Talk about a blast from the past, I remember when you first talked about
Scarmiglione, US: everyone was claiming other Final Fantasy IV characters that never turned out, hah.
It’s a bit of a nuisance that my first quarrel starts with the image you use in showing us, the reader, Scarm’s second, ‘true’ form - you use fan art; terrible, terrible fan art that makes him look like a bipedal super villain. As we both know, he is not, he is built like an ape and you really should have used the
far superior sprite work. I know, I’ve gone on a while about this, but there are further problems with being out-of-character – it is awkward for, in this form, Scarm to perform moves suitable for his first form, when he is built like a behemoth [Warlord said this, but it’s very true].
It is also rather awkward for this character to be using earth moves, seemingly just for the sake of it – of the four elemental themes, Scarm has basically the littlest to do with his own, besides the idea that un-dead are earthly as they rise from the ground. His natural abilities are all poisoning, deathly-themed moves in FFIV, if I remember correctly, so it’s a bit odd seeing him with so many magic syndrome-y moves with props like rocks or pieces of ice. It’s also odd that you, despite what you say in the playstyle, make out the second form to be offensive, when it’s entirely healing-based – works with the playstyle you give the moveset, but it’s how you say it is in the game. If you aren’t confused by that last part... Scarm should become a monster when he transforms. I feel this is linked in with the absence of the proper second form, replaced by the lame fan art.
Those are all of my complaints: the moveset benefits from a very sound transforming mechanic that is key to the playstyle – I loved the Kel’Thuzad-style un-dead whom are absorbable and manipulated throughout, the double-sided poison fog and all the wind / ground moves that interacted here. When you’re on-base – using poison or undead types you’re hitting close to how I feel the set should be and it works in a simple way that hasn’t really been tried before with a healing character. You’ve really brought a new dimension to the whole ‘formed’ archetype and it’s very interesting.
While the playstyle doesn’t fix Scarmiglione, it’s still very good – I love the healing parts, as mentioned, but the parts involving the Skullnants: destroying, summoning or otherwise interacting with them is always handled well. With previous percentage-modifiers like Von Kaiser, Hades or even Pennywise, there was always a problem with influencing your percentage without either going too far or being too obvious to the opponent, but the poison fog is definitely a new, working approach to that. Generally, forms of characters are less used due to these sorts of balancing issues and this is a fantastic way of making them viable again.
And with that, I feel I’ve repeated myself a dozen times, so I’ll go ahead and finish. Scarmiglione is an excellent moveset and probably one of my favourites of yours – it does have an improved, if still somewhat waffling writing style and a better than usual UserShadow playstyle. It’s far from perfect, though – you would benefit greatly from losing the magic syndrome-y stuff from all of your sets.
Now,
Jason. I already made a [probably too long] video review on YouTube about this moveset that’s over an hour long, so I’ll keep it short.
JASON! JAAASOOON! [/referencenoonewillget]
Jason is a flat out horrible moveset – it’s on-par with many other newcomer movesets in being terribly underpowered. There’s the awful straight-line arc for the machete that makes it utterly predictable, the horrendous final smash that kills him, the utterly useless grabbing game – due to the slow movement of Jason, which is dire and there’re just zero redeeming qualities. All-in-all, this set demonstrates exactly how to underpower a character in the absence of clear-cut logic, as anyone who plays against Jason could potentially be running circles around him within moments.
In terms of what’s tangible, manipulating the stage like in the u-tilt is ridiculous for this character and totally out-of-place. The reincarnation rip-off is also nastily bad, due to being shoehorned in, like the neutral special. All of Jason’s aerials are suicides, while the down aerial is Ganon’s; oh dear. Due to the increbile uselessness of the machete when thrown, Jason could easily lose the barely-working side of this moveset – don’t get me wrong and think that’s good, as the other side is downright broken, so much of the playstyle is worthless.
On that note, the organisation, writing and extras are hilariously bad as well. He has a taunt that somehow breaks the game, a non-PC
stage, a codec that breaks the fourth wall and beyond those rather unimportant things, the match-ups are all rubbish.
It’s almost to the point of I wanting to label this as an art project, in making a bad moveset – it’s a lot like Pennywise in that way, but I’m not sure if you have a high enough grade of humour to contemplate it. The bad organisation, playstyle and writing is reminiscent of a ‘90s moveset indeed,
but that’s not good. KRool and Junahu are genuinely polishing a turd with this set’s commentary and that’s partly why I’m being a bit aggressive with this comment, as lets not even joke about the quality of Jason, it’s well under-par, even for you, Kat.
However, it isn’t your worst and I’m glad you made it. I had a lot of fun commentating on it in the video I made and reading it the first time, particularly that hilari-awkward up tilt, so don’t lose hope just yet. You’re a fan of Pennywise and this is, in many ways, a spiritual successor to that set – so it’s certainly worth a mention in the future MYMing crematorium of sets.
I'm sorry that I couldn't get around to Komodo Bros: I will, hopefully tomorrow.