Make Your Move 8: -TOP 50 POSTED-


Smash Lord
Aug 19, 2007
That's too bad're one of the reasons I stay up past my bedtime to be in the chat nowadays.:ohwell:

Hope that things go well for you soon, and we will see you in the chat again =)

That said...
And I will comment on Suzu later. A lot of effort went into those extras it seems.


Nightmare Weaver
Oct 10, 2008
How about instead of Goo Chain spam that encourage's JOE!'s faggotry, comment on Kat's set.

Suzu is a pretty interesting set... although I hate Boboboobobobobo. The teleporting is pretty well used, as well as telekinesis. The set itself is kind of an eyesore, however. I think it's the color combination. And why is the order of move categories totally messed up? Specials, then grab game, then smashes, then AERIALS, then STANDARDS after everything else? I know this sounds like a Rooligan complaint but yeah that irks me. Your writing style also kinda gets on my nerves. Other than all that, the set is fine and up to your standards, Kat.

And sorry for your computer crashing MT :(


Smash Lord
Aug 19, 2007

So, just to avoid ignoring Kat's set, I'll just write a comment right now. While I enjoy a lot of anime, I admittedly don't like the Bobobowhatchamacallit series. I read a little bit of the manga, but it's not really my kind of taste, so bleh.

Like Khold said, the set's...kind of an eyesore to read. It kinda turns me off from reading it. Plus the order of the moves kinda confuses me. Like that Dair for example. You yourself say it's kind of a filler move. If so, then why is it at the top of the aerials?

Moveset making contest though, and the set itself you made is fine. It's nothing amazing, but what you've done with the teleporting and World Scrapyard is fairly interesting. Although...I wish you actually wrote out the entire playstyle section out. I know that you explain it all at the end of each section...but that's part of why i think Sarisa wasn't all that great. The fact that the aerials only have 2 sentences explaining what their significance is doesn't help all that much either.

Also, while it's cool that you put a lot of effort into the extras (props for remembering The Dragonfly), it gives me the feeling that i need to be a hardcore fan of Bobobobowhatchamcallit to, you know, enjoy them. The Snake Codec, while kinda funny, isn't really...a Snake Codec. He acts OoC, and it's waaayyy to long for what a Codec should be (because most of the actual Brawl ones last 10 lines each). It is kinda educational though =P.

To wrap this comment up, I'll just go out and say it. I think you should focus less on the extras, and more on the actual playstyle. You got some pretty cool ideas in here...I just wish they would all come together more clearly. Overall, it's a fine set and hope to see what else you have in store.


Smash Master
Feb 1, 2008
Strangereal Equestria

Suzu is a nice set Kat, and too be honest, even though I saw Suzu from MYM6 when I was lurking, and I never did look much into the set at the time. Now, while I know you put some hard work into making this set, there are some issues that have to be addressed. For starters, the lack of playstyle. While there is a small note at the end of most, if not all, of Suzu's moves on how to use them, reading them is a garbled up mess, and hard to conceive a play style from them. Also, I have a little bit of trouble with the move placement. It's not a really bad thing, but I'm sure some people have some OCD about it.

While Suzu the set isn't bad, it's the extra's that get me. I think you spent more time on the extra's than on the playstyle, and the Snake codec isn't really a codec at all. It drags out over time and is less about Suzu and more about Gunkan.

Well, it was a nice attempt, and like you said, wasn't your best work, so keep rocking on.

P.S: Never heard of Bobobobobobobowatchamacallit before. Learn something new every day.


Smash Champion
Jun 4, 2008
Getting drilled by AWPers
Hey guys... I've had pretty limited internet access for the last two weeks or so, but I'm back!

I really want to comment on all the previous movesets so far since I last posted, but there has been such an explosion of submissions that I'm going to hold off on that for the time being and slowly give possible commentary to the movesets I liked. I mainly wanted to cover this:

First of all, thanks so much for your detailed critique Smash Daddy. I always enjoy what you read because you're probably the one person here who is the most objective at reviewing movesets. It's not a knock on anyone else that looks at a moveset and can deliver a biased opinion because they really like the character, but I enjoy seeing someone coming from a clear perspective.

The specials themselves. I'm really happy that they were really well-received overall by everyone. They were the moves that I was working on the most to get down pat, and I'm glad my efforts paid off. I can't remember who said it, but someone said that the specials make a character -- giving him or her their identity and it incorporates their essence as a whole in those four moves. I took that into heart when designing Jace's specials, and I did the same for B.B. Hood (to emphasize her aggressive projectile game). That will of course lead into the standards/normal attacks, which I can understand some of them sounding a bit out of place. I'm just going to be brutally honest; doing the rest of the attacks is probably the least-fun part of making a moveset for me, because it's so hard trying to come up with attacks that aren't just carbon copies or variants on other attacks. It's like when I'm trying to make aerials for example -- this can apply to any character: what hasn't already been done? Multi-hit Nairs, drop kick Fairs/Bairs, Dairs/Fairs that spike, Uairs that act as jugglers/launchers, etc. All these and more are tried and true staples, but start to overstay their welcome. The amount of detail and exploration of new attacks in MYM has been astonishing, but it feels like a complexity creep factor is starting to kick in. I can make "standard" tilts/aerials/throws but risk recycling a lot of new stuff, or I can make said normals complex enough that they could almost act like de facto extra specials. It's a tricky conundrum to be in. This would explain why I didn't go all out to detail a lot of other moves like I did with the specials, for the reasons stated above.

You say that Jace lacks an original way to punish players like how a character would normally punish another one, but to me I see that almost as a benefit in carving out Jace's own unique identity in the Smash world. Instead of just Shield Drop -> Smash/Grab, Jace has unique punishing tools in Down B, Side B, and even Neutral B for a situational punish. I also noted that Jace has an above-average pivot grab; this was a somewhat subtle attempt to encourage grabbing with Jace to go into his down throw. Instead of being a tool like Dedede and having a standing grab range a mile long, I attempted to instill a bit of Jace's trickery by buffing it in a little trick-like move itself -- the pivot grab. Jace is good at punishing, but he isn't completely straightforward at doing so. That has to do with his character himself; he's a reserved personality in the MTG story.

Alright, I really need to head to bed. I haven't gotten much sleep at all the past 2 days. I would love to type more stuff out, but I'll leave it at that.

One more thing: I *will* be doing a Chef Ramsay moveset in the future! That was jokingly brought up in the chat a while back when I was finishing up Jace, but I would like to work on another moveset before I tackle something like that.

And finally, watch Hell's Kitchen and MasterChef tonight! (Technically speaking since it's Tuesday morning right now) You know you want to ;)


Barnacled Boss
Aug 12, 2008
Toxic Tower
I'm commenting this set from work, so I can't exactly post very long and in-depth analysis. The teleporting looks fine and in-character, although I've never seen Suzu's series which I won't bother to write out on my klutzy iTouch. I don't like how the move categories are scattered, and the writing is a bit of an eyesore. Some moves seen alright, but the flow is still lacking. Oh...and it's cool how you included extras for the best set on God's green earth, Pennywise. Keep up the work, Kat!

*returns to work*


Banned via Warnings
Jun 4, 2010
Suzu looks to be a god set, I'm a pretty big fan of Bobobobobobobobobobobobobobobobobo. I especieally like you having all those extras, and thank you for including my set in tem. :bee: But wat are you talking abot when you talk about the Grunty that was made by some1 else? Also that codec is. . .Really. . .Wierd, to say the least.


Smash Ace
Feb 24, 2009

So Suzu! If I'm counting right this is your third attempt on this character. First things first... if I'm reading right... you've made up a backstory? I'm not going to look down on you too heavily for it since it doesn't have to do with the set itself, but... why not make an OC based on Suzu or something?

Anyway, there are just so many conflicting themes in Suzu. The fish eating shield, teleportation, Smoke Teleport, Paralyze, World Scrapyard... granted, most of those are specials, but they don't come together that well. I also found the logic for Smoke Teleport's stealth effect being useful sort of convoluted.

And as TWILTY said, you're focusing a little too much on extras. To repeat him again, most of it probably requires you to be familiar with the series to enjoy it, and that codec is really OOC for Snake, regardless of how amusing it is.

So yeah, pretty brief and negative comment here, but just to say something positive you did do some interesting things with teleportation and such here. I just wish you could have tied it together a little more.​


Smash Champion
Aug 24, 2008
Crocodilopolis/White King’s Paradise

Not exactly what you think of when you think of the standard Rocket Executive, now is it? This picture was taken a bit before he joined Team Rocket and before he evolved his Machoke. . .Many of the Cue Balls and Bikers along the Cycling Road sided with Team Rocket, and Hugo didn’t stand out from them much at first. Just a Machoke, Grimer, Raticate, Golbat, and a Koffing. . .Y’know. The usual.

Everything changed, though, when Hugo managed to steal a Hypno off of some random kid who was cycling past where he was positioned – he was ripe for the picking after having been weakened by the Snorlax outside Cycling Road. Hugo didn’t actually use Hypno to steal other Pokemon, though. That’d be far too much effort. He was always on Cycling Road dealing drugs anyway – signing up for Team Rocket just gave him a bit of extra cash. Instead, Hugo used his Hypno to steal Pokemon his fellow Grunts had stolen, taking the credit. Despite being an absolute asshole to almost all of his allies, he was awkwardly popular, especially with the ladies. . .Nobody could seem to figure out why.

Due to Hugo having small time motives during this time, he didn’t actually get promoted to an executive until 3 years later during Team Rocket’s revival in Johto. During this time he’d evolved his Grimer and gotten a bit more daring with using Hypno’s powers, actually going out and using them on people other than his teammates. He eventually got a bit too greedy though and attempted to hypnotize Archer – the executive in charge of Team Rocket in Giovanni’s absence – to become the leader of Team Rocket. The immunity of Archer’s Houndoom to Hypno’s hypnosis, though, resulted in this backfiring and Hugo getting fired from Team Rocket. Planning to take a second crack at it, Hugo trained up his Machoke and evolved it to Machamp in order to deal with said Houndoom, but before he could go back to challenge Archer again he’d disbanded Team Rocket after having been defeated at the hands of some random kid Pokemon Trainer named Gold.

Hugo attempted to revive Team Rocket after its’ fall, hypnotizing as many of the stragglers as he could to join him, even getting some to come willingly who weren’t utterly fascinated with Giovanni. It still wasn’t enough, though, so Hugo went back to the old Biker Gang at Cycling Road and “convinced” them to join his cause. Ultimately, he was fairly content as the head of Team Rocket and the group ultimately just became another mob – not interested in world domination like every other evil organization that just worships various Legendary Pokemon.


Hugo doesn’t exactly play fair – true, Rocket Grunts with their Rattatas Houndours are a bit hesitant to return their Pokemon when they send out their next, but Hugo takes things to the next level. . .He has all six five of his Pokemon out at once! He uses his Koffing exclusively for Selfdestruct, hence why it hasn’t evolved and it’s pretty much always KOd. . .

Soooooo. . .How’s this work, exactly? We’ll get to how you control each individual Pokemon in their various sections, but first, let’s go over how Hugo actually loses a stock. . .He’s in the background like every other Pokemon Trainer around, so you can’t attack him. But seeing he’s not playing fair, why does the foe have to? KOing Hugo is how you make him lose a stock, and his damage meter is displayed by default. Whenever one of Hugo’s Pokemon is attacked, though, it swaps to show it instead.

If an attacked aimed at the background would hit Hugo, a psychic barrier will flash up, blocking the attack. To get rid of the barrier and force Hugo onto the battlefield, you have to KO Hypno, who is responsible for making the barrier. Once Hugo is on the main battlefield, he has the size, movement, weight, and jumps of a pudgier Ganondorf, and will always simply run to try to get to the center of the stage, you not getting direct control over him. Essentially, if Hypno goes down, you’re dead.


Hugo never thought of giving his Golbat to “specialists” to make it evolve like the leaders of other various organizations, but his Hypno has always been enough for him anyway and he sure as hell wouldn’t give his Golbat the care it needed to evolve himself.

Golbat is by far the Pokemon you have the most direct control over – Golbat is the only one who will respond to your moving the control stick about, and he has infinite free flight as he moves about at Mario’s dashing speed. This free flight can make Golbat near impossible to kill. . .Or rather it would, if Golbat weren’t as light as Mr. Game & Watch. Golbat will mostly be using his longer ranged moves and abusing his free flight so foes can’t take advantage of his weight. Golbat is very roughly the size of Wario with his constantly flapping wings taken into account


Golbat flaps his wings rapidly for 2 seconds, still able to move normally during this lag so he’s actually capable of pulling it off. After the start lag, he dramatically thrusts his wings in whatever direction you input, forwards by default. This causes a push effect as wide as Bowser that reaches out 3 Battlefield Platforms ahead of Golbat, pushing anything in the area of effect to the end of it at Sonic’s dashing speed. The wind effect stays out for half a second.

This is most obviously useful for gimping, but it plays a larger purpose in Golbat’s game – the whirlwind affects all your allies but Machamp, and thus it can save them from being knocked off-stage.


Golbat screeches out a single small sound wave upwards that vanishes quickly, causing what appears to be two much larger and more intimidating eyes to materialize in front of Golbat’s, though of course it’s all in the foe’s head. This takes half a second to set up, and after it is set up Golbat becomes unable to turn around (Though he can fly backwards, just 30% slower than his regular movement). He’s also unable to use any attacks, inputting attacks for him just canceling this move.

If Golbat is within half a Stage Builder Block of the foe’s vertical plane and three quarters of a Battlefield Platform of their horizontal position and the foe is facing Golbat, then the foe becomes unable to run away from Golbat, being unable to turn around. If they get out of range of the attack (The horizontal range is increased to 1.25 Battlefield Platforms now) or hit Golbat, then they’re free from the status effect. Golbat has to find an awkward balance of keeping away from the foe but not too far away, less the foe just jumps backwards to get out of range.


Golbat extends out his gigantic tongue from his mouth, covered in drool, then whips it behind himself in a downward arc as he turns around. If Golbat hits a foe, this does 5% and some decent hitstun, covering up the otherwise bad ending lag. More importantly, it covers them in drool that lasts 12 seconds, causing them to trip whenever they attempt to dash or turn around. They still –can- turn around, mind you, they’ll just trip in the process. This is one of Golbat’s more potent moves, but requires him to get to close range and gives him punishable end lag. Considering you have little other reason to come up so close, this is also somewhat predictable.

If Golbat whips up his tongue at the ground, then he’ll create a little drool puddle where he did so and Golbat will keep his tongue out on the ground. If you move him around close to the ground like this he’ll keep his tongue out and continue to drag it along the ground, creating drool wherever he drags it. If he goes up off the ground, he’ll withdraw his tongue with half a second of lag. If a foe is standing on the drool, they’re treated as if they’re covered in drool. Unfortunately this only lasts 10 seconds, but it’s somewhat safer than hitting the foe with the move directly.


With no visual indication whatsoever, Golbat flies at his regular movement speed to get behind the foe. He gets on the same vertical plane as them and half a Battlefield Platform behind them. From here on, Golbat pursues the foe until you press the A button again. When the foe turns around, Golbat flies through the background to get to the opposite side of the foe, never letting himself be vulnerable. When the foe dodges, Golbat hits them for 5%, though this doesn’t knock them out of the dodge.

To knock Golbat out of this, you have to repeatedly turn around faster than Golbat can reposition himself to get behind you for him to get into a position you can hit him, though that’s not really possible if there is drool from Lick in play. Aside from this being a useful move of it’s own accord, you can fake using this move in order to get up close to the foe. If they’re being pressured and don’t have time to deal with you, they’ll be fodder for Lick. If they turn around, you’ve achieved the necessary spacing for Mean Look.


Golbat starts screeching horribly as he starts firing sound waves down towards the ground. The waves are half a Battlefield Platform’s width, and are fired at such a rate there’s a Mario height in-between each of them. They go downwards at a rather modest pace of Jigglypuff’s falling speed. Golbat will keep doing this until you press the A button again or he’s hit, meaning just commanding him to do this is an easy way to lessen the micromanagement on your hands.

Upon going through the middle of one of the sound waves, your controls will become reversed, and so long as you stay under the supersonic waves your controls will stay reversed, randomly re-reversing every 5 seconds. If you leave the area where the supersonic waves are coming down, your controls will return to normal after 3 seconds. Control reversing can be quite nice when the foe is covered in drool, as while innocently turning around may not seem like much normally, when they’re covered in drool they’ll constantly be tripping.


Without a doubt, Hugo’s main Pokemon. It's the only one Hugo bothers to refer to by nickname, Dalek, due to him being more of an actual partner than a tool via psychic communication. While Hypno was stolen, Hypno actually preferred Hugo to his old trainer, as he related to him far better than a bratty do gooder.

Hypno is Hugo's main method of kills, and his survival also depends on Hypno. Hypno will undoubtedly be the enemy’s main target and foes will constantly be in his face. . .Exactly where he likes them. Hypno is a bit shorter but a bit wider than Marth, and weighs as much as Wario.

Hypno is constantly swinging his pendulum about in front of himself. If a foe stays on the same vertical plane as Hypno and face him for 5 seconds, they’ll get hypnotized and will go –walk- (Not dash) off the nearest edge until the hypnotism wears off, the hypnotism lasting 1.5X as long as a grab until they button mash out. If there are multiple foes, then the hypnotized foe will fight on your side as a CPU controlled ally with the foe having 5x the regular grab escape difficulty. Naturally, all of Golbat’s tools to make it awkward for the foe to turn around massively assist Hypno in pulling this off. Aside from the more obvious ones, Whirlwind can also assist by launching the foe into the air where they can’t turn around.

While 5 seconds seems like an eternity, that’s assuming the foe is the entire length of Final Destination or farther away from Hypno – the hypnotism works more quickly if they’re closer to him. If they’re right in Hypno’s face, the hypnotism takes a single second.

You –still- don’t find that usable enough? Bah. When the foe turns away from Hypno, any hypnotism he’s done on the foe isn’t instantly undone. Instead, the foe must face away from Hypno for the same amount of time they were facing Hypno for it to entirely wear off. As an example, if the foe faces Hypno for .8 seconds, turns around, but then turns to face Hypno again after a mere .1 seconds, it’ll be as if they were facing Hypno for .7 seconds.


Hypno raises up his hand that he isn’t constantly swinging his pendulum with as a DK sized area just barely over half a Battlefield Platform ahead of him distorts slightly. Anyone within this area takes 1%, flinching, and has their controls reversed for 10 seconds. This has a mere .2 seconds of lag on either end, which makes up for the awkwardly specifically placed hitbox.

So. . .What’s the point of having multiple generic control reversing moves in Golbat’s dair and Hypno’s Neutral Special? Well, all of Hugo’s Pokemon have a way of doing this, and it’s possible for multiple control reversings to stack. If 2 control reversings are on the foe, then the foe’s controls jolt back to normal for a single second before re-reversing every 5 seconds. With 3 control reversals, every 4 seconds, and so on. This isn’t a blatant control scrambling to screw the foe over – playing with reversed controls is easily possible, though if they’re –constantly- shifting it can be rather awkward. However; even with just a couple, it almost guarantees that the foe will stop doing and turn around every so often.


Hypno brings up his hand and swirls it around in a circular motion, creating an invulnerable invisible barrier the size of Ganon half a Battlefield Platform in front of or behind him based off whether this was input as a Forward or Backward Special. If you input this as a smash, it will be a full Battlefield Platform away from Hypno. The barriers briefly become visible when they’re hit. Hypno can have 3 barriers up at a time, and each last 30 seconds, briefly becoming visible as they vanish. This has .25 seconds of lag.

The most obvious applications of this are to defend Hypno and your other Pokemon (Mainly Raticate) – notice how Confusion has just barely more range than a default Barrier? It can come in handy to attack foes from behind barriers. After that, you can box them in with a second barrier a full Battlefield Platform away. Sure, they can just approach over the barriers, but while they’re there they’re excellent fodder for Golbat, as Supersonic will cover the entire width in-between 2 Barriers. Better yet, though, Barriers enable Golbat to get as close as he wants to the foe with Mean Look without getting –too- close so long as he’s on the opposite side as the foe, and needless to say the foe being unable to turn them around makes them fodder for Hypno’s hypnosis.


By default, Hypno levitates himself with this move as his non pendulum wielding hand gains a purpleish/pinkish aura, enabling you to move him around at 0.75x Ganon’s dashing speed for up to 2 seconds before he goes into helpless. This obviously takes priority over Golbat’s normal movement, so you may want to set up Golbat in an ideal position to use Supersonic before you have Hypno recover/reposition him. This is lagless to begin and Hypno can come out of it early (And into helpless) by pressing B.


Hypno uses his psychic powers on the ground either in front of him or behind him based off how you angle the Down Special (Forward by default), causing it look distorted. The area affected is half a Battlefield Platform away from Hypno in the input direction, and it’s width is, once again, half a Battlefield Platform. Anybody who steps onto this ground will be levitated just barely into the air and be treated as if in the air, though this levitation field will restore recoveries so a foe isn’t stuck in helpless forever if they land on it after failing a recovery.

If the foe is trapped between two Barriers you set up, you can set up a levitation field in-between the two Barriers to force them into the air if Hypno still hasn’t moved. The most obvious benefit of the foe being in the air is they can’t turn around to look away from Hypno’s pendulum, though it benefits Raticate and Muk to an extent also. . .The levitation field doesn’t affect your Pokemon normally, but under certain circumstances it can levitate parts of Muk’s ooze.


Hugo’s Raticate is extremely feral, and will tear apart nearly anything it sees on sight. Sometimes it even gets so carried away that Hugo has to have Hypno force it to stop before it turns on him.

While you don’t have control over Raticate’s movement, he’s far from stationary – Raticate constantly approaches the enemy, dashing at Mario’s dashing speed and having a single jump as high as Falco’s with which to pursue foes into the air. Considering he’s only a bit bigger and heavier than Pikachu, this can make it quite easy for the foe to bait him off-stage and kill him. Aside from Hypno, Raticate is one of the main Pokemon Golbat is going to have to babysit, constantly blowing him back to the stage with whirlwinds, though if he proves to be too much of a nuisance you could always just have Hypno place a Barrier in-between Raticate and the foe.

Due to standards and aerials occupying the same button, Raticate’s attacks are activated by pressing the shield button, as otherwise it’d be impossible to make Golbat and Raticate attack individually. Because of this, none of the Pokemon have shields or dodges, though it’s not a big loss when the Pokemon can defend each other so well.


Raticate bites forward over .25 seconds with pitiful range. You can hold the button for Raticate to delay the chomp after he opens his mouth for up to half a second, which makes it easy to catch somebody coming out of a dodge from an attack of another Pokemon. If you choose to delay the attack, you can angle the attack during said time also.

Upon contact, this deals 5% and Raticate latches onto the foe, chomping into their flesh and not letting go as he latches onto them. Raticate has to be knocked off like a Pikmin, dealing 4% per second until knocked off. It’s pretty easy to get him off, but this move means that if a foe baits Raticate off-stage he can latch onto them and recover back to the stage with them. If you didn’t know, to knock off Pikmin foes have to use an attack with the body part they’re latched onto to knock them off, and this also applies to Raticate. If the foe has no attacks that can hit where Raticate latched onto them, they can button mash him off with regular grab difficulty. If Raticate inputs anything, he’ll let go of the foe – no need to go down with a foe if they’re going into the abyss.


Raticate leaps very slightly into the air and does a 360 spin, keeping all of his momentum in-tact before landing back on the ground as he continues to dash at the nearest foe. Raticate fully extends his tail during the spin, and it’s a hitbox that turns deals 5% and turns foes around like Mario’s cape. This attack has no start-lag, though a duration of half a second.

The most notable thing about the attack is obviously the ability to force foes to turn to face Hypno, but Raticate has his own needs for wanting to turn the foe around. Needless to say, there are few attacks where the foe’s back is a hitbox, so it’s an ideal place to latch onto with Bite. True, they can turn back around before you bite them. . .But not in the air, where turning around is impossible. Considering foes like to bait Raticate off-stage, you’ll have plenty of opportunities to do this. If both Raticate and Hypno are facing the foe, it can also make it awkward for the foe to turn around, as they’ll be exposing their backs to Raticate. Aside from this, Raticate can bite at people’s backs by Golbat/Hypno preventing foes from turning around via Mean Look/Levitation Field, respectively.


Raticate crouches down, stopping all his movement as you’re allowed to charge for up to 1 second, but you can’t hold or store the charge. Upon release, Raticate bolts .5-2 Battlefield Platforms in whatever direction you input at Sonic’s dashing speed. If used in the air this puts Raticate into helpless. Raticate is a hitbox that deals 5% and flinching while using Quick Attack. This move has no lag whatsoever outside charging, though if a foe knocks you out of this (It can be out-prioritzed by anything that isn’t a projectile) you take triple hitstun. If this is aimed downwards, Raticate can go down through drop-through platforms with this, his only way of doing so.

The most obvious way to use this is to get above foes to latch onto their heads with Bite – characters without headbutting moves will be unable to shake you off. While most characters have headbutting moves, they’re rarely aerials – why not have Hypno make a levitation field under the foe so Dedede can’t use his utilt? Aside from this, latching onto the foe’s head reverses the foe’s directional controls and scrambles the buttons until Raticate is knocked off, making it harder to find the button input to get him off with.


Raticate turns to face the screen and stops pursuing the foe, then does a gigantic dramatic chomp, his mouth drooling slightly during the excessive starting lag that mirrors Falcon Punch, with punishable (Though not particularly bad) ending lag. If this connects, it deals good but set knockback that won’t kill. . .But it doubles the foe’s damage percentage.

Obviously useless at the start of the game when the foe has no damage, but more and more useful as the foe takes more and more damage. Considering Hugo’s team kills through what are essentially classic pummel KOs via Hypno’s hypnosis, more damage is always welcome even if the foe already has a good 100%. This has enough range to hit foes being barely levitated off the ground from Hypno’s levitation field.


Muk once having been a Grimer and Hugo once having been a Grunt, it’s no surprise how Muk takes knockback – he can’t be knocked into the air and is constantly grounded. Muk can be knocked off the stage, but considering he has so many states where he’s invulnerable/has superarmor and that he’s as heavy as Bowser, he can also be killed in a stamina fashion, having 80 stamina. Unfortunately, Muk takes double hitstun, meaning the foe can hammer on him relentlessly if he whiffs an attack. Of course, Muk’s allies can come to his aid to prevent him from being helplessly comboed. Much like Golbat, Muk can stick around forever if played conservatively - he’ll generally want to be hiding away, only coming out to land guaranteed hits. In his idle stance, Muk is as wide as but a bit shorter than Bowser.


Muk turns to face the screen and crashes downwards over .65 seconds, having superarmor/anti-grab armor while doing so. Anyone hit by this is knocked into their prone state and takes 20-30% damage. More importantly, though, the foe will be covered in sludge which lasts for 17 seconds, doubling the lag the foe has when turning. After the attack is over, Muk deforms into a mass of ooze that’s a battlefield platform in width and invulnerable to attack, going through any drop-through platforms along the way. Any input Muk makes will be treated as a usmash in this state.

If Muk manages to land this on a foe over Hypno’s levitation field, Muk won’t crash into the ground and instead will stay on top of the foe in a goopy mass as the levitation field keeps Muk on top of the foe, tripling their falling speed and reversing their controls. If you have two Barriers to box the foe in, the only way to escape is to kill off Muk. Any attacks aimed upward at Muk will damage him in this state, but if Muk ever gets into danger of dying you can stop the levitation field and Muk can fall to the ground and turn to ooze like normal.


During the charging, Muk extends his mass to go farther and farther upward, reaching up to double Ganon’s height at full charge. Upon releasing the charge, Muk simply does a very fast generic grabbing motion upwards over a mere .15 seconds. If Muk grabs a drop through platform or ledge with this move, he will pull himself up through it/to it. If he grabs a foe, they can escape with double grab difficulty, but are still perfectly capable of attacking during it – they’re simply incapable of any form of movement due to Muk having their legs grabbed, even turning around. . .While they technically –can- dash away from Muk, their movement speed is halved, and if they ever stop dashing they’re immediately pulled back to Muk. If they get 2 Battlefield Platforms away from Muk, they can break loose early, but Golbat’s drool from Lick can make escaping in this manner impossible.

While Muk has the foe grabbed, he can input usmash/dsmash to extend his body upwards and downwards to change the position the foe is in, or fsmash to throw them forwards for 13% and knockback that kills at 180%, one of your viable non Hypnosis KO methods. While this move is very fast, the hitbox is directly above Muk, who is quite tall, making it very awkward to land. However, Hypno’s Levitation Field puts the foe at the perfect height to be grabbed.

If Raticate is latched onto the foe’s legs/lower portion of their body with Bite, then the foe can shake them both off at once, but with quadruple grab difficulty. Latching onto their head may be the preferred option, though. . .While a levitation field can lock the foe out of grounded headbutting moves, what about Ness, who has an aerial headbutting move in his uair? Muk can keep him grounded so he can’t knock Raticate off.

If Muk is a pile of ooze from his dsmash, then when he uses usmash he’ll reach only his hands up out of the ooze if the move is uncharged, enabling him to hit foes on the ground. If a foe is standing on the ooze, Muk’s hands will come up underneath them automatically. Otherwise, Muk comes up in the middle of the ooze pile. If you angle the smash, he can appear at either far side of the ooze. If you whiff the move, Muk has half a second of ending lag as he reforms, though he stays as a pile of ooze if he grabs a foe, only reaching out his hands from the ooze.


Muk extends out his arm .5-4 Battlefield Platforms while charging, moving it very quickly, though the move will end early if he reaches a ledge to tether onto. After reaching out that far, he simply does a very swift smack with his fist, dealing 25% and good set knockback, though this has .3 seconds of pre-charge lag so it can’t be spammed at close range. This has variable ending lag as Muk reels his arm back in, it being worse based off how long you charged.

This can be out-prioritized by any non projectile attack, but if you hit Muk’s arm it won’t take off from his stamina. Furthermore, the part of Muk’s arm you hit and all the rest of it extended out from Muk will get cut off from Muk, falling to the floor and turning into ooze. If a foe hits your fully extended arm right next to your body, you’ll have 4 Battlefield Platforms of ooze.

What use is this ooze? Well, if you turn into ooze via your dsmash and your main mass of ooze connects to the rest of the ooze, it’s treated as part of your main mass, meaning you can make the whole floor potentially deadly for the foe to walk on. Unfortunately when Muk comes back up he absorbs all the ooze back into himself, but you’re not stupid enough to whiff that, right?

. . .But the foe isn’t going to be stupid enough to help you cover the floor in ooze by hitting the right part of your arm at the right time. How do you make them? Foes have no lag when they escape Machamp’s (Traditional) grab, which means they’ll probably fire off an attack to knock off Muk’s arm if he’s positioned properly. The exact positioning is somewhat difficult to achieve with Muk and Machamp individually, but Golbat’s Whirlwind can fix things up nicely.


Machamp is like an SSE boss in that he never takes knockback or hitstun. While he is grabbable, throwing him will just deal the damage and leave Machamp right in the foe’s face. Machamp has 120 stamina, making him quite intimidating to take down, and he generally –will- be the last Pokemon the foe thinks of targeting. Even then, though, he –is- killable in the midst of a 5 on 1 battle, mainly due to the long duration of his attacks and the fact he doesn’t take hitstun working against him, enabling foes to hammer Machamp at his open spots repeatedly.

Machamp is as large as Bowser, his arms stretching out into the foreground and background and not being hurtboxes. When attacking, his arms are disjointed hitboxes. Machamp moves by constantly patrolling the stage back and forth as he does an about face upon reaching edges/walls/walk-offs, chugging along at Ganon’s dashing speed. Due to Machamp’s awkward movement, he performs best when his movement is more controlled by putting him between 2 Barriers. Unlike Raticate, Machamp stops moving while he does his attacks.


Machamp turns to face the screen and reaches out two of his arms directly to either side, and two of his arms at upward diagonal angles. Machamp has half a second of lag to come into this and holds the pose for a full second before having another half second of end lag. The range of the move is obviously very good, but if you stay very close to Machamp and away from his hands you can avoid the many hitboxes and have a full 1.5 seconds to punish him. Muk can defend this open space well if he’s underneath Machamp in ooze form.


Machamp brings all four of his arms in front of or behind him, again with half a second of starting and end lag and a duration of a whole second. The hands are all lined up so that you’re essentially creating a grab hitbox the size of Ganondorf in front of/behind you, making this a more focused hitbox instead of several smaller ones. Due to Machamp’s impressive reach and the fact this hitbox lingers, Machamp can reach through a Barrier with this and if the foe rolls towards the barrier they’ll still get grabbed.


Machamp leaps into the air 1.25 Ganondorf heights, keeping all of his momentum in-tact as he does so. If he lands on someone, he’ll deal 10% to them, then scrape them off the ground and put them in his normal grab. Considering the move is rather telegraphed, the move’s main purpose is to let Machamp jump over Hypno’s barriers and give him more general mobility, especially considering he can grab ledges during this attack.


Machamp puts out two of his fists forward in a “Superman” like position as he flies forward 2 Battlefield Platforms a bit slower than Sonic’s dashing speed, grabbing any ledges he come in contact with. If the punch connects, it deals 7%, but before the foe can be knocked away Machamp hastily grabs them with his other two arms. This move has .25 seconds of starting lag but a very bad 2 second ending lag if whiffed, meaning you can’t spam this for movement. What the fact that Machamp possesses this grab does mean is that he doesn’t have to just happen to be next to the enemy in order to do something and doesn’t make it mandatory to put him in a play pen with barriers.


Machamp uses his superior strength to wrestle around with the foe to face the opposite direction they normally do, most probably in order to face Hypno. If Muk and/or Raticate are latched onto the foe, the grab difficulty increases, doubling/quadrupling if one or both of them are there.


All of Machamp’s throws are input by pressing Z accompanied by the direction of the throw you want to use.

Machamp grabs onto the foe’s two arms/appendages with his own two arms, then gets into a contest of strength with the foe as he pushes against them and the foe automatically pushes against him. By default, the foe is constantly pushed back at the rate of Ganon’s walk, but the difficulty of escaping the grab regularly doubles, which can really stack if Raticate and/or Muk are involved. However; random button inputs appear over the foe, and if the foe inputs them they’ll gain a boost of strength and push Machamp back half a Battlefield Platform. It’s normally very easy to push Machamp off the edge to escape the grab, but if his back is to a barrier your controls are scrambled via Raticate latching onto your head things aren’t too fun. Granted, if you do push Machamp off the ledge, he goes into helpless and dies, but he wouldn’t be stupid enough to use this throw in a situation where you could do that. Machamp won’t actually push the foe off the edge with this move. If Muk is latched onto the foe, he’ll get knocked off after the foe makes their second successful burst of strength so you can’t just hold the foe in place with 8X grab difficulty for what’s essentially forever.

Having no Barrier behind you can be advantageous in that it can make the foe want to fight against you by pushing rather than button mashing if they can get you off the edge quicker. . .But of course, you’re just baiting them into Muk preparing to collapse and use Sludge or Raticate about to use Super Fang. Foes can time their burst of strength to get past them under certain circumstances, but if they’re both lined up this is rather rare. Of course, they could just wait it out, but then they’ll probably get hypnotized by Hypno. This doesn’t even bother to take Golbat into account, who can easily land a Supersonic if positioned behind Machamp no matter how the foe times their burst of strength, and he can also Whirlwind Muk/Raticate if the foe attempts to push past them.


Machamp turns around with the foe still in his grip, then throws the foe down and performs four karate chops on them, one with each arm, each dealing 2%. If the foe is against a barrier, it shatters and the “glass” from it digs into the foe, making each karate chop deal an extra 3% damage. Normally this does 8%, but up against a barrier it does 20%. Of course, if used against a barrier it destroys it in the process. While this –would- be a more situational throw, your side grab is practically made for using this throw.


Machamp wings up his two upper arms on either side of his body at once, then smacks the foe’s head from either side, dealing 13% and causing the foe to get knocked up into the air, spinning around dizzily as they get shot up with high but set upward knockback until they reach the peak of their (very quick) ascent. Their eyes are constantly swirling with dizziness from the punch, though, causing them to have double the normal lag while turning for 17 seconds as they sway about in a drunk fashion when turning around. Both this and Muk’s Sludge aren’t huge burdens to foes, but together they stack to make foes have quadruple turning lag. Even with just one of these turning lag status effects on the foe, Raticate’s Tail Whip suddenly becomes very spammable. With both effects, it’s impossible to turn around quickly enough to face Golbat when he’s using Pursuit on you.


Machamp does an incredibly laggy punch with his 3 arms not holding the foe that takes up 2 seconds, during which time the foe is able to escape the grab. With Raticate, Muk, and/or a high damage percentage on the foe helping, though, it’s possible to keep them held down long enough to land this. On contact, it deals 20% and reverses the foe’s controls for a whopping 15 seconds, along with knockback that KOs at 165% - your best KO option if for whatever reason hypnosis won’t work or Hypno is dead.


The screen zooms in on Hugo as he sends out Koffing from his Pokeball, who is KO’d, presumably from a previous Explosion. He feeds him an Energy Root to revive him, then grabs him in one hand as the screen zooms back out and a cursor appears. After you press B again or 5 seconds pass, Hugo will throw Koffing at the desired location, yelling out “SELF-DESTRUCT!”. Koffing explodes in a Smart Bomb sized explosion dealing 35% and KOing at 60%, the explosion lingering on for 2 seconds to prevent a casual spot dodge. While the blast can hurt your Pokemon, Hugo returns any of his Pokemon that would immediately be hit by where he threw Koffing, sending them back out where they were after the smoke has cleared.



More than any of my other sets, the entire moveset is really a playstyle summary for this one. Hypno’s hypnosis is at the center of Hugo’s playstyle, as the many tools he has in his arsenal makes it near impossible to look away. While control reversals make the foe only turn around briefly, when combined with Muk’s sludge or Machamp making the foe dizzy or Golbat’s drool from Lick turning around can leave them very vulnerable whenever they attempt to do so. Hypno can also trap the foe in a levitation field between two Barriers or Muk can grab them with his usmash so the foe can’t turn around, or perhaps you prefer using Golbat’s Mean Look? In order to more easily land the Mean Look, you can use Pursuit some then pretend you’re using it later on to get the spacing you need for Mean Look. While using Pursuit, you can get the foe to turn around a good bit, especially if they have some sludge on them/are dizzy. Once hypnotized, the foe doesn’t have to mindlessly walk the whole way off the stage – make good use of Golbat’s whirlwind to finish them. This is the main part of Hugo’s game and has been made very clear throughout the set, so I’ll go over how to do less obvious things.

Damage Racking

Earlier on when attempting to get some damage, some of your better bets are Golbat’s pursuit and Raticate latching onto the foe for some damage over time. Considering you’ll be giving them so much to dodge, Golbat will tack on more damage than you’d think. Before seriously going for hypnosis, you may also want to try to focus on getting a grab with Machamp so the foe can interrupt Muk’s poison jab to cover the stage in sludge. After you get a bit of damage, you can aim for Super Fang with Raticate for your damage racking needs most probably by having the foe push against Machamp in a contest of strength and into Raticate's mouth.

Defending individual Pokemon

While Hypno needs to be defended, Hugo’s team is a more offensive “character” to play. They’ll inevitably keep getting to Hypno if you focus on just defending – the main way to keep Hypno and everybody else safe for that matter is to just overwhelm the foe with pressure. If you’re having trouble with this, though, have Golbat splatter some drool with Lick on the floor/foe to prevent them from dashing, giving foes a harder time approaching Hypno. If Hypno or Raticate ever get into danger, Golbat is generally the one to look to to save them thanks to whirlwind. Muk should never be stupid enough to not go into ooze form if he’s pushed towards the edge, but if he starts getting comboed just let Raticate approach the foe automatically and interrupt them long enough for Muk to go into ooze form. Machamp is a similar case if he’s being pressured during some of his lag. Of course, you could always let the foe attack one of them for a while to keep their attention off of Hypno, then just play conservatively with that Pokemon when they’re in more danger of death. Once Hypno is dead, treat Hugo himself like Hypno, but play far more conservatively. All that needs to be done to him is being poked off-stage unless Golbat is closeby, and it’s even harder to defend without Hypno himself around to help.



So the Grunt wants a promotion? Psshaw. He thinks he’s dirty delaying it a bit when he returns his Pokemon before he sends out his next – the executive has all of his out at once! Hypno’ll set him straight. . .

The most obvious thing about the match-up that leaps out is the fact that the Grunt’s poison mechanic is very awkward here, as he has to work on it with 5 individual targets. It may as well be entirely impossible to do on Golbat due to his flight, Machamp due to his lack of hitstun/Bullet Punch, and Muk due to him being able to just retreat into the ooze. Hypno, the one you have to actually hit with it, is thankfully perfectly vulnerable. If you want to kill Raticate, you’re best off abusing Zubat’s virtually infinite horizontal recovery anyway.

Houndour’s poorly designed fsmash gives the finger to any and all traps on the ground (Though it won’t affect Barriers due to them levitating), making Lick useless when aimed at the ground, but more importantly giving Houndour the ability to force Muk out of his ooze form, returning him to normal. Muk will awkwardly slide to the nearest piece of land after he gets shot out of the lava, which can also potentially knock him off-stage. Either way, Muk can no longer go hide away whenever he wants, making him very east for the Grunt to kill with or without poison. As mentioned earlier, Zubat can also kill Raticate, Zubat’s small and constantly aerial hitbox forcing Raticate to use his utilt to reach him to latch onto him making him very predictable. Don’t even think about bringing Zubat out until Muk’s dead, though, as Muk’s usmash can hit Zubat when Muk’s in his normal stance due to Zubat’s aerial stance.

The other positive thing for Grunt in this match-up is that he can switch out to rid himself of status effects, but the status effects will resume where they were once the Grunt brings back out the Pokemon they were applied to. Considering Grimer is completely and utterly useless outside being fodder to be explodified, though, this is not as useful as it otherwise would be.

Hypno is only really killable by poison once there’s less pressure on the Grunt by killing off Muk and Raticate, and his weight will prevent a single casual explodification of Grimer from killing him. Even if they do manage to kill off Hypno, though, killing off Hugo himself isn’t as easy as it normally would be due to how weak the Grunt’s Pokemon are. Racking up yet another poison kill is very awkward just for the helpless trainer behind the Pokemon. Granted, at this point, only Machamp and Golbat should still be alive, so the Grunt can still just pressure Hugo off-stage for the kill, but Machamp/Golbat will certainly still get in some final hits. That is, if the Grunt ever makes it this far.


The worst thing for Arbok is that Hugo’s Pokemon have no shields to grab or dodges to punish with background hitting attacks, and his usually beastly fthrow is rendered moot when there are other Pokemon around to interrupt grabs. Thus, Arbok is going to want to go for an early cheap kill on Hypno and approach with his Dashing Attack.

Arbok can go around Barriers with his Dashing Attack, yes, but not when he’s being levitated by a levitation field or there’s drool in play so he can’t dash. Furthermore, if he somehow does use it, it counts as a dodge which Golbat will punish him for with 5% via Pursuit if he’s using it. If he stays back there, he’ll continue punishing him every .3 seconds. Before any of that can happen, though, Arbok can just immediately approach Hypno at the start of the match and continue pressuring Hypno off-stage. While Arbok isn’t the best gimper, Hypno can’t do much in retaliation and Arbok has a very good recovery, enabling him to pursue Hypno far off-stage. This can also end up potentially killing Raticate if Arbok is ballsy enough, though Golbat will probably just blow everybody back onto the stage with Whirlwind. If Golbat is feeling ballsy, though, he can also potentially blow everyone –away- from the stage, potentially killing off Arbok and letting Golbat, Machamp, and Muk get the lead on Arbok for the next stock while Arbok still has to kill Hugo. Muk can also snipe Arbok from off-stage with his fsmash, and Raticate may potentially latch onto Arbok’s head and screw over his attempt at killing Hypno, or at the very least survive himself.

Needless to say, the situation looks bleak for Arbok just immediately attempting to gimp Hypno. He can still approach over to Hypno, though, and thus Arbok will want to just mindlessly beat on Hypno a bit to get up his damage before going for the gimp, though he’ll have to avoid the other 4 Pokemon in the process. In order to give Hypno a chance to escape, you're best off landing a usmash/grab with Muk/Machamp, or potentially forcing Hypno to have his –back- to Hypno with Golbat’s Mean Look.

Arbok absolutely must score a very fast kill on Hypno, as the momentum of the match will stack against him very quickly otherwise. While it is quite possible, it’s also possible that he’ll just make the momentum go even further against him by Golbat killing Arbok in the process of him killing Hypno, letting Hugo get off free.


Weezing is aerial like Zubat, but only barely aerial, meaning he’s not high enough for Muk to casually throw out a usmash and grab him. However; Weezing isn’t low enough that Muk can turn into ooze and grab him from below with Usmash immediately, meaning Muk has to come up and out from the ooze, telegraphing the grab and forcing him to re-absorb all of his ooze even if he does hit Weezing.

Weezing’s gas is created very easily and sticks around for near forever, and due to the awkward movement of the Pokemon they can’t do much about it, taking constant damage. This is the worst news for Muk and Machamp, who are vulnerable to stamina KOs. Muk can hide from the gas by turning into ooze, though he in general has very limited use here. Weezing struggles to KO anybody outside Muk or Machamp, especially Golbat who can fly over the gas, outside Explosion. Machamp is the best person at interrupting this if Weezing has flinching gas defending him during the starting lag due to his inability to flinch and Bullet Punch, but Machamp is the easiest Pokemon for Weezing to kill. If Machamp wants to survive, he’ll have to constantly be using his up grab to jump over the gas, which makes him near useless while he is alive and makes the match all the more stallish and to Weezing’s advantage. While Weezing has a long while to go to kill Machamp, Muk can’t do anything and Raticate is easily baited off-stage thanks to Weezing’s excellent recovery and the fact he has plenty of attacks with hitboxes on every part of his body, easily able to knock off Raticate if he latches onto him. If Weezing does get Hypnotized at good damage, said recovery will also largely help him in surviving it and making it back onto the stage.

The only downer for Weezing is his inability to chain-grab due to the other Pokemon around, but he hardly needs it. By the time Machamp finally dies, Hypno’s damage will be absolutely massive, making him an easy victim to kill even without Explosion, though Explosion can also potentially kill Muk or Golbat if they attempt to stop Weezing from exploding, leaving Hugo himself almost entirely helpless after Hypno dies – which is more important than you’d think considering how slowly Weezing plays, making him take a while to kill Hugo and letting any surviving Pokemon whale on him for a decent bit longer.


It seems Hugo is finally going to get that rematch with Archer’s Houndoom after all. . .Let’s see if training up Machoke was worth it, shall we?

Raticate is the easiest Pokemon for Hondoom to kill even despite him not being able to bait Raticate off-stage due to his bad recovery. This is due to Raticate always approaching right through Houndoom’s lingering fire hitboxes. While these hitboxes won’t knock Raticate off of Houndoom when he’s latched on, it’ll make him take all the more damage, and before long Raticate will be vulnerable to a single clean hit.

In order to still use Raticate, Hugo will want to either hurry up the intial damage racking phase so Houndoom has enough damage for Raticate to double with Super Fang or just block off Raticate with a Barrier until Houndoom has said damage. Once Houndoom has a good chunk of damage, you can feel free to let him get killed, as most of his use will of expired.

Machamp can also fall victim to the damage of these hitboxes due to his awkward movement, and you don’t even have to finish him. While he’s still alive though (And it’ll be a good while before he dies), you can’t hide in your fire hitboxes for defense due to him able to march right in and grab you, taking zero hitstun. Houndoom will want to stay away from Machamp and just leave his fiery hitboxes behind for Machamp/Raticate while pressuring Hypno. If Houndoom choses, he can also do a pretty good job of pressuring Muk, particularly if Muk comes up to try to grab Houndoom while he’s in-between 2 Barriers and fails. Houndoom’s fire hitboxes can cover up most of the space in-between them, causing Muk’s double hitstun to lead him to a quick demise as he’s constantly juggled between them with minimal effort from Houndoom.

While Houndoom can take care of Raticate and Muk very well and can eventually kill Machamp, it’s difficult for him to survive long enough to kill Machamp. Overall, Houndoom is pretty vulnerable to hypnotism with his poor air-game/recovery making him die quickly and Levitation Field screws him over pretty badly. Houndoom also struggles to kill off Hypno himself and will generally hesitate to finish him until later on due to his grab-game being obsolete due to it being easily interrupted. If he kills Machamp, though, his grab-game becomes much more feasible with only Golbat to interrupt it, who can constantly be swatted away whenever he approaches due to his low weight.

The main thing that makes this match-up more winnable for Houndoom is that he can easily set up inside his flash fire, constantly having boosts with which to attack Hugo’s Pokemon. If he focuses on killing Machamp, his powered up hits will make quick work of him when combined with his lingering fire hitboxes and Machamp’s lag. It’s not like Houndoom actually needs his grabs to kill Hypno anyway and can use his powered up attacks to finish him, potentially taking him down before Machamp if he manages to approach quickly enough so there’s a barrier locking out Machamp from Hypno/Machamp.


Lol turning lag


Controlling 5 characters at once and with the teamwork level needed to play Hugo effectively is no easy feat, even with the ability to “set and forget” some of Hugo’s Pokemon with stuff like Hypno’s Levitation Field and Golbat’s Supersonic. Thankfully, there’s an easier way to learn each of his Pokemon individually.

On the character select screen, all of Hugo’s Pokemon are around him on his portrait, containend in see-through Pokeballs (Like the Pokemon Manga if you’ve read it) so they can all actually fit on said portrait. If you click on one of them with your cursor, then that Pokemon will get a white outline around them like when you select one of PT’s Pokemon. You’re allowed to select as many as you want – if you don’t select any the game treats it as if you selected them all.

Once you get into the game, any of the Pokemon you didn’t select will be controlled by the computer, enabling you to focus on just controlling the Pokemon you selected. Considering how fewer inputs each of Hugo’s Pokemon has then a regular character, controlling them individually is certainly easy enough, making Hugo much easier to pick up. Because of this feature, extra effort is put into Hugo’s AI so that your computer allies don’t let you down – they’ll generally follow up on anything you set up and regularly set up opportunities for you if you don’t present them with any.

If you still dislike the idea of playing alongside an AI, multiple people are able to play under the same Hugo character slot. If they haven’t selected their character yet, they can click on one of Hugo’s Pokeballs to play as them. Any leftover Pokemon will still be controlled by the computer. This also enables you to co-op in modes where you normally wouldn’t be able to. . .Remember all of those moves that could grab ledges and such? Those extra lines were mainly put in so that the Pokemon could actually progress through SSE levels and what-not.
Nov 24, 2008
The Make Your Move Rooligan Society
I have no idea who Hugo was or is (probably an OC). None the less, it is totally weird and scary as hell seeing that image. Regardless, the first impression of Hugo scares me into thinking that you did a 6 man set by yourself. But I see that you did the same thing I tried to do with Hunter J and made it 100X better (though at least I can feel good about doing it beforehand).

Hugo seems like the ultimate pressure character. He has the same amount of attacks as a typical character, but he has 5 friggin characters to fight for him. He could easily fight Valo in a 1v1, especially if there's other people to play with his pokemon.

Hugo is awesome, but seems kind of overpowered since he can attack the enemy with like, so many pokemon, who all have their own damage percentages. He can use Golbat's pursuit or lick the foe, reverse them, have Hypno hit them with hynosis in which the foe has to jump to stop that, and also have Raticate run up to them. Then there's also Muk and Marchapmp. I guess that doesn't matter - all it does is pin him on the wall of fame in overpowered history. At least none of the pokemon can dodge or shield. I would totally be kinda confused by where Hugo's pokemen start off in the battle (oh wait JOE mentions this), though at least Golbat can move them.

Hugo is a fat and FUN way to celebrate the 50th week of MYM since the recaps begun, in which I think more people should also post movesets this week. He is also the 60th set posted so far, which is also good. Hugo is what you do when you want to make a moveset for a dude from Pokemon Special even though he's not from the manga.


Smash Champion
Dec 21, 2007
Hippo Island
Bah, I was gonna come into the chat so I could go over how to fix up his balance and whatnot. (d)

Anyays, the basic premise of Hugo is awesome. It's "multiple-character characters" taken to the literal level, and having them each use a different section of a standard character's input is a highly intuitive way of making them more accesible without having to dumb down the concept. All the Pokemon synergise with each other, and even manage to have a core theme to work with in the hypnosis.

Balance-wise, he does feel overpwoered. The opponent essentially has to KO 2 charaters (Hypno then Hugo himself) to score a KO, neither of whom is lighter than average, and the entire time he's got 4/5 characters simultaneously attacking him. I'd give him about a day before 10 different abusive infinites are discovered. If I were to change something, I'd say to completley eliminate hitstun from a lot of the attacks, seeing as how the opponent won't be able to evade/counter 3 different attacks from different angles at once anyways.

I'm not sure if Helios is what inspired the "picking up Hugo" section, but it was a welcome addition in a set that could be potentially off-putting to casual players. What I particularly like about Hugo's "training wheels mode" is the co-op aspect of it, which makes it a relevant feature even after you've mastered him. THIS is how to incorporate crazy creativity into a party game, take notes MYM.

Arbok is happy that Hugo's pokemon can't shield or dodge, since now he doesn't have to worry about them defending against his attacks at all


Nightmare Weaver
Oct 10, 2008
Midnight Crew.

You are members of a sinister gang called the Midnight Crew. Your nefarious plots are serpentine in complexity. Your schemes, convoluted. You are planning a heist in your underground hideout.

What will you do?


darth meanie

Smash Journeyman
Jun 6, 2008
Rocket Executive Hugo

This is one of the most experimental movesets made in this entire contest, and one I had the privilege of previewing. The concept of splitting categories of moves into different characters, introduced by Hunter J, goes to an entirely new level with this set. The fact that you made this character fairly straightforward to play as is especially impressive. Golbat and Raticate are controlled through alteration through the shield button, Machamp patrols the stage, while Muk and Hypno hang back, with still enough control to be useful in the battle.

One of the elements I love the most is how each individual Pokemon has its own unique strengths and weaknesses for opponents to take advantage of, or be lured into. Raticate's gimpability is not only a balancing attribute and perfectly in character, it creates a new element of the playstyle as you try to keep him on stage, lure opponents to attack him, or perhaps even sacrifice him when the time is right. His ability to latch onto foes to hold them for other attacks is a great attachment to. It's a Raticate with a personality!

There are a few moves and attributes that stick out to me; my position on drool attacks is hopefully still as clear as it was in Gluttony. Similarly, control reversal and scrambling seems like a bit of overjkill on this set. I don't see the hitstun as gamebreaking though, as it takes more than that to KO. Super Fang does raise eyebrows though, if for nothing else, then the fact that it does the exact OPPOSITE of what Super Fang does in the Pokemon games themselves.

Those minor (minor) complaints aside, it's also excellent how you were able to make an interesting OC for Pokemon, with a cool backstory while still feeling perfectly at home in the series. Excellent job there mate. The multiple player at once aspect is icing on the delicious cake here too. Brilliant idea; I wish I'd thought of it for Mario & Luigi. If anything, between the pokemons' AI and Hypno's passive hypnotism, this moveset practically plays itself. Which is a cool thing. Obviously, there are some balance issues, but the strange thing is that I don't see it as a conceptual issue, just some number tweaking in the difference between theoretical and actual play.

It's one of the best movesets I've seen so far in this contest, and oozes personality and playstyle. Well done MW.


Barnacled Boss
Aug 12, 2008
Toxic Tower
As I was not among those who previewed Hugo, I had no idea what to expect when you announced a Pokemon set in the chat. When I first saw the five Pokemon sprites at the top of the set, however, I knew what was coming. And I must say, you've pulled off the multiple character idea brilliantly. What intrigues me the most is how the characters are controlled in the set. Although you have control over each Pokemon's attacks (and Golbat's movement), Raticate and Machamp are controlled by AI, which makes me question how effective they would be in matches, given how -intelligent- all the Brawl CPUs are.

I also question the reliability of CPUs when playing as just one or two Pokemon at a time (I love this option, by the way). For example, can I trust Muk to hold down characters and defend himself effectively, or can I rely on Golbat to gimp foes properly, if I'm playing any combination of the other three? Otherwise, I could see Hugo being very overwhelming in some match-ups; Ganondorf against all five Pokemon (or Link, as Ganondorf never had a chance to begin with) would be downright unfair. All in all, my biggest complaints about the set are balance-wise, which are easily the least worrisome of set issues. Although it's only been two days, Hugo has grown on me quite a bit; in the end, I think I'll be in the majority in saying that Dark Bowser is a better set, but I can easily see Hugo placing in the top ten, as I said earlier.

Imagine: All twenty slots in a CtF match, filled with Hugos, with all five Pokemon out. I already hear the sound of jaws dropping.
Apr 25, 2008
MYM, Ohio
Episode One: The Phantom Mage Trainer Menace

So yeah. I stopped reading sets for nearly two months & I’m just starting to get caught up. Therefore, I’m going to make comments on a few sets, starting out from July 1. I generally won’t comment sets that have a ton of in-depth comments or are newcomer sets that have been covered sufficiently. Anyway, I’ll be covering 3 sets this time, and the first set up is…

Sarisa. Now I've never played Phantasy Star... except for that one time at a friend's house, but that was a LONG time ago. That being said, she seems extremely in-character, and I do like the core of her specials. The focus on buffing & debuffing yourself, and having healing magic instead of an actual recovery lends itself to actually feeling like you're playing an rpg with you having to manage all those things during battle. And only being able to put those effects on foes via the neutral aerial is quite awesome too (though I feel it should be a ground move instead).

That being said, a lot of this set seems quite rushed: having minimal detail on some moves (mostly tilts) and the last two throws seem like they were thrown in at the last second. Up throw is particularly bad, being rather unneeded with how good her chaingrab is & reeks of magic syndrome. Regarding the chaingrab, I don't think you can really justify moves like the forward tilt and up aerial dealing a TON of damage just because it makes Sarisa unable to chaingrab you, both are still fairly godly & should be nerfed. She can deal damage just fine without the CG, although it is a pretty good option. And the side special: please give me more information. Can foes drop through it? How exactly does it make CGing easier? One last nitpick: it might not be true to the game, but I think halving her weight with the debuff along with her damage and knockback is rather unneeded & just makes her underpowered if she chooses to use it. She's already light enough. But anyway, this comment is larger than the other ones I'll make since no one really gave Sarisa an in-depth comment. There are a lot of cool concepts in here, & Sarisa could really shine with a bit of polishing I think.

Next up is Gengar. I have to say, you have a pretty good grasp on what you're doing for your first set. You have all the needed detail for the most part, and you have a pretty good concept going with the special dash and being able to attack out of it, and generally being annoying with disjointed hitboxes. He seems to be focused on KOing out of a grab, after putting them to sleep with the pummel first, which is fine considering his grab game is pretty epic.

And now we move onto the bad. First of all, Gengar REALLY needs to be able to turn around: if the already light going to take double knockback and damage upon being hit out of his dash, you should at least let him turn around. Also, HOW exactly does he use a forward smash or tilt out of the dash? Wouldn't he just use the dash attack if he did that? That's probably the largest oversight of this set from a design standpoint, though it could be corrected by simple changing the dash forward smash & tilt to other inputs. Another large problem is the fact that there are a ton of moves that don't really contribute to Gengar's playstyle, and only seem to be there to be flashy. Of course, every moveset is going to have a few of those, but Gengar has far too many. These range from simple instances of pokemon syndrome or forced creativity like the down throw and dash forward smash to true head scratchers have no relevance like the up aerial, up tilt or up special. I also find it funny that you call gengar a defensive character in the playstyle section, then proceed to talk about how he approaches and combos. There's nothing wrong with the writing, but that's a bit of a nitpick really.

Bleck, my brain just died. Also, I can't believe that I just ripped apart a newcomer set <.<. Take this comment with a grain of salt, since all I want is for you to improve, and Gengar is a decent set in his own right. Keep at it (Y)

So we're onto Red, who will be getting a somewhat shorter comment (WARY). I certainly agree with a lot of what other commenters have said: Pikachu is by far the worst of the 3 pokemon and Lapras is the best by far (though you can't seem to decide if this Lapras is male or female >.>). Pikachu and Charizard have a lot of moves that don't really do much of anything, and Charizard has a lot of random interactions that aren't worth using. The whole idea with Red's pokemon actually having to be revived when they get KOed is pretty cool too: much better than that stupid fatigue mechanic from Brawl. There are some really good interactions too like thunderbolt + whirlpool and mist + smokescreen (though why did you make mist a throw? Seems like I'd fit a normal move better). And I started thinking about interactions between these guys a bit myself. Why not make it so Charizard can melt Lapras' ice, thus creating mist and water? And then there's Pikachu: he can electrify whirlpool, why not make him able to electrify ANY water? Just a few things I randomly thought of. I have balance nitpicks too, like Surf being broken due to lolnumbers. This is an enjoyable read though: the playlist and organization is quite epic. :D


Smash Apprentice
Feb 28, 2010
Coming to terms with having two people in my mind

What can you say about Chuck Norris? Chuck Norris can slam a revolving door. When Chuck Norris falls in water, he doesn't get wet; Water gets Chuck Norris. The quickest way to a man's heart is with Chuck Norris' fist. Chuck Norris and Mr. T walked into a bar. The bar was instantly destroyed, as that level of awesome cannot be contained in one building.

Wait a minute. Why am I even doing a summary? If you didn't know who Chuck Norris was, you'd be dead already.


Every single one of them is perfect. We're talking about Chuck Norris here!​


JAB - ROUNDHOUSE KICK: Chuck Norris does his signature roundhouse kick. It causes 1000% damage, and sends the opponent flying out of your television. It goes through shields, hits dodging foes, stops global warming, and cures cancer.


If you lose as Chuck Norris, you need to die. Seriously. You should be erased from history so that you don't pass on your genes to a human child.


You think that Chuck Norris actually needs extras? That's a good one.


Smash Hero
Oct 5, 2008
Dedham, MA
no offense, but you kinda ruined the joke by saying it -was- a jokeset, and then the stuff after.

would have been much funnier if it was just the set part


Barnacled Boss
Aug 12, 2008
Toxic Tower
Well, guys, I'm catching a red-eye to Italy, where I'll be vacationing for the next ten days. Because I will be busy seeing the sights most of the time I'm up there, I will be absent from MYM at the time. This means there will be no Weekly Retrospective this week, unfortunately. Anyways, see you when I get back. Be good while I'm gone!
Apr 25, 2008
MYM, Ohio
Episode Two: The Exggculent Leviathan Showdown

And I'm back again, with this little "series" looking to be 4 episodes long. I won't waste anymore time here and get right to the comments. First up we have…

Exeggutor? A Warlord moveset with barely any comments? What is this madness? Anyhow, I kind of had to warm up to this set, since I HATEHATEHATE having my controls reversed in any game ever: I simply cannot deal with it. That being said, the focus on control reversing and otherwise mindgaming the foe into being getting hit is quite awesome: especially when combined with confusion (an epic move, btw).

While this doesn't strike me as the most in-character playstyle for Exeggutor, you definitely pull it off well & the dash attack is the only attack that feels slightly out-of-place. I personally see him as a tank that can heal, which you do have quite a bit of, but I also see him focusing on stunning/putting the foe to sleep so he can heal or use an uber-laggy ko move. Seeing your comment on the Item Tree, it almost seems that Exeggutor is a response to it looking at the random factor and the up tilt. Another nitpick I have is that I felt it's unneeded for the neutral a, forward tilt and forward smash to all have the same animation with similar effects. the forward smash and tilt generally mindgame the foe in similar manners: both don't have to exist. Ok, I've rambled on enough. This set is yet another strong one from you, keep them coming.

Next we've got Helios, who doesn’t represent much of a drop-off from HR standards despite being made primarily in MYM6. Now the specials alone give him a lot of depth: he can summon more swarmbots, send them out and order them back, all themes that are revisited in unique ways later on. It works well that he can seriously impede a foe that tries to approach him or destroy his factory, and then call them back in time to attack the pissed-off foe that reaches him.

I do think that a bit too much focus was paid to him directly attacking though. While he does need to defend himself, there's even more potential to be explored in Helios' stage control game with his swarms. As far as KOing goes, it seems to be that disjointed moves like the forward smash would be the way to go. As awesome as the "grab game" is, it really goes against most every else that Helios does. It'd make more sense for him to have a traditional grab game to me: he could just have some simple throws to knock them into some detached swarms or something. Maybe he could have some moves involving detached swarms that can KO from a distance or something. Regardless, it's great to see another set with plenty of depth from you as always. :D.

Now we have Omi, yet another Xiaolin Showdown set! I never watched the show or was interested in it at all, but I can certainly respect this set. While it invoked feelings of Warlord's Ludicolo set, this pulls off the stage flooding concept better and is completely in-character. The interactions his moves have with the water really make the set come to life. That being said, I have a collection of nitpicks. First off, it sounds like it's too easy to get the stage flooded, really. I think that Warlord's idea was best: to only have the water come up to knee level or so to slow down foes. Maybe he could fill it up to its current level by using the Orb of Tornami a second time for 3 seconds. Second is the down smash, which feels like filler compared to the rest of the set, and it just a way to slip in another Shen Gong Wu, not to mention provide an unneeded buff. Finally is the fact that a lot of Omi's moves are a bit overpowered knockback-wise even without water benefits, but that's just lolnumbers. This really is a strong set from you, easily your best. & I have to ask: did you get Hak Fu's help in making the attack names? "Angry Crow Takes Flight!" (D)


Smash Ace
Nov 15, 2005
Shropshire Slasher
Hugo Boss:
This big thing here, is how counterintuitive the whole thing manages to be, despite everyone's claims to the contrary. I do kind of like it that way, as it's fitting for Hugo to play like a big mess of Pokemon wandering off on their own tangents. Even with the option to turn individual pokemon AI on and off, Hugo isn't a character for beginners, and that's really suitable for the big lug. He's aggressive, clumsy and ill equipped to command 5 pokemon at once.

You've captured his character extremely well, even if it's at the clear expense of user-friendliness. The individual Pokemon are extensions of Hugo's personality, so while they don't capsulate the essense of the Pokemon themselves, they do flesh out Hugo more than any other Pokemon Trainer moveset manages to. And naturally, I approve.

It still feels a rather messy how you split the inputs up. I can understand A attacks being on one pokemon, B attacks on another, and Z-Grabs on a third, as that makes them all uniquely controllable without giving the player a brain anuerism from the sheer complexity of it all. But splitting the A attacks among three pokemon is too far for me, especially when you have to press shield to differentiate between two of them. The control scheme isn't as unforgivingly arbitrary as Miracle Matter's, but it still doesn't feel at home with Smash Controls (¬_¬ I've lost count of how many times I've said one of your sets don't fit the control scheme. Is it... four times now?)

As a side note I absolutely love the backstories you make (even if it's always mindcontrol).
Nov 24, 2008
The Make Your Move Rooligan Society
Once upon a time in MYMland, people stopped posting movesets ....


Jecht is a sheer force of arrogance and manliness (though that kinda depends on your opinion if you have one) from Final Fantasy X who serves as a "antagonist" in the game. He is the father of the game's protagonist Tidus, who hates him for the way he was treated. Through many events, Jecht unintentionally becomes one of the main antagonists of the game Sin, and eventually the "final boss" (long story, though there's a wikia link). Jecht also appeared in Dissidia Final Fantasy, representing FFX as a villain in contrast to Tidus, where he totally gets super-cool moves that he'll use in battle.

Don't forget about Jecht's manly theme, Otherworld, by the way:

Manly Stats o
Size: **** (Jecht's size is totally like his manly bro Captain Falcon)
Weight: *** (Jecht's weight is also totally like his manly bro Captain Falcon)
Speed/Jumps: ***** (Jecht's speed is once again totally like his manly bro Captain Falcon, except he has awesome aerial ability because he totally deserves it)

You get the point.

Manly Specials o

Neutral - Jecht Blitzball
Back in the old days Jecht was a star blitzball player. It's only right that he gets the dignity to beat his foes in a ficitonal sport that's very similar to some game in real life. Jecht throws a blitzball (which looks kinda like a volleyball) to the stage's center, and with that the game begins!

Blitzball is similar to soccer/football whatever America calls it, Im no expert at sport. The ball is pretty much a character in itself, as it will take damage and knockback. If it hits a character, it will simply bounce off them unless they grab it like an item.

Just like in real sports, the aim of Blitzball is to get it into the enemy's goal, which is the side KO Zone where they spawned closest to. If a player manages to do this, they get a 'goal' next to their HUD. When a character KOs a foe with a 'goal', that KO counts as 2 KOs. What's even worse is this trait can stack; if a character had 5 goals, one OK would count as 6! :mad: Scoring goals very much works in the same manner as scoring KOs - the opposition had better work hard to keep up if their KOs don't count as much as the others! Oh, by the way, character's can't score goals by throwing the ball into the enemy goal. Also, if a player is stupid enough to knock the ball into their own goal, well, their score is reduced by 1. With this, scores can be reduced to -1, and if this happens, KOs done against that character count as one more for the enemy that performed the kill. In regards to this, any character that eats or destroys the ball with their moveset gets a foul (looking at you Cloud of Darkness lol), even if the opposing player was the one who knocked the ball into the attack in the first place. If the blitzball vanishes under any circumstances, it will re-appear back at the center of the stage.

tl;dr: works kinda like soccer.

Side - Jecht Rush
Using his uber manly bod, Jecht rushes forward to get to work! He can even jump or attack out of the move, which is of course why he kicks total *** in blitzball, and as a character overall.

Up - Sublimely Magnificent Jecht Shot Mark III
Jecht's uberly manly super recovery move that's the same thing as Mark I and II just that he gives it a different names to reel in the audience. He jumps upwards a little before performing a corkscrew that defies the laws of gravity for as long as you hold B. When you're ready, Jecht performs a totally manly kick that hurts the foe's pride! It's even better if he does this to a blitzball because he'll make it fly towards the foe! Epic.

Kick - 7% KOing at 180%

Down - Ultimate Jecht Shot
Jecht has a lot of manly moves, but this one is probably the most random one evar:

Jecht manages the move in a unique manly way: He'll start up by charging his manliness, which will increase his speed & powah by 1/8 for each second passing by, though this can only be done for up to 8 seconds, and lasts for 25 seconds. The effect cannot be stacked or used if Jecht has 8 seconds of it worth on him. But wait, if the foe decides to hit him out of this move (in which case he'll still totally keep his buffs), Jecht uses his manliness to temporarily enter space and grab a meteor (he still takes the damage though). From here, he's holding the dam thing like a friggin crate. He can thrn throw it and treat it like a blitzball, but he must be careful, as the meteor acts like a blast box in that it will detonate; judging by the size of that meteor, the resulting blast won't be pretty.

Meteor Throw - 10% with stun
Meteor Explosion - 45% KOing at 15% (including Jecht)

Manly Standards o

Jecht brings his hand back before attempting "THE" PAUNCH. You totally expected this, didn't you?

But wait, Jecht takes this even further! After the first PAUNCH, he does another! He then finishes off this seemingly natural combo with a KEEYACK. Hey, it's only natural. There's heavy lag in this, but the pay-off is golden. Oh, and all the hits are 3X faster than Jecht's manly bro ;).

PAUNCH - 10% with hitstun that instantly leads into the next PAUNCH
PAUNCH - 10% with hitstun that instantly leads into the KEEYACK
KEEYACK - 30% that KOs at 999% surprisingly enough
40% in total

Dash Attack - JECHT'S ENERGY LEGS!!!
Jecht flies forward feet first in advance to kick butt! He'll flip off into the air from anything he touches, even if it hurts his pride!

Kick - 12% KOing forward at 150%

F-tilt - Jecht's PAUNCH of Awesommufh
Jecht brings his hand back before PAUNCHING his foe in the gut. Guaranteed to keep them out of the game until tommorow, just like it did to crybaby Tidus.

PAUNCH - 23% KOing forward at 80%

U-tilt - 100% Invigoration for Jecht
Jecht kicks upwards in an obvious attempt to pwn his opponents upwards. It's fast and powerful, Jecht's kinda fighting.

Kick - 15% KOing upwards at 120%

D-tilt - Jecht-erool Sin ()_()
Jecht plays like a pro and attempts to do a kick from his standing position. Don't get hit or he'll trip you!

Kick - 7%

Manly Smashes o

F-Smash - Jecht Blade
Yay Jecht's finally using his sword! He performs countless slashes in the duration of his line "Come on, come on, come on!" from Dissidia before finishing off with a final blow, yelling "One more!" Jecht actually has the ability to move around in any direction, even off ground when doing this, though how far he can go depends on the charge. The power isn't very impressive, but Jecht can choose where his victim his knocked with the final hit, and the first hits will always trap the foe, knocking them into wherever.

Slashes - 1, 2, 1, 2, 1, 2 - 5/10% (14-19%) KOing at 300-250%

U-Smash - Sin of Storm for Jecht
Hopping into the air, Jecht swipes his arm in any direction you choose in order to create a mighty gust with his hand. Those who aren't manly enough to resist the storm are trapped in the air for varying time (2-5 secs) while Jecht pwns them with aerial attacks afterwards. :mad:

D-Smash - Jecht Launcher
To protect the area that veils his pride, Jecht slashes in a circle around him, sending those foolish enough to get close upwards! It's also fast like MK's D-Smash, which is a big plus.

Slash - 22-31% KOing upwards at 140-90%

Manly Aerials o

N-air - Jecht Stream
Jecht kicks in a fashion akin to Lucario's F-air, and can keep on doing so one after another. If Jecht catches a foe with a kick, he can choose to slam them in any direction he wants with the control stick, pwning their sorry butts.

Kick - 6% with hitstun
Slam - 10% KOing at 180%

F-air - Jecht's Knee of Epic Spiking
Jecht prepares to perform the most MANLY F-air evar: he does Snake AND Captain Falcon's F-airs at the same time! If you sweetspot the Knee of Justice, the Falling Leg is guaranteed to spike the foe.

B-air - Jecht Tornado
Jecht stabs his awesome blade backwards like a drill. Wait, what's this, the blade did nothing but act as a wall, moreso leaving Jecht vulnerable for a second! Oh, but you don't get the point here. Once Jecht's finished the attack, there's a sweetspot located directly in front of him where his inner manliness is preserved, which lasts for another second. Come hit her if you dare!

Manly Sweetspot has a special effect based on the character used against:

Other Manly Characters: Colliding with each enemies' inner manliness places both fighters at % equal to the one who had the least - 10% with hitstun
Example of these include Snake, Super Macho Man, Captain Falcon, Chuck Norris, Dio Brando, Sephiroth, Jecht, and anybody else who you place as manly. Only applies to males obviously.

Non-Manly Male Characters: These fools dare show their faces in front of The Great Jecht!? Such consequence is no less than the equivalent to a smack with the Home-Run Bat. Truly terrifying - OHKO
There are too many examples. If you see a douchebag, tell him to watch out!

Most Female Characters: Jecht is not only manly, but is also respectful to women. He'll use a quote directly from Dissidia, calling them cute or telling them not to endanger themselves on the battlefield. Through Jecht's manly concern, both characters are invincible for 15 seconds. Use this time to BLITZ!!
Works on most female characters. Not all are worthy though. For truly vile beings such as Cloud of Darkness, they suffer the same fate as the worthless men, not being able to comprehend the meaning of a true being.

Other Characters: For those who cannot understand what "manliness" means, only hell from Jecht's blade awaits! 25% KOing at 60%.
Works on Pokemon, Digimon, Animals, Robots, Cosmic Horrors, Items, Uncomphrehendable Beings.

U-air - Violent Wave for Jecht
Jecht stabs his awesome blade upwards, trapping the foe within vicious cycles of cutting! Keep it out and Jecht can block beach balls with it's sides, and even trap n00bs.

Stab - 10% + 1% + 1% + 1% + 1% . . . .

D-air - Jecht Impale
Jecht stabs his awesome blade straight down, impaling anyone foolish enough to touch it. That foe must wriggle to escape the manly impale, all the while letting Jecht do whatever he wants! Jecht totally does this in his Dissidia EX Burst, so it's in character.

Stab - 10% + 1 per 1/2 second stuck in grab.

Grab - Triumphant Grasp o

THIS - THIS badboy is Jecht's answer to Captain Falcon's Falcon Punch, Chuck Norris' Roundhouse Kick, Snake's Knee Lock, Goku's Kamehameha and so on. Jecht even yells out "TRIUMPHANT. . . GRASP!!!" in the same light as Captain Falcon. He doesn't do it in the game, but what the hell, why can't I at least be a little creative?

None the less, the pay-off for the move is extreme - it's THE best grab in the game, and Jecht's main method of killing. It's impossible for foes to escape once they're caught, which is fair enough - it's their fault for being caught in the first place! Oh yeah, Jecht can use this grab in the air - it's THAT manly.

Pummel - Sin Blow for Jecht
Jecht focuses his inner manliness into his hand, A.K.A the manly man's version of Ki/Aura/Mana, which makes his opponent explode for EXTREME damage. Not only will the blast damage nearby foes, but it's FAST. It also lets the foe go just so you can't damage them infinitely.

Blast - 40%

D-throw - Jecht's Zooombie Touchee
Wether Jecht lets you go or not doesn't matter, as you just got grabbed by him. In tribute to the Final Boss of FFX, Jecht's manly grab weakens the foe into zombie status, which, you know, reverses healing into damage if you've ever played the games. It also places aerial foes into helpless.

Release - 10%

F-throw - Jecht's Energy Rain(?)
Jecht bounces off his opponent before . . . wait a minute, this is Tidus' attack! Sure, even if Jecht did use the move, he'd naturally be 99999X better at it than his son, but come on, this is friggin wimpy Tidus we're talking about here! Ok, so he doesn't do the attack after all. But that doesn't mean his foe was unaffected: they faint from the shock of the fact that Jecht COULD have used Energy Rain, and cannot get up until 12 seconds. Sweet, Jecht didn't even have to do anything. That's how awesome he is.

B-throw - Jecht Naturally Pwns the Enemy
Jecht PAUNCHES the foe, sending them flying with his manly fist, but not before making them blow up in a natural fashion that can harm those nearby!

Blast - 20%
PAUNCH - 35% KOing at 40% (lol, it kills earliler because of the first blast)

U-throw - Jecht Challenge
Don't know how to play sports? TOO BAD!! Jecht continuously knees his foe into the air like a ball. You'd better escape unless you want Jecht juggling 2 balls at once!

Knee - 5% per hit, bounces foes higher into the air with more %, allowing for a somewhat better chance at escape.

Final Smash - Memories of Zanarkand o

What's this, it appears that all along this battle has been taking place inside Sin, where Jecht awaits heroes to free him. In order to keep himself at peace, Jecht recalls the memories he had of Zanarkand. The background changes to the above image, Jecht gaining 1/4 more power and speed for 15 seconds to celebrate his peace-keeping.

But wait, that's not all either! If Jecht self-destructs during the timer, he'll say "I won't be able to hold back much longer. Im sorry." Sorry for what?

Oh crap. It appears as if Jecht has become Braska's Final Aeon. This is the form that Jecht became during the Final Summoning when he offered to be the fayth in order to keep Sin at bay for 10 years. In doing so, be eventually became Sin, and will fully become Sin if left to linger. To liberate Jecht, his foes must defeat him in a boss battle.

The stage morphs into a circular arena that's similar in size to Battlefield - for those who have played FFX, you know what Im talking about. For those who haven't, look at the images above and you'll probably understand what I mean. Anyway, BFA/Jecht is in the background facing the screen, where the player can freely attack him like any normal boss. Jecht has 500HP in this fight, which should prove to be a fight.

That doesn't mean the fight is easy though. In the fight against Jecht, he had things called Yu Pagodas around him:

Jecht has one for each side, both lingering in the air and will constantly heal Jecht for 50% each with their Power Wave technique seen in the image every 10 seconds, taking 2 seconds longer after each heal. Yu Pagodas have 100 HP each; for certain characters to reach them, they must footstool jump off Jecht in order to reach them, though the players can do this anywhere on Jecht's body. In the games when a Yu Pagoda was killed it would usually come back after a while with more HP equal to how much more it took to kill them, though they don't do this in this fight just to be fair.

Neutral Special - Jecht Beam
Jecht's eyes glow as a crosshair appears which he can control until A is released. Afterwards he fires the beam with little start-up where the crosshair was aimed. Anyone struck by the beam is petrified, which works similar to being frozen except that physical attacks will smash the target to pieces and OHKO them.

Beam - 10%

Smash Attack - Jecht Slam
Jecht brings an arm back before attempting to slam the player. The arm comes from the direction the control stick was pointed, and always remains the same in power regardless of charge.

Slam - 25% KOing at 140%

Standard - Wind Breaker
Jecht performs a slash that creates a blast of wind, keeping characters aerial for 3 seconds. As Jecht slashes the floor, it is not wise to be hit. It will leave players in their downed position from being hit, though if you decide to jump over it you'll have to stay in air. You could use it to your advantage though.

Slash - 40%

Grab - Triumphant Grasp
Yes, Jecht did use this attack in the fight. In a 2 second struggle, he'll attempt to grab a character of random. If he succeeds, he'll envelop them in energy before throwing them back to the ground, OR against another character if there is one. Makes you wonder why he didn't just throw them into the KO zone. Being enveloped in energy gives the victim zombie status.

Energy - 20%, Ground Slam - 10% (30% against character)

L/R - Osome
If the Yu Pagoda(s) are still alive, Jecht can use L or R to make one respectively prevent a random foe from using their Specials, Standards, Aerials, Smashes or Grabs at random for 25 seconds. Doing this stops that Yu Pagoda from healing Jecht for 30 seconds, so you'll have to be careful when doing this. On the other hand, you can use this twice in a row at most, and can possibly steal away nearly 1/2 of the foe's moveset.

Jecht Fall
If Jecht takes enough damage, he'll end up falling on top of his foes to damage them, though he'll get back up in 2 seconds. If the Yu Pagodas are still alive, they will instantly heal Jecht regardless of the timer. If you use the time Jecht's down to your advantage it's possible to get some good damage in.

Fall - 40% KOing sideways at 70%

Down Special - Battle Hype
As the battle rages on, it's only natural that the old man REALLY begins to fight, and therefore provokes his dreams from within. With this move the game's speed multiplies by 4 for 2 turns as for the sake of ruining the foe's timing.

Up/Side Special - Jecht Bomber
Jecht rears his head back before a single character glows, and within 4 seconds, takes massive damage. It takes a lot of time or Jecht to execute, but it is worthwhile to use.

Bomber - 50% KOing at 60%

A + B + Z - Ultimate Jecht Shot
Easily Jecht's ULTIMATE attack. It takes 6 seconds to charge up, but once done will cause deathly damage - you also need to be on 1/4 HP left, and to have both Yu Pagodas dead for this move. Once charged fully, Jecht transports all the characters to another dimension before slamming them with a meteor that explodes. Those who fail to spotdodge on time are KOed from the impact.

Meteor Impact - 300% KOing at -500%

Once Jecht is defeated, he vanishes, being forefit from the match as he is liberated from his fate. He won't appear in the results screen.

The Manliest Way to Use Jecht o
If you don't know how to use Jecht, you probably suck. Fortunately he is easy to pick up and play, so n00bs will pwm with him in tourneys. Remember, Jecht doesn't fight foes - foes fight him.

Just like in sports, be sure to keep your eye on the blitzball at all times - and maybe on the foe if they are pissing you off. You didn't think those simple tilts were put in the set for nothing, did you? Jecht Rush to the middle of the stage and start juggling the ball. Do that and nothing else; remember, Jecht can keep his ball suspended with moves such as his N-air, U-Smash and D-air. Don't ever stop hitting. If the foe tries to smack you, counter with Ultimate Jecht Shot for massive butt-kicking! A prime move that'll either give you moar power or a ticking time bomb.

If you've ever tried to land a Falcon Punch on the foe to kill the enemy in a competitive match, you'll know how hard it is to land Triumphant Grasp. It's very worthwhile though. Use it if you can. The more goals you score, the more worthwhile Jecht's KOs are. Eventually the foe will have no idea that Jecht will have obtained manliness to blow them away!! BAM! Popularity rocks.

Manly Extras o

Up Taunt
Jecht cracks his neck with one arm, an iconic action you'll often see him do in games.

Side Taunt
Much like his B-air, Jecht does something based on his foe. In this instance, he utters a line from Dissidia to them:

Manly Characters: Understanding their position, Jecht tells them "Let's show everyone else how it's done!" In Dissidia he would utter this line to Sephiroth, which makes perfect sense.

Females: For many people, it is inpolite to hit a girl. What does Jecht say? "I won't be able to hold back." He doesn't go easy on females, despite contradicting the B-air. If they really want to fight, Jecht will go all-out.

Children/Tidus: The Great Jecht, up against a child!? That's suicide. Hey, why not make the most of this Jecht? "Are you gonna cry? Are you gonna cry!?" Same thing he said to Tidus in FFX.

Arrogant/Cocky Fighters: These are characters, such as martial artists, who very much enjoy fighting. Jecht mocks these wanabees by saying "You get to fight the strongest warrior in the world!" He'll also say this to any characters who don't fit in any of the above catagories, possibly just to scare them.

Down Taunt
Jecht performs a dynamic pose for the crowd while saying "This one's just for you!", possibly remembering his days as a star. Performing this taunt 3 times during the match has a bonus effect of getting the crowd to cheer for Jecht.

Victory Pose 1
Taking his victory pose from Dissidia, Jecht plants his sword into the ground with one foot on the hilt, boldly claiming "There's no shame in losing to me!" So very very true.

Victory Pose 2
Kicking a blitzball around with professional skill, Jecht claims "You're not the only one. No one else can do it. Im the best!" He'll get this victory pose if he scored 1 or more goals in blitzball and managed to get the most at the end of the match.

Victory Pose 3
He wouldn't look like it, especially seeing the franchise he hails from, but Jecht has (or had once he quit) a tendancy to drink. He stumbles around with a beverage (It's Shoopuff Milk I believe for the FFX world) in hand, mumbling "I can quit drinking whenever I want to!"

Manly thing aside, Jecht can take a loss quite well, especially considering his arrogant nature. He's sitting in the back row applauding for the winner while saying "Losing once in a while is alright."

Snake Codec Taunt
Snake: This is Snake. Do you copy Colnel?
WALL: Heeeeeeeeeeeeeeeeeey Snake!
Snake: What!? Who is this?
WALL: Oh hey. Im the Wall here on Shadow Moses Island that you keep beating down just for the lulz.
Snake: I don't have time for you.
WALL: Yes you do. I know everything. I know that you're fighting Jecht, that old man with the blade.
Snake: Well now.
WALL: He's liek, totally manlier than you could ever be.
Snake: If you don't have anything productive to say, Im hanging up.
WALL: No, but it's true! You liek Captain Falcon don't you?
Snake: What does this have to do with that?
WALL: Well, you should liek Jecht because he is just as manly. Im sure you're the kind of dude who's into guys, seeing as how you haven't nailed a chick yet.
Snake: Just tell me how to fight this guy damit!
WALL: He lieks playing with his blitzballs.
Snake: You mean that beachball he's kicking over there?
WALL: Yeh. Jecht comes from Zanarkand, where blitzball is a craze, much like how you Americans enjoy baseball. Jecht's a pro at the game.
Snake: I don't see many fighters these days who fights with sports.
WALL: That's not all either. Jecht has a family back at home, but his son Tidus hates him. He totally sucks because of that, and is hated by the fanbase. To get a manly guy like Jecht is a feat no woman could do, you know? She must be hot.
Snake: Alright, Im hanging up.
WALL: Wait up! I haven't finished telling you bout this guy. Anyway, one day Jecht went on a trip out to sea, and encountered a monster known as Sin, which dragged him into another world known as Spira. Everyone back in Zanarkand thought he had died. From there, he eventually joined up with a Summoner named Braska to become his Guardian alongside a man known as Auron. They ventured on a pilgrimage to obtain the Final Summoning in hopes of destroying Sin, who was terrorising the world of Spira. Though to obtain the Final Summoning, one of the Summoner's Guardians had to become a Fayth. In doing so, Braska and his Guardians defeated Sin, though he died in the proccess. 10 years later Jecht was reborn as Sin. The same thing eventually happened to Tidus, Jecht's son, who with his friends, managed to defeat Sin once and for all and free Jecht from Yu Yevon, the one who created Sin. Oh, and did I mention that Tidus and Jecht were both from a DREAM Zanarkand, so they were actually dreaming all along? In other words, Jecht doesn't really exist. But that doesn't mean he can't hurt you, Snake.
Snake: All of a sudden my brain hurts.
WALL: My pleasure. Bysisessssssss!!!!!!!

Character Interpretation
Note: This is a new 'extra' I thought up of. It's essentially the equivalent of stating a character's personality, though to a further level that can be understood without having to get into the franchise too much, as that can be rather annoying. The point of this is so if somebody wants to use that character for their SM, they can do so with ease (despite the fact that SMs aren't around right now). This isn't perfect, though I hope to have a crack at it.

You probably already know a fair amount of Jecht's personality from reading the set, even if you never heard of the character beforehand. He is an very arrogant man who is overconfident with his skills; don't be surprised if he's not one to think lightly of you or insult you. If Jecht insults you it's his way of trying to help you improve.

Jecht means well despite what you'd think. It's difficult for him show is emotions, which is why he can he hard on others. Those who don't know him well enough won't have a good impression of him.

One side of Jecht you'd think otherwise is that he'll want to help others out because "it's the right thing to do", as evident in flashbacks in FFX.

Overall Jecht seems like the kinda guy who seems antagonistic and offensive, but he really is a well-meaning person.

Ok, so this moveset doesn't have "playstyle" like the Conceptual Work. The point here is to on a certain scale FUN AND EDUCATIONAL. I wanted to go back to what I wanted from a set, and what I wanted to offer. The point here is for people to, perhaps enjoy the part of the set's reading. I've decided to abandon concepts and playstyle, though I'll still try to give the characters a playstyle that fits their character, but I won't focus on it too much. The point of such movesets is not neccesarily to try and reach Top 50s, but to be there so that in the future somebody might read it and have a good time with it.

Please don't comment on things like Playstyle and Concepts. That's not the point. I'll be doing this from now on. It's a change from Conceptual Movesets - I'd like to point out that there's more than one kind of moveset. These kinds of movesets are also designed so that they can be made more quickly, and that I can actually make characters I WANT to make movesets for, just like the original meaning of MYM1. I believe that if people realise that this kind of movesetting way can be still accepted by the general populus, it could allow for people to want to make more movesets, and therefore help MYM (get some more sets in to help). If anyone else wants to do this kind of thing, by all means join me. You don't have to abandon conceptual movesets - Im not saying they are bad in any way.

Also I don't care if anyone disagrees of doesn't think these are "true" movesets, Im doing them.

Actually, I don't really want anyone commenting on this set. I'll have it on this last page here so somebody can post their set next page.


Nightmare Weaver
Oct 10, 2008
So you say you want us to go back to the days of movesets with lists of attacks that have no relevance to playstyle and can be made in ten minutes with no thought to quality or flow and we shouldn't comment on them?

. . . Ololololololol. You are no longer an MYMer. Please leave and join the ranks of Plorf and Spadefox.

And Smady.
Nov 26, 2005
I think he's a proponent of returning to the days of movesets for the sake of movesets instead of movesets for the sake of placing well on a list. There's no call to attack him for it, Warlord.


Smash Apprentice
Aug 13, 2007

A Wild Cacturne has appeared!


Cacturne first appeared in the 3rd Generation of the ever popular Pokémon series. In the National Dex, he is listed as #332, the Scarecrow Pokémon. Cacturne evolves from the adorable (but not at all cuddly) Cacnea. He is a nocturnal hunter, remaining unmoving during the day to conserve moisture and moving at night to hunt for prey exhausted by the elements. Groups will often follow travelers, waiting for them to become unable to stay awake. This style of hunting is fitting for a Grass/Dark type like Cacturne.

The Pokédex also notes that thousands of years of evolution in the desert has changed their blood into a sand-like substance. Average weight is 170.6 lbs, and average height is 4'03". They have high Attack and Sp. Attack, but lacking Speed. Possibly due to their tendency to remain immobile to avoid losing moisture. One must wonder if that score reflects their actual speed under ideal conditions...


{Priority} >>>> {9}
{Traction} >>>> {8}
{Range} >>>> {7}
{Comboability} >>>> {7}
{Power} >>>> {6.5}
{Size} >>>> {6.5}
{Fall Speed} >>>> {5}
{Weight} >>>> {5}
{Attack Speed} >>>> {4.5}
{Jumps} >>>> {3.5}
{Recovery} >>>> {3.5}
{Movement} >>>> {2.5}
{Aerial Movement} >>>> {2.5}
{Abilities} >>>> Wall Cling

Don't let Cacturne's high range fool you- he's a close up fighter at heart. Rather, he piles on damage as the enemy approaches to tip the scales in his favor, and punishes enemies that refuse to approach with waves of his own projectiles. His priority is also deceptive. His weaker moves don't interact with the opponent's at all, and the stronger attacks have the priority that come with the high damage. Size-wise, he's slightly taller and wider then Mario.

Cacturne has a wide variety of moves, from slow and powerful to swift and wimpy, but little in between. His ultimate weakness, however, is horrendous movement. No matter the situation, he seems content to take his time. You need to force an approach or smash them away rather then space yourself, so spamming attacks and running around won't get you anywhere.


<^> Neutral Special <^> Sandstorm <^>

Cacturne stands perfectly still, his eyes hidden by the leaves on top of his head. A large gust of wind blows over the stage, buffeting enemies with sand and pushing them in the direction Cacturne is facing. As long as you hold the B button, all enemies take 3% damage per second. Cacturne himself is only effected by the wind when in the air. He just roots himself to the ground otherwise.

The wind's effect on characters depend on their weight and damage. Bowser without any damage isn't affected at all by it, while Mr.Game & Watch with 300% damage and pushing against it will be thrown around at Sonic's dash speed. Those moving against the wind will be hindered, while moving with the wind boosts their speed. Projectiles have their speed changed by the wind in the same way, but will never be blown back. They simply have their speed and range reduced or increased by half.

The wind lingers for 3 seconds after the attack ends, with all it's effects weakening until they stop entirely. Damage is reduced to 2% at the 2nd second, and 1% during the final second. Gimps earned with this attack is Cacturne's main source of KOes. Rack up damage, and push them off stage. This attack causes no hitstun, and does not interact with the priority of any opposing attacks. The lag is unremarkable in any way.

<^> Side Special <^> Pin Missile <^>

Cacturne suddenly jerks his arms forward. The spikes at the tips gleam, and a storm of needles fly in a thin cone ahead of him. Each needle, fired at a rate of 8 per second and moving at the speed of Fox's blaster shots, deals 1% damage. The spray of needles inflict no hitstun, but do have a push back effect at 1/10th the strength of Sandstorm's.

This attack can be continued indefinitely. You can aim the attack in any direction once it's begun by moving the analog stick, and Cacturne can even spray enemies behind himself without turning to face them. There is no lag at the beginning or end of this attack, and the needles pass through all opposing attacks without interacting with them. The needles have a mere 1.2 Stage Builder Blocks of range, but Sandstorm's effects can always fix that...

<^> Down Special <^> Spikes <^>

Turning to the screen, Cacturne holds his arms and legs out wards. He starts to shiver uncontrollably, throwing 6 Pokéball-sized caltropes (referred to as 'spikes' from here on out) over the surrounding area before returning to his normal stance. The surrounding 3 Stage Builder Blocks (1.5 in each direction, with half a SBB of space between each) are covered by these spikes.

The spikes are lingering hitboxes that last until knocked off stage by an attack. Spikes are also slid along the ground by Sandstorm, at the rate of Ganondorf's walk speed. Being hit by the spike as it's thrown through the air, or walking onto one on the ground inflicts 3% damage. Running, dashing, or landing on a spike does 6% damage.

Opponents that move over a spike sitting on the ground have a chance of tripping as a result. Walking has a 1/20 chance, with running or dashing having a 1/10 chance. Every 50% damage doubles the odds of tripping, and moving over them while Sandstorm is in effect also doubles the chances.

Cacturne is not harmed by his own spikes. But he is left vulnerable when he uses this attack, and it's not hard to jump over the spikes, either. Unless you have to deal with a wind that's pushing you constantly, and moving the spikes at the same time. Smaller stages run the risk of the spikes falling off the platform, but you can get around that and mess with the opponent's approach at the same time by changing the direction Sandstorm is blowing back and forth.

<^> Up Special <^> Cotton Spore <^>

Cacturn shakes back and forth a bit, letting 8 tiny white balls of fluff fall from underneath his hat. The cotton spores float in the air above and around where Cacturne used this attack, lingering for 2 seconds before disappearing. When an opponent touches the spores, the spore sticks to them like a Gooey Bomb. The spores reduce the opponent's weight and fall speed by 1/16th each, cutting out a maximum of half with 8 spores.

There can only be 8 spores out on the field at a time. The spores are destroyed when any attack other then Cacturne's hits them, and last until manually destroyed when they attach themselves to an opponent. This attack has a long start up, but no real ending lag. There's no damage done by this attack.

In the air, this has an entirely different effect. Cacturne spits spores onto himself for as long as the B button is held, to a maximum of 8 spores on himself over 2 seconds. Like the normal version, these spores reduce Cacturne's weight and fall speed by 1/16th for every spore attached to him, to a maximum of half. Upon landing, the spores on Cacturne wilt away into nothing.

The spores made by the aerial version of this move don't count towards the 8 spore limit of the ground version. The midair version has no lag on either end but suffers from the long duration when trying to pile on more spores. Like the ground version, this move does no damage and the spores are destroyed when hit by an attack that isn't Cacturne's. Use your reduced weight and fall speed to push yourself towards the stage with Sandstorm


<^> A/AA/AAA <^> Spiked Swings <^>

Cacturne makes a simple jabbing motion with his right arm for the first hit, doing 2% damage and flinching knockback. The attack has short starting lag, but no ending lag. The reach is slightly below par, but nothing too painful.

The second hit is a swing with his left arm, doing 3% damage and a set amount of knockback. The opponent is shoved just a little closer then the edge of Cacturne's reach. Like the previous attack, this attack has short starting lag. There's no ending lag if it connects, but if he misses he suffers some minor lag. The reach is a bit better then the first hit.

For the final strike, Cacturne pulls his arm back as far as he can (a motion he already started during the second hit) and swings forward one last time. This does 4% damage and sends the opponent skidding across the ground from a set 0.8 Stage Builder Blocks of knockback. Perfect for a follow up with Pin Missile (which has just enough range to hit without Sandstorm, and really pelts them with Sandstorm) or other projectile. Cacturne suffers short lag on each end of the attack.

<^> Forward A <^> Sand Attack <^>

Cacturne spits sand towards the nearest opponent, aiming for their eyes or whatever passes for a face. The victim clenches his/her eyes shut, losing a second to hitstun. This mean-spirited move causes 2% damage for only short lag. The opponent keeps their eyes closed for 5 seconds after the stun ends, making them completely invulnerable to this attack for that time.

The thin stream of sand has a range of 2 Stage Builder Blocks, moves at the rate of Fox's blaster, and lingers for 0.3 seconds before disappearing. During a Sandstorm, the sand is pushed along with the wind at it's normal speed and lasts until the Sandstorm ends or 3 seconds pass. Approaches are killed instantly, and the ability to throw out this attack so quickly makes the opponent paranoid of getting sand in their eyes.

<^> Down A <^> Ingrain <^>

Cacturne lifts one leg and stomps with enough force to drive it into the ground, then the other. This attack has horrid range, and painful ending lag. It does a pretty decent 8% damage if it connects, but attacking isn't the main purpose of this move.

By rooting himself to the ground, Cacturne reduces the knockback of the next attack he's hit with by half. His height is reduced to 2/3rds the normal amount, so some attacks that are aimed high miss him, but otherwise this is no big deal. Every second, his roots collect enough nutrients to recover 1% from his damage total. On fall-through platforms, however, he gains no healing and his legs stick out the bottom. It takes an attack with medium or better knockback to uproot him, and doing so increases the damage Cacturne takes by 5%.

Cacturne can exit this state at any time by reusing his down tilt, which has him perform the attack in reverse. When he swings his legs out of the hole, he has much better range. The lag is negligible compared to the first move, so this can lead to a second hit for high damage or to interrupt a smash attack that would deal heavy damage. But really, this is mostly so you can tank one more hit as Sandstorm chips away at your opponent.

<^> Up A <^> Growth <^>

With some generic 'rising lines of light' graphics surrounding him, Cacturne grows to Marth's height near instantly. His body acts as a hitbox during this animation, doing 7% damage and below average knockback. As a bonus, the start of the animation provides 3 frames of Super Armor.

He retains his size after this attack ends, gradually shrinking back to his normal size over the next 5 seconds. His jointed attacks have proportionately better reach, and all his moves that inflict damage do an extra 1% with each hit. Cacturne can't use this attack again until the effects of the first use wears off. There's little lag on the attack, but he suffers medium lag once he returns to normal.

The damage boost may seem pathetic, but all of Cacturne's multi hit attacks make that add up. Pin Missile jumps to 16% per second, attacks like Spikes that leave lingering hitboxes, and attacks that deal damage over time like Sandstorm are all good candidates for spamming during this brief boost.

<^> Dash Attack <^> Sucker Punch <^>

Cacture head lifts just enough to reveal his eyes. That's all the warning given before he lunges forward at quadruple his dash speed, and makes a swift punch. The swing usually does a meager 3% damage and flinching knockback.

When the opponent is suffering from lag of any kind, or in the middle of an attack, this move does 8% damage and below average knockback instead. Worst of all, they still have to wait the remainder of what ever lag they're suffering, or the end lag if they were in the middle of an attack. Cacturne has quite a bit of ending lag if he misses, or hits when they're not in the middle of some lag. Don't spam this in the hope you'll get them when they attack, plan it out.


<^> Forward Smash <^> Needle Arm <^>

Cacturne draws his arm back, tilting his body so he teeters on one foot. He barely keeps himself balanced while he charges. If he misses, or an enemy hits him with an attack that does flinching knockback, he'll trip. Cacturne can also turn around during this charge, or press down to immediately go into his Down Smash.

Once he's done charging, he leans forward and swings his arm out. Damage is increased when more of the hitbox is touching the opponent. The entire arm covering them does 25~32% damage, while a small amount does a mere 9~16% damage. Needle Arm's main hitbox inflicts no knockback, but trips foes that touch it.

The very tip of the spike on the end of Cacturne's arm is a sweetspot, working independently of the rest of the attack. Landing the sweetspot does 20% damage and heavy knockback. A great KO and a way to repel opponents you can't seem to beat at close range until you can pile on more damage.

Both parts of this move require perfect spacing to make the most of. Litter the area with spikes, shuffle the opponent back and forth with Sandstorm by turning around, and stun with Sand Attack. If all else fails, switch to the Down Smash to avoid the lag and punish any would be attempts to punish you.

The Neutral Combo's second hit leaves them in the perfect position to sweet spot them when Sandstorm is in effect, just stun with Sand Attack and let loose an uncharged hit. Higher damage foes will be positioned for a sweet spot after the first hit of the Neutral Combo. Growth grants a reach increase to help if they're still to far for to hit even with all that.

<^> Down Smash <^> Prick <^>

Cacturne stands perfectly still, matching his Standing and Sandstorm animations perfectly. He even lacks the flashing of a Smash attack. His body turns into a hitbox as he charges, dealing 5% damage, flinching knockback, and full second of stun on contact. This out prioritizes all jointed hitboxes but loses to all disjointed and projectile attacks. When you switch to this move from the Forward Smash, all the time spent charging the Forward Smash is applied to this attack.

Cacturne's spikes double in length on release, becoming short reaching disjointed hitboxes with all the above qualities. However, the spikes now 'clash' with disjointed attacks and gain a sweetspot on their tips just as they extend. The sweetspot deals 18~25% damage and medium horizontal knockback. The suddenly extending needles have a surprising range under Growth's effects, and the knockback will send them flying through your spikes for more damage.

<^> Up Smash <^> Poison Barb <^>

Cacturne hunches over as if in pain, pulling his arms over his chest. Once he's finished charging, he snaps back to his standing pose and swings both arms upwards in a rain of arrow-tipped needles. There are 8 needles fired in all, 4 to each side.

Each needle travels in an arc. The bottom two start a Pokéball off the ground and fall lazily to the floor half a Stage Builder Block from Cacturne. The next pair up fire from a CD's height, traveling horizontally for a bit before embedding themselves into the ground 1.2 SBBs away. The third pair up start at Mario's height and move upwards slightly and away, and travel a full 1.8 Stage Builder Blocks before landing. Finally, the highest pair shoot from the tips of his arms up 2 blocks, and land right next to Cacturn.

As the name suggests, these needles contain poison in their tips. After hitting the opponent for 2~5% damage each, they poison the target for 3 seconds. Every second, the target takes another 1~3% damage. The number of needles stack as well, increasing the duration by 1 second and increasing the poison damage by another 1%.

The needles do no knockback, but enemies hit by needles while in midair will enter freefall. Perfect for blocking enemies trying to jump over your spikes or using superior air mobility to move against Sandstorm. Cacturne's ending lag is a bit high, so using this against ground opponents is ill advised unless you're attacking from a distance with the help of Sandstorm or hitting a stunned foe. If you can get it off properly at close range, it can do absurd damage.


<^> Neutral Air <^> Payback <^>

Cacturne's pose does not change when he uses this attack. He doesn't seem to be doing anything, for that matter. Once the player lets go of the A button, Cacturn makes a generic punch forwards. 5% damage, flinching knockback, average lag, average reach. Nothing to write home about. To get the real benefits of this move, the player needs to keep holding A until Cacturne is attacked.

Once an attack connects with Cacturne, a shadowy aura surrounds him and he lunges up to 2.5 Stage Builder Blocks towards the opponent that hit him in a manner similar to Fox's Side Special, stopping just in front of them. He makes a lightning quick punch similar to the one above in appearance. The hit has transcended priority, doing 10% damage, and medium knockback.

Cacturne suffers no lag from this version of the attack, but enters freefall once it ends and can be hit out of the blow at any point to automatically enter his freefall state. If Cacturne is hit with a decent bit of knockback, there's a full second delay before he lunges, so he can fall short and miss that way too.

<^> Forward Air <^> Dust Cloud <^>

Cacturne tilts back, then gingerly leans forward. He sprays a light amount of sand in front of himself as he lowers his head. The sand cloud floats in mid air , occupying an area the size of a Stage Builder Block. The sand is a lingering hitbox that lasts 3 seconds, dealing 1% damage and flinching knockback to anyone moving through it per second spent inside it.

Like Sand Attack, this move's hitbox is pushed along at the rate of Fox's Blaster when Sandstorm is in effect, and has it's duration extended to 6 seconds. Opponents approaching by air can't attack reliably due to the constant flinching, leaving them vulnerable to projectiles and slowing them down further.

Dust Cloud has medium starting and ending lag, longer then it's ground based cousin, but the longer duration and ability to reuse it again makes it more reliable. There's no limit to the number of Dust Clouds you can have, but having several clouds in the same spot does not stack their effects. Remember that your goal is to pile on damage, not to stop approaches entirely.

<^> Down Air <^> Leer <^>

Staring forward, Cacturne's eyes glow brightly and his expression hardens. Any opponent in the direction he's facing that's within 1.5 Stage Builder Blocks of him flinch, suffering half a second of hitstun. The opponent is then unaffected by this move for 3 seconds.

Sound similar to Sand Attack? But Leer has no animation you have to wait through. The A button can be held indefinitely to keep Leer active, even after landing. If Cacturne attacks the opponent during this stun the damage of the first hit is increased by 5%. It doesn't gain the range boost from Sandstorm or deal damage in and of itself, so it's not inherently better or worse then Sand Attack.

Enemies stunned by Sand Attack have their eyes closed, making them invulnerable to Leer. Similarly, Leer prevents them from making eye contact, rendering them immune to the hitstun (but not damage) of Sand Attack. Drop an opponent onto the Spikes they were trying to hop over or any other lingering effect.

<^> Back Air <^> Faint Attack <^>

Cacturne becomes transparent, then floats back 1 Stage Builder Block at the speed of Captain Falcon's Dash. He floats through thin walls and platforms, and is unharmed by attacks during this brief phase. Created barriers and enemies are ignored, assuming they're thinner then a SBB.

Once he's traveled the full distance, he throws a lightning fast punch and becomes tangible again. This punch has transcended priority, dealing 6% damage and medium knockback to anyone within Cacturne's above average reach. The punch cannot be interrupted, as it strikes before the transparency effect ends.

This is perhaps the laggiest of Cacturne's attacks if he misses and he sheds any Cotton Spores on his person, weakening his recovery. If Cacturne hasn't set the maximum amount of Cotton Spores with the ground version of his Up Special, these spores gain the qualities of the ground version (extras beyond the 8 spore limit poof out of existence).

When he doesn't miss, the attack has average ending lag. It's a last resort to escape a slow but powerful attack under most conditions, but with Cotton Spore and Sandstorm going you can spore an opponent and be far enough away to prevent them from capitalizing on your vulnerable state.

<^> Up Air <^> Absorb <^>

Cacturne reaches up, the thorns on the ends of his arms glowing a light green. The thorns are a grab hitbox the entrap the foe in his grasp, draining the water from their body into him. This attack prevents both from moving or attacking for 1 second, and drains 3% from the opponent to heal Cacturne an equal amount.

Once done, Cacturne releases the dehydrated opponent from his grip and enters freefall. His fall speed is increased by half until he lands, which is a boon when you consider he's otherwise vulnerable to any Down Aerials from his opponent. The opponent suffers from dehydration, looking tired or even downright feeble as they shuffle around with their land speed halved for 2 seconds. Cacturne has average starting and ending lag, and does no knockback to the opponent.

This gives all the continuous damage effects Cacturne deals out an extra hit, and slows the opponent enough to get several more. In particular, you may even negate a would be gimp and turn it into a suicide KO. Then it's back to square one with you able to grind up their damage again, only some of your lingering hitboxes are already set up.


<^> Grab <^> Sticky Barb <^>

Cacturne leisurely reaches forward with his arms wide, and clamps onto any opponent that walks within half a Stage Builder Block of him that he's facing. This is not the only way to grab with this move. Making physical contact with Cacturne as he goes through the motions causes them to get stuck on his barbs, though attacks still deal their damage (no knockback) to him.

Cacturne has the normal grab duration when he hugs the foe, and even does 5% damage just from landing it, but those stuck to his barbs can escape at half the normal difficulty. Either way, button mashing to escape from Cacturne's hold causes the victim 1% damage per press. Those that are stuck from touching him take 3% damage when the blow connects, on top of that. Sadly, he can only grab one opponent at a time this way. First come, first stuck.

<^> Pummel <^> Rub <^>

Taking a firm hold of the opponent, Cacturne rolls them back and forth between his two arms as the A button is held. This does 3% damage per second, a nice bonus on top of the damage done by the grab itself.

<^> Forward Throw <^> Leech Seed <^>

Cacturne flings the foe forwards, doing a monstrous amount of knockback. Or what would have been monstrous knockback, if the opponent was able to be thrown beyond 1.2 Stage Builder Blocks from Cacturne. He's attached a seed covered tangle of vines to himself and the foe, that has taken root in both of them.

The two cannot move further then 1.2 Stage Builder Blocks from each other as long as the vine exists. The vine itself has 20% HP, and can only be hurt by the opponent's attacks or when they and Cacturne attempt to pull away from each other at a rate of 2% damage per second to both them and the vine.

When Cacturne and his opponent move away from each other, the direction they move is determined by weight and damage. Heavy characters with low damage will pull the lighter/more damaged character with them easily. Cacturne can push the odds in his favor by using Sandstorm (or Ingrain) to root himself to the ground and push the foe away from himself (also giving him a way to remove the vine) or by covering the foe with Cotton Spore.

On a final and important note, the vine is constantly draining the opponent's health to heal Cacturne. Evey second, the foe takes 2% damage and Cacturne is healed by an equal amount. Combine this with Sandstorm to pile on damage. Drag them through spikes to add insult to injury. Pelt them with Sand Attack to stun or Pin Missile for some quick damage, or (pretend) to use Prick to keep them at arm's length. Take advantage of their limited mobility to hit them with Needle Arm. Sucker Punch them when they try to attack or retreat.

<^> Down Throw <^> Ripper <^>

Cacturne's eyes glint evilly. He glomps the opponent as tightly as he can, then hastily tears his thorns from the opponent in a spray of blood. The opponent is thrown to the ground just at the edge of Needle Arm's reach, landing on their back. This attack does a whopping 15% damage at the cost of long ending lag.

While it's a spacer, the horrid lag makes it a poor one. Unless you've set up a Dust Cloud or some other stunner/mobility restriction and Sandstorm isn't pushing them away, they'll be out of reach long before you can follow it up. Ironically, the above and below throws are perfect set ups for this move if you want to follow with Needle Arm. If they're not in range for Needle Arm, there's always Sucker Punch or Pin Missile.

<^> Back Throw <^> Sand Trap <^>

Tightening his hold on the opponent, Cacturne sprays an absurd amount of sand from his mouth onto the opponent and the ground they're standing on. This does 11% damage to the opponent by the time Cacturne releases them and steps away. However, the opponent is standing in a pile of sand as high as Kirby and a hair wider then Donkey Kong.

While in the sand pit, characters receive only half the knockback from attacks, and have their movement speed and jump height cut in half. This does not stack with Sandstorm's push effect. In fact, the opponent is totally unmoved by Sandstorm, even if they're a Mr. Game & Watch with 999% damage. Instead, Sandstorm pushes the sand pile along the ground slowly, going a sticker's width every second.

This provides a safe spot for Cacturne to hold up in, and temporarily holds the opponent to one spot, leaving you free to pick whatever range you want to attack from. It will also hold the spikes in place as an obstacle that's tough to clear. Just as it makes it hard for the opponent to get close, it makes it harder to get away.

<^> Up Throw <^> Impale <^>

Cacturne raises the opponent over his head, then slams them down onto his 'hat' spike for 8% damage. He is now free to move around and perform his normal attacks, while the opponent is trapped on his head and must button mash to escape. Once finished, pressing the grab button again has him laglessly grab them again.

Cacturne's movement and fall speed are hindered depending on the opponent's weight, from Mr. Game & Watch having no effect to Bowser who drops his speed to a sticker's width per second and makes him fall like Fox.

The opponent must escape by button-mashing through the remaining grab duration, or by being hit with an attack that has better then flinching knockback. The grab duration does not replenish when Cacturne grabs them again. When they escape from this position, Cacturne is stunned for slightly longer then normal, leaving him open to attack unless he's prepared a Spike or Sand Attack in the mean time.

This is an excellent way to rearrange the surroundings to your advantage, ramp up their damage, and buff yourself or debuff the opponent. They can't avoid Cotton Spore, Poison Barb, or any attack that involves turning Cacturne into a hitbox.


Oh gee, a living cactus. We all know that his Final Smash is going to involve cooking his opponents alive in the desert heat. See? Here comes a big red sun floating over the background. Sunny Day isn't even something he learns from level ups, he's gotta get it as a TM. Why would you even give it to him, anyways? Probably some generic mechanic boosting constant damage thing. How bor- why is the sun setting?

Truth be told, Cacturne is nocturnal. He follows travelers in the dead of night, waiting for them to collapse from exhaustion. That concept is the source of his playstyle, and never becomes more obvious then it is here. The screen darkens as the sun sets, and the temperature drops rapidly. Enemies shiver, rub their arms to produce heat, and create small puffs of steam every time they exhale.

For the next 15 seconds, enemies have their move speed cut in half. They can barely move with the cold, and the biting wind is too painful to keep pushing into any faster then that. Their attacks seem as if played in slow motion, having their lag and animations stretched out to double the norm. Moving at even their currently reduced top speed is painful, doing 1% damage per second.

Cacturne, on the other hand, is set to shine. Where in the day he stands still to conserve his water, at night he's free to move as fast as he can. Which is actually pretty fast, if having 4 stars in his Pokéathlon speed stat is any indication. His movement speed is tripled, and his attacks have their lag cut in half. He's an utter monster now, and proves you should be afraid of the dark.


Looking at Cacturne, one would assume he has all the makings of a camper, and they're not entirely wrong. But unlike Ocelot or TGMP, Cacturne is not trying to stop the opponent's approach. He's trying to force them to approach into his melee kill moves. He does this by using his Neutral Special, Sandstorm, to constantly pile damage onto them and give them a time limit until they're pushed off stage.

Sandstorm also accomplishes this by halving the opponent's projectile range and increasing the range of Cacturne's. This enters into Cacturne's other major theme. Stonewalling. As the opponent attempts to approach, he pelts them with multi-hit moves that push them back slightly and litters the area between with spikes, spores, and needles. The point is to build as much damage up as you can by the time they final engage you up close.

That's because, paradoxically, Cacturne is built to fight best at close range but is his horrible when his opponent is in his face. His attacks are as laggy as the likes of Ganondorf or Bowser, without the reach or durability of the latter and less power then the former. He needs to stun his foe, make them flinch, and keep them just at the tip of his range so he can poke at them and rely on Sandstorm or the knockback to ensure they're not close enough to hit back.

Cacturne has plenty of ways to keep himself alive once the opponent gets close, like Ingrain or Prick (Down Special) to negate their attacks or Sand Attack and Sucker Punch to delay them and set up for a KO or gtfo move. He can space himself with the best of them when under attack, thanks to (once again) Sandstorm, Spiked Swings (Neutral Combo), Growth, and Pin Missile, and can force the opponent to stay close with Leech Seed, Sandstorm (though you need to time it so you turn around quick enough to attack but not too quick where you push them back), carefully placed Spikes, and Sucker Punch to cut off escapes.

It's hard to sum up Cacturne's strategy, as he has so many different things to do. He grinds enemies down as they approach, range dances out of reach after each of his strikes, and tries to keep a firm control on everything the opponent's doing while protecting himself and attacking. He's a close range specialist that has to camp like crazy to survive up close. It's much easier to do this then it sounds. His attacks are capable of holding down several of these roles at once, and if all else fails they still function as regular attacks and can be used to fight plainly, if nowhere near as effectively as when they're fulfilling their main purpose.


<Cacturne {vs} Rocket Executive Hugo: {40/60} Hugo's Favor>

This is one of those match ups that makes both sides wince and mutter 'this is gonna SUCK'.

Since Cacturne's the set of the day here, we'll start with his advantages. Sandstorm hits ALL of Hugo's team at once, and messes with his ability to control them. It's also more than capable of blowing Golbat off the map. Raticate is a pain if he manages to survive, but his suicidal charges through your spikes and stun moves are easily countered with a well timed Needle Arm. Then it's bye bye to the overgrown rat. Muk's constantly pushed back by Sandstorm, so it's unlikely he will get close enough to attack.

So that's three out of five of Hugo's team eliminated, before they can even mess with Cacturne's controls or prevent him from turning around. Machamp is a threat simply because Sandstorm has no effect on him, but he's easily outmaneuvered and Cacturne's an ace at piling on damage. That leaves only Hypno for Cacturne to deal with; and that's exactly the problem. Hypno is all Hugo needs to fight Cacturne, and is more then happy to prevent Cacturne from writing off his teammates.

By using Sandstorm, Cacturne is stuck in a nasty catch-22. He can push the enemies away, piling on damage and stalling for all he's worth to neutralize Hugo's team, but leave himself staring at Hypno and getting hypnotized. Or he can face away, and push them TOWARDS himself. No hypnosis screwing with him, but that feral Raticate and Golbat get to rain down the pain on him. Cacturne does not like enemies in his face, especially when there's more then one.

So Cacturne wants to KO both Golbat and Raticate early as possible. Raticate's easy, just let him rush through your attacks and traps and bop him with Needle Arm. If he's locked up in between some barriers, he's not bugging you anyhow. Golbat's a different matter. Whether it's the speed boost from you facing away or the free shots from Hypno's hypnosis, he's going to get into Cacturne's face quickly. That means all of his favorite attacks that mess with your controls and therefore your ability to range dance.

If you manage to eliminate Golbat, you've got Muk and Machamp left to deal with before you can think about Hypno. Muk's held back by Sandstorm and has poor mobility, so he may be eliminated before you ever have to deal with him. Machamp has high stamina, but Cacturne's an expert at piling on damage. The problem is him being immune to your stunners. Instead, use Spikes to deal repeated hits (no mercy invincibility) and use Raticate to create Sand Traps to slow him down. Pelt him with everything you have.

So you've got Hypno left, and you're both probably hurting bad. With those cursed barriers of his, Hypno is immune to being blown off stage, so it's simply not possible to pressure him into approaching. Now the trick is to approach without getting hypnotized. Turn away, and hold the B button to bring up Hypno's damage as much as possible.

If you survived to this point, the game is effectively yours. Turn away, and spam the Back Aerial until you get behind Hypno. Pass through barriers, give little chance to use Confusion, stay airborne anyways over Levitation fields, and follow them up when he tries to float away. One well placed hit and Hypno is no more. Pat yourself on the back, abuse Hugo for some free healing, and get ready for another hellish round.

Despite this, the match is definitely Hugo's to win or lose. He starts with the advantage, and if Cacturne wants to even the playing field he has to smash through all of Hugo's Pokémon. Despite that, Cacturne really screws with Hugo's micromanagement, and very much CAN smash through all of Hugo's team if given half the chance. The two just plain hate each other.

<Cacturne {vs} Nurse Joy: {50/50} Dead Even>

Another hair-tearingly frustrating match for Cacturne. Joy renders his lingering hitboxes and traps useless by yanking him in with her Side and Up Specials. She can negate his range dancing with these tools too. His buffs are turned against him by her clipboard/bed combo, and all her ways to immobilize and stun Cacturne prevent him from taking advantage of his KO moves. She has no trouble piling on status errors to wheel him off stage.

So, what's that leave? Cacturne's grabs are his trump card in this match. Hit Joy with Sand Attack or Glare, and grab her. Leech Seed keeps her from pushing Cacturne off the stage, as she'll either be pulled down with him or have him hanging from her. She's also that rare combination of medium weight and slow moving. Get her with the Up Special and you'll be able to blow her off the stage with Sandstorm at a half-way reasonable damage percentage.

His damage racking is hindered by her ability to munch Poffins and the Mist+Potion combo effect. She could potentially toss Cacturne onto the cart, and spray Potion to keep him there until most of her damage is healed. Joy's throws are both pains in the neck and highly welcome, depending on the situation.

If you have Leech Seed draining her, X-Attack super boosts the damage of attacks like Pin Missile, and the increased knockback is restricted by her being tethered to you. X-Defense is annoying in how she can juggle you easily, but Cacturne can delay the fall with Cotton Spore (another status effect for Joy to capitalize on, natch) to get his fair share of attacks in. Bitter Herb is useless, as Cacturne isn't going to get launched and Joy can't take advantage of the damage. Guard Spec is great for keeping Growth, but bad for everything else.

So... who's the winner here? Joy kills most of Cacturne's best options, but Cacturne can force her into a straight up brawl- something the peaceful Nurse is loathe to participate in. Cacturne's boosts only help Joy cart him off stage, but Joy is constantly trying to avoid being damaged enough for Sandstorm to blow her away. Ultimately, both are forced outside of their comfort zone but still able to perform.

This reminds me, I did a match up for Scarmiglione vs. Nurse Joy at the day of this writing (8/16/10), go check it out! Speaking of Scarmiglione...

<Cacturne {vs} Scarmiglione: {10/90} Scarmiglione's favor>

What? What's with that 10/90 up there? Well, Scarmiglione's Poison Gas just plain trumps Sandstorm, for starters. 4% damage to Sandstorm's 3%, and heals Scarmiglione's summons. But big deal, right? Sandstorm pushes Skullnants AND Scarmiglione off stage really early, and Scarmiglione's sefl damage tactics only help that. It doesn't need time to flood the entire screen either, like Poison Gas. To do that, Poison Gas would need some giant, screen flooding wind hitbo- oh.

In otherwords, even a tiny drop of Poison Gas makes Sandstorm harmful instead of helpful. Hell, you'll make Scarmiglione's damage clmb FASTER then normal, and you're not even canceling out the healing on the Skullnants. So there goes Cacturne's best damage dealer, and hit only tool that would force Scarmiglione to approach. Meanwhile, Scarmiglione can spam his grab and Lit-1 to force you to keep moving, so there goes all your laggy but powerful moves that could be used to press on through the Skullnants.

So Cacturne has to approach, something he's ill equipped to do, and Scarmiglione's well equipped to stop. Dodge-rolling past the Skullnants is an option, but you're sure to get caught by Lit-1 or a well timed grab if you spam it. Killing the Skullnants isn't an option; your best moves are too laggy and your weak moves take too long.

There is some hope, though. Once you're close you can easily mash Scarmiglione around and gimp his horrible recovery. Even after he transfroms, there's a tiny sliver of hope that you can outdo him up close and personal. Fact of the matter is, Scarmiglione has this one in the bag.

Closing Comments

Honestly, I don't feel as confident about Cacturne as I did with Scarmiglione. He feels like a step back, like his playstyle simply isn't as solid as Scarmiglione's. He's got plenty of flow, sure, but his strategy is an overcomplicated mish-mash by comparison. Despite all that, I'm satisfied that he got finished. I'll have to work some more on Kira Trine, The Three Stooges, and my recent addition, King Tonberry now that I got this out of my system.

I just needed something to get over my slump, even if it's mediocre. I hope you got some level of enjoyment out of reading through this, I even broke it up a bit better to be more readable. Good luck to all other participents, and I hope you have fun pumping out new sets.

8/16/10: Added music to the headers, which I forgot to do before posting. Fixed error in Glare, and minor spelling mistakes.
8/22/10: Increased Growth's duration by 2 seconds and doubled the damage boost. Added minor starting lag to Sand Attack to make it less broken. Edited Back Throw's description, since part of the advice provided for it's use made no sense.

darth meanie

Smash Journeyman
Jun 6, 2008
Ok, so this moveset doesn't have "playstyle" like the Conceptual Work. The point here is to on a certain scale FUN AND EDUCATIONAL. I wanted to go back to what I wanted from a set, and what I wanted to offer. The point here is for people to, perhaps enjoy the part of the set's reading. I've decided to abandon concepts and playstyle, though I'll still try to give the characters a playstyle that fits their character, but I won't focus on it too much. The point of such movesets is not neccesarily to try and reach Top 50s, but to be there so that in the future somebody might read it and have a good time with it.

Please don't comment on things like Playstyle and Concepts. That's not the point. I'll be doing this from now on. It's a change from Conceptual Movesets - I'd like to point out that there's more than one kind of moveset. These kinds of movesets are also designed so that they can be made more quickly, and that I can actually make characters I WANT to make movesets for, just like the original meaning of MYM1. I believe that if people realise that this kind of movesetting way can be still accepted by the general populus, it could allow for people to want to make more movesets, and therefore help MYM (get some more sets in to help). If anyone else wants to do this kind of thing, by all means join me. You don't have to abandon conceptual movesets - Im not saying they are bad in any way.

Also I don't care if anyone disagrees of doesn't think these are "true" movesets, Im doing them.

Actually, I don't really want anyone commenting on this set. I'll have it on this last page here so somebody can post their set next page.
I'll give you this one kindness; I won't actually comment on the moveset for Jecht. I will instead, however, comment on this monstrosity.

There is absolutely nothing redeeming about removing playstyle from your movesets. It doesn't mean you have more freedom in expressing your ideas, it means less. Playstyle is a part of interpreting a character and expressing them to the reader. Subaru expressed not only her moves, but her fighting style as well. Harbinger's playstyle created a sense of the nature of the Collectors more than a mere collection of moves could. Mario & Luigi's playstyle created a sense of brotherhood and camaraderie that I couldn't have achieved without a playstyle to weave it into the very way they played.

But this is nothing new, as you have struggled for quite a while to put playstyle and character together. Sarisa, for example, had a freaking chaingrab as the center focus of her game. Dio Brando's main strategy was turning his opponents into vampires so they could drink blood to make him stronger. While I'm not well-versed in either universe, that doesn't sound like how either of them would actually fight. And while I'm certainly not going to READ Jecht, as you've already confirmed for me that it's horribly bad, from what I skimmed over, it doesn't sound like you did any favors in expressing him either.

Now, you're not actually bad at playstyle concepts; I'll give you that. The concepts behind movesets like Banette, Hunter J, and Shedinja were all great, even if the execution was sloppy. You are truly bad at making extras though. Jason's extras didn't fit in with the universe of the movies he was from, and Suzu's extras were all horribly bad, especially the random, awful backstory you wrote and Snake Codec. After your stunning review of Monkey D Luffy, a moveset that was similarly unable to express its universe through its extras though, it became clear that you don't understand what makes extras good. They should be appreciated by fans without leaving out those unfamiliar, not random references that barely make any sense.

And really, there's no excuse for this poor quality. You claim that this is a new type of moveset that's supposed to be written quickly. The one day Pokeset movement proves that any user can make a decent moveset in a single day, there were even some real gems in there too, and several made Top 50. So don't try to sell me that you're trying to get back to roots; you just couldn't be bothered to put effort into this set but still decided to post it. You know it too, or else you wouldn't have intentionally posted it on the bottom of a page.

You're not a terrible movesetter Katapultar, believe it or not, although I am one of the only people remaining who still has that faith in you. But somewhere along the way you stopped trying to improve your sets and started going on random experiments with movesets that haven't worked. And now it seems you've given up even on that.

So please, if you're going to continue making movesets, try to put some work into them. This moveset doesn't just lack cool concepts or an in-depth playstyle, it lacks effort. This is a shoddy set, and doesn't even do justice to the character. If you want to make a moveset purely to express a character, I actually don't have anything wrong with that. Then at least put in the work to make the moveset express the character correctly, because all stuff like Jecht does is take up bandwidth.

EDIT: Oh, and I'm reading Cacturne now. Sorry, just had to get this off my chest.


Smash Apprentice
Feb 28, 2010
Coming to terms with having two people in my mind
But this is nothing new, as you have struggled for quite a while to put playstyle and character together. Sarisa, for example, had a freaking chaingrab as the center focus of her game. Dio Brando's main strategy was turning his opponents into vampires so they could drink blood to make him stronger. While I'm not well-versed in either universe, that doesn't sound like how either of them would actually fight.
I don't know about Sarisa, but from what I saw, Dio's main style of fighting was constantly spamming his Za Warudo and stopping time. Now you tell me how someone could make a moveset around that concept, and not have it even more broken than Luffy.

Now, you're not actually bad at playstyle concepts; I'll give you that. The concepts behind movesets like Banette, Hunter J, and Shedinja were all great, even if the execution was sloppy. You are truly bad at making extras though. Jason's extras didn't fit in with the universe of the movies he was from, and Suzu's extras were all horribly bad, especially the random, awful backstory you wrote and Snake Codec. After your stunning review of Monkey D Luffy, a moveset that was similarly unable to express its universe through its extras though, it became clear that you don't understand what makes extras good. They should be appreciated by fans without leaving out those unfamiliar, not random references that barely make any sense.
This is the first time I've ever heard someone complain about extras, and saying that they should "fit in with the universe of the character." Please elaborate.

You're not a terrible movesetter Katapultar, believe it or not, although I am one of the only people remaining who still has that faith in you. But somewhere along the way you stopped trying to improve your sets and started going on random experiments with movesets that haven't worked. And now it seems you've given up even on that.

So please, if you're going to continue making movesets, try to put some work into them. This moveset doesn't just lack cool concepts or an in-depth playstyle, it lacks effort. This is a shoddy set, and doesn't even do justice to the character. If you want to make a moveset purely to express a character, I actually don't have anything wrong with that. Then at least put in the work to make the moveset express the character correctly, because all stuff like Jecht does is take up bandwidth.
I don't Kat really cares about what you think of him, DM. He's just doing what he wants to do. And if that's making movesets "without effort," it should be fine with us. MYM is supposed to be fun, case you guys forgot.


Smash Lord
Oct 10, 2008
[Insert Jecht comment bound to cause controversy here]

Also, lol at Rool trying to call MW off before he's even posted anything. (Although doing so is far from unwarranted, and probably a good way to cut to the chase on Rool's part)

Aaaanyway, moving past MYM's current little dish of drama (This looks like it'll be even more fun than that whole Pokemon Syndrome fight :urg:), I figured I'd let you guys know that, due to IRL stuff such as temporarily living in the mountains, getting ready to go back to school, and other stuff, I'll be gone for two or three weeks, but I'm not dead. I promise I'll be back.

With a vengeance.

Edit: @MDA

At the end of your quoted sections you have [ QUOTE ] tags (Without the spaces) . Changing them to [ /QUOTE ] tags (Again, sans spaces) should clear up your quoting problem.


Smash Cadet
May 16, 2010

Dimitri Lousteau is a French Marine Iguana who is the Klaww Gang's Forger. He owns a nightclub in Paris called Le Pavo Theatre. The Klaww Gang's spice operation was keyed upon Dimitri's nightclub where distributed illegal spice to the citizens of Paris. When the Klaww Gang disbanded, Dimitri walked away with the Clockwerk Tailfeathers. He used the Parts to forge money. The rare alloy of the Parts will never wear out granting him and the Klaww Gang unlimited money. Dimitri talks in a mix of street slang and hip hop cliches due to him learning all of his English through American hip-hop videos. He is the master of swag, style and bling. His main weapon is his Tazer Ring which malfunctions often.

Size: He is as tall as Captain Falcon
Speed: He his extremely fast having something similar to Captain Falcon's run and Fox's walk.
Power: He has above average power.
Jump: He has really good jumps being almost Samus.
Range: He has pretty decent range, not anything special.

Standard Special Move - Tazer Ring
Dimitri holds his arm out with hand hanging down to show his Tazer Ring. Dimitri then fires an electric bolt out of his ring at Sonic's runspeed. This does 5% and has low knockback. It may not seem useful but it is somewhat spammable. After 3 consecutive uses, Dimitri's Ring will sputter with electricity and he will look at it angrily. H will look at it, also shaking his hand, for 2 seconds, leaving Dimitri open.
Side Special Move - Tailfeather Toss
This move requires your Clockwerk Tailfeathers to be with you. If you have already thrown your 3 Clockwerk Tailfeathers, then Dimitri will shake his head in disapproval and say, "No Dice!" If you have the Feathers, then Dimitri will pull them out and throw one of them, leaving you with 2. Each Tailfeather has Mid Knockback and flies at a Purple Pikmin's speed. The Tail feather will do 10%. When the Tailfeather has hit someone or has fell on the ground, Dimitri will have to go and recover them.

Up Special Move - Psycho Speed
Dimitri, on the Ground will flash in the direction of the Control Stick like Falco Phantasm. Dimitri leaves a dark purple cloud behind him. But in the air, he will grab the nearest person, taze them and shoot in the direction of the stage, rocketing the opponent in the opposite direction. The tazing does 12% and has the same properties as Falcon Dive.

Down Special - Greasy Sweet!
Oh no! Dimitri's dancing to his signature song, "Greasy Sweet!" The stage music changes to this for 4 seconds. During the first second, Dimitri will dance making everyone on the stage dance, but if an opponent is in the air, they will be comepletely immune to this effect. For the other 3 seconds, Dimitri can move around get a quick Smash Attack in or maybe some Tazer shots. Which ever, this is the chance. Much better then Jigglypuff's Sing and has a little dancing thrown in there :)

Standard Attacks
Standard Combo - "Crackerbox" Crack
Dimitri slaps, slaps and finally kicks upwards. If the kick hits, Dimitri will say, "You sill le Crackerbox!" Each slap does 3% and the kick does 5%, for a total of 11% damage.
Dash Attack - "Twisted!"
Dimitri, while running, falls forward and starts going into a spiral. While spinning, he will say "Twisted!" He can do 4 hits and each hit does 3%, for a total of 12%.

Forward Tilt - Tail Swipe
Dimitri will spin with his tail out tripping anyone in front of him. The tail will do 4% and will trip the target.

Up Tilt - "Kinetic Asthetic"
Dimitri will pull out either a canvas, a paintbrush or a pallete and slap upwards with the object. The Canvas does 6%, the paintbrush does 2% and the pallete does 4%.
Down Tilt - Cigar Butt
Dimitri pulls out his cigar and shoots it down into an opponent. Think ZSS's Down Smash. Cigar does 5% damage. Dimitri will say, if it hits,"Ooo, my bad, man" Sarcastically.

Forward Smash - "Show your bling and let me shine you."
Dimitri crouches and puts both hands on the ground during the charging. When unleashed, Dimitri will flip and slam his tail down in front of him. Can be used to Meteor Smash if used on a ledge. Does 10%.
Up Smash - Corkscrew Collision
Dimitri flips onto his head doing a handstand while twisting up his tail during charging. When unleashed, Dimitri launches his tail above him like a spike and flips back onto his feet. The tail does 12%. If hit Dimitri will say "That was Cork-to-le-Screw-to-le-Collision, Baby!"
Down Smash - Tazer Smash
Dimitri charges up by holding his hands together by his head, like ZSS's Down Smash. When unleashed, he rears back and smashes his Tazer Ring into the ground in front of him. Does 12% and can Meteor Smash if aimed correctly.

Neutral Aerial - "Do le Barrel Roll!"
He twirls, midair, much like his Dash Attack. He doesn't go forrward though he stays where he is. Same properties. Same damage
Back Aerial - Tail Toss
Dimitri swings his tail forward and
if it hits, he throws the person backwards. Does no damage but its useful for trapping on Shadow Moses Island.
Up Aerial - Cross Clap
Dimitri claps his hands above his head. This does 6%
Forward Aerial - Tazing Punch
Dimitri swings his hand in front of him and shocks the opponent with electricity. Does 5%
Down Aerial - Tail Spike
Dimitri slams his tail, like a spike, under him. Has Meteor Smash effect and does 7%

Grab - Tail Grapple
Dimitri swings his tail forward in hopes of grabbing someone. When he has someone, he wraps his tail around them.
Pummel - "Greasy Squeeze!"
Dimitri squeezes the opponent with force. Does 2%
Up Throw - Tazer Combo
Dimitri throws the opponent 1/2 Stage Builder Block above him and he punches with his Tazer Ring. Does 8%
Forward Throw - "Greasy Grinder"
Dimitri stiffens the frill on his tail cutting at the opponent. Does 8%
Back Throw - Tail Toss Part Deux
Dimitri does like he does in the air, only on the ground. Again has no damage but still good for trapping.
Down Throw - Greasy Piledriver
Dimitri flips his opponent onto his head and drives his/her head into the ground. Like Rob's Down Throw. Does 9%

Extras - Finally
Taunt 1 - Dimitri says, "Yum, yum! Give me some!"
Taunt 2 - Dimitri says, "I can outdress you, surely I can outsmart you."
Taunt 3 - Dimitri says, "I'm Mag-to-le-Jag-to-le-Nificent, Baby!"

Winning Pose
Pose 1 - Dimitri slides in an says, "Don't even try to understand Dimitri!"
Pose 2 - Dimitri appears in a flash of purple smoke and says, "Greasy Sweet!"

Pose 3 - The other Klaww Gang members surround Dimitri. Each member says something different. Rajan says, "You are deserving of my prescence." the Contessa says, "Well, well Dimitri. I never would have guessed." Jean Bison says, "I sure like to buy that ring off 'ya." Arpeggio says, "Good show, Dimitri. Good show!"



Smash Apprentice
Aug 13, 2007
Dimitri was always a favorite character of mine. The set really fits his character, even if it doesn't meet the vastly over expectant standards people seem to apply to everyone.

I find the set a bit tough to look at. Try placing empty spaces between each header and attack so it's not as cluttered, and limit color to the section headers and attack headers. (Of course, I'm not one to talk about organization, am I?)

The Neutral Special does decent damage, but losing 2 seconds every third use kind of kills it. Since removing that would remove some of the flavor Dimitri has, why not balance it with another benefit? Make it so anyone hit by it takes a full second of hitstun, unless they were already stunned when the attack hit.


Smash Cadet
May 16, 2010
Thank you for saying that and I already had it pre typed and didn't feel like changing a lot of it. I was trying to make him as authentic as possible cuz in Sly 2 he had almost 2 seconds of lag after malfunction


Smash Ace
Nov 15, 2005
Shropshire Slasher
DM. There's something genuinely wrong here when you lambast someone for having an opinion. Especially one that, at no point, asserted itself as the "right one".

So, of course, I'm going to be a hypocrite and do the exact same thing to you. :bee:

There is absolutely nothing redeeming about removing playstyle from your movesets. It doesn't mean you have more freedom in expressing your ideas, it means less. Playstyle is a part of interpreting a character and expressing them to the reader.
You couldn't figure out how to play as Jecht? The lack of a dedicated section suddenly makes it impossible to notice how he plays? Oh, that is so adorable.

tl;dr: works kinda like soccer

You're not a terrible movesetter Katapultar, believe it or not, although I am one of the only people remaining who still has that faith in you
As Monkey.D AWESOME pointed out, Katapultar has every confidence in himself and his movesetting style, and he doesn't need his opinion babied with statements like this.

I'll give you this one kindness; I won't actually comment on the moveset for Jecht....

...This moveset doesn't just lack cool concepts or an in-depth playstyle, it lacks effort. This is a shoddy set, and doesn't even do justice to the character.
I actually found Jecht to be a smart subversion of the normal approach/attack/KO protocol. Ok, the actual system for it is flawed as heck (Besides being a jarring and arbitrary "play it my way or lose" rule swap, it doesn't even take 3-4 players into account) but if we're talking "concepts and playstyle" then Jecht achieves far more than he's getting credit for.

I don't think Jecht is the perfect expression of Kat's new outlook, he can certainly improve in the "fun and educational" department, but I think it's great that Kat's willing to explore a path we've all but abandoned. And none of us have the right to attack him for that.


Smash Hero
Oct 5, 2008
Dedham, MA
I completely agree with you, but I do think kat's ......shenanigans have a grain of truth to them however how small.

Even tho it seems standard nowadays to have everything be unique and ground-breaking, or smash-breaking to the point of creating a whole new mode -just- to play the character, what is necessarily wrong with creating a relatively simpler set for a character that captures a character well, but doesn't exactly have a super-awesome playstyle/etc?

That said everything else he said is essentially summed up by what I've quoted

darth meanie

Smash Journeyman
Jun 6, 2008

Well then, let me talk about this set. It reminds me a lot of Magmortar in a way, how you buffet away at opponents and lure them in for melee combat, but Cacturne approaches it differently enough, what with his stronger melee and more passive damage through Sandstorm. I do worry though about the balance of Sand Attack; a full second of hitstun on a lagless move is kind of worrying, (although Leer says that unlike Sand Attack, Leer has no lag, which confuses me a bit more). I also love the balance between high-damage gimping and traditional KOing; movesets with variety in their killing tactics are always good to see.

That said, the moveset doesn't have many other glaring flaws. The use of the recovery to combine Cotton Spore with Sandstorm was very clever, as were several other moves, including Growth, which was a rare case of a mechanic changing standard attack that didn't feel forced at all, because it was still a natural attack and wore off quickly, but with a time window to use it effectively. Very nice. That said, I'm not a big fan of one-off effects like Absorb's dehydration; this could've been much better if it had been woven throughout the set, rather than feeling like a playstyle relevant, but tacked on extra debuff for the opponent to deal with.

Nevertheless, Cacturne is a smoothly written moveset. Your writing style still suffers from a bit of tl;dr, and you could use a better economy of words. While it isn't aesthetically polished though, the moveset itself rather is, and you give yourself too little credit. You've gotten a lot better as a movesetter and maintain a distinctly unique style to your movesets. The match-ups are top notch, as usual. There really isn't much to complain about here, very well done UserShadow.


Dimitri is your second attempt at a moveset, I believe? The moveset's writing is a bit unapproachable, you could use some more line breaks and separated headers to make the moveset easier to read. Monochrome large print does you no favors.

There are some clear balance problems with the Down Special; 3 seconds is a lot more time than it may actually seem. That's long enough to land 4 Falcon Punches in a row, so keep in mind that in fighting games things are more often measured in fractions of a second than entire seconds.

There are a few other problems too, The Side Special is a little confusing as you never actually describe what a Clockwerk Tailfeather is, although you do at least tell us how many he has after you explain he can't use the move without them. The individual moves are also a bit meager, and you don't have any sort of playstyle. Even the simple act of including a playstyle section in your movesets will help you reflect on how to improve sets and where your set is going.

This is a pretty subpar set, but it's to be expected from a newcomer. I'd suggest that you read more sets and try to emulate what they do successfully for your next set, as it'll be easier to learn what makes a set good by learning yourself than having it explained bit by bit. Keep what I mentioned in mind though, and you're certain to improve with your next set.

And, finally, in acknowledgment to the... reaction, to my previous post, let me clarify something.

I have nothing wrong with making a set for a character you like, by any means. If anything, I am constantly trying to make the best sets I can for the characters and Pokemon I like. That was not what my problem was with Katapultar's recent post, and it's not my position.

My problem was with the fact that Katapultar clearly did not think that Jecht was a good moveset by the standards of playstyle or quality, and instead tried to justify it by saying that it wasn't a bad moveset because he was doing it for a character he liked rather than a concept. That is in no way in conflict with making a good moveset though. Every moveset I've made has been with a character in mind first (even VideoMan.EXE, Junahu), and I know that other users do the same thing.

That was my problem with what he said, and that was what I was arguing against. If you want to make a moveset for a character you like, go ahead. If the idea you have for the playstyle isn't mindblowing either, that's fine too. If you just don't put any effort into it though, then I've got a problem.

And Junahu, if I'm not mistaken you're one of the ones least likely to find a subversion to traditional KOs acceptable, so I'm tempted to believe that you like it in Jecht purely out of a desire to be contrary. Correct me if I'm wrong, of course. And even then, the goal system would be more interesting, were it not for the fact that very little of the rest of the moveset plays into it.


Smash Master
Feb 1, 2008
Strangereal Equestria
Zomg boiling blood


I know what you said about Cacturne being a downgrade of Scarmiglione, and while it is, it's not necessarily bad. Cacturne manages to stay true to a cactus and his Pokedex entries. Also I like what you did for his final smash. Since deserts can reach freezing temperatures at night, it fits very well for what you did here.

Sorry for the really short comment, but I'm not that experienced much yet in commentating, working on it.


I see we have a Sly Cooper set( the wonders of Google), and one of a Lizard. First thing I want to get out of the way is that the one piece coloring, really hard on the eyes. Any wall of text, especially one with out spacing breaks, is a bad turnoff for your set.

Reading the Nspec, 2 seconds is overkill. Despite passing almost instantly when you don't pay attention, 2 seconds is a very long time.

Overall, nice attempt at a moveset, and debatable if a improvement over Glameow. Also don't be hard on your self. You need self confidence!


Right off the bat, I want to comment on is the writing style. I can't take it seriously. Your overuse of Manly gets tiring early on, and whats worse, I start losing respect for the set. While it may have seemed fun in your view, it isn't in mine. In my view, it shows you didn't take this set seriously. While yea, your making move sets for fun, if other people can't take your sets seriously, it will end ugly, and you will start loosing peoples opinion that you are a move setter with potential. For example

Kat said:
Size: **** (Jecht's size is totally like his manly bro Captain Falcon)
Weight: *** (Jecht's weight is also totally like his manly bro Captain Falcon)
Speed/Jumps: ***** (Jecht's speed is once again totally like his manly bro Captain Falcon, except he has awesome aerial ability because he totally deserves it)
Reading that, I can't take it seriously. Why? Because apparently, Jecht stat wise is Captain Falcon, with better air movement. It was like no thought was put into the stats at all. It was merely an afterthought, created to fit the requirements of the contest. Of course, I'm sure that there are many sets with similar stats to other characters, but the way you worded it with "manly bro, Captain Falcon" makes me think that no thought went into it.

Jecht, the moveset, has a interesting concept, which fails to fly. Blitzball, while interesting, is a move that fits more to another FF character, Wakka, who uses Blitzball equips in battle. Compared to the other moves, Blitzball seems shoe horned. Blitzball is definitely a interesting mechanic, using the Blitzball to score K.O's, but when compared to the other moves, I see no incentive to try and use the Blitzball to my advantage because I can just take the faster route by K.O someone by just hitting them with the Side Smash or just the Down Special.

Also, another missed opportunity is that you could of used manliness as a mechanic of sorts. Seeing how much you emphasized on Jechts "manliness" it could of been altered as a mechanic seeing in how the Down special you mention him charging his manliness.

Look, I know I sound very nitpick at the start of this commentary, and I know you wanted no one to comment on this set. But I felt that some stuff needed to be pointed out.

Jecht the moveset is a missed opportunity in my eyes. While you set out to make Jecht fun and educational, it ended up as something most people wouldn't read. While I'm sure people enjoyed the set, it was most likely in a way you didn't intend on doing.

Also I could see that Jecht was based on his Dissidia form.
Jecht isn't the manliest man in FFX, that honor belongs to Auron instead.