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Make Your Move 8: -TOP 50 POSTED-

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
Everything was beautiful, and nothing hurt

Alright. I'm ready for my second shot at this. Here goes nothing.


Kilgore Trout


First off, Kurt Vonnegut is one of my favourite authors of all time. I'm a big fan of the distinctly human way that he writes, with no real good or bad. Only jokes and satire about everything in existence and drabbles about how the human race has no hope and deserves to die horribly. He also died on my birthday.

So it goes.

Kilgore Trout is one of Kurt's most iconic characters, appearing in a variety of books he has written. While initially he was based on another author, Theodore Sturgeon, he eventually evolved to become Kurt's link to the universe of his postmodern fiction.

This is my 'fancy' character, where I work my hardest to make every single move relate back to the character himself, like what I did with Johnny Turbo back in MYM2, and what I tried to do with Strago. A lot of the earlier movesets tended to have bonus points for having a lot of references, so I was kind of used to that facet. So here's my last hurrah for the idea, and it's one big Super Smash love letter to the character and style of Kilgore Trout. I'll do my best.

The main part of the moveset is complete. It is mostly extraneous things that I still have to fill in(animations, mostly).

My next character will my first shot at a 'flow' character, so keep an eye for that one.

Here it goes.




Appearance: Appears almost exactly like Kurt Vonnegut, because Kilgore is essentially Vonnegut himself. Perhaps.




He is a man in his 50s or 60s, jaded with the world around him, and having fun at others' expense to make up for it.
Kilgore also wears a thick, beige trenchcoat, almost hiding from the world around him, as it frightens and fascinates him.



Vital Statistics:​

Size: 4/5


Kilgore is the size on an average man, more or less. Probably around Captain Falcon's height, if not a little shorter.


Speed: 3/5


Even if Kilgore was a svelte, strong athlete when he was younger, age has slowly taken its toll on him.


Weight: 3/5


Kilgore is of average weight, and as such, gets KO'd at an average rate.


Jump Height: 2/5


Referring back to speed, age does have profound effects on a person.


Fall Speed: 3/5


There really is little to say on the subject of the rate of falling, when it comes down to brass tacks, but Kilgore has an average one of those, I suppose.

Traction: 4/5


Kilgore can stop fairly easily, though not without the laws of physics applying to him.


Can he...

Crawl?: Yeah. Can't everyone?
Walljump?: No. He's not as strong as he used to be...
Wallcling?: No. See above.
Glide?: No. He's not much of a flyer.



Alternate Costumes​


Beige trenchcoat(default)
Dark red trenchcoat(Red Team)
Baby blue trenchcoat(Blue Team)
Dark green trenchcoat(Green Team)
Black trenchcoat


Entrance: Kilgore appears and creeps towards his spot on the field, seemingly not wanting to be noticed, but perhaps no one wanted to notice him...

Series: Kurt Vonnegut

Logo: A Tralfamadorian head. You'll see one soon, I promise.

Wiimote Sound: "Now, it can be told."

Trivia: Kilgore will say "So it goes." When he is KO'd.


Like Strago Magus and Johnny Turbo before him, every single one of Kilgore's moves make some reference to his own universe. Specifically, his vast collection of short stories.
Much of Vonnegut's writing style focuses on non-sequiturs and absurd situations, oftentimes with a description of a Trout short story integrated in the book, so I try to stay true to that universe.
Most of Kilgore's movelist derives from his short stories from the book 'Breakfast of Champions', as he is one of the main characters in that novel. The idea for maintaining the non-sequitur nature of his moveset not only derives from Vonnegut's own postmodern writing style, but also from a concept in Breakfast of Champions, where Vonnegut is the god of his own personal universe, explored in his fiction.
Of course, this does raise the question on whether Kilgore Trout was the one who actually wrote about the concept of Super Smash Brothers, but try not to think too hard about that.

Thanks to the wonders of Internet research, I can now relate most of Kilgore's moves to their respective story without having to find the book I have which has them. Quotes from each short story of note(if applicable) appear to familiarize the reader with each one.


Playstyle:

Kilgore is a fairly balanced character, with moves for most types of situations at hand. He has some moves suited for racking up damage, and others suited for the final blow. He is only limited by the power of his imagination, which he keeps hidden through his links to the universe. Like Billy Pilgrim and his time doors for Slaughterhouse-Five, or like how Kurt Vonnegut left the world of Breakfast of Champions through a warp at the end of that book, Kilgore's trenchcoat allows him to conceal the paths to the universe of his stories.

One of Kilgore's main strengths is his unpredictability. Schrodinger Fu, TVTropes might say. His home literature(And home universe) is riddled with all sorts of strange and magical things taken for granted. Just like Kurt Vonnegut is the god of his stories and can conjure and change things as needed,(Particularly noted in Breakfast of Champions) Kilgore is the god of his own imagination, it being open to all sorts of concepts and possibilities.
Just like Kurt, Kilgore's stories focus on satirical tirades against society while integrating it with his characteristic surrealism.

However, while conjuring up images and symbols for his books does allow Kilgore the power he needs to take on enemies, they are also his weakness in a way.
Conjuring up these images for each time he attacks prevents him from being on his guard and aware at all times. Therefore Kilgore must be very careful with using his imagination. One mistaken story for one mistaken situation, and Kilgore will be back to his forgotten state.

As a result, Kilgore Trout is a character best-suited for mind games, and taking advantage of times where his opponent is off-guard, and punishing their mistakes.


Normal Attacks


Jab:

How You Doin'?



"Trout wrote a novel one time which he called How You Doin'? and it was about national averages for this and that. And advertising agency on another planet had a successful campaign for the local equivalent of Earthling peanut butter.
...
The ad went on to say that superior and inferior people alike ate such and such brand of peanut butter. Except that it wasn't really peanut butter on that planet. It was Shazzbutter."


Kilgore Trout hits the opponent in the jaw with a jar of Shazzbutter he takes out of his coat.
On the average smasher, like Mario, the move can be good for sending the enemy away for a certain distance, functioning almost like Ganondorf's Thunder Punch. Due to the fact that Kilgore must conjure and remove the Shazzbutter from his coat, there is a little bit of lag associated with this attack, and it takes about 1 second to perform completely. Does 5-8%


Dash Attack:

Asleep At the Switch.


Kilgore falls and briefly sleeps onto his enemy, face-first. The enemy is essentially trapped under him at this time.
He wakes up soon afterwards. Since he sleeps regardless of whether he hits or not, most Kilgore players advise to avoid this move. Does 4-6%



Forward Tilt:

2BR02B.(To be or not/naught to be)


"Everything was perfectly swell.

There were no prisons, no slums, no insane asylums, no cripples, no poverty, no wars.

All diseases were conquered. So was old age.

Death, barring accidents, was an adventure for volunteers."


Kilgore slides ahead and briefly ages, his hands flailing ahead of him like an imbecille, before reverting back to normal.
The move starts and ends fairly quickly, and has an acceptable amount of knockback ahead of Kilgore. It can work as a kill move at high enough percents, such as 150%.
The attack also sends Kilgore forward. 4-8%



Up Tilt:

Dog's Breakfast.


Kilgore fist-pumps a can of dog food above his head, presumably it being the breakfast of a dog. The move has a small bit of knockback upwards, and can juggle at lower percents. The move is also very quick to start and end. 5-9%



Down Tilt:

The Big Board.


"These fictitious people in the zoo had a big board supposedly showing stock market quotations and commodity prices along one wall of their habitat, and a news ticker, and a telephone that was supposedly connected to a brokerage on Earth. The creatures on Zircon-212 told their captives that they had invested a million dollars for them back on Earth, and that it was up to the captives to manage it so that they would be fabulously wealthy when they were returned to Earth."

Kilgore quickly does some stock taxes, which print out of a calculator he brought out while crouching. Contact with the taxes does 6-11% damage.
The startup is somewhat slow, due to the calculations having to be made, though the taxes have okay reach, printing out a small amount across the floor. Perhaps opponents are damaged not just by the action of calculating the stocks, but also by the collective greed inherent in the rat race...



Smashes


Forward Smash:

The Smart Bunny.



"The leading character was a rabbit who lived like all the other wild rabbits, but who was as intelligent as Albert Einstein or William Shakespeare.
It was a female rabbit. She was the only female leading character in any novel or story by Kilgore Trout.
She led a normal female rabbit's life, despite her ballooning intellect. She concluded that her mind was useless, that it was a sort of tumor, that it had no usefulness within the rabbit scheme of things."


Kilgore foists a large-headed rabbit ahead of him to maul the opponent. The rabbit is essentially thrown onto the enemy, but it doesn't stick to the opponent. Rather, after its purpose is served, is simply disappears, the bunny knowing it is unable to function in its environment. Kilgore, knowing what the bunny knows, simply removes it from existence. 15-23%


The bunny is actually a projectile, which doesn't travel too far. About the same distance as a Pikmin from Olimar's fsmash. Regardless, it still can serve the function of a projectile, and cancel out another one heading towards Kilgore.



Upward Smash:

The Money Tree.


"Trout, incidentally, had written a book about a money tree. It had twenty-dollar bills for leaves. Its flowers were government bonds. Its fruit was diamonds. It attracted human beings who killed each other around the roots and made very good fertilizer. So it goes."


A money tree lunges upwards from where Trout stands, as he faces the player, arms crossed, before retracting into the ground. Hitting the actual trunk of the tree causes massive knockback, while hitting the dollar-bill leaves does not. 16-26%


The money tree itself is slightly higher than Kilgore's height, so approximately the height of Bowser or Donkey Kong. It is about the same width as well.
Since hitting the wooden part of the tree is where the damage comes from, the move is best executed when the opponent is in close range of Kilgore.



Downward Smash:

The Dancing Fool.


"A flying saucer creature named Zog arrived on Earth to explain how wars could be prevented and how cancer could be cured. He brought the information from Margo, a planet where the natives conversed by means of farts and tap dancing.
Zog landed at night in Connectitut. He had no sooner touched down than he saw a house on fire. He rushed into the house, farting and tap dancing, warning the people about the terrible danger they were in. The head of the house brained Zog with a golf club."


A multi-legged alien, the size of Kilgore Trout, appears and dances and farts around him when the attack is charging, doing damage to anyone it encounters as Kilgore charges the smash.
Kilgore eventually brains it as it moves behind him with a golf club, doing more damage to anyone in the way. Contact with the alien causes 3-6% damage,
while contact with the golf club does 17-26%. If the smash is released immediately, Kilgore will simply turn around bring the golf club down on an enemy behind him.



Aerial Attacks


Neutral Aerial:

The Fourth Dimension.



"The book was called Maniacs in the Fourth Dimension, by Kilgore Trout. It was about people, whose mental diseases couldn't be treated because the causes of the diseases were all in the fourth dimension, and three-dimensional Earthling doctors couldn't see those causes at all, or even imagine them.
One thing Trout said that Rosewater liked very much was that there really were vampires and were-wolves and goblins and angels and so on, but that they were in the fourth dimension. So was William Blake, Rosewater's favorite poet, according to Trout. So were heaven and hell."


Trout briefly phases in and out of the fourth dimension, similar in appearance to television static, doing electric damage.

The entire attack takes about half a second. Kilgore is invincible when he turns to static very briefly, even to projectiles.
He remains stationary in his jump pose as he does the move.
Does 9-15%.

If one is in direct contact with Kilgore as he performs this attack, they are taken into the fourth dimension as well, complete with static effect, and are knocked back from the shock.
Knockback is fairly high in this situation, and can kill at relatively low percents off the side for light characters(75%-80%).

If one goes into contact with Trout as he is phasing, they will still be hit back, but not nearly as much. The damage will also be lower. (Halved)



Forward Aerial:

Golden Wedding.


Trout hits the enemy similar to the way Shiek does, only holding a golden top hat. Since Kilgore conjures the hat as he attacks, the startup is very fast.
The knockback is fairly weak, not being nearly enough to KO the enemy at any percent, but can be good for stopping recovery. 5-9%


Backward Aerial:

My Ten Years on Automatic Pilot.


Kilgore pretends to shoot backwards like on a war plane, launching his hands back and forth as he does so. However, on contact with Kilgore's hands,
the opponent is lit on fire, as if they were actually shot from a plane. It does several small hits, each doing 3-5%. This builds up to become 15-25% if all hits connect, though.


Upward Aerial:

Venus On the Half-Shell.


Trout takes the planet Venus, which he has conjured above his head and in his hands, and tears it apart. Hitboxes are on either side of Kilgore's hands with part of the planet on them. The attack has fairly little lag upon landing, due to being in an almost standing pose, making it a good choice for an aerial to use or spam. It can work as a kill move at high enough percentages(115-140%) Does 9-15% damage.


Downward Aerial:

This Year's Masterpiece.



"The name of the planet where Trout's book took place was Bagnialto, and a "Barring-gaffner" there was a government official who spun a wheel of chance once a year. Citizens submitted works of art to the government, and these were given numbers, and then they were assigned cash values according to the Barring-gaffner's spins of the wheel."


Trout sits in a giant wheel of chance, which spins into the ground, similar to Bowser's dair. Each little hit does 2-4%. It does multiple hits,(Up to 10, so it can do 20-40% if all hits connect) but it cannot spike, and has much lag when he returns to earth.
(picture of a roulette wheel)



Special Moves


Standard Special Move: Hail to the Chief.

"Trout couldn't tell one politician from another one. They were all formlessly enthusiastic chimpanzees to him. He wrote a story one time about an optimistic chimpanzee who became President of the United States. He called it "Hail to the Chief."
The chimpanzee wore little blue blazer with brass buttons, and with the seal of the President of the United States sewed to the breast pocket.
Everywhere he went, bands would play "Hail to the Chief." The chimpanzee loved it. He would bounce up and down."


Kilgore summons a chimpanzee in a presidential blazer and hat. Since the chimp is a curious type of animal, it will, obviously, explore the stage and/or engage in wacky hijinx. But, for the sake of it not being an Assist Trophy or anything, the chimp will just jump around Kilgore, shielding him forwards then backwards then forwards again. If hit, the chimp screeches and hides behind Trout into the background, so as not to be seen by the player.


Contact with the chimp does 3-5% damage. Hitting the chimp with anything, though, even a projectile, will cause it to shriek and hide.


Side Special Move: Plague on Wheels.

"The words in the book, incidentally, were about life on a dying planet named Lingo-Three, whose inhabitants resembled American automobiles.
They had wheels. They were powered by internal combustion engines. They ate fossil fuels. They weren't manufactured, though. They reproduced.
They laid eggs containing baby automobiles, and the babies matured in pools of oil drained from adult crankcases.
Lingo Three was visited by space travelers, who learned that the creatures were becoming extinct for this reason:
they had destroyed their planet's resources, including its atmosphere."


Trout conjures and enters a old car and drives ahead. The function of the move is similar to the Wario Bike. Contact with the car does 10-16%(A bit lenient, considering it's a two-ton death machine) and knockback ahead of Kilgore Trout. Kilgore can exit the car at any time by pressing either A or B, where he will close it, and it will remain on the stage until he wishes to drive it again, or until it eventually fades away.


Like the Wario Bike, Kilgore can accelerate and decelerate the car to suit his needs. He can also taunt from there. (He will offer a V for victory sign to the player.)
Despite the fact that it's a car we're talking about here, Plague on Wheels has surprisingly little knockback, and can actually be destroyed once it sustains 20% damage.
It's not recommended to be a kill move.

Unusually, if the attack is used in the air, in an odd display of realism, the car will simply drive downwards and crash.
The crash does 20% if it hits an enemy, and leave a burning hunk of garbage on the stage should it land on it, which can be broken into pieces, or eventually fade away.
However, Kilgore should never use this move when trying to recover, as it will send him careening down to his demise.
Only one automobile will remain on stage at a time.


Up Special Move: This Means You.

"It was set in the Hawaiian Islands, the place where the lucky winners of Dwayne Hoover's contest in Midland City were supposed to go. Every bit of land on the islands was owned by only about forty people, and, in the story, Trout had those people decide to excercise their property rights to the full.
They put up no trespassing signs on everything.
This created terrible problems for the million other people on the islands. The law of gravity required that they stick somewhere on the surface. Either that, or they could go out into the water and bob offshore.
But the Federal Government came through with an emergency program. It gave a big baloon full of helium to every man, woman and child who didn't own property.
There was a cable with a harness on it dangling from each baloon. With the help of the baloons, Hawaiians could go on inhabiting the islands without always sticking to things other people owned."


A cable exits from Kilgore Trout's coat sleeve, with a balloon on the end of the cable. In an instant, the balloon quickly inflates to full size, allowing Kilgore to float freely up in the air, preventing him from touching any property the other Smashers may have on the ground.
Floating on the balloon, Kilgore can change his direction easily by moving back and forth, as stated earlier. The opponent can push onto the balloon as well, influencing its movement ever so slightly, although the opponent cannot actually stand on top of it.
Trout can potentially float infinitely high(but he can get KO'd from the top of the screen, like the Wario Waft), but if he or the balloon is attacked, the balloon pops and he goes flying down, a slave to the binding law of gravity once more. He can stop the move at any time by pressing any non-directional
button.
Startup and endtime is very fast. Does no damage.


Down Special Move: Tralfamadorian.

"they were two feet high, and green, and shaped like plumber's friends. Their suction cups were on the ground, and their shafts, which were extremely flexible, usually pointed to the sky. At the top of each shaft was a little hand with a green eye in its palm. The creatures were friendly, and they could see in four dimensions. They pitied Earthlings for being able to see only three. They had many wonderful things to teach Earthlings about time."


Kilgore picks a Tralfamadorian out of the ground, like Captain Olimar. The Tralfamadorian hops and follows him around until an opponent is in sight.
At that time, the alien lunges at them, hitting them several times with their hand-like head. The Tralfamadorian flails around 3-5 times, each flail doing 1-3 damage.(9-15%) The Tralfamadorian disappears after attacking.


Like Olimar's Pikmin, or the chimp from Hail to the Chief, the Tralfamadorian can take one hit before it must return to its native planet. Only one Tralfamadorian will accompany Kilgore at a time, so be careful with them.


Throws


Grab:

Simple. Kilgore grabs the enemy with both hands.


Grab Hit:

Simple again. Kilgore headbutts the opponent, like Mario, Luigi, or anyone else with a headbutt throw attack. 1-3%


Forward Throw:

"The story began with a big party in honor of a man who had wiped out an entire species of darling little panda bears. He had devoted his life to this.
Special plates were made for the party, and the guests got to take them home as souvenirs. There was a picture of a little bear on each one, and the date of the party. Underneath the picture was the word:

GILGONGO!

In the language in the planet, that meant "Extinct!""


Gilgongo!


Trout hits the enemy with a toast to the elimination of wild animals and destruction of the ecosystem, saying 'Gilgongo!' as he does so. The toast sends the enemy ahead and upwards, although it cannot kill until higher percents such as 175% or so. Does 6-10%.


Backward Throw:

Mouth Crazy.


Trout brings the enemy behind him before doing the attack. Bringing out a dirty magazine, which contains one of his short stories, he swats at the enemy behind him several times, sending them sliding on the ground backwards. The move has set knockback, justifiable, as it's just a magazine. It does 4-7%.


Upward Throw:

Empire State.


A small replica of the Empire State Building comes out of the ground and hits the opponent upwards. This is probably Kilgore's most powerful throw, particularly on especially light enemies, due to the high knockback. Walking into the building while it is conjured sends the
opponent upward as well. 6-11%


Downward Throw:

The Dirty Movies.



"The humanoids told Don that if he went home with a *****, she would cook him a meal of petroleum and coal products at fancy prices.
And then, while he ate them, she would talk dirty about how fresh and full of natural juices the food was, even though the food was fake."


Trout force-feeds the enemy coal and tells them about how it`s actually delicious, juicy fruit. The digestion of the foul rock causes damage.
Further use of the move on the same opponent does less and less damage overall, as their body gets used to the idea of coal as food. 3-12%



Final Smash: Now It Can Be Told.

"The premise of the book was this: Life was an experiment by the Creator of the Universe, Who wanted to test a new sort of creature He was thinking of introducing into the Universe. It was a creature with the ability to make up its own mind. All the other creatures were fully programmed robots.
The book was in the form of a long letter from The Creator of the Universe to the experimental creature. The Creator congratulated the creature and apologized for all the discomfort he had endured."


Upon the start of this Final Smash, Kilgore enters a rocketship to search for the one creature with this ability to make up its own mind...

Due to not actually finding him, he must substitute this creature with mentally unstable car salesman Dwayne Hoover.


Kilgore makes Dwayne read his book, knowing previously that the effect of doing so was total chaos, and now using that to his advantage.
Swiftly going mad, Dwayne jumps out of the rocketship into the Smash arena!

Dwayne runs around the field, jumping around like a loon, and harassing the other fighters.(10% on contact)
However, that's not all he will do.
Dwayne will also grab a random Smasher and shake them repeatedly, giggling and grinning as he tells them that they are actually a machine.(Shaking adds up to 20% damage, building up like poison from a Lip's Stick)
He will then punch them offstage.(15% with enough knockback to KO at 60% or so)

Afterwards the police catch up with him.
He is placed in an ambulance, and with a cry of "GOODBYE BLUE MONDAY!" the ambulance will drive off the stage, sending Dwayne off to a mental hospital and doing heavy damage to any Smasher in its path.(45% with enough knockback to kill immediately)
The only downside of the ambulance is that it is relatively easy to dodge.


"He also programmed robots to write books and magazines and newspapers for you, and television and radio shows, and stage shows, and films.
They wrote songs for you. The Creator of the Universe had them invent hundreds of religions, so you would have plenty to choose among. He had them kill each other by the millions, for this purpose only: that you be amazed. They had commited every possible atrocity and every possible kindness unfeelingly, automatically, inevitably, to get a reaction from Y-O-U."
This last word was set in extra-large type and had a line all to itself, so it looked like this:"

"Y - O - U"

Any man would go mad upon this revelation.




Animations:

Rolling(Forwards)
Kilgore leaps to the ground and rolls on his side.

Rolling(Backwards)
Kilgore jumps back to roll on his side again.

Idle Animation 1
Kilgore uses his right hand to scratch behind his ear.

Idle Animation 2
Kilgore will take a small book out of his coat, toss it once in the air, and put it back.

Idle Animation 3
Kilgore will cross his arms in a confrontational way, and look suspiciously on either side.

Tiptoe
Kilgore moves on his toes, softly without a sound, taking on step at a time.

Walk
Kilgore puts his hands in his pockets and walks at a leisurely pace.

Fast Walk
Kilgore leans his body forward, hands still in his pockets, and walks briskly.

Run
Kilgore pumps his arms from front to back while he dashes ahead.

Cliff Attack(Under 100%)
Kilgore will quickly get on the stage while forcing his right leg ahead of him. 7-8%

Cliff Attack(Over 100%)
In a fit of exhaustion, Kilgore climbs up the cliff onto his knees, before slapping the opponent across the face. 8-10% damage.

Waking(Face-First)
Kilgore gets on his knees, and slaps with his right hand in front of him, and then behind him. Each hit does 6-8% damage.

Waking(Face-Up)
Kilgore kicks ahead with both legs while lying on the ground. He will then get up while hitting backwards with his left palm. Each hit does 4-6% damage.

Credits Music: "Hail, Hail, the Gang's All Here"


Extras

Up Taunt: Kilgore takes out and looks at a letter from his biggest fan, Eliot Rosewater. He comments, "It's just a kid."

Side Taunt: Kilgore brushes off his trenchcoat. "Sorry about that, fungi."

Down Taunt: Trout looks down and walks around in circles, fulfilling his one true fantasy, footprints appearing as he does so, and constantly shouting "I am here! I am here! I am here!" as he does so. The taunt continues for as long as the button is held. Man's First Printing Press never looked better.

Victory Poses:

Victory Theme: Kilgore's victory theme is not actually music, but an audience, going from a slow buildup to few claps to a raucous applause.

Kilgore sneaks across, holding a mirror suspiciously under his arm. "I'm taking a leak! Don't bother me!"

Kilgore holds his pet parakeet, Bill, and talks to him, opening the cage for him to exit. Bill is frightened and re-enters the cage as Kilgore shuts it again. "Good job, Bill. You've still got something to wish for..."

Kilgore crouches to the ground, raises his hands to the air, and cries to his god, "I won, now make me young!"


Kirby Hat: Kirby gets Kur... Kilgore's hairstyle. Hail to the Chief has slightly smaller reach, due to Kirby's size.

Snake Codec: (With Colonel)(To be completed)


S: Colonel. There's a weird guy in a trenchcoat fighting. Do you know who he is?
C: Who?
S: Just some strange guy, in a trenchcoat... with curly hair. Know anything about him?
C: Hmm... they say that his name is Kilgore Trout, at least.
S: Huh. That's a start. Know anything else?
C: Other than the fact that he's from Bermuda and he calls mirrors leaks, no.
S: Colonel, how do you know these random things, but not know what he does?
C: There were some reports from a trucker. But again, he seems like a mysterious character. Watch your back.



Trophy Data:
(Written in the classic cheesy SSBM/SSBB trophy description style as I always have)​

Kilgore Trout: Kilgore Trout is a satirical science-fiction writer who had been exposed to many new concepts throughout his life. Although time had not been kind to this washed-up writer, he was rediscovered by the eccentric billionaire Eliot Rosewater, and eventually found his way to success.
Kilgore's short stories are known for their surrealism, along with their serious political commentary.

Now It Can Be Told: When Kilgore learns the great truth of the world, people had better run! Kilgore enters a spaceship to return to his home dimension and returns with one who thinks everyone is a machine, Dwayne Hoover. Dwayne treats everyone on stage as a machine, and as a result, believes that he can hurt them as he pleases! But afterwards, when he is placed in an ambulance, it drives off, causing damage to all who run into it! Who knew this
controversial statement could cause so much chaos?





Kilgore Strategy:

Hey.

Hey. Hey.

Don't worry. It's not that Navi person. Now.

Listen.

Spam Fourth Dimension and you'll be fine, people say. But that will only get you so far. Many of Kilgore's moves can be divided into moves that are strong but inconvienient, and moves that are weak but quick.

Kilgore's best kill moves are as follows:
The Money Tree
Uncharged The Dancing Fool
The Fourth Dimension
Empire State
2BR02B
Plague On Wheels(Air)


Kilgore's quickest moves are as follows:
Dog's Breakfast
The Fourth Dimension
Golden Wedding
Venus on the Half-Shell


Some moves fall in neither category, and as a result, you would have to be a total egghead to use them:
Asleep at the Switch
The Big Board
This Year's Masterpiece



Kilgore's specials, unlike most of his normals, are very defensively based. Hail to the Chief offers protection from a single attack or projectile.
Plague on Wheels gives Trout a small fortress to drive around in. The Tralfamadorian can also take a hit before disappearing back into their own world.
This Means You doesn't even do damage, instead providing a way for Kilgore to infinitely fly in the air to avoid trepassing on enemy territory.

The key to using Kilgore efficiently is to take advantage of each group of moves in a situation where it demands.

Since Kilgore's strongest moves tend to be ground-based, it is wise to stick to the ground when you are in a situation where the enemy is weak.
Landing The Money Tree is the key, as it has high knockback and great range. However, Fourth Dimension can also work in a pinch, and is difficult to telegraph as well. 2BR02B and Empire State work best at higher damage percentages, and when the opponent is close by. Each of these moves has enough power at a given time to kill off an enemy. So it goes.

Some of Kilgore's other ground moves have interesting properties. The Dancing Fool can damage as Kilgore is charging, although the strongest hitbox is behind Kilgore, as he turns to bean someone in the head with a golf club. The Smart Bunny can work as a unique projectile substitute, if you can call it that.

Kilgore can also work wonders in the air. Although his KO options are mostly limited to Fourth Dimension, he can do some unique things, such as juggling with Dog's Breakfast and leading into an aerial once they are highly damaged. Golden Wedding can work as a Shiek-like maneuver to interfere with recovery for those who remain vulnerable when recovering.

Perhaps one of Kilgore's biggest problems, though, is against projectiles. While he has some measures to perform defensively against them, he has a problem actually trying to get close to snare the kill. Since more of Kilgore's moves are close range, he has problems trying to deal damage as well. Plague on Wheels can be used as an option to get in close, and jump-in Fourth Dimension is always worth a shot, although it's hard to time against certain projectiles.

Disjointed hitboxes, such as characters like Marth or Ivysaur, also pose a problem for Kilgore. Unlike against projectile users, his options tend to be fairly limited. It's tough to get in, or give yourself a brief meatshield if they are trying to get close to you. Kilgore has to be patient, and take advantage of any time where they are recovering from an attack.
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
Kilgore Trout is a very humourus set that was none the less entertaining to read. Before I read this set I had no idea who Kilgore Trout was or his author Kurt. He reminds me of some of the old MYM sets that would make references before or after the attacks.

The Final Smash was in paticular extremely lolworthy since it's SOOOO crazy and random. I also loved the Smart Bunny and the "Plague on Wheels". The attacks were all funny awesome. lol at first taunt.

I LOVE this set. The concept of using a variety of media from a certain author and putting it together with references to the series is something rarely done these days. When somebody goes as far as to refer to actual pieces from the original material, it shows that they put a lot of work into the set (Im especially surprised that you got this guy out with all that effort since you only recently posted your other set above). You just HAVE to keep on reading, as you don't know what's to come next, especially if you don't know the character.

Im not going to preach about concepts or flow what-so-not unlike over 90% of MYM - you can believe in what you want to. It's very true that times have changed, though that doesn't stop me from appreciating the value of the past. The point is that I had a blast reading Kilgore Trout for the full value he held. Hopefully others can enjoy Kilgore Trout the way I did, especially those who go back and read it in the future.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
Kilgore Trout is a very humourus set that was none the less entertaining to read. Before I read this set I had no idea who Kilgore Trout was or his author Kurt. He reminds me of some of the old MYM sets that would make references before or after the attacks.

The Final Smash was in paticular extremely lolworthy since it's SOOOO crazy and random. I also loved the Smart Bunny and the "Plague on Wheels". The attacks were all funny awesome. lol at first taunt.

I LOVE this set. The concept of using a variety of media from a certain author and putting it together with references to the series is something rarely done these days. When somebody goes as far as to refer to actual pieces from the original material, it shows that they put a lot of work into the set (Im especially surprised that you got this guy out with all that effort since you only recently posted your other set above). You just HAVE to keep on reading, as you don't know what's to come next, especially if you don't know the character.

Im not going to preach about concepts or flow what-so-not unlike over 90% of MYM - you can believe in what you want to. It's very true that times have changed, though that doesn't stop me from appreciating the value of the past. The point is that I had a blast reading Kilgore Trout for the full value he held. Hopefully others can enjoy Kilgore Trout the way I did, especially those who go back and read it in the future.

Thanks for the comment. Usually when I do a moveset of this type, I do a few hours or so of research while doing it, to make sure it fits. To me, making a proper set is important, but keeping it in character tends to win out.

The whole 'variety of media' thing was actually pretty common back in the early MYM days. It was usually the way I made my movesets, and was the way a lot of old sets that were good used to be like, like MYM1 winner Scrooge McDuck, for example. Or MYM2 winner Stephen Colbert. (Those are actually two of my favourites. I actually keep copies of them in Word. Oddly enough, all the favourite ones I kept are from MYM 1 or 2. Just goes to show how long I've been away. :p)

I kind of found it ironic that I came in with my mindset still stuck in the past after the whole... debacle just a few pages back(I just finished up reading it). I don't really want to add fuel to the fire, though, because I don't want to cause any controversy when I've just returned. I'll just say for people to make what they want and think what they want.

Flow still sounds interesting as a concept to me, though, and I want to try it out first to see how well I can do at it.


Reading Up Edit: (Whoa, MYM 3 is considered ancient history? Wow. Time flies. I wouldn't consider it that old. :p)


---

Anyway, my next character planned is Sophie Hatter from Howl's Moving Castle. She's maybe about 5/8s done. Just have to finish up the set and get a few illustrations.

Then after that, maybe a few Assist Trophies and stages, for the heck of it, and because I haven't made some since MYM2.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
*Insert MvC1 New Challenger theme here*

This moveset is still under construction. I'm revamping it a bit, but it should be almost done.


---


Sophie Hatter, the non-magical girl from the most magical world, joins the Brawl!



"Wait, what? I'm going to be fighting now? After everything Howl's said against war? Really?"


(OK, she never really said that)

Sophie is my all time favourite character in the Miyazaki universe, so this is a little bit of fanboy-ism in play here.(For reference, she comes right after Dola from Castle in the Sky on my list) So like Kilgore Trout, I want to make a moveset which does the character justice.
There already exists a moveset for Howl(Aaalll the way back in MYM1), so 7 MYMs later, here comes his feminine counterpart. I think, if no one's made a moveset for her yet.

It's actually kind of funny that she's my favourite Miyazaki/Ghibli character, considering she was originally a character in one of Diana Wynne Jones' books, of the same title. Both the film and the book chronicle different worlds, and therefore different incarnations of Sophie.

For this moveset, I'm predominantly thinking of Film!Sophie in terms of appearance and most attacks, but there exists some references to Book!Sophie (notably the parts about untapped magic). I haven't read the books, though, so fans can feel free to call me out on that.

This is my 'flow' character, or rather, my first attempt at one. Unlike my other entries, Sophie has relatively little to draw from in terms of 'a million random things to put in a moveset', so many of her moves don't necessarily relate back to the film or the book, cutting down on the cheap gimmicks.

There is some homage to my older movesets, though. This uses my 'special moves for special things' variant, used for my fighting game characters and Johnny Turbo. Only Sophie's special moves make a large reference back to the home material. Most of Sophie's attacks are based on just a girl trying to defend herself, more or less, with her special references being part of the special moves. Bonus points for the mundane-ness being a part of Sophie's character.



Appearance: Sophie appears in the final form she takes in the movie, with short white hair, a blue dress, and a white apron on it.




Statistics:

Size: 3/5
Allegedly, she is 5'2"(According to some source I found on the Internet), so she's somewhere in between Peach's and Mario's height, leaning a little more towards Peach.

Speed: 3/5
A little faster than characters like Link, Snake, etc.

Weight: 2/5

Jump Height: 3/5

Fall Speed: 2/5
She is a fairly floaty character.

Traction: 4/5
She stops almost immediately.​

Can she...
Crawl?: Yes. She's not worried about any dirt getting on her clothes when she needs to.
Walljump?: No.
Wallcling?: No.
Glide?: No. Not by herself, as Howl demonstrated.


Yes, I did shamelessly reuse that image from the old Howl entry. Thanks for asking.


Alternate costumes:

Short white hair and apron, navy blue dress(Default and Blue Team)
Short red hair, white apron, pink dress(Red Team, and slightly more faithful to the book)
Short brown hair, white apron, green dress(Green Team, pre-HMC Sophie)
Short white hair and apron, black dress(Gothic style)
Short yellow hair and apron, baby blue dress(Alice in Wonderland style. Is it ironic that her last name is Hatter?)

Entrance: Sophie gets off of a streetcar onto the stage.


Series: Howl's Moving Castle
Logo: Calcifer. With eyes.
Wiimote Sound: "A heart's a heavy burden."
Trivia: In the Japanese version, Young and Old Sophie are voiced by the same person.


(While some of my pictures were found on Google, others I had to actually watch the movie on my laptop, and print-screen and resize them. Because I love this movie so much. You guys aren't half-bad, either. :p)

Uncharacteristically, I am going to start by listing Sophie's special moves. This is because one in particular has an important property that works as a foundation of Sophie's game.



Special Moves


Standard Special Move: Star Light.


A star creature falls from the sky to in front of Sophie, and it runs on the stage until it either hits an enemy or fades away after 7 seconds.
While the star is around Kirby's or Jigglypuff's size when it first appears, it eventually dissapates to about a quarter of their size before disappearing.
The move does between 1-8% depending on how long the star has been out.


Side Special Move: Heen Strike.


Sophie calls Heen from behind her, and he follows her on the stage. Pressing down and B again causes Heen to lunge at the enemy, not biting, but tackling them. Contact with Heen causes the opponent to trip, and does slight damage(6%). However, Heen can be attacked, causing him to be knocked back and run away on the stage.

When Heen runs away, he only leaves as soon as there is a part of the stage that is obscured(i.e., if Sophie and the opponent(s) are nowhere near the edge). If Heen remains onstage, though, Sophie can move in front of Heen to have him follow her once again. Because of this attribute of Heen, he is best used on closed-area stages, Shadow Moses Island in particular.


Up Special Move: Turniphead.


Turniphead falls from the sky, stalwartly following Sophie whereever she goes, and falls close enough to Sophie so that she can hold onto his pole. She catches the pole and he jumps(or air-jumps) high in the sky. The distance Turniphead covers is almost-but-not-quite the same height as Mr. Game & Watch's Fire recovery, and if Turniphead comes in contact with the stage ledge, he will hang onto it, functioning as a Tether Recovery. Contact with Turniphead does 7-14% damage.


Down Special Move: Magic Revival.

A reference to Book!Sophie, who gains the magical ability to cause things to come to life when she treats them like actual creatures.

Sophie kneels down during the attack and talks to an item, if one is front of her. If there is one, it will levitate and circle around Sophie, shielding her from one attack.
Up to 3 items may circle Sophie in this manner, and if attacked, the item falls back onto the ground and functions as an item once more, so potentially, she can do this infinitely is she is quick enough. Sophie is stunned, but ultimately unaffected by any attack that she takes when surrounded by an item, as it functions like super armour. But that's just its function in an item-based game. What if you were a professional Sophie player, and had to adhere by the rules of the tournament? What if there were no items to use?

Well, when Sophie uses the attack with no items nearby, she has other attacks which make use of various items that she carries, granting them different properties and effects. While the applications may seem limited at first, read on. There will be many ways which this effect will come in handy. Magical Revival in this case, is essentially a 'toggle' for giving attacks different effects, when there are no items which can be enchanted by her.

Strangely, Sophie can perform the attack on 'living' items like Mr. Saturn with the same effects.


Normals and Tilts


Jab:

Sophie does a low kick ahead of her with her left leg. The attack hits at the opponent's shins, and does small knockback, like most jabs. 1-4%


Second Jab:

Sophie does another low kick, this time with her right leg. Has similar properties to her first Jab. 2-4%


Third Jab:

Sophie does a spinning kick again with the right leg, similar to Lucas's normals. The attack has some knockback, and can send the opponent back a fair distance, about an eighth of Final Destination's length at 0%. 4-6%


Alternatively, if Magic Revival is in effect:

(Hold) Jab:
Hat Trick


Holding the A button when Magical Revival is in play makes Sophie's old hat come out of her right pocket and spin ahead of her, rotating infinitely. After a quick burst of surprise, Sophie returns to stance.

The hat stays out as long as the button is held. To this extent, Sophie is free to move around the stage while the attack is being performed. The hat also hits opponents away from Sophie if they run into it, similar to Melee's Bumper item. Each hit does 1%.

Upon release of the button, the hat returns to Sophie no matter where she is on the stage. Contact with the hat in this 'boomerang' state does 1% damage, with knockback of a Fan hit.


Dash Attack:
Shove.


Sophie brings her arms in front of her, and pushes the enemy with both palms extended. The attack sends the opponent forward along the ground at lower percents, and upwards at a 45 degree angle at higher ones.
After the initial hit, Sophie brings her palms to either side, then back down again. 6-11%

The attack also has a Magical Revival counterpart: Hat Spin

In this attack, Sophie does a short leap and spins around, arms extended, while her hat exits her pocket and spins with her. The hat, as always, does several multiple hits for each time it contacts the opponent(1%), while contact with Sophie does higher damage and knockback.(7-11%) The attack has similar knockback to Captain Falcon's shoulder press, sending the opponent upwards and forwards instead.


Forward Tilt:
Civillian's Sweep.


Sophie brings her left arm close to her and sweeps ahead of her, her palm splayed to hit. The tilt can be directed slightly upwards or downwards, and sends the opponent a small distance ahead of Sophie. 5-9%


Upward Tilt:
Aerial Wave.


Sophie brings her right hand over her head in an arc, as if waving back. The attack goes in an arc from front to back, covering the area above her head.
The attack sends opponents upwards, and slightly behind Sophie. It is also fairly quick, taking around the same time as Zelda's up tilt. Does 6-9%

With Magic Revival in play, her hat flies out from her pocket in the same direction, as well as a spare charm she had from the Witch of the Wastes following after the hat. Contact with the hat still has the same effect as other times, doing small knockback and multiple hits, but contact with the charm produces a small explosion, which hits the opponent forwards, as well as doing explosion-based damage. The charm does 8-12% on contact.



Downward Tilt:
Trip.


Sophie brings out her left leg while balancing on the other to kick the opponent by their feet with her ankle.
The attack trips on contact, and has set knockback. 4-7%


Smashes


Forward Smash:
Heavy Kick.



Sophie brings one leg behind her when charging, and upon release, does a hard kick ahead of her.
It's strong enough to break wood, so why not?

The attack's knockback sends the opponent to the side if they are hit by Sophie's foot, or upwards as well if hit by her leg. The startup and end time for the attack is also fairly quick, so it is recommended as a finisher. 13-24%


Up Smash:
Magic Wave.


Sophie brings both of her hands over her head, almost as if she was stretching them upwards. Upon release of the Smash, Sophie brings her hands down on either side. The attack sends the opponent upwards, or in a certain direction depending on where they are hit. The appearance is somewhat similar to Shiek's Up Smash. Randomly(A 1/4 chance), magic can come from her palms, increasing the damage done, and causing electric or fire damage, and increasing the knockback of the attack. 12-21%(15-24% with magic).


Down Smash:
Magic Push.


Sophie pushes both her hands to either side. This smash also has magical effects which have a chance to occur.
The attack sends opponents along the ground to either side, but with magic, they are sent in an upwards direction away from Sophie.
12-19%(15-22% with magic).


Aerial Attacks


Neutral Aerial:
Magic Spin.


Sophie spins similar to the way Zelda or Falco do with their neutral aerials, small bits of magic swirling around her hands. While the attack has set knockback, it is good or an approach option, due to its fair range. 8-13%


Forward Aerial:
Heel Kick.


Similar to Zelda's fair, Sophie kicks ahead of her with one leg, minus the magic at the ball of the foot.
Despite all appearances, the move is very quick, and Sophie can retract her leg fairly quickly so as to avoid lag. The attack does have a fair bit of lag afterwards if you land, though, and while the knockback is fine, it's usually not enough to KO.(About the same knockback as Jigglypuff's forward or backward aerial) 7-14%


Backward Aerial:
Spin Kick.


Sophie brings her right leg behind her to hit with. Due to the physics of the move, she turns around after performing it.
It takes a longer time to reorient herself after the attack, and it has the same amount of lag as her forward aerial. The knockback is better than her forward aerial, though, about the same as Sonic's back aerial. 7-15%


Upward Aerial:
Magic Punch.


Sophie gets a determined look on her face, and pumps her right hand upwards in a fist. Like the Magic Push, it has a 1/4 chance to cause electric or fire damage from the magic, along with increased knockback. The normal version does a fair amount of knockback upwards, about the same as Ness's Up Aerial, so it is fairly potent.
The magical version of the attack, however, is an even better killing move due to its increased knockback, but like the other magic moves, it is fairly unreliable. The amount of lag after the attack is average, about half a second. 6-13%(9-16% with magic)

Alternatively, if Magical Revival has been activated...

Mind Of Its Own

To Sophie's surprise, her old hat comes flying out from her right pocket and float softly above her head, rotating quickly as it does so and rotating more when above her head. The hat comes up in an arc, hitting opponents by the top half of Sophie and having them 'follow' the hat when hit. The hat rotates 4 times when moving from Sophie's pocket to above her head, and 9 more times when above her. Each hit does 1-2% damage, and due to trapping the opponent in the attack, it can do 13-26% damage if all rotations hit. In most aspects, it is considered a superior aerial to Magic Punch, due in to the higher damage and a larger hitbox, hitting to the front and ahead of Sophie instead of just upwards.


Downward Aerial:
Heel Push.


Sophie brings her left leg down onto the opponent, hitting them with her boot. There is a sweetspot on the attack at the heel of her shoe, and if hit, it sends the opponent down faster, being a Meteor Smash. The attack has some lag afterwards, also about half a second. 8-14%


Throws

Grab:
Sophie grabs the enemy by the collar with her right hand.


Grab Hit:
Sophie uses her free hand to hit the enemy in the face. 1-3%


Forward Throw:
Exasperation


Tired of dealing with the enemy trying to KO her, she pushes the enemy ahead in exasperation. The opponent is not sent upwards, but rather slides across on the ground. The move has set knockback, and covers a distance equivalent to a fifth of Final Destination. 3-7%.


Backward Throw:
Get Away


In a moment of quickness, Sophie swiftly moves the enemy behind her and kicks them backwards. The attack has similar knockback to her forward throw, as in it sends the opponent sliding on the ground away from her. 4-9%.


Up Throw:
Sky Stroll


Sophie pushes the opponent upwards with both hands, a la Peach. The throw, and doesn't send the opponent too high, but Sophie can chain with it if the opponent is a fast faller. 3-8%.


Downward Throw:
Down to the Wastes


Sophie throws the enemy into the ground with her throwing hand, where they bounce up slightly from the attack. Sophie can also chain with this throw. 2-7%.


Final Smash: Calcifer's Spark


"She likes my spark!"
~Calcifer



Sophie holds Calcifer close to her heart, and asks him for help. Calcifer, always willing to oblige, flares up in a way no one has ever seen before.


This time, he covers a wide area and envelopes Sophie, slightly more than the area of a Smart Bomb horizontally, but covering the entire screen vertically.
If the opponent is caught in this area, they build up damage like the Smart Bomb as well, up to 45% damage if the opponent is caught at the beginning.
However, at the end of the attack, Calcifer does a final burst, like a shockwave, doing an extra 20% damage, and causing huge knockback upwards toanyone caught in the flare.

"Imagine what could I do with your eyes, or your Heart!"
~Calcifer


Sophie flickers briefly before returning to the stage, and...


What's this...?



She's become... old again?




WHAT?!

Yep.
And with that, comes an entirely (almost but not totally) new moveset!
(Boy, I sure love making movesets for old people, don't I?)
Old Sophie wears the same clothes as Young Sophie did, with the addition of her shawl and hat.

While most of Young Sophie's attacks focus on direct contact with the enemy, Old Sophie holds a cane in her left hand, which functions as a disjointed hitbox. The cane can clink with other disjointed hitboxes like Link's or Marth's sword.

This cane is enchanted by Howl, to transform into various cleaning materials with similar shape, such as a broom or a brush.
I know it's not canon,(Well, as far as I know of) but you can't all have canon things in this type of activity.
(Besides, it gives me an excuse to make this set a bit more creative)

To this effect, Old Sophie has a higher emphasis on her work as a cleaning lady, as well as simple self-defense with the cane. Magical Revival also carries for these items, so if Young Sophie used the attack earlier before transforming, consider yourself in luck.

"I'm the scariest witch of them all, the kind that cleans!"
~Old Sophie



Statistics:


Size: 3/5
She's a little shorter than Mario.

Speed: 2/5
She moves slightly faster than characters like Dedede and Zelda

Weight: 2/5
Slightly heavier than Young Sophie. She did make a comment on how she was 'fatter than ever'.

Jump Height: 3/5

Fall Speed: 3/5
She falls a little faster than her younger self.

Traction: 3/5
She takes a slightly longer time to stop.​

Old Sophie can no longer crawl.
Also, holding L or R before a battle causes Sophie to start battle as Old Sophie.
And during battle, Sophie can transition ages by quickly pressing Up, Right, Down and Left on the D-pad. This is important to note, as most of Sophie's Magical Revival effects have other effects on her as an old woman. Fortunately, the timing is fairly lenient, allowing 1 second to perform the maneuver to transition, starting from the time one presses Up.

Entrance: Old Sophie comes crashing down from a flying machine onto the stage.



And so we begin again!


Normals and Tilts


Jab:

Sophie hits once with both hands on her cane in an upwards-left direction. A simple attack. 2-4%.


Second Jab:

Sophie hits in the other direction with the cane. Pressing A multiple times causes the move to repeat. Both jabs have a good amount of knockback behind them, hitting the opponent along the ground. 3-5%.

These attacks have a Magical Revival counterpart: Hurri-Cane

In this version of the attack, the cane flies out of Sophie's hands and spins repeatedly ahead of her. Like the Hat Trick, the Hurri-Cane has the capacity to do many small hits onto the opponent, and Sophie can hold the button to allow it to continue while she goes somewhere else. Each cane hit does 1-2% damage, although opponents can escape by use of directional influence.

Without the cane, Sophie simply does the same action, punching with both hands up and then back. Unfortunately, this is one of the only attacks she can use when she is without the help of her cane.

Upon release of the button, the cane returns to her, and contact with the attack does 3-5% damage, along with higher knockback, as if a bludgeoning item was thrown at the opponent. This effect occurs with other cane-based attacks as needed.


Dash Attack:

Bug Chaser.



Old Sophie takes out a broom and sweeps it several times ahead, presumably sweeping any pests away as a result.
The hitbox for the move lies at the bottom of the broom, where the bristles are. Contact with the attack causes the enemy to trip. 5-8%.

"You bugs better run before I cut your heads off!"
~Old Sophie


With Magical Revival activated, the broom actually flies out of Sophie's hands to continue attacking ahead of her. The distance the broom covers is equivalent to a quarter of Final Destination, making this version of the attack useful for spacing.


Forward Tilt:

Broom Thrust.



Sophie shoves her cane outwards, where the end turn into a broom for more range. The attack hits the enemy ahead of Sophie, moving them along the ground. At higher percentages, though, it forces the enemy more forwards than on the ground, and can kill at higher percents.
Does 7-11%.

The Magical Revival version of the attack once more causes the broom to fly out of Sophie's hands onto the opponent and then to the floor. Contact with the enemy does higher knockback, again as if a bludgeoning item had attacked them. This version of the attack is one of Sophie's better kill moves.


Upward Tilt:

Rising Cane.


Holding her cane with both hands, Sophie hoists the cane above her head to hit any opponent over her. The cane is placed in a horizontal angle, covering her head area.
The attack has a fairly large hitbox due to using the cane to hit.
The attack also protects Sophie over her head, preventing an opponent from just jumping in willy-nilly. 7-12%.

The Magical Revival version of the attack has the cane fly out of Sophie's hands and levitate a Mario height above her so that is can spin in place, like the Bumper. This version of the attack hits opponents in different directions based on where they are hit on the cane. Sophie is still free to move when the attack is occurring, but she cannot hold the button to attack indefinitely.


Downward Tilt:

Sweeping Cane.


Moving her hand from the top of the cane to near the bottom as she crouches, Sophie sweeps the cane just ahead of her.
The attack covers a fair distance, about the length of 1.5 Kirbies, and trips the opponent if it hits no matter what damage they have. 5-8%.

If Sophie has previously used Magical Revival when young, the cane will instead escape from Sophie's hands and spin thrice along the ground, essentially tripling its range. The damage and knockback remains the same, however, though it is useful to get a free hit if the opponent trips.



Smashes


Forward Smash:
Clean Sweep.



Old Sophie brushes the floor ahead of her to mow down the opposition. It does several small hits at first, sending the opponent slightly ahead. However, afterwards, she pushes the opponent with the broom to the side, causing a good amount of knockback. Can kill at around 120-130%. The distance of the attack is the length of a fifth of Final Destination.
Does 8% for the first hits in total, 8-18% for final one.

If Magical Revival is activated, the range of the attack is increased to twice its length, making it handy for use as a kill move.


Upward Smash:
Nook and Cranny.



Sophie holds her cane, which becomes a broom, with both hands, holding near the bottom, just ahead of her while the Smash
is charging. Upon release, she waves the broom above her head from one side to the other and back, hitting in an arc. The move's appearance is similar
to Dedede's Up Smash, but with a smaller hitbox due to it being smaller than a hammer. However, it does 2 hits in quick succession, which do 7-11% and
8-13% respectively.

The Magical Revival version reduces the cooldown time of the attack, and after Sophie thrusts the broom up with both hands, she is free to move around the stage, the cane returning to her when it finishes the attack.


Downward Smash:
Cane Spin.


Sophie spins in place while she thrusts her cane ahead of her to hit with. The attack his forward and low, but not directly
on the ground. The attack sends characters away from Sophie, and has strong enough knockback to KO at around 90-100%.

With Magical Revival activated, Sophie cannot attack with it backwards, but instead, the range of the attack is doubled ahead of Sophie, with the cane spinning on the ground to hit.



Aerial Attacks


Neutral Aerial:
Magic Spin.


The attack has the same name as Young Sophie's Neutral Aerial, but instead of spinning gracefully like Zelda, she spins in a flail-like motion like Peach's neutral aerial. Small bits of magic come from her hands as well, which do multiple hits, although contact with Sophie
as she does the attack causes more knockback. 6-10% for magic, 8-14% for close range.


Forward Aerial:
Cane Hammer.


Bringing her cane and her arm back, Sophie slams the cane forward in a powerful arc, covering almost 180 degrees from top to bottom. Hitting the cane at the upper angles as Sophie starts her attack sends the opponent forwards, while hitting the cane when she is bringing it down is a spike. There is a fair bit of lag associated with the attack, though, the equivalent of Mario's forward aerial, so be cautious when using this. 8-16%.

Strangely, despite being a cane attack, this one is completely and totally unaffected by Magical Revival.


Backward Aerial:
Reverse Cane.


Sophie brings her cane arm backwards, to hits an enemy just behind her with her arm and the cane. Hitboxes are at Sophie's arm and at the cane itself. The move turns Sophie around in the other direction. The attack has some knockback, enough to hit the opponent
away a good distance, but doesn't quite stray over to being a strong attack. 7-12%.

With Magical Revival, the cane flies out of Sophie's hand briefly, doing a quick horizontally-based spin before returning to her hand. The range of the attack is increased due to this manner, and hits opponents in different directions based on where they are hit by the cane.


Upward Aerial:

Heaven Cane.


Holding the cane in both hands, Sophie thrusts the top of the cane upwards to hit an enemy. The attack has strong knockback that sends the opponent skywards. There is a fair bit of lag associated with the attack, as Sophie buckles her knees somewhat before returning to using the cane as a support. 8-14%.

Magical Revival causes the cane to fly out of her hands and spin on its side to hit above her. Contact with the left side of the attack sends the opponent left, and vice versa.


Downward Aerial:

Earth Cane.


Sophie brings her cane over her head to between her legs below her to hit. Anyone caught right below her during the attack is spiked downwards. It is Old Sophie's laggiest aerial attack, taking her 1 second to recover from the fall. It is a strong spike,
but is risky to use otherwise. 9-15%.

With Magical Revival activated earlier, Earth Cane increases in range, with the cane moving heavily downwards, about 2 Ganondorfs' height down at maximum. Hitting the butt of the cane spikes the enemy, even though the hitbox is fairly small. If the cane makes contact with the stage, it sends opponents up if they are hit by the bottom of it. It also bounces on the stage before returning to Sophie's hands.



Special Moves


Standard Special Move: Bag of Ash.


Sophie grabs a decently-sized bag of ash she kept inside her shawl, and places it gently on the stage. The bag itself is slightly bigger than Kirby or Jigglypuff.

If the bag comes into contact with any fire(Mario's Fireball, Bowser's fire breath), energy(Samus's Charge Shot, Zero Suit Samus's energy whip) or explosive(Snake's grenades, Link's bombs) attack, it will bust in an explosion of ashes. Attacking the bag enough times will also provoke it to burst.

Getting hit by the explosion does 6% damage(always), and sends the opponent back as if hit by an earthquake. It's not gunpowder or anything, so it would understandibly have a small effect. Sophie can use the bag as a shield of sorts, which can disorient the opponent if they make it burst.

Magical Revival is compatible with this move. Holding the B button and a direction allows the bag to float in mid-air, while Sophie decides where to put it. Contact with the bag does no damage unless attacked.


Side Special Move: Heen Strike.


This move is slightly different than Young Sophie's Heen Strike. Instead, Heen follows behind Sophie until Down and B are pressed once again. Heen then rushes ahead to the opponent and tackles them to trip and to deal 3-6% damage. Heen is unaffected by attacks in this version.


Up Special Move: Turniphead.

Has similar properties to Young Sophie's Turniphead recovery, except Old Sophie gets caught on the pole by the back of her dress instead, like so.


Still does 7-14%.

"I've always hated turnips."
~Old Sophie



Down Special Move: Clean Water.

Old Sophie takes a bucket of water, and throws it onto the ground, or onto an opponent.


(I know that's Young Sophie in the picture, but just play along.)

Hitting an opponent, the attack does no damage, but it pushes the opponent away backwards, and causes them to trip, if applicable.

On the ground, it covers an area about a 1/4 of the length of Final Destination, where opponents will trip on if they walk on it.
Sophie herself cannot trip on the water, making it useful to catch an opponent off guard. The water evaporates after 10 seconds of no one walking on it.

Magical Revival is also compatible with this move. Holding the button while the move occurs allows Sophie to control the direction and flow of the water, either moving forwards or backwards to increase or decrease the attack range. The longer one holds the forward direction when performing the attack, the more the water will flow ahead, increasing the range of the attack. The maximum distance with Magical Revival is half of Final Destination, and the minimum is an eighth. Release of the button lets Sophie return to her normal stance. Opponents can still trip on the water when Sophie is influencing its direction.



Throws


Grab:
Sophie now grabs with her right hand, her left hand still holding her cane.


Grab Hit:
Sophie bashes the opponent in the face with the top of the cane.


Forward Throw:
Sophie takes her cane in both hands, holds it like a baseball bat, and hits the opponent forward. The opponent is sent ahead and upwards, and this can work as a KO move off the side at 130%+. Does 6-12%.


Backward Throw:
Sophie moves in front of the opponent, and tackles them with her shoulder and back while using her cane for support. The opponent moves along the ground slightly. 4-8%.


Upward Throw:
Sophie brings the hilt of her cane to the opponent's jaw, sending them upwards in the air, and slightly behind Sophie. The knockback in this throw is good for following up with an aerial, hitting about a Bowser height above Sophie when the opponent is fresh at 0%. 6-9%.


Downward Throw:
Sophie forces the opponent onto the ground while she bashes them over the head with her cane. Holding it with both hands, Sophie hits the opponent to the ground in a way that they fly up slightly after the attack is performed. 7-11%.



Final Smash:

Sorry to disappoint you, but it is still Calcifer's Spark, except she becomes young again.


Animations: (To be completed)

Rolling(Forwards)
Sophie dodges in the same way that the girls do in Brawl, jumping in the background or foreground around the opponent. Both Sophies dodge in this manner.

Rolling(Backwards)
Same. Sophie jumps into the background or foreground while moving backwards. Both Sophies also dodge in this manner.

Sidestep
Sophie again dodges in the same manner as the Smash females, moving into the foreground(or background) in an almost jumping manner. Both Sophies dodge in this way.

Idle Animation 1
Young Sophie crosses her arms gingerly and looks on both sides impatiently.
Old Sophie crosses her arms impatiently and taps her foot several times.

Idle Animation 2
Young Sophie brushes her apron slightly with her right hand.
Old Sophie pats the back of her shawl.

Idle Animation 3
Young Sophie puts her hands on her hips and taps her foot briefly.
Old Sophie stretches her arms over her head, her arms on either side.

Tiptoe
Sophie slides her feet across the ground, in a cautious manner, left before right. Both versions of Sophie do this.

Walk
Young Sophie skips ahead of her, presumably in awe of what she sees.


Old Sophie hunches along at a leisurely pace, using the cane as needed.

Fast Walk
Young Sophie walks in a more determined fashion, her hands in fists pumping forward and back.


Old Sophie does the same thing, except walking confidently with her cane, as demonstrated in her Heen Strike picture.

Run
Sophie grabs the front of her dress and rushes ahead.


Old Sophie does the same thing, except she holds her cane with her right hand.


Cliff Attack(Under 100%)
Young Sophie goes on the stage right-foot first, doing a low spinning kick with her right leg before returning to normal stance. Does 5-8%.

Old Sophie climbs up slowly, uncharacteristic of low-damage ledge attacks, and flails her cane ahead of her in a vertical manner, her hand on the middle of it. Does 6-10%.

Cliff Attack(Over 100%)
Young Sophie slowly brings her body onto the stage, hitting with her left palm when she finally arrives on the ledge. Does 4-7%.

Old Sophie does something similar, except sticking her cane out to jab at the opponent with the end of it. Does 5-9%.

Waking(Face-First)
Young Sophie does a spinning kick that hits on both sides before returning to her normal stance. She balances on both hands as she does so. Does 4-7%.

Old Sophie swings at the opponents on both sides with the cane, front then back. Does 5-8%.

Waking(Face-Up)
Young Sophie balances on both hands and kicks forward ahead of her with both legs between her arms. She kicks backwards the same way before returning to stance. Does 4-7%.

Old Sophie leans onto her side to kick ahead with both legs. She brings her legs around her left side and behind her before standing. Does 5-9%.


Credits Music: The Promise of the World


Up Taunt:

Young: Sophie takes out her hat from a pocket, tries to pose with it, then frowns and puts it back.


Old: Sophie cricks her back, and with a grunt, she brings her right arm back to support herself before hunching over again.

This also is the taunt one starts with to switch ages, utilizing the secret taunt-switch method. Important to note, since Old Sophie is distinguished by her hat.


Side Taunt:

Young: Sophie touches the right side of her hair with her right hand. "Like starlight..."

Old: Sophie adjusts her dress with both hands. "The nice thing about being old is that you've got nothing to lose."


Down Taunt:

Young: Sophie looks out idly into the background, hands in front of her stomach, before returning to face the enemy.

Old: Old Sophie looks into the background. "It's so beautiful..." Especially poignant at stages like Final Destination. Not so much in a place like Pictochat or the Flat Zone.


Victory Poses:

Victory Theme: The finale of the HMC soundtrack title "Sky Stroll"
(From 2:05 to end)

1:
Young: Sophie cuddles with Heen, and kisses him on the nose. "Thank you, Heen."

Old: Old Sophie pets Heen, saying "It's a good thing I trust you now."


2:
Young: Sophie thanks Calcifer for his help and kisses him. Calcifer briefly goes into a catatonia. "Thank you, Calcifer."


Old: Old Sophie holds Calcifer on one hand. "Your spark's as good as ever!" Calcifer flares up in delight, startling Sophie.


3:
Young: Turniphead stands behind Sophie. She thanks him for his help and kisses him. "Thank you, Turniphead." He morphs strangely and then turns into Prince Justin. He bows to Sophie as she looks on, surprised.


Old: Turniphead stands behind Sophie. She looks at him shrewdly, and comments, "I still hate turnips, you know."


(Yes, all of Young Sophie's victory poses refer to the last 10 minutes of the film. It's funny because kissing everyone in sight? Yeah, that actually happened.)

Kirby Hat:
Young: Kirby gets her hair. Star Light retains the same properties.
Old: Kirby gets her hat. The Bag of Ash is smaller, instead being 3/4s of Kirby's size.


Snake Codec:

Young: (With Mei Ling)


S: Mei Ling. There's a young girl with white hair on the battlefield. Do you know who she is?
M: Ah! That's Sophie you're talking about, right?
S: Well, I guess. If you say so.
M: She never felt herself to be very pretty, and she had an aging curse put on her to emphasize that. However, when she met the great wizard Howl, she eventually managed to break the curse and they fell in love!
S: Hmph.
M: Isn't that romantic?
S: *various grumble noises*
M: Oh, come on, Snake.


Old: (With Colonel)



S: Shouldn't this lady be at a nursing home somewhere or something? She's starting to creep me out.
C: Actually, that's Sophie Hatter. She used to be a young girl, but a curse placed on her turned her old, and ugly. In fact, didn't you fight the younger version of Sophie earlier...?
S: What's up with that? I mean, one second she's young, the next she's old, and... Ugh... I give up.
C: Don't try to make sense of it, Snake. That's just the way magic is.
S: I know, but...




Sophie Strategy


"There's a witch on a rampage in there."
~Markl


Young Sophie is a fairly balanced character overall. Her speed is acceptable, her jumps are good, and many of her attacks are quite quick to start up.
Her fighting ability tends to be stronger on the ground than in the air.

Sophie has some good killing moves when on the ground, Heavy Kick being one of the main ones.
Most Sophie players tend to go for Heavy Kick for a variety of purposes; juggling, damaging, or plain-up eliminating.
Magic Wave and Magic Push are okay to use in crowded situations, due to their hitboxes hitting around and/or to the sides of Sophie, but due to the unreliable magic effect, spamming it as a kill move is not very effective.
Aerial Wave can also function as a good finisher, due to its relatively large hitbox and decent knockback.

Sophie's options are generally limited in the air, but they do exist. Heel Kick is one of the better choices for an aerial, due to its range and speed. Spin Kick can work as a kill move, but due to its slower speed, it is rare to see an intermediate to advanced Sophie player use it.
Magic Punch is another solid aerial move, but its application can be somewhat limited, as the opponent must be directly above Sophie to feel the strongest effects of the attack. Overall, Sophie isn't particularly in her element in the air, and should only go there if there is no other option.

Regarding her specials, they tend be based on a different strategy than most of her normals. Star Light can help her control the stage somewhat, having a star get in the way of the opponent. Heen Strike can work in the same manner, preventing the opponent from getting too close, lest they trip and give Sophie a free Heavy Kick. Turniphead is largely useful for recovery, obviously, but it can be good to surprise your opponent, due to the size of Turniphead's hitbox. Magic Revival, however, is largely situational depending on the rules of the game. With items, it's a good idea to use the attack to its fullest, giving Sophie enough protection to get in and attack. Without items, though, it serves a vastly different purpose, purpose being to make both Sophies able to space better, due to the new attacks and attack properties they gain.

But overall, Young Sophie is a character that is best used up close. Her joint hitboxes more or less mean that. Her throws are also viable weapons to use at close-range, thanks to the chaining properties of two of them.

Old Sophie plays in a slightly different manner. Her attacks have a bit more power behind them than her younger self does, although she is a fair bit slower. However, she does have plenty of advantages over Young Sophie. This is not to say that the younger version doesn't have her merits, but Old Sophie tends to perform better in a tournament setting. Due to her disjointed hitbox in the cane, her specials allowing her to control the stage to a degree, higher knockback attacks and higher resistance to knockback, Old Sophie is generally considered higher on tier lists than her younger counterpart.
For reference to tier makers, Old Sophie usually falls around the low part of High Tier or the high part of Middle Tier. Young Sophie usually goes all the way from the top of Low to the middle of Middle.

Old Sophie's attacks tend to have a bit more power behind them, and has a markedly improved air game. Magic Spin and Cane Hammer are two of her more reliable finishing moves, while Reverse Cane, Sky Cane and Earth Cane have large enough hitboxes to strike an opponent with. But perhaps one of Old Sophie's defining traits is her ability to control space around her better. The ways that she uses her cane creates a personal bubble around her, to prevent the opponent from moving close to attack her.

In a way, the playstyles of both Sophies are natural opposites.
Young Sophie wants to move in close to the opponent, and has many tools to do so; Magic Revival creates an item shield for the opponent to break through.
Her kick-based attacks, such as Heel Kick or Heavy Kick, as well as her jabs, function best the closer she is, but have enough range to have a slight distance between her and the opponent.
Old Sophie wants to keep safe by keeping her opponent away from her. The cane is the obvious way to do so. Being a disjointed hitbox, it wins out against other opponents' close-range options, and her specials help her find refuge in the stage itself.

"Let's run away! There's no use fighting."
~Sophie Hatter


Despite these opposites, it is necessary that both Sophies function together. Only Young Sophie has access to Magical Revival, making mastery of the instant taunt-switch important to a Sophie player. Just as both young and old Sophie a both an integral part of her identity, both young and old Sophie must depend on each other. Young depends on Old as a source of strength against enemies, while Old depends on Young for her access to Magical Revival to buff her offense, as well as the younger one's weakening abilities with her quicker attacks. There must be a synergy between them so that they may compensate for each other's weaknesses.

Old Sophie performs better against lighter characters, due to her better killing power and better range. Diddy Kong, for example, is a very good matchup for either Sophie, as while the younger version can use the banana peels to her advantage with Magical Revival, the older one can take advantage of his lighter weight, and having to get in close range to attack. If she used Magical Revival when young, all the better, as she can control her area easier by forcing Diddy to dodge the cane when it returns to her.

Other good matchups for Sophie in general are characters who move around the stage a lot, such as Sonic. Young Sophie has attacks such as Star Light, which can hit an unsuspecting opponent when they aren't paying attention, while Old Sophie has attacks like Clean Water, or the Bag of Ash, which allow her to claim space to work with.

Both Sophies perform poorly against characters with high-knockback attacks, such as Bowser or Snake. This is in part due to their weight, which, while not at the level of Jigglypuff, is still light enough to be sent far with a good hit. Young Sophie has to be particularly careful against them, not just because she is slightly lighter than Old Sophie, but also because her strongest attacks are at close range.

Otherwise, both Sophies tend to have different weaknesses. Some of Young Sophie's worst matchups are Ike and Donkey Kong.(3.5/6.5 and 2/8, respectively.) Due to the former's sword and his high knockback potential, Sophie has a difficult time trying to get in to hit him, unless she uses Heen to do so. The latter beats Sophie entirely in range, and due to having quicker attacks than Ike, he can swat Heen away with little trouble. Old Sophie tends to have trouble with faster characters, such as Fox, largely due to the speed difference and her slower attacks.

Even so, the important thing is to keep working with Sophie. Advanced players can reap the rewards of her differing playstyles by choosing the appropriate age for the appropriate scenario. Never give up. And remember...


"They say that the best blaze burns brightest, when circumstances are at their worst."
~Sophie Hatter


---

Oh yeah, I should probably give credit where credit's due.
Special thanks to half_silver28 for helping me make the set better than it used to be.
You get recognition! :D
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
Just thought I'd let everyone know that I now have Internet access that doesn't cost sixty-five cents a minute. However, as I am using a rather uncooperative and unfamiliar Italian keyboard, this week's retrospective will be posted tomorrow, when I return to my laptop. Sorry to my many anxious fans. I look forward to catching up on many -wonderful- sets upon my return.
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
So, Sophie. Since you're going onto more sets regardless, I won't get into specifics about this set, I'll just give some general comments on it. The biggest thing you should think about is the presentation: you could make your sets look far nicer if you just condensed everything a bit. With the exception of the attack names and headers, you should make all the text smaller. There are also parts where you abuse a return button a bit too much. Just simply making the set take up less space will go a long way. Now you have a pretty good grasp on playstyle from what I can tell. What I will say is that you could've made the set more interesting than just punches & kicks (or the cane/broom thing) outside of the specials. I haven't seen Howl's Moving Fortress, but the Magic Revival move says Sophie can make inanimate objects come to life. Why not incorporate that into the set more? Sophie could carry small items around with her and bring them to life for various purposes or something.

Now this is more of a commentary on how the contest has changed since you left. I don't know how many sets you've read, but thinking outside the box has become fairly common when it comes to movesets. Though as I'm saying this, your previous set WAS fairly out-of-the-box (I've only skimmed over it at the moment, all I can say is that you should probably put the information quips before the move description instead of after). Now you're certainly free to ignore what I'm saying here: there are advantages to keeping things simple and some set makers do it quite well. It basically comes down to what you think your style is as a setmaker.

Just two more things: you really should provide a picture or a description of Heen in Heen Strike, its hard to visualize if you don't know what he looks like. And I did like the quotes you inserted into the set. I've done something like that in quite a few sets, including my most recent one less than 10 pages back. :[
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
So, Sophie. Since you're going onto more sets regardless, I won't get into specifics about this set, I'll just give some general comments on it. The biggest thing you should think about is the presentation: you could make your sets look far nicer if you just condensed everything a bit. With the exception of the attack names and headers, you should make all the text smaller. There are also parts where you abuse a return button a bit too much. Just simply making the set take up less space will go a long way. Now you have a pretty good grasp on playstyle from what I can tell. What I will say is that you could've made the set more interesting than just punches & kicks (or the cane/broom thing) outside of the specials. I haven't seen Howl's Moving Fortress, but the Magic Revival move says Sophie can make inanimate objects come to life. Why not incorporate that into the set more? Sophie could carry small items around with her and bring them to life for various purposes or something.

Now this is more of a commentary on how the contest has changed since you left. I don't know how many sets you've read, but thinking outside the box has become fairly common when it comes to movesets. Though as I'm saying this, your previous set WAS fairly out-of-the-box (I've only skimmed over it at the moment, all I can say is that you should probably put the information quips before the move description instead of after). Now you're certainly free to ignore what I'm saying here: there are advantages to keeping things simple and some set makers do it quite well. It basically comes down to what you think your style is as a setmaker.

Just two more things: you really should provide a picture or a description of Heen in Heen Strike, its hard to visualize if you don't know what he looks like. And I did like the quotes you inserted into the set. I've done something like that in quite a few sets, including my most recent one less than 10 pages back. :[
Thanks for the comment, fellow vet. Non-gimmick based movesets are not exactly my home territory, and this is my first time I really go outside my comfort zone, but I tried to do so with Sophie nonetheless.

While I don't intend to directly go against what you're saying, I can't help but try to justify the lack of emphasis on Magical Revival, though, which I'll do here.

As I stated in the set, the power is completely exclusive to the books, which I haven't read, so I don't know all the mechanics backwards and forwards, just the basic gist. Maybe someone more familiar with it can explain it further, particularly its effects in the second and third books of the trilogy(The film is based on the first book, and as a result, Sophie displays no magical ability).

Second, I'm not exactly sure what in the way of small items Sophie would be carrying. Throughout the film, there isn't exactly much in the way of small, significant objects. I wouldn't really want Sophie carrying around something like a pocket watch if it didn't have much in the way of relevance. She could carry stars or hats(or turnips), true, but it makes it seem like those parts are an extension of her personality, when in the context of her home world, it isn't. It would seem kind of like I pulled that part out of nowhere, and it tends not to fit in with the universe of the character, which I try to avoid.

Third, it's sort of a balance issue. I don't want to have total emphasis on an attack that may be totally useless in a given situation. It would be unfair to the player if Sophie's only option was working with items if there were none. But at the same time, it would be unfair to everyone else if she worked in an environment that was full of items. The initial draft I had for Magical Revival allowed for 4 items to surround her, but I cut down the number because its accompanying super armour mechanic has potential to be broken, and I want to avoid that as well. I don't want my characters to be too strong, but I don't want them to be too weak either. There needs to be options for the player to have if their traditional method didn't work. It's part of the set's style: Special moves for special things.

Lastly, and I've just thought of this, is while I think she could viably have a moveset that uses inanimate objects for different purposes, like you stated, possibly involving cleaning materials or furniture or some other things, I don't want to give Sophie too many powers that she doesn't have, in this case conjuring items(Because you wouldn't normally see a random chair on the stage, unless they create it, and therein lies the problem). Besides, you yourself said that conjuring is generally not recommended unless the character can actually do so. I want to stay as true to the character as possible, and doing something like that, such as giving Sophie the power to create something from nothing when there's no given reason to, completely misrepresents what the character is about.
With Kilgore Trout I can justify it by saying that it's an authorial concept that he explores in his novels, along with his familiarity for Tralfamadorians and the fourth dimension or other things like that. With Sophie, that's a fair bit harder to do. She's never been explicitly stated to have this power. Magical hammerspace-like time continuum that Howl created? Maybe so, but relating back to reason 1, that realm lies firmly in the world of the books, and I'm not familiar enough with them to fully explore this concept. Maybe Howl can't send things through time and space for Sophie to use.

If anyone has some suggestions, though, on how to improve this mechanic, by all means let me know, and I might either revise her set, or post an improved one with this style later. Or someone else can take on the challenge, too, either redoing Sophie to focus on that, or using the concept for another character as well. I don't mind. I'm currently brainstorming a few ways I can work with the concept in her set a little more, and I'll change some attacks when I figure it out.


Edit: I've taken your advice. Magical Revival now plays a much larger role in Sophie's moveset, and I've finally managed to integrate it in a way I'm happy with. Check it out. I think I did okay.

Something that I have to confess, though, is that usually when I create a character, I tend not to think of them in the context in their own unique game, but in the context of Brawl itself, as in if they were actually in there, so I tend not to go too far in the way of distinct mechanics, so as not to overcomplicate them compared to other characters in the game. Of course, that may be at odds with the mentality of other moveset makers, but it's just the way I've always made mine ever since I entered MYM2.0, and I don't intend to change that anytime soon.

Let's take Snake as an example. He had to take a few liberties in transitioning to the Metal Gear games to Smash Brothers. What if his playstyle was set to one that was focused on taking advantage of the stage to sneak around?
It would be undoubtedly more Snake-like if he spent most of the battle sneaking around, and it'd probably be an enjoyable concept in this context,(At least I can't say I wouldn't enjoy playing Snake if he did that) but it wouldn't necessarily fit in the context of the game, which is what I try to do with my sets. But of course you're all free to believe what you want, and that's just what I do when I make mine.

Finally, I never was very good at presentation, but I suppose could afford to cut down the font for my movesets,(I'll do that now) so as not to create that behemoth of a page again.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
As a little break for doing characters, Assist Trophies! Everybody loves Assist Trophies!

I've made several posts in MYM2 that consisted solely of Assist Trophies that had little to do with characters I made. This post is no exception.
Today's episode includes those from dark comedy, the undead, and one of Europe's most famous cartoon characters.


Billy Pilgrim

Series: Slaughterhouse-Five/Kurt Vonnegut
What happens?: Billy Pilgrim appears from a time door that appear on stage once the trophy is broken. Stumbling around, he interferes by pushing the fighters in a daze, doing no damage, but acting as an obstacle in the battlefield. He eventually leaves by exiting another time door which appears later on.



Markl

Series: Howl's Moving Castle
What happens?: As Markl appears onstage, he takes out a book from his cloak, and begins to chant incantations from it. Several seconds later, he raises one arm and conjures 2 large fireballs, one which moves left, and the other which moves right. The fireballs do 15% damage on contact, and send the opponents skywards. The fireballs eventually leave to either side of the stage, and when that happens, Markl disappears.



Mr. Plinkett

Series: Redlettermedia
What happens?: Mr. Plinkett walks/wheels around, holding a tray of pizza rolls. If someone gets too close, the screen darkens as he offers the character a one...

"You wanna pizza roll? Email me if you wanna pizza roll..."

A scream is heard, and the character is slashed upwards for 25% damage. Plinkett disappears afterwards.



The Explorer

Series: Atlantis No Nazo
What happens?: The Explorer walks and jumps around the area, occasionally throwing a tiny ball, which explodes after a few seconds. Contact with the explosion does 5% damage, and hits the opponent like a light item hitting them. After throwing 3 dynamite balls, the Explorer vanishes from the field.



Shuma Gorath

Series: Marvel/Dr. Strange
What Happens?: Taking a cue from his Capcom fighting game appearances, Shuma Gorath grabs the closest fighter to him(Not the one who broke his AT), lifts them up in the air, and causes reality to shift as he takes them to the Chaos Dimension. The actual Chaos Dimension attack does 30% damage on the opponent targeted, and temporarily slows down time for the rest of the players. Afterwards, Shuma Gorath poses, and disappears.



Asterix

Series: Asterix
What Happens: Asterix spins his arm around while moving across the stage and charges a powerful punch. When he comes close to an opponent, he releases, sending them high in the air, and doing 20% damage, and he disappears. While the move is set not to kill at lower percents, characters with low weight might find this AT dangerous.



Norne

Series: Fire Emblem
What Happens?: Norne takes her bow and fires a slow-moving arrow from an Iron Bow.(5%) Unhappy with this, she takes out Parthia, and draws the string back, spinning as she does so. The arrow moves straight across the stage, doing 25% and high knockback to anyone in the way. Norne disappears afterwards.



Mario Twins

Series: Mario/Group X
What Happens?: The Mario Twins both come out of a pipe, and walk around the stage in opposite directions, jumping on the opponents for slight(6%) damage. Their theme music also plays during this time.
They soon return to the centre of the stage, and at that time, a hammer comes from the right side of the stage and slams the twins off. Contact with the Twins in flight or the Hammer causes 18% damage.


Chuck D. Head

Series: Decap Attack
What Happens?: Chuck runs across the stage, and throws his skull head at any opponent close to him. He will then run to pick up the head, and repeat the process. Chuck stays on for 3 throws, or for 15 seconds from when he last threw his head before disappearing. Getting hit with his skull head does 8% damage, and a small amount of knockback.


And one of my personal favourite older ones:

Ice Creams

Series: Devil World
What Happens?: 4 ice cream cones rotate around the stage while their theme music plays. They have no effect on the battle other than the fact that there's ice cream cones floating around. They can't even be eaten for health. The Goldeen of Assist Trophies.

---

If people like these, I'll make more. If not, eh. Was still a fun little experiment I wanted to try again.
 

Kholdstare

Nightmare Weaver
Joined
Oct 10, 2008
Messages
1,441
The Assist Trophies are pretty cool, but it's a venture hardly no one, except Junahu and Kat, does anymore. Extras seem to have fallen out of perspective for MYM. That won't be the case with my sets on...

 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
The whole 'variety of media' thing was actually pretty common back in the early MYM days. It was usually the way I made my movesets, and was the way a lot of old sets that were good used to be like, like MYM1 winner Scrooge McDuck, for example. Or MYM2 winner Stephen Colbert. (Those are actually two of my favourites. I actually keep copies of them in Word. Oddly enough, all the favourite ones I kept are from MYM 1 or 2. Just goes to show how long I've been away. :p)
Even having seen all the MYMs, MYM1 is my favouritest MYM. After reading what you said I went back to read Scrooge McDuck one more time (I've read nearly every MYM1 set). I liked nearly every set (especially Cthulhu, Retsigam, Ike, AVGN, Socrates, Cromag, Bill Cosby and Squirtle, CD-i Link, Loop aka Greg to name a few for being awesome), but for me my favouritest one was Viki (Viki is MYM1's winner in my eyes). Scrooge McDuck was also awesome, it had lots of images and stuff I never knew about the character from what seemed to be way back. RWB was an epic MYMer who totally never seems to get mentioned (he's the guy who did Hollow Ichigo Silver).

It's also funny because Chiyo-chan & Osaka were RIDICULOUSLY overpowered back then. Seriously Warlord, if you read the set Im sure you'd definitely place it in your list of Overpowered characters which you'd probably remake later on when newer sets come in. No really, anyone, read the set (especially the Specials). Actually, I'd rather do this:

~ Mihama Chiyo ~


Power: *****
She has unusual tricks up her tiny sleeves for damage that is OVER 9,000!!!!!

Neutral Special- Detach n' Throw- Chiyo-chan quickly rips off her pigtails and throws them one after the other! This move deals TREMENDOUS damage and knockback... But afterwards Chiyo-chan pulls out a box and hums while attaching her new pig tails... FOR SEVERAL SECONDS!!! Yes very laggy afterwards. 68% damage high knockback



[COLOR=#00e0]~ Osaka ~[/COLOR]


Forward Special- Sleeeeep!- Osaka leans backward and then collapses forward her eyes starting to droop. Her hitbox is very tiny cause its in her fingertips! Touching her fingertips will cause the same effect as a homerun bat! Afterwards Osaka falls on the ground an falls asleep for a few seconds. You better connect your hit or you'll be punished!!! 38% from hit.
Kinda uneccesary methinks but I want to showcase this at least SOMETIME.


----------------



Also, I like the above ATs. It would be totally awesome if Shuma Gorath and Asterix were full characters, though it's alright. Im kind of thinking of making ATs as well in the same light as yours.

Somebody totally needs to put links to the ATs on The Stadium. Maybe.



--------------


It is also cool to hear that Khold is doing extras. In my personal perspective the character from Artemis Fowl seems to interest me the most since the character choice is the least generic. The header is super epice though. We've already seen a list of your favouritest sets from you, so whatever else you do is a surprise to me.
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
Kat, why do you like those?

They took probably 5 minutes to come up with, with 4 of them being spent finding pics of the charcaters on google.

People nowadays (for the most part) spend sooo much effort on our sets....and for you to go back and make that last guy (which you said you didnt try on), as well as proclaim that you vastly prefer the age where movesets were literally slapped together in minutes with no real rhyme or reason....

it's like going to an art museam, looking at fine art and proclaiming "this ****'s stupid, 90% of the crap on deviant art is better"

just what the faek man?
 

half_silver28

Smash Ace
Joined
Apr 25, 2008
Messages
862
Location
MYM, Ohio
@H&R: Well wow, I didn't expect you to take my advice so seriously. I guess it's since so few MYMers go back to change their sets nowadays. But anyhow, I really do like what you did with Magic Revival. It's fitting that Old Sophie benefits from it much more than Young Sophie, since the younger version seems to only be able to use magic on accident (judging from moves with random chances for magic effects). Not only do most of the Magic Revival effects come together to make a Old Sophie's moveset a lot more interesting, it creates a unique situation where Old Sophie can only unlock her true potential through her younger self. Though I have to nitpick: the generic buffs on 2 of Old Sophie's smashes seem rather unneeded, those moves are quite powerful enough without them.

And I'll address your other comments as well, even though you did cross most of them out. What I basically get from your comments is that you want to make your sets as in-character as possible, but you consider how they would operate if actually put into Brawl first. Referring to your Snake example, a set based around sneaking could be done, but it would feel to be at-odds with the rest of the game like you said. While many setmakers go out of their way to bend and sometimes even break the rules of what could legitimately, a large portion of them, including myself don't do that. That's the best thing about MYM: you can do whatever you want with your sets. You don't have to worry about programming data or disc memory or anything like that, you can completely break the boundaries of Brawl or fit completely within them. If you're going to continue to go in this direction I can certainly respect it. Sophie is quite a nice set (even more so now) and a fun one to read & I'm looking forward to even better ones from you. :bee:

@Kat: I agree: RWB is a criminally underrated setmaker and made some great sets in MYM1 (then again barely anyone pays attention to MYM1). I actually looked at the old thread a bit last week & saw a few gems. Metalord's series of IRL philosophers are up there of course, & I also really liked Miku Hatsune and an OC called Rythe (essentially a red Scyther). & Chiyo-chan/Osaka is lulz.
& if you haven't watched Azumanga Daioh, the series those two are from, you should do so. It's undoubtedly a comedy and a hilarious one at that.

Edit - just saw Joe's comment. Dude, there's nothing wrong with Assist trophies (though yeah, they should be posted along with a set). & the thread is basically dead right now anyway due to everyone playing MW's hack. & while I do ultimately prefer later contests to MYM1 & 2, I would say that liking MYM1 & 2 is akin to one being interested in ancient art or historical breakthroughs then one preferring deviant art to actual fine art.

& this argument died last week, why are you trying to start it up again? 8-)
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
Thank you all for the comments. Since there's a lot of fields covered in them, I'll just write my responses one at a time.



Even having seen all the MYMs, MYM1 is my favouritest MYM. After reading what you said I went back to read Scrooge McDuck one more time (I've read nearly every MYM1 set). I liked nearly every set (especially Cthulhu, Retsigam, Ike, AVGN, Socrates, Cromag, Bill Cosby and Squirtle, CD-i Link, Loop aka Greg to name a few for being awesome), but for me my favouritest one was Viki (Viki is MYM1's winner in my eyes). Scrooge McDuck was also awesome, it had lots of images and stuff I never knew about the character from what seemed to be way back. RWB was an epic MYMer who totally never seems to get mentioned (he's the guy who did Hollow Ichigo Silver).
I do enjoy most of the earlier sets(justified, because I've only been most active in the early days) myself, too. I have a soft spot for most of the history and literature based sets, because they're never really done these days, and usually they're done well.

I also liked a few other sets that might not have been quite up to the standards(even back then), but they tend to make up for it with character, too. I quite enjoyed Kelsi Nielsen(even though I can't explain why) and the Phantom of the Opera from the first topic.
From the second, Duffman and Shaq are personal favourites of mine in this category. (Shaq's final smash, titled 'Shaq turns into a giant and throws giant basketballs at people', always brings a smile to my face when I read it.)

MYM2 had some great sets as well. Aqua Teen Hunger Force stole the show early on. El_Duderino was one of my favourite set makers back then for Cthulu before, and the Force in 2.0, and seeing his positive comment to my Johnny Turbo moveset was nice.


Also, I like the above ATs. It would be totally awesome if Shuma Gorath and Asterix were full characters, though it's alright. Im kind of thinking of making ATs as well in the same light as yours.
Well, who knows. Some Assist Trophies might be characters I couldn't think of a moveset for, so what was an AT might become an entry in the next contest. Maybe.


---

@H&R: Well wow, I didn't expect you to take my advice so seriously. I guess it's since so few MYMers go back to change their sets nowadays. But anyhow, I really do like what you did with Magic Revival. It's fitting that Old Sophie benefits from it much more than Young Sophie, since the younger version seems to only be able to use magic on accident (judging from moves with random chances for magic effects). Not only do most of the Magic Revival effects come together to make a Old Sophie's moveset a lot more interesting, it creates a unique situation where Old Sophie can only unlock her true potential through her younger self. Though I have to nitpick: the generic buffs on 2 of Old Sophie's smashes seem rather unneeded, those moves are quite powerful enough without them.
Yeah. Rereading over it a few times, I specifically decided not to give Old Sophie the Magic Revival ability, firstly because she doesn't demonstrate magic as an old lady, and second due to the advantages I already noted over her younger self. I don't want to make broken characters, and giving that ability to her older self would come close to crossing that line, if not outright passing it. I might refine it some more and nerf the damage on the Smashes a bit.

While my initial drafts of Sophie was mostly based on the film version while largely ignoring the book one, the final one puts both in tantamount importance to the character, with influences from the former in terms of appearance and moves, and from the latter with her core playstyle. I'm very pleased with how it ultimately turned out, and I'm glad you liked the improvements, too.


And I'll address your other comments as well, even though you did cross most of them out. What I basically get from your comments is that you want to make your sets as in-character as possible, but you consider how they would operate if actually put into Brawl first. Referring to your Snake example, a set based around sneaking could be done, but it would feel to be at-odds with the rest of the game like you said. While many setmakers go out of their way to bend and sometimes even break the rules of what could legitimately, a large portion of them, including myself don't do that. That's the best thing about MYM: you can do whatever you want with your sets. You don't have to worry about programming data or disc memory or anything like that, you can completely break the boundaries of Brawl or fit completely within them. If you're going to continue to go in this direction I can certainly respect it. Sophie is quite a nice set (even more so now) and a fun one to read & I'm looking forward to even better ones from you. :bee:
I completely agree. There's a place for most things in a moveset. My traditional style, obviously, involves putting a lot of self-referential stuff in a set, and while I may change it up a bit(Like Sophie isn't nearly as self-referential as Kilgore Trout or Dan Hibiki), I usually try to keep some of it in the set itself. It's just my style, and that's the beauty of it. MYM is a collection of different makers with different approaches, but in a way, there's a similarity to it all, either due to the shared universe of Brawl or to the shared universe of the MYMverse.

And thanks for the encouragement. I'll try not to disappoint you!


Edit - just saw Joe's comment. Dude, there's nothing wrong with Assist trophies (though yeah, they should be posted along with a set). & the thread is basically dead right now anyway due to everyone playing MW's hack.
The Assist Trophy thing was more of an experiment than anything else, to see what people would think of it. While I'm still going to make extras in general, I'll stick to keeping them as attachments to my character entries from now on. It's a reasonable request that I can get behind in the future.

It's probably a good thing too, because it might inspire me to make some more characters because I really want to give them some extras...

Yep, that is totally foreshadowing right there. ;)

P.S. I was also wondering if the thread just randomly died or not. Good to know.
 

Neherazade

Smash Journeyman
Joined
Apr 5, 2009
Messages
359
Location
Gensokyo.
The Assist Trophies are pretty cool, but it's a venture hardly no one, except Junahu and Kat, does anymore. Extras seem to have fallen out of perspective for MYM. That won't be the case with my sets on...

yay for
Opal Koboi
!

I just re-read the entire series when i heard the 7th was being released...
and then I realized the 7th is being promoted and sponsored by Disney. *bullet to head*
 

JOE!

Smash Hero
Joined
Oct 5, 2008
Messages
8,075
Location
Dedham, MA
wasnt reffereing to the AT's, but just kat preffering OLD sets to new ones that had alot of time and effort put in compared to those back in the day
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
People nowadays (for the most part) spend sooo much effort on our sets....and for you to go back and make that last guy (which you said you didnt try on), as well as proclaim that you vastly prefer the age where movesets were literally slapped together in minutes with no real rhyme or reason....

it's like going to an art museam, looking at fine art and proclaiming "this ****'s stupid, 90% of the crap on deviant art is better"
wasnt reffereing to the AT's, but just kat preffering OLD sets to new ones that had alot of time and effort put in compared to those back in the day

I don't mean to play devil's advocate, but I will say back then, there still was a good amount of effort placed on movesets. Reading up on the Stadium, the impression I get is that it seems that a lot of people aren't really aware of what the contest was like back in the pre-MYM3 era, so I want to clear that up a bit, being one of MYM2's major players. I mean to play historian, instead. :p
So this rebuttal isn't just for you, Joe. And it's not even really a rebuttal. It's for everyone who wants to know some more on what the contest was like then.

Based on my experience in MYM2, the 'five-minute' moveset thing is a bit of a misconception. While there certainly did exist some poor-quality, slipshod, put-together-randomly movesets back then, they didn't nearly receive as much attention as, say, some of the more well-researched ones, like Aqua Teen Hunger Force or Weird Al. Just taking a look at them, you can see that the makers really showed their work, referring to an episode for ATHF or a song for Weird Al. They might have lacked flow, yes. They might have lacked sensibility, yes. But they did have effort behind them. Random effortless movesets with little to no relevance back to the character itself were just as frowned upon as they are now. Heck, I'd go so far to actually say that the slipshod sets were the minority back then, because that type of moveset wasn't the point of the contest in the first place.

I know that for my movesets back then, it usually took me at least an hour or two to make one of them. Johnny Turbo took me at least 3 hours to finalize everything about it. While the sets back then don't nearly look as good as they do today, and those numbers are probably nothing compared to now, I can't deny that for most of them, there was usually a good amount of effort behind them, and the ones without it didn't hold up for very long. I think it's a little unfair to generalize everything in those times are being useless junk, as without the first topics to establish standards, and the few in each which helped the moveset format evolve, we wouldn't have this topic today, either. You can't learn to run without learning to walk first, after all.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I don't mean to play devil's advocate, but I will say back then, there still was a good amount of effort placed on movesets. Reading up on the Stadium, the impression I get is that it seems that a lot of people aren't really aware of what the contest was like back in the pre-MYM3 era, so I want to clear that up a bit, being one of MYM2's major players. I mean to play historian, instead. :p
So this rebuttal isn't just for you, Joe. And it's not even really a rebuttal. It's for everyone who wants to know some more on what the contest was like then.

Based on my experience in MYM2, the 'five-minute' moveset thing is a bit of a misconception. While there certainly did exist some poor-quality, slipshod, put-together-randomly movesets back then, they didn't nearly receive as much attention as, say, some of the more well-researched ones, like Aqua Teen Hunger Force or Weird Al. Just taking a look at them, you can see that the makers really showed their work, referring to an episode for ATHF or a song for Weird Al. They might have lacked flow, yes. They might have lacked sensibility, yes. But they did have effort behind them. Random effortless movesets with little to no relevance back to the character itself were just as frowned upon as they are now. Heck, I'd go so far to actually say that the slipshod sets were the minority back then, because that type of moveset wasn't the point of the contest in the first place.

I know that for my movesets back then, it usually took me at least an hour or two to make one of them. Johnny Turbo took me at least 3 hours to finalize everything about it. While the sets back then don't nearly look as good as they do today, and those numbers are probably nothing compared to now, I can't deny that for most of them, there was usually a good amount of effort behind them, and the ones without it didn't hold up for very long. I think it's a little unfair to generalize everything in those times are being useless junk, as without the first topics to establish standards, and the few in each which helped the moveset format evolve, we wouldn't have this topic today, either. You can't learn to run without learning to walk first, after all.
It's really nice to see you back, HeoandReo, both because you're giving the thread some much-needed activity and because it's incredibly refreshing to get a different perspective on these things. You probably don't remember me - I joined midway through MYM 3.0, just as your activity was waning - but I definitely remember being impressed with your running list of posted movesets and your leaderly attitude. It's nice to have you back.

I'd just like to say that I agree with you. The attitude you're describing isn't quite a universal one, and our perspective is drastically skewed anyway - sets nowadays usually have days of development put into them and, as you say, emphasize flow and playstyle to the exclusion of the original spirit of the contest. I mean, I'm sure you read the controversy that resulted when Katapultar decided to go back to MYM 1 values, just for an example of how strange things can get around here. :urg:

But anyway, that attitude that MYM didn't start until MYM 3.0 is mostly because MYM as we know it today hadn't really been developed. That serious spirit of competition wasn't quite there, nor was the focus on gameplay; this is why JOE is going on about how those sets had zero effort. They had zero effort put into creating a conscious and unique playstyle, maybe, which definitely isn't the same as zero effort altogether.

On another note, I'm really sorry the thread has been so dead since you got here. We all recently got into MasterWarlord's hack of Pokemon and since the social aspect has gotten so big (you should drop by the chat sometime), it seems to dominate all of everyone's MYM time. :ohwell: We'll all beat it within a week and the thread should get back to running smoothly.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
I'm still mad that Aqua Teen Hunger Force didn't win! :mad:

But yeah, MYM 1-2 sets had effort put into them for their time, the standards for detail and gameplay flow just weren't as high at the time. And to be honest, I actually MISS the days when people would include notable animations and extras, those were a great way of displaying the aspects of a character that sometimes you can't replicate in just the attacks.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
I always have to get in the next word. Sorry, force of habit.

It's really nice to see you back, HeoandReo, both because you're giving the thread some much-needed activity and because it's incredibly refreshing to get a different perspective on these things. You probably don't remember me - I joined midway through MYM 3.0, just as your activity was waning - but I definitely remember being impressed with your running list of posted movesets and your leaderly attitude. It's nice to have you back.

I'd just like to say that I agree with you. The attitude you're describing isn't quite a universal one, and our perspective is drastically skewed anyway - sets nowadays usually have days of development put into them and, as you say, emphasize flow and playstyle to the exclusion of the original spirit of the contest. I mean, I'm sure you read the controversy that resulted when Katapultar decided to go back to MYM 1 values, just for an example of how strange things can get around here. :urg:
Oh... Well, I'm flattered. Your screenname rings a bell, but unfortunately, I don't remember judging your sets when I helped lead MYM3. Then again, I stopped around Page 50-something, though...

I personally think it's possible both for the spirit of fun and the spirit of competition to exist. I'm a non-competitive guy by nature, so I dislike when one fully takes over the other. I enjoy making my sets, but I also try to do it in a way that it can appeal to as many people as possible, including the judges; not always an easy task, due to my penchant for obscure characters(I'm still annoyed my Fighter's History Dynamite characters got no acknowledgement whatsoever) and lack of Photoshop, but sometimes I get it, I think.
My Johnny Turbo set, for example, was one of the winners of MYM2 because creativity was the main focus of the game, and people seemed to enjoy what I did with him, making him sort of a Mr. Turbografx-16, and having his characteristic 'beat-the-crap-out-of-anyone-and-everyone' part of his comics as his specials and Final Smash for variety. :o

I also think it's possible for sets to both have the advantages of the old and advantages of the new. I'm working right now to trying to take my old set-making style and updating it for here.
Strago and Kilgore Trout have a Johnny Turbo-like style to them, where every attack is a shout out to something in-universe.
Sophie, on the other hand, takes reference from my fighting game characters, like my MYM3 entries, Chun-Li and Dan. A lot of her attacks are generic to a degree, while having those few special references back to her home series in her specials.
Despite this, I try to integrate the new concepts that popped up when I was away. Strago has his various Lore effects, Kilgore has his conjuring and Sophie has Magic Revival all as centres of their respective playstyles. It's taking longer for me to make them, too. Kilgore maybe took me about 5 or so hours to make, and I spent about 2 days or so on Sophie, constantly refining and changing her style to make it more in-character or balanced or something.


But anyway, that attitude that MYM didn't start until MYM 3.0 is mostly because MYM as we know it today hadn't really been developed. That serious spirit of competition wasn't quite there, nor was the focus on gameplay; this is why JOE is going on about how those sets had zero effort. They had zero effort put into creating a conscious and unique playstyle, maybe, which definitely isn't the same as zero effort altogether.
Ah, okay. S'cool. It's understandable to me now why people may think that, then. While some sets did have some sort of playstyle on them, it was more implied back in the day than they are now. For most sets, of course, we just didn't think of that back at the time. But of course, it's all part of the evolution of the contest.
Despite being a 'past' guy, I think that addition is actually a very good thing, because a character's playstyle is fairly important to the character itself, when you get down to it.


On another note, I'm really sorry the thread has been so dead since you got here. We all recently got into MasterWarlord's hack of Pokemon and since the social aspect has gotten so big (you should drop by the chat sometime), it seems to dominate all of everyone's MYM time. :ohwell: We'll all beat it within a week and the thread should get back to running smoothly.
Also s'cool with me. There's a small advantage to the dead air, in that it makes my sets a little easier to collect, since they're all in the same place. Can't wait til we get the traffic back, though, so that people can see the sets I made when they were away and help me refine them, though.


I'm still mad that Aqua Teen Hunger Force didn't win! :mad:

But yeah, MYM 1-2 sets had effort put into them for their time, the standards for detail and gameplay flow just weren't as high at the time. And to be honest, I actually MISS the days when people would include notable animations and extras, those were a great way of displaying the aspects of a character that sometimes you can't replicate in just the attacks.
Um... actually ATHF did place in the Top 50 Winners. It got second. :p
Unless you mean it got first, in that case, yeah maybe it should've won that, imo.

And usually I do extras for my characters for that reason. Like I said earlier, I try to have the characters fit into Brawl itself, so in most cases, many things are considered for them.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
I have a question:
I've really been trying to improve for my next set, but, i just keep getting really bad writers block and cant think of more than a few moves. Are there any tricks to help with this or does it just mean im trying to do somthing above my level or what? should i move on to a different character?
 

UserShadow7989

Smash Journeyman
Joined
Aug 13, 2007
Messages
314
I have a question:
I've really been trying to improve for my next set, but, i just keep getting really bad writers block and cant think of more than a few moves. Are there any tricks to help with this or does it just mean im trying to do somthing above my level or what? should i move on to a different character?
My suggestion is to make a quick and easy set in the mean time as practice, then return to the one you're working on once you're finished. You can even work on the two simultaneously, bouncing from one to the other as you get ideas. That's how I used to work before I ran out of characters I wanted to make sets for.

On the topic of Assist Trophies, they're one of my favorite extras, second only to Codec and Stages. I haven't done them in a while, though, since I'm long winded as is and I don't need to add to the tl;dr factor.

On it's own it's a nice little creative exercise, and something light to read in between sets. I'll have to do some myself when the thread slows down again, and I hope to see a few from others. Maybe even stages or bosses (which I remember a handful of) are plausible.

On a kinda related but not really subject, I miss story modes.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
I have a question:
I've really been trying to improve for my next set, but, i just keep getting really bad writers block and cant think of more than a few moves. Are there any tricks to help with this or does it just mean im trying to do somthing above my level or what? should i move on to a different character?
What Shadow said, and in aiddition don't think that every move has to be an amazing creative move. If you have an idea for a move that's really basic but fits perfectly with the character/playstyle, then by all means include it.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
VVV MOVESET BY JUNAHU NOT ENDORSED BY WARLORD ENTERPRISES VVV



The incideous, genius that is Dr Eggman. We all know him. We all know his wonderful mechanations that he rides into battle with.

Well screw you all! We're doing him mechless. And to rub salt into the wound, we're doing it Sonic 06 style!


Stats
Tall man. He's like, almost Ganondorf. And heavy too, fat bugger. He has lousy traction that sends him skidding all over the place, and somehow has a fast dashing speed to go with it. It's not quite Sonic speed, nor even Captain Falcon speed, but he's certainly the fastest fattest thing alive. His jumps, both of them, are utter garbage however. They're basically tools to change midair momentum or whatever, don't expect them to save any amount of your bacon.


Specials
Up Special:
Eggman snaps his fingers as a discus platform flits into existance below his feet. A beam of light then shines down on him from the top of the stage (it's coming from the egg carrier, which is flying above the brawl) and begins to levitate the discus upwards.
From this rising platform, Eggman can do absolutely anything he could do normally (including getting knocked off of it by attacks... so watch out for that)
It travels at a fairly slow speed, and does not stop until it leaves the screen, so you'll want Eggman to jump off of it at some point. There's some downtime between one disc being beamed offscreen, and another becoming available for Eggman's recovering needs.

Down Special:
Eggman performs a gracious bow, which has absolutely nothing to do with what this input actually does... which is [summon a minion robot].




One of these handsome bipedal gunners falls down from the top of the screen, landing directly behind the closest opponent. It cannot fly, it doesn't move, and it has 15% stamina, so it won't exactly last very long. Once it takes that amount of damage, it flashes red briefly, before self destructing. The explosion, which is relatively large, deals 25% damage and can KO at criminally low percents.
Should it last long enough, the gunner will point its arm towards the foe and launch a single homing rocket toward them. It's basically a carbon copy of Samus' missile attack, though its damage and knockback are more akin to her super missile version. Rockets are launched once every 3 seconds, and do not affect Eggman himself, nor any other robots he has summoned to the fray

If you hold Down Special instead of tapping it, then Eggman continues to bow whilst a 'better' robot is summoned from the egg carrier. This one CAN fly. It'll fall from the top of the screen, up until the point you release B, where it will stop and hover until destroyed. These flying robots sadly do not come equipped with rockets, and instead rely on short range machine gun fire. Every 3 seconds, they aim towards the nearest foe, and let loose a stream of 5 bullets, which shoot forth 1.2 stagebuilder units before vanishing. Each bullet pushes the foe backwards and deals 1% damage

Neutral Special
Pressing a big red button that he carries around for these occasions, Eggman sends the foe directly in front of him into a time-space rift. This warps them back to where they were 4 seconds ago, whereupon they relive that portion of their lives. Despite the foe living in the past, the rest of the brawl is living in the present, so everyone else is free to tag them with attacks and damage, which will be inflicted on the opponent the moment they end their 4 second re-enactment.
You can also use this attack on projectiles, and even your own summons (even ones that have recently exploded). Though once your target has reached the present again, the residual 'time energy' makes them immune to this attack for a further 2 seconds. So you cannot trap foes in a groundhog day loop (even though that'd be an awesome concept for a moveset)

Side Special
Eggman motions his arm to point at... whatever happens to be in front of him, and his minions all take this as their cue to start moving. Any summoned robots advance towards the nearest opponent, with grounded robots walking, and flying ones hovering at a slower pace. You can repeat the input to halt the robots. And if you hold B instead of tapping it, you'll be able to move the nearest robot around manually using the analogue stick. You cannot make it attack on command, but your controlled robot will still attack every 3 seconds as scheduled.


Ground Attacks
Jab
Dr Ivo Robotnik swings a good old reliable spanner at the foe in front of his corpulent self. He only does it once before the jab ends, but at 6% damage and moderate fixed knockback that gets foes outta his face, one hit is all Eggman requires.
Since this is a spanner, it somehow magically repairs any minion you swing it at, restoring any stamina they had previously lost. Of course, it would probably be more useful to just let the minion explode.

Forward Tilt
Eggman swings his large ungainly leg in front of him, booting the foe and knocking them into the air. The attack deals a paltry 5% damage, though the range and speed of it are adequate at least.
You can kick your grounded minions in order to force them to fly and hover 1.4 stagebuilder units up in the air. Use this, your spanner, and your up special platform in order to get that missile firing minion as far up into the air as you please.

Downward Tilt
Another forceful kick, this time whilst squatting. Eggman kicks rather like Ganondorf. The hitbox and knockback are somewhat useful if there happen to have any barrels on stage that need rolling. On things that don't roll, this attack deals 8% damage and light knockback downwards and away from Eggman.

Upward Tilt
Dr Eggman claps both hands above his head. Very quick, deals 6% damage, and knocks opponents lightly upwards.
Somewhat more usefully, this input acts as a signal for any minion who happens to be nearby. It will hurry towards Eggman, stand/hover in front of him, and then move around with Eggman for the next 3 seconds (i.e. until it next fires its weapon). Grounded robots won't be able to jump, so bear that in mind as you try to make use of your temporary meat-shield.

Forward Smash
Eggman unholsters a rather 4kids-unfriendly gun from his pocket, and points it dead ahead. He does have to use both hands to fire this thing, because this gun is quite a bit more powerful than his minions' weaponry. At full charge, the ballistic deals 23% damage and KOs horizontally from 110%. At no charge, there is no knockback. Instead, the foe collapses into prone.
The range of the bullet, which can penetrate through multiple targets, is just under 1 stagebuilder unit. It can also damage your own robots, and it can be reflected too.

Downward Smash
Crouching to the floor, and turning away from the audience, Eggman hastily constructs another minion for his team. The flurry of busiwork takes place as you charge the attack, so the minion itself is available as soon as you release the charge.



This little crab-bot, won't scuttle about (unless you use the Side Special, in which case you'll discover that it can actually jump. And it can wall cling indefinitely) but it will launch little orange exploding balls on an arc towards whatever foe happens to be closest. It can alter the trajectory of these bomblets at will, but it does have a maximum range of roughly 2 stagebuilder units. The bomblets do not explode on contact, but rather 3 seconds after being fired. They deal 15% damage and severe hitstun to anyone in their admittedly small blast radius.
If you hit the robot with any of your own attacks, it will instinctively curl up into a perfect metallic sphere, which can roll around much in the same way a barrel can be made to roll. The crab-bot will re-emerge and begin the attack once more after 3 seconds pass.
The level of charge Eggman committed to building the robot, corrollates to how much stamina the thing has before it collapses to a pile of scrap. It starts as 15%, and can climb as high as 40% with enough of a charge. If the attack was fully charged, the crab-bot will be gifted with a constant reflector shield to deflect incoming projectiles. Note that I said deflect, and not reflect. The Crab Bot can actually manipulate its shield in order to deflect projectiles towards the nearest opponent. Even bullets and missiles from other robots can be redirected.
If you don't charge the attack at all, the hastily constructed metal pile of trash just explodes at your feet, dealing 15% damage and medium vertical knockback to Eggman, and anyone else nearby.

Upward Smash
Our nefarious doctorate holder crosses his arms across his chest and barks "Fire!". Immediately after the command, a laser is shot from the egg carrier (which I'll remind you is perpetually high above the stage), towards the ground directly in front of Eggman. The laser is always fired at a 40 degree downward angle, and it is always shot from a location behind Eggman, so the actual origin point of the laser depends on where Eggman himself stands.
Basically, you get a great big laser beam that spans from the ground to the sky, that is angled 40 degrees downwards. It deals between 16-26% damage, and knocks foes away violently at a 30 degree angle. The beam can and will hit the good doctor and his minions, so you absolutely need to shield, roll or dash away as soon as the command is given. Other than that small problem, the attack has no end lag
And feel free to use this attack whilst standing on your Up Special disc, so that you don't have to be right next to the target you want to hit.
Oh yeah, and reflect it off of a shielded crab-bot for added fun :)

Dash Attack
The lardy doctor flops to the ground on his belly, sliding forward a short distance before realising how absolutely stupid that all looked. The attack deals a nice 13% damage, and knocks opponents he crashes into, behind him (yeah it's weird knockback for a weird attack, don't ask). Essentially, it clears a nice path for him to escape through.
This attack also ends with Eggman in the prone position, so you might wanna roll away or something..


Aerials
Neutral Aerial
Rather ungracefully, Eggman tumbles around in midair, knocking foes in towards him with his spinning, multihit hitbox. The attack is somewhat larger than Eggman himself, and the hitbox lingers too, dealing 3 hits of 4% damage.

Forward Aerial
Eggman swings his foot forward in a broad kicking arc. Like pretty much all his kicking attacks, this move has sheer range as its main selling point; it hits below and in front of the bald scientist making it a decent choice if madness takes you and you want to *gulp* approach the foe. The kick deals 14% damage and around 2 stagebuilder units worth of knockback down and away from Eggman. Don't forget, this applies to your robot minions too, if you feel like kicking one towards the opponent and watching it explode on them.

Backward Aerial
Pointing directly behind himself (his finger somehow deals 8% damage and light downward knockback) Eggman signals all of his robotic minions to move away from any nearby foes for the next 2 seconds. The order is pretty fast to give, and you can repeat it to stack the time the robots will run away for.

Down Aerial
Eggman tucks his legs up by his chest and bombs down toward the ground, eggy rump first. It doesn't exactly deal much in the way of damage or knockback (10% damage and light sideways knockback), but it does benefit from having superarmor, giving Eggman a free ticket back to terra firma after his extended trip in the air.

Up Aerial
Supah generic Junahu Up Aerial All Stars Battle Royale!
Eggman grabs at whatever foe or machine happens to be above him, and then holds tight, adding his fall speed to theirs for 2 seconds (or until he leaps away). If struck by an attack, Eggman maintains his hold on the foe, so they'll be dragged along with him. So even though Eggman looks perfectly spikeable, the foe may want to think twice about actually spiking him.
While a pretty humorously spiteful attack to whip out when a big final smash is going down in a FFA, Eggman can also use this attack to grab onto any of his flying robots. His fatass weight will slowly drag them downwards, but it's otherwise a legitimate way of stalling around while waiting for your Up Special to refresh.


Grab-Game
"I'm afraid you're coming with me". A large robotic hand swoops down from the top of the screen, homing lightly towards whatever foe it happens to fly nearest to. If it ends up flying into the ground, or a wall, then that's too bad. And it can even be scared off by the foe attacking it, so it's not the most reliable of projectile grabs.
But if the hand actually snags someone, even in midair, it will drag them briskly towards Eggman. If you don't want that, you can input and hold Side Special at this point to take direct control of the hand, and make it fly wherever you please with foe in hand.
Eggman is free to perform other attacks, and to hit the grabbed opponent, but they will not take any knockback until the hand is destroyed via 20% damage. So you need to throw a big attack dealing at least 20% damage, in order to destroy the hand and send the foe flying away.
Of course, the foe can also struggle free of the hand's grasp like any normal grab. So you might wanna damage them first, or whatever


Final Smash
With a surprisingly charitable yell of "can you make it here?", Eggman summons a discus below his feet and is immediately flown offscreen. The Egg Carrier, which has been flying above the Brawl since the beginning, descends in the background. Once level with the brawl, it lets loose with a barrage of laser beams that fire directly towards random spots on the stage. Each beam deals 36% damage and nasty 60% KO knockback. They're short lasting beams however, so it's a bit of a crapshoot whether you'll hit anyone or not. Your minions do happen to stick around during the Final Smash, though they are just as susceptable to the major lasering that is going (and the Egg Carrier makes absolutely no attempt to not fire at any minions). After only 5 seconds of firing, the Egg Carrier is finished with its attack, and Eggman is returned to the fray.


^^^ MOVESET BY JUNAHU NOT ENDORSED BY WARLORD ENTERPRISES ^^^
 
Last edited:

wrkngclsshr

Smash Rookie
Joined
Apr 15, 2010
Messages
17
Location
Bursting Out Into Song
Dance, Dance Yuzu Tanikawa

I swear, if someone ever gets all of the references in my titles, I will give them $324,932,434,000.23

And yeah, well, TWILTY's being annoying and won't stop bothering me about commenting Yuzu despite me being terribly busy recently.
And he's trying to persuade me to make Yukari or FeMC from Persona 3 instead of the awesome, lovable, giant snowman King Frost >.>

So here we go, maybe this might get me to comment more often. Who knows.

~Yuzu~

I liked it.






Yeah, not really. Not as much as others'd expect me to, at least.
Okay, so let's start with some positives. There are move interactions and cool demons.
and I have terrible SMT bias in me

To me, it ends there. In a way, the negatives of the set are the positives. I guess that means there were no positives and only negatives? Or that the negatives are positive and therefor only positive? Err... whatever. It was wasted potential, in my opinion. :( You'll see what I mean.

The move interactions. There's just too many of them, and most of them are probably nonsensical to use. Who's going to remember than Jack Frost's Mind Charge is going to mix with Mothman's BREATH? Sure, some of the freezing traps are nice, but they seem overdone. Plus, they don't make sense. At all. Apparantly mixing stuff with smelly Moth Breath either break hearts and confuse minds, and lightning bounces off of solid water.

I think you could've fixed it a bit by locking all of the potential move interactions to one type of Special, like only in Side Specials and maybe... two in Up Specials. Instead, they're all over the place, scattered all across the Special moves and bleeding into Yuzu's standards. Also, I do think switching between demons was done decently though.

My other problem is the fact that you barely gave Yuzu and original moves, but just stacked a bunch of the basic elemental spells onto her. Some general moves of your own would've been nice. Seeing Bufu or Agi done three times over in different animations felt odd. What's worse is that they get boosts if a specific demon is out, pressuring the player to use the same attack over and over when a certain demon is present.

Okay, enough of that. I like the new Throws and how you worked them out. Giving them specific demon boosts was a good idea, as the throws fit each demon's playstyle. The support playstyle is also a fun idea, and something I like to see. Teamwork, guys! Yuzu did always seem like that kind of character. I thought your writing style was clear too, and I understood easily what you were conveying.

You know, it's easy to talk on and on about negatives, but hard to focus on positives. Sorry bout that.

All in all, I enjoyed it more than Ventus, but not as much as Edgeworth. You don't consider it your best, which is a bad mindset to be in, really. With every work you do, you should be proud of it. After all, it is YOUR piece.

If you're making more Megami Tensei sets, I can't wait. Yuzu seemed like a stepping stone to their greatness.




I'll try to comment Napalm Man and Skeleton tonight. This one I felt more necessary to post first since it IS right next to Amane.
 

BKupa666

Barnacled Boss
Moderator
Joined
Aug 12, 2008
Messages
7,788
Location
Toxic Tower
DR. TIKI


Tikis are the -awesome, original, and captivating- antagonists of Donkey Kong Country Returns.

...

Bah, who am I kidding? Sarcasm got old back on GameFAQs. Tikis are generic, Goomba clones that Shigeru Miyamoto and Retro Studios are booting Kremlings out of Donkey Kong Returns (not a Country game) in favor of. Individuals of questionable intelligence seem to believe they will contribute to the gameplay, which they think should be valued over -any form- of tradition in a revival game, but from what we've seen, they are nothing more than a more generic, less-threatening palette swap of the Kremlings, making their inclusion even more of a head-scratcher, considering this is a fan's game.

But, oh well, Retro seems to think this game will sell like hotcakes for whatever reason, so they're clearly not going to listen to fan complaints and reinstate the Kremlings. Tikis have been confirmed to steal DK's bananas, but have no redeeming qualities (or even a personality) to make them worth caring about in the game.

In fact, Tikis might go so far as to turn some players off to playing this new game entirely (although they are far from the only reason why). Dr. Tiki, seen above, takes this idea to a whole new extreme, as he enters Brawl...


HOW TO UNLOCK

To unlock Dr. Tiki, you must not play Brawl for 14 years. If Brawl so much as enters your Wii, the countdown starts over, so keep it locked away if you want any chance of playing Dr. Tiki. After this time passes, Tiki will be unlocked when you turn on the game.

His presence in the game does alter a few things...all crocodile characters are instantly erased from the Brawl disc, as is Zinger (and any other DKC enemy sets that may or may not arise). Hahahahahahahahahahahahahaha...you thought they'd still be in Brawl when you returned to playing it? Olololololol, I'm laughing so hard at the notion. Seriously, don't worry, though, Tiki is by far more interesting than any of these stupid creations could ever hope to be. You won't even miss them once they're gone!

Now proceed into the game you've been abstaining from playing for over a decade, remember how much you missed it, and start up a Brawl for that grand nostalgia trip. You might even say the game is returning into your life. One little, insignificant side note: you are required to either play with or against Dr. Tiki in every match from this point on; he's selected by default, and if he is controlled by a CPU, the AI is absolutely unholy. But does that really matter? After all, you've waited fourteen years to see something -new- in the game...


ABOUT DR. TIKI

Tiki has no method of moving or jumping (no aerials or dash attack). He merely sits in the middle of the stage, gazing at you. I'm sure you're all drooling in fascination at this point; don't worry, it gets better. Tiki takes no damage, but is merely knocked back by attacks, much like the oh-so-charismatic Sandbag. Don't worry, just because he has cannot move doesn't mean the fun will be over in just a few moments. No, Tiki will be sticking around a loooong time...

SPECIALS

Neutral Special - Tikis, Tikis Everywhere!
Tiki splits off into three identical Tikis, each controlled by an incredibly potent CPU. There is no lag to this move, so even if Tiki is falling to his doom, he can summon copies on himself to stay alive, as they spawn in the middle of the screen. Oh, and there's no limit to how many times Tiki can use this move; he can flood the stage with his ilk, because it's so beneficial to Brawl's gameplay to have Tikis as prominent bad guys. Who cares if Tiki spits on the tradition of balance in the process?

Side Special - Stroll
Tiki walks forward at an incredible slow pace, not dealing any damage whatsoever. If characters try and footstool Tiki while he's doing so, the game freezes with a little popping sound; you won't be able to resist doing so, because it's just so fulfilling to make things happen by jumping on helpless pieces of wood, yes? During this move, Tiki creates an invisible gravity spell above himself; it's so strong that if characters try and jump over Tiki at all, they'll be sucked down instantly onto his head, freezing the game. Granted, if you perform, say, any kind of rolling attack into Tiki as he's moving, he'll be knocked back, but don't worry; Tiki has ways of making rolling into him extra super awesome, too.

Down Special - Hypnosis
Tiki's eyes begin swirling, putting the closest character to him instantly under his control for the rest of their stock. If you wish to hypnotize more characters, you'll have to summon duplicates, but don't worry, they'll run any characters they hypnotize off the stage without a qualm. Doesn't that make for such an enjoyable game? Silly me, I can't believe I forgot to mention this all-new and original trait of the Tikis in his bio; hypnosis will surely set Brawl's SSE storyline above all other games with a Scooby-Doo storyline.

Up Special - Flight
Tiki instantly grows little wings and catches on fire. This has several little effects on the game. First and foremost, it erases every single aerial-based character from the game (like Zinger, except he won't be there in the first place), because Tiki does everything they can do with his impressive wings, better.

The wings give him the ability of free aerial movement at a moderate rate; if you don't move with wings, Tiki will simply flap up and down a set distance. Could your pathetic aerial creations do that? Oh, and if he touches any character at all, the flames burn the character right off the game disc. You can cancel this move at any time by dodging, but why bother? You can remain aflame as long as you wish without negative effects, with the ability to use your moveset and duplicate flaming copies of yourself.

Oh, and for those of you getting any bright ideas, this move is disabled during Tiki dittos. You didn't want all this fun to end so soon, did you?


BASIC ATTACKS

Jab - Accessories
Tiki claps his hands, creating a very high option for items and turning it on. Every single match from now on will have every single item available literally raining from the sky. But that's okay, right? The casuals will play the game anyways...plus, it creates a change in the gameplay. Why not add some change like this, just for the heck of it? Tiki is just revamping the game you return, so it will be a better Super Smash Bros. Brawl! If you don't like that, then you're a bad, ignorant fan.

Side Tilt - Steal
Did you hear? Tikis will be stealing bananas from Donkey Kong! Oh, the horror! No other villain has ever considered pulling a stunt like this before, and even if one did, the Tikis will look even cooler stealing them in their place! The shifty nature of the Tiki is conveyed into Smash by this move. Tiki extends a hand, instantly removing any item the victim is carrying from their possession. An interaction with jab to help Tiki beat opponents? Now, that's proof that the gameplay is absolutely solid, because it might not have been obvious to players that Tiki's other attacks help him win. It's really not obvious, I tell you, who the heck would think to try different things against opponents?

Down Tilt - Speed
Tiki snaps his fingers, causing everything in the game to become lightning fast, permanently. In addition, all slow characters, as well as all traces of H2O (characters who use it and stages that have it), are erased from the game. If it's slow, it's gotta go. Why? Because it's so much more intuitive to play the game like a monkey on crack, with explosions everywhere and doo dads flying at you from every side of the screen. That's called brilliant game design.

Up Tilt - Beautify
Tiki raises his hands to the sky, causing everything in the game to become lavishly bright and cartoony, permanently. Every character also moves in such exaggerated motions that they trip all over the place, giving Tiki a chance to improve the game even more. The game looks much more realistic and atmospheric after this adjustment. The game is now such great eye candy that you'll want to play it again and again! That's not enough for you? Every character sounds like a cartoon character as well, to go with the jaw-dropping visuals.

Note: Pit's voice stays the same.


SMASHES

Forward Smash - Simplify
Tiki waves his hand, erasing all characters that fall into a strategic category. Trappers, campers, mechanic manipulators, all of them are gone after this move. This move was added after the demo testing of Tiki...people kept dying to these characters because the game was so utterly hard, and didn't clue players in as to how to exploit these characters' weaknesses. So, with nothing but generic all-around characters, this game will be more accessible to everyone. But it'll still be challenging, of course, because people died during the demo.

Down / Up Smash - Shrink / Grow
Tikis come in many shapes and sizes; I bet you've never dreamed of seeing that before. Here, Tiki shrinks/grows, removing all lightweights/heavyweights from the game; because he fills that role, the others are entirely superfluous. In combination with F-Smash, Tiki will have less difficulty fighting troublesome opponents.

GRAB

Grab - Remove
Tiki makes a snatching movement, removing a random aspect of the game. Maybe it's a random character, a stage, a mode, who knows? This grab is highly spammable as well, so you can take away many elements of the game before your opponent gets to you. This is clearly beneficial to the gameplay, as it removes anything that might nudge Tiki out of the game's spotlight.

FINAL SMASH

Final Smash - A Better Brawl
Tiki raises his hands to the heavens; this alters the control scheme of your game. Your Gamecube controllers are rendered incompatible with Brawl, forcing you to play with Wiimotes. Wait, there's more! The only way to play the game with the Wiimotes is with the Nunchuk; waggle both controllers around simultaneously to play the game. In addition, whatever characters remain on your disc have their attacks replaced by them crouching and blowing air. The air has no effect on other characters at all.

PLAYSTYLE
Okay, you're all sick of the sarcasm now, so let's get down to business. Tiki has a playstyle alright, but his strategies in matches are far from typical. In fact, you won't be choosing him as a character unless you want to achieve one simple result: turn other players off from playing Brawl.

The way to do so really depends on what type of player you want to turn off, rather than the character Tiki himself is facing. Characters do have some importance in how you go about your task, however. If you're facing some tournament player who mains one, two, or three characters, you'll want to erase them from the game.

The most blatant way to do so is by catching ablaze and flying into their character with Up Special. Although this may seem hard, what with characters having fancy dodges, Tiki can simply fly under them and use Side Special, forcing them onto his fire. And hey, if the tournament player wants to keep playing without his mains, jab is a perfect way to remove all interest he'll have in playing. Even if he tries to bite the bullet and play with items, the brilliant Side Tilt interaction gives Tiki the upper hand, once again.

On the subject of removing characters, this flame tactic works just fine against players who only enjoy another type of character, such as heavyweights. But what about those casuals? They don't care about the absence of a few characters! Bowser was a clone of Charizard anyways. Against casuals, Tiki will want to focus on simply overwhelming them, causing them to sell Brawl on E- Bay without a second thought.

Good methods of doing so include Down Special, making casuals wonder why they can't live, as well as D-Tilt, making the lightning fast game too difficult for them to handle. Other frustration tactics include U-Tilt, causing 360 fanboys to rant about how this game's graphics blow and snap the disc in half. Annoy them enough by hypnotizing them into jumping on Tiki and freezing the game to produce the same result. As a last resort, send out a horde of duplicates. Casuals will never see the beauty in this gameplay, so it's no loss to get them to stop caring about the game.

All in all, you don't want to play Tiki, or even unlock him, unless you don't want to play Brawl anymore, or if you want to be a massive prick on your sibling's Wii. If you need me to explain why, you're a cyborg.

But...if your opponents don't win anymore, then you can't ever lose. Tiki is a winner in that respect, at least.


EXTRAS

All Three Taunts - (Laughs)
Tiki laughs, because he's in the game, and your character is not. He automatically performs this whenever he lands Up Special.

Victory Pose - (Laughing)
Tiki continues laughing, because he's playing a more and more vital role in this game.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
Dr. Tiki:

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!!!!!
thank you. just, thank you. This put me in a better mood.
you've captured the essence of the character soooo well. I certainly wish he were playable in Brawl.

In all seriousness though, this really was an extremely fun set to read (this may be the funniest set i've read). I hope this gets positive attention, and i'm glad someone was able to say this about the new "donkey kong country" game.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
DR. TIKI

This is the best moveset I have ever read in my life, and I'm never going to touch that horrible game of Brawl ever again so that I can play as Tiki so he can improve the gameplay by removing all of those other inferrior characters. Clearly jumping on him is just such an irrestible temptation that he is the epitome of game design, despite being a more generic clone of the Goomba, and that playstyle comes together wonderfully as he turns off each and every person from playing Brawl and thus wins due to the enemy forfeiting. Hell, Tiki brings items into competetive play like Item Tree, only better! I'm super voting this moveset ASAP.

EDIT DURING MYM 11 BECAUSE MYM 8 WILL NEVER BE LOCKED: Well damn. Calling this moveset a clone of Goomba is just insulting. . .To this moveset, that is.
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
Dr. Tiki is easily the most well designed character in video game history and its a travesty he had to be posted in MYM instead of already appearing on the Brawl disk. His epic playtyle of making people forfeit before the game begins is only surpassed in the ways he single-handedly removes all those superflourous things from Smash Bros like playstyle, strategy, and characters. I think his side-b is too good though; NOBODY could resist stomping such an amazig character so the game will always freeze before he gets to use his game-improvment attacks!
 

Katapultar

Smash Lord
Joined
Nov 24, 2008
Messages
1,283
Location
Australia
On a kinda related but not really subject, I miss story modes.
I also miss story modes. It would be fun to make one. Even if it had a bizzare and random plot to move things along to avoid cliches from angry customers.


Disregarding the sarcasm among Dr Tiki in his gameplay, I learnt something about the next Donkey Kong game or something regarding some new fella who steals donkey kong's bannanas. The moveset was fun to read and made me laugh.

In my opinion Dr Tiki should be placed in the list of MYM8 sets so he is recognised and people can enjoy reading him with simplicity like any other set. Dr Tiki should be counted as a legal entry so he can come 1st place.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
*insert MVC2 new challenger theme here*

I am pleased to say that I'm ready to announce, and post,(Which would defeat the point of announcing) the next set that I have (mostly) finished.

---




From parts unknown, a remake of one of the oldest sets entered!

The one guy that everybody the ladies love to hate love,

A bad bad man, who hates Marzipan,

The eternal rival of The Homestar Runner, and the Ricky Fighters,

It's... OK, if you don't know by now, it's Strong Bad.



The idea for this moveset came in a very roundabout way. I already created the stage for him, Sweet Cuppin' Cakes, but it just didn't feel right just having it unless Strong Bad was in it, too.
As an unlockable character.
That you had to fight.
With the song 'Strong Bad Is A Bad Guy' playing as you do so.
So this is the set I alluded to in one of my posts about my ATs.

In the past, I usually stayed away from remaking movesets, but Strong Bad is the first thing to come to mind when I started thinking 'Who would you fight on a Sweet Cuppin' Cakes stage'.
Besides, no one else would really fit, since SB created Sweet Cuppin' Cakes anyway.
I was actually working on several movesets earlier for more possible entries into the contest, but I got stuck after a short time on them. After some time off, though, I decided that maybe Strong Bad could work better with some aspects of their sets as well, so I scrapped them for now, and worked some of the ideas I had for them into Strong Bad.

While some of my extras aren't quite complete yet, I wanted to get the main bulk of the set, and the playstyle, done in time for the next Sunday review.

There is some influence from the original Strong Bad moveset by Patchi, with some of Strong Bad's moves coming straight from the original set, except updated to fit in the new format of the contest.
While Strong Bad's computers do contribute a lot to Strong Bad's character, I try not to rely on using the actual computers too much, if at all.
Instead, I focus on having Strong Bad function in Brawl while maintaining the physics and elements of Homestar Runner's world, a world with little regard to continuity or sense as long as it is made entertaining. :)

My goal with Strong Bad is to make(or remake) him as a joke character, but at the same time, is not. He still has some distinct play mechanics which are still workable, even if stylish. He also has plenty of references which he can sacrifice playability for, but at the same time, it's optional to a degree, so the player can choose how to use him.
The player can choose either to play Strong Bad as a serious character, or to take refuge in just how atrociously strange his moves are. In that way, I hope there can be something for everyone to enjoy in this set.

This Strong Bad in particular is an amalgation of the normal/sbemail/imaginary Strong Bad and the 'Powered By The Cheat' Strong Bad. This combination is used to maximize freedom for what he can be physically capable of.


Appearance:
Strong Bad's appearance can really be explained by itself. Red luchadore mask with a black pattern, green eyes, and a jewel, red boxing gloves, tight black pants.


Statistics:

Size: 3/5
Strong Bad is of average height, compared to everyone else in Free Country, USA. But rest assured, not too much else is average there.

Speed: 2/5
"Keep up the pace. Gotta break 4:40"

Weight: 4/5
All those Potate Chips and SBLOUNSKCHED!! bars would probably get to him after some point.

Jump Height: 3/5

Fall Speed: 4/5

Traction: 2/5



Can he...
Crawl?: No. Strong Bad instead relaxs on his stomach with his hands on his cheeks, with the trusty Lappy 486 in front of him. Except it's closed.
Walljump?: Sorta kinda. One of his specials lets him jump from a wall.
Wallcling?: No.
Glide?: No. Would be too much trouble to rig the strings.




Alternate costumes:
Red costume and boxing gloves, light blue jewel, green eyes, black pants.(Default, Red Team)
Blue 'Sterrance' colour costume and boxing gloves, lavender jewel, grey eyes, black pants.(Blue Team)
Green costume and boxing gloves, light blue jewel, green eyes, black pants.(Green Team)
Yellow 'Da Huuuuuudge' colour costume and boxing gloves, light blue jewel, green eyes, black pants.
Greyish 'Old Timey' colour costume and boxing gloves, grey jewel, grey eyes, black pants.​

Entrance: The Tire from Strong Badia falls onstage, and Strong Bad jumps out of the hole in the middle... somehow.


Series: Homestar Runner Strong Bad
Logo: This Homestar Runner Strong Bad logo:


Wiimote Sound: "TECH-NO-CHOC-OLATE!"
Trivia: If Strong Bad loses, he does not clap. Instead, he and The Cheat throw eggs at their opponent. Just when they throw them up, they never hit them, so as not to disrupt victory poses.


Since Strong Bad has a mechanic in his Special Moves which can affect his normals, Specials are listed first once again.


Special Moves

Standard Special Move: Kick The Cheat

Strong Bad grabs the Cheat out of hammerspace with his left hand. He then tosses the Cheat in the air just ahead of him and drop-kicks him ahead a short distance.
It can be described as half the horizontal distance of King Dedede's Waddle Dee Toss, but with twice the vertical range.
Getting hit by the Cheat does between 4-8% damage, but getting hit with Strong Bad's kick does 8-12%.

After the attack, The Cheat will get up and start walking around the stage, pushing items and characters around.
The Cheat cannot by carried by anyone as an item. However, when Strong Bad walks in the general area of The Cheat, The Cheat will follow Strong Bad around the stage, and can change Strong Bad's moveset to a degree.

The Cheat can also act as a shield for Strong Bad. When Strong Bad is attacked, he takes damage, but The Cheat takes the knockback, being sent back with each attack done on Strong Bad when he follows him.
Strong Bad will have to move in the area of The Cheat whenever he is attacked, and his knockback corresponds to Strong Bad's damage level.
(i.e. If Strong Bad has 120% or higher, The Cheat can potentially be sent off the stage with an attack, forcing Strong Bad to use Kick The Cheat again to re-summon him.)


Side Special Move: Deep Sea Fangly Fish

With a sound effect of 'DWAYNE!', Strong Bad shapeshifts into the Deep Sea Fangly Fish, complete with Homestar lure and the dinner-and-dancing deck on his back, complete with Baby Styles and Mini-Strong Bad dancing on top!
Strong Bad then 'waves' forwards, moving like a fish, and slightly hovering above the ground. You can control the direction that he moves with the Control Stick.
Contact with the fish does 3-6% damage, and Strong Bad can perform the attack in the air. The attack has little knockback, like that of a fan hit.
However, after 4 seconds, or when the button is pressed again, Strong Bad transforms again with a 'DWAYNE!'. If this is done in the air, he falls helplessly, as this attack counts as a recovery.
Performing the attack in water allows Strong Bad to swim indefinitely. It also bypasses the 4 second time limit until he jumps out, at which point he DWAYNEs back to his normal self.


Up Special Move: Muscular Wrestling Moves

Returning back to his roots as a wrestler, back from his 'very first' email, Strong Bad either conjures onto a top rope(Or goes onto a part of the stage, like a wall), and jumps off, to perform a flying elbow drop at the opponent!
The move has fairly little vertical recovery, but has an impressive horizontal range, about 5/8s of Final Destination.
Getting hit by the elbow drop does 4-10% damage, and sends the opponent down and forward, making it okay as a spike when recovering.


Down Special Move: Get Ready For Fun!

A rope comes down from the top of the stage for Strong Bad to hold. He holds the rope for as long as the B button is held, and the bottom of an arcade machine appears on the top of the stage, which can be controlled with the left and right direction.
Upon release from the button, Strong Bad lets go of the rope, and a large 'Typing Tutor Turbo' arcade machine falls from the sky from where it was last.
The attack knockback sends the opponent down if they are caught in the air, or up if they are hit by the machine when it hits the ground. One of Strong Bad's better KO moves, it is nullified by having Strong Bad be vulnerable as he aims the attack.
Does 10-20% damage.


Normals and Tilts


Jab: Boxing Gloves

Strong Bad uses his hands the way they were intended to, and takes a pugilist's stance!
Strong Bad jabs ahead twice with his left hand, then hits with his right, to do 3 hits.
Each hit does 1-2% damage.

Holding the button makes Strong Bad perform the first punch repeatedly.
The Cheat does nothing in this attack, only looking back and forth.


Dash Attack: TROGDOOOOOR!

Strong Bad air guitars as he slides on his knees, and shouts the titular creature's name, in a heavy metal style.
Holding the A button after the initial attack lets Strong Bad stay on his knees and continue the lyrics for a few seconds before standing up again.

"Burninating the countryside,
Burninating the peasants,
Burninating all the peoples,
And their thatched-roof COTTAGES!"


While it is fun to hold the button to let Strong Bad play a little longer, he still has to worry about the opponents! Try not to use the extended version too often, except maybe as a taunt.

With The Cheat, The Cheat will slide along with Strong Bad. He goes a slightly further distance, though,(About 2 Mario widths ahead) and trips on contact. He does 2-4% damage.


Forward Tilt: I Am Here Stealing Your Presents

Short version: Strong Bad resorts to stealing to win his battles! Even from children! Oh the humanity!

Long version: This is a unique attack, in that Strong Bad performs it in different ways depending on the situation.

If the opponent is not holding an item when he does this tilt, he will be disappointed. But he'll give them a present of his own: A KICK IN THE SHINS! This does 6-10%.


If the opponent is holding an item, Strong Bad will steal it away from them, by hitting their hand with a 'YOINK!'. It does no damage, but Strong Bad's got an item, and they don't. Who's laughing now?

If Strong Bad is in front of a crate or barrel, his arms will extend to appear like in the book, and he will carry the crate in front of him, until any button is pressed. Then he will throw it.
Throwing the crate does the same damage as getting hit by a crate in the first place, but Strong Bad's arms damage as he stretches them around the crate. Contact does 1-4% and has small knockback.

Upward Tilt: Double Deuce

Strong Bad faces the player(if facing right) or the background(if left) and does a Double Deuce above his head. He gives the finger with both hands, but due to his boxing gloves, they can't be seen. So he more or less just punches upwards with both fists.
Strong Bad's fists seem to expand slightly in size as the attack is done, similar to how Mario or Luigi's fists grow as they attack.
The attack has a short amount of startup and ending lag, similar to the attacks of Wario or Mr. Game & Watch.
Does 6-11%.

Downward Tilt: The Ultra-Portable Lappy 486

The Lappy Computer opens up by itself, launching the opponent forwards and upwards.
Unlike Strong Bad's up tilt, the attack starts instantly when the button is pressed.
This is one of Strong Bad's better kill moves due to its strong knockback, sending the opponent up almost as if they were hit with a Smash. However, there is some ending lag, as the computer closes. Does 6-13%.

Doing any tilt with The Cheat will result in Strong Bad picking him up and throwing him lightly at an opponent. While this is not strong enough to function as a KO move until 120% or higher, the range is good, going the same distance as a non-smash thrown item.
This attack does 2-6% damage.



Smashes

Forward Smash: Golden Record or Punt The Cheat


Strong Bad hits the opponent over their head with the Golden Record of his hit single, 'Everybody to the Limit'.
Unlike other forward smashes which send their opponent ahead or up, the Golden Record sends the opponent crashing to the ground, face-up.
This is Strong Bad's quickest-starting Smash, with Strong Bad hitting immediately after the charge releases, and with very little cooldown time, as well.
However, the weak point of the attack is the range. Strong Bad is only able to attack a short distance ahead of him, and it won't hit the opponent unless he uses the attack at point blank.
Also, due to the attack's knockback, it cannot kill an enemy.
Does 18-25% damage.

With The Cheat in hand, Strong Bad drop-kicks the Cheat ahead of him, similar to his initial kick of The Cheat. However, the longer the charge is held, the further The Cheat will go when released.
The Cheat in this attack travels at a much faster velocity, and in an arc more similar to Waddle Dee Toss. The damage is the same, 18-25%.


Upward Smash: You got SBLOUNSKCHED! or Flight of The Cheat

Releasing the Smash causes Strong Bad to jump in the air, with his trademark candy bar, yelling 'SBLOUNSKED!'
This is another solid Smash, in that it starts fast and has good knockback. Strong Bad can also avoid low attacks with this.
The main downsides are its joint hitbox and its relatively low range.
Contact with Strong Bad does 15-21%.

After the attack, if the button is held, Strong Bad will open and eat the candy pants. It restores 5% of his health, but takes several seconds to do.
That said, it's a well-earned tasty treat if this attack KOes an opponent.

Having The Cheat makes Strong Bad wind his right arm and throw The Cheat up in the air, like a football.
He travels in a vertical arc, similar to Snake's Up Smash, before falling to the ground.
Hitting The Cheat does 14-20%.


Downward Smash: Muffler Smasher or Cheat Spike

Strong Bad produces a rusty pipe in his left hand, brings it behind him, and slams down upon release of the charge. Performing the smash again in quick succession allows Strong Bad to attack a second time, smashing the opponent with a rusty pipe again.
Knockback sends the opponent strongly forward, and can work as another kill move at high percents.
First hit does 8-13%, while the second does 6-12%.

With The Cheat, Strong Bad does a short hop, slightly backwards, and spikes The Cheat into the ground like a football is spiked after a touchdown. The Cheat bounces forward into the air to hit the opponent.
The main drawback of both Smashes is that Strong Bad cannot attack behind him. Cheat Spike does 13-22%.



Aerial Attacks


Neutral Aerial: Canyonball!
Strong Bad goes into a somersault position, in the way he positioned himself upon jumping over a canyon.
This aerial has a fair amount of knockback, most pronounced at the beginning of the attack, if the opponent is in close range. This does 7-12%.
Hitting Strong Bad while he is spinning does smaller knockback, and cause 1-3%.

If The Cheat is accompanying Strong Bad at this time, he will spin around as well, with his arms above his head as he spins.


Forward Aerial: I Can Do It Nine Times

Strong Bad does a forward kick, aiming his left leg ahead to hit. Strong Bad's body angles in such a way that his feet are at about the same level as his head when the attack is done. True to its name, Strong Bad attacks for 9 hits, and while it can do some decent damage, it's a terrible aerial to use when short-hopping, due to guaranteeing lag upon return to the ground.
Each leg hit does 3-6% damage, doing between 27-54% if all the attacks hit, making it a pretty powerful aerial. Knockback is alright, too. Earlier kicks have low knockback, but later ones get stronger, similar to Snake's neutral aerial.
But good luck getting more than 3 or 4 hits in the enemy, though. The attack can be easily escaped by use of directional influence or differing falling speeds, so one of the only ways to get all the hits in is to do it on another Strong Bad off Hyrule Temple.
And if you don't mind not getting back up.

But man, it's just so friggin' cool if you can get all them in.

If The Cheat is with him when he returns to ground, he'll give The Cheat a trophy afterwards. The Cheat will raise it above his head and cheer before sliding it into his person. This action does no damage, and takes several seconds to wait, increasing the risk of the attack from 'normal dangerous' to '"crazy go nuts you'd have to be a total crap-for-brains to use this!" dangerous'.

Backward Aerial: BMW Lighter

Strong Bad will turn his body around, and take his classic Lighter from his back pocket. He will then flick the Lighter on, the burninate any opponent nearby.
The attack does strong upwards knockback, and can KO a middleweight at about 110%.
The Lighter has very short range, however, the only real hitbox being at the fire itself.

With The Cheat, Strong Bad thrusts The Cheat back as it uses the Lighter instead. The range is increased, and there is a hitbox on the Cheat, which does 2-4% damage, and small knockback. It can hit the opponent into the flame as well.

Upward Aerial: Meatball... Face... Butt

Strong Bad headbutts upwards and somersaults, in a style similar to that of Ness, essentially face-butting the opponent.
If used at the apex of Strong Bad's jump, it increases the jump height slightly.(dangeresque 3)
Knockback is similar to other headbutt-based Up Aerials, such as Ness's or Lucas's.
Does 8-14%.

The Cheat does not affect any properties of the attack.

Downward Aerial: Discount Brick

Strong Bad throws a Discount Brick down at the opponent. The brick has a 50% chance of breaking when thrown, if it lands on the ground.
The brick is a spike, and sends the opponents down at a fast velocity, when they are in the air. It does 8-16% damage.
When Strong Bad hits the ground again, if the Brick is there, he can pick it up and use it as an item. It retains the 50% chance of breaking.

With The Cheat, Strong Bad grabs The Cheat instead and throws him down. Knockback is changed to send the opponents upwards instead, but damage range remains the same.
The Cheat will also scream if he is in a case where Strong Bad throws him down a bottomless pit.



Throws

Grab:
Strong Bad grabs his opponent with both boxing-glove hands.

Grab Hit:
Strong Bad headbutts the opponent.
With The Cheat, the Cheat hits the opponent with his closest arm.

Forward Throw: Golden Record(again)

Because it was so good the first time, Strong once again uses the Golden Record to attack the opponent.
Despite having a similar appearance, though, this version of the Golden Record doesn't do nearly as much damage.
It does, however, have the same effects, in that it sends the opponent down and face-up.
Another upside to the attack is that it's much easier to hit with, due to being a throw.
Does 8-13% damage.

Backward Throw: The Horrible Painting

As Strong Bad turns and spins a la Mario to throw the enemy backwards, an unholy voice is heard, saying "COME ON IN HEEEERE."
Successful use of this attack grants the 'Jibblies' status onto the opponent. Someone with the Jibblies is uncontrollable and briefly shakes from side to side, in a period lasting 2-6 seconds.
Shaking the Control Stick allows a character to exit the 'Jibblies' status faster.
However, Strong Bad is affected by the Jibblies as well! This attack can be a race against time to get out of the Jibblies first to get that free hit in, so if you're good at Control Stick waggling, get in there and take advantage of it!
The opponent takes 4-7% when affected by the Jibblies. However, Strong Bad himself takes nothing.

Upward Throw: Touch My Toes

Strong Bad tells the opponents that he can touch his toes, and does so twice. The third time, he reaches down and grabs the opponent`s foot, tripping them.
The attack has no knockback. Just a guaranteed trip.
Does 2-6% damage.

Downward Throw: Appointment

Strong Bad wrestles his opponent to the ground, before jumping on them repeatedly on their stomach, saying "I hate you" four times as he does so.
Knockback sends the opponent slightly upwards, and is set.
Each stomp does 2-4% damage, and the throw does 4 hits, totalling from 8-16% damage.


Final Smash: Cheat-ing


Strong Bad takes The Cheat, and throws him in the direction of the player, having him hit the screen, and create crack marks on them. The crack marks disappear after 5 seconds, but that's not all that The Cheat does, oh, no sir...

The Cheat actually walks in front of the character boxes, intending to help Strong Bad cheat to win the Strongest Man In The World Contest. Or the Brawl. Same diff.
The Cheat will attack the opponents by actually hitting their character boxes and damage percentages with his flipper arm. The Cheat hits the box/percentage 3 times, doing 10% each. The corresponding opponent is also knocked upwards with the attack.
The Cheat will also rearrange the damage numbers when he moves to Strong Bad's character box. The Cheat will take the number furthest to the left and with a strong "MEEH!" throw it upwards.
It will land in another character's damage meter, either adding onto the number(If they have 99% or less), or replacing it.(If they have 100%+) The Cheat only does this once, and chances of numbers being replaced are as follows:
Far left(100s digit): 10%
Middle(10s digit): 60%
Far right(1s digit): 30%

Corresponding knockback from attacks is also changed to represent the new numbers on both Strong Bad and the unlucky opponent. Though in certain cases(SB has 100%, opponent has 200%), the Cheat may actually reduce the opponent's percentage, so watch when you use this!

The Cheat vanishes from the foreground after the Final Smash. Strong Bad will have to use Kick The Cheat again if he wants The Cheat back.


Animations: (To be completed)

Rolling(Forwards)

Strong Bad compresses himself awkwardly and reappears a short distance ahead. "I am over heere!", he says. The roll goes twice the distance as any standard character's roll, but the downside is the laggy ending, where he is open to attack after the first second of saying his line.

Rolling(Backwards)

Strong Bad does a backflip while facing the player. "Now I am back over heere!"
Because of what Strong Bad says after each roll, they aren't recommended to be used much.

Idle Animation 1
Strong Bad rotates his head by his neck.

Idle Animation 2
Strong Bad opens his mouth and brings his arms up, while arching his head ahead of him.

Idle Animation 3
Strong Bad looks down and strokes his chin with his glove while smiling.

Tiptoe
Strong Bad moves his boxing gloves in front of his chest like he is creeping up on something, and tiptoes quietly.

Walk
Strong Bad moves his arms up and down, like he normally walks.

Fast Walk
Strong Bad will simply walk faster.

Run
Strong Bad pumps his arms higher as he spreads his steps further as well.
If Strong Bad is running away from the opponent and has 100% damage or higher, he will scream as he tries to get away from them.

Cliff Attack(Under 100%)
Strong Bad will slither onto the stage on his back, and attack the opponent with a head strike, a headbutt where he faces up. His fists also are at the sides of his head.
Does 6-9%.

Cliff Attack(Over 100%)
Strong Bad will work hard to climb back onto the stage, before delivering a left hook to the enemy. 8-10%.

Waking(Face-First)
Strong Bad does a mule kick back, and then lunges forward before standing. 6-8%.

Waking(Face-Up)
Strong Bad will go on both his arms and kick forwards, before kicking backwards balanced on the same arms.

Credits Music: Everybody To The Limit(Come On Fhqhgads)


Up Taunt: Strong Bad flexes, and admires his muscles, and shakes his midsection for the ladies to admire, saying one of three things as he does so.
"My muscles can beat up anybody!"
"It doesn't get any better than me!"
"I'm on point!"

Side Taunt: Strong Bad looks at the player, boxing glove arms off to the side, as he moves them up and down. He says his favourite phrase.
"I like to-a say-a, HOLY CRAP!"

Down Taunt: Strong Bad takes out The Big Knife from his back. He looks at it with a "Huh.", leaning his head to the side, then puts it back.


Victory Poses:
Victory Music: The initial snippet of 'Strong Bad is a Bad Guy'(The first 7 seconds of the song, before the lyrics)

Strong Bad faces away from the player, with his right arm up and his left on his hip. He moves his arm left and right, almost as if directing the losing characters.
This is similar to one of Luigi's old victory poses from SSB64.

The Cheat is operating a DJ machine, as Strong Bad does his matin' dance, like he's at the Technochocolate Pwawty Cloughb, spinning his fists around each other while kneeling slightly.


Strong Bad is sitting on his desk, with the Compe, checking his email. Looking up, he calls to the Paper.
"The Paper, bring it down!"
The Paper then comes down from the top of the screen, saying "Strong Bad Wins!" on it.

Kirby Hat: Kirby gets Strong Bad's black face pattern, blue jewel, and silver spike-thing.



Strong Bad Strategy

Strong Bad is more of a gimmick-based character. His attacks have many special properties that are unlike other attacks of their kind. His forward smash and throw send the opponent down instead of ahead. His back throw causes the unique 'Jibblies' effect. Many of his attacks also change in style and property when he calls in The Cheat to help him, well... cheat.

While many of his attacks have powerful effects, and he plays like no other Smash Brothers character before, his constant reference is a weakness, with constantly being open to attacks whenever he finishes them. The Cheat also changes properties of attacks, and the player must decide against certain opponents whether to use him or not. Strong Bad also has to make sure that The Cheat stays with him should he decide to use The Cheat. Due to these reasons, Strong Bad has a massive learning curve, which can turn off beginners to the series.

Despite this, Strong Bad still has some very good attacks which function well compared to his other attacks. Use and abuse of Strong Bad's tilts are necessary to achieve Strong Bad mastery, as they are quick, have good range, and decent power behind them. Strong Bad's Smashes are fairly decent as well, doing good damage and having quick startup. The Cheat amplifies Strong Bad's ground game to a degree, doing similar damage with his Smashes as Strong Bad's normal ones.

The Cheat himself is a double-edged sword. He gives buffs to some attacks, but weakens several others. Notably, Strong Bad's forward air gains much more lag upon landing, enough for an opponent to come close and attack. Otherwise, it is a good idea to use him to buff up Strong Bad's ground game. The Cheat essentially acts as a projectile on the ground, giving Strong Bad the ample ability to space himself. The main downside is that Strong Bad has to move by The Cheat, though, which can hamper his freedom-of-movingitude.

With this information, Strong Bad performs best against close-range characters, such as Captain Falcon or Ganondorf. Strong Bad's smashes are quick enough to capitalize on any time that they move in close to attack, and The Cheat can help Strong Bad space away from them. Even if these powerful characters get in a hit, Strong Bad's weight helps him to withstand knockback better against them.

However, Strong Bad fares worse against characters with projectiles, even little ones. The Cheat gets swatted away with any attack given to Strong Bad, making him a poor choice for someone like Fox, who can spam his Blaster to prevent The Cheat from being useful. For this reason, runaway characters are also a problem for him, due to their ability to escape and their often having projectiles to use.

Overall, Strong Bad is a character with a variety of strategies. You can go for style, or for substance. And if you're really good, you can do both!


---

And now, the extras I wanted to make!


Item: Grape Nuts Robot

The Grape Nuts Robot is a regular throwing item. He does about the same knockback as a thrown item capsule, and does 6-10% damage.

Grape Nuts Robot also says this phrases as he is thrown as the opponent.
"Now spell: Carp for brains."
"Now spell: Come back Ali. Come back Ali's sister."
"Thing are about to start getting crazy go nuts."
"You're adopted."


Assist Trophy: The Thnikkaman

When the trophy is broken, a choir sings the classic theme,
"Here comes the Thnikkaman!"
Contact with the phrase knocks the opponent back, and does 8% damage. The knockback is similar to that of a fan.

The Thnikkaman then walks from one side of the stage, in a confident way. He walks to the character who activated the Assist Trophy and speaks to them.
"Yeah. Shut up, kid!"

The Thnikkaman then walks away in the other direction, as a choir calls "There goes the Thnikkaman!"
Contact with the phrase also knocks away enemies, but this time it is much strong. Contact with this phrase does 20% damage and does similar knockback to a crate or barrel.


Stage: Sweet Cuppin' Cakes


Sherlock and the Worm stand in the background of the bottom platform, with Sherlock waiting patiently. Ready For Primetime also appears on the left side, dancing.

Even further in the background, Eh! Steve will sometimes run across, with the Wheelchair right on his tail.

Strong Bad With A Keyboard For A Head will sometimes pop in the stage to play a demo reel. He only appears on the main platform of the stage, though.
Playing on the stage during the month of December, though, has him play "Jingle Bells" instead of his classic demo reel.

Fortunately, despite the chaos going on in the background, the layout is fairly simple, with a main platform on the bottom, 2 platforms off to the side(albeit halfhazardly), and a larger platform up top. Characters can go through the latter 3 platforms.


While the stage layout is generally fair, the fact that Strong Bad With A Keyboard For A Head will sometimes pop in and disrupt the battle does make the stage very borderline for tournaments.

My Music:
Sweet Cuppin' Cakes Theme Song(Not the actual theme song. Just the background music.)
Strong Bad Is A Bad Guy
The Cheat's Theme Song(CD)
Coach Z's Hip Hop Dance(CD)(Wait til the end of the video in this link)
Teen Girl Squad Main Theme(CD)
The Ballad of The Sneak(CD)
 

Junahu

Smash Ace
Joined
Nov 15, 2005
Messages
899
Location
Shropshire Slasher
[trollface]

UpB: Uppercut! Coins come out, yes! Use coins to buy stuff, with coins!
NeuB: Pawnch! Charge it to add Falcon!
SidB: Throw knives! Knives may even do a thing maybe!
DwnB: Turn to rock! Real rock is heavy, and may also roll(out)! Use lots to see all kinds of rock! Tasty!


Play: Knives stays around and attacks sometimes! But only for coins! Get coins! Throw Knives! Take advantage of Knives attack! Become rock! Get hit by Knives to roll real fast! STRIKE! KO!
Punching Knives with Falcons is a spoony thing to do! Angry knives gives chase! Innocent bystanders could be hurt! A bit! For a reason, normal punching is fine for Knives!



Jab: Indeterminate flurry of kicking! Catch between this and Knives for Pincer attack on foe!
Ftil: Hallo Ken! Little blip of energy flies like projectile! But not far because Dan! Knives will copy if coins given!
Util: Puckman dot juggle! Restores you unless dot hits another person! Knives thinks dots are yummers! She come a runnin' to get dot!
Dtil: Get equipped with slide kick! Sends foes upwards! So will Knives, with enough coins!
Dash: The player left behind a present! Enemy opened it! Enemy recieved surprise attack from Knives! Present can be knocked about, but opens if otherwise touched!



Play: Tilt stick + A best used with Knives! Keep Knives close for safety, or send Knives out for strategy and win!



Fsma: Something happens and the enemy is hurt! Could be anything! Mostly swinging, or maybe slashing! Clonking? Bashing? Those too sometimes! Weapon in move changes also! Food appears when a success is made!
Usma: Rainbows! Summoned from your hand above you! Acts like floater Platform to step on! Charge more for longer lasting! Heavy things like rocks are bad for rainbows!
Dsma: What a lovely sword for a curse! Summon like an item, slash like one too! Drains health from wielder, cannot be dropped once grabbed, unless player is hit hard! Think before picking it up!



Play: Make many rainbow! Climb high! And then...!


Nair: Stop falling like suicidal rodent! Parachute opens for gentle down going! Use other attacks while "chuting" and hurt the other guy! But parachute is fragile! handle with care! This side up!
Fair: Knee of the Tiger! Small spot of attack hurts more than rest and is quite sweet!
Bair: Maul the enemy behind, with bair hands! This is not smarter than average! It's actually quite slow!
Uair: Shoot up! With a gun! Quick and dirty, but don't parachute with firearms! Free fall would usually follow!
Dair: You have not died of dyssentry! You used water on thirst! But now P bar must empty! Hilarity and gimping ensue! But be careful to never P on Knives!



Play: Float down and P on people! Simple plan, use other attack if plan becomes less simple! Can also make the pain into a wall of it!


grab: With hands!
Dthr: The foe is challenged and must mash out of suicidal skateboarding!
Uthr: The foe is challenged to a Bass Battle! Both players play the rythmn game to avoid pain!
Fthr: "So long dear Bowser!"
Bthr: You jump over the opponent! Foe can attack, but many coins will come out if they hit! Remember, Coins fuel Knives!




Play: Grab easy with distraction! Then make for suicide, damage, flying or coin!


Fina: Battle of the bands! Each button makes different member jam instrument for little shockwave! Mash all three buttons for big finish and big shockwave! Extra coins for good performers!


Playstyle: Play this set of moves with style! OK?


There is a point to this, a relatively important message about language, context and perspective aimed at the more veteren MYMer's here. But what kind of person would I be if I told you what it was upfront?
 

Hyper_Ridley

Smash Champion
Joined
Dec 21, 2007
Messages
2,294
Location
Hippo Island
I noticed a recurring trend in this set about getting coins to get help from "knives" (who I think is actually a person the way you referred to knives as a "she" and does specific attacks when paid with coins). So I think the message of the set is that just because something doesn't go into heavy detail it doesn't necessarily mean there's no playstyle or that the moves don't work together. Do I get a cookie? (a)
 

wrkngclsshr

Smash Rookie
Joined
Apr 15, 2010
Messages
17
Location
Bursting Out Into Song
Am I Late?

...To comment on Napalm Man? I hope not.

--Napalm Man--

Huh. I actually didn't finish Empoleon (so... many... interactions...), so I didn't know what to expect from this. Most of what I have to say has already been said, and nitpicking to get a forced comment is a no-no for me. I'll try not to mention what's been mentioned.

Well, for starters, I love the incredible plethora of potential explosions Napalm Man has. It gives him a way to pace the movement of the match, what with the Napalm Bombs, Artillary Cannons, and that awesome D-Air. Oh, that D-Air. What a rascal. HUGE range balanced out with noticable lag on both sides. I'd take a shot at it, considering how many characters would kill for it. I don't know, I like D-Airs.

What bothers me is that you tried to avoid move interactions deliberately. I think the final product of Napalm Man would've been better without that mindset. I doubt the few more move interactions then implemented would have been overwhelming at all. Also, Napalm Man really doesn't DO much other than blow up a bunch of things. Okay, he does it in an awesome fashion, but even that gets tiring. Should the opponent get into Napalm Man's bubble, all hope is seemingly lost for a bit if the foe is competent.

When I was reading Napalm Man, it looked great halfway in. After that, it just left me with some little intimations that kept me asking for more. Finally, finished, I felt I never fully got what I needed. It was enjoyable, but nothing really great.


Yeah, I said earlier today I'd make a Skeleton comment, but I never actually FINISHED reading... so that'll hold off. I DID read though

/Dr. Tiki\

Ladies and Gentlemen, I present to you the rightful winner of MYM8. 'Nuff said.
 

darth meanie

Smash Journeyman
Joined
Jun 6, 2008
Messages
452
I noticed a recurring trend in this set about getting coins to get help from "knives" (who I think is actually a person the way you referred to knives as a "she" and does specific attacks when paid with coins). So I think the message of the set is that just because something doesn't go into heavy detail it doesn't necessarily mean there's no playstyle or that the moves don't work together. Do I get a cookie? (a)
I interpreted it the opposite way. That even if there's a solid idea behind a set, that if you express it in such an obfuscating manner, it doesn't matter because you can't portray it to the audience.

It's the same as a moveset that insists that it has playstyle or flow but doesn't back it up, simply demanding that you accept it works together without actually doing so. The intentionally ambiguous wording means that you can interpret the 'interactions' any number of ways, and an unclear playstyle is worth the same as no playstyle at all in my book.

Of course, that may just be the opposite lesson Junahu was trying to teach me. It might be a lesson about not dismissing newcomer movesets as thoughtless for being low detail. Or it might be something else completely, since Junahu's thought processes are incomprehensible, outside of the fact that I can reliably expect them to be highly contrary.

On another matter;

HeoandReo

You've made several sets recently, so I'm just going to comment on what I found in common with them in bulk for now.

One thing that's immediately obvious to me is just how commited you are to expressing your character in the moveset. It's a passion I share with my creations as well. Your sets are flush with references and draw from multiple sources to definitely display the character in the moveset.

But as a result of that determined drive, the individual moves feel a lot more like references to the character rather than actually fighting. Kilgore especially struck me as this, as many moves seemed like abstract expressions of literary moments than actual actions the character took, moves like Hail to the Chief and fake gunner pilot shooting struck me as this. While references are all well and good, expressing exactly how a character would really engage in combat is more rewarding to base a moveset off of in my opinion. I personally strive to express the character's fighting style in my movesets.

You've made a strong commitment to writing a playstyle section, which I applaud, but they could use some improvement. Playstyle isn't as simple as just a section of a moveset that you add on at the end; it should be the map the moveset follows. Generally, all the moves should work together towards a purpose, instead though your individually moves have felt rather disjointed. Try to think ahead how you want the moves and playstyle to fit together, and you'll find the moveset has a lot stronger direction.

It's good to see a newcomer so excited to make new movesets, and I'm sorry that you haven't had all that much commentary; the large font size, length, and number of your movesets is likely scaring some readers off, along with your relative newness. Continue to improve though, and you'll do well here.
 

HeoandReo

Smash Apprentice
Joined
May 16, 2008
Messages
157
HeoandReo

You've made several sets recently, so I'm just going to comment on what I found in common with them in bulk for now.

One thing that's immediately obvious to me is just how commited you are to expressing your character in the moveset. It's a passion I share with my creations as well. Your sets are flush with references and draw from multiple sources to definitely display the character in the moveset.

But as a result of that determined drive, the individual moves feel a lot more like references to the character rather than actually fighting. Kilgore especially struck me as this, as many moves seemed like abstract expressions of literary moments than actual actions the character took, moves like Hail to the Chief and fake gunner pilot shooting struck me as this. While references are all well and good, expressing exactly how a character would really engage in combat is more rewarding to base a moveset off of in my opinion. I personally strive to express the character's fighting style in my movesets.

You've made a strong commitment to writing a playstyle section, which I applaud, but they could use some improvement. Playstyle isn't as simple as just a section of a moveset that you add on at the end; it should be the map the moveset follows. Generally, all the moves should work together towards a purpose, instead though your individually moves have felt rather disjointed. Try to think ahead how you want the moves and playstyle to fit together, and you'll find the moveset has a lot stronger direction.

It's good to see a newcomer so excited to make new movesets, and I'm sorry that you haven't had all that much commentary; the large font size, length, and number of your movesets is likely scaring some readers off, along with your relative newness. Continue to improve though, and you'll do well here.

Points taken. I'm really grateful for the overall reflection of my set style, so that I can pick out easily what I'm doing right or wrong.

Kilgore was specifically designed to be more of a reference character, largely because of the nature of his source material. His home universe is home to things like aliens and timewarps and different dimensions, after all. He mostly served as a transition between my mindset for the older competitions to this one, as well as a shout out back to those times. Then again, those times were then and this is now. As I said, what worked for me in MYM2 and 3 isn't going to work for me here.

The playstyle part, I'll acknowledge I need to work on that. It's a relatively new concept for me to add, and as a result I've mostly been saving that until last, or close to last when I make a set.
Next time, though, I'll sit down and actively try to get that part out of the way first, and then build the rest of the set around it.

I'll have try to keep it in character, too. Character is the one thing I cannot remove from a set, no matter how hard I try. It's what makes the character what they are. Otherwise the character just becomes 'generic fighter #whatever', which they don't really deserve.
However, this also seems to extend to references back to the source material, which I have a habit of overdoing. While I can't promise I'll cut down on those, I'll try to work them into their playstyle instead, rather than throw them in on my sets in the future.
 

KingK.Rool

Smash Lord
Joined
Nov 26, 2005
Messages
1,810
I figure the set has enough golden concepts (something about impaling your rock form wth knives to prod it into rolling forward once you've dealt enough damage by pelting them with knives from rainbow platforms?) that it'd be a big deal if you posted it with requisite detail, description, presentation, etc. What makes this set better or worse than your average Junahu set? Strictly the way the concepts are conveyed - certainly not the ideas. Hence, presentation is the clincher.

There's also something to the fact that you can hardly ever tell who the set is for, leaving the reader pretty much floating along on Junahu's whims, blindly accepting whatever playstyle twists he introduces without ever being able to say "That's not right." Maybe that's the "context and perspective" bit. When you don't have the context, it's just... a mess. However golden the ideas are.

So in the end, Junahu reckons the ideas are not nearly as important as the characterization and the presentation. That's my take.
 

MasterWarlord

Smash Champion
Joined
Aug 24, 2008
Messages
2,911
Yes, Junahu, obviously if we intentionally make our presentation horrible the set will suffer massively as a result, but that doesn't mean that we need anything beyond a basic presentation to properly convey our ideas. I still love Skeleton despite that (however fitting) bare bones presentation, and if a presentation tries to involve itself too heavily into the moveset it more often than not just gets in the way (Read: Anne). I feel this is most irrelevant to the veterans of anybody seeing basic presentation is very easy to do, and only really teaches anything to newcomers.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
I've benn working on this set for some time, so i hope its a step up from Joker

RTS ARMY


Description: If you're a fan of Real-Time Strategy games like I am, these guys should look familiar. They aren't from any game, they're just generic soldiers you'll see in any RTS game: Some Grunts, Some Tanks, and a Helicopter. These guys control just like they would in an RTS game: in groups.

How They Play:These guys are NOT your typical smash character. Basically, you start each game off like this: 5 Grunts, 3 Tanks, no Helicopter, and no Buildings(we'll get to those soon). You start of controlling the Curser, which is not part of your army, its more like a curser on a computer. The curser may move freely on the the screen, and cannot take or give damage. While your controlling the curser, you cant control any other part of your army. The curser is the way you build buildings, which are essential to your army. There are 3 different types of buildings: a Tent (for Grunts), Armory(for Tanks), and an Airbase(for your Helicopter). Each part of your army is controled and moved seperatly, and to switch between them you must press the: Special Button (B) to control the curser, the Standard Button (A) to control the Grunts, the Shield Button (Z) to control the Tanks, and the Jump Button (Y/X) to control the Helicopter. You may only control one part at a time. Your buildings are essential to your army, as they automatically respawn their respective soldiers after they have been defeated. You may have up to 10 Grunts, 5 Tanks, 1 Helicopter, and 1 of each building. Each Grunt has 15% health, Your Helicopter has 20% health, and your Tanks have 25% health each. If all of your Units and buildings are destroyed, you are Koed permenantly.

Stats:

The Curser: The Curser has no stats

Grunts:
The Grunts are 1/4th Squirtles size, and weigh 1/4th his weight. They cannot jump (except in certain cases). They walk at an average speed, but their run is slightly above average. They arent very strong, but they are good at racking up damage. They cannot crawl, wall jump, glide, or wall cling. These guys are the majority of your army, and are responsible for your Standards and Smashes.

Tanks:These guys are 1/2 squirtles size and weight, and cannot jump. They go at only one speed: SLOW. They are pretty strong. Your tanks are your best bet at defending your buildings, and because of their slow speed, wont be moving much. they have only 2 attacks.

Helicopter:The Helicoptor is 3/4ths the size of Squirtle, and weigh 75% of his weight. It is always flyig, and flys very fast. It is the main killing power of your army.



Specials (the Curser)

Neutral Special: Tent
This is where your grunts respawn. If one of your grunts dies, another will spawn in 2 seconds. The building itself takes 2 seconds to build. While its building, you may switch to another part of your army. This building has 40% health.

Side Special: Armory
This is where your Tasnks are built. If a Tank is destroyed, it taked 3 seconds to respawn. The building takes 3 seconds to build. You may switch to a part of the army while its building. It Has 70% Health.

Up Special: Airbase
This is where your Helicopter is built. If your Helicopter is destroyed, it takes 4 seconds to respawn. The building takes 4 seconds to build. You may switch to another part of your army during the building. This building has 50% health.

Down Special: Retreat
All units rush at 1.5 times their speed to where the Curser is. Grunts will do 2% damage for every grunt that hits an opponent, tanks 5%, and 7% for every Helicopter. This is the only time your grunts will jump.

Notes:
*You may only have one of each building.
*Buildings can only be built on the ground
*If you build a new building while the old one is still up, the old one is destroyed.


Standard Attacks(grunts)

Standard Attack: Fire!
Every Grunt fires his gun. Each bullet causes .5% damage(rounds up to the nearest%). Every 3 bullets causes flinching. Standard combo is the same thing, except continuous.

Dash Attack: Riot Shield Rush
Soldiers use their riot shield to bash into opponents doing 5% damage and minimal knockback. They rush forward 75% of a stage building block.

Up Tilt: 21 Gun Salute
The soldiers fire their guns in tribute to their fallen brothers in arms. The bullets have the same stats as the bullets in the Standard attack.

Side Tilt: Grenades
The soldiers all throw their grenades a stage builder block away. The grenades are only about 15% of the strength of Snakes grenades each.

Down Tilt: Medics
The Soldiers are healed by medics. All grunts in .8 seconds by 3%

Smashes

Side Smash: Bazooka
A soldier fires a bazooka. This is half the size of Snakes missile, and flies as far and as fast, but cannot be controlled. It does half the damage and knockback of Snakes missile.

Down Smash: Air Strike
A soldier signals for a Helicopter to launch a missile at an area. The Curser shows where the missile will hit. you have 1 second to put the curser where you want to strike. It does the same damage and knockback as a falcon punch.

Up Smash: Anti-Air Gun
A Grunt handles one of the bigges guns in the army. It shoots for 1 second, during that time you may aim wherever in the sky. The ammunition does 8% damage per strike and significant knockbace, which can kill at 210%.


Now its time we leave the "conventional" smash moveset Idea. The army has no grabs, taunts, jumps, or dodges. The buttons used for those actions are instead used for attacks for the other parts of the army. Also, there are no recovery moves or sheilds, or ledge attacks. So if their thrown off the stage, their screwed. Anyway, back to the set.

Tank Moves(z, l, and r button)

Z: Machine Gun
All Tanks fire 5 shots, each shot doing 1% damage. These all cause flinching, but are easily avoidable.

L & R: Heavy Artillery
One tank fire a round of heavy artillery. This flies as fast as fox's laser and KOes at 200% It causes 10% damage, and can be fired rapidly from one tank to the next.

Helicopter Moves(Y/X, taunt)

Y/X: Machine Gun
The proporties of this and the tanks machine gun are the same. However, if an opponent is in the air, this will keep them there.

Taunt Button: Missile
This is the main killing move of your army. If the "side" taunt is used, the missile fires straight out. If the "down" taunt is used, the missile drops. If the "up" taunt is used, the player controlles the missile. It flies faster than Snakes missile, does 20% damage, and kills at 170% damage. It can damage your own troops.

FINAL SMASH
Nuclear Strike
So, your army has aquired the Smash Ball? Good. You can now procede to phase 2 of this operation. Your entire army races back to their respective buildings, and call for their country to launch a missile. The impact itself does 25% damage, while the actual expolosion, which is twice the size of a smart bomb blast, does 35% damage. This kills at only 100% damage. Yeah, it does damage, but its pretty easy to avoid. Also, if one of your buildings is gone when its activated, and the units that belong to that building is cought in the blast, they are destroyed.

Playstyle
So, you've got your army and your moves, now what do you do with them? The answer is simple: play it like a strategy game. Your goal is to control the map, and if anyone enters that area, take them out. Your Tanks will stay behind to defend, while your Grunts and coptor will patrol the area. You must keep your buildings safe. But, each stage will have a verying example of this strategy. You'll do best on large stages, while smaller stages are going to be a challenge. You're pretty much screwed on moving stages. Always make sure to keep your copter safe, too as it will play a large role in this war.
 

Rychu

Thane of Smashville
Joined
Jul 5, 2010
Messages
816
3DS FC
1908-0105-4965
I know its not extremely detailed, but i tried to go more in-depth with this one.

Also,Extras to come
 

goldwyvern

Smash Ace
Joined
Nov 25, 2008
Messages
519
Location
Holy keys locked in the jet, Batman!
Heheheh...happy birthday SWF?


Mii

The Mii is in essence the mascot of casual gaming. its a useless custom cartoon avatar of a person for the purpose of Wii Sports and having its face on save files. And yet, everyone loves the **** things.

The Miis will be around for so long into the future that by the time that Nintendo truly 1:1 motion ontrol via HD camera, the Miis will be there to star in the tie-in sports game. However, the "genius" (read: senile) Sakurai decides that his final game project will be SSB4 and decides to add in Miis in teh best and most recent way possible: the motion camera.

Yup, thats right, you have to control Mii via the camera. Dont worry, though, all your movements are done in real-time and the speed tracking technology calculates all the damage, knockback, and lag of your attack! This means all of Mii's standards, grabgame, taunts and aerials (just hop to jump!) are completely limitless and adaptable to any situation.
Its not a really a playstyle, but Im sure something will come up to make it MYM-acceptable.​

Stats​

Mii's stats are based upon your physical prowess and sets its size, weight, traction, fall speed, etc, depending on your IRL proportions and abilities (Because in order to play Mii, you have to do a physical examination in front of the camera. Thank you Sakurai).​

Specials and Smashes

Did you think we'd let you be TOO freeform? of course not! Upon performing certain movements, Mii will perform his specials and smashes, taken straight from the rereleas-I MEAN SPECIAL EDITION of Wii Sports for the Nintendo Motion Camera.​

Forward Smash: Grand Slam (Get into batting position and stay to charge. Make swinging motion to attack)
Mii swings forth a baseball bat (where did he get it?) with all of his might, dealing 15-23% and diagonally upwards knockback. If Mii lands this attack the next he uses it on the same target, then it deals 1.5x the knockback. This effect stacks infinitely as long as you dont with the attack and dont lose a stock.

Up Smash: Rimshot (bend knees and look up with arms raised and hands open, jumping when finished charging)
Mii takes out a basketball the size of a soccer ball and throws it 2-5 stage builder blocks into the air, with it dealing 5% and moderate knockback. after reaching the apex of its height, the ball comes down and boucnes forward slightly, going 2/3rds the height of hte first bounce and continuing until it stops moving, making it dissapear. There can only be 2 basketballs on screen per Mii.

Down Smash: Set 'Em Up (hold arms out as if holding two bottles and crouch while slamming hands onto the ground to release)
Mii sets up 2 bowling pins, the force of which deals 9-14% and moderate horizantal knockback. These pins remain until Mii loses a stock and if a projectile of Mii's hits them, they will fall, dealing 3% and flinch before dissapearing.

Neutral Special: Rollan (crouch and hold arm back and then step forward swinging arm forward)
Mii rolls a bowling ball (also the size of a soccer ball) along the stage at a quick speed of Fox's dash and falls off ledges, dealing 6% and slight knockback. If a bowling ball hits a pin, then it will deal 5% rather than 3 when falling. Mii can only have 1 bowling ball out at a time.

Up Special: Match Point (make a toss motion into the air before making a hitting motion with the other arm)
Mii hits a tennis ball diagonally upwards which deals 2% and flinch. This ball travels until it goes 3 stage buidler blocks, when it starts to descend at an angle. If Mii hits the ball with any of his melee attacks, the tennis ball will be bounced in its regualr trajectory again in whatever direction that attack's knockback is. The tennis ball dissapears if it hits the ground.

Side Special: Fetch (hold back arm across chest and swing horizantally forward across chest)
Mii flings a frisbee forwards, travelling 4 stage builder blocks before dipping down to the ground and dissapearing over 2 stage buidler blocks, all while travelling at Luigi's dash speed. Being hit by the frisbee not only deals 2%, but makes the foe go through the lag of catching hte frisbee. Throwing the frisbee is just like as if it was thrown by Mii originally. Only 1 frisbee can be onscreen per Mii.

Down Special: Fore (make a swinging motion while standing sideways and crouched over thats low to the ground)
Mii sets up a golfball and knocks it forward at a slight arc, dealing 1% and dissapearing when hitting the ground after rolling a very short distance. If the ball falls off the stage, however, then it becomes a very potent spike, still dealing 1% but KOing downwards at only 40%.

Final Smash

Mii Stampiide (put your hands to your face as if calling someone)
Mii unleashes his friends! Every Mii in your console's memory will come rushing across the screen, each dealing 10% and moderate knockback.​

Playstyle

Mii is an upredictable character because every single one of its regular moves is different every time and every one of its Specials and Smashes are designed to set up the foe foe for KO by way of flinch and lag abuse. There is no way to combat Mii without immediately going after him so his projectiles cant effect you, but in its endless array of physical attacks is where Mii excels. After the foe backs off, Mii is ready to spam projectiles until the flinch is enough to land an FSmash, and then repeat. Not a lot of innovation, but do you expect a casual player to even care?​
______________________________

This, in retrospect, was a horrible idea. Im going to be so torn into about this. I dont really care about casual players, but Im not blatantly insulting them in parody. I wanted at least another set out and I wanted to create a nice experimental one-day set. Lets not make a big fuss about this and call it a 10th birthday present for SWF. K?
 
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