. Isn't it romantic?




Final Smash: Hitagi Crab




Indeed, this the “Crab God” that stole Hitagi’s weight and memories. The crab returns to steal Hitagi’s weight yet again! This impatient deity, who is similar in size to the Ultimate Chimera, spawns out of nowhere in front of Hitagi and grabs her in it’s claws. It squeezes a struggling Hitagi in its grip for a few seconds before she just passes out from the strain. The crab lets her fall to the floor after that and disappears as quickly as it appeared. Just incase foes get any smart ideas during this, the crab is invincible and deals a solid 20% damage and knockback that KOs at 120% to anyone who touches it.

Hitagi gets up immediately upon the crab’s disappearance. Her weight has indeed been stolen, making her EXTREMELY light (she’s lighter than Jigglypuff, but not stupidly light like The Kid). However, this also makes her a speed demon: her running speed matches Sonic’s (without affecting her traction too much), her aerial movement improves to Luigi-like levels, and the start lag of all her moves is cut in half (unless they have basically no start lag to begin with). Hitagi’s opponent(s) likely won’t be able to counter such speed, and she just gets ridiculous once she gets her up smash going. And I don’t think I need to get into what happens to her foe if they flub a move due to low composure. These buffs last for 20 seconds.

But wait, that’s not the end. Once 20 seconds pass, Hitagi crouches down wherever she is (or once she gets onto solid ground), and begins to pray to the crab god to return her weight. She says: "those are my feelings, my thoughts, and my memories. I'll shoulder them by myself", taking about 3 seconds to do so. Following this, tears roll down Hitagi’s face as red Japanese writing similar to that on the crab flows out from under Hitagi and disappears. She gets up after 2 seconds, with her buffs gone and her weight back to normal.

But Hitagi’s foe actually has a choice in this matter. If they hit Hitagi with an attack while she prays, she’ll take full damage from it along with flinching knockback. Hitagi’s reduced weight and speed buffs now last until her next stock. Doing something like that seems crazy, but on the other hand, Hitagi can be KOed quite easily if she messes up. If Hitagi has a sizeable amount of damage on her, or if her foe has high composure or just feels cocky they might choose to go down this path. It should be noted though, that Hitagi can attempt to pray to the crab god again by crouching for one second.



Playing as Hitagi: Senjougahara Fascination​
Now that you’ve seen everything: it’s time to put it all together. Hitagi is by definition an aggressive character: she wants to rush her foe and either focus on dealing damage or on lowering their composure, though the best option may be to focus on lowering foes’ composure while damaging then whenever she can. She has a lot of problems KOing traditionally, mostly relying on gimping, or activating Dangerous Stationary, a risky move since Hitagi’s weapons can be destroyed. Thus, she’s really going to want to lower their composure by at least half before attempting to KO them. Even one flubbed move on the foe’s part can potentially equal a lost stock for them.

Now Hitagi has quite a few options when it comes to lowering the composure of her foes. The neutral special is key: it should be activated whenever possible since it has so much flexibility and lowers composure by a respectable 10%. The down special won’t see much use against most foes, but it can certainly work against spammers or campers. The forward tilt requires precise spacing, but it’s still very much possible to land (or flub, rather) and put a large dent into opponents’ composure. Foes have to take into account that this move can punish them even (especially) if it misses. The up tilt can make foes wary to just rush Hitagi, and can easily unsettle a foe that slips up using her… assets (SMIRK2). The down aerial is very difficult to actually connect with, but it discourages foes from attacking her from below & is devastating if it works. Hitagi’s up and down throws are probably her second-best method of unsettling her foes: and they work even better when Hitagi’s foe has at least 100% damage or if their composure is below 50%. And the pummel essentially drains 8% out of the foe’s meter once per stock.

Hitagi isn’t the best character when it comes to dealing damage, but she still does a decent job. Her smashes, forward tilt, back aerial, pummel and back throw are all methods that will work at any time. Both her neutral A combo and her up tilt can trap foes or chain into themselves at low percents, making them useful in the early game. A few up tilts followed by an up smash can put a respectable amount of damage onto foes. She’s also got a projectile in her side special, which Hitagi can use like a normal battering item if she wants. Activating Dangerous Stationary to buff up Hitagi’s moves is also an option, although somewhat risky. It might be best to do something like that in an early game situation, so if her foe manages to break her weapons, she might have access to them again when it’s time to KO.

Hitagi also has quite a few ways to disable or otherwise incapacitate her opponents, which can help her KO more easily or lower their composure further. Her brutal down smash can seriously bog down a foe, though they do have the option to take more damage to negate the move’s negative effects. There’s also the down tilt, which provides Hitagi’s only method of stage control as well as a sticky trap that can ensnare foes. The up throw and down throw can incapacitate only very unsettled foes: ones with 20% composure or less left. The up throw is usually the better of the two since it leaves the stunned foe standing, but the down throw is the only option if Dangerous Stationary is in effect.

Now what ABOUT Kecleon KOing? Obviously, activating Dangerous Stationary is the best option, since it gives a big boost to Hitagi’s generally weak moves. The forward smash, neutral aerial, forward tilt and down smash all become good KO options with Dangerous Stationary out. Without Dangerous Stationary though, Hitagi’s traditional KO options are suck. Her forward smash and back aerial are the only attacks that can KO at a sane percent. The up smash and forward tilt are her only other moves with any KO potential.

With or without Dangerous Stationary, Hitagi’s gimping game is pretty good, though many of her aerials are unique ones that aren’t easy to use effectively. Her forward aerial is the most blatant among those: it allows her to recover at the cost of her foe, but is pretty easy to avoid. The up aerial is easier to hit with, but can generally only be used as a suicide KO, though Hitagi has the advantage with her foe dying first. The up aerial also has a use above ground: she can toss her victim onto a down tilt glue spot to trap them in a prone position. The back aerial is a more traditional aerial: it’s great for edgeguarding, gimping and even as a shorthopped attack. With Dangerous Stationary in effect, her neutral aerial becomes a nice multi-purpose move with gimping potential as well.

And there are two moves that really do their own thing. The up special is nothing special as far as recoveries go, but also doubles as an alternate grab method. Considering the importance of her up/down throws and pummel, this move’s potential to reel in an unsuspecting foe shouldn’t be overlooked. And there’s the dash attack, which is basically a spacing tool and a way to fake out opponents. When it comes to moves that have precise hitboxes like the down smash, forward tilt and up tilt, they can certainly use the extra help when it comes to spacing. On the subject of faking foes out: Hitagi can potentially use her dash attack, dashing up smash or dashing up special out of a dash in addition to just stopping to use another move. This just makes it harder for foes to predict a dashing Hitagi.

We’ve finally reached the end, and the obligatory sum-up of Hitagi’s playstyle. Hitagi is OK at racking damage, good at gimping, and great at messing with her foe’s head. What she isn’t good at is traditional KOing. Her ability to mess with her opponent’s composure, therefore, becomes nearly essential to scoring that illusive KO. The chance-based manner of her unsettled foes flubbing moves and the risky nature of Dangerous Stationary and her gimping game equal a character that needs to take risks in order to succeed. Oh, and I wrote this whole section assuming Hitagi isn’t facing someone like Mewtwo who is immune to this lowering composure nonsense: Hitagi’s simply gonna have to use Dangerous Stationary from the get-go and rely on that and aggressive gimping to get KOs against brawlers like that.


Taunts and Victory Poses

Up Taunt: Tolerance
Hitagi tilts her head casually and delivers this line: “You really do have a large tolerance”.

Side Taunt: Severe
A simple one-liner that has Hitagi look in the general direction of her nearest opponent and say: “The consequences will be severe if you hurt me”.

Down Taunt: Comfortably Numb
Another one-liner like the side taunt, but she says something different depending on who’s in the lead. If Hitagi is winning, she’ll say: “You really are small to be shocked by little jokes like this.” If she’s losing though, she’ll say: "At this rate, maybe you can aim higher".

Victory Pose 1: It’s Only Natural

Hitagi faces the screen with a neutral, almost expressionless face. She then averts her eyes slightly towards the losers of the match and says: “Luck was not on your side. Curse your usual behavior.”

2: Don’t Worry, Be Happy
Hitagi again looks towards the screen, but looks downwards, as if eyeing something lying at her feet. With a soft, somewhat pitying stare says: “Lie there and be happy until you can move.” A breeze then comes in and starts to blow her skirt up, until you can almost see her…*shot*.

3: Phrasing
Having been very harsh before getting over her problems, Hitagi sometimes has difficulty phrasing things in a nice manner. Hitagi is looking off to the side slightly, and talking to herself: "We're going to fight again. No, that's not right. Could... could we fight again? How... about we fight again?" Hitagi then turns towards the screen as she says the last sentence: “Let’s fight again.”

Victory Theme: Kimi no Shiranai Monogatari (from 1:16 to end)





This is about everything I can give you. Well strictly speaking, I also have a sharp tongue and a foul mouth. There's also my physical body. Do you not want that?
 

Wizzerd

Smash Ace
Joined
Feb 24, 2009
Messages
929
Hitagi

Good Lord, I need to play catchup again already. (ono) I haven't forgotten about the other sets I've missed, but again, it'll make it easier for me to comment a random set now and again.

So we start out with a mechanic... and I'm honestly not sure on it. First off, unless she's literally fighting in her anime by lowering the foe's composure, it's sort of jarring, though given that I've never heard about her beforehand, you can completely disregard this if you want. More pressing is that its main effect - its only effect, in fact - is completely random and even more jarring. It effectively makes her up to four times as heavy. In addition, it sort of screws over suicide KOs and any kind of damaging move that makes you lose something... someone like Dingodile or Cairne might NEED to land their KO move, and it's sort of spiteful to have them randomly miss. Finally, while I'm fine with playstyles based on mechanics, Hitagi doesn't really seem to benefit from moves randomly missing her more than any other character. You could have done something like give her punishable moves or boosters that become less punishable when the foe struggles to hit her.

Anyway, while Hitagi's specials do seem to emphasize the mechanic (regardless of how I feel about it), it doesn't seem nearly as emphasized afterwards. There are some incapacitators like the Down Tilt to help her lower composure (a good thing because things like her Neutral Special sound difficult to land otherwise) but otherwise you have some stuff that's basically doing its own thing like the Dangerous Stationary, which shows in the playstyle section.
And here's a pair of insane pointless nitpicks: it's double-edged sword not double-edged blade and Peach's Up Tilt doesn't provide an upskirt, though her Forward Tilt does. These aren't consequential at all, but I couldn't just leave them be (wary)

So I'm sorry for being so negative, but I don't think Hitagi overtakes Raven for your best. That being said, while I didn't like the mechanic itself, I did think you handled it pretty well in terms of the moves that influence it. Hitagi WAS a fun read, so I'd say this is ultimately a success. Just try to focus your playstyles more in the future and you'll be golden =)​
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
commenting at 4:30am yay!

Hitagi:
There's a lot of things I don't touch on in commentry anymore, simply because I hate the idea of repeating myself. I say this because Hitagi's good points are in fact "a lot of things I don't touch on in commentry anymore". The set is passionate and comprehensive, without spilling over into farcical looking moves or cameos (beyond the crab ¬_¬ ). And there's a theme of spacing which is handled well enough, especially between using the Neutral-Special and Foreward-tilt together to obliterate the games of most midrange characters

The main problem then is that the writing simply gushes too much. As well as your intentions may have been, it stops being friendly and starts becoming intimidating when you drag out descriptions for several paragraphs at a time. There's a lot you can be doing to streamline the moveset, because what's going on inside the set is actually intrigueing.


The Up-Smash and Down-Tilt seem too pervasive to not be Specials. While I can understand that the Specials you chose are more thematically suitable for Hitagi, it's still awkward to have such important moves as simple regular attacks


Finally there's something I need to say here, in regards to her special mechanic; there is no point in "simulating" the opponent becoming distracted or dominated. If you're winning enough to be pulling off these tactics, then the real player you're playing against will be destracted simply because he is losing so badly. Sandwiching some arbitrary layer of penalisation between player and character, especially when it mimmics a reaction that already exists, is just too superfluous for me.
 
D

Deleted member

Guest
Hitagi Senjougahara

Okay, half_silver time. I've actually been waiting for you to finish to this set, and I really need to finish the last 2 episodes of Bakemonogatari, but eh.(wary)

Anyway, first thing's first. She does not weight the lightest in the game, thus making her OoC, thus making me rage While I like the idea behind it, I tend to dislike when it's one of those "XX% chance of happening." I mean, it basically turns her matches into a luck based one. I personally think it might be better if every 2nd/3rd attack would miss or something like that when their bar is empty, but that's basically kind of the same thing, so not a huge complaint. Also, the side special...seems kind of pointless. Sure, it gives her a projectile, but who cares about that when her up smash has the potential to give her 10? (even if her side special is easier to use...) The moveset descriptions are also hard to go through, but Junahu already said what i wanted to say.
Also, wouldn't I assume that she pulls her ruler out of her skirt when she has no other way to get it out?(wary)

..Did I sound kinda negative? Because I actually quite like this set. I love the ideas behind most of the moves (particularly that down smash). I also like the playstyle behind it. Frustrate your opponents to hell with her mechanic (which could use some tuning up, but...) and go in for the kill with a little help with her up smash, or she can try GIMPing them. I'd definitely use her in a match. More on that mechanic though, I don't like how it doesn't effect characters like ROB. Kinda takes away the point of the playstyle to be honest.

To wrap this comment up, I like the set, really I do, but i just think it has a couple of problems here and there. Every set has those though, and i really enjoyed reading this set. So, good work Silver!(h)
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Teh Joka
FUN fact: there were 3 Joker sets before this one. All of them were based off the one from The Dark Knight. This is the first one to be based off the animated series. I don't watch the actual Batman show, but I have seen some moments with The Joker. I think I now realise that The Joker from the animated series and the one from the comic book/Dark Knight are completely different. This Joker literaly jokes around with traps and party props and looks harmless, while the darker version is more psychotic.

I kinda like how you state that The Joker loves his knives and stuff. It's in character for this Joker.

Methinks that there's not a lot of emphasis on The Joker's "Super Joker" thingy, which kinda sounds ridiculous on it's own, even for Joker's standards - using 13 taunts seems impossible on it's own. 2-3 would be okay, as that would actually force the enemy to try and punish him. On the other hand at least he's got some traps to use against people who try to reach him. It's actually a pretty cool fighting style.

Your first set is a pretty cool set - not to mention that the image was pretty striking.


Hitagi
I've never heard of Hitagi's anime, and I know the names of a fair bit of anime. Granted, it's made in 2009 so it's fair enough. Anime is like, totally awesome, so yeah. Soooooooooooooooo, Hitagi keeps her usual weight I see. Well, you did say she gets it back.

Using words to unsettle foes sounds like a fun way to fit somebody in Smash. Im glad you stated firsthand that some characters are affected to various degrees based on their character. It's annoying as hell when a set tends to make the foe do something that would be OoC for like 60% of the population. Anyway, it seems that Hitagi makes people's attacks miss from first glance of her mechanic.

The good thing about the way Hitagi is interpreted is absolutely full of character. Using props and referring to it as canon sounds makes the anime sound like a comedy in the same light as Excel Saga. Of course, since I like Bobobo AND Excel Saga I should also like that kind of anime.

The moveset kinda feels like Renna Ryuugu in that it's showing (myself) a new anime character to get interested in. Not to mention the anime's name is going to be friggin hard to memorize. Like Renna, Hitagi has a special mechanic, though it seems overly underpowered, especially if Hitagi's one to only use it as a auto-spotdodge. Like Wiz said it doesn't seem to have a lot of emphasis, though it's still a anime set, the best kind of set ever (Except when Naruto is repetitively made). Also Wiz is right in that you're referring to Peach's F-tilt. Then again, the F-tilt is pretty much like a U-tilt. Kinda pervy, but you do what you like. I kinda think actions like Hitagi's Pummel are over-the-top in sadism. I don't really know wether they are actually in character or not, judging Hitagi.

Even if it's not the best set in the crowd's eyes, this moveset combines the Holy Trinity of FUN, EDUCATIONAL AND MOTIVATIONAL. Hey, that's something to put on the recap! It makes me want to Youtube Hitagi's anime to see if it's a comedy (those quotes seem to say this, though the one about Sayians is a wee bit suspicious. None the less in character methinks for someone who's arrogant). Hitagi's the kind of character I'd want to put in a SM if the chance was present for something like that.


I am going to Youtube Bakamonogatari now. Actually, I might Google it first. Yes, I will.

Oh hey, it says that the show is centered on Koyomi Araragi who survived a vampire attack and has encounters with supernatural dudes. There's loads of vampire animes these days. Staple represents crab claw. Baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah. It's not a comedy. None the less at least I got to be a bit more familar with the thing. Not too many sets do that though in the end it's what methinks I want. It was a fun experience that took less than 5 minutes.
 

Darkslash

Smash Master
Joined
Feb 1, 2008
Messages
4,076
Location
Strangereal Equestria
Omg comments



HAUNTER

Like what every one is saying, N88 seems to be a massive driving force this MYM, and this one day poke set just proves it.

Haunter's playstyle is a interesting one at least. Using the background was a interesting concept, I'm sure many MYM'ers (including my self) were trying to find a way to do such a thing, but you managed to hit the nail on the head. it perfectly fits Haunter well, and the description from this card only solidifies my view on it. I really love the playstyle of Haunter, as it capture's the essence of a Hunter, which is baiting and trapping the prey. But Haunter is far from prefect though. The move interaction, while excellent, could of used more working with. And too be honest that is my only major complaint with this set with my low low standards (WARY).

You defiantly deserve the title of "Most Improved" MYM. And look forward to your future works.

Hitagi Senjougahara

HEY LOOK. IT'S A CHARACTER FROM A ANIME I INTRODUCED YOU TO (D).

Any ways, let me mention how in character Hitagi is. Very. Now that's out of the way, let's start on the set its self. While I like the concept of Hitagi, I do have some issues with the moves. Like TWILT mentioned, the forward special seems to be filler, as the Up smash effectively renders the side special moot. Her main mechanic has a nice concept behind it, but the randomness of it, kinda kills it that's all. Like TWILT said, it narrows down to a luck based game, and they don't end up to good sometimes. Unfortunately, despite finishing the set, I was on the verge of TL;DR from some parts from which I thought were unnecessary. But it was mostly from the fact that I finished Bakamonogatari, whiles others haven't seen it yet. *cough*

While it does detract from the set, it doesn't make it horrible over all. It's a improvement over Raven for sure. So keep on Movesetting.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
Comments, or Something




So I, like, haven't commented in a long, long time. And I'm not okay with that. However, there have been so many movesets posted in the last few days that even I can't comment them all without my brain imploding, but I just want everyone to know that I am caught up, and share my thoughts on those movesets that stuck out to me the most.


Salamence

Salamence wasn't my favorite moveset of either of yours. Neither of you two are well known for having strong organization, and combined, Salamence was a bit of a nightmare to read through. The moveset itself had a good number of non-attacking moves and a heavy basis on charging and set-up. Outrage being a mode rather than an attack struck me as rather awkward, especially how it changed modes, making a lot of it feel like generic power ups. It wasn't horrible, but it wasn't my cup of tea.

Dionysus


A certainly interesting set, but Dionysus seemed fairly overpowered to me. A spammable, unpunishable grab that could chain itself and being able to turn the foe into your own servant both seem like very powerful abilities. The moveset was well written though with a far more interesting use of stunning moves than movesets like Fat *******. The risk-reward factor of wine was another strong element to the moveset, making it a very strong set, balance issues notwithstanding.

Exeggutor

Exeggutor was a fun moveset, and the use of Razor Leaf through the throws was an awesome twist on the usual projectile, especially in conjunction with Leaf Storm. It was also good to see a version of confusion that actually focuses on self-damage rather than control modification, but I feel like those still fail to take into account just how gimped an opponent is when trying to attack in that state, especially when the control modification is more complicated than merely switching directions. Other than that though, a fine set, although I do say I don't feel like you managed to get all of the attributes of Exeggutor out.

Colonel Sanders

Well, it's been a while since I've had a moveset entertain me this much. You have some good concepts in here for a newcomer, but it could use a lot of work, especially how after the specials the moves didn't have much detail to them; that form of move description doesn't fly as well as straight prose. The use of chicken raising was cool though, and it's good to have you here.

Sarisa and Dio Brando

I'm going to handle my main concern with both of these movesets in one fell swoop here, because it's a pattern you've had with several movesets lately and as far as I'm concerned it's been the weakness in all of them. Your latest few movesets have all used some sort of status effect generally construed as negative as a positive feature, or a positive one as a negative feature. I imagine you got this idea from Rool's Kamek or Nurse Joy, but this is a very, very hard sell to make in a set, and an effect to reduce damage and knockback in order to get a chaingrab in Sarisa just isn't enough to carry a concept.

Similarly, Dio Brando's strategy of turning the foe into a vampire (while I'm not familiar with the series, I somehow doubt that that's his normal fighting tactic anyways) is another case of that, although in this case at least there is the advantage of having more blood to suck. Even then though, turning someone into a vampire in order to have them suck blood for you seems a rather roundabout way of fighting, and rather gamey.

To put it simply, I think you're letting your ideas get away from you, and get more complicated than you're able to work effectively. I didn't really like either set, I'm afraid, but I hope you can do well next time.


Gengar

The thing in this moveset that most impresses me is the grounded dash, and the way it complements his hovering walk. It's not only beautifully in character, it also creates a lot of interesting opportunities for mindgames and interesting approaches and movement.

The individual moves don't all seem as well made in character to me, and his playstyle isn't the strongest, but it's a newcomer set. With that in mind, this is actually a brilliant piece of work, wrk. Good job.


Hannibal Bean

Hannibal is a momentum character in a very literal sense. His playstyle came together beautifully, and utilized several different concepts altogether, between the vines, size-shifting, and rebounding, all coming together very well. He seems inordinately difficult to play as, which is my main concern, but he is certainly playable. The use of the various aerials to manipulate his momentum or help him rebound not only make him a good survivalist, but also make good use of his small size's weight. Not a moveslot is wasted, something that even the best sets sometimes have trouble avoiding, and it's part of what makes Hannibal Beam such a strong set in my eyes. Good job Warlord.

Item Tree

I like this set. I really do. It balances items out, makes them usable, has a perfectly fine set of moves, and does it all without seeming too awkward. In fact, the only complaint I really have against this moveset is that the Up Special is the recovery instead of an aerial; it seems awkward that you have the same input for two completely different purposes. Sure, it's random, but what else could you have asked for? Complete control over what items you get?

It's not a competitive moveset, but it's a fun one, and one I'd sure love to fool around with. I like this set, because even though it wouldn't fit in our hyperactive competitive play, it still does have playstyle, and the creativity and actual moves to back it up.


Omi

Omi was a great set from you actually. I found the concept very fun, and you did a good job of extending it into the rest of the moveset realistically, giving it a level of flow that takes a while to achieve. My only complaint is that swimming is pretty helpless; he can pretty much destroy anyone once they're forced into the water. What should really happen is that the water come down below the main platform. You could have even extended more playstyle elements with horizontal gimps and forcing foes into the water there, and opponents wouldn't have been so ruined by him.

Also, those taunts and victory poses were so nostalgic. Great job here.


Q

I found Q enjoyable, and he had a pretty good playstyle as far as I'm concerned. Yes, there are some concerns about how landing it actually works, but overall I thought that the concept was one of the better ones, and the moveset flowed more than sets like, say, Strike Man did, using several different concepts without having to overly repeat any of them and fusing them all together. It wasn't the best set ever, but Q was a good moveset as far as I'm concerned.

Kamek

Kamek was a great set up for you N88. While I'm not the biggest fan of minion movesets generally, the way you used platform and stage manipulation to help the minions along helped it quite a bit. Spell Charge was actually one of my favorite moves; a universal charging attack is so simple but brilliant, and fits Kamek quite well.

A Smash seems like an awkward place to put the Shy Guys, and aren't closely connected enough to Kamek to really justify them being his sole minions. I would've liked to see some Magikoopas or other monsters assisting in it, but it's a minor nitpick.

All of the moves and concepts, which there's a surprising number of, come together fairly well, and make a surprisingly good moveset from you. I especially liked that glide attack.

I agree with MW where he said that this was actually better than Rool's own Kamek moveset he posted just a couple months ago. Excellent, excellent job here.



Comments on other stuff coming up, but not yet completed. I've read them, I just want to comment them at some later point.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Been kinda waiting for a comment from meanie, for like, a while. I steeled myself for anything that would come up negative on my esteem.

I see where you're getting at in that you see me as having all 3 of my sets so far as using a negative as a positive thingymebob. Though to be quite honest, I kinda like that kind of thing, as it makes the character more fun. And no, I didn't get it from Rool's Kamek or Nurse Joy, as I didn't have either in mind when making the sets. It's actually funny though because Jason's idea of making foes use his machete was never the central idea in my head, though I somehow got to the point where everyone sees it as that. Funny how just because Kamek and Joy are big, you think I took their ideas. I have a 4th set that's nearly completed, which fortuantely doesn't use the thing my previous 3 have. Eh, it's alright if you don't like it, you're entitled to your own opinion. It's nice to have some encouraging feedback at the very end - I think I kinda get what you're trying to say, though I can't put it into words.

I'll be sure to remember what I learnt from this and try to get a positive remark out of you next time. But not with my next set, you won't like it.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
So I'm gonna comment on my comments now... I'll just be quoting them & interjecting my comments in red text because it's easier. (WARY)

Hitagi

So we start out with a mechanic... and I'm honestly not sure on it. First off, unless she's literally fighting in her anime by lowering the foe's composure, it's sort of jarring, though given that I've never heard about her beforehand, you can completely disregard this if you want. *completely disregards this* More pressing is that its main effect - its only effect, in fact - is completely random and even more jarring. It effectively makes her up to four times as heavy. It's pretty unlikely that it will get that severe: it's already very unlikely that she'll affect to the point of the stun effects of the up and down throw will come into account. And they can attack Hitagi to bring their composure back up. It encourages foes to be aggressive & take risks, just like Hitagi. In addition, it sort of screws over suicide KOs and any kind of damaging move that makes you lose something... someone like Dingodile or Cairne might NEED to land their KO move, and it's sort of spiteful to have them randomly miss. Dingodile's main KO move is an explosion: that won't randomly miss. I should've clarified that AN EXPLOSION won't randomly miss (wary). & besides that, see my previous comment. Finally, while I'm fine with playstyles based on mechanics, Hitagi doesn't really seem to benefit from moves randomly missing her more than any other character. You could have done something like give her punishable moves or boosters that become less punishable when the foe struggles to hit her. Her up smash doesn't count as a booster? Well it's not really punishable, but her moves are. One miss or two misses & she can kiss her weapons goodbye. & she has plenty of moves that are difficult to hit with anyhow

Anyway, while Hitagi's specials do seem to emphasize the mechanic (regardless of how I feel about it), it doesn't seem nearly as emphasized afterwards. Maybe I should've taken more chances to reinterate the importance of the neutral special: it really is absolutely vital if players want to play her effectively. Though they can play her without focusing on unsettling her foe, it's much harder to succeed & they have to rely on gimping. There are some incapacitators like the Down Tilt to help her lower composure (a good thing because things like her Neutral Special sound difficult to land otherwise) It isn't if she grabs them. But then again, maybe I should make her immobile for a bit less time. I'll buff it a little bit. but otherwise you have some stuff that's basically doing its own thing like the Dangerous Stationary, which shows in the playstyle section. It is doing it's own thing, but unsettling her foe into flubbing moves makes the KO moves it affords her easier to land. Hitagi players might decide to bank on a move missing & get hit, or they'll have a hard time punishing quicker moves. Again, she can kiss her weapons goodbye if she messes up.
And here's a pair of insane pointless nitpicks: it's double-edged sword not double-edged blade and Peach's Up Tilt doesn't provide an upskirt, though her Forward Tilt does. These aren't consequential at all, but I couldn't just leave them be (wary)

So I'm sorry for being so negative, but I don't think Hitagi overtakes Raven for your best. That being said, while I didn't like the mechanic itself, I did think you handled it pretty well in terms of the moves that influence it. Hitagi WAS a fun read, so I'd say this is ultimately a success. Just try to focus your playstyles more in the future and you'll be golden =)[/indent][/indent]
I'm certainly glad you liked the set Wiz :D. & I'm sorry for being harsher on your comment: yours just happened to be the first one, so it gave me the first opportunity to address common issues on Hitagi

Hitagi:
There's a lot of things I don't touch on in commentry anymore, simply because I hate the idea of repeating myself. I say this because Hitagi's good points are in fact "a lot of things I don't touch on in commentry anymore". The set is passionate and comprehensive, without spilling over into farcical looking moves or cameos (beyond the crab ¬_¬ ). And there's a theme of spacing which is handled well enough, especially between using the Neutral-Special and Foreward-tilt together to obliterate the games of most midrange characters

I'm glad you liked those aspects: I was certainly aiming for Hitagi to be appealing to both anime fans & MYMers in general (more so than Rena, who only appealed to the former <.<). & the crab was totally needed (WARY)

The main problem then is that the writing simply gushes too much. As well as your intentions may have been, it stops being friendly and starts becoming intimidating when you drag out descriptions for several paragraphs at a time. There's a lot you can be doing to streamline the moveset, because what's going on inside the set is actually intrigueing.

I sort of get what you're saying. I did consider removing the random beatles reference from the down smash, & the horrible reference from the down thrown. I guess I kind of got carried away near the end of the set especially.


The Up-Smash and Down-Tilt seem too pervasive to not be Specials. While I can understand that the Specials you chose are more thematically suitable for Hitagi, it's still awkward to have such important moves as simple regular attacks


I generally see moves that don't directly involve attacking as specials, just a personal preference I guess. Though I'll use non-attacking moves for throws too of course.


Finally there's something I need to say here, in regards to her special mechanic; there is no point in "simulating" the opponent becoming distracted or dominated. If you're winning enough to be pulling off these tactics, then the real player you're playing against will be destracted simply because he is losing so badly. Sandwiching some arbitrary layer of penalisation between player and character, especially when it mimmics a reaction that already exists, is just too superfluous for me.
I wouldn't really apply that to everyone: it depends on the player imo. It makes it harder for foes to make a comeback against Hitagi, but not impossible at all. She has a hard time punishing quick moves even if they miss, so foes can go that route.

Hitagi Senjougahara

Okay, half_silver time. I've actually been waiting for you to finish to this set, and I really need to finish the last 2 episodes of Bakemonogatari, but eh.(wary)

...Watch (D)

Anyway, first thing's first. She does not weight the lightest in the game, thus making her OoC, thus making me rage While I like the idea behind it, I tend to dislike when it's one of those "XX% chance of happening." I mean, it basically turns her matches into a luck based one. Luck is hardly the only factor in the match, but I was aiming for it to be a larger factor along with risk-taking. See my earlier comments on juna & wiz's commentary too. I personally think it might be better if every 2nd/3rd attack would miss or something like that when their bar is empty, but that's basically kind of the same thing, so not a huge complaint. Also, the side special...seems kind of pointless. Sure, it gives her a projectile, but who cares about that when her up smash has the potential to give her 10? (even if her side special is easier to use...) She has to have a foe break her weapons first, & she's at a lag disadvantage then, so the foe would get first crack at them <.<. The moveset descriptions are also hard to go through, but Junahu already said what i wanted to say.
Also, wouldn't I assume that she pulls her ruler out of her skirt when she has no other way to get it out?(wary)

..Did I sound kinda negative? Because I actually quite like this set. I love the ideas behind most of the moves (particularly that down smash). I also like the playstyle behind it. Frustrate your opponents to hell with her mechanic (which could use some tuning up, but...) and go in for the kill with a little help with her up smash, or she can try GIMPing them. I'd definitely use her in a match. More on that mechanic though, I don't like how it doesn't effect characters like ROB. Kinda takes away the point of the playstyle to be honest.

To wrap this comment up, I like the set, really I do, but i just think it has a couple of problems here and there. Every set has those though, and i really enjoyed reading this set. So, good work Silver!(h)

I'm glad you like the set twilty, considering you were the one most looking forward to it! (H)
Hitagi
I've never heard of Hitagi's anime, and I know the names of a fair bit of anime. Granted, it's made in 2009 so it's fair enough. Anime is like, totally awesome, so yeah. Soooooooooooooooo, Hitagi keeps her usual weight I see. Well, you did say she gets it back. (WARY)

Using words to unsettle foes sounds like a fun way to fit somebody in Smash. Im glad you stated firsthand that some characters are affected to various degrees based on their character. It's annoying as hell when a set tends to make the foe do something that would be OoC for like 60% of the population. Anyway, it seems that Hitagi makes people's attacks miss from first glance of her mechanic.

The good thing about the way Hitagi is interpreted is absolutely full of character. Using props and referring to it as canon sounds makes the anime sound like a comedy in the same light as Excel Saga. Of course, since I like Bobobo AND Excel Saga I should also like that kind of anime.

The moveset kinda feels like Renna Ryuugu in that it's showing (myself) a new anime character to get interested in. Not to mention the anime's name is going to be friggin hard to memorize. Like Renna, Hitagi has a special mechanic, though it seems overly underpowered, especially if Hitagi's one to only use it as a auto-spotdodge. & here I thought it was overpowered :| Like Wiz said it doesn't seem to have a lot of emphasis, though it's still a anime set, the best kind of set ever (Except when Naruto is repetitively made). Also Wiz is right in that you're referring to Peach's F-tilt. Then again, the F-tilt is pretty much like a U-tilt. Kinda pervy, but you do what you like. This coming from the guy who made Jason's stage (WARY). I kinda think actions like Hitagi's Pummel are over-the-top in sadism. I don't really know wether they are actually in character or not, judging Hitagi. she's a hard case when it comes to personality, as I explained in the background, but she does actually do that in the anime :p

Even if it's not the best set in the crowd's eyes, this moveset combines the Holy Trinity of FUN, EDUCATIONAL AND MOTIVATIONAL. Hey, that's something to put on the recap! It makes me want to Youtube Hitagi's anime to see if it's a comedy (those quotes seem to say this, though the one about Sayians is a wee bit suspicious. None the less in character methinks for someone who's arrogant). Hitagi's the kind of character I'd want to put in a SM if the chance was present for something like that. I edited it a bit, but that line is also used in the show.


I am going to Youtube Bakamonogatari now. Actually, I might Google it first. Yes, I will.

Oh hey, it says that the show is centered on Koyomi Araragi who survived a vampire attack and has encounters with supernatural dudes. There's loads of vampire animes these days. Staple represents crab claw. Baaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaah. It's not a comedy. None the less at least I got to be a bit more familar with the thing. Not too many sets do that though in the end it's what methinks I want. It was a fun experience that took less than 5 minutes.

It may not a comedy by definition, but there's plenty of comedy in Bakemonogatari, mostly in character interaction between Araragi & others. (Y)

Hitagi Senjougahara

HEY LOOK. IT'S A CHARACTER FROM A ANIME I INTRODUCED YOU TO (D).

(WARY)

Any ways, let me mention how in character Hitagi is. Very. (H) Now that's out of the way, let's start on the set its self. While I like the concept of Hitagi, I do have some issues with the moves. Like TWILT mentioned, the forward special seems to be filler, as the Up smash effectively renders the side special moot. See my comment on twilty's comment (WARY) Her main mechanic has a nice concept behind it, but the randomness of it, kinda kills it that's all. Also something I've addressed earlier (chew) Like TWILT said, it narrows down to a luck based game, and they don't end up to good sometimes. Unfortunately, despite finishing the set, I was on the verge of TL;DR from some parts from which I thought were unnecessary. But it was mostly from the fact that I finished Bakamonogatari, whiles others haven't seen it yet. *cough* Like I said with Juna's comment, I went a little overboard towards the end with random stuff <.<. & yes, twilty needs to finish bakemonogatari (D)

While it does detract from the set, it doesn't make it horrible over all. It's a improvement over Raven for sure. So keep on Movesetting. I'm glad you like the set (though I still like Raven the best out of my own sets). Also, :[ .
 

BKupa666

Barnacled Boss
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JOKER
I don't want to beat a dead horse by simply rephrasing your previous comments, so I'll keep this brief. The excessive props are in-character, but incredibly awkward all placed in a set together. I get the appeal in giving the Joker access to all his trademark abilities in a moveset (it was what prompted me to make so many sets in MYM3), but it just doesn't flow together, if you catch my drift. Try focusing on just one element of the set, like one of the special traits, and the set would be much better off. Other than that, take a gander at some of the other sets to get a better grip on how to organize a set to be appealing to the eyes. By the way, did you read MYM4 Joker at all? Your set sure reminded me of it with several moves...

HITAGI
Hitagi is evidence enough that actions don't always speak louder than words (now, all we need is a comedian set that screws with the opponent by making them laugh). I wish the harsh words mechanic was less random though (wouldn't it suck to still be killed after bringing down their composure by that random 25% chance that the attack would still hit?). Of course, it is a great supplement to her otherwise straightforward playstyle. The gimping element is definitely a fascinating addition (as I am experimenting with it myself), but I wish it could be combined more into her harsh words mechanic. Perhaps the lower her opponents' composure, the less likely they would be to grab ledges, or something similar. I definitely don't think Hitagi is as -stellar- as Raven, it's still a great submission from you, Silver. Good to see you're still interested in making sets (waiting for your set, Wiz...).
 

Agi

Smash Lord
Joined
Jul 27, 2008
Messages
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SE Washington
So, for those who don't know, I've taken Warlord's roster under my wing a bit. It's basically the same picture, (some images for individual characters have been changed, and effects have been added,) but better quality. Anyway, enjoy! You can click the picture for a larger image. Desktop-sized.

 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
↑↑↑↑
Not really a helpful comment, but Suzu probably has the best Snake Codec, like ever
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I concur. This is my favourite bit:

Otacon: Gunkan is evil. He hates America!
Snake: I don't care.

I mean, what do you SAY to that? How could Snake be so deadpan and blunt? I DON'T UNDERSTAAAAAAND
 

MarthTrinity

Smash Lord
Joined
Aug 9, 2007
Messages
1,954
Location
The Cosmos Beneath Rosalina's Skirt
So uh...MT here and sorry for nabbin Suzu's potential spotlight like this but...that **** leadership curse has made an attempt on my life. My computer fell today from a fair height and closed when it hit the ground. As many of you may know...if my computer closes, it more or less snaps in half...yeah...that's pretty much what happened. While it still WORKS (at least for the time being...) it broke off a chunk of my laptop...more specifically, the area that picks up the internet signals. So yeah, I'm entirely unable to use the internet from my own computer (this message was written on my PS3) so comments, movesets and articles may be a tad delayed as I'll need to put them on my flashdrive and use the family compy to post them.

Unfortunately this means that my chat time will be reduced considerably until I get a new computer. I sincerely apologize but the situation is currently out of my hands. I will, however, do my best to keep commenting and such.

Sorry once again! Be back at 100% ASAP

-MT<3
 
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