Make Your Move 8: -TOP 50 POSTED-


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

The generic Ghost is what the various Gastlys, Haunters, Cubones, and the mother Marowak in Lavender Tower appear to be, only able to become fully visible through the use of a Silph Scope in the original Pokemon games. They don’t seem to play much other role other than forcing the player to defeat Giovanni in the Game Corner, though these ghosts are far more terrifying than any Gengar, what with even Mewtwo being too scared to move in the presence of one of these things.

Ghost is only in a few early Japanese copies of the game, hence why he isn’t common knowledge from hackers. Why he was removed is a mystery, but is probably due to the large amount of glitches he causes as well as other potential permanent damage he can cause to the game. It is heavily theorized that Ghost is why Brawl was delayed – while the believed excuse is generally because of Sonic having to be added into the game, this is disproven by the fact that hacking shows us that Wolf was the last character added into the game despite Sakurai constantly insisting it’s Sonic, and Sonic was fully playable in several early demos, so this is nothing but a cover-up on Sakurai’s part.

To see if Ghost is in your copy or not, all you have to do is look at Pokemon Trainer on the selection screen. If he’s in your copy, he’ll be behind PT alongside the normal three Pokemon. Computers won’t ever use the Ghost, and when PT automatically switches when one of his Pokemon is KO’d it skips Ghost. Selecting Ghost on the character select screen works, though, and you can switch to him via Down B – his position is in-between Charizard and Squirtle. Unfortunately, switching to Ghost causes the game to freeze under most circumstances. . .Though strangely when the game freezes, the music keeps going. Not the normal music, though, the music changes to that of Lavender Town from the original Gameboy games, and the music of Lavender Town permanantely overwrites whatever song was currently playing on the disc. If you reset the game and play on a stage with the overwritten music, the speed of the song will get slower, the music will get louder as the match and the pitch will decrease as the match progresses, until 10 minutes into the match the game freezes again as a ear piercing scream is played on a loop if the match isn’t completed/exited before then.

There is one situation where Ghost can be played, though, and that is in Classic Mode. . .

Aside from using Down B to switch out, all of Ghost’s button inputs are identical – they cause Ghost to use Curse, which causes the screen to slowly black out over 5 seconds. The screen will stay black for 2 seconds as a unique horrible scream from the character is heard, then the screen will slowly fade back in over 3 seconds with a tombstone in place of where the character was. Don’t worry about Ghost getting attacked during this time – all projectiles pass through Ghost, and if a character gets within a Battlefield Platform of him they’ll turn around and run away 2 Battlefield Platforms uncontrollably.

When you kill a character with Ghost, that character will permantely be removed from the character selection screen, and any time the game is told to load the character for any other reason it will load another character at random. This can include “extra” characters such as the Alloys, and if in Classic Mode the game can even be told to load Mewtwo due to him having a file for a Classic Mode picture, but the game will freeze before it enters the match due to him having no actual data as a character. The only event in which Curse will not work is against another Pokemon Trainer.

There’s ultimately not a lot to playing Ghost what with how unstoppable he is and how he only has one move, and he can only be played in Classic Mode, so there’s little point in going into how to play him. . .But how is it even possible to play against him? The computer never uses him. . .Well, if you continue playing through Classic Mode and use Ghost to kill at least one character, then the screen blacks out after the credits before fading back in, with you playing as Pokemon Trainer with a completely black background and nobody else on-screen. Attempting to turn off the Wii, return to the Wii Menu, or attempting to pause and return to the Brawl menu will now fail. Nothing happens on this black screen, but the Lavender Town music starts playing and over time it will start slowing down/becoming louder/decreasing in pitch like when it starts playing on music tracks its’ overwritten – that means you only have 10 minutes to explore this dark realm before the game freezes and you’re just left with mass screams.

You must progress through the darkness like an SSE level, but it’s not like there’s much of anything to get into your way, it’s just endless darkness. . .Or rather, it would be, if it weren’t for the fact that as you progress further and further through the darkness you will have to fight the ghosts of every character you’ve Cursed on your play-through of Classic Mode, the game preventing you from progressing until they are re-defeated. You may notice during this time that Ghost is no longer in your party, meaning you have to give these characters the real fights you never gave them before. The ghostly characters are transparent, have white color schemes, and empty, soulless eyes. After dashing for a good 2 minutes non-stop (With Squirtle or Charizard, anyway) through the blackness, you will stop moving as a corpse starts pulling itself out of the ground, which speaks in a otherwordly voice.

“I’m trapped…”
“And I’m lonely…”
“So very lonely…”
“Won’t you join me?”

As soon as the corpse finishes his speech, he crawls over into the background alongside Pokemon Trainer, then throws out a Pokeball onto the main playing field. He has a grand total of four “Pokemon”, sending each out as they’re defeated. First Muk, then Gengar, then he sends out his two last “Pokemon” at the same time – two “White Hands”, before finally fighting you himself.

Stamina: 220


Toxic: Muk rapidly fires poisonous streams at you very rapidly until your character is poisoned, and it’s virtually impossible to do any damage to him if you just run away from this attack the whole time. Once poisoned, your Pokemon will start taking damage every second. It starts at only 1%, but every 5 seconds the amount you take per second doubles, and once you reach 250% and are poisoned you’ll die from it. The poison only affects the Pokemon currently out so switching fixes this, but once you switch back to the original Pokemon it will still be poisoned – albeit the Poison will be back down to 1%.

Envelope Pokeball: If you ever attempt to switch against Muk, he will dash over at Bowser’s dashing speed to reach you, and once in range will tackle the Pokeball. If he succeeds, then you won’t lose a stock but that Pokemon will be lost forever, even after the stage is over. If Muk envelopes your last Pokemon, then you get a game over. Considering how laggy switching Pokemon is, you have to be very far away from Muk in order to pull it off, and this makes Toxic much more threatening.

Sludge Bomb: A simple attack, Muk simply takes advantage of being far away from the foe to hit them with this projectile. It deals 20% and knockback that KOs at 90%. This attack only has .35 seconds of lag, and Muk likes to spam it when at a range. If Pokemon Trainer switches and is too far for Muk to catch up to them before the switch is completed, he’ll just take advantage of the distance and not bother using envelope pokeball.

Liquid Ooze: Muk deforms into Liquid Ooze as his ooze covers the whole stage, then rises up as far away from your character as possible as he quickly absorbs his ooze back into himself, the whole process taking a mere half a second. This can set up Muk to camp the foe or simply waste time, which is important what with Toxic damage and how the game freezes 10 minutes after you enter the stage. Muk generally uses this attack to flee and uses it a lot in succession to waste time, though when he –does- use it in succession sometimes he’ll surprise you and pop up under you, smacking you with his fist for 32% and knockback that KOs at 70%. He does this to quickly to dodge on reaction, thus you have to predict it and do so in advance. If you dodge when Muk isn’t coming up under you, though, then you won’t have as much time to reach him and actually damage him before he just uses this attack again. There –is- a tell tale sign to when Muk will come up under you to smack you as Muk lets out a cry well in advance, but it’s barely audible, requiring you to massively turn up your volume.

Acid Armor: Muk starts hardening as his sludge looks more and more solid. This takes 1.5 seconds, but while Muk hardens damage done to him is reduced by 70%. This damage reduction stays in-tact until Muk’s Acid Armor is broken via taking 50 damage – the acid armor obviously doesn’t reduce damage done to itself.

Envelope Pokemon: Muk approaches you until you’re within melee range, then tackles you. If he hits, then you must button mash to escape with double grab difficulty, and if he holds you for 1.5 seconds it’s an insta KO as Muk devours the Pokemon. The grab difficulty is quadruple the regular difficulty if Muk has Acid Armor up.

Envelope Trainer: Muk attempts to envelope the Pokemon Trainer instead of the Pokemon. You have a mere half a second to snap him out of it by dealing 10 damage to him, which is harder than it sounds if he has up Acid Armor. If he goes to attack Pokemon Trainer, PT will inevitably be devoured in 1.5 seconds which will give you a Game Over regardless of how many stocks you have left. However, you can get PT out of the grab by spot-dodging into Muk, which will knock PT out of Muk’s grasp but get the Pokemon grabbed instead. A worthy sacrifice. . .

Screech: Muk lets out a horrible ear-piercing insanely loud screech. This does nothing to you in-game, but has obvious consequences in real life. Muk does that a complete random and can do during other attacks, it not slowing him down, though he’ll only do it once a minute at most. While you could just turn the volume off, if you do so then you won’t be able to hear the tell-tale telegraph of Muk coming up to smack you with Liquid Ooze, and the telegraph is so quiet that the volume has to be up pretty high to hear it.

Stamina: 180


Confuse Ray: No matter where you are, a beam of light shines down from the top blast zone down on you. To avoid this attack, you have to already be moving when it starts and continue to do so, what with how insanely fast it is. If you’re hit, then every other attack you do will cause you to hit yourself with it in confusion, the effect lasting 10 seconds.

Night Shade: With no indication from Gengar, a portion of the stage as large as Bowser distorts slightly. If you’re in this section of the stage when this happens, you take 20% and knockback that kills at 75%. Gengar’s main KO method, and he generally always places these in-between you and him to make it harder for you to approach. The only exception is when Gengar uses Confuse Ray – he’ll place a bit in front of you, meaning if you just keep dashing to get away from Confuse Ray you’ll get hit by this instead and have to stop almost immediately after getting out of Confuse Ray’s range less you just be hit by Night Shade instead.

Hypnosis: Gengar uses Psychic to levitate you off the ground and prevents you from turning around through any means via said powers. Gengar then proceeds to hover out of your range as he keeps in eye contact with your Pokemon, and begins to Hypnotize them. This is completely unavoidable, and attempting spot-dodge will just waste precious time as the attack continues. Once Gengar finishes the job, it takes a bit for your Pokemon to fall to sleep in a drowsy animation, but they’re unable to move during this brief half a second. If they hit themselves in confusion, though, they can come out of the Hypnosis before falling asleep.

Dream Eater: Gengar eats the dreams of the Pokemon, damage the Pokemon by 10% per second and healing himself by the same amount until the Pokemon wakes up. Gengar’s sleep is quadruple as hard to escape from as normal sleep. Of course, this is always Gengar’s response whenever successfully putting you to sleep.

Shadow Ball: Gengar shoots a Shadow Ball. Gengar typically spams this very fast move a lot, and it’s near impossible to approach him without getting hit by some. Fortunately they only do 5% and flinching.

Will-o-Wisp: Unfortunately, Gengar throws in some of these with the Shadow Balls, and the fact there’s very little visual difference between these and Shadow Balls and that they both travel so fast means you’ll probably get hit by one eventually. This causes you to take 3% every other second, and cuts your power in half. To cure the burn, you must let Gengar put you to sleep.

Lick: Upon approaching Gengar, Gengar will use this a lot before trying to flee – his one and only melee attack. Gengar attempts to lick you. This has bad ending lag, but around 1/4th of the time Gengar will just immediately whip the tongue in the opposite direction after completing the attack for a second hit. Hitting with Gengar’s tongue only does 8% and flinching, but paralizes you, cutting your movement speed in half and causing you .25 seconds of lag every other attack you do and causing you to fail to do anything – of course, if you’re paralyzed and confused, one attack you’ll be paralyzed and the other confused. To cure being paralyzed, you must let yourself be hypnotized by Gengar.

Psychic: Gengar turns to Pokemon Trainer in the background as he levitates one of his Pokeballs off of his belt, then goes to levitate it off-screen. If he succeeds, then the Pokemon in that Pokeball (The next one in line) is now no longer usable. You must deal a meaty 50 damage to Gengar to knock him out of this, which is impossible to do before it goes off-screen, essentially. Thankfully, you can deal knockback to the Pokeball to prevent it from being knocked off-screen, which means you have to waste precious time constantly going back and forth between the Pokeball and Gengar. If you have any form of status effects on you, this can be an even bigger pain. If you only have one Pokemon left, then Gengar levitates Pokemon Trainer instead of a Pokeball, and if he goes off-screen then you instantly get a Game Over regardless of stock count.

Hypnotize Player: Gengar uses Psychic to levitate your Pokemon in place then turns to face the screen and uses Hypnosis to make the screen twist and churn in hypnotic patterns, making –you- fall asleep in real life if you look at it for more than a second. Obviously, you can look away from the screen, but you have no way of knowing when Gengar stops aside from a cry from Gengar. Around half the time, though, Gengar will just fake the cry and continue Hypnosis, and he can do so up to 3 times potentially. If you’re Hypnotized, you’ll be in for a rather rude awakening once your 10 minute time limit is up and the looping screams kick in. . .

When the corpse sends out his final two “Pokemon”, the White Hands, the game seems to start having significant slow-down due to struggling to process them due to their level of graphical detail being far, far greater than anything else in the game, being as good as the best of the graphics on the PS3 and Xbox 360. The White Hands have very surprising attention to detail – flesh is peeling back from the bones of the hands, and several tendons dangle realistically out of their wrists. Due to these impressive graphics, the slow-down is so severe that several frames of animation are simply entirely cut and your characters may “warp” around the screen a bit as they move, making the timing of dodging the attacks of the White Hands significantly harder. For the most part, the hands are simply clones of Master Hand and Crazy Hand, but have a couple attacks of their own, though it should be noted that the Bullet Bill projectiles are replaced with severed heads of characters Ghost has cursed and the strength of the White Hands is treated as if the game is played on Intense.

Stamina: 150 Each


Fist: The White Hand balls up into a fist, then hurls itself forward, dealing 25% and knockback that kills at 70%. While the attack is telegraphed, this attack puts more strain on the Wii engine, so if both hands decide to do this attack at once you’ll miss the telegraph entirely.

Brutal: The White Hand opens itself up and fully extends out its’ fingers in a very long animation – even with the lag, it’s impossible to miss this telegraph. After the White Hand fully extends out, though, the White Hand does an animation that overpowers the Wii’s engine, causing it to skip over the animation of the actual attack. If you don’t spot dodge during the brief section where the game essentially freezes, then a horrible scream will be heard from the Pokemon currently out as you lose a stock and that Pokemon becomes unusable. The attack ends with the hand having closed itself up.

Hypnosis: The White Hand turns to the screen to face you as more flesh in the palm tears open to reveal a hypnotic rotating pattern of flesh that again puts you to sleep if you look at it for so much as a second. Unlike Gengar’s hypnosis, the other hand is still around to attack as the first hand does this, and the attack doesn’t end until you hit the hypnotizing hand with an attack that does at least 8%.

Screech: This attack only occurs when one White Hand is defeated – you have a window of a single second before the second White Hand comes up to the screen and lets out a horrific screech as the game freezes. To defeat the White Hands, you must defeat them both at once, and to do that you have to waste precious time waiting for them to both use “Fist” at the same time when they’re low on health to kill them both, which is very difficult due to the immense lag when they both perform the attack at once.

If you somehow manage to get this far, probably through either looking at a playthrough online in advance or making a second attempt (You only have so many attempts before the Ghost curses every character out of existence and the game starts loading up Mewtwo in Classic, who freezes the game), then the game will stop lagging with the death of the White Hands. Buried Alive is still very realistic, but not to such ridiculous extents as the White Hands.

It should be noted at this point if you ever get a “Game Over” against Buried Alive or any of his Pokemon, that a cutscene will be shown of Buried Alive devouring Pokemon Trainer very graphically as he says “Finally, fresh meat!”, then several lines of gibberish will show up on text in the screen before the game crashes with an overly loud beep. The intro to both the Wii start-up and Smash Bros. Brawl will permantely be overwritten with this cutscene, and it is unskippable. The cutscene can also play at random whenever the Wii is on after losing to Buried Alive, though it’s exceedingly rare and happens once every 100 hours on average – makes it all the more frightening when it –does- happen though.

After the White Hands are defeated, Buried Alive will chase after the player in the background. Pokemon Trainer will automatically run away from him, but inevitably is slower than him. Pokemon Trainer can survive being preyed upon by Buried Alive for a mere .8 seconds, and to save him you must spot dodge into the background like when Muk tries to devour the Trainer. . .However, unlike with Muk, the grab isn’t escapable, so you will lose the Pokemon that is currently out guaranteed, but you won’t lose a stock. In order for Pokemon Trainer to get away, all three Pokemon still need to be alive, and you must sacrifice them all to feed Buried Alive to give Pokemon Trainer the time he needs to get away.

After successfully losing Buried Alive, you gain control of Pokemon Trainer as he comes onto the main playing field. He has no form of attacks, poor movement, and a single poor jump. You have to run with him for 20 seconds before you will find the next main event. . .

Finally, you re-encounter Ghost, the one who started this mess. He’s in the background, and sends out three Pokeballs. . .the same Squirtle, Ivysaur, and Charizard you used, now as ghosts. Needless to say, they aren’t too happy about you sacrificing them for your own selfish desires, and are out for revenge. In order to defeat them with no attacks, you have to get them to kill each other – team attack is on. Once you’ve defeated two out of three, Buried Alive will finally catch up to you and chase after you. He’s faster than you and will home in on you, and contact with him is death. You must once again use your final Pokemon as a meat shield against Buried Alive, and then Ghost will use Curse on Buried Alive.

At this point, Ghost will begin approaching you very slowly. Even as Pokemon Trainer, you’re faster than him, and the stage starts scrolling, but of course it won’t let you “lose” Ghost and get him off-screen. If you get within melee range of Ghost, he will use Curse on you, causing the screen to instantly black out and all the sound to instantly cease. You can keep running away from Ghost all you want, but there’s of course that 10 minute time limit constantly getting in the way – you can’t run forever. Even then, though, the time limit doesn’t matter. As time passes on, Pokemon Trainer begins rapidly aging, becoming slower and slower until he’s a frail old man who can’t outrun the Ghost.

While the screen seems to freeze up here and require you to unplug the Wii, there are rumors that if you leave the game on long enough that Ghost will show up on the screen and create some hypnotic patterns – these don’t only put you to sleep, but makes those who view it obsessive with getting other people to play the versions of Brawl with Ghost. Of course, these claims are entirely unverified, and I personally think they are absolutely ridiculous accusations.


Smash Champion
Dec 21, 2007
Hippo Island

Preety cool adaptation of one of the most infamous Pokemon stories ever into Smash Bros. Though whenever I attempted his special "level" I'd just delete my Brawl save aterwards to get back my characters. (smirk2)

Also, needs more Unown spelling out threatening messages.

HR approves (y)


Barnacled Boss
Aug 12, 2008
Toxic Tower

Donkey Kong, also known as DK, is a powerful hero Kong from Donkey Kong Island. In fact, there have been two separate Donkey Kongs. The original Donkey Kong from the Donkey Kong arcade game eventually became Cranky Kong, while his son (Donkey Kong Jr.) or grandson became the current Donkey Kong. (Nintendo frequently back-pedals on this issue, however. Since the end of the Donkey Kong Country series, most of Nintendo's official materials [strategy guides, Smash Bros. trophies, etc.] describe the hero of "Donkey Kong Country" as being the same character who clashed with Mario in the 1981 game). The current Donkey Kong, designed by Rare, is a carefree simian who spends his days collecting Bananas and spending time with his friends, particularly his buddy Diddy Kong. However, when trouble arises, Donkey Kong jumps headfirst into the action to help his friends and protect his island. Donkey Kong's character design was created by Shigeru Miyamoto for the Donkey Kong arcade game. He is voiced by Takashi Nagasako in most of the games as of 2004.



Imagine care-free jungle-dwelling Donkey Kong. Go on, picture him lounging around and eating bananas. Do it.

Now, imagine him diagnosed with this...

...inject him with truckloads of these...

...slap the guy who voiced Melee Ganondorf on him...

...and you get this..."Kong"...

...who sounds like this guy.

Because redesigning him to look so -awesome- wasn't enough, Scooby Kong makes massive, screen-shaking shockwaves whenever he does anything. When Scooby-K so much as blinks, a massive shockwave ten times as rumbling as the inferior Brawl DK's Down Special takes place. Each shockwave takes place for twenty-four hours after it is initiated, so even if you turn off your Wii, you'll hear the sounds of a mini-Haiti earthquake from your controller, all night long. Considering you have rumble turned on of course, and when you unlock Scooby Kong by putting the Donkey Kong Country Returns disc in your Wii, it becomes permanently turned on. Not that anyone in their right mind would turn it off anyways...

Oh, and while these shockwaves shake the screen around quite a bit, they make no noise. Instead, we the gamers are treated to Scoob screeching 'HOO HOOOOOO HOOO!' every time one of these shockwaves takes place. He just loves randomly pounding thin air soooooooo much! These "HOOO HOOOOOO HOOOO!"s and his various other noises continue for as long as the earthquakes last.


Neutral Special - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Side Special - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Down Special - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Up Special - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.


Jab - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Dash Attack - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Side Tilt - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Down Tilt - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Up Tilt - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.


Forward Smash - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Down Smash - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Up Smash - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.


Neutral Air - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Forward Air - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Back Air - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Up Air - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Down Air - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.


Grab - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. That's right, he grabs you by punching. Be envious.

Pummel - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Forward Throw - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Back Throw - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Down Throw - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Up Throw - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.


Final Smash - Punch
Scooby Kong rears back before unleashing an epic spinning punch, the likes of which completely fit his care-free personality. Any character it touches spins off the nearest blast line.

Scooby Kong is full of mindgames. You can mindgame your opponent into thinking you're using a tilt, Smash, or even an aerial, when you're really using a Special. They'll never know what Scooby is going to hit them with.

You can also mindgame opponents into believing their game cabinet is haunted, due to Scooby's incessant earthquakes. S-K's "HOO HOOOOOO HOOOO!"-ing might also give them the impression that a violent orgy comprised of serially ******** cartoon dogs is occurring in their basement/living room/dorm.


All Three Taunts - (Laughs)
Scooby Kong laughs like he does in this video. The laughter echoes in the background even after the taunt ends, allowing the laughter to blend melodiously with Kong's "HOOO HOOOOOO HOOOO!"s.

All Three Victory Poses - Slam
Scooby Kong pounds his chest, happy about his victory. He's so pumped for the next battle that he'll continue to do so, creating earthquakes in the process, until you choose him again.


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

Antonidas is an Archmage in Warcraft 3 – he pretty much follows the old wizard stereotype to the letter, though Antonidas specializes in defensive and water/ice magic. In Warcraft 3, Antonidas is never playable and only shows up briefly during the Human campaign as the mentor of Jaina, one of the main characters, but shows up in a more important antagonistic role in the Undead campaign later: When Arthas and Kel’Thuzad are attempting to raid Antonidas’ fortress to obtain the Book of Medivh to summon Archimonde – the most powerful demon in the Burning Legion. Antonidas sets up a magic field all around his fortress that deal constant damage to any undeads that attempt to invade his fortress, but regardless of this Antonidas is slain by Arthas.

Antonidas was unable to rest in peace, though, as his spirit lingered on as a ghost months after his death. When Illidan’s minions attempt to escape Garithos’ jail, Antonidas encounters the group, but he believes they are Undeads, having essentially lost his mind to war in death and is an optional boss. Don’t be confused, though – this moveset is still for him in his human form.


Float: 10
Traction: 8
Size: 7
Aerial Movement: 5
Falling Speed: 5
Weight: 3
Jumps: 2.5
Movement: 1.75

Most of these stats are simply explained by Antonidas’ age – he’s a frail old man who can’t move quickly or jump high. The fact that Antonidas stands as tall as Ganondorf (Though a bit skinnier) doesn’t help matters when combined with his survivability. . .But that float can help to make up for some of the other lackluster stats. It lasts 1.5X as long as Peach’s and enables Antonidas to move as fast as Wario’s bike during its’ duration! There’s a reason his physical movement is poor for even an old man – he never has to use it. Because his float wasn’t good enough, during his float Antonidas can also use his Smashes and Grab.


Down Special – Summon Water Elemental

Antonidas summons a Water Elemental as tall as Ganondorf and 1.5x as wide over a full second. If you’re having trouble summoning one, just float and retreat from the foe during the lag. Antonidas can have up to 3 Water Elementals out at a time.

To attack, the Water Elemental launches chunks of itself at the foe every half a second. If no foe is in range, the Water Elemental will approach the nearest foe until they are, though they won’t chase the foe off-stage and will just wait for the foe at the edge. The projectiles are the size of Mario’s fireball and deal 5% and pushback like FLUDD on contact (No hitstun), and are able to travel the distance of Final Destination at Ganon’s dash speed. When a projectile of one of the Water Elementals hits the stage, it collapses into a small puddle the size of a stage builder block.

Water Elementals have 50 stamina, but every chunk of themselves they fire decreases their stamina and size by 5%. This means that after 10 attacks which will take the Water Elemental 5 seconds, it’ll die. Pretty pitiful duration for your summon, isn’t it? Thankfully, if you input this as a smash attack, Antonidas will turn to the nearest elemental and utter some barely audible magic words over .1 seconds, which will change the behavior of all Water Elementals and cause them to flee from foes. Inputting a smashed Down Special again returns their behavior to normal, allowing you to conserve your Water Elementals. If the foe wants to weaken their lifespan, killing the Water Elemental makes a puddle that varies in size from a Stage Builder Block to a Battlefield Platform block based off the Elemental’s size.

Up Special – Mass Teleport

An aura of power extends out from Antonidas and a bunch of magical things start floating above him in a vortex of some kind. After a full second of channeling this, Antonidas teleports to the Water Elemental farthest away from any foes that’s on the stage. During this time, the Water Elemental can’t move or attack, making it obvious where you’ll show up. . .

A portal recovery? Perhaps, but Antonidas’ “portals” he has to set-up serve far more then just the purpose of a recovery so it’s less obligatory, and Antonidas still has his superb float for recovery if he has no Water Elementals.

Neutral Special - Invisibility

While this is an ability of the Sorceress in Warcraft 3 and not the Archmage, there’s a very quirky but strangely effective strategy when combining the Archmage with the Sorceress – cast invisibility on one of your units with the Sorceress, walk the unit into the enemy’s base, then use Mass Teleport with the Archmage to teleport mass siege units into the enemy’s base and destroy it before the foe can react! When they finally show up, just teleport back out.

In Smash Bros., pressing Neutral Special has a crosshair show up that moves about at a very fast but easy to control speed for as long as you hold the button. Upon release, Antonidas casts Invisibility on the target over a mere .1 seconds to turn them invisible, but the crosshair obviously telegraphs it.

Using this on Water Elementals also makes their projectiles invisible, though the puddles their projectiles leave will stay visible. . .But more importantly, the foe doesn’t know where you’ll show up when you use Mass Teleport to come back to the stage, making Mass Teleport much less predictable than a generic portal recovery.

Antonidas cannot target himself with this move, but he can target the foe. Why would you want to make the foe invisible? Because they have no idea where they are either and will be either run farther than they need to and go off-stage like idiots, or approach you slowly and cautiously, giving you much deserved time to yourself. This lasts 30 seconds on Water Elementals, 10 on foes.

Side Special – Kirin Tor Mount

The Archmage is by default constantly mounted in Warcraft 3. While Antonidas isn’t in Smash Bros., he can summon his horse over .35 seconds which controls much like Wario’s bike and moves just as fast. The horse doesn’t have quite as insane of priority – only its’ legs are hitboxes (But they aren’t hurtboxes), so you can safely jump up to hit its’ main body to chip away at its’ 30 stamina. Better yet, you can hit Antonidas which instantly knocks him off the horse, making him react to the attack normally. The horse is realistically sized, though, so its’ main body is a Ganondorf tall and its’ head goes up another half a Ganondorf. This means Antonidas is higher up in the air, while the horse’s legs are down on the ground to trample foes, dealing 12% and knockback that KOs at 190% on contact.

The main difference from Wario’s bike is that Antonidas is able to attack normally while riding his horse, having all but his aerials at his disposal. In addition, if Antonidas is knocked off the horse it will constantly flee from the foe wildly (Running in place upon reaching an edge), but if Antonidas uses Side Special when a horse is out he isn’t already mounted on he’ll call out to it over .2 seconds, making it run back to him. Its’ legs are still hitboxes during all this time. . .The Horse takes much longer to be able to be re-summoned than Wario’s bike when killed, a full 20 seconds.

The horse is a viable target for both Mass Teleport and Invisibility. Of particular note is that when Antonidas is mounted on the horse, he’s at the exact height his first and second jump will take him, and his floating stance is the same as the one when he’s mounted on the horse. . .In other words, you can fake riding an invisible horse/floating when doing the opposite, making them either fear a hitbox that’s not there or get hit by a hitbox they didn’t know existed.


Up Smash - Fireball

Yes, a fireball rather clashes with Antonidas’ main theme of water and ice, but in Warcraft 3 the fireball is the default generic attack of the Archmage. It’s also a rather plain generic attack in Smash Bros. as well, being a plain generic projectile half the size of Mario’s fireball that deals 5%. Increasing the charge increases the quantity of fireballs up to 5, and all of the fireballs home in on the foe at Dedede’s dashing speed. This attack is very fast, coming in at .2 seconds, and the fireballs will chase after the foe until making contact with something solid or 5 seconds pass.

The main thing that is introduced with this move is the Archmage’s ability to camp. The main thing that makes him good at camping is his superb ability to run away from foes and otherwise increase the distance between him and the foe. He can run away with his horse while spamming this move, or simply sit on one side of the stage and spam it, then just mass teleport over to a Water Elemental on the opposite side of the stage when the foe gets to him. Of course, he’ll have to not just float away the whole time if he wants the foe to not just run over to the Elemental he’s teleporting to – he has to stay just barely out of the foe’s range to tempt them to attack him and not the Elemental.

Forward Smash – Blizzard

The Archmage raises up his stuff, causing ice shards to fall from the heavens in front of half a Battlefield Platform in front of him. The barrage of ice shards is 1.5X as wide as Bowser, and being in it deals 8-15 hits of 1% and very slight upward knockback per second. It’s VERY easy to DI through it, so it’s not just an unstoppable wall, but if you’re on your horse or floating while using this, the Blizzard will move as you do, enabling you to move it to keep them trapped within it. They can still DI out even if you do this, but it’s much more difficult as you and the foe try to predict where you’ll go. This attack has only .15 seconds of lag on either end, but the duration is a –very- lengthy 2.3 seconds, a bit shorter than the duration of your float, conveinetly enough. This attack is a particularly potent damage racker on foes attempting to recover, as they have little choice but to come towards your Blizzard.

Remember those puddles that Water Elementals leave? If Blizzard hits those puddles, they’ll freeze into ice and actually become relevant. If a foe dashes on the ice, across it to the opposite end of it at Sonic’s dashing speed, jumping or dodging just causing the foe to trip and have no control for the rest of their slide. Foes still keep their momentum in-tact after getting off the ice, though they slow back down to a halt after being off the ice for a mere .2 seconds. It’s not much, but if the ice ends at the end of the stage it’s a nice way to force them off just enough to force them to recover into another Blizzard. Antonidas can be affected by this ice, but he can still jump off it/dodge without tripping, unlike foes. Furthermore, Antonidas can actually use the ice to his advantage to flee, and if he activates his float it instantly stops any momentum he got from the ice. If he doesn’t want to slide across it, he can always easily float over it anyway, and his horse is unaffected by the ice. The ice lasts until Antonidas loses a stock. As an easter egg, Antonidas can freeze the top of Brawl water with Blizzard, but it only lasts 10 seconds.

This is the main reason you want your Water Elementals to actually attack rather than just being fodder to teleport on top of, and as you flee from the foe and force them to constantly chase after you as you camp with your usmash, you’re also causing the projectiles of the Water Elementals to spread out more.

Speaking of Water Elementals, if you use this move on one it will freeze into an ice sculpture with double the stamina it previously had and become a solid wall. Frozen Water Elementals are unable to attack and can’t be targeted by Mass Teleport/Invisibility, yet they still count towards your Water Elemental total. If a foe slides across the ice the distance of a Battlefield Platform or more and crashes into one of these, it will cause the Elemental to shatter and create a Bowser sized hitbox that deals 20% and vertical knockback that kills at 150%. With all of the above taken into account, foes won’t be particularly eager to dash on the ice, wouldn’t you think? This means that you have even more time to camp as they take even longer to approach you.

Aside from this, frozen Water Elementals are useful as actual walls. It will block enemy projectiles while your own fireballs will still burn through the ice, albeit they’ll each deal 2% to the Elemental. If you hit the frozen Water Elemental with 5 fireballs in quick succession from a fully charged usmash, you can thaw it out and have it function as normal again.

Down Smash – Icicle Shatter

Antonidas forms a barrier of icicles all around himself over .2 seconds, then keeps up the barrier for a full 2 seconds before unsummoning them. The icicles have no active hitbox, but if a foe attacks them the icicles will shatter in a Bowser sized hitbox and deal 20-30% with knockback that kills at 125-95% and makes Antonidas come out of the move. At a glance, this move is just a counter, especially considering Antonidas can be grabbed through the icicles.

There are ways of making the icicles a more active hitbox, though. If you charge into a foe while floating/riding on your horse or they dash into you with this up, they take a simple 5% and weak upward knockback, not causing the icicles to shatter. If you’re charging forward by floating/riding your horse AND the foe is dashing, then this will cause the icicles to shatter as normal. If you’re sliding along ice (Which moves you along at Sonic’s dash speed!) the icicles will shatter on contact, and if the foe is dashing at you while you do that the power will increase by 1.5X! All of these methods of enabling you to hit with the attack outside of using it as a counter also give you free escape routes if you fail to hit with it as you just whizz past the foe, leaving little to no room for punishment/getting you away for more camping. When foes are using your ice to approach you quickly by dashing on it, you can always skate out on the ice to clash with them with this move. . .The threat of it means they’ll likely be forced to crawl across it and be pelted with Fireballs to no end.


Neutral Attack – Snowstorm

Antonidas braces himself for a long 1.4 seconds before turning to face the screen and making a smart bomb sized hailstorm appear around him. Despite the gigantic hitbox of the attack, it only does 4% and pushes foes back with a wind effect – the wind effect is more powerful based off how close you are to Antonidas. If right next to him, this can knock you halfway across Final Destination, but on the very edge of it a mere half a Battlefield Platform. The move has a duration of a full second, so dodging the move is rather unlikely, and it has zero ending lag. This can make foes run away from you to avoid being pushed back even further, getting you spacing whether or not the foe dodges the attack. Just be wary of the lag, which you can’t just use a float to use to retreat during. . . .Though riding your horse and approaching into a foe with this will make escape near impossible, enabling you to do a “approach and repel” thing as you camp the foe as you approach, then blow them away with this attack as you reach them.

Dashing Attack – Ram

Antonidas holds his staff in front of him vertically as he pushes it out and lets out a slight burst of speed, causing the staff in front of him to be a large disjointed hitbox that shields Antonidas entirely from the front. The move lasts half a second with very little lag on other end, and contact with the staff deals 6% and knockback that kills at 200%. He’s using his actual physical strength, it’s anything but impressive. Antonidas ends the move 2/3rds of a Battlefield Platform from where he started it. It functions as an approach. . .But approaching generally spits in the face of Antonidas’ playstyle.

To use this move to retreat, ram the staff through a Water Elemental. This will cause the Water Elemental to briefly split in half as Antonidas charges through it, with the two halves splitting into the background and foreground. As soon as Antonidas passes through where the Water Elemental was (.15 seconds), the Water Elemental reforms, and as it does so its’ entire body is a hitbox that deals 16% and knockback that kills at 160% as the Water Elemental envelops the foe with a “freeze-frame” hitbox like the good captain’s Knee of Justice or Zelda’s lightning kicks.

You can use this interaction with the Water Elemental to leave a hitbox behind you as you flee, making the foe intimidated to continue chasing you/encourage them to approach over the Elemental and into something else you’ve left behind. While this attack may seem predictable as its’ Antonidas’ only real reason to ever not be floating or riding his horse, it becomes much less predictable with the possibility of invisible Water Elementals taken into account – mindlessly spamming the move becomes a way of intimidating foes to not pursue you for the threat of an invisible Water Elemental enveloping them.

Forward Tilt – Burn

Antonidas extends out his staff almost as far as Dedede’s ftilt, just as quickly as said move. The orb at the end of his staff turns red with fire, though, causing the hitbox to extend as far as Dedede’s ftilt. This does a mere 5% and weak set knockback – needless to say fire isn’t Antonidas’ specialty, but it’s a decent emergency spacer when the foe gets too close for comfort, though only the orb is a hitbox.

If used while on horseback, Antonidas will stab his burning staff into his horse, causing it to neigh in pain and get up on its’ hind legs, flailing its’ front legs about in the air as a hitbox that deals 15% and knockback that kills at 130%. This has only .2 seconds of lag on either end, although it has a duration of half a second. After the attack is complete, the horse will increase in dashing speed briefly – just enough so that it wouldn’t of lost any ground had you kept dashing and not used this attack.

This obviously defends Antonidas well from the front and destroys aerial approaches, as it turns his horse into a massive wall. If they try to approach Antonidas anyway, then they’ll probably be trapped under the horse in-between its’ legs once it comes back down to the ground. The horse moves too fast to roll past its’ front legs, and the horse’s hind legs are too wide to spot dodge past. You have to roll through the back legs to get out, which puts more distance between you and Antonidas. If you try to simply attack Antonidas from here and ignore your safety, you’ll probably be met with a quick dtilt.

Up Tilt – Ice Drop

Antonidas raises his staff slightly so that the orb of it is just a Kirby height above his head, then creates a Wario sized ice blast from it that deals a nice 16% and vertical knockback that kills at 155%. This powerful move has a surprising .2 seconds of start-up, but a .4 second duration and a bad .7 second ending lag as the blast knocks the frail Archmage to the ground into his prone state.

If on his horse, when the blast propels Antonidas downwards it knocks down the part of the horse’s torso Antonidas is sitting on in a cartoony fashion, making Antonidas completely surrounded by hitboxes during the utilt’s duration – the horse’s legs to the sides, and his utilt from above. During the duration the horse runs 3X slower due to the pain. After the .45 second duration is up, rather than experiencing end lag the horse’s body snaps back to normal and Antonidas gets shot up a Ganondorf into the air off the horse, ready to start his floating game.

Down Tilt – Hotfoot

Antonidas just uses the same magic he uses to create fireballs, but instead just uses it to massively heat up the orb on the end of his staff and aims the staff at the ground. If you just casually input this move, Antonidas has .4 seconds of lag and leaves a small fire trap half the width of a Stage Builder Block that deals 5% and weak set vertical knockback that lasts for 4 seconds. If you hold the attack for a full second, though, then the flame trap will double in size, duration, and power, but more importantly it will cause the foe to dash about crazily as if they had superspicy curry for 2 seconds while their feet is on fire, though obviously they don’t spew out fire as they do so. This can force the foe to dash and slip up on ice or run off the stage stupidly if they’re invisible, and they can’t attack at all like this.

If you use this move on top of ice, it destroys it and doesn’t create a trap. Rather useless at a glance, but if you’re sliding across the ice and activate this move you can destroy all the ice as you slide across it so the foe can’t just use the ice to chase after you – it becomes a more appealing option when you’re close to death and you’ll lose the ice path soon anyway. Similarly, if you’re on your horse Antonidas brings his staff down to the ground as he rides along, scraping it against the ground. This causes Antonidas to create a trail of fire along the ground as he rides along, enabling him to potentially cover the whole stage in it and makes approaching for the foe all the more hellish. Antonidas can be affected by this fire, but his horse and Water Elementals aren’t, and his float enables him to get over it with ease.


Neutral Aerial – Frost Blast

Antonidas turns to face the screen as a gigantic burst of ice emits from his body over .2 seconds in a Bowser sized hitbox that deals 17% and knockback that kills at 130%. Because foes don’t have enough reason to be wary of this move, if they avoid it they’re rewarded with Antonidas having a whopping 2.1 seconds of end lag as Antonidas shivers with the cold from being at the centerpiece of the spell. What makes the move still potent is Antonidas’ ability to just float away during the end lag if he activated this during it, making it a very good hit and run move. Considering the move is melee range, it’s a decent enough idea to attempt to this move when the foe reaches you, then just float away normally to the opposite side of the stage which you’d do anyway, with or without being stuck in lag.

Forward Aerial – Icy Wind

Antonidas takes out his staff and extends it out forwards, creating a wind effect half a Battlefield Platform away from Antonidas as tall as Wario that extends out 2 Battlefield Platforms. Foes caught in the wind are pushed backwards at the rate of 30% of their aerial speed, and take 1% every .25 seconds they’re caught in the hitbox. This has .2 seconds of lag on either end and a 1.6 second duration. If you float backwards while using this move, foes will have to approach at a different elevation to ever reach you. . .That is, until you run out of stage behind you to flee to, but then you can just teleport to your Water Elemental at the other side of the stage. This is also an obvious gimping option.

Back Aerial – Chilling Touch

Antonidas jabs out his staff behind him a bit less far than Dedede does for his ftilt, it having a pushback effect as it goes out over a mere .1 seconds. Next, the orb on the end of the staff turns into an icy color over .05 seconds, becoming a hitbox that does 5%, weak set knockback, and gives the foe a “chill” status effect that lasts for 5 seconds, dropping their ground movement speed in half, and the move has no ending lag to boot.

Hitting a foe already chilled with this move again adds 5 more seconds onto the duration of the existing chill. Seeing this attack is so incredibly fast it’s easy to rack up the chill effect, but if you hit them with any fire from your usmash, dtilt, or ftilt then the chill status effect will instantly be cured. This can be useful in a way as it can potentially make the foe –want- to be hit by the fire, and can also encourage the foe to go into the air where your fair can keep slowing their progression. If nothing else, though, this move enables you to flee from a slowed foe quite easily and set more stuff up.

Up Aerial – Orb of Frost

Antonidas brings his staff up above his head and starts charging it up over half a second to cause the orb at the end of his staff to turn frosty and increase in size up to Wario’s size over .5 seconds, then swings it downwards over .4 seconds. The moment the orb reaches maximum size it becomes a hitbox for the next .4 seconds, dealing 10% and and knockback away from where the foe came in contact with it that kills at 200%. Antonidas takes 1.25X the knockback in the opposite direction of the foe, serving to separate him from the foe to give you the space you want to camp and what-not. If the foe is below you, this can be particularly potent as they knock you up higher into the air than they can reach, giving a good 2.5 seconds of floating where you’re entirely untouchable.

Down Aerial – Magic Field

Antonidas turns to face the camera as he starts summoning magical purple sparkling energy from himself that sprinkles down below him, but also still lingers on in his current location. Essentially, a column of the stuff as wide as yourself that reaches down to the stage/bottom blast zone will be formed. Coming in and out of this stance it only .3 seconds of lag, and that energy lasts for 15 seconds.

Unlike when he was defending his fortress, this affects more than Undeads. . .Being in the magic field deals 5 hits of 1% a second to you a second regardless of whether or not you dodge. Pretty bad, much less if you have to walk across the field because of there being ice. Obviously you can spread this around by holding the input while floating about. This affects Antonidas, and unlike trails of fire Antondias can form with dtilt, Antonidas can’t float over it casually. Antonidas can feel free to just cover everything but the corners of the stage with this Magic Field, though, and just have Water Elementals on both sides of the stage to Mass Teleport on so he doesn’t have to transverse the stage.



A bubble forms around the orb on Antonidas’ staff, then starts becoming bigger and bigger over 1.2 seconds until it reaches Bowser’s size. The bubbles then separates from the staff and drifts out a casual Stage Builder Block forward, then goes up twice as slow as Jigglypuff falls. If a foe makes contact with the bubble in the air, a jointed attack, or are dashing, they’ll get trapped inside the bubble, causing the bubble to start descending at half the character’s regular fall speed.

Foes can button mash out of the bubble at triple the regular difficulty, but are still able to move about and attack while inside the bubble, it being considered solid. If they hit the sides of the bubble with an attack, it will cause the bubble to take the knockback of the attack, taking the foe along with it. While foes can’t recover in the technical sense while inside the bubble, they can just spam utilt and ftilt to move about fine in most cases. Antonidas can interact with the bubble by using Icy Wind to blow it around, which is buffed to blow the foe backwards at 90% of their aerial movement speed while inside a bubble, though considering Antonidas can’t change his elevation while floating this isn’t threatening as it sounds. Antonidas and other foes outside the main victim can also deal knockback to the foe inside the bubble, but it’s treated as if the foe is at 0% and will deal no damage unless it’s some attack that hits the foe no matter where they are, like a psychic attack.

If a Water Elemental shoots one of their projectiles into a bubble, the water will enter the bubble and flood one fifth of it, increasing the fall speed of the bubble by 10%. With 5 water projectiles shot into it, the bubble is entirely flooded, which causes the character to constantly be “floating” in the water inside the bubble and only have access to their aerials. . .More importantly, though, if you hit a flooded bubble with Blizzard, it will freeze the bubble and prevents the foe from escaping the grab outside button mashing, and increases the fall speed of the bubble by another 50% for good measure. Icy Wind no longer affects the Bubble, but you can just poke the Bubble off-stage and the foe will drop like a rock to their death.

To hit with this move the moment you summon it, you’ll want to force the foe off-stage, most probably via Icy Wind or sending them sliding off an ice path, but it’s generally easier to hit with the move after it’s been summoned, using it as a trap as you try to force the foe to approach into it, using Icy Wind to push at the foe when applicable. This also gives the chance for your Water Elementals to start flooding the Bubble before the foe even gets trapped in the bubble and can escape – it obviously works best when the bubble is summoned in-between the foe and some Water Elementals. If you don’t bother flooding the bubble and also get up a Magic Field, this can be exactly what you need to encourage the foe to stay grounded so they fall victim to your Ice Path.


Antonidas channels some sort of green energy about himself. . .And that’s it. Nothing happens. In order for this to work, you have to use it like a counter, and time the use of the Final Smash with getting hit by an attack. While this may sound like a curse, it’s also a blessing – foes will be very hesitant to try to knock the Smash ball out of you. If you get grabbed when you use the “counter”, you won’t lose the Smash Ball aura but the Final Smash won’t activate. To avoid getting hit by a grab, try staying up out of their range.

If Antonidas is hit, he does an overly dramatic death animation as he falls to the floor as if KO’d in a stamina fashion, but then the green energy appears and consumes Antonidas, turning him into a ghost for 20 seconds. As a ghost, all physical attacks go straight through Antonidas – only magical attacks can hit him. Antonidas has ways to combat such characters, though, as Antonidas’ Neutral B is replaced with the green energy appearing over him again, reflecting any magic attacks that hit him, powering them up by 1.5X, and making them un-reflectable if they were projectiles. Aside from this, Antonidas’ float now has an infinite duration, and Antonidas is completely ethereal, meaning he can stay “inside” a character without getting pushed away from them. This is good news for his nair and jab in particular. If Antonidas summons his horse/has it already out, it will turn ghostly along with him, but not his Water Elementals.


Damage Racking – Offensive Characters

Because it clearly wasn’t obvious enough, Antonidas is a blatant camper. Rather than having ten thousand means of attacking the foe at a range, though, Antonidas has one simple projectile that he’ll be heavily relying on in his usmash – his homing fireballs. What Antonidas –does- have is countless ways to increase the distance between himself and the foe, whether it be by fleeing or by pushing the foe back where they came from. This is the main thing that enables Antonidas to escape the foe again and again as they reach him, as they’re never quite sure how Antonidas intends to get out of the situation. In addition to this, Antonidas can also make it harder for foes to re-approach him via his ice path, and just by plopping out a couple Water Elementals it’s easy enough to cover the stage in ice. Aside from some extra damage and another way to flee, it’s good for you if the foe wastes their time with your elementals – it just gives all the more time for –you- to get out without so much as a scratch on you. This is the meat of the Archmage’s game, and causes the foe to run back and forth across the stage so much that they’ll look like they’re under some sort of military training.

Damage Racking - Defensive Characters

Against fellow campers or characters who are content to sit around on their rear ends all day, Antonidas obviously can’t expect them to just play into his hand and mindlessly approach him. Antonidas can create a wall his own projectiles can still go through by freezing a Water Elemental, but the foe will likely have a wall of their own if they’re one of those sorts of characters. Antonidas will want to get to a higher elevation by mounting his horse/floating to send his projectiles over the foe’s walls and keep moving to avoid the foe’s projectiles, as well as trying to use some hit and run tactics like nair and do some hit and repel with his jab – in order to apply a sort of “pressure” to the foe. Such characters also tend to perform badly off-stage, so poking the foe into a dtilt fire trap to make them dash onto some ice to fling them off-stage works quite well, where you can then pelt them with Blizzard or whatever.

Scoring KOs

Antonidas’ KO methods, while numerous, are generally predictable as they cause the Archmage to do things that he wouldn’t otherwise be doing if he wasn’t going for the KO. As any competitive Smasher will tell you, you can’t force the KO move, you just have to wait for the right moment. . .What this means is that you can’t just approach to use an nair and do a hit and run, you have to wait for the foe to approach you naturally and not force the correct spacing – let it flow into the rest of your camping. The KO method on ice involving getting a foe to slide into a Frozen Water Elemental is especially reliant on this rule, as Antonidas struggles to force the foe into a dtilt fire trap to force the foe to dash. What can surprise a foe, though, is if you don’t have out a frozen Water Elemental and just dash out onto the ice to meet them with a dsmash. While Bubble can be particularly difficult to KO with if you want the fill the bubble with water before the foe is in it, it can work very nicely if you get the foe off-stage and blow the bubble after them with fair – the most natural method would probably be to turn the foe invisible so they accidentally run off-stage and predict the foe’s mistakes. Even if you mis-predict, the foe probably will think they –did- run off-stage and DI towards the stage, causing them to just make more distance between you and them.


Vs. Kel’Thuzad – 65/35, Antonidas’ favor

A battle against a fellow floating lightweight ice mage. . .Kel’Thuzad will want to constantly stay on-top of Antonidas due to summons counting as targets for his Fireballs so he can act as a shield for his minions, but Antonidas has other ways of hunting down the Ghouls. He can use his fsmash to hit multiple Ghouls at once, float off-stage for long periods of time to lure them off to their death, or just trample them to death with his horse. Kel’Thuzad can punish Antonidas for constantly moving around with his uair, which is particularly potent when Antonidas is riding his horse and takes a while to stop or is stuck channeling Blizzard. Kel’Thuzad doesn’t have much of an answer to Antonidas just hovering off-stage to lure away Ghouls beyond just pressuring him with mass bairs, but Antonidas can just flee further and further off-stage before casually teleporting back to the stage via a Water Elemental. If Antonidas is feeling humorous, he can even make Kel’Thuzad’s Ghouls invisible to make it harder to save them.

Yes, Antonidas can kill the Ghouls –very- easily, but considering Antonidas is so slow and campy in his damage racking Kel’Thuzad can just play in a stallish manner as he waits for more corpses to generate around his Graveyard, giving him more Ghouls. Kel’Thuzad’s Meat Wagon is also an effective option for forcing an approach from Antonidas, which while he’s capable of doing prevents him from abusing his camping as well as he could otherwise. This enables Kel’Thuzad to generate a decent supply of corpses to regain mana at a reasonable speed, and in addition Antonidas’ usual tendency to want to stay at a range makes him Siphon Mana, Kel’Thuzad’s fair, very effective, as it gives Kel’Thuzad more mana the farther away Antonidas is. It’s still an uphill battle for Kel’Thuzad, though, as Antonidas just has far more KO options and he’ll get a lot more opportunities to “naturally” use his nair due to Kel’Thuzad insiting on bringing in Antonidas for close quarters combat. Considering Antonidas’ recovery is so good, Kel’Thuzad may have to use his nair to kill Antonidas’ Water Elementals/Horse to give him nothing to use Mass Teleport on, which takes up massive Mana.

Vs. Arthas – 42.5/57.5, Arthas’ favor

Antonidas struggles a good bit more against Kel’Thuzad’s master, as Antonidas’ naturally campy slow game is excellent news for Arthas as it gives him significantly more time to build up his army. Arthas can act as a meat shield for his Acolytes quite well, forcing Antonidas to come in much closer to pick off the Acolytes specifically. Antonidas can hit both Arthas’ Acolyte and him at the same time with Blizzard, but having to come in so close enables Arthas to hit Antonidas with his very powerful heavyweight melee attacks, and he even has a couple ranged attacks to hit Antonidas with as he runs. In particular if Antonidas is using Blizzard, it’s unlikely Antonidas will be able to move to keep the Acolyte constantly in Blizzard’s area of effect without getting interrupted by Arthas. Of course, Antonidas can’t hope to compete with Arthas if he gets up a remotely competent army, as then the Arthas player can basically just put his controller down as his minions come after Antonidas and block all of Antonidas’ spells for him.

What gives Antonidas a fighting chance in this match-up is the fact that Arthas instantly dies if he’s off-stage without any minions to sacrifice to aid his recovery, especially considering he’s incapable of grabbing the ledge. The problem is that in the early stages of a match when Arthas is vulnerable to this, it’s doubtful Antonidas can get up much of an ice path for Arthas to ride off-stage seeing as it takes a while for the Water Elementals to make enough puddles to do so. If nothing else, though, Arthas absolutely –loathes- the air, and if you can pressure him from above with camping for a while when he has no Acolytes to protect you can damage rack him to an extent. More importantly, though, you can buy the time you need for the Water Elementals to make enough puddles to form an ice path.

Vs. Cairne Bloodhoof – 32.5/67.5, Cairne’s favor

Antonidas struggles to make Cairne want to approach, as on the first stock Cairne will just want to stomp a giant pit into the ground and on the second he’ll just want to do nothing but stall for his Reincarnation timer. Seeing Cairne doesn’t even feel much need to go on the offensive when waiting for his Reincarnation timer, he won’t try anything risky or give Antonidas any chances to get in a KO move in a remotely “natural” way, and any awkward forced attempts at KO moves from the Archmage will just be met with heavy punishment from the Tauren Chieftain. Because KOing Cairne isn’t difficult enough for Antonidas, Cairne’s pit also forces Antonidas to not damage rack from as far as a distance as he would otherwise less he wants his fireballs to home into the ground.

Antonidas massively struggles to ever manage to finish off Cairne, though if nothing else Cairne also struggles to finish off Antonidas. When Cairne has a low damage percentage and a deep pit and actually feels it’s time to approach, the ball goes into Antonidas’ court, as Cairne approaches in a very cumbersome and predictable manner when he feels obligated to do so. Of course, damage racking him isn’t the problem, it’s KOing him – you’ll have to go for very early KOs before Cairne decides to play conservatively and meet him on ice with a dsmash sooner than later. Cairne obviously takes a while to damage rack, but surprisingly KOing Antonidas also proves to be very difficult, as Antonidas doesn’t need to transverse Cairne’s pit and become vulnerable to a lot more of Cairne’s KO moves – he can just teleport to a Water Elemental at the other side.


Smash Lord
Oct 10, 2008
Wow. Going on three days, and no comments for Antonidas. When was the last time that happened to a MW set? This guy certainly deserves some press, as he's a pretty cool take on the (very large) camping genre, which, to the best of my knowledge, hasn't really seen a dedicated escape artist before. Ant manages even to have unique minion and invisibility shenanigans, which certainly isn't easy to pull off. The extent to which Ant is tied to his minions is pretty impresive, as they provide set-up, make for a kill option if frozen, and help Ant escape pursuers by Dash Attack, and feel a lot more like helpers than they do aggressors, which seems to be nice and in-character. (Based on the backstory you posted, anyway. I'm not familiar with Warcraft at all) The various interactions here help push the playstyle well, and it all comes off very smoothly. The Grab game is a bit complex, but makes up for it by being both unique and fitting with Ant's playstyle fantastically well, adding a whole new layer to the set just as you think you're hitting the end. I actually have no major gripes with the set, and I'd have to say this is my favorite Warlordian set of the contest.

(Y) I give it fiteen out of sixteen Dumbledores.
Nov 26, 2005
Three days. Warlord set. One comment.

Final comment, then.

First, and it's obvious without my saying it - fire&ice is a pretty awesome centerpiece for a set. On a strictly visceral level, it's awesome to brandish ice on one side and then turn around and toss a fireball.

Of course, this isn't what Antonidas is about. I do feel bad for calling him a summons character earlier - he may be a summoner, but summons character implies a whole different ballpark. In my defense, that teleport recovery comes into play quite early, and it's a summons staple. We started connecting them to everything, including recovery, around MYM 5, didn't we?

But then one realizes that you're not using it just to save yourself from being KO'd - you're using it to keep your distance, keep up your spacing game, pick and choose in terms of where you want to be at a given time.

This is the greatest aspect of this - very un-Warlordian, I'd say - set. Antonidas just has so much control over where he wants to be. He has his float, he has the ice patches that benefit his mobility while crippling everybody else's, and he has his mount. Sprinkle in teleportation and numerous basic spacing manuevers and you have more or less the ultimate ranged character.

This isn't new in and of itself, but I feel like it's at its most dynamic here. You've got layers of options that let you play a truly organic, flexible game, but it's always working toward the same goal. I feel like you've hit upon that golden balance. The set's pared-down, sleek, feasible (hallelujah), and completely intuitive. Instead of reinventing the wheel, you're just taking it for a spin to craft a singular, distinct playstyle.

I love your new method with the aerials (or maybe not-so-new; you adopted it a while back). No longer are they bursts of creativity shoehorned into unfitting inputs. They're the nuts and bolts of the set, linked in with the flow but never dull. I don't like the grab quite as much, although in a funny way it reminds me of Shellder's - the first grab without throws, wasn't it? I know Kupa was the first to experiment with exotic grabs, but he had always held onto throws up to that point. Anyway, Bubble is a bit anticlimactic as set crown, but at least it ties into the water elementals and provides the set's punchline - we don't need to approach, not even to grab. Hell, we want to be as far as we can be while grabbing.

Characterization is top notch. Antonidas evokes a sinister air as well as wizened wisdom.

Good job.

End of comment. End of MYM.


Smash Journeyman
Dec 7, 2008
Junahu's Box
I've always admired the way you magnetize your moves together and form a set, MW. It makes you think a lot, with all the potential possibilities and outcomes. Antonidas exudes with concepts. Having a floating wizard who can literally make foes shiver in their boots and keep a hot face. Waiit...

Well, the whole character in itself is a giant lock and key. The start of the set, looks promising. A better float than Peach, as always you keep your little chain of interactions hidden until you actually jump on into the set.

I really thought that Anto was going to be another summoner type character based on the title of the Down Special, however after reading more, it might just be more than a surprise piss on the floor. Almost feels like a prop, with all the various ways you can manipulate your so called summons into traps.

The whole flying smash/tilt/aerial/avoidtraps/horse idea was really nice, seeing how being on the actual stage makes everything just, all that much harder to keep track of stuff. All the ways you tie things together, it's just like you MW. Nice work, it was a splendid read.


Smash Champion
Jun 4, 2008
Getting drilled by AWPers
I apologize for my temporary hiatus. College is starting up for me real soon and that is going to be taking up a fair deal of my time. I will be able to get back into MYM soon once I'm back in the swing of things though!

If anyone's curious, these are my next projects that I'm working on for the future. I remember telling you guys a little bit about how I was going to work on something else after Jace and I remember talking on the Xatchat a while back about how it would be hilarious to do a Chef Ramsay moveset. Well, I finally narrowed down who I'm actually going to be focusing on!

Juno & Vela


Chef Ramsay

Coming soon to a MYM near you!

Get hype!!


Smash Ace
Nov 15, 2005
Shropshire Slasher
Hay there Warlord moveset, it's been a while :bee:
I think you've really hit your stride with logical interactions, where things don't just magically happen because a playstyle needs to be filled. The relationship between Fire, Ice and Water in particular is very happily self contained, logical and useful. You've always been good at giving everything a reason for being there, but now I feel you're taking the next step, and embueing your attacks with real personality, cohesive physics, and altogether more character. It no longer feels like an abstraction or a proof-of-concept, and of course I approve.

Personally, I'd want all fire hitboxes to melt ice, and all ice hitboxes to freeze water, and all water hitboxes to douse fire, but since that kind of consistancy doesn't even exist in Brawl itself, it would be rather hypocritical for me to criticise you for falling into the "only one ice move freezes water" trope.

Whenever I see (Icey) floor mechanics, I always want to point out that Brawl already has them. It's a rather nasty leap of logic to state that, this particular 'brand' of ice, somehow not only works differently to ordinary ice plaforms, but works differently depending on whether you're a wizard who knows how to figure skate. And while I guess this could all be hand waved by simply getting rid of the few stages that actually have ice, it still raises my ire... because of..
and his horse is unaffected by the ice​
this. I know the move was getting a bit overwraught with detail, but you couldn't spare even 5 words to explain why the horse can somehow run across ice without falling flat on its face?
Then again, I felt the horse was the weaker of Antonidas' links. It was comparable to simply floating, to the point where you actually made it a mindgame. And thematically, a butch horse on a squishy wizard moveset sticks out like a sore thumb at a finger convention.​

darth meanie

Smash Journeyman
Jun 6, 2008

Antonidas is nice to see after such a long lull in movesetting, one that I must partially take the blame for. And it's been terrible just how little response there's been to this, but of course, I could've commented this days ago. A few contests ago, this'd be a catch-up. Ah well.

Antonidas doesn't have the disjointedness of move interactions that you have sometimes been known for, which is good, but it still feels overly reliant on hard move interactions to me, especially ones that could've been made simpler. For example, the Down Smash has a bunch of different effects for how it hits and how hard it does depending on what characters are moving and how, when it could've so much more simply been a function of relative speed to the opponent, and made it's interaction with the ice floors much smoother.

Similarly, moves like Ram splitting straight through the water elemental seem a little off-kilter to me. That said, the fire trap and ice path interaction works beautifully, and I do like how the water/ice/fire does end up working together for the most part, I just wish it were a little more flowing. The horse for instance, though playstyle relevant, ends up breaking a lot of flow with caveats and reworkings to make him stay effective.

There were a couple of other issues; the back air is a blatant status effect hedged in to make an input fit into the playstyle. While it does work, it's a little jarring to have a status effect introduced once, especially one as powerful as halving movement speed, and never appear again. If it had been more central to the moveset as a whole, and factored better into the ice floors manipulation, that'd've been a lot better.

So in the end, what do I think of Antonidas? He's a blatant camper character, as you said, and with summons, he doesn't bring all that much new or exciting to the table. The elemental and water interactions are fun and definitely improve the pacing of the set, but there are still some execution issues that prevents it from really shining. Antonidas works, and works well, there's no doubt about that, but it's sloppy in a few areas. Some sets are brilliant by concept, and some are brilliant by execution, and Antondias is just shy of the latter. It's still a fine set though, don't misinterpret me on that.


Barnacled Boss
Aug 12, 2008
Toxic Tower
I have to admit, my jaw kind of dropped in shock while reading the set. Antonidas is a far cry from any heavyweight male antagonist of yours, but I can't say that's a bad thing at all. Seeing Peach's (brilliant) floating concept elaborated on in MYM was something I was waiting to see done, and Antonidas pulls it off magnificently. His spacing versatility is a nice touch as well. Although his mindgames flow into this without missing a beat, I'm tempted to frown upon giving a magic-user mindgames, after Kamek pulled this off so well. Don't get me wrong, I actually liked the invisible horse tactic, it just seems less vital to the set than the moveset makes it out to be. The highlight of the set was easily all the interactions with the Water Elementals. Pushing opponents into a stationary KO trap is something you'll be seeing from me in just a few posts (although in a rather different way, I must say), and Antonidas puts his ice to perfect use to supplement this aspect of his game. I doubt you'd disagree that Antonidas is not nearly as impressive as Dark Bowser (or Hugo, IMO), but he, as DM points out, is executed quite well. I expect a fairly high placement from this guy.


Barnacled Boss
Aug 12, 2008
Toxic Tower

It's nearing two years since I finished the original Andy's Toys moveset, the only MYM3 set of mine that placed in the Top 50. Seeing as how all of the originals actually had playstyle potential, I have repolished and revamped them; here are Mr. Potato Head, Rex, Hamm, and Slinky, in time to coincide with Toy Story 3 (kind of).

Although these toys are designed to work together in team battles, they are separate movesets, and are to be voted as such.

Mr. Potato Head and Rex:
Potato Head benefits from having Rex on his side in a team match, seeing as how he'll need Rex's strong Smashes to win team matches. He can rack plenty of damage just fine, but manipulating parts during a gimp while two characters are pressuring him is a nightmare. Rex essentially becomes Potato Head's bitch in this team. He will have to be the one to KO his opponents, but unless he's letting Potato Head buff his Smashes or actually going for the KO, Rex must take a passive approach to the match, while Potato Head is the one going after your rivals.

Potato Head will always want to be the one going after opponents; Rex's survival is of high priority, seeing as how without him, Potato Head is stuck with no opening for KOs. It's to Rex's disadvantage to simply enter the fray, as his large size will be the death of him. He'll want to take to the air immediately, and use F-Air / B-Air copter to hover out of the way, buffing his Smashes in the process. Although Rex can try assisting Potato Head with longer-ranged attacks, his focus should be remaining as invisible as possible; he's a huge target in a multiplayer match. Potato Head will want to stick close to Rex at all times to defend him; because of this, Rex dictates where the fight takes place. He should try and maneuver himself into an ideal position for both Potato Head and himself, preferably one spacious enough for Rex's safety, as well as for Potato Head placing his spare parts. To clear out opponents, the duo can collaborate in using their Down Specials.

Possibly the best tactic Potato Head and Rex share is their ability to give the other some breathing room. Potato Head can send out Aliens to push away oncoming enemies, while preventing Rex from being *****. Rex can blow opponents away with a roar, giving Potato Head an opportunity to toss out spare parts and fill them with jacks. Rex can sit himself in front of any shoes Potato Head extracts and tell his teammate to Smash him whenever he's ready to use Neutral Special. Absorb the damage of the extra parts, then get to work seeking the KO. In contrast with Potato Head, Rex can KO more liberally in team matches. He can use his own stunners to make a character vulnerable, or let Potato Head bog them down before letting loose. Once the power is in Rex's hands, your opponents are in big trouble.

If you play without team attack for whatever reason, Potato Head loses this method of powering Rex up, but gains a tactic for defending Rex. Setting up a hat zone for Rex to hide gives Potato Head more freedom to tackle opponents on his own. Since he'll be eaten alive if he tries to use Neutral Special against two characters at once, Rex will want to focus solely on staying alive until Potato Head puts distance between his two opponents. With the rival teammates separated, Rex can go after one of them with the intent of absorbing damage, without having anything to fear.

Mr. Potato Head and Hamm:
Potato Head serves as both a damage-racker and a distraction during the first phase of a match alongside Hamm. Hamm obviously lacks Potato Head's close range supremacy, so he's better off letting his comedic partner take on opponents. Unlike Rex, however, Hamm will be remaining much less passive as he sits back. In fact, he won't be passive at all; he'll be hard at work, setting up towers while Potato head bides him time with his melee abilities and spacers. The more time you give Hamm to set up towers, the smoother the rest of the match will flow.

Hamm should attempt to set up two walls with which to trap Potato Head and the opposing team in close quarters. This is really Potato Head's time to shine; by using his multi-hitting aerials in combination with jabs and grabs, he can really wreak havoc on opponents. Although Hamm will want to stay out of the arena he's enclosed, he can conservatively drop in coins with N-Air, tripping foes for Potato Head. The spry spud can push opponents into these with a spacer, then punish their trip with a Smash. If he's careful, Hamm can join the fight, spraying opponents against a taped block wall with Side Special. You should only really attempt this if the two opponents are on opposite sides of the enclosed arena, as you don't want either character to take damage from friendly fire.

You may be wondering why towers are important to this match, when Potato Head can build damage on opponents just fine without being enclosed. Well, they're necessary for KOs, seeing as how Potato Head's gimping is nullified with two characters at his throat. However, he finds it incredibly to knock towers onto foes by throwing parts from a safe range. If Potato Head ever gets finished off during the match, the towers Hamm has set up will enable his survival as well. First off, the towers, taped or untaped, are obstacles that your opponents will have to navigate on their path to Hamm. If untaped, one enemy may knock a tower onto the other, doing Hamm's work for him. Hamm does have a bit of trouble spacing from two opponents physically, although his supply of soldiers, coins, and tape traps will serve him well in this regard. Hamm's spray of coins can easily put the hurt on multiple foes, and knocking down towers is no problem during the chaos of a multiplayer match.

Hamm and Potato Head's strategies don't vary too drastically with team attack turned off, except that Hamm can now enter the area he's enclosed to build damage on the opposing team even faster with a coin spray. Considering Potato Head can do so fine on his own, Hamm may still want to play a more secondary role, so if Potato Head is finished off, he can prolong his team's lifespan by taking on opponents without the damage he may accumulate in a close-ranged free-for-all.

Mr. Potato Head and Slinky:
Potato Head and Slinky both specialize in quick damage-building. The two players on a team will have to experiment in this match-up to determine which strategies lend themselves to doing so without shooting each other in the foot. Potato Head must refrain from placing spare arms he intends to grab with near Slinky (so as not to interrupt his Neutral Special), while Slinky beware which character he attacks if Potato Head ventures inside his circle to pressure a victim.

Potato Head's role in the first phase of the match is similar to that when he plays alongside Hamm. He'll be the one biding time for his teammate early on, but rather than setting the stage to his liking, Slinky will be stretching himself out. All Potato Head has to do is grab an opponent, or allow his Aliens to carry them away, and Slinky will be all set to surround a victim. As Slinky takes to the skies, Potato Head must really turn it up offensively, in order to defend Slinky. You really don't want him to lose his stretch distance, especially if you want to surround multiple opponents.

You do have the option of surrounding a single opponent, in which case Potato Head will want to keep the one not encircled occupied. Slinky can rack damage with his usual tactics on a surrounded opponent. If it seems the outside character will interrupt his pose, he has the option of rolling them up with F-Smash, although he does so at the risk of snaring Potato Head as well. With multiple opponents, Slinky's damage-racking becomes even easier; as opponents bounce between his spring walls, they'll collide with each other frequently, taking damage even more quickly. When it comes time to KO, Slinky can either use his normal methods, or simply grab a foe with a stretched spring, and allow Potato Head to gimp them as usual.

In the absence of team attack, Potato Head can enter Slinky's circle without the danger of being slung around. He can simply grab an encircled victim as Slinky stretches his sling at them, or wait around directly above Slinky. If an opponent tries escaping, he can use B-Air or D-Air to bring them back to the ground, giving Slinky a juicy opening for damage.

Rex and Hamm
Rex is forced to step up to the plate and show some bravery at the start of this match-up. Although Hamm is superior to Rex at close range, he must start off in the background, piecing together towers; Hamm's structures are essential to winning this match. It's Rex's priority to ensure he has time to do so, so he's going to have to use any means necessary to keep opponents focused on him. Hamm will have to rely on the space the Rex player gives him to do so, as he can't set up much of anything with two characters coming at him.

By using Down Special, Rex can push victims away from Hamm. If they get close to him, moves such as D-Smash without added damage can trip foes, while pummeling them can stun them temporarily. As a last resort, just offer yourself up as combo food to keep the opposing team busy. Use any means necessary to give Hamm time to set up; don't worry too much about taking damage, as you're not as vital later on. Once Hamm has a single, taped tower up, he'll want to take over for Rex, who is more likely than not fairly beat up at this point. Corner the opposing team against the tower and let loose Side Special on them. You'll be holding it out for a fairly long time, considering Rex won't have built much damage with his slow attacks. Hold onto your army men, as they can deal with a single opponent better than a pair.

Although Hamm and Rex start off the match in a rather disadvantageous rut, once they get momentum, they're in a big power position, especially when it comes to KOs. Hamm can always knock down his tower on opponents for an easy KO. He can also build a separate one for the express purpose of knocking it onto Rex, for him to absorb with Neutral Special if he hasn't stacked enough damage onto his Smashes with earlier enemy attacks. If you can, try to give Rex the safety net of a guaranteed KO, just in case a stray attack topples your tower before you can. After Hamm relieves Rex of his duties, he should flee to build damage on his Smashes, giving him this extra option.

Without team attack, Rex has the additional choice of whaling on opponents caught in Hamm's Side Special, to build damage faster. Although adding damage to your Smashes in the air should be a higher priority, this option damages the opposing team faster, allowing Hamm to conserve a few more seconds on Side Special. Unlike when paired with Potato Head, no team attack doesn't affect how Rex adds damage to his Smashes; Hamm can still knock towers onto Rex, due to the tower collapsing not qualifying as an attack from Hamm himself.

Rex and Slinky
Slinky is going to have to do most of his set-up work on his own, considering Rex is poorly-suited to distracting opponents. Fortunately for him, it's not nearly as important for Rex to defend his partner as it is when he's paired with Hamm. Slinky is able to fend off opponents by snapping at them as he stretches himself out. A helping hand never hurts, however; Slinky would appreciate it if Rex roared opponents away from him so he can reach maximum length early on.

Imprisoning a character isn't difficult for Slinky; Rex can go after characters with his stunners, leaving Slinky time to drop down on them with Neutral Special. Rex won't have to worry about occupying his victims for too long. Slinky is fast enough to get airborne and encircle opponents in a matter of seconds; he'll be able to save Rex before his opponents start overwhelming him. Ideally, Rex won't have accumulated too much damage at this point; Slinky doesn't take as long to set up as Hamm, and Rex won't be as actively interfering.

Slinky is important for building damage in the don't need me to spoonfeed you that. However, him keeping opponents in his coils serves a dual purpose. The second purpose is to keep the opposing team from Rex, allowing him to get into the air and buff his Smashes. Since Rex has an easier time KOing opponents than Slinky, he'll be all set up to finish them off whenever Slinky sees fit to release them. Slinky won't need to hold onto opponents for too long in order for Rex to sufficiently power himself up. Doing so for a little longer than usual in order to allow Rex to buff himself to the point of being overpowered is not necessarily a bad thing, though (quite the contrary).

Although without team attack, Rex can jump into Slinky's circle and use stunners on trapped opponents, he's better off staying outside. Not only will he be removed from the risk of enemy attacks, he'll have time to buff his Smashes, which will be nigh impossible with the former option.

Hamm and Slinky
Due to both characters requiring set-up in order to come out on top, the players will have to decide which characters gets to set up first. Hamm requires more back-up than Slinky in order to operate, which Slinky can't always provide without set-up of his own. Therefore, Hamm will want to send army men and coin traps after opponents while Slinky stretches himself out. Slinky will be much more useful later on with a longer middle (even moreso than usual).

These tactics also serve as a thorn in the opposing team's side when it comes time for Slinky to surround them. Once Slinky has them in his coils, he'll want to keep them trapped for as long as possible, returning the favor for Hamm and giving him time to construct his block city. Hamm will likely more time than Rex for his set-up, so Slinky will have to bring out the stunning aspect of his grab. Snare an opponent by adding a grab hitbox to any spring-based move, then constrict or slam them to keep them in your coils for a longer period of time. Hamm will greatly appreciate an environment in which he can build towers without the threat of them falling on his head. Of note, Hamm should be wary of setting up tape traps in this match; they can snag Slinky's spring out of his Neutral Special, due to being a grab hitbox, which is the last thing Hamm wants.

Where onstage Hamm sets up a tower has no real bearing on the match, as long as it's on the same ground level as Slinky. He can knock a tower over right into the midst of Slinky's circle; due to his spring only being affected by grabs, the blocks won't damage him at all. Slinky can simply grab an opponent and let Hamm do the honors. If Hamm wants to play it safe and build a tower away from Slinky, in case his victims escape and knock it down on your team, you still have that KO option in your hands. Slinky can simply roll into the tower with F-Smash, although in this scenario, he may actually get hit himself (not good, due to his light weight).

This is the one toy team where essentially nothing changes without team attack. All strategies are still viable, and the few newer ones should be avoided. Hamm should never enter Slinky's circle; building towers is much more important than building damage at a slightly faster rate. Although you can set up tape traps more safely now, Hamm should still direct his focus on building; Slinky can fare well enough with his own stunners.

Mr. Potato Head vs. Rex - 50/50: Draw
The key to beating Rex is to limit his opportunities to absorb damage. Potato Head can do so with relative ease by pressuring Rex with his multi-hitting attacks, such as U-Tilt, D-Smash, and several aerials. Rex has trouble facing Potato Head in close-range combat, due to his slower attacks that can't combo in the slightest. Looking at the short term repercussions of this, Rex would seem to be fighting a losing battle. However, when it comes to KOs, he's got Potato Head one-upped. You see, Potato Head will be attacking with multi-hit attacks whenever possible, to force Rex to suffer multiple hits to absorb just one for future use. This would be a problem against an opponent with a traditional KO method. The problem is, if Rex defends himself properly, Potato Head will have a lot of trouble using his parts against Rex.

The neurotic lizard can blow parts onstage off the edge with Down Special, taking them out of the game until Potato Head is KOed. Because Rex isn't physically handling the parts he roars at, Potato Head cannot attack with the parts to prevent them from going offstage, as he can when a character is holding them. Potato Head needs his parts for gimp KOs, so he's essentially forced to conserve them until he's ready to finish Rex off. Even then, you'll have to ensure Rex doesn't blow your airborne parts away, or use super armor to nullify the gimp. Of course, Potato Head isn't completely screwed, seeing as how he can still fight without parts, but it does cripple his damage-building a bit. It will be a while before Rex adds enough damage to a Smash by absorbing the weak first hits of combo moves to KO his adversary, which makes it all the more vital that he lands the finishing blow when the time comes. Rex has very little room to slip up, but if Potato Head's weakness is exploited well enough with Rex's defense, he can fight a very toe-to-toe match against him.

Mr. Potato Head vs. Hamm - 75/25: Mr. Potato Head's Favor
Potato Head has the easy option of approaching Hamm early and preventing him from getting any towers up...but it's not necessary for him at all, considering the new strategies opened up to Potato Head with blocks onstage. This match-up goes pretty much how Potato Head dictates it to go. Hamm must space flawlessly to prevent Potato Head from interfering, and to build damage when the time comes.

The kicker here is that, even when Potato Head isn't up close to Hamm, the acidic spud can still play the game by sending out his spare parts and Aliens. No matter how far Potato Head is from Hamm, it's a lose-lose situation for the plastic pig. Aliens and spare parts can easily push away multiple soldiers; both can also be placed on a piece of Hamm's tape to create an obstacle for the piggy bank, as well as prevent him from knocking them away. Potato Head's preference to KO from a range doesn't change, but he's not limited to just gimping. By inflating a part and tossing it at Hamm's tower as he's building it, he can topple his own work on him. Because Hamm relies so heavily on getting up towers for KOs, Potato Head can rely on them being out, and consistently take advantage of them for his own gain. Merely getting up a tower without being battered around is a huge challenge for Hamm in this match-up.

Mr. Potato Head vs. Slinky - 25/75: Slinky's Favor
Unlike Hamm and especially Rex, Slinky can actually keep up with Potato Head to give him limited time to throw out parts. Because parts are the only real option Potato Head has for overcoming Slinky, he'll have to prioritize this over stretching himself out from a distance. As he still has the options of Dash Attack and D-Air, however, this is no game-changer for Slinky.

Slinky won't have too much difficulty imprisoning Potato Head, considering he'll have to approach to build damage without the luxury of spare parts. Once he's in Slinky's coils, Aliens, jacks, and spare shoes won't free him from his non-hurtbox springy prison; only arms will do the trick, by grabbing Slinky's spring. However, Slinky can simply prevent Potato Head from getting an arm out in the first place, and if he somehow fails at this, he can roll to a safe place with F-Smash. Due to being unable to safely get out parts, Potato Head will have trouble gimping Slinky (who's difficult to gimp in the first place, what with N-Air copter), while Slinky can KO fine by releasing his rebounding opponent. Potato Head's moves can KO Slinky's light weight more reliably than they can against heftier characters, but he'll often be attempting a comeback to do so, considering Slinky will be far ahead in the damage count by then.

Rex vs. Hamm - 25/75: Hamm's Favor
Both characters will be wanting to start this match at a distance. Due to Rex wanting to remain at a distance in the air at first to power up his Smashes, Hamm has plenty of time to construct towers. When it comes time to close the gap, Rex is at a thorough disadvantage. Hamm is the superior character at close combat; his multi-hitting damage-builders also force Rex to take damage if he wants to add damage to his Smashes. In addition, if Hamm corners Rex against a taped tower with a spray of coins, Rex will be thoroughly screwed, what with his poor DI and large size and weight.

While Rex can fight well against traps and obstacles that he can blow away (see Potato Head match-up), Hamm has the perfect counter to this. It's called tape. If Hamm tapes down his blocks, soldiers, and N-Air coins, Rex will be unable to blow them away. Hamm can also set up tape traps onstage to hold Rex down, preventing him from absorbing the hit of a falling tower. Big bulky Rex will be fighting an uphill battle staying away from all the damaging, immovable objects, while Hamm could care less, as he uses his chaingrabs and pushing moves to ensure his collapsing towers land right on target. It's much easier to land them on Rex as well, due to his sheer mass.

Rex vs. Slinky - 75/25: Rex's Favor
It may come as shocking that a heavyweight male protagonist such as Rex comes out on top of a speedy lightweight damage-racker, but it's true. Slinky has the misfortune of spoon-feeding Rex opportunities to absorb damage whenever he attempts to rebound Rex inside his circle pose. Rex is more than happy to simply allow Slinky to surround him, just to gain access to these chances. As such, the fact that Rex can't get to Slinky fast enough to prevent him from stretching has no real effect on him.

As soon as Slinky starts stretching his spring towards an encircled Rex, all Rex has to do is brace himself and use Neutral Special. He'll absorb the damage and won't even rebound. Because Slinky will be racking damage on Rex at a much slower rate, it will be a while before he can KO the big guy. Even then, he'll have to do so craftily, in a way that Rex won't predict and absorb. You could try knocking Rex offstage and gimping him with N-Air, but it'll be a while before you can knock Rex anywhere. Rex will be able to send his light opponent flying far before that point anyways.

Hamm vs. Slinky - 50/50: Draw
Hamm has more time to get up his towers than he does facing Potato Head. Slinky won't want them onstage, but considering his set-up is much more important to his game than Potato Head's, Hamm will have less to worry about while Slinky stretches at a distance. Slinky can try stretching at close range, but a barrage of soldiers can hold off Hamm's canine opponent just fine.

Slinky may seem to have the clear advantage at first; blocks don't damage his spring, so he can simply D-Smash a tower out of circle pose to dispose of it, or direct Hamm into his own tower after grabbing him. Fortunately, Hamm's tape gets him out of another jam quite conveniently. By placing tape all over the stage, he can free himself from Slinky's coils, due to the tape having a grab hitbox, and knock blocks onto Slinky as he's stuck. Unlike Potato Head with his arms, Hamm isn't limited to just two pieces of tape onstage, so he can place them all around to his liking, preventing Slinky from simply rolling to safety. In addition, to prevent from being rebounded off the side, Hamm can tape together a wall of blocks, and tech off it to cancel his momentum as he's launched. Both characters can rack damage decently on each other, but both shut down each others' KO methods conveniently. A professional Hamm and Slinky match can take quite some time...patience will be key from both players.

Mr. Potato Head vs. Rex vs. Hamm vs. Slinky: 45/25/15/15
Potato Head is far and away the best at building damage in a free-for-all setting. Rex is a joke at close range and Slinky will have trouble stretching enough to imprison all three characters and rebound them. Hamm can spray coins, but for a limited time; he'll have trouble having the time to send out soldiers or set up tape, though. Of course, the problem Potato Head has in his team matchups lingers on in this one...although he can rack damage, he can't gimp KO with three characters coming at him at once.

Which means, the toys will have to form alliances to come out on top. Potato Head needs an alliance in order to KO, while the others need an alliance to outlast the moody spud. Potato Head is best off aligning himself with Hamm; considering how Slinky's light weight is easy to finish off, while Rex can easily be comboed, the duo can run the show fairly easily. What's more, Potato Head can dominate Hamm once it's just the two of them left. Hamm will essentially be playing for second place in this matchup, unless he's smart enough to let Potato Head take the damage, then finish him off before he gets the chance to do the same.

Rex and Slinky will want to team up in order to take out the other two before vice versa. Slinky can surround Rex and spoonfeed him chances to absorb damage. Rex can then KO Potato Head and Hamm with his souped-up Smashes. Like Potato Head with Hamm, this option will be in Rex's best interest as well, considering he can overcome Slinky at the final two. This alliance is more difficult to maintain than Potato Head and Hamm's, due to those two being able to hit Rex out of Slinky's grasp with ranged moves. Hamm and Slinky, the losers in these match-ups, have little they can do when teamed up to overcome Potato Head and Rex, although they may wish to do so, just so they have an actual chance once only two characters remain. Potato Head wins this FFA most often, due to his close-range prowess and versatility, although with the proper temporary-truces, the other toys aren't completely out of the picture (Rex has the best chance of the remaining three, while Hamm and Slinky's chances are about even).


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

It’s great to revisit these characters and this moveset from way back in MYM 3, it really is, and it easily puts you far above the other superb sandbag showings. Before I get into individual comments on the sets, I’d like to say that the match-ups and team strategies were a really nice touch and were very well done – I always went back once I was done reading one of the toys to read any applicable match-ups/team strategies. It significantly helps the sets to feel like they’re part of a bigger picture, which I was expecting to see as I started reading the second toy. . .But they all seem to be individual character slots, which was a bit surprising considering the original moveset had a Down Special switch and you seemed to be promoting the set as one. The Komodo Bros. are specifically designed to play alongside each other, and while your team strategies are nice I wouldn’t really say it’s the same case. Either way, though, most of these toys are solid enough to stand up on their own. Let’s start the individual commentaries, going from the best to the worst.


Mr. Potato Head has the most unique playstyle, is highly flowing, and is perfectly in-character. There’s really nothing here to dislike about Potato Head, and it may very well be in your best interest to separate the sets, as Potato Head could easily make it big on his own anyway. Bringing out extra parts from Potato Head’s spare compartment and having them mimic Potato Head as he does the inputs normally is just sheer brilliance. . .

Wait, haven’t I read this moveset before? Was it. . .Cutter Matter? No, I believe it was Skeleton. Skeleton and Potato Head have undeniably similar concepts, which is the closest thing to a legitimate complaint that I can really think to bring against the set, but after reading this set I can’t really see Potato Head doing anything else – you’ve captured him so perfectly with this moveset, while a generic skeleton doesn’t have nearly as definitive of a playstyle. Even from a gameplay standpoint, though, the two still have their own unique spins on it, what with the Skeleton being focused on removing his hurtbox while Potato Head is focused on making his spare parts hover off-stage and attempting to gimp foes, never having to leave the safety of the stage himself. Of course, there’s more to him then that, such as the “catch zone” with 2 spare hands and a bowler hat, and I applaud you for making him flowing despite being so versatile, even *Shudder* being competent in close quarters combat.


Slinky’s overall impression is also excellent, what with how he can encircle a foe after he extends and can torment them via every possible manner once they’re trapped inside – hell, he can literally “imprison” them by just bringing them into his spring. Extending Slinky’s body feels surprisingly intuitive and there aren’t a lot of wonky interactions here – it’s all perfectly logical, it reminds me of Sloth’s chains in a good way. There’s definitely a lot to love here, the most legitimate complaint one can come up with is the weak aerial game, but even though it’s underwhelming it still very much so serves its’ part in Slinky’s game, what with dair helping him extend his slinky body and fair/uair/bair helping him get over the foe to get the drop on them. Aside from that, Usmash’s hitbox seems rather gimmicky, and the playstyle itself seems somewhat OOC for Slinky and seems to make him out to be a mouth watering hunting monster dog, even though Slinky as a whole feels the most organic seeing he has zero props and doesn’t have Rex’s problems.


Hamm’s playstyle is flowing, and while when reduced into a single sound byte it may not sound all that innovative, a camperish/trappish character, how he goes about it is pretty unique, with all of these cool ways to exploit his block towers. He can trap the foe/army men between two towers for a hellish zone, spam coin projectiles against a foe with their back to a wall, and of course go for the actual KO by doing a light “balanced” chain grab into the wall, among his other ways to goad the foe into it, especially the well integrated army men who force the foe to attack. The only really iffy thing from a gameplay standpoint is how much ammo Hamm has, which Junahu will be the first to pounce on you for. I don’t think it’s that big of an issue seeing the limits are pretty large, only really for the coins. I think it would’ve been better to make the coins less potent but to let them slowly regenerate or something.

While Slinky bordered on feeling too much like a heavyweight male antagonist, Hamm stomps on said border in a Warlordian fashion and sprints far past it. Hamm being a master of minions feels very iffy when other characters were the main ones to order the Army Men around in the movies, and he uses all manner of props everywhere. The main things that take the cake, though, are the dsmash where it feels like he just turns into Gluttony and gains suction powers in his belly, and the aerial where a bloody rocket just comes out of his back and he’s some sort of tank. They serve the needed gameplay purposes, yes, but Hamm’s characterization seems to of gone out the window. I feel like I’m reading a set for Wizpig or something. It’s not enough to make me stop liking the set, but it’s definitely nagging at me a lot.


Rex has no props, has lots of flow, and a never before seen playstyle. While it’s not quite as interesting as most unique playstyles, it passes. So what’s the catch that places Rex at the bottom of the list? The problem is the set just feels. . .Very forced. You did what you had to in order to make a unique playstyle out of this guy, and while it plays into his personality and all it just seems so anti-intuitive and it shows that you struggled. How is that little pose giving him the superarmor? How am I supposed to know the power is going to my smashes or that I gain it while in the air? It just feels too –gimmicky-. Aside from that, there’s other oddities/clichés like the fair/bair hovering and the dair tail pogo that just don’t really seem to fit Rex, even if it was nice from a gameplay standpoint to give Rex something to make his air-game relevant. Still, from a gameplay standpoint, it’s still all pretty good stuff, such as forcing the foe to hit you with a get-up attack. That’s the part which isn’t forced – you manage to make the set flow without making it feeling overly centralizing, particularly by giving Rex the potential alternative of preferring the air.
Aug 9, 2007
The Cosmos Beneath Rosalina's Skirt
Well I've read all four of your sets Kupa and I must say I'm very impressed that you managed to pull out four unique sets/playstyles and post them all at once. For now I'll just comment my most favorite and my least favorite. . .

Mr. Potato Head

Yep, good ol' Mr. Potato Head is my favorite of the four toys. I absolutely love the whole idea of placing his various extra parts about and using them as additional hitboxes for your attacks. I also love how you can even say...kick the opponent when they're trying to chuck your spare feet off the playing field. Also as a nice little touch, Potato Head feels the most in character to me out of the four...probably as he's the only one who I could imagine actually FIGHTING. The little interactions between his various parts were also quite good to read, namely the hat's interactions with the onstage hands.

Mostly though I just loved the concept of various hitboxes really. Like Warlord said, he's competent up close and the ranged hitboxes can set up some interesting strategies and such. It's certainly more unique than a typical trap character's traps and it all flows together rather nicely. Overally, I really enjoyed Potato Head a lot, easily my favorite of the group.


Not my least favorite so not a full comment as of yet...but yeah, Slink was good to me but I certainly agree with Warlord when it comes to him being rather OoC with a lot of his moves really.


Again not my least favorite so his comment will wait a bit but...I in all honesty found Rex to be pretty bland really. His playstyle and his whole "enduring damage to deal more damage deal" felt pretty forced in all probably didn't help that he was also after the far more interesting Potato Head and Slinky.


Poor Hamm, love him in the movies but...his set just comes across as so lolwut it's hard to even explain. It's just so strangely OoC in my opinion that it ends up really negatively effecting the set in my eyes. Hamm wanting to build towers of blocks, firing missiles out of his back, tearing tape off the opponent Warlord said, it all sounds like something some horrible antagonist would do really. The missile feels very OoC for one, as does the suction...but that's all stuff that's been previously mentioned. The tower thing is kinda cool but when I got to the tape-based grab game...yeah, it's not exactly the easiest thing to stomach all at once especially considering how weird it is.

Why is Hamm taping block towers together in the first place? Why is he full of army men? If anything, this set would've made lots more sense for them...perhaps the blocks could be airlifted in or something by parachute soldiers. Taking creative liberty is one thing, a thing that worked out pretty well in Potato Head, Slinky and even to a degree Rex...but to the extreme it's taken in Hamm just makes it feel flat out like the set is for the wrong character. Aside from the random OoC-ness of the set though, I didn't think it had as much flow as Warlord did. It's certainly not as easy to read through as the others and some of the bits may require a bit of a doubletake before you get it. Sorry to say it but Hamm is my least favorite by far.

Also sorry about being so lazy about comments as of late, I don't really have an excuse for it >_<;


Yeah we gay, keep scrollin'.
Oct 10, 2008
Important Announcement

Due to unforseen circumstances, Khold Day couldn't take place yesterday. However, it will take place today! The party will start in a little while
because I haven't BBCoded Lakitu or Opal


Yeah we gay, keep scrollin'.
Oct 10, 2008
Phase one! Initiate!

Lakitu is one of the more recognizable enemies from the Super Mario Bros. series. He is a Koopa that rides in a cloud and tosses down invincible and deadly Spinies. He appears in Super Mario Galaxy 2 most recently, in which he is a common enemy in the Yoshi levels and also has a boss form.

Lakitu is about the size of Mario, and his cloud is the size of Kirby. He is a fairly lightweight floaty character, helpful for his profession. He doesn't pack much in the KO department, however. His jumps are the most notable thing about him- he has infinite jumps, each about the strength of Charizard's aerial jumps, but can't jump higher than three times Ganondorf's height. If he gets hit while in the cloud, he enters freefall helpless state. His aerial movement is average.

Lakitu shows off his infamous ability to summon his minions, Spinies, by plucking an egg from his cloud and tossing it to the ground. The egg has superarmor and 15 stamina, so watch out for foes who may want to destroy the egg before it hits the ground. The egg hatches into a Spiny when it touches the ground. Spineys are about the size of the Goomba enemy in the SSE and have 25 HP and superarmor. They deal 5% and low-strength knockback on contact with the foe, which can KO at 200%. The Spineys roam the stage by patrolling the platform they are on at Mario's walking speed. Until a foe gets within three stage builder blocks of them, then they will walk towards the foe. Medium start lag, low end lag.

Lakitu makes the wind blow in the direction he's facing. The wind pushes foes and Spineys along at Mario's walk speed but won't blow them offstage unless they jump. Going against the wind cuts the foe's movement in half. The wind blows for as long as you hold this in but automatically stops after ten seconds. Holding A while you're doing this makes the Spinies roll with the wind towards the foe. A rolling Spiny deals 7% and medium knockback and are about the size of Kirby. Low start lag, medium end lag.

Lakitu's cloud turns golden, giving him a boost- superarmor while in his cloud! This lasts for four seconds and has a three second cooldown. Random status buff you say? -Awesome- playstyle buff I say. Nearly no lag on either end.

Lakitu's cloud turns black and lightning begins to gather. After five seconds, three lightning bolts strike directly underneath him with an electrical field that is as wide as a fully charged Explosion (Ike's NSpec). The lightning bolts deal 9% each and stun the foe for one second, and the electrical field stuns anyone within its area of effect for 0.5 seconds. Any Spiny hit by this attack gets electrified, meaning electricity will be stored in its spikes which act as lightning rods. Contact with an electrified Spiny will deal 8% and good knockback that can kill at 130%. ROLLING electrified Spinies deal 11% and great knockback that can kill at 95%. A very useful buff. Medium lag on both ends, but Lakitu has superarmor during the start up lag.

Lakitu jabs and hops backward. The jab does a measly 3% and very low knockback. Not much to see here. Nearly no lag.

Lakitu does a rolling attack of some sort and his Spinies do the same, much like the second version of the FSpec. They roll for some distance, such as half a Battlefield platform. Rolling Lakitu does 5% and GTFO-ish knockback. High end lag.

Lakitu does a two handed shove to try to push his Spinies out of the way, much like you would push a kid leaning over a two story library railing to the ground floor. Pushing a Spiny makes them roll for a Battlefield platform's distance. Pushing a foe makes Sakurai laugh at you as you deal them 2% and tripping knockback. Low lag.

Lakitu claps above his head as if he was some sort of Koopa football player from Super Mario World. This surprisingly is a decent attack, if the foe has overshot their jump on accident and managed to be above you. It deals 4% and mid knockback. Low lag again.

Lakitu withdraws into his shell like the tiny baby man he is. Yum, sandviches. Lakitu now is uber charged! (super armor) for a half second. Aftervards, baby Lakitu has very bad lag! This is sad day!

Lakitu orders his Spinies to attack the foe. For as long as you charged this attack, the Spinies will walk towards the foe. They will never walk offstage. Yep, that's it. Nothing more to see here. No lag.

Lakitu's cloud splits into two (low charge), three (mid charge), or four (high charge). These float around Lakitu and rotate counterclockwise at the speed of one of those merry-go-round Stage Builder parts that kinda look like Reznor's platforms. Lakitu can hop to any of these if he pleases by smashing the Up SPECIAL button, so that's kinda useful. The real use here is to fill them up with Spinies. A Spiny can just sit back and relax as Lakitu flies the clouds around like some strange airship made of clouds. Clouds last for five seconds each and then go poof. An interesting interaction is that these clouds copy Lakitu's DAir, making a much dangerous area of effect.

Lakitu charges up a lightning attack as his cloud grows black. After you release this, Lakitu dashes forward across the stage shooting lightning. These each deal 4% and stun for 0.3 seconds. A low charge produces two bolts, a mid charge four, and a high charge six. He shoots them off fairly quickly, so the longer the charge the further he will go. Mid lag.

Lakitu's cloud crackles with electricity and anyone or any spiny that touches it is stuck for a brief moment. The static lasts as long as a standard-strength grab and has slight hitstun after it ends to prevent foes from immediately punishing Lakitu. It also deals 5% and has very little lag. It electrifies Spineys.

Lakitu does a loop-de-loop, taking anyone he has grabbed with him. This makes an NAir'd foe a hitbox that deals 7-9% to other foes and medium knockback. Contact with Lakitu does 4% and contact with a spiny is the same as usual. Very high end lag.

Lakitu leans forward and rides the wind, giving him a sudden boost of speed. Lakitu is a mobile hitbox that deals 6% horizontal knockback. This of course has some high end lag, but it goes as far as a Side Special Fox.

Lakitu has another cloud appear directly above him, just barely overlapping Lakitu's head. This reduces the foe's speed to 1/2 their usual speed. They also can't fall through it like they should. This is one of Lakitu's only means of defenses against aerial approaches. It will also copy Lakitu's DAir and NAir, although these don't stun Lakitu.

Lakitu fires a lightning bolt directly from his cloud. This is much like a weak Pikachu Thunder, dealing 5% and slight hitstun. It has very low lag, so it's easily spammable. This is extremely useful because it electrifies Spinies just like his DSpec, DSmash, and NAir. Use liberally.

Lakitu takes out a fishing pole and starts fishin'. If a foe or Spiny get caught on the end, they will be snatched and able to be swung around by Lakitu. Contact with the ground by a thrown foe will deal 7% and mid knockback, releasing them from the grab. Releasing the grab button while the foe is on the end makes Lakitu let them go- but releasing it in the middle of a throw makes him fling them far in that direction. This is a very nice way of KOing, especially offstage. It's almost cheap. Especially if you use Spinies as a ball-and-chain like weapon.

Lakitu lets out a gleeful laugh before the screen zooms in on him, then zooms back out to reveal the stage has been replaced by a cloud platform slightly larger than two Battlefield platforms. It isn't fall through, and it copies any electric attacks Lakitu does, stunning the foes on it and electrifying Spinies indefinitely. This lasts for ten seconds.

Lakitu is going to be needing to get his precious Spinies out to overcrowd the stage, then zap them with electricity to buff them up. Foes will most likely head straight for the falling eggs, so get down low to the ground to hatch them. If you're facing a pressure ***** like MK, grab him with the fishing pole or NAir first, then hatch the eggs. Alternatively, get up high and stun him with a DSpec or DAir then immediately follow with a Spiny.

Electrifying Spinies can be done with your DSpec, DSmash, and DAir, and by extension UAir and USmash. After they're electrified, roll them into the foe with FSpec, Dash Attack, and FTilt. Then recharge them and repeat. If you're facing an aerial foe, grab the Spinies and try to swing them into the foe, or NAir the electrified Spinies and use FAir to ram the Spinies into them. Alternatively, swing or ram the foe into THEM with the same methods.

If worst comes to worst, spam lightning, USpec, and your wind attacks and hope for the best.​


Yeah we gay, keep scrollin'.
Oct 10, 2008
Phase two! Go!


Concrete Man is one of the Robot Masters from Mega Man 9 whose period of use had expired and was scheduled to be scrapped. Concrete Man is a construction robot built to be the supervisor of dam construction. He is stubborn and will tell off any lazy robots. He could possibly have been designed after Guts Man.

Power --- 9
Range --- 3
Speed --- 2
Weight --- 10
Size --- 10
Jump Height --- 5


Neutral Special --- Concrete Shot
Concrete Man fires a blob of wet cement roughly the size of a Poké Ball. The gray blob will fly a distance of one Stage Builder block before falling to the ground. If it hits any piece of the stage it will harden and form a block of concrete the size of a Stage Builder block. This means that if Concrete Man fires it while standing on the ground there will be a distance of exactly one Stage Builder block between him and the block. Cement blocks function just like solid ground and can be stood on.

If Concrete Man hits a foe with this attack, they will be encased in a shell of concrete, which will harden around them the moment it hits them! Foes encased in cement will be unable to move and have their weight and fall speed increased as much as a Metal Box would. They will also look like gray statues. Foes can button mash out of this, but it has a much of a hold on them as a strong grab. This makes for an easy gimping tool if it connects offstage.

Side Special --- Shoulder Barge
Concrete Man charges with his shoulder, giving him some momentum and speed that can’t be out prioritized. He moves as fast as Yoshi’s Egg Roll, with a good bit of start-up lag. He can knock down any concrete blocks with this attack if they are stacked on top of each other. He can’t break them, though; he can only knock them over like a stack of bricks. This does 15% and heavy knockback, so the only way to avoid him is to jump over or dodge; it can eat away at shields quickly. Falling concrete blocks do 10% and good knockback as well. If he hits an encased foe, he will push them along too! He can even push them off the stage like Joy wheels her foes off.

Down Special --- Ripping the Foundation
We’ve been talking about adding and taking away concrete blocks, what about the stage itself? Concrete Man squats down and reaches in front of him and pulls out a piece of the stage! This happens to be a block the size of a Stage Builder block, so it can fit cleanly in your grid of concrete walls. Concrete Man holds it over his head and can throw it like an item- it does 10% and good knockback. Like other concrete blocks that fall/are thrown, this doesn’t crumble when it hits the foe but instead it falls down on the ground and acts like a piece of solid ground. The hole left can be filled in with concrete if you wish. Pieces dug out act like concrete blocks in any way, shape, or fashion.

Up Special --- Thunderous Crash
Concrete Man jumps up the distance of Dedede's USpec and comes down with the same amount of force and speed. Well, not exactly the same, because instead of stars coming out where Concrete Man lands, shockwaves will travel from the landing spot! These shockwaves trip and stun foes heavily, or at least those on the same platform he's on. It will also shake any walls on the platform, making those on top of them take 5% and fall off. A quite handy special, but horrible lag.


Jab --- Lunch Break
Concrete Man simply punches the foe in the jaw as if to give them a knuckle sandwich. This does 11% and mild hitstun, but the start-up lag is just a little too much to make this able to follow up with another. This attack can actually crack a concrete block. If a block is cracked three times it will crumble and disappear. If there is one on top it will fall into the old one’s place. Can eat away at shields heavily. This deals 5% more if the foe is encased, but since it cracks the concrete shell it allows them to escape easier.

Dash Attack --- Juggernaut
Concrete Man does a powerful head butt powered by his momentum. It does 14%, great knockback, and destroys any block it connects with. It usually will only hit those on the second layer, if you were wondering. As it seems to imply, this has some start-up lag; not too much, however. Instantly decimates shields, which means it also instantly decimates the foe’s concrete case, with an advantage of dealing 8% more damage.

Forward Tilt --- Brick Break
Concrete Man does a straight arm thrust, which deals 12% and good knockback. It also has just a little lag, which is quite good for the payout. Most importantly, it can knock a second-layer block out two Stage Builder block’s distance, which means it will leave a space of one Stage Builder block between it and the bottom block. If he hits a foe encased in concrete, they will slide a distance of two Stage Builder blocks with 6% added damage. It can also thrust a flying block of cement in the foe’s face, which deals 10% and good knockback. This move has the advantage of being able to break shields in one hit.

Up Tilt --- Jawbreaker
Concrete Man gives the foe another knuckle sandwich, this time with a jaw-shattering uppercut. This does 10% and pretty good knockback upwards, unless they are frozen in cement; in that case it deals 15% and cracks it twice. This has only a little lag as well, so in close quarters this is what you can rely on. A good shield-eater.

Down Tilt --- Gold Demolition Stomp
Concrete Man stomps down with force enough to crack a one Stage Builder block section of the ground once. If it cracks three times, that section will break as a block would. This can do 11% and actually stuns foes heavily in its area of effect, which is a Battlefield platform’s distance in diameter. This has a good bit of start-up lag. Foes can avoid this by jumping, as it eats away at shields and can’t be dodged. The shockwaves can crack a foe’s concrete shell once and deals 17% instead.


Forward Smash --- Deconstruction
Concrete Man reaches forward with both hands in an attempt to grab someone or something in front of him. If he grabs a wall, he will pull a block out of it, leaving a clean hole. The pieces above it will magically stay in place for some reason unexplained. This can act like a window to fire through. If Concrete Man grabs a foe, he will hold them over his head like he would a block. What does charging this do? Increases the grab strength. The only thing Concrete Man can do with them is throw them.

Up Smash --- Raise the Roof
Concrete Man reaches up, as if to hold up something invisible. Charging increases the intensity of this force, with a low charge dealing 9% damage with good upward knockback and a high charge dealing 15% and heavy upward knockback. There is a good amount of lag on this, however. If Concrete Man grabs the ceiling, or a block above him, he will lift it up and carry it like a block from his DSpec. Any blocks or ceiling above the block he takes out will not fall. USmashing again while carrying a block will put it back in place or add it to another place- if there is a wall or ceiling touching it to support it.

Down Smash --- Wet Cement
Concrete Man aims his buster at the ground in front of him and fires a stream of concrete mix. This is a different mixture than the rest, however, as it takes a long time to dry. It will stay wet for five seconds, after which it will harden and become a block of concrete. A low charge nets you enough cement for one block of concrete in front of you, but a high charge gives you two. A fully 100% complete charge gives you three blocks of concrete, spread out in front of you. Wet cement will fill up a hole perfectly, but too much in a small hole will overflow it.

So what happens if the foe steps in wet cement? Their feet get stuck in it and they get bogged down, having their speed cut to a quarter of its original speed. They also can't jump or use any attacks that require their legs. If it hardens while they are stuck in it, the cement will have a pitfall effect on them.


Neutral Aerial --- Cement Armor
Concrete Man decides to take a defensive route and coats himself in concrete. This armor makes him fall twice as quick and gives him superarmor for five seconds. No, he is not immobile like his foes. Why would he make himself immobile? Another coat WILL make him immobile, so use with caution. There is also a ten second cooldown between uses.

Forward Aerial --- Diving Tackle
Concrete Man activates his buster and dives forward. Any foe caught by it will take 7% and be stuck to Concrete Man. There is medium grab difficulty, so it's possible to suicide KO with this at high percentages. High end lag.

Back Aerial --- Mega Kick
Concrete Man kicks really hard behind him, dealing 8% and heavy knockback. It can also knock a DAir cannonball in the direction he kicks. Its main feature is that it knocks a block of concrete clean out, using it as a projectile. This deals double damage to frozen foes.

Up Aerial --- Artillery Fire
Concrete Man launches a cannonball of concrete from his buster upwards. It flies up for twice Ganondorf's height before falling down to earth. Contact with the ball deals 10% and heavy knockback, Bonsly-style. It breaks when it hits the ground. Heavy lag.

Down Aerial --- Pillar
Concrete Man shoots some wet cement down below him, creating a pillar half the distance he is from the ground. The pillar is also rounded to the nearest block, so it still fits within the grid. High end lag, of course.


Grab --- Concrete Hold
Concrete Man sticks his buster out and tries to catch the foe. The foe sticks to his buster because he has wet cement mixing in it. This has excellent grab strength, like Hariyama’s, but has slightly more lag than Hariyama’s. Range is good, but not excellent. He can also latch on to blocks he’s created or dug up, but he can’t move them. Be wary, though, as this makes Concrete Man immobile until you press grab again. He can grab frozen foes and hold them over his head like a freshly dug block, too.

Pummel --- Fresh Coat of Cement
Concrete Man coats the foe in cement, freezing them. If he’s latched onto a block or picked up an already encased foe, he will reset the coat of cement/block’s durability and strength. He can’t add to its strength, however.

Forward Throw --- Charge
Concrete Man thrusts the foe’s face forward in a sudden burst dash that covers a distance of ¾ Battlefield platform, in an animation similar to Frank West’s Zombie Charge Hyper Combo in Tatsunoko vs. Capcom. If the foe’s face connects with a wall, they take a sickening 13% and a hefty amount of hitstun. There is a good bit of lag, however.

Back Throw --- Wall Art
Concrete Man swings the foe around and blasts their midsection with a concrete shot. If they are close to a wall, he will attach them to the wall with this move! They are stuck as if the wall "grabbed" them. If the wall falls while they're attached to it, they'll take 10% more damage. If there's no wall, then they just act as if they had been frozen in concrete. High lag for a throw *is shot by H_R* and does 7%.

Up Throw --- Barrage

Concrete Man tosses the foe up in the air above him and fires three small shots of concrete at them. Middling lag, does 2% per hit, and has a high chance of freezing the foe in concrete.

Down Throw --- Cement Shackles
Concrete Man takes a tactic from the mafia and encases the foe’s feet in a block of concrete. If they have no feet, he simply sticks a concrete block to their underside. This makes them immobile and extremely heavy. He doesn’t let go of them, however, so he could use the UThrow on them and walk over to the edge to throw them off for an easy KO. That is, if there isn’t something blocking him, because Concrete Man can’t jump while holding any foe with concrete on them.


Concrete Man hops into the background and brings out a WRECKING BALL. For five seconds, you can swing the ball by moving the analogue stick. It is, of course, spot dodgeable, but it moves so fast you need lightning-fast frame timing. Contact with the ball deals 20% damage and knockback that KOs at 5%.


Tactic Uno - Concrete Jungle
One of Concrete Man's styles of play is building a fortress on the stage. Building two walls in the center of the stage is your best option. After that, try to cover it up with a ceiling. To do this, rip up a block with DSpec then use USmash to put it in place. Repeat as many times as necessary. Once you have your safehouse, open up a window and try to camp against the foe with Concrete Shot. This obviously won't work for long. So, what do you do? Use the house as a weapon. Knock it over with your various deconstruction moves, mainly FSpec. Then build again. Another cool tactic is to build a pit of death by digging and building two high walls then fill the bottom with DSmash.

Tactic Dos --- Statues
Encasing the foe and punishing them is not only successful, but humiliating to the foe. Encase them with Concrete Shot and then go to town with your Tilts. Use your grab game to refresh the coat of concrete. Then continue to punish them until your moves stale. Then repeat! Eh eh eh eh...

Tactic Tres --- Gimping
Gimping is high risk high reward with Concrete Man. If you miss an offstage foe with Concrete Shot, they could easily punish you during the end lag. However, if you hit them with it, they sink like a stone. Gimping with the walls is also sadistic- simply place a wall on the edge where they can't get to the top. After you do that, you can also topple the wall with FSpec and watch it wall offstage, spiking foes with a massive wall of death.


Yeah we gay, keep scrollin'.
Oct 10, 2008
Take a breather, I'm posting Opal later today. For now, enjoy these two sets, and a couple of other goodies I will post.

I love you guys :3

Sorry Kupa, for posting these on the same page as Andy's Toys... although they'll get better reception than mine. I'll make it up to you... somehow... (hmm)


Smash Journeyman
Apr 5, 2009
I finally learned HOW TO IMPROVE ROOMBA

but in other news... does anyone know how I can contact MDA or Katapultar? left multiple VMs now, but I haven't gotten a response (not even a "**** no I'll never do a joint set with you Neher!")

any advice would be great! (and if you see one of them online/in the chat, could you let them know I've been trying to reach them?)


Thane of Smashville
Jul 5, 2010
Vincennes, Indiana
Wow...Ive been gone a week and things are finally picking up!
Anyway, all the sets I've seen are great, but I'm exhausted right now so I'll leave the comments later. But, my next set is done so I'll be Putting it up soon, hopefully later today. I'll give you a hint: He's annoying, you hate him, and his name rhymes with Toed.
I bet you cant guess who it is


Thane of Smashville
Jul 5, 2010
Vincennes, Indiana
This is me trying a new organization style


Yes, thats right! the Princess' slave has joined the Brawl! He's sick of hiding in Peach's dress and is ready to hold his own. With his Mushrooms and surprisingly extensive physical strength, the worlds most annoying character is ready to go!

Something special, too. You see, Toad is a Mushroom. A fighting Mushroom. A fighting Mushroom who uses fight. 3 of his special attacks use Mushrooms, and all 4 use Items of some sort. How fitting for the Item Guru of the Mario Bros. World!


Toad is roughly Olimars size, shape, and weight. He has pretty average speed(5/10), a surprisingly large amount of strength(7/10), good Traction(5/10),poor Range(2/10) bad jump(4/10, however he makes up for
this with good recovery moves), decent Priority(6/10), good air speed(6/10), slow fall speed(3/10), Decent attack speed(5/10), and good Crouch(7/10). He can't Crawl, Wall Cling, Glide, or Float.


Neutral Special: Mushrooms of Every Kind
Since Toad is the Item master in the Mario World, its only fitting for him to be an Item-based character! Toad pulls a Mushroom(seemingly out of nowhere), shows it to the camera for .5 seconds, and eats it. But, these aren't just your Garden-Variety Mushrooms, Toad has... Mushrooms of Every Kind!

Regular Mushrooms: Same as the Item. 20% chance of showing.

Poison Mushroom:Has the Same effect as the Item of the Same name. 20% chance of showing.

Golden Shroom: Increases Speed by 3x. 5% chance

Ultra Shroom: Grow 4x larger and stronger. 2.5% chance

1-up Shroom: Increases Stock by 1. 2.5% chance.

Unlucky Shroom: Decreases stock by one. 5% chance.

Also, if you press Special Button before he eats it, you may store it for use in your side special.

Down Special: Pluck
Whats this? A stolen move from Peach? Well, not exactly. This is the move from SMB2, and more recently NSMBWii. While on the ground, Toad can pluck an Item up from the ground, either a Turnip, a Green Shell, or a Red Shell. These all act like their Item counterparts. Another interesting part is that he can pick enemies up when he's above them in the air, then Throw them. You may also store plucked items(not characters) for use in his side special by pressing B.

Up Special: Propeller Mushroom
Toad takes a Propeller Mushroom(NSMBWii), shows it to the camera for .5 seconds, and eats it. He rises vertically for 2 seconds, and can then move. He can jump twice and use this move again, making for a nearly infinite recovery. He is, however, completely defense less during those 2 seconds, so its best to use this wisely. Toad may store this Mushroom for his side special by pressing B before he eats it.

Side Special: Item Slide
Remember those stored Items? well, heres where they come into play. Toad slides the last item he stored (in order) across the stage. They all have the same effects on enemies as they do on Toad. If a character is hit by a Propeller Mushroom, they fly straight up for 2 seconds with no control. If a Shell or Turnip is next, he throws it.


Neutral: Headbutt
Toad puts his giant head/hat thing to good use. He Swings it firward doing 2% damage and little knockback. He follows up by swinging it back, doing 3% damage. He then throws his whole body forward, doing 5% damage. This has .2 second start up lag and .5 second ending lag.

Dash Attack: Headspin
Toad dashes forward, trips falls, and spins on his head. Any enemy caught during the 1.5 seconds this takes thats not attacking will be dealt 4% damage. This will kill at 350%.

Up Tilt
Toad jumps and tries to hit above his head. If he hits anyone during this time, they're dealt 6% damage.

Side Tilt
Toad gives a short hop forward and swings his massive head/hat thing forward. This does 5% damage. He jumps about 1/2 a stage block.

Down Tilt[/COLOR]
As Toad crouches, he slightly butts his head forward....Yeah, thats it. This does 1% damage...yeah.


Up Smash: Flying Turnips
Remember those pesky buried turnips? Here, Toad uses his uncanny strength to throw one of those babies straight up in the air. This does 15% damage and knockback that will KO you at 150. The longer you charge, the farther it flies up. Also, when it it lands, it becomes...a regular turnip item. Nifty, huh?

Side Smash: Super Item Slide
Sometimes, those Mushrooms you saved up just aren't fast enough. This acts the same as your side special, except 2x faster! However, there is a down side. As Toad uses so much energy to slide these items, he must wait 3 whole seconds between super slides, as opposed to the back-to-back slides with the side special. Spam prevention, you see.

Down Smash: Spring Mushroom
Toad uses this nifty Item from SMG to bouce in a controlled path. Anyone he hits gets 12% damage and knockback that kills at 250%. Toad flies about 6 stage builder blocks up. Also, this Mushroom isnt storable.


Standard: Generic Punch
Toad punches his opponents in a very generic way. Does 5% damage and OK knockback.

Up:Backflip Kick
Well, this isn't a completely overused move! Toad does a backflip while kicking. This does 10% damage and'll ko at 160%

Side:Generic Kick
Toad kicks either forward or backward. That being said, this has very, very, very, very, very poor range. This does 15% damage and will kill at 200% if you can hit the **** guy.

Down: Down Kick
Toad kicks...down. This is an automatic meteor smash that does 10% damage.


Pummel: Head/Hat Butt
Toad puts his head/hat to use yet again, hitting his opponents over and over and over again. Each hit does 3% damage.

Forward Throw: Slide
Toad slides his opponents, slowly about half the distance of Final Destination. They have no control during that slide, giving Toad time to do...something else.

Backward Throw: Carry
Yep, Toad totally rips DK off on this one. Its the same as DK's Carry.

Up Throw: Propeller Mushroom
Toad hits his foe with a Propeller Mushroom. They rise slowly, giving him time to do...something else.

Down Throw: Bury
Toad buries his foe, letting him either pluck&carry them, or attack.

Toad House

Well, Toad has gotten the Smash Ball! So whats he do? He goes Home! Thats right! Toad invites you into his humble home for a quick 10-second grab-the-item game. 30 Items are scattered every which way, and 24 of them help you. The other 6...well are Bowser heads. Grab 2 of these and...your dead. Unless, of course, your King Koopa himself. If HE grabs 2 of these, well...he gets a HUGE advantage. He becomes Gigi Bowser for twice the normal time. Yes, he has an unfair advantage. You know why? Hes BOWSER for Gods Sake!

So how exactly do you use him? Well, for the average Brawler, He's a fun character with tons of wacky ways to mess with your friends. To the pro Brawler, hes a complex character for those with quick fingers and sharp minds. Toad will rely heavily on playing the odds and memorization of stored Items. He'll use those stored Items in combination with his arials, grabs, and smashes. A good Toad user will need to learn these good combinations. One example is a combo of his U-Throw and U-Air for a successful KO. Another is(get ready) a U-Throw into a D-Air, then use of his D-Special to pick them up, S-Special to slide, S-Smash with a Poison Mushroom, finally into a U-Smash. Another is a more piss-off strategy, by sending random shrooms everywhere and hoping for the best. His largley Item based moves will be sure to piss your opponent off. All in all, for what he lacks in size and speed, he makes up with strength, grab/combo game and good recovery. Toad is a simple character with potential to be Top-Tier because of his ability to be easily picked up.​


Smash Ace
Nov 15, 2005
Shropshire Slasher
With this sudden deluge of movesets and absolutely noone commenting on them...

Mr Potato Head:
MT and MW (¬_¬ why do you two have such similar accronyms?) have sung Mr P Head's praises already, and it's mostly justified. Imbueing the various loose parts of him, dotted around the stage, with his own attacks, is incredibly fitting.. but more importantly; hilarious. Hitbox/hurtbox seperation is a novel idea in itself.

Something I felt a bit weak however, is how little you expanded on Mr Potato Head's main character gimmick. No, taking spare parts out of his butt isn't the trademark "Mr Potato Head" moment. The whole point of the toy, is that you can remove parts from him, and place them in the wrong sockets. You have him putting shoes in his eyes, but nothing else, and I'm quite shocked that there isn't any point in the set where Mr Potato Head literally falls to pieces, requiring him to use his loose parts to protect his potato body while he reassembles.
Also, the whole size issue of toys using toys as props is a bit prominant here, especially when he bounces a rubber ball that is comparitively a deku nut to him. We all know that Smash already has a wierd sense of scale, so that Olimar can fight Bowser on a miniature Shadow Moses. But surely the props that Mr Potato Head brings from his own universe, should be a lot larger than what you tell us he drags out of his rear compartment

This is a very smart take on the concept of expansion and compression, altering Slinky's length and shape to make his attacks genuinely terrifying, with the ultimate goal of surrounding the foe completely. It's pretty clever stuff, and you've wisely kept this concept in the limelight throughout the set.

The big problem here, is something I remember from Plorf's Onix set. We have no idea how Slinky, and his two seperate hurtboxes, move. For instance, for Slinky, I've made the assumption that the player controls the head portion directly, and the tail trails behind, moving only if the head is getting further than the current length of coil would currently allow. The reality of it could be completely different, but since the set never challenges this assumption, there's no way to know whether it's true or not.
This kind of assumption has some big rammifications on how Slinky plays. For instance, if Slinky jumps, only his head would jump, leaving his feet on the ground, and a literal wall of coils between them. If Slinky drops from a platform, his feet would stay behind on that platform (and extremely useful property, as it lets Slinky go offstage, while leaving his rear as a safe place to snap-back to).

Personally, and this is going to sound absolutely hypocritical on my part, I love the usage of props during Hamm's set. The vast majority of them fit him and his personality to a 'T'. There are still the odd few props which are randomly much smaller than they should be compared to Hamm, but whatever, I already complained about that with Mr Potato Head.

I also like the idea that Hamm's playstyle isn't overtly specific, other than to build a playground of toys and have fun with it. I really enjoyed the thought of building a tower of blocks, and then smacking it over like a kid having a tantrum. Of all the characters of Toy Story, Hamm is very definitely the most suited to this kind of playtime construction. It also helps that Hamm is usually the prop heavy antagonist in Andy's little fantasies..

The ammo (piggy)bank mechanic was just a teensy bit of a leap of logic for my tastes. I understand completely how it works in characterising Hamm, but the lack of a means of replenishing stock would hit new players like a sack of bricks. AND WHERE'S THE OBVIOUS COIN MATCH REFERENCE!? for shame...

I was very nearly going to admonish you for failing to specify "how" block towers fall. Then I realised that Brawl uses the Havoc engine for physics rendering

Rex is a bit of an unfortunate character to be making a Brawl set for. All of his instances of strength, skill or ingenuity are completely unintentional on his part. Any set that could really bring to life the idea of "not meaning to" kill the opponent, would instantly be reviled by every competitive player on the planet. Not to mention such an idea is almost impossible in the first place.
You have the character down well, and the animations also give the 'feel' of Rex. Even the playstyle works in a way that makes the player suck up damage and only attack once they've reached their limits.
But still, this is Rex, the one toy who should never be physically trying to fight at all. And, strictly speaking, this moveset makes the Rex player want to get hit, to the point where they are bravely running into whatever looks like it might hurt the most. This is, pretty much, the exact opposite of what Rex would want to do, as a character.

Rex proudly joins the likes of Kangaskhan; movesets which set themselves up in a way that supports the character's personality, but whose actual playstyle encourages people to play in a way which contradicts it.
I think I'm going to coin a phrase to describe this kind of contradiction; Motivation Dissonance

I'm really shocked that such a friendly, entertaining moveset can be ignored for so long. It's so accessible, and I enjoyed the core dynamic between being vulnerable in the air and weak on the ground. Plus it's a Lakitu set, and he takes advantage of his spinies. Who wouldn't want to coat the whole stage in spiked menaces?

The first thing that strikes me as odd with this set, is how Lakitu uses infinite jumps (instead of say... an infinite float) and how he can totally camp underneath stages. There's also a rather jarring derth in ideas in the aerials(awesome grab though)
Random status buff you say? -Awesome- playstyle buff I say.
This made me laugh so hard, thank you. ¬_¬ But no really, it is rather random

Concrete Man:
It's a bit unfair how you used much of Gutsman's ideas to explore Concrete man. But I totally forgive you, because it works, really well. Concrete man can literally reconstruct the stage to his liking, and his whole moveset plays into this rather well.
But, on that note, a lot of attacks seem to have very different reactions to blocks, with little physical logic to explain how and why. A shoulder barge topples, but a straight arm thrust knocks one block sliding, and a slam so powerful that it creates shockwaves does... nothing?
I'm also apprehensive of Up-smash and foreward-smash taking chunks out of the stage like Down-Special. I'm pretty sure that's one attack you just split into three, and you give the smashes some very arbitrary limits to stop them invalidating Down-Special's... specialness.

darth meanie

Smash Journeyman
Jun 6, 2008
Movesets? In MY Make Your Move?

Mr Potato Head

Mr Potato Head, as others have established, is definitely the best of the four movesets you made. The zoning playstyle using disembodied parts to control the stage is similar to that of Skeleton, but still unique, and very in character.

The only complaint I have to levy is that there are a few unnecessary props in the set. You've already got enough stuff to litter the stage with, why add in bouncy balls, jacks, and a freaking stomp rocket? The Stomp Rocket is the most egregious of them all, but it's not a big deal in light of the rest of the set, or in light of the props in the other sets.


Rex on the other hand is much less engaging. To be fair though, Rex has practically nothing to draw on for his playstyle, so I can't really blame you for not having a bunch of interesting attacks or playstyle.

The playstyle though really doesn't feel that creative or interesting to me. As far as I'm concerned, it's a generic boosting mechanic, just with a slightly unique way of activating it. It works decently, but it's not too terribly interesting either.

Rex is a passive, not very violent character though, and has so little to draw on, I'll chalk this one up to the limits of the character you chose.


Hamm is by far the most out of character moveset in the entire foursome. He never demonstrates the kind of storage capacity in the movies, and use of items such as building blocks, scotch tape, and army soliders.

It's not a bad playstyle altogether, but it didn't really feel like Hamm to me at all. He, like Rex, doesn't have all that much to work with, but perhaps you could've gotten more from drawing on his Evil Dr. Porkulus side.


Slinky is pretty good, and probably second to Mr Potato Head. The concept of wrapping yourself around the foe is all well and good, but you took it to the next level by actually creating a number of different ways to react and use the trap to attack the enemy without feeling stale, like some trapping playstyle can end up doing.

The only problem I can think of is that you never really expanded on his movement, and for a character like him, his movement really needs explanation.


Lakitu is a set that really didn't go anywhere, as far as I saw. His movement is rather awkward; infinite jumps doesn't mirror Lakitu's movement style like, say, a hover would have. A lot of the moves are really on the simplistic side too.

The grab was entertaining, and certainly, this moveset could've gone places, but it's got so many issues (what's to stop a player from just hovering at the top of the stage and spamming spinies?) and doesn't really fee like a lot of effort was invested into him.

Concrete Man

Concrete Man is much better than Lakitu at least, and his style and variations of stage manipulation are pretty interesting. The fact that he has different ways to manipulate the stage into different structures and crash them to pound the enemy is very fun.

Concreting the foe is also cool, but seems very broken potentially. He could pretty easily knock a foe offstage and gimp them without much struggle. The concreting himself aspect also has a couple of issues, the main one being that you mention him being able to trap himself from moving if he does it to himself twice, but it lasts five seconds, and he can only do it every 10 seconds. How exactly does he trap himself?

Defintiely the better of the two movesets though, and a fun one to play with, combining the stage manipulation with good old-fashioned smashing.


Toad is actually not that bad. The way that you can use good mushrooms for your own benefit and bad mushrooms as projectiles isn't the worst playstyle concept ever created. Some of those mushrooms are pretty broken though; 1-UPs and instant stock loss is pretty crazy to be able to abuse.

The problem is that you never really expand from there. Beyond that one idea, Toad mostly has a lot of generic attacks that don't really work together all that well. If Toad had more focused on using and abusing the possible boosts from his mushrooms or whacking debuffed enemies, we could've had a more interesting playstyle here.


Torkoal was another excellent set from you. Two very unique ideas, playing king-of-the-hill and turning the lava waves from Norfair (or whatever the name of that Metroid stage) into a matter of life or death was good, but making Torkoal a very effective close ranged camper was even better.

Torkoal isn't without his problems though. While his every move is effective, some are highly specialized and just odd to imagine. Fire Blast for instance is a floating Fire Ball following Torkoal behind him. That doesn't seem like Fire Blast at all, nor does it seem to make a huge amount of sense.

The three different types of smoke, all with different effects, makes it rather unwieldy to use him properly, especially since effects like the grey smoke suddenly stopping shielding and dodging seems very awkward and doesn't make a lot of sense.

Torkoal gets too caught up in creating as many move interactions as possible, when this is a real case of less is more. With the King of the Hill focus, you didn't need hard move interactions to create a flowing playstyle based on trying to keep the foe out of your little protective shield.

Also, the grab is really a cop-out, it isn't even grab-like. With those flaws in mind though, I still love this set and how it runs with its idea, and you did a good job of keeping all moves relevant too, which is always a plus.

And this comment is longer than all the rest. Guess it shows how much I liked it.


Smash Ace
Feb 24, 2009
I'm sure you're all wondering where I've been; I lost computer access for a while and just got it back. However, I've managed to keep up and finish commenting everything I missed... and everything before that (wary)

[collapse=This is the last time I'll do this Rool! I swear! (crying)]

At first I was somewhat skeptical of the concept of an aerialist Magmortar. Then I realized that he’s more of an aerialist in the sense that he wants the foe in the air, so he can hit them more easily with his Fire Blasts and anti-air game. It’s a very unique concept that I’m surprised hasn’t been touched on much if at all before.

And it manages to tie together all of Magmortar’s myriad concepts, from Lava Plume to SmokeScreen to Earth Power to everything else. I was worried that all the concepts would end up disjointed in the end, but they all ended up tied together quite nicely. Magmortar is still more of a versatile character, but he does versatility very well. (y)

That’s not to say he’s without flaws. I’ll repeat agi in saying that Flame Body is a little underwhelming next to the other specials, and that he seems a little overbearing standing in too much lava, where the foe has to jump to hit him, exposing themselves, or stay put and keep getting camped at. In addition, I doubt you could “persuade” the foe to get into the air simply by using things like your jab if he’s as good against aerial foes as you say. Finally, no matter how much setup you’ve done, it sounds like Eruption would be difficult to land, as it would be possible to get over Earth Power faster than Magmortar can prepare it.
Though you’re right that he should be able to actually learn it. Heatran does get it by event, but only with a Quiet nature that lowers his speed. Way to go, Game Freak (no)

I enjoyed Magmortar a lot in the end, more than most other sets this contest, and certainly more than Hariyama, who was no slouch. Great job meanie, this looks like a fun set for matchups
though you didn’t make any of your own (wary)

Jace Beleren

Jace’s specials introduce a strong concept in prediction, which I don’t think has been touched on this much since Espeon. Evcn then, Espeon mainly predicted with his Sixth Sense, and Jace more focuses on the ways he punishes with his prediction than how he does it. So it’s a decently unique concept.

Though I’m a little skeptical on why you would want to use Counterspell on a shield when you can just grab them. Given the lag on a miss I think it might not be as useful as you say. I also don’t really like when exact lengths of time are used for grabbing moves, but that’s more of a pet peeve than anything else. The specials are still pretty good anyway.

But from there... well, the rest of the set doesn’t really live up to the good specials. They don’t really seem to have much to do with the prediction theme, and while they do get some mention in the playstyle, you don’t tell us how they relate to the prediction theme.

Also, your writing could use some improvement. agi hit the nail on the head about the grab - you don’t really have anything to say, so why not just compare it to someone’s? In addition, you talk about things like IASA frames a lot, and I’m sure that most people in MYM don’t know what these things are. If you’re going to mention things like these, it would help if you explained them at some point.

Jace is better than B.B. Hood at least, so good job there. I did enjoy Jace’s specials, so hopefully for your next set you’ll be able to expand what you did there to the rest of the set. And I’m sorry if I’m seeming discouraging; this is only your second third set anyhow, and it's a good set by that standard.​


So far Q seems to be fairly well-liked. I apologize for being contrary, but I'm unfortunately leaning toward's agi's diagnosis. So Total Destruction is pretty interesting, I'll give you that - it's a nice twist on Ryuk's Death Note, even if it sounds predictable.

But beyond that, a lot of Q is just ways of wasting time, which I'm not so sure about. Some of these moves are bound to become redundant with so many of them. In addition, wasting time is only useful towards the end when you're just about to blow... they can escape from you just as easily whether you have five seconds or one left on the counter.

And the stuff about the close-ranged game unfortunately doesn't lend much to the playstyle. Q already has a fine concept in Total Destruction, so why not sell it more? For a final nitpick that fits nowhere else, the added effect of the Up Special wouldn't prevent edgehogging much; most of the point of edgehogging is to take advantage of the invincibility frames you gain that would make you immune to being spiked. I also don't see how it can be used as an emergency KO move as you say in the playstyle given the foe has to be on the ledge for it to work.

So a pretty negative comment unfortunately. That being said, I did enjoy Strike Man (though this seems to be an unpopular viewpoint...) and what you've told me about Slowbro sounds interesting. I can see why other people like Q, if that's any consolation =)​


Given how relatively much you did for such simple characters in the past, I expected this to be a big step up given that you chose a character with actual moveset potential. I wasn't mistaken - Kamek was much better than Pokey (aaaand everything else you made).

It's a sheerly fun set, with all kinds of stage manipulations and move interactions abounding. The move interactions also seemed very natural overall; all the stuff you can do with Shy Guys was a highlight (the awkward input for creating them aside). Even without the Shy Guys, there's plenty of fun things to play around with; Koopaport/Platform Raise/Lower and Stage Spell/Triple Hex are good examples.

That's not to say he does move interactions perfectly; there were a couple that felt sort of random, like Fireball/Fireball (lol repeated move names), and some that felt too predictable to be all that useful, like Spell Prep/Magic Burst and Fireball/Fireball again. It still does move interactions well on the whole, mind you.

In the end, what holds back Kamek from being truly great in my eyes is that, as cool as it all is, it doesn't do much that's new for camping/trapping/stage manipulation. I still like it on the whole, certainly more than your previous works, but I didn't enjoy it quite as much as some other commenters. Still, don't get me wrong; it's a very good set and makes you practically a lock for Most Improved.​


I'm going to skip over the controversy surrounding this set, so forgive me if my comment is too positive or too negative or too whatever it is you don't want >.>

Childre is fundamentally a pretty average newcomer set, really. The stuff with freezing is interesting, and while it doesn't quite do for freezing what Arbok did for poisoning, it uses the concept well enough. The Permafrost and its interactions with Childre's freezing moves is probably the set's main highlight.

But unfortunately, Childre stumbles in places. To begin with, there's not enough variety in the ways he gets powered up against frozen foes; as it is right now, he might as well use only DTilt or FSmash based on whether he wants to damage rack or KO. In addition, you seem to have some odd fixation on the DThrow, which is neither all that interesting nor all that relevant, with him being able to essentially use it with another input in FTilt and still use it under Icebound Heart. Speaking of Icebound Heart, I'm not that fond of it, as the effects feel sort of random and you don't elaborate that much on how it's supposed to be used, which I assumed you would do in the playstyle section...

...but there isn't one, which is the biggest flaw. I remember you saying something about the reader being able to figure it out on their own, which I disagree with; a playstyle section is also meant to elaborate on how things fit together, and besides, would, say, Super Macho Man be nearly as good if we had to figure out how to break shields on our own?

But it's a newcomer set, after all, so I can't begrudge it too heavily. It's truly not bad for a newcomer set, and if you fix what I mentioned, there's nowhere to go but up.​

Ken Masters

It's obviously not your best work, but it was also obviously never meant to be. But still, the base concept works perfectly fine; get charged up and fire up! I didn't really like the boosts for doing badly though; to use an awful analogy, it's like Pokemon happiness. You don't get as many buffs for doing it and it's very hard to maintain. It's not that big of a deal overall, though.

The Side Special I'm not that fond of either; it's basically a give-the-foe-a-buff-and-a-nerf move, which seem sort of stale as a concept. The smashes seem to do disturbingly low damage too, and the extension of Down Smash feels like something that should be a reward for charging. I'd also like you to say something about the grab animation, even if it's just to say that it's standard...

...but I don't think I should continue nitpicking, because Ken wasn't designed to be your best work, he was designed to keep the thread alive and to be a fun read! (If I'm wrong I'm sorry x_X) It succeeded on both counts, so nice job TWILT.​


I thought Arbok encompassed all that could be done with the background, but by treating the background as essentially another plane, Haunter is completely and wonderfully unique. What's great about it is that you're incorporating something that (to a degree) was already there, just ready to be exploited.

I didn't have much of a problem with the move interactions themselves, actually; Sludge Bomb/Will-o-Wisp was probably the only one I disliked that much. The thing is that Haunter isn't nearly as fitting to use move interactions as someone like Kamek - Kamek is known for plotting and for applying boosts, whereas Haunter is known for being largely passive.

But what violates that last part more is the comboing part. Haunter should be landing hits on occasion, and reactively; comboing has him land many of them in spurts, which is the exact opposite of what he should be doing.

That being said, I actually enjoyed Haunter just as much as Kamek; Kamek might have had slightly better execution, but the fact that he was doing something that had been done so much before and Haunter is doing something new is enough to put himon the same level in my eyes. Very good job.​

Rocket Executive Hugo

Hugo was a bit of a tough nut to swallow. It took me a bit to realize that all his Pokemon are controlled by different parts of the controller, which you don't say that clearly in the beginning, and the attacks sound difficult enough to manage without having to control four other characters at the same time. I'm sure there are exploits for both Hugo and the foe, and it all sounds rather overwhelming even with some controlled by an AI.

But while it's difficult to get into, it comes down very smooth once you manage to. I never enjoyed Hunter J much if at all, but unlike Hunter J, Hugo actually has reasons to work with his Pokemon in tandem due not being able to score a KO from 50% without any aid - maybe a couple too many, but still. I'm particularly fond of Machamp and his concept of directional grabs, as well as the turning shenanigans.

As far as miscellaneous nitpicks go, I have a couple. You act like being up against a wall prevents you from turning around in Barrier, which could be a specific property of Barrier but if so you don't really identify it as such. The Final Smash is a little underwhelming for such an involved character
though yeah... I guess it doesn't really matter... (d)
, and Lick and Pursuit on Golbat was a little odd.

On the other hand, I wanted to give a nod to you doing an OC. You're not the first MYMer I'd expect to do one, but the backstory has a really Warlordian flavor to it (as does the character (smirk2)) which makes it pretty interesting. Nice job with the characterization overall, and I agree with meanie about liking Raticate's personality.

It's a tough nut to swallow and it laughs in the face of feasibility, but it more than makes up for that with clever concepts and design. A Warlord set through and through and definitely one I enjoyed =)​


I actually didn't find this a bad set at all, even if it didn't quite reach Skarmory Scarmiglione's level. The playstyle felt rather weak on the first read, but it seems more and more clever as I think about it - dealing damage and KOing against approaching foes is in a way like a reversed Doppelori. The implementation of Sandstorm is also clever, when the easy way out is to make it screenwide. In fact, I really liked how you implemented things like Ingrain and Leech Seed without making them exactly like they were in Cradily, Abomasnow, Ludicolo, Venusaur and virtually every Grass-type Pokeset ever made, even if it's relatively minor.

On the other hand, it sounds a little counterintuitive to force an approach by forcing the foe back, particularly by the time that they can't get past it. Similarly, making yourself lighter is a rather strange way of recovering given that it makes you much more vulnerable to the knockback of edgeguarding. In addition, the organization wasn't as strong as Scarmiglione's and teeters towards random symbols at times, and could use some color codes (which I'm pretty sure you still aren't using) and fonts in places instead. I actually didn't find anything wrong with your writing style though, it's actually above average if you ask me >.>

I had some other concerns when I first read Cacturne a long while back, but they've all faded away by now - literally, because of the admirable way you keep working even after a set is posted. (Y) I also don't need to talk about the excellent matchups. Even if Cacturne wasn't as objectively good a set as Scarmiglione, he's around as fun to read, so nicely done :3​


It's nice to see you stuck around after the whole Glameow debacle, so let's get right to it! To begin with, the organization could really use some improvement; using larger fonts is a bad idea because it makes sets look longer than they actually are, and people can be intimidated by big scroll bars, even if the set's still very short. You also should size up individual move headers, and use different colors, not just from SWF's flimsy palette but by using some color codes. It's also a bad idea to talk as if the audience knows the character and series already, as you don't introduce what game Dimitri is from nor what things like the Klaww Gang and Clockwerk Tailfeathers really are.

You could also stand to add more detail; there are percents, but you also should always mention lag and range, as well as move-specific details like how far a Clockwerk Tailfeather flies, whatever that is. In addition, however existent the percents are, they're far too low and could stand to be universally buffed by 3-5%. Also, you don't explain what you mean by "trapping" in the BAir/DThrow.

I could go on about other things, but the most important thing that's missing is playstyle. How exactly does Dimitri play? Is he a "camper" that threatens the foe from long range with projectiles? Is he a "trap character" that sets lingering hitboxes for the foe to wander into? By adding playstyle, you'll be able to more carefully define the way the character plays to emphasize ideas and fit the character.

I'm sure you'll pick up on these things if you stick around and continue to read sets, which I hope you do! We'll be happy to have you if you improve these things =)​

Napalm Man

Warlord beat me to saying this by a long time, but Napalm Man does have move interactions. They're not nearly as prominent as in, say, Sheep Man, but stuff like the Beacon and Cease Fire are very interaction-based. I of course don't mind this, and move interactions are certainly less prominent here than in certain other sets by you, I just needed to point that out =P

So does the lack of interactions make Napalm Man a bad set? Of course not. I think you've still retained a general sense of "interconnectedness", which means it's still an agi set through and through. Unfortunately, Warlord's right about the "mindgames"; standing out of the way of the beacons eliminates any mindgames the air strike has. Of course he can force them into the zone, but there still aren't many mindgames when they stay in or get hit or successfully get out and don't.

In addition, the Up Special stuck out to me in particular as an overpowered move; it's going to have to deal a lot more 10% to Napalm Man to balance out a nearly lagless KO move... okay, so the range is bad, but it pretty much contradicts what you say about the foe wanting to get as close as possible to Napalm Man (so he cant sat up hees krystals).

Still, I did like Napalm Man, more than Empoleon, though the latter aged badly for me. The base concept isn't the most interesting ever but it's certainly feasible, and stuff like the treads keep it an interesting read. Pretty good work, agi.​


So I guess I'll be commenting this as if it's a Rool set, which it is. Whee!

So back when I thought it was a newcomer set I was going to comment relatively positively... but now that I know it's coming from you, I can't help but be a little more critical.

So the base concept is very interesting, I'll give you that. Thing is, it's so difficult to envision with the excessively low detail, much like Father Time. How does removing parts influence your weight and movement? How does this interact with KOs? Would it theoretically be possible to stall by tossing away all your parts just as soon as they join with you? The organization makes it difficult to read too, what with the universal color, unusual font and smaller text.

I also have a variety of smaller nitpicks - the FSmash has no charged percentage, and the upwards running not only gives Skeleton an infinite recovery, but the ability to stall indefinitely. In addition, I don't see how Skeleton is particularly offensive once he reduces himself down. I guess it's because he has nothing left to do but be offensive, but... there could have been a more interesting approach to this =/

But I digress; it's a Rool set for sure and so the ideas are very good regardless of the somewhat spotty execution. If nothing else, it lets us know that you're still getting ideas (wary)​


First off, I'll reiterate what everyone else said - the supreme lack of options without mana could potentially screw Amane over, regardless of her ability to quickly regenerate it. Anyway, the most unique concept here is the connection between healing and ammo regeneration. Definitely a rather clever concept, even if it essentially makes her only healing move an ammo regeneration move that heals at the same time.

My big problem with Amane was something similar to magic syndrome. While I'm sure it's in-character for Amane to use so many elements to attack, most of the moves feel like they were designed to very closely resemble what they did in her game. This means you're sacrificing opportunities to fine-tune moves. I could be wrong, of course, given that I haven't played or even heard of Devil Survivor until now; it's just a general vibe that I picked up on.

I don't really have much to add here, but just know that this was an improvement over Gengar and I'm sure you'll continue to improve from here.​


Oh look, another TWILTY set! Since you actually put all of your effort into this unlike Ken, I'll put all of my energy into commenting it.

What I'm most concerned about is, much like Amane, many of the moves seem to be directly ported from her game. While this could be a good thing, things like Charm are pretty much random creativity. In addition, things like Ice Stairs seem a little vaguely worded and also sort of random creativity. Also, you don't really explain what things like "mind energy" or "a foul stench" even LOOK like, which isn't as big a deal but still something that could be improved on.

In addition,Yuzu's direct attacks don't seem to be all that relevant either. Once you get beyond the interactions they don't seem to do much but be in-character. A good interaction should both be natural and relevant, and these don't seem to be either.

Overall, I didn't really enjoy Yuzu that much in comparison to Miles... The playstyle is sort of stilted and doesn't really exist outside of move interactions, and too many of the moves didn't do much of anything. It's still a decent set, but not on the level of some of your others.​

Strong Bad

Wow, nice to see somebody who goes so far back make a set! I'm sorry for skipping over your others, but since you've tried to factor in the criticisms you recieved on earlier ones it would be a bit of a waste of time.

To begin... wow is this difficult to read. You've thankfully cut the big font from your previous sets here, but all of the pictures make it look crowded and longer than it needs to be (and nobody wants to read a set that looks too long), and in a lot of cases they don't explain much about the move. In addition, while being in character is never a bad thing, trying to make as many moves as you can moves the character used in the game isn't a good idea. It's better to only add moves that go with the playstyle.

And that leads into the next thing I have to say; playstyle should be something you're thinking about since starting a set, not something you determine at the end. For example, you might decide that you want to make a camper (projectile user), and then add spacing moves and projectile moves as you go along since they go with the playstyle. I know darth meanie talked about this already, but it's important so I wanted to reiterate it.

That being said, you're doing pretty well otherwise considering you haven't made a set since MYM2 (MYM3?) ignoring your three other recent ones; your detail level could be a little higher but is much better than it could be and nothing stuck out as particularly unbalanced. In the end, Strong Bad wasn't perfect, but considering how much the standards have changed since MYM2, it's pretty impressive.​

RTS Army

The RTS Army was certainly an interesting set. Here we have something reminiscient of MasterWarlord's Rocket Executive Hugo in controlling multiple characters onscreen at once, an interesting concept with plenty of room to explore, as you did here. The cursor, grunts, tanks and helicopters combine to form what could have been a very good set.

Unfortunately, the key phrase there is "could have been". To be sure, RTS Army has an interesting concept behind it, but it isn't pulled off spectacularly. The way the mechanic works isn't explained perfectly, and the descriptions of moves are rather vague; you aren't mentioning things like lag nearly as much as you should, and the moves are pretty generic for a character(s?) with a lot of potential. Your ideas are pretty much getting ahead of your ability to convey them, which is actually a fairly positive thing to hear, as you need to improve mostly in execution rather than in concepts, rather than having to improve both of these things.

In addition, I agree with darth meanie about the playstyle; while you certainly know what playstyle is, you seem to be trying to pull most of it out of the set when you write the section, when you should be coming up with it when you start the set. That being said, you've done better here than some newcomers before you, so good job.

So basically, you're getting ahead of yourself, which isn't the most negative weak point there is. For your next set, I'd recommend working on execution and scaling back your ideas until your presentation gets up to the point where you can convey them. In the meantime, behind the presentation RTS Army was a decent read, so nice job.​


Mii is another case of me not knowing how to interpret something and being unable to say much about it as a result. Theoretical programming, missing moves, etc.; it would be rather pointless of me to say anything since it was never really meant to be anything. Sorry of me not to say anything, but before I will you're going to have to do something. =/​

Mr. Luggs

A fairly interesting set here. The subversion on ammo banks isn't done that directly, but it's done all the same and it makes for a solid read.

Unfortunately, Luggs shares a flaw with Dionysus; poor logic. Just like how the foe had no reason to be tempted by healing into Dionysus's vineyard since they'd instantly die from his ridiculous grab-game as a result, the foe has no reason not to interrupt Luggs's Waiter Ghost immediately. There's also no real reason not to give the player any visual cues; they'd hardly intrude on anything.

Beyond that he's still solid, but there's still some oddities in there; Slobber's doubled tripping rate would still be very low, Expulsion's triple FLUDD knockback sounds excessive for spacing at the least and ridiculous at the worst, decimals demand pluralized seconds (so it would be .5 seconds, not .5 second), to name a few. These are really just nitpicks though, and I have some minor things to compliment you for too; your writing style and organization is very good by now, for one.

So Luggs was certainly a fun read overall, even if I didn't enjoy him quite as much as, say, Warlord did; I just don't think you've surpassed Zinger or Stanley with this or Dionysus. That being said, those two sets set a very high bar, and I know how annoying it is to have your sets continually compared to supposedly better ones, so I'll conclude by saying that Luggs was solid overall.​


*insert reference to lack of comments* Antonidas was certainly a good set overall. Despite having only one projectile, Antonidas manages to have plenty of flow as a camper and puts an interesting twist on the genre as an escape artist, as n88 put it. The minion stuff also managed to complement the camping stuff without overshadowing it, which is certainly something you should be commended for.

My main criticism is that one of the if not the most important move(s) in the entire set... was the USmash. As such an important move it should be in a more prominent position if you ask me, though I can't deny the utility of the preexisting specials. Even beyond that though, USmash isn't the most fitting input around as far as standards go; maybe FSmash or even BSmash would work better?

But that very much is nitpicky, and I genuinely enjoyed Antonidas. It's unusually feasible for a Warlord set, which isn't something I really care that much about but is still a positive thing to note, and while I didn't like it as much as Hannibal Bean or Hugo
or Dark Bowser, but I know how annoying it is to have sets compared to your frontrunner...
it's a nice treat and a positive addition to your expanding MYM8 roster. Good work, Warlord.​

Mr. Potato Head

Okay, I was just about finished with my comments and then I notice this popped up. Then came Lakitu and Concrete Man and then Torkoal... okay, onto the comment...

Skeleton might have gotten to the concept first, but I know Potato Head existed before Skeleton and the concept is pulled off much better. It's perfectly fitting to Potato Head, and the concept ties together all of Potato Head's concepts. He's a flowing, playstyle-oriented yet versatile moveset, which is something I like to see.

On the other hand, the recovery isn't as good as you credit it for; as with Q, tacking a spike onto a recovery is rather pointless when invincibility frames are part of the point of edgehogging to begin with. Also, I don't really like moves like the Dash Attack that mostly exist to give Potato Head actual teams applications. And I might be missing something... but since when does Potato Head store Legos and cheese puffs inside his compartment?

I'm nitpicking again, though, and I'm just as impressed with Potato Head as Warlord and MT were; I'm particularly impressed by the places where you come up with move uses for both regular Potato Head and seperated-parts Potato Head without changing the moves themselves. It's a very good set, and... probably better than Stanley or Zinger, so I guess I can stop continually bringing them up (wary)​


I hate to just jump on the bandwagon... but I didn't enjoy Rex that much. First off, catharsis works a lot better when you don't have to regulate the damage you take. Why not just have him gain power on his Smashes automatically by being attacked? It's more natural and avoids the problem it currently shares with Dionysus and Luggs - it misinterperets the opponent's motivations. Why would you be persuaded to attack Rex when he benefits from it? I also agree with Junahu that it's a little out of character for him to WANT to be hurt despite being timid and WANT to be in midair despite being afraid of heights.

On top of this, you're a little vague about how exactly damage powers up Rex's Smashes in terms of knockback. So his Down Smash can kill at 75% with enough damage added... great, just how much damage? It's a pretty meaningless thing to say without specifying how much. The Side Special/Dash Attack "mindgames" are rather doubtful as well; there's nothing the Dash Attack does that the Side Special doesn't do, meaning there's no reason for Rex not to use the Side Special, meaning the foe would never expect a Dash Attack.

And since I really don't have anything positive to say, I'll just wrap up the comment. If nothing else, catharsis is a very finicky playstyle concept (Scarmiglione is probably the only one who used it who I still enjoy) and Rex is hardly alone in not doing it so well. Bleh, it's not as if there's much Rex can do in the first place.​


Now that we're past that patch of negativity, here's Hamm! Like Warlord said, if you're REDUCTIVE Hamm doesn't sound that exciting, but in reality all the ways he has to play around with his block walls are enough to keep him a dynamic and enjoyable set. Even without being the most focused set ever, like Potato Head, he remains flowing and fun to read.

I do agree with the others that it's teetering towards the OoC side of the spectrum, and a little prop-heavy; but really, like Potato Head, Hamm is the sort of character for whom props are in-character. If I had a problem with anything, it's that knockdown pressure doesn't work as well when you just provide ways of knocking down; Hamm definitely has some ways of following up, but I'd prefer it if there were more.

I didn't enjoy as much as Potato Head or the upcoming Slinky, mostly because his concept... just isn't as likeable, and then there's the OoC concerns. Still, he's a solid set, if not the solidest.​


Item Tree's concept of a moving wall was good enough already, but making Slinky a malleable, trapping wall was really just a stroke of genius. I can't really see Slinky doing anything else, and maybe it's not perfectly in character for him to wrap around them and trap them, but what else can he do after he extends around them, really?

The detail on the mechanic isn't perfect, and I could run through a whole list of questions about it, but the concept is one that's both simple at its base and complex when you look at all its ramifications. Basically, I wouldn't sacrifice the readability you have right now.

Criticisms? I don't really have many. There is the detail part, but I went over that already. I'd definitely put Slinky on par with Potato Head.

And I'll shoehorn in a couple of generalized statements on the toys here. While Rex wasn't all that good, the others were enjoyable reads, Potato Head and Slinky in particular, and those matchups, regular and FFA, were something special. I'd also like to give a nod to how good the organization is; the headers in the main linkup area look wonderful, and the while the BBCode organizations of the main ones aren't that exciting, they're fitting and they have to be bland enough to resemble each other anyway. Excellent job, Kupa.​


Lakitu... just feels rather rushed. I'll admit you've captured all the aspects of Lakitu, there's the Spinies, the lightning, the wind, and all that, and it had some decent ideas, so where does it go wrong?

Well, it goes wrong in that it doesn't really go anywhere. The Spiny electrification helps playstyle, but it's an interaction Lakitu's never used (I'd care less about this if Lakitu wasn't partially defined by simplicity like most Mario enemies) and while Lakitu has some cool ideas otherwise, they don't... really go anywhere. In spite of the cool ideas, a couple of moves seemed rather generic like the Forward and Up Tilts.

Basically, my comments are petering out as I get towards the end, Lakitu has a couple of cool concepts, but generic moves and minimal playstyle keep him from being all that much in my eyes. Still decent, but not as good as Concrete Man.​

Concrete Man

Concrete Man keeps the rushed feel of Lakitu in a couple of places, but he's still the better set in my eyes. Stage manipulation isn't the freshest concept in the world, but the way Concrete Man mixes stunning into the mix by firing Concrete Shots at the foe keeps him sufficiently interesting.

Still, the amount of moves that were punches with XY interaction with concrete is a little excessive, and the aerials feel fairly brief and irrelevant. In addition, like in Lakitu, you sometimes use writing style to cover up some of the more generic moves, which I don't like.

It has some good ideas, but comes across as rushed in the end. Still, the ideas are still there, and it doesn't feel nearly as rushed as Lakitu, so fairly good job. It was entertaining if nothing else.​


You know, n88, I'm impressed by your ability to make such an in-character Pokeset without actually having played Pokemon. White Smoke, Withdraw, Flamethrower, Lava Plume, Eruption (even if the latter two should be switched); you've hit all the major marks here, even if things like Fire Blast are a little strange in implementation. It has a pretty real playstyle too; while it didn't come together while I was reading it, you manage to pull it together impressively in the end, with all the ways of playing with Lava Plume and everything else. Or maybe you've played a Pokegame by now, in which case you can ignore what I just said...

Criticisms? I don't like Protect that much. The implementation is a little strange - I suppose always really envisioned Protect as the user bracing themselves for attack anyway, but Torkoal isn't really the type to summon a shiny glowing barrier anyway. I also don't like how it's nearly useless outside of its "soft move interaction", even if it's something he would still end up using a lot.

Your writing style is a little rambling in places, but you made a keep-running Dash Attack without referencing Junahu (clap) it's far improved, and the organization is obviously very good as an image set. On the other hand, I'd like to see you try out matchups at some point, but it's not an awfully big deal.

So how does it compare to Kamek and Haunter? I don't think I can tell you. Please keep making it hard for me to choose. (a)​


Smash Ace
Nov 15, 2005
Shropshire Slasher

Holy cow! 2 Years already. Why, I remember, not too long ago, I was just some crazy nobody, asking whether MYM3.0 had finished or not. And here I am today, still just as crazy, but now I'm almost an icon to MYM.
Well, just like last year, we're going to celebrate this 'anniversary' with movesets. I doubt it'll be quite the festival last year was, but hey, who cares? let's have fun.

And here comes the first moveset now.


Smash Ace
Nov 15, 2005
Shropshire Slasher
Keep scrolling, you'll reach the actual moveset eventually

Disgaea - Laharl's Hymn
Disgaea - Etna Boogie
Disgaea - Aah, My Magnificent Life
Disgaea - The Invasion From Within
Disgaea - Red Moon
Disgaea - Tragic Marionette
Disgaea - Tomo Yo
Disgaea2 - Sinful Rose
Disgaea2 - White Tiger
Disgaea2 - Let's Dance The Last Battle
Disgaea2 - Twinkle * Star
Disgaea3 - Maritsu Evil Academy
Disgaea3 - Extreme Outlaw
Disgaea3 - Love Combination
Disgaea3 - Unlucky Hero
Disgaea3 - Go, Mao!
Disgeae3 - A Song for You
Disgaea3 - School Song
Disgaea3 - Recruitment Song

Prinny - Asagi My Love
Prinny - Asagi Metamorphosis
Prinny2 - Asagi GO Fight!!
Prinny2 - Kurosugi Asagi
Prinny2 - Credits

La Pucelle Tactics - The Legend of the Light Saint
La Pucelle Tactics - This is love, don't you think?
La Pucelle Tactics - A Miracle Occurs
Phantom Brave - Friend

Rhapsody A Musical Adventure - Someday
Rhapsody A Musical Adventure - Let's Go On
Rhapsody A Musical Adventure - Amphibian Paradise
Rhapsody A Musical Adventure - True Courage
Rhapsody A Musical Adventure - Evil Queen
Rhapsody A Musical Adventure - Our World
Rhapsody A Musical Adventure - Thank You

Rhapsody 2 Little Princess - Princess Kururu/Wonderful World/Beautiful Icecream
Rhapsody 2 Little Princess - Law of the Rose/A Customer is Here!/Evil Queen
Rhapsody 2 Little Princess - Determination of a Little Princess/We are the Akujo Family/The Carcanskies and the Bakenekoffs

Nov 24, 2008
The Make Your Move Rooligan Society
Since nobody else is commenting or saying anything else I might as well say something at least (it's not that I've been distracted with anything else compared to other guys).

The really really good thing is that I can see the entire extent of your movesets since I got updated to Google Chrome not long ago. So that is really awesome.

Anyway, I decided to take a read at Alucard since I never had the opportunity before. And that he's your most liked set for a genuinely good reason. I actually really respect why you like Alucard the best of any set. I guess when you mean "not trying to be unique or stand out", you mean that he's just Alucard from the game and not trying to be anything else that MYM demands. Ever since you posted the Character article on The Stadium I have been very interested in it. It actually made me appreciate Super Smash Bros characters for who they are, and how they are in-character. For example, one would tend to think that Bowser is OOC due to his lack of material from his games. Though the way I see it, the Bowser portrayed in Brawl is intended to show his brute strength at it's best. While you could replace his Side Special with one that summons a minion that would not only ruin his fighting style but would also implicate a sense of laziness. On the other hand, King Dedede shows this a little in his moveset; he tosses out a minion to fight for him and has them fight for him in his Final Smash. I reckon it's supposed to show DDD's irresponsibility as a king (and also why he uses a hammer for a good deal of his attacks, using a giant weapon is perfect for his slothful nature), while Bowser isn't neccesary lazy, and will actually fight. These traits are actually quite obvious to anyone if they take a glance at SSBB. Though I guess it's not just a character's personality that determines their implication in Smash, it's also determined by the game mechanics from their original game. Olimar, for example, is one of the few characters who is unable to genuinely fight on his own, as reflected in the Pikmin games. Instead, he uses Pikmin for most of his attacks, but not just that either, the Pikmin are used as tools of convenience. They are Olimar's only projectile and recovery attacks. Implementing all the Pikmin into Smash at random is a great way to show off all the Pikmin varieties from the game.

As for Alucard, he is Alucard. When reading the set, I see what you mean about him not trying too hard to be somebody else. All of his non-specials are extremely simple and don't overcomplicate things with silly reactions. The Specials are very complicated in contrast, though I reckon that's Alucard's way of staying in-character with Castlevania's many battle options. Yeah he may have a bit more options than other characters, but that doesn't matter. This is Alucard I'm speaking of. He is basically in character and would make it into Brawl without a hitch compared to the movesets made in this comp.

And now I kinda think now that the reason you use 1st person with your movesets like Arche is to tap into their personality to get the best out of them, making the set for THAT character. Very awesome idea.

When looking at Alucard and your Rules of Character, I think I can see where you're coming from with Etna (it helps that Im the first one to post something in the thread about this). Very good job with the first impression, should I say. The first thing the reader (me) is treated to is an image of a cutesy Etna. Oh yeah, she may look cute but that's just deception. It doesn't take long at all for her to show her true colors, which I kinda think you pulled off superbly. My thoughts on Etna is that's she's lazy and bored, but cruel. Like how I mentioned with DDD, the summoning of Prinnies is a good example of Etna's laid back nature, while her tendency to harm is reflected on her various interactions with the Prinnies (especially helped with all those images of the Prinnies being beaten up by Etna). On the other hand, she doesn't overdo it either (helped by the summoning limit that wrecks Etna if she summons too many Prinnies). She's perfectly capable of attacking anyone who gets in her way, helped by her many, many spear attacks. Not to mention that there are no tacked on interactions of any kind.

Also, I really like the Final Smash. It's extremely in-character, as it depicts Etna's bored ways in that she would even consider destroying the stage. "Eh, who cares about the stage. It's all about me." Not to mention that the "boss battle" thing is a good example of sending Etna's foes below her level into "Hell".

By the way, I commented only on how in-character Etna was. But I can do that.

And sorry about Protoman, Im not a Megaman fan. Never played one of the games in my life.

Anyway, if I start up a new set at all, I'd want to follow your example of character and give the character as much feel to them as possible. Disregard the ideals of concept that subtract so much from the character and ideals of Super Smash Bros. I'd reckon that there's a lesson to be learnt with Alucard and your opinion; just because people like something of yours the best (in which your case Doppelori I think) it doesn't mean that you have to like it too, as you've your own reasons to like what you like. It's just like how Alucard doesn't give into hatred despite his mother dying of humans, even though that's what most other people would do. It's an epic tale that can teach a lot to others.

darth meanie

Smash Journeyman
Jun 6, 2008
What if there was a Junahu Day and nobody came?

Seriously you guys? We've become this terrible at commenting? This is bad, and y'all should feel bad.


What I like most about Etna (besides the fact that she's a loli character) is that you created a character for whom her summons are helpful at low numbers, but become a hindrance if she aquires too many. Of course, since she can easily kill them with her grab, it's not too painful if there are too many Prinnys, and she can always jump too...

My complaint I have against Etna is that too many of her attacks seem to have little relevance except for manipulating Prinnys when they aren't all that hard to control, and certainly don't need specialized moves to whack them around or putt them in prone position. Also, her primary use of Prinnys is as protection right in front of her, which isn't too terribly exciting. I'm also not too terribly sure what her Super Armor is all that useful for to her playstyle either.

And as I established earlier, I hate the Spear/Sword/Axe triangle you've construed for your sets. Not only does it have nothing to do with Etna's source material, unlike Hector at least, it's blatantly unsmash for no reason except for giving her an excuse to have a positive Meta Knight Match-Up.

In essence, Etna didn't seem to go anywhere exciting. Her abusive way of dealing with her summons is entertaining, but she didn't seem to have that much depth to her offensive tactics. There is some cool stuff, like launching herself with over a Prinny with her Fair to deliver her powerful kick, but the set as a whole didn't impress me. Then again though, the moveset does have Dat Dash Attack, so I'm gonna Super Vote it.


I'm not really the audience for Protoman. Part of it's because I haven't played Mega Man 10, and part of it is because I don't really get the appeal of a set that has been practically cut and pasted from it's original game.

That said though, I can at least appreciate what you've done here, and that it is if nothing else a moveset blatantly true to its source material regardless of anything else. I do think though that you could have at least given him the ability to grab ledges or have a second jump, as with his already light weight, he's pretty gimpable, even with his recovery.

I do like how he also fights defensively while retreating as well, setting things up ahead and luring foes towards him behind while blocking with his shield. You've certainly done a good job with what you've been given Junahu, and I do believe that there are no bad Junahu sets, only ones people don't like. All of your sets have SOMETHING they're perfecting or focusing on or doing brilliantly. Sometimes people like it, sometimes we don't. These didn't wow me, but I appreciate the ability that you put in to make them (Etna was beautiful to read) and as always look forward to your next set.
Aug 9, 2007
The Cosmos Beneath Rosalina's Skirt
Good God, is SmashBoards insanely laggy for anyone but me? Anyway, now I'll comment.

Mega Man 10 Protoman

Alrighty, so basically you took the a similar route to your Mega Man 9 Mega Man moveset but this time made it to reflect Proto Man. I hope you know that means that it's INSTANTLY BANNED FROM THE CONTEST. Nah, I kid...I'm not really sure of what my stance was on Mega Man 9 Mega Man (please don't look it up as I'd feel bad if I was pro-ban) but with all the stuff we've had in recent contests *cough*Spy*cough* it's kind of silly to look back and realize that we actually -PUNISHED- you for being unsmash back then while people *cough*Warlord*cough* nowadays bash your sets for being too Smash.

Although I see this one being bashed as well sadly. Whether it be for not being zomg playstyle perfect or for forcing you to play with that abomination called the Wiimote (and using motion controls no less). Being a big fan of MM10 though I can really appreciate what you've done here, especially since you're not afraid to attempt it again after MM9MM. It's also nice to see a more literal interpretation of Strike Man than the one I gave him. Overall, MM10PM is certainly an awesome read, here's hoping the MM fans of MYM give this one a read.

ALSO...congratulations on two years Junahu! I hope you wish to stick around with us for another few more cuz we all love you (HUG)/[some homo].

Sorry about not commenting Etna, I'm off to bed (pce)


Smash Rookie
May 6, 2010
I just wanted to see Chaos Impact with Etna. Or Prinny Raid or something I don't know.
Even so, I liked the set. Nice job, Junahu.


Smash Ace
Nov 15, 2005
Shropshire Slasher
Yay I got comments!

"Katapultar said:
For example, one would tend to think that Bowser is OOC due to his lack of material from his games. Though the way I see it, the Bowser portrayed in Brawl is intended to show his brute strength at it's best. While you could replace his Side Special with one that summons a minion that would not only ruin his fighting style but would also implicate a sense of laziness.
:bee: I'm glad someone else feels this way. Character isn't just a case of putting signature attacks into the moveset. It's how they move and feel, what an attack looks like, what it does, and what it says about that character and their motives.

When looking at Alucard and your Rules of Character, I think I can see where you're coming from with Etna (it helps that Im the first one to post something in the thread about this). Very good job with the first impression, should I say. The first thing the reader (me) is treated to is an image of a cutesy Etna. Oh yeah, she may look cute but that's just deception. It doesn't take long at all for her to show her true colors, which I kinda think you pulled off superbly. My thoughts on Etna is that's she's lazy and bored, but cruel. Like how I mentioned with DDD, the summoning of Prinnies is a good example of Etna's laid back nature, while her tendency to harm is reflected on her various interactions with the Prinnies (especially helped with all those images of the Prinnies being beaten up by Etna). On the other hand, she doesn't overdo it either (helped by the summoning limit that wrecks Etna if she summons too many Prinnies). She's perfectly capable of attacking anyone who gets in her way, helped by her many, many spear attacks. Not to mention that there are no tacked on interactions of any kind.

Also, I really like the Final Smash. It's extremely in-character, as it depicts Etna's bored ways in that she would even consider destroying the stage. "Eh, who cares about the stage. It's all about me." Not to mention that the "boss battle" thing is a good example of sending Etna's foes below her level into "Hell".

By the way, I commented only on how in-character Etna was. But I can do that.
Wow, that was exactly the kind of personality I was trying to bring across in the set. Comments like this are what makes movesetting so worthwhile to me. Seriously, thank you

My complaint I have against Etna is that too many of her attacks seem to have little relevance except for manipulating Prinnys when they aren't all that hard to control, and certainly don't need specialized moves to whack them around or putt them in prone position.
That is true, though I should probably point out that the D-tilt forcing Prinnies into prone is not a tagged on effect, you could technically prone them with any move with enough downward knockback. It's just that the D-tilt is the best move of Etna's for that purpose.

And as I established earlier, I hate the Spear/Sword/Axe triangle you've construed for your sets. Not only does it have nothing to do with Etna's source material, unlike Hector at least, it's blatantly unsmash for no reason except for giving her an excuse to have a positive Meta Knight Match-Up.
Personally, I think a weapons triangle would be quite a nifty system to add to Brawl. And bleh, I'm sick of making Meta Knight matchups.
I try to make these sets in a way so that they can cooexist within the same game. If Hector gets this weapons triangle, then any set I make that uses a weapon, must adhere to the same rules. What's the point of Hectors axe, if he can't even outprioritise the one moveset I make that has a spear?

In essence, Etna didn't seem to go anywhere exciting. Her abusive way of dealing with her summons is entertaining, but she didn't seem to have that much depth to her offensive tactics. There is some cool stuff, like launching herself with over a Prinny with her Fair to deliver her powerful kick, but the set as a whole didn't impress me.
:ohwell: Yeah, that is kind of unfortunate. But I'd like to think Etna is a character who does exceedingly well in Free-For-Alls, which is something we haven't really had all too much.

I'm not really the audience for Protoman. Part of it's because I haven't played Mega Man 10, and part of it is because I don't really get the appeal of a set that has been practically cut and pasted from it's original game.
Well, it's more a nostalgic throwback, to MYM4, when the only goal most movesetter had, was to make people love the games they love. It was about people being happy and sociable, and I hope Protoman taps into that mindset just a little.

You've certainly done a good job with what you've been given Junahu, and I do believe that there are no bad Junahu sets, only ones people don't like. All of your sets have SOMETHING they're perfecting or focusing on or doing brilliantly. Sometimes people like it, sometimes we don't. These didn't wow me, but I appreciate the ability that you put in to make them (Etna was beautiful to read) and as always look forward to your next set.
:bee: Thanks. I appreciate the honesty too

MarthTrinity said:
Although I see this one being bashed as well sadly. Whether it be for not being zomg playstyle perfect or for forcing you to play with that abomination called the Wiimote (and using motion controls no less)
I was going to give alternate controls for other setups, but then I thought "hey, alternate controls are extras, I don't HAVE to make them :laugh:"

crash826 said:
I just wanted to see Chaos Impact with Etna. Or Prinny Raid or something I don't know.
Even so, I liked the set. Nice job, Junahu
Prinny Raid is one of the moves she can use in her Final Smash. I felt that summoning Prinnies normally was more relevant to the main set.
I have no idea why I skimped out on Chaos Impact though. Hell, I've got a neutral air doing nothing but waste space. I think I'll try putting it in there.